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Guiscard


jokomaisu

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Guiscard
Guiscards are a closed and exclusive guild of conmen and magic-users with branches in various Occasian countries, whose intent is primarily to recover artifacts, relics, and fragments of lost wisdom to enhance their power and knowledge, while also making the college, and individual members within it, more powerful.

After their apprenticeship, guiscards (named after the northern term for “magician” or “shrewd”) leave their school and travel around the Kingdom, alone or in bands, following maps and solving puzzles, looking for treasures and entrances to ruins of the past, exploring dungeons and remote places, ever hunting for ancient power and forgotten knowledge.

In the Kingdom, they are particularly interested in artifacts and tomes of the Draconian era, and are often learned in the most ancient languages.

Guiscards are the most famous and celebrated wizards of the Kingdom: cheaters, charlatans, street swindlers, gyppers, and seekers of arcane treasures. In their guild they learn a mixture of thieving tricks and spells; for this reason they are considered excellent Knaves and are much sought-after by bands and companies (as well as by guards, of course!).

 

The Guiscard Table

Level

Proficiency
Bonus

Features Cantrips
Known
1st 2nd 3rd
1st +2

Arcane Recovery, Spellcasting

3 2 - -
2nd +2

Magic Items Expert, Magical Trinkets, Treasure Seeker

3 3 - -
3rd +2

Natural Demeanor

3 4 2 -
4th +2

Ability Score Improvement, Elective Studies

4 4 3 -
5th +3

Signature Spell (1st level)

4 4 3 2
6th +3

Master of Extravaganza

4 4 3 3

Class Features
As a guiscard, you gain the following class features.

Hit Points
Hit Dice: 1d6 per guiscard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per guiscard level after 1st

Proficiencies
Armor: None
Weapons: Daggers, darts, slings, and quarterstaffs
Tools: One artisan’s tool of your choice from alchemist’s supplies, calligrapher’s supplies, or cartographer’s tools
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment
You begin the game with 100 silver which you can spend on your knave's starting weapons, armor, and adventuring gear. You can only purchase shoddy quality equipment.


Level 1


Arcane Recovery
Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your guiscard level (rounded up).


Spellcasting
You have a spellbook containing the written spells you study. You use your spellbook to cast your spells.

Cantrips
You know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Guiscard table. Additionally, you know the prestidigitation cantrip.

Spellbook
Your spellbook contains six 1st-level wizard spells of your choice. Your spellbook contains all of the wizard spells you know, except your cantrips, which you maintain in your memory.

Preparing and Casting Spells
The Guiscard table shows how many spell slots you have to cast your wizard spells. To cast one of these wizard 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.

You prepare the list of wizard spells that are available for you to cast, choosing from the wizard spell list. When you do so, choose a number of wizard spells written in your spellbook equal to your Intelligence modifier + your guiscard level (minimum of one spell). The spells must be of a level for which you have spell slots.

Casting spells doesn’t remove them from your list of prepared spells.

You can change your list of prepared spells whenever you finish a long rest by studying your spellbook for at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your wizard spells.

Learning Spells of 1st-Level and Higher
Each time you gain a guiscard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the guiscard table.

Your Spellbook
As you research magic and spells, you will add new spells to your spellbook. You might find spells during your adventures, such as spells from other spellcasters’ spellbooks, or spells recorded on scrolls.

Copying a Spell into the Book. When you find a wizard spell of 1st-level or higher, you can add it to your spellbook if it is of a spell level that you can prepare, and if you take the time to decipher and copy it.

Copying a spell into your spellbook involves reproducing the instructions of the spell, as well as deciphering any notation or cipher used by the guiscard who wrote it. You must also practice the spell until you comprehend any words, sounds, gestures, or materials required to use the spell. Finally, you transcribe the spell into your own spellbook, with any notation or cipher you wish to write it with.

For each level of the spell, the process takes 2 hours and costs 50 gold. The cost represents the material components you utilize as you experiment with the spell to master it, as well as the fine inks you use to record it into your spellbook.

Once you have spent this time and money, you can prepare the spell like any other spell in your spellbook.

Replacing the Book. You can copy a spell from your own spellbook into another book, in the case that you want to create a backup copy of your spellbook. This is similar to copying a new spell into your spellbook, but simpler and quicker since you understand your own notation and already know how to cast the spell. You spend 1 hour and 10 gold per level of copying your own spells.

If you lose your spellbook, you can use the same procedure to transcribe spells that you have prepared into a new spellbook.

The Spellbook’s Appearance. Your spellbook is as unique as you want it to be, and can have its own decoration, including margin notes and addendums made by you. It could be a simple, leather-bound book, or it can be finely-bound, gilded, leaflets stored in a box, or made of unique materials as well.


Level 2


Magic Items Expert
Whenever you make an ability check related to magic items or magic devices, you are considered proficient in the used skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.


Magical Trinkets
The guiscards are used to carrying around a large number of magical trinkets, the result of their studies and explorations. Although these trinkets are magical items indeed, they are often damaged or malfunctioning. You can use any magical item in your possession as a spellcasting focus for your wizard spells, and you gain an uncommon magic item of your choice from the Magical Junk list.


Treasure Seeker
You gain proficiency in the Investigation and the Perception skills. Also, you gain proficiency with light armor and a martial one-handed weapon of your choice.


