Bocere (5e Class)

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The Bocere (5e class)[edit]

Outside a dilapidated bookstore stands many a throng of eager and well-dressed bystanders, pockets full of coin, awaiting the opportunity to glimpse the author of a brand new work of fiction. A high elf, rich in esteem and charismatic in personality, has an assistant sign copies of this book for the eager crowd. Suddenly, an uproar erupts: screams, and the bright flashes of destructive magic flare, aimed towards this famed writer. It is too late for the assassins, however, as within his palm already is a book, open. Then, by a mere signing in his own hand, he is whisked away to a dimension unknown.

Arcane Wordsmith[edit]

The Bocere is a naturally gifted individual who explores their magical capabilities through a purely written medium. They often take the company of bards or wizards when engaged in their trade, but elude both as to the true nature of their magic - they use art as a bard does, use written knowledge as a wizard does, and achieve goals wholly alien to both, giving new interpretation to the phrase "stuck in a good book!"

Creating a Bocere[edit]

What brought your character to writing in the first place? How has their choices lead them to the start of their journey? Were they seeking to please the masses? Or were they previously made aware of the power hidden behind script and word? Perhaps they were following in another's footsteps, like a family member or personal hero? What is is they intend to do as a bocere moving forward? Where do they see themselves and their writings in the future? It is important to plan and consider the actions of your character moving forward as a bocere, in much the same way that as a bocere, one must carefully plan ahead of time to ensure their success. Fortune favours the bold, or simply those best prepared.

Quick Build

You can make a bocere quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom or Dexterity. Second, choose the Sage background. Third, choose a light crossbow with 20 bolts, an arcane focus, mason’s tools, and leather armour as your starting equipment. Finally, choose the Writer's Guild of Runemasons as your class archetype. You have your full spell list to choose from, and must choose what spells you wish to write out in preparation with careful consideration.

Class Features

As a Bocere you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: Calligrapher's Supplies, Mason’s Tools
Saving Throws: Intelligence, Wisdom
Skills: Perception, and two other skills of your choice.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A light crossbow and 20 bolts or (b) any simple weapon
  • (a) A scholar's pack or (b) mason's tools
  • (a) An empty book or (b) 20 sheets of papyrus
  • A quill, writing ink, and leather armour
  • If you are using starting wealth, you have 5d4 x10 gp. in funds.

Table: The Bocere

Level Proficiency
Bonus
Features Highest spell level
1st +2 Spellcasting, Writers' Guild 1st
2nd +2 Xenoglossy 1st
3rd +2 Catechism 2nd
4th +2 Ability Score Improvement 2nd
5th +3 3rd
6th +3 Creative Freedom 3rd
7th +3 Guild Feature 4th
8th +3 Ability Score Improvement 4th
9th +4 5th
10th +4 Recitation, Reprobation 5th
11th +4 Guild Feature 6th
12th +4 Ability Score Improvement 6th
13th +5 7th
14th +5 Keyword 7th
15th +5 Guild Feature 8th
16th +5 Ability Score Improvement 8th
17th +6 9th
18th +6 Wayword 9th
19th +6 Ability Score Improvement 9th
20th +6 Exegesis 9th

Spellcasting[edit]

Drawing on the arcane power of the words you write and the power you put into each letter, you can cast spells to reshape the worlds you write about to bend to your machinations. See chapter 10 for the general rules of spellcasting.

Rather than using a specific spell list of their own, A bocere instead shares the Wizard spell list, as well as the spell list of any other spellcasting classes you multiclass into.

Writing and Casting Spells[edit]

Rather than expending spell slots or providing components to cast your spells, you instead scribe the nature and ability of your spells by writing them down, granting the magical power form and permanence. A spell can be written in a book, scroll, or even just a scrap of parchment, so long as your writing can be clearly read. Doing so requires you spend 15 minutes per spell level a spell is to be cast at; the writing duration of that spell. The Max Spell Level column of the Bocere class table shows the maximum spell slot level you can write your spells at.

