Level 2
You have 1 class point.
You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.
Optional Abilities
Minor Conjuration
You can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.
The object disappears after 1 hour, when you use this feature again, or if it takes any damage.
Minor Alchemy
You can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.
Treasure Sense
You can pinpoint the location of precious metals and stones, such as coins and gems, within 60 feet of you.
Level 5
You gain 1 class point.
Optional Abilities
Spellsword
When you use your action to cast a spell, you can use your bonus action to make a melee weapon attack and add your proficiency bonus on to this.
Minute Seeing
You can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
Level 6
You gain 1 class point.
Optional Abilities
Instinctive Charm
When a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.
You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.
Efficient Conjuration
When you cast a conjuration spell of 2nd level or higher, you may instead cast this spell using a spell slot one slot lower than the spell would usually require.
For example, if you cast a conjuration spell of 5th level, you may cast this spell using a 4th level spell slot, when normally you would have used a 5th level spell slot.
Level 17
You gain 1 class point.
Optional Abilities
Durable Summons
Any creature that you summon or create with a conjuration spell has 30 temporary hit points.
Sand Cloud
A cloud of sand swirls about in a 20-foot-radius sphere centred on a point you can see within 120 feet of you. The cloud spreads around corners. Each creature in the cloud must succeed on a Constitution saving throw against your cleric spell save DC or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can use this feature a number of times equal to your 1 + your Charisma modifier (a minimum of twice). You regain all uses of this feature after a short or long rest.
Slowing Breath
You exhale gas in a 30-foot cone. Each creature in that area must succeed on a Constitution saving throw against your cleric spell save DC. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
You can use this feature a number of times equal to your 1 + your Charisma modifier (a minimum of twice). You regain all uses of this feature after a short or long rest.
Use Magic Device
You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
Peilzrit Follower Table
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