Tiadoppler
2019-05-12, 02:16 AM
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Academian class (https://homebrewery.naturalcrit.com/share/By-DyJv5hV)
Preamble:
I have never designed a custom class or subclass for D&D (5e or otherwise) before, and I'm not a great minmaxer. If you see something hugely unbalanced here, please explain it to me, and I'll probably agree with you and change it. This is a first draft alpha release of something I've worked on for a couple hours, not something that I think is close to perfection.
The Geometer is especially troubling to me. I promise to be not-at-all offended by constructive criticism regarding its design.
Premise:
Want to play the character that Wizards beat up in high school? Me too!
The academian is an Intelligence-based full caster, which trades the Wizard's combat versatility for your choice of massive skill support, great healing ability, and incredible out-of-combat versatility. If a Wizard was an engineer, with many practical uses for magic, the academian would be a theoretical scientist with greater knowledge but less immediate utility. An Academian has devoted their life to study, research and higher education. academians know that it's never enough to simply know facts by rote: the question "why?" is far more important.
The academian spell list is somewhat similar to the wizard spell list, but it lacks the vast majority of damage and area-of-effect spells that let the wizard have peerless control over the battlefield. An academian's forte is not dealing damage, but reshaping the problems at hand so that their allies can solve them most efficiently, or bypassing problems altogether. The academian's three subclasses each modify the experience significantly.
The scholar is a master of many talents, rivaling the rogue for their skill expertise and general knowledge.
The physician is an arcane doctor, bringing the logic and analysis of intelligence to the field of divine magics.
The geometer understands magic like no other. With enough uninterrupted time, they can mold the universe to their whim.
The Academian
Quick Build
You can make an academian quickly by following these suggestions. First, Intelligence should be your highest ability score. If you intend to make heavy use of certain Obvious Solutions, make Wisdom your second-best score, otherwise, pick Constitution as your second-best score. Next, pick the Cloistered Scholar or Sage background. Learn the cantrips Ray of Frost and Prestidigitation, and the 1st level spells Mage Armor, Magic Missile and Shield. Add the rituals Detect Magic, Find Familiar, and Identify to your ritual book.
Level Progression
(Uses the spell slot progression of Wizards and other full casters, but I hereby refuse to write all that out. Just pretend there's a whole bunch of spell slots there on the right side.)
Level
Proficiency
Spells and Cantrips Known
Features
1st
+2
5
Spellcasting, Common Sense, Expertise
2nd
+2
6
Academic Focus
3rd
+2
7
4th
+2
8
ASI
5th
+3
9
6th
+3
10
Academic Focus Feature, Thaumic Control Manipulation
7th
+3
11
8th
+3
12
ASI
9th
+4
13
10th
+4
14
ASI
11th
+4
15
12th
+4
16
ASI
13th
+5
17
14th
+5
18
Academic Focus Feature, Thaumic Control Manipulation Improvement
15th
+5
19
16th
+5
20
ASI
17th
+6
21
18th
+6
22
Academic Focus Feature
19th
+6
23
ASI
20th
+6
24
Intellectual Supremacy
Class Features
As an academian, you gain the following class features.
Hit Points
Hit Dice: 1d6 per academian level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per academian level after 1st
Proficiencies
Armor: None
Weapons: Clubs, daggers, light crossbows, quarterstaffs, spears
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose one from Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
* (a) a quarterstaff, (b) a spear, or (c) a dagger
* (a) a scholar's pack, or (b) a diplomat's pack, or (c) an explorer's pack containing a book
* a component pouch, ritual book, pen, and bottle of ink
Spellcasting
TL;DR: Instead of one number of cantrips and another number of spells, you get one pool of magic knowledge and divide it as you see fit. Want to learn 15 cantrips, and only nine spells? Go for it!
Spells and Cantrips Known
At 1st level, you know a total of five spells and cantrips from the academian spell list, divided among 1st level spells and cantrips at your discretion. The Spells and Cantrips Known column of the Academian table shows when you learn more academian spells and cantrips of your choice. Each spell you learn must be of a level for which you have spell slots.
Additionally, when you gain a level in this class, you can choose one of the academian spells or cantrips you know and replace it with another spell or cantrip from the academian spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your academian spells, because your magical skill is dependent on your intellect and education. 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 an academian 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 may cast spells from your ritual book as a ritual if that spell has the ritual tag and they are of a spell level for which you have spell slots.
Ritual Book
TL;DR: You can choose rituals from any class. You can choose rituals you can't cast yet
At 1st level, you have a ritual book containing three spells of your choice. These spells must have the ritual tag, but can be of any level, and chosen from any class list. Intelligence is your casting ability for all spells in your ritual book.