Spells can be written in multiple intervals, rather than all at once, and simply require you finish the full duration to be able to cast the spell. For example, a spell being written at 1st level would require 15 minutes of total writing time. You might choose to split this duration up over three separate intervals of 5 minutes, while also busying yourself with other matters. Additionally, spells you write must be written entirely in a single language, unless an spell, effect or ability allows you to do otherwise.

Once a spell has been written, it is ready to be cast for as long as the text is readable. Anyone that can read the language the spell is written in can cast the spell using their action to read the spell while within reach of it. Spells with a cast time of more than 1 action are cast using an action instead. Spells that require concentration still do so, and concentration for these spells is broken if the creature casting it is no longer within reach of the written spell, or is unable to read the spell for any reason. A creature that does not have the ability to cast spells cannot cast a spell that is written at a spell slot level greater than half their proficiency bonus (rounded down). Regardless of who or what casts a spell you write, they use your spellcasting ability at the time of writing when casting the spell to determine the spell attack or ability modifier, or the save DC of the spell.

A spell written by you does not need any of the listed material components, unless a component is specified as being consumed in the process. Additionally, a spell you write cannot be cast by a creature that is mute, silenced, or otherwise unable to talk, regardless of whether the original spell has a verbal component or not. Once a written spell has been cast, the magic in its words is spent. The text can still be read as normal, but the magic within is expended and must be written again. Writing spells requires you have at least one hand free, visibility of the words you write, and a surface upon which the spell is written for the full writing duration.

Spellcasting Ability[edit]

Intelligence is your spellcasting ability for your bocere spells. 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 a bocere 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.

Spells you write use your Intelligence modifier, spell save DC and spell attack modifier at the time the spell is finished, rather than at the time the spell is cast.

Spellcasting Medium[edit]

Rather than using a spellcasting focus or material components, you instead draw upon arcane energies within you. Anything you use, from ink pens on parchment to sticks against stone, or even your own finger in mud, can be used as your spellcasting medium.


Features[edit]

Writers' Guild[edit]

There are several guilds which bocere tend to adhere to when applying their art, each with a unique set of morals and principles to ensure the power wielded by the bocere does not go unchecked or abused, for better or worse.

At 1st level, you choose one of the Writers' Guilds. Your choice grants you unique features at 1st, 7th, 11th and 15th level, detailed at the end of the class description.

Xenoglossy[edit]

At 2nd bocere level, your exposure to magic through the written art improves your understanding of language by arcane means, allowing you to read and understand the literal meaning of all writing.

Catechism[edit]

Starting at 3rd bocere level, you can revise previously written spells. If you have any written spells that you have not yet cast, you can spend 15 minutes per additional spell slot level to rewrite that spell at a higher spell slot level available to you. For example, if you have a 1st level spell written, you can spend 15 minutes rewriting that spell to upgrade it to cast at 2nd level.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Creative Freedom[edit]

At 6th bocere level, your understanding of the nature of the spells you cast allows you to modify their intended effects to a small degree. When you are writing a spell, you can change each damage type listed in a spells effect to any other damage type. In doing so, consult with your DM and keep in mind how the damage type change affects the nature of the spell being cast. A poison-damage fireball might instead require a Constitution saving throw because of the ensuing spew of miasma, for example.

Recitation[edit]

Starting at 10th level, repetition and familiarity with your spells allows you to more quickly and effectively scribe them. Spells you have written a number of times equal to 3 + their minimum spell slot level can be written in half the time.

Reprobation[edit]

Starting at 10th level, your familiarity with your own spells allows you to foil the casting of those around you. Whenever you see or hear a creature within 120 feet of you cast a spell that you have Recitation for, you can use your reaction to cast Counterspell against the spell being cast. You do not need to have the spell, nor Counterspell written in order to do so.

Keyword[edit]

At 14th level, your understanding of the space around you and places you have been allows you to create anchorage points to them. Literary gateways across vast distances to lands perhaps previously only shared through word.

