Academic Ideas - ThatCoffeelock/Home GitHub Wiki
Academic Ideas
Below, you will find a list of Academic Ideas, available to the Academic.
Alchemy You and your allies benefit from your theories on alchemy. You and all allies within 30 feet of you can drink a potion using a bonus action, instead of an action. Additionally, all potions used by you or your allies restore an additional amount of hit points equal to your Intelligence modifier. All poisons used by you or your allies deal additional damage equal to your Intelligence modifier as well.
Anatomy Using a bonus action, your next weapon attack strikes with additional precision. On a hit, the target gains a strike mark. The target suffers 1d4 piercing damage at the start of each of their turns for every strike mark they have. A creature can use an action to make a successful Wisdom (Medicine) check equal to 10 + the number of strike marks to remove all strike marks.
Anarchy Your mind feels drawn to the principles of self-government and autonomy in any form. You learn Thieves’ Cant and gain advantage on all checks made to socially interact with criminals. Additionally, your AC is increased by 1 when fighting against enemies with any lawful alignment.
Architecture As a bonus action, you create a 5-foot-square obstruction in an unoccupied space next to you. The obstruction has an AC of 12 and has 25 hit points. The obstruction grants half cover. You can use this feature a number of times equal to your Intelligence modifier per long rest.
Astronomy Studying the constellations above made you understand their guiding and soothing capabilities. You cannot get lost by non-magical means. Additionally, you and your allies require half the amount of sleep to finish a long rest.
Biology You are an expert dealing with beasts and monsters. As a bonus action, you share your knowledge about a creature with the beast or monstrosity tag within 15 feet of you with your allies. All attacks made against the creature add your Intelligence modifier to the damage roll. Additionally, you reduce damage that you take from beasts and monstrosities by an amount equal to your Intelligence modifier.
Geography You learned about the dangers of Dyscaert with gusto. You can use a bonus action to brace yourself and all allies within 10 feet of you, granting resistance to cold and fire damage.
Geometry Through your various calculations, you can use your reaction upon seeing an ally make a ranged attack to double their range. Additionally, ranged attack rolls made by allies within 10 feet of you do not have disadvantage if an enemy is within melee range.
Law You are a staunch believer and a fervent student of many societal laws and doctrines. You gain advantage on all checks made to socially interact with guards and immediately recognize undisguised criminals and outlaws. Additionally, your AC is increased by 1 when fighting against enemies with any chaotic alignment.
Leadership During a short rest, you can remove a point of exhaustion from you and all allies within 15 feet of you. Additionally, all allies within range receive a number of temporary hit points equal to your Academic level.
Linguistics Harboring the idea of linguistic tradition, you learn to speak, read and write five languages of your choice.
Logistics Using a bonus action, you issue your ideas on movement to all allies within 15 feet. Using their reaction, they can immediately move up to 10 feet without provoking attacks of opportunity.
Mathematics The idea of mathematics allows you to explore the realm of chance and defy the odds through calculation. All enemies within 5 feet of you are incapable of making attack rolls with advantage.
Memoria Knowing the past, you prepare for the future. As a reaction upon being hit by an attack you can see, you remember the properties of the weapon or spell. For the next hour, you no longer take damage from attacks made with the weapon or spell you remembered. If you use your reaction to remember another attack, all memory of the previous attack will be lost.
Mercantile You gain advantage on all checks made to interact with merchants and can keenly estimate the value of any given object.
Philosophy Your deeper insight allows you to bolster your party through a more profound understanding of themselves. You and all allies within 10 feet of you can add half your Intelligence modifier (rounded up) to all Intelligence, Wisdom and Charisma saving throws.
Physics Your understanding of gravity and mass allows you to more accurately predict movement. You gain advantage on all Dexterity Saving Throws.
Power You studied the ways of rulership and formed an idea on power. As a reaction upon seeing an enemy make an attack roll against you or an ally within 30 feet of you, you implore them to attack another target within range. The target must make a Charisma saving throw against a DC equal to 8 + your Intelligence modifier + your proficiency bonus or the attack is repeated against another random target within range. The target automatically succeeds if there is no other target within range
Ratio The misinformation spread by those around you no longer gets by you. As a bonus action, you lecture your you and your allies within 10 feet, granting them immunity to being charmed and resistance to being frightened until the start of your next turn.
Strategy As a bonus action, you guide an ally within 15 feet of you that can hear and understand you, to make a single weapon attack against a target within their range, adding your Intelligence modifier to their attack and damage rolls. You can use this feature three times before needing to finish a long rest.