If you come across a spell in written form, you may add it to your ritual book as long as it has the ritual tag. The process of copying the spell into your ritual book takes 2 hours and 50gp per level of the spell. This cost represents the ink, paper and material components expended during the process of mastering the spell.
Common Sense
You have a mind and you know how to use it. When you're confronted by stress or danger you can fall back on your common sense to solve the problem for you.
Obvious Solutions
At 1st level, you learn 2 obvious solutions to utilize. You learn an additional obvious solution at 7th, 13th, and 19th level. Each time you learn a new obvious solution, you can also replace one obvious solution you know with a different one.
Saving Throws
Some of your obvious solutions require your target to make a saving throw to resist the obvious solution's effects. The saving throw DC is calculated as follows:
Obvious Solution save DC = 8 + your proficiency bonus + your Wisdom modifer
Obvious Solution list
This list is presented in alphabetical order.
Ask for Help. As an action, you pick an enemy you can see within 15', and an ally that can hear you within 60'. That ally can use their reaction to make a weapon attack targeting only the chosen enemy. That attack has a bonus to its damage roll equal to your Wisdom modifier.
Create a Distraction. As an action, you distract a creature within 30' who can see and hear you. The target must make an Intelligence saving throw. On a failed save, the target has disadvantage on the next attack roll or skill check it makes. This obvious solution uses your concentration, and you can maintain your concentration for up to one minute, as long as you do not end your turn more than 30' away from the target.
Get Out of There. When an enemy within 5' takes damage, you can use your reaction to move a distance equal to your Wisdom modifier x 5'. This movement does not provoke opportunity attacks.
Have a Big Friend. When you are the target of an attack, you may use your reaction to change the target of the attack to a willing ally within 5'.
Know Your Enemy. As an action, you examine a creature you can see within 30'. The target must make a Wisdom saving throw. On a failed save, you learn all of its Damage Immunities, Damage Resistances and Damage Vulnerabilities. If you already know its Damage Immunities, Damage Resistances and Damage Vulnerabilities, you instead learn which of the target's saving throws are highest and lowest.
Know Yourself. As an action, you meditate on your current physical, mental and emotional state. Roll a d20 and record the result. The next time you roll a d20 before the end of your next turn, you must instead use that result. If you use this ability again, the new d20 roll replaces the older recorded result.
Run For It. As an action, you gain extra movement for the current turn. The increase equals double your speed, after applying any modifiers. You cannot move towards any enemy you know the location of during this turn. For example, if you have a speed of 30 feet, and use Run For It, you can move up to 90 feet on your turn, as long as you only move away from all known enemies.
Use Big Words. As an action, you speak a sentence full of meaningless polysyllabic arcanobabble. All creatures of your choice within 30' who understand your language must make a Charisma saving throw. On a failed save, they think that you know what you're talking about and trust your expertise.
Expertise
At 1st level, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability checks you make that use that skill proficiency.
Academic Focus
When you reach 2nd level, you choose an academic focus, molding your future studies in one of three directions: Scholar, Geometer, or Physician, all detailed at the end of the class description.
Your choice grants you features at 2nd level, and again at 6th, 14th, and 18th level.
Thaumic Control Manipulation
Starting at 6th level, you've learned to manipulate the underlying principles of spell control, freeing up your own mind for more important thoughts. When you cast a concentration spell targeting only one willing creature, you may transfer the concentration requirement for that spell to the target. The target must maintain concentration for the spell effect to function, but you do not. Spell duration, and all other effects, remain unchanged.
Starting at 14th level, this effect is no longer limited to effects targeting only one creature. Whenever you cast a concentration spell targeting only willing creatures, you may transfer the concentration requirement for that spell to those targets. To maintain the spell effect on themselves, each target must maintain concentration on your spell. If one target loses concentration, your spell effect ends on them, but the other targets' concentration and spell effects are unaffected.
Even though you do not need to maintain concentration on spells cast in this way, the cognitive effort of casting such a spell interrupts any concentration effect you are maintaining yourself.
Intellectual Supremacy
At 20th level, you've honed your mind's power and focus to the highest degree. You are both a librarian and a library. Your Intelligence and Wisdom scores increase by 4. Your maximum for these scores is now 24. In addition, you gain proficiency in Charisma saving throws.
Academic Focuses
An academian's love is knowledge, but not all study the same topics with the same attention. Some delve into the mysteries of the arcane, enhancing their ability to control magic. Others study the mysteries of life and death, seeking to duplicate divine magics with arcane power. Most, however, devote their lives to the accumulation of facts and mastering the minutae of the universe, so that future generations can benefit from their recorded wisdom.
