Scholarly Focus

Warsinger

Level 6: Student of Battle

You gain proficiency with the Dragonchess Set. You have advantage on skill checks that utilize the History skill. You gain proficiency with Armament Scrolls and the ability to craft them (300 GP Cost).

Armament Scroll

  • While grasping the scroll, you can cause a surge of runic energy to spring into existence and take the shape of any melee weapon you choose, or make the energy disappear. While the energy is present, this magic weapon has the properties and damage dice of the weapon it is emulating.
  • You gain a +1 bonus to attack and damage rolls made with this weapon, which deals thunder damage.
  • Each time you make an attack with the scroll, you may change the form of the weapon the scroll is emulating.
  • When activated, the scroll’s runic energy emits bright light in a 5-foot radius and dim light for an additional 5 feet.
  • The scroll returns to the wielder’s hand after being thrown as a part of a weapon attack.

Level 6: Song of War

Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you can encourage one creature you can see within 30 feet of yourself (you can choose yourself). If the target can see or hear you, the target gains temporary hit points equal to 1d8 + your proficiency bonus + your spellcasting ability modifier. You can use this benefit a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Muse Channeler

Level 6: Musical Theory

You gain proficiency in three musical instruments. Whenever you make an ability check using the Performance skill, you can make it as a Wisdom or Intelligence check even if it normally uses a different ability. As you finish a Short or Long Rest, you can play a song on a Musical Instrument with which you have proficiency and give Heroic Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.

Level 6: Burst of Inspiration

When a creature you can see within 60 feet fails on an attack roll, an ability check, or a saving throw, you can use a reaction to inspire them. The triggering creature may reroll the d20 and use the higher roll. You can use this benefit a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Mana Scholar

Level 6: Arcane Awareness

You always have the Detect Magic spell prepared. You can cast Detect Magic as a bonus action without component requirements or expending a spell slot, and it requires no concentration to maintain.

Level 6: Tap the Leylines

When a creature that you can see within 60 feet is subjected to a saving throw, you can use a reaction to impose advantage or disadvantage. You can use this benefit a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Metamancer

Level 6: You’ve Already Done This

You have advantage on Initiative rolls. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.

Level 6: They Haven’t Already Done That

You always have the Counterspell spell prepared. You can cast this spell without expending a spell slot. Once you cast the spell in this way, you can’t cast that spell in this way again until you finish a Long Rest. You can also cast this spell using spell slots you have of the appropriate level.

Shadewing

Level 6: Ink and Shadow

You can see normally in Dim Light and Darkness—both magical and nonmagical—within 120 feet of yourself. You gain proficiency with Inkshadow Blades and the ability to summon or dismiss one as if drawing or sheathing a weapon.

Inkshadow Blade

  • 1d8 Psychic
  • Finesse, Thrown (90/120 ft.)
  • Mastery: Sap
  • You gain a +1 bonus to attack and damage rolls made with this weapon.
  • When thrown, the magic ink reforms in your hand.

Level 6: Wings of Shade

Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you deal an additional 2d6 damage of the weapon’s type. You can use this benefit a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Leafbinder

Level 6: Biomagic Expertise

When a spell you cast with a spell slot restores Hit Points to a creature, that creature regains additional Hit Points on the turn you cast the spell. The additional Hit Points equal 2 plus the spell slot’s level.

Level 6: The Fixin’s

Your stockpile of ointments and salves can heal wounds. You have a pool of healing power that replenishes when you finish a Long Rest. With that pool, you can restore a total number of Hit Points equal to five times your level. As a Bonus Action, you can touch a creature (which could be yourself) and draw power from the pool of healing to restore a number of Hit Points to that creature, up to the maximum amount remaining in the pool. You can also expend 5 Hit Points from the pool of healing power to remove the Poisoned condition from the creature; those points don’t also restore Hit Points to the creature.