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Journeyman


Hit Points

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

Proficiences

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Overview & Creation

As a consequence of the Law of Power, a vast majority of mages and clerics across the world are unable to breach the invisible wall that separates them from weaving spells of truly grand scope. Many of them decry the weak hand that fate has dealt them and look with envy at the spellkissed and their inborn ability to do what they cannot, others still foolishly bargain with forces beyond their ken to seize this power for themselves. But a rare devoted few are content with what they have been given and pursue mastery not of the greatest spells, but of the raw fundamentals and essential techniques that go into each casting.   Such practitioners of magic are called Journeymen. And although they cannot cast spells beyond the Fifth Sphere of magic, they devote that training to instead specialise in the lower mysteries. Spells are practised over and over again, each remote work of magic examined and studied and use of somatic and verbal components perfected.   The result is that most Journeymen become highly accomplished spellcasters in their own right, who make up with speed what they lack in power and panache. Hundreds of hours of constant study manifest in a blur of hands that reshape and pluck at the weave with the grace and alacrity of a trained duelist, bringing their enemies to submission with earthly talent and humble skill.


Class Features

Journeymen have all of the same Class Features that a Cleric, Druid, Bard, Sorcerer or Wizard would have at their level with the exception of access to 6th level spells and above. To make up for this deficit they receive the following features on the levels they would have increased their spell level.   Savantism I: At 11th level, your mastery of Cantrips and First Sphere spells have increased to the point that you may cast those requiring an action as a bonus action instead. In addition, you receive two additional first level spell slots.   Savantism II: At 13th level, your mastery of Second Sphere spells have increased to the point that you may cast those requiring an action as a bonus action instead. In addition, you receive two additional second level spell slots.   Savantism III: At 15th level, your mastery of Third Sphere spells have increased to the point that you may cast those requiring an action as a bonus action instead. In addition, you receive two additional third level spell slots.   Savantism IV: At 17th level, your mastery of Fourth Sphere spells have increased to the point that you may cast those requiring an action as a bonus action instead. In addition, you receive two additional fourth level spell slots.   Savantism V: At 19th level, your mastery of Fifth Sphere spells have increased to the point that you may cast those requiring an action as a bonus action instead. In addition, you receive two additional fifth level spell slots.


Starting Equipment

You start with the following Equipment, in addition to the equipment⁠ granted by your background:   (a) a Quarterstaff or (b) a Dagger (a) a Component pouch or (b) an arcane focus (a) a scholar’s pack or (b) an explorer’s pack A Spellbook


Spellcasting

Upon taking this Variant Class, choose Cleric, Druid, Bard, Sorcerer or Wizard. Your spellcasting progression is identical to that class up until you reach 11th level, at which point your spell level does not increase. Journeymen receive separate benefits past that point due to their inability to cast spells beyond the Fifth Sphere.


Subclass Options

Journeymen use the same Subclasses as the base class that they modify.


Created by

Njalm.

Statblock Type

Class Features

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