Scholar
Scholars seek knowledge. Comprehension is far more important than simple physical power, and far less common. A scholar is most likely to spend their lives in a library or university, as a researcher or professor, venturing out into the world only rarely. When they do, their lifetime of accumulated trivia lets them solve problems that few others could conceive of, much less answer.
General Education
Starting when you choose this Academic Focus at 2nd level, you may choose a number of Academian class skills equal to your Intelligence modifier. You gain proficiency in those skills. Whenever your Intelligence ability score is changed permanently (by an ASI or class feature, but not by magical items or effects), update this feature accordingly. For example, when your Intelligence increases from 16 (+3) to 18 (+4), you gain 1 additional skill proficiency.
Practiced Researcher
Starting at 2nd level, you have mastered the art of finding information in libraries, archives, and other collections. If you spend 10 minutes familiarizing yourself with an organization system, you can automatically find any properly filed book or document. You have advantage on ability checks made to locate improperly filed items, or identify fraudulent or falsified documents.
Scholarly Pursuits
Starting at 6th level, you may choose a number of your skill proficiencies equal to your Intelligence modifier. Your proficiency bonus is doubled for any ability check you make that uses any of the chosen proficiencies. Whenever your Intelligence ability score is changed permanently (by an ASI or class feature, but not by magical items or effects), update this feature accordingly. For example, when your Intelligence increases from 16 (+3) to 18 (+4), you can double the proficiency bonus of 1 additional skill.
Instant Recall
Starting at 14th level, whenever you make a skill check that lets you add your Intelligence or Wisdom modifier, you may treat a d20 roll of 9 or lower as a 10.
Stroke of Genius
Starting at 18th level, when you make an ability check, you may choose to gain Advantage on the roll, and add your Intelligence modifier to the result. Once you use this feature, you must finish a short or long rest before you can use it again.
Physician
Physicians seek to understand life and death, and control them. A physician's mastery of magic that is otherwise reserved for divine power makes them powerful allies and deadly foes.
Medical Training
When you choose this Academic Focus at 2nd level, you gain proficiency in the Medicine skill, and the tools Alchemist's Supplies, Herbalism Kit, and Poisoner's Kit, if you don't already have it. Your proficiency bonus is doubled for any ability check that uses any of those proficiencies.
Biomagical Studies
Physicians have a list of spells that they learn at specific academian levels. These spells count as academian spells for you, but do not count towards the number of Spells and Cantrips Known.
Academian Level Spell
2nd Cure Wounds
4th Gentle Repose
6th Revivify
8th Death Ward
10th Raise Dead
12th Heal
14th Regenerate
16th Resurrection
Second Opinion
Starting at 6th level, whenever an ally within 5' rolls one or more dice to regain hit points, you can use your reaction to allow them to reroll any number of those dice, keeping the second result.
When you reach 18th level, instead of rerolling the dice, you can use the highest number possible for each die.
Steady Hands
Starting at 14th level, whenever you make you a Medicine skill check, or any check using Alchemist's Supplies, an Herbalism Kit, or a Poisoner's Kit, you may treat a d20 roll of 9 or lower as a 10.
Manipulate Life
Starting at 18th level, you can shift the life force of living creatures as you will. Make a melee spell attack roll against one living creature within 5'. On a hit, the target takes 10d10 Necrotic damage. You may then restore hit points equal to the damage dealt, divided as you choose among any number of creatures that you can see within 5'. If this ability reduces the target past 0 hit points, the extra damage does not count towards the available healing. This ability has no effect, positive or negative, on undead or constructs. Once you use this feature, you must finish a short or long rest before you can use it again.
For example, if you use this feature to deal 55 damage to a target with only 40 hit points, you may heal yourself by 40 hit points.
If the target of this feature is willing, no attack roll or damage roll is necessary. You can choose to deal up to 100 hit points of Necrotic damage to the target, and calculate the restored hit points as usual.
Geometer
Geometers understand the nature of the arcane better than any other researcher. Magical forces are predictable, and with enough experience, one can learn to predict and shape the pathways they follow. The use of arcane geometry is not fast or flashy, but the slow, careful creation of arcane matrices grants power unimaginable.
Pattern-Tracer
When you choose this Academic Focus at 2nd level, you gain proficiency in the Arcana and Religion skills, and the tools Calligrapher's Supplies and Forgery Kit if you don't already have it. Your proficiency bonus is doubled for any ability check that uses any of those proficiencies.
Thaumaturgical Pathway Analyst
Starting at 2nd level, whenever you witness the casting of a spell with the ritual tag, you may add it to your ritual book. The time and cost of copying the spell into your ritual book is halved.
If any spells that you know have the ritual tag, you may add them to your ritual book. The time and cost of copying those spells is halved.