You can spend a total of 1 week to write a Keyword; an arcane book of in-depth lore and detail that describes a location or object that you are familiar with. The process of creating a Keyword requires every page of an empty book with a gold value of at least 1000 GP, and two unused pots of ink which are consumed in the process. The Keyword is a unique artifact of special power, which you name, number, categorize or otherwise individualize in some way upon completion, allowing you or others to create replicas of the Keyword, but never to remake the same item. The power of a Keyword also protects it from damage. The book cannot be damaged, changed or destroyed by nonmagical means. If a creature attempts to do so via magical means, they must make an Arcana check with a DC equal to your spellsave DC, failing to no effect on a failed check.

As an action while within reach of a Keyword, a creature can teleport itself to the location or object specified therewithin, appearing in an unoccupied space as close to the specified object or location as possible. The Keyword itself, and any items or objects that you are not wearing or carrying, is left behind.

Wayword[edit]

By 18th level, your literary skill and arcane knowledge, combined with your familiarity with the intricacies of crossing such vast distances as with a Keyword, that you can create a tome of even more impressive power. A literary gateway into an entirely new dimension of your own design.

You can spend a total of 4 weeks to write a Wayword; an arcane book of in-depth lore and detail that describes a unique location and environment. The process of creating a Wayword requires every page of an empty book with a gold value of at least 1000 GP, and two unused pots of ink which are consumed in the process. The Wayword is a unique artifact of special power, which you name, number, categorize or otherwise individualize in some way upon completion, allowing you or others to create replicas of the Wayword, but never to remake the same item. The power of a Wayword also protects it from damage. The book cannot be damaged, changed or destroyed by nonmagical means. If a creature attempts to do so via magical means, they must make an Arcana check with a DC equal to 5 + your spellsave DC, failing to no effect on a failed check. Changing the details of the Wayword allows a creature to change details of the described Demiplane. Creating another Wayword, copying the details of an existing Wayword creates a new demiplane, rather than accessing a pre-existing one, even if the contents of both books are identical.

Upon completion, you create a spherical demiplane with a 5 mile diameter. You determine the environment of the demiplane when you write the book for the Wayword, reflecting most any desire you can visualize. You determine factors such as atmosphere, temperature, general shape of the terrain and even structures or vegetation that exist there. Terrain must consist of some combination of dirt, sand, stone and water, vegetation can consist of anything suitable for the environment created, and structures or features must be made of stone, wood, iron and/or glass. Rarer and more valuable materials such as crystal and fine minerals can be found here, in similar quantities as the Material Plane. Additionally, you cannot manipulate the flow of time in your demiplane, which is the same as that of the Material Plane.

As an action while within reach of a Wayword, a creature can teleport itself to the demiplane detailed within, appearing in an unoccupied space as close to the center of the demiplane as possible. The Wayword itself, and any items or objects that you are not wearing or carrying, is left behind.

Exegesis[edit]

At 20th level, you develop a means to change the very fundamental nature of the creatures in the world; manipulating what already exists, rather than creating something else.

You can spend a total of 8 weeks to write an Exegesis; an arcane book of in-depth lore and detail that describes a species of creature you are familiar with. The process of creating an Exegesis requires every page of an empty book with a gold value of at least 5000 GP, and two unused pots of ink which are consumed in the process. The Exegesis is a unique artifact of special power, which you name, number, categorize or otherwise individualize in some way upon completion, allowing you or others to create replicas of the Exegesis, but never to remake the same item. The power of an Exegesis also protects it from damage. The book cannot be damaged, changed or destroyed by nonmagical means. If a creature attempts to do so via magical means, they must make an Arcana check with a DC equal to 10 + your spellsave DC, failing to no effect on a failed check.

Upon completion, you permanently modify the capabilities of a single species that you are familiar with. You can change the ability scores of the chosen creature, and all other creatures that exist with the same name. This cannot affect a unique creature, nor a specific individual besides yourself. Ability scores changed in this way can only be increased or decreased by an amount equal to or less than your Intelligence modifier from their original value. Additionally, you can add or remove one trait or feature from the creature or species you have chosen. The chosen feature must be a copy from that of another creature or species of the same CR or level. For example, you could choose to modify the Dire Wolf, granting them the Multiattack feature from the Eblis, allowing them to make two attacks, rather than their usual one, or grant the Eblis the Pack Tactics feature from the Dire Wolf.