Level 3


Natural Demeanor
You have a particular set of skills that sets you a cut above a novice mage. Choose one of the following:

Academic
You’ve got a whole lot of book smarts. You gain 4 specialties from Arcana, Culture, Engineering, History, Nature, and Religion. Unlike normal, academic specialties may be taken twice (increasing the specialty’s knack die to 1d6).

In addition, when you use either Deception or Persuasion to make a point related to an academic specialty, you gain your knack die from the specialty and use Intelligence for your ability check.

Ritual Efficiency
When you cast a spell as a ritual, you only add 1 minute to the casting time (instead of 10 minutes).

Rote Memorization
Choose one cantrip which has a casting time of 1 action and doesn’t deal damage. You can cast that cantrip as a bonus action without any seen or material components a number of times equal to your proficiency bonus. You regain all expended uses of this feature when you finish a long rest and can switch the cantrip associated with this feature each time you gain a guiscard level.


Level 4


Ability Score Increase
You can increase one ability score of your choice by 2, or increase two ability scores of your choice 1. As normal, you can’t increase an ability score above 20 using this feature.


Elective Studies
Your study of magic has uncovered unique ways to explore the world. You gain one elective study of your choice.

Air Lift
You can use an action to increase your vertical jump distance to 15 feet until the end of your turn. When you jump in this way, you can also glide with the updraft, allowing you to move 10 feet horizontally for every 5 feet you descend vertically.

Detect Magic Savant
Prerequisite: Able to cast detect magic

Whenever you cast detect magic, you can choose one of the following benefits to amplify the spell.

Lengthened Detect Magic. The duration of detect magic is increased by 10 minutes.

Extended Detect Magic. The detection radius of detect magic is increased by 30 feet.

Penetrating Detect Magic. The spell can penetrate most barriers, and it is only blocked by 2 feet of stone, 2 inches of common metal, a 1-inch sheet of lead, or 6 feet of wood or dirt.

Eidetic Memory
Your memory is nearly perfect. You can accurately recall anything you’ve read or seen in the past month. Additionally, when retreading a travel route you’ve traveled in the past month, you have advantage on ability checks made against environmental hazards on that route, unless the landscape has been significantly altered in that time.

Illusion Detective
Prerequisite: At least one illusion spell in your spellbook

You have advantage on Investigation checks and Intelligence saving throws made against illusion. When you succeed on an ability check or saving throw to see through an illusion, all allies within 30 feet of you gain advantage on checks to see through that illusion for the next minute.

Loremaster of Creatures
You are well-studied on naturally occurring creatures of the world. When you choose this study, choose one creature type: beasts, constructs, dragons, elementals, fey, fiends, giants, oozes, plants, or undead. This creature type becomes your Loremaster Creature Specialty. When you encounter a creature of the same type as your Loremaster Creature Specialty, you automatically know any history, legends, or myths related to it. 

Loremaster of Travel
You are well-travelled and well-studied. You have advantage on History checks to recall information relating to myths and legends that are location-based. In addition, when you arrive at a settlement for the first time, choose one of the following subjects: culture, etiquette, government, or populace and you know a useful fact about that subject. You can take a knack die on ability checks related to that subject in this settlement.

Persistent Mending
Prerequisite: The ability to cast mending

When you finish a long rest, choose up to 6 creatures who rested with you, including yourself. Choose one piece of their equipment to enchant with a persistent mending effect. The chosen item instantly fixes itself if it becomes damaged. If you choose an item from the following list, it also grants an additional benefit. This effect lasts for 12 hours.

Coat. Choose either hot or cold weather. The creature gains a knack die on Constitution saving throws made to resist the effect of that kind of weather.

Goggles. The creature’s vision can never be reduced to less than 20 feet due to inclement weather.

Shoes. The creature gains a knack die on Constitution saving throws made to undertake a forced march.

Presto, Prestidigitation!
Prerequisite: The ability to cast prestidigitation

If you are not actively casting prestidigitation or concentrating on a spell, the magic of prestidigitation is always keeping you, your clothes, and your gear sparkling clean.

The following effects are added to the list of options you can choose from when you cast prestidigitation.

  • You transmute a small piece of string in your hands into a sturdy 30-foot long rope. For the duration, it functions as a regular hempen rope.
  • Using the heads side of a coin like a lens, you can hold the coin over one of your closed eyes and see through it. While looking through the coin in this way, you gain darkvision to a range of 30 feet. The coin’s darkvision effect ends when the spell ends.
  • A pebble you touch becomes a sensor that you can use to see through. For the duration as long as you are within 10 feet of the pebble, you can use an action to see through the pebble to a range of 30 feet. While seeing through the pebble, you are blinded and deafened with regard to your own senses.
  • On a piece of parchment or paper, you can create an exact copy of another piece of parchment or paper, including any writing, drawings, or other markings that appear on the original. The paper does not change size to accommodate any differences in size between the two. The copy you create lasts for the duration of this spell, and disappears when the spell ends.

Level 5


Signature Spell (1st level)
You have developed your spellcasting skill and honed it into spells that you consider to be your Signature Spell.

Choose one 1st-level wizard spell that is in your spellbook. You always have this spell prepared, it doesn’t count toward your maximum prepared spells, and you can cast this spell at its lowest level without expending a spell slot. Once you have cast a Signature Spell in this way, you must finish a short or long rest before you can do so again.


Level 6


Master of Extravaganza
You can attune to 4 magical items instead of 3. Also, you can ignore any prerequisite required to attune to a magical item.


Edited by jokomaisu (see edit history)

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