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Level 3: Spellcasting

You have learned to cast spells. The information below details how you use those rules as a Scholar.

Cantrips. You know two cantrips of your choice from the Wizard spell list. Whenever you gain a Tactician level, you can replace one of this feature's cantrips with another cantrip of your choice from the Wizard spell list.

When you reach level 10 in this class, you learn another Wizard cantrip of your choice.

Spell Slots. The Scholar Spellcasting table shows how many spell slots you have to cast your spells of level 1 and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a Long Rest

Prepared Spells of Level 1+. You prepare a list of spells of level 1 and higher that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list, two of which must be from the Divination and Transmutation schools of magic. The number of spells on your list increases as you gain Tactician levels, as shown in the Prepared Spells column of the Scholar Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Tactician, your list of prepared spells can include six Wizard spells of levels 1 and 2, in any combination.

Changing your Prepared Spells. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the Wizard spell list. The new spell must be of a level for which you have spell slots. 

Spellcasting Ability. Intelligence is your spellcasting ability for your Scholar spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for the spells you prepare for this subclass.

Scholar Spellcasting

Tactician Level   Spells Prepared   1   2   3   4  
3 3 2
4 4 3
5 4 3
6 4 3
7 5 4 2
8 6 4 2
9 6 4 2
10 7 4 3
11 8 4 3
12 8 4 3
13 9 4 3 2
14 10 4 3 2
15 10 4 3 2
16 11 4 3 3
17 11 4 3 3
18 11 4 3 3
19 12 4 3 3 1
20 13 4 3 3 1

Level 3: Bonus Proficiencies

You gain proficiency in two of the following skills: Arcana, History, or Investigation.

Additionally, you gain proficiency with calligrapher's supplies.

Level 3: Arcane Analysis

Your assessment of magical motions and utterances allows you to make an educated guess of almost any spell, even from the point of casting. Whenever a creature you're analyzing casts a spell, you instantly know the school of magic of the spell they're casting and the level that it's being cast at. If the spell is a spell on the Wizard spell list, you know that spell's name and effects as it's being cast.

Additionally, you can concentrate on your Analyze feature even while you're already concentrating on a spell and vice versa. If you're forced to make a Constitution saving throw to maintain concentration, you make one saving throw for both your Analyze feature and the spell, losing concentration on both on a failure.

Level 6: Planned Spellcraft

You can always adapt your plans and your sorcery to optimize the perfect outcome. As a Bonus Action, you can transform unexpended Perfect Plan dice into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Tactician level you must be to create a slot. You can create a spell slot no higher in level than 4.

Any spell slot you create with this feature vanishes when you finish a Long Rest.

Creating Spell Slots

Spell Slot Level   Perfect Plan Dice Cost   Min. Tactician Level
1 2 3
2 3 7
3 5 13
4 6 19

Level 10: Analytical Caster

Your spells strike hardest when you know your enemy. Once per turn, whenever you damage a creature you're analyzing with a spell you cast, roll a d8 and add the number rolled to one of the spell's damage rolls.

Level 15: Tactical Arcana

You can enhance the spellcasting capabilities of your allies. Whenever a creature that is a part of your Perfect Plan casts a spell that forces one or more creatures to make a saving throw, you may use your Reaction to expend and roll a Perfect Plan die, adding the result to the creature's spell save DC for that casting. 

If one or more of the spell's target's fails their saving throw against the spell, you can't use this feature on that spell's caster again until you finish a Short or Long Rest.

Level 18: Perfect Spellcraft

You can interweave your plans with magical trickery, ensuring that no magic is beyond the scope of your plots. Whenever you cast a spell, you may choose to cast a spell from the Wizard spell list you don't know. The spell must be of a level in which you have spell slots and you must still spend spell slots to cast it. To do so, you must spend a number of Perfect Plan dice equal to the chosen spell's level.

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