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Contingency and teleport 5e
Contingency and teleport 5e













Prerequisites: One or more of the following class features: arcane pool, divine bond, sacred armor, sacred weapon.īenefit: You may add all the special abilities from the list of special abilities an armorist may add to their summon and bound weapons to the list of special abilities your weapons or armor may possess. This does not stack with an arcanist’s ability to increase a spell’s caster level or DC through the expenditure of points from their arcane reservoir.Īuthor's Note: This feat interacts with traditional spells and does not work with magic sphere effects. You cannot spend more than 1 spell point in this manner.

Contingency and teleport 5e free#

Prerequisites: Spell pool the ability to cast arcane, divine, or psychic spells.īenefit: When casting a spell, you may spend 1 spell point as a free action to either increase the caster level by 2 or increase the spell’s DC by 2. Prerequisite: Bardic performance or raging song class feature.īenefit: When you use Perform (wind) to produce a bardic performance or a raging song in an areas of wind, treat your relevant class level and ranks in Perform (wind) as 1 higher for each category above severity level 1. Special: For retraining purposes, having the casting class feature counts as Advanced Magic Training. If you do not possess levels in an actual spherecasting class or racial Hit Dice granting spherecasting, increase your spell point pool to become equal your casting ability modifier (minimum 1). You gain spell points from casting tradition drawbacks, but otherwise do not add these levels when determining your spell point pool. Prerequisite: Basic Magic Training or casting class feature.īenefit: Treat any racial Hit Dice not granting spherecasting and your levels in non-spherecasting classes as Low-Casting classes when determining your total caster level, magic skill bonus, and magic skill defense.













Contingency and teleport 5e