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Philosopher

While others focus on their new developments and their various applications, the Philosopher sees nouliths for what they are, tools to assist spell casting. As this is the case to them, philosophers prefer to stick to traditional methods of spell casting to do much of their heavy lifting, making use of nouliths to draw aether from their foes and fueling their own spell casting with it. Their focus on spell casting has provided them with the ability to manipulate their spells, setting them heads and shoulders above their fellow sages in this field.

 

Features

Aetheric Siphon

Beginning at the 2nd level, when you use the Aether Shot feature and hit a target creature, your Noulith draws aether from the target for your use as a Noulith charge. These charges remain available to you for 1 hour, dissipating after 1 hour.
  As a bonus action, you can transform Noulith charges into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of Creating a Spell slot of a given level. You can create Spell Slots no higher in level than 3rd.
  Any spell slot you create with this feature vanishes when you finish a Long Rest. You are able to create a number of spells whose cumulative spell level is equal to your Sage level). You must complete a Long Rest before you can create spell slots again.
 

Creating Spell Slots

Spell Slot Level Noulith Charges Cost
1 3
2 5
3 7
4 9
5 11
 

Aetheric Adaptation

Beginning at the 6th level, you've learned to modify your spells using the aether you gather from your Nouliths.
  You gain two of the following Aetheric Adaptation Options of your choice. You gain another one at 10th and 14th level.
  You can use only one Aetheric Adaptation option on a spell when you cast it, unless otherwise noted.
  You can only use a number of Aetheric Adaptations equal to your proficiency modifier. You must complete a short rest before you can use Aetheric Adaptation again.
  Careful Spell
When you Cast a Spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 Noulith charge and choose a number of those creatures up to your Intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
  Empowered Spell
When you roll damage for a spell, you can spend 1 Noulith charge to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.
  You can use Empowered Spell even if you have already used a different Aetheric Adaptation option during the casting of the spell.
  Extended Spell
When you Cast a Spell that has a Duration of 1 minute or longer, you can spend 1 Noulith charge to double its Duration, to a maximum Duration of 24 hours.
  Heightened Spell
When you Cast a Spell that forces a creature to make a saving throw to resist its Effects, you can spend 3 Noulith charges to give one target of the spell disadvantage on its first saving throw made against the spell.
  Noulithic Casting
When you Cast a Spell, you spend 1 Noulith charge to cast the spell as though you were standing at the location of one of your Nouliths.
  Quickened Spell

When you Cast a Spell that has a Casting Time of 1 action, you can spend 2 Noulith charges to change the Casting Time to 1 Bonus Action for this casting.
  Subtle Spell
When you Cast a Spell, you can spend 1 Noulith charge to cast it without any somatic or verbal Components.
  Twinned Spell
When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of Noulith charges equal to the spell’s level to target a second creature in range with the same spell (1 Noulith charge if the spell is a cantrip).
  To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.
 

Efficient Absorption

Beginning at the 10th level, you siphon aether far more efficiently. You gain 2 Noulith charges when you use the Aether Shot feature.
 

Overcharge: Aetherial Drain

Beginning at the 14th level, as a bonus action, you forcefully draw Noulith charges from the aether of the world itself. You gain 3 Noulith charges for each active Noulith you control.
  You may only do this once. You must complete a long rest before you can use Overcharge: Aetherial Drain again.


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Kraege.

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