Once an Exegesis has been written, you cannot change the target creature or species. However, once per dawn, you can spend up to 3 hours revising the contents of the book, changing the ability score and feature changes specified. A creature that successfully modifies the contents of an Exegesis are limited to the same effect. If they attempt to change the target of the Exegesis, the book becomes unusable, as the intricacies of its magic become too knotted to be usable. Even if these changes are corrected, the book no longer has any magical properties.


Writers' Guilds[edit]

Guild of Healers[edit]

Medical Journalist

After taking this archetype at 1st level, you add the listed spells to your known spells at each indicated bocere level, if you don't know them already.

Guild of Healers Spells
Bocere Level Spells
1st Cure Wounds, Healing Word
5th Mass Healing Word
9th Mass Cure Wounds
13th Regenerate
17th Power Word Heal

When a spell you have written would restore hit points to a creature, the target regains the maximum number of hit points the roll would allow, but does not add any other modifiers to the spell. For example, if you write and cast Cure Wounds, rather than rolling 1d8 + your spellcasting ability modifier, the target instead regains 8 hit points.

Covenant

At 7th level, when writing a spell, you can spend an additional 15 minutes per spell slot level the spell will be cast at to add a bonus shielding effect to that spell. When the spell is cast, each target of that spell also gains temporary hit points equal to the amount of healing received for 1 minute.

Anamnesis

At 11th level, when writing a spell, you can spend an additional 15 minutes per spell slot level the spell will be cast at to add a regenerative effect to that spell. When the spell is cast, each target of that spell also regains hit points equal to the spell slot level that spell was cast at, at the start of each of its turns for 1 minute.

Annals of the Healer

At 15th level, your spells can be chanted, preached and shared aloud to reach the hearts and minds of those around them. When a spell you have written is cast, the creature casting that spell can use its reaction to target any number of other creatures within 30 feet of it that can hear it to share any healing and temporary hit points granted by that spell. If the spell has a cast range of more than 30 feet, the range of this effect increases to match the original cast range of the spell.

A creature that is deaf or otherwise cannot hear or understand the spell being cast in this way is unaffected by this effect.


Guild of Runemasons[edit]

Runification

After taking this archetype at 1st level, you can choose to instead use intricate runes to express your writing. When you write a spell, you can choose to use pictography and runes, rather than a written language. A spell written in this way cannot be translated by magical means, and can only be cast by a creature that understands the meaning of your pictography or runes.

Additionally, you can choose to carve your spells into harder materials such as stone and metal, or even tattoo and scar them into flesh. Spells you carve take twice as long to write, but can also possibly be used more than once. When a spell you carved into an inanimate object is cast, the creature casting the spell must roll a d20 to make a DC 11 save, refering to the values table below for the relevant modifier, rather than using an ability score. If the save fails, the object is destroyed after the spell is cast:

Item Value DC Modifiers
GP value of item Modifier
Less than 1 -9
1 - 24 -7
25 - 99 -5
100 - 249 -3
250 - 999 -1
1,000 - 2,499 +1
5,000 - 4,999 +3
10,000 - 9,999 +5
25,000 - 19,999 +7
50,000+ +9

If a spell is carved or tattoo'd into the flesh of a creature, the target takes bludgeoning damage equal to 1d6 + a number of d6 equal to the spell slot level the spell is written at. The spell can be complete, even if the damage would render the target unconscious. When the spell is cast, the creature must succeed on a Constitution saving throw with a DC equal to 11 + the spell slot level the spell is written at, or take necrotic damage equal to 2d6 per spell slot level the spell was cast at (minimum 1d6). If a creature making this save rolls a 1, they automatically fail regardless of any modifiers that would apply after, and their flesh where the spell has been carved or tattoo'd is rent of its magic and must me rewritten to be cast again.