Additionally, whenever you witness the casting of a spell on the academian spell list, you can choose one of the academian spells you know and replace it with that spell, which also must be of a level for which you have spell slots.
Student of the Mysterious Arcane
Starting at 6th level, you start to grasp the underlying truths that bind all forms of magic together. You create an encoded research tome to record your findings and original research.
At 6th level, and again at 8th, 10th, 12th, 14th, 16th, 18th, and 20th level, you may add a spell from any class to your research tome. This spell must be of a level you can cast.
When casting spells from your research tome, you must expend a spell slot as normal, and the casting time is increased by 10 minutes per spell level. Intelligence is your spellcasting ability for these spells.
Newfound Efficiencies
Starting at 14th level, when you cast spells from your research tome, the level of the spell slot expended during casting is decreased by 1 level. If the spell is a 1st level spell, no spell slot is expended. You cannot reduce the required spell slot level by more than 1 in this way.
Unified Theory of Arcana
Starting at 18th level, you can cast any academian spell you know using the secret methods written in your research tome. If you increase the casting time of a spell by 10 minutes per spell level, you can decrease the required spell slot level by 1. You cannot reduce the required spell slot level by more than 1 in this way.
Cantrips:
Acid Splash
Blade Ward
Control Flames
Dancing Lights
Frostbite
Guidance
Gust
Light
Mage Hand
Magic Stone
Mending
Message
Minor Illusion
Mold Earth
Poison Spray
Prestidigitation
Produce Flame
Ray of Frost
Resistance
Shape Water
Shocking Grasp
Thaumaturgy
Thunderclap
Vicious Mockery
1st Level:
Absorb Elements
Alarm
Bane
Charm Person
Comprehend Languages
Detect Magic
Detect Poison and Disease
Disguise Self
Expeditious Retreat
Feather Fall
Find Familiar
Fog Cloud
Identify
Illusory Script
Jump
Longstrider
Mage Armor
Magic Missile
Shield
Silent Image
Sleep
Snare
Tasha's Hideous Laughter
Tenser's Floating Disk
Unseen Servant
2nd Level:
Alter Self
Arcane Lock
Blindness/Deafness
Continual Flame
Darkness
Darkvision
Detect Thoughts
Enlarge/Reduce
Gust of Wind
Hold Person
Invisibility
Knock
Lesser Restoration
Levitate
Locate Animals or Plants
Locate Object
Magic Mouth
Misty Step
Nystul's Magic Aura
Phantasmal Force
Ray of Enfeeblement
Rope Trick
See Invisibility
Skywrite
Spider Climb
Suggestion
Web
3rd Level:
Animate Dead
Bestow Curse
Catnap
Clairvoyance
Counterspell
Dispel Magic
Fly
Glyph of Warding
Haste
Hypnotic Pattern
Magic Circle
Major Image
Nondetection
Protection from Energy
Remove Curse
Sending
Slow
Speak with Dead
Summon Lesser Demons
Tiny Servant
Tongues
Water Breathing
4th Level:
Arcane Eye
Banishment
Charm Monster
Confusion
Conjure Minor Elementals
Control Water
Dimension Door
Divination
Elemental Bane
Fabricate
Freedom of Movement
Greater Invisibility
Hallucinatory Terrain
Leomund's Secret Chest
Locate Creature
Mordenkainen's Private Sanctum
Polymorph
Stone Shape
Summon Greater Demon
Watery Sphere
5th Level:
Animate Objects
Bigby's Hand
Conjure Elemental
Contact Other Plane
Control Winds
Creation
Dominate Person
Far Step
Geas
Greater Restoration
Hold Monster
Infernal Calling
Legend Lore
Mislead
Modify Memory
Passwall
Planar Binding
Scrying
Skill Empowerment
Telekinesis
Teleportation Circle
Transmute Rock
6th Level:
Arcane Gate
Conjure Fey
Contingency
Create Homunculus
Create Undead
Drawmij's Instant Summons
Find the Path
Flesh to Stone
Forbiddance
Guards and Wards
Mental Prison
Move Earth
Otto's Irresistible Dance
Programmed Illusion
Soul Cage
Tenser's Transformation
True Seeing
7th Level:
Etherealness
Forcecage
Mirage Arcane
Mordenkainen's Magnificent Mansion
Plane Shift
Project Image
Sequester
Symbol
Teleport
8th Level:
Antimagic Field
Antipathy/Sympathy
Control Weather
Demiplane
Dominate Monster
Feeblemind
Illusory Dragon
Maze
Mind Blank
Telepathy
9th Level:
Astral Projection
Foresight
Gate
Imprisonment
Invulnerability
Shapechange
Time Stop
True Polymorph
Weird
Wish
Academian class (https://homebrewery.naturalcrit.com/share/By-DyJv5hV)
Preamble:
I have never designed a custom class or subclass for D&D (5e or otherwise) before, and I'm not a great minmaxer. If you see something hugely unbalanced here, please explain it to me, and I'll probably agree with you and change it. This is a first draft alpha release of something I've worked on for a couple hours, not something that I think is close to perfection.
The Geometer is especially troubling to me. I promise to be not-at-all offended by constructive criticism regarding its design.
Premise:
Want to play the character that Wizards beat up in high school? Me too!
The academian is an Intelligence-based full caster, which trades the Wizard's combat versatility for your choice of massive skill support, great healing ability, and incredible out-of-combat versatility. If a Wizard was an engineer, with many practical uses for magic, the academian would be a theoretical scientist with greater knowledge but less immediate utility. An Academian has devoted their life to study, research and higher education. academians know that it's never enough to simply know facts by rote: the question "why?" is far more important.
The academian spell list is somewhat similar to the wizard spell list, but it lacks the vast majority of damage and area-of-effect spells that let the wizard have peerless control over the battlefield. An academian's forte is not dealing damage, but reshaping the problems at hand so that their allies can solve them most efficiently, or bypassing problems altogether. The academian's three subclasses each modify the experience significantly.
The scholar is a master of many talents, rivaling the rogue for their skill expertise and general knowledge.
The physician is an arcane doctor, bringing the logic and analysis of intelligence to the field of divine magics.
The geometer understands magic like no other. With enough uninterrupted time, they can mold the universe to their whim.
The Academian
Quick Build
You can make an academian quickly by following these suggestions. First, Intelligence should be your highest ability score. If you intend to make heavy use of certain Obvious Solutions, make Wisdom your second-best score, otherwise, pick Constitution as your second-best score. Next, pick the Cloistered Scholar or Sage background. Learn the cantrips Ray of Frost and Prestidigitation, and the 1st level spells Mage Armor, Magic Missile and Shield. Add the rituals Detect Magic, Find Familiar, and Identify to your ritual book.
Level Progression
(Uses the spell slot progression of Wizards and other full casters, but I hereby refuse to write all that out. Just pretend there's a whole bunch of spell slots there on the right side.)
Level
Proficiency
Spells and Cantrips Known
Features
1st
+2
5
Spellcasting, Common Sense, Expertise
2nd
+2
6
Academic Focus
3rd
+2
7
4th
+2
8
ASI
5th
+3
9
6th
+3
10
Academic Focus Feature, Thaumic Control Manipulation
7th
+3
11
8th
+3
12
ASI
9th
+4
13
10th
+4
14
ASI
11th
+4
15
12th
+4
16
ASI
13th
+5
17
14th
+5
18
Academic Focus Feature, Thaumic Control Manipulation Improvement
15th
+5
19
16th
+5
20
ASI
17th
+6
21
18th
+6
22
Academic Focus Feature
19th
+6
23
ASI
20th
+6
24
Intellectual Supremacy
Class Features
As an academian, you gain the following class features.
Hit Points
Hit Dice: 1d6 per academian level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per academian level after 1st
Proficiencies
Armor: None
Weapons: Clubs, daggers, light crossbows, quarterstaffs, spears
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose one from Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
* (a) a quarterstaff, (b) a spear, or (c) a dagger
* (a) a scholar's pack, or (b) a diplomat's pack, or (c) an explorer's pack containing a book
* a component pouch, ritual book, pen, and bottle of ink
Spellcasting
TL;DR: Instead of one number of cantrips and another number of spells, you get one pool of magic knowledge and divide it as you see fit. Want to learn 15 cantrips, and only nine spells? Go for it!
Spells and Cantrips Known
At 1st level, you know a total of five spells and cantrips from the academian spell list, divided among 1st level spells and cantrips at your discretion. The Spells and Cantrips Known column of the Academian table shows when you learn more academian spells and cantrips of your choice. Each spell you learn must be of a level for which you have spell slots.
Additionally, when you gain a level in this class, you can choose one of the academian spells or cantrips you know and replace it with another spell or cantrip from the academian spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your academian spells, because your magical skill is dependent on your intellect and education. 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 an academian 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 may cast spells from your ritual book as a ritual if that spell has the ritual tag and they are of a spell level for which you have spell slots.
Ritual Book
TL;DR: You can choose rituals from any class. You can choose rituals you can't cast yet
At 1st level, you have a ritual book containing three spells of your choice. These spells must have the ritual tag, but can be of any level, and chosen from any class list. Intelligence is your casting ability for all spells in your ritual book.
If you come across a spell in written form, you may add it to your ritual book as long as it has the ritual tag. The process of copying the spell into your ritual book takes 2 hours and 50gp per level of the spell. This cost represents the ink, paper and material components expended during the process of mastering the spell.
Common Sense
You have a mind and you know how to use it. When you're confronted by stress or danger you can fall back on your common sense to solve the problem for you.
Obvious Solutions
At 1st level, you learn 2 obvious solutions to utilize. You learn an additional obvious solution at 7th, 13th, and 19th level. Each time you learn a new obvious solution, you can also replace one obvious solution you know with a different one.
Saving Throws
Some of your obvious solutions require your target to make a saving throw to resist the obvious solution's effects. The saving throw DC is calculated as follows:
Obvious Solution save DC = 8 + your proficiency bonus + your Wisdom modifer
Obvious Solution list
This list is presented in alphabetical order.
Ask for Help. As an action, you pick an enemy you can see within 15', and an ally that can hear you within 60'. That ally can use their reaction to make a weapon attack targeting only the chosen enemy. That attack has a bonus to its damage roll equal to your Wisdom modifier.
Create a Distraction. As an action, you distract a creature within 30' who can see and hear you. The target must make an Intelligence saving throw. On a failed save, the target has disadvantage on the next attack roll or skill check it makes. This obvious solution uses your concentration, and you can maintain your concentration for up to one minute, as long as you do not end your turn more than 30' away from the target.
Get Out of There. When an enemy within 5' takes damage, you can use your reaction to move a distance equal to your Wisdom modifier x 5'. This movement does not provoke opportunity attacks.
Have a Big Friend. When you are the target of an attack, you may use your reaction to change the target of the attack to a willing ally within 5'.
Know Your Enemy. As an action, you examine a creature you can see within 30'. The target must make a Wisdom saving throw. On a failed save, you learn all of its Damage Immunities, Damage Resistances and Damage Vulnerabilities. If you already know its Damage Immunities, Damage Resistances and Damage Vulnerabilities, you instead learn which of the target's saving throws are highest and lowest.
Know Yourself. As an action, you meditate on your current physical, mental and emotional state. Roll a d20 and record the result. The next time you roll a d20 before the end of your next turn, you must instead use that result. If you use this ability again, the new d20 roll replaces the older recorded result.
Run For It. As an action, you gain extra movement for the current turn. The increase equals double your speed, after applying any modifiers. You cannot move towards any enemy you know the location of during this turn. For example, if you have a speed of 30 feet, and use Run For It, you can move up to 90 feet on your turn, as long as you only move away from all known enemies.
Use Big Words. As an action, you speak a sentence full of meaningless polysyllabic arcanobabble. All creatures of your choice within 30' who understand your language must make a Charisma saving throw. On a failed save, they think that you know what you're talking about and trust your expertise.
Expertise
At 1st level, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability checks you make that use that skill proficiency.
Academic Focus
When you reach 2nd level, you choose an academic focus, molding your future studies in one of three directions: Scholar, Geometer, or Physician, all detailed at the end of the class description.
Your choice grants you features at 2nd level, and again at 6th, 14th, and 18th level.
Thaumic Control Manipulation
Starting at 6th level, you've learned to manipulate the underlying principles of spell control, freeing up your own mind for more important thoughts. When you cast a concentration spell targeting only one willing creature, you may transfer the concentration requirement for that spell to the target. The target must maintain concentration for the spell effect to function, but you do not. Spell duration, and all other effects, remain unchanged.
Starting at 14th level, this effect is no longer limited to effects targeting only one creature. Whenever you cast a concentration spell targeting only willing creatures, you may transfer the concentration requirement for that spell to those targets. To maintain the spell effect on themselves, each target must maintain concentration on your spell. If one target loses concentration, your spell effect ends on them, but the other targets' concentration and spell effects are unaffected.
Even though you do not need to maintain concentration on spells cast in this way, the cognitive effort of casting such a spell interrupts any concentration effect you are maintaining yourself.
Intellectual Supremacy
At 20th level, you've honed your mind's power and focus to the highest degree. You are both a librarian and a library. Your Intelligence and Wisdom scores increase by 4. Your maximum for these scores is now 24. In addition, you gain proficiency in Charisma saving throws.
Academic Focuses
An academian's love is knowledge, but not all study the same topics with the same attention. Some delve into the mysteries of the arcane, enhancing their ability to control magic. Others study the mysteries of life and death, seeking to duplicate divine magics with arcane power. Most, however, devote their lives to the accumulation of facts and mastering the minutae of the universe, so that future generations can benefit from their recorded wisdom.
Scholar
Scholars seek knowledge. Comprehension is far more important than simple physical power, and far less common. A scholar is most likely to spend their lives in a library or university, as a researcher or professor, venturing out into the world only rarely. When they do, their lifetime of accumulated trivia lets them solve problems that few others could conceive of, much less answer.
General Education
Starting when you choose this Academic Focus at 2nd level, you may choose a number of Academian class skills equal to your Intelligence modifier. You gain proficiency in those skills. Whenever your Intelligence ability score is changed permanently (by an ASI or class feature, but not by magical items or effects), update this feature accordingly. For example, when your Intelligence increases from 16 (+3) to 18 (+4), you gain 1 additional skill proficiency.
Practiced Researcher
Starting at 2nd level, you have mastered the art of finding information in libraries, archives, and other collections. If you spend 10 minutes familiarizing yourself with an organization system, you can automatically find any properly filed book or document. You have advantage on ability checks made to locate improperly filed items, or identify fraudulent or falsified documents.
Scholarly Pursuits
Starting at 6th level, you may choose a number of your skill proficiencies equal to your Intelligence modifier. Your proficiency bonus is doubled for any ability check you make that uses any of the chosen proficiencies. Whenever your Intelligence ability score is changed permanently (by an ASI or class feature, but not by magical items or effects), update this feature accordingly. For example, when your Intelligence increases from 16 (+3) to 18 (+4), you can double the proficiency bonus of 1 additional skill.
Instant Recall
Starting at 14th level, whenever you make a skill check that lets you add your Intelligence or Wisdom modifier, you may treat a d20 roll of 9 or lower as a 10.
Stroke of Genius
Starting at 18th level, when you make an ability check, you may choose to gain Advantage on the roll, and add your Intelligence modifier to the result. Once you use this feature, you must finish a short or long rest before you can use it again.
Physician
Physicians seek to understand life and death, and control them. A physician's mastery of magic that is otherwise reserved for divine power makes them powerful allies and deadly foes.
Medical Training
When you choose this Academic Focus at 2nd level, you gain proficiency in the Medicine skill, and the tools Alchemist's Supplies, Herbalism Kit, and Poisoner's Kit, if you don't already have it. Your proficiency bonus is doubled for any ability check that uses any of those proficiencies.
Biomagical Studies
Physicians have a list of spells that they learn at specific academian levels. These spells count as academian spells for you, but do not count towards the number of Spells and Cantrips Known.
Academian Level Spell
2nd Cure Wounds
4th Gentle Repose
6th Revivify
8th Death Ward
10th Raise Dead
12th Heal
14th Regenerate
16th Resurrection
Second Opinion
Starting at 6th level, whenever an ally within 5' rolls one or more dice to regain hit points, you can use your reaction to allow them to reroll any number of those dice, keeping the second result.
When you reach 18th level, instead of rerolling the dice, you can use the highest number possible for each die.
Steady Hands
Starting at 14th level, whenever you make you a Medicine skill check, or any check using Alchemist's Supplies, an Herbalism Kit, or a Poisoner's Kit, you may treat a d20 roll of 9 or lower as a 10.
Manipulate Life
Starting at 18th level, you can shift the life force of living creatures as you will. Make a melee spell attack roll against one living creature within 5'. On a hit, the target takes 10d10 Necrotic damage. You may then restore hit points equal to the damage dealt, divided as you choose among any number of creatures that you can see within 5'. If this ability reduces the target past 0 hit points, the extra damage does not count towards the available healing. This ability has no effect, positive or negative, on undead or constructs. Once you use this feature, you must finish a short or long rest before you can use it again.
For example, if you use this feature to deal 55 damage to a target with only 40 hit points, you may heal yourself by 40 hit points.
If the target of this feature is willing, no attack roll or damage roll is necessary. You can choose to deal up to 100 hit points of Necrotic damage to the target, and calculate the restored hit points as usual.
Geometer
Geometers understand the nature of the arcane better than any other researcher. Magical forces are predictable, and with enough experience, one can learn to predict and shape the pathways they follow. The use of arcane geometry is not fast or flashy, but the slow, careful creation of arcane matrices grants power unimaginable.
Pattern-Tracer
When you choose this Academic Focus at 2nd level, you gain proficiency in the Arcana and Religion skills, and the tools Calligrapher's Supplies and Forgery Kit if you don't already have it. Your proficiency bonus is doubled for any ability check that uses any of those proficiencies.
Thaumaturgical Pathway Analyst
Starting at 2nd level, whenever you witness the casting of a spell with the ritual tag, you may add it to your ritual book. The time and cost of copying the spell into your ritual book is halved.
If any spells that you know have the ritual tag, you may add them to your ritual book. The time and cost of copying those spells is halved.