An inanimate object can only have one spell carved into it at any time. A creature can have up to a number of spells equal to their proficiency bonus carved or tattoo'd into their flesh at once.

Runic Sedimentation

Starting at 7th level, you can learn to inscribe cantrips, in additional to your usual spells. When you first unlock this feature, you can choose up to 3 cantrips from any of your known spell lists. You learn the details of these spells and can spend 10 minute writing them, or 20 minutes carving them, to be used as normal. A cantrip that is carved into an inanimate object in this way has a bonus to the d20 roll when determining whether the object remains intact after casting equal to your Intelligence modifier.

Arcane Inclusions

At 11th level, spells you charge into weapons and tools can be cast using a bonus action, rather than an action. A spell you carve can be cast in this way a number of times equal to 10 - the spell slot level the spell was written at (10 times for cantrips). The number of times the spell can be cast in this way refreshes at dawn. When casting this spell, a creature must still roll to check the items integrity as specified under Runification as normal.

Annals of the Runemason

At 15th level, Keywords you write can be given a special identification rune, unique to that Keyword. This rune can then be carved into an inanimate object or into a creature's flesh in similar fashion to one of your spells.

While you are within reach of a Keyword with an identifying rune in this way, you can engrave the same rune into an inanimate object, surface, or willing creature to imbue it with the same power. A creature that knows the meaning of the rune can then use it to transport to the Keyword target location or object, as if using the Keyword itself. This rune is considered one of your spells in regards to the other features granted by this archetype.


Guild of Linguists[edit]

Polyglossia

As a linguist, you are able to write your spells in a variety of languages over the course of the spell, rather than just one. After taking this archetype at 1st level, you learn two languages of your choice. Additionally, spells you write, as well as your Keyword, Wayword and Exegesis feature can be written in a number of different languages up to your Intelligence modifier.

A spell, Keyword, Wayword or Exegesis written in this way can only be cast or used by creatures that can read all the languages used to write the spell, automatically failing to cast the spell or use the item if there is a language they do not know.

Arcane Novelist

At 7th level, spells you write in a book or tome no longer lose their magic after the first cast. Instead, spells you write can be cast a number of times equal to your Intelligence modifier when it was written before the magic is lost.

Spellbinding Prose

At 11th level, you can choose to write your spells in poetic, artistic or otherwise spellbinding prose. When a spell you write in this way is cast, targets of that spell must succeed a Wisdom saving throw against your spell save DC at the time of writing, or become charmed by the creature casting the spell for the duration of the spell (minimum of 1 minute). If the spell would already charm a target, the target instead makes the save at disadvantage. A creature that is deaf or otherwise cannot hear or understand the spell being cast in this way automatically succeeds.

Annals of the Linguist

At 15th level, you adopt a substitution of glossolalia in your writing. When you are writing a spell, you can write it in a unique language devised and shared only by those of the Guild of Linguists, rendering the spell in question completely unreadable and unusable by those outside of the Guild. Creatures that try to decipher or translate the spell, such as through the use of Comprehend Languages, will be unable to determine the meaning behind the words used. Additionally, when a creature tries to determine the nature of the spell, such as the Identify a Spell action, or to use Counterspell or Dispel Magic against the spell being cast, any DC they have to roll against is increased by an amount equal to your Intelligence modifier at the time the spell was written.

Alternatively, you can write your spells in a shifting form of written tongues, allowing any creature that can read at least one language to understand it.


Guild of Phantoms[edit]

Polyglossia

As a Phantom - a sister branch of the Guild of Linguists, you are able to write your spells in a variety of languages over the course of the spell, rather than just one. After taking this archetype at 1st level, you learn two languages of your choice. Additionally, spells you write, as well as your Keyword, Wayword and Exegesis feature can be written in a number of different languages up to your Intelligence modifier.

A spell, Keyword, Wayword or Exegesis written in this way can only be cast or used by creatures that can read all the languages used to write the spell, automatically failing to cast the spell or use the item if there is a language they do not know.

Word of Secrecy

At 7th level, you can write your spells in a way that binds them to a key word or phrase, allowing you and your allies