Additionally, whenever you witness the casting of a spell on the academian spell list, you can choose one of the academian spells you know and replace it with that spell, which also must be of a level for which you have spell slots.
Student of the Mysterious Arcane
Starting at 6th level, you start to grasp the underlying truths that bind all forms of magic together. You create an encoded research tome to record your findings and original research.
At 6th level, and again at 8th, 10th, 12th, 14th, 16th, 18th, and 20th level, you may add a spell from any class to your research tome. This spell must be of a level you can cast.
When casting spells from your research tome, you must expend a spell slot as normal, and the casting time is increased by 10 minutes per spell level. Intelligence is your spellcasting ability for these spells.
Newfound Efficiencies
Starting at 14th level, when you cast spells from your research tome, the level of the spell slot expended during casting is decreased by 1 level. If the spell is a 1st level spell, no spell slot is expended. You cannot reduce the required spell slot level by more than 1 in this way.
Unified Theory of Arcana
Starting at 18th level, you can cast any academian spell you know using the secret methods written in your research tome. If you increase the casting time of a spell by 10 minutes per spell level, you can decrease the required spell slot level by 1. You cannot reduce the required spell slot level by more than 1 in this way.
Cantrips:
Acid Splash
Blade Ward
Control Flames
Dancing Lights
Frostbite
Guidance
Gust
Light
Mage Hand
Magic Stone
Mending
Message
Minor Illusion
Mold Earth
Poison Spray
Prestidigitation
Produce Flame
Ray of Frost
Resistance
Shape Water
Shocking Grasp
Thaumaturgy
Thunderclap
Vicious Mockery
1st Level:
Absorb Elements
Alarm
Bane
Charm Person
Comprehend Languages
Detect Magic
Detect Poison and Disease
Disguise Self
Expeditious Retreat
Feather Fall
Find Familiar
Fog Cloud
Identify
Illusory Script
Jump
Longstrider
Mage Armor
Magic Missile
Shield
Silent Image
Sleep
Snare
Tasha's Hideous Laughter
Tenser's Floating Disk
Unseen Servant
2nd Level:
Alter Self
Arcane Lock
Blindness/Deafness
Continual Flame
Darkness
Darkvision
Detect Thoughts
Enlarge/Reduce
Gust of Wind
Hold Person
Invisibility
Knock
Lesser Restoration
Levitate
Locate Animals or Plants
Locate Object
Magic Mouth
Misty Step
Nystul's Magic Aura
Phantasmal Force
Ray of Enfeeblement
Rope Trick
See Invisibility
Skywrite
Spider Climb
Suggestion
Web
3rd Level:
Animate Dead
Bestow Curse
Catnap
Clairvoyance
Counterspell
Dispel Magic
Fly
Glyph of Warding
Haste
Hypnotic Pattern
Magic Circle
Major Image
Nondetection
Protection from Energy
Remove Curse
Sending
Slow
Speak with Dead
Summon Lesser Demons
Tiny Servant
Tongues
Water Breathing
4th Level:
Arcane Eye
Banishment
Charm Monster
Confusion
Conjure Minor Elementals
Control Water
Dimension Door
Divination
Elemental Bane
Fabricate
Freedom of Movement
Greater Invisibility
Hallucinatory Terrain
Leomund's Secret Chest
Locate Creature
Mordenkainen's Private Sanctum
Polymorph
Stone Shape
Summon Greater Demon
Watery Sphere
5th Level:
Animate Objects
Bigby's Hand
Conjure Elemental
Contact Other Plane
Control Winds
Creation
Dominate Person
Far Step
Geas
Greater Restoration
Hold Monster
Infernal Calling
Legend Lore
Mislead
Modify Memory
Passwall
Planar Binding
Scrying
Skill Empowerment
Telekinesis
Teleportation Circle
Transmute Rock
6th Level:
Arcane Gate
Conjure Fey
Contingency
Create Homunculus
Create Undead
Drawmij's Instant Summons
Find the Path
Flesh to Stone
Forbiddance
Guards and Wards
Mental Prison
Move Earth
Otto's Irresistible Dance
Programmed Illusion
Soul Cage
Tenser's Transformation
True Seeing
7th Level:
Etherealness
Forcecage
Mirage Arcane
Mordenkainen's Magnificent Mansion
Plane Shift
Project Image
Sequester
Symbol
Teleport
8th Level:
Antimagic Field
Antipathy/Sympathy
Control Weather
Demiplane
Dominate Monster
Feeblemind
Illusory Dragon
Maze
Mind Blank
Telepathy
9th Level:
Astral Projection
Foresight
Gate
Imprisonment
Invulnerability
Shapechange
Time Stop
True Polymorph
Weird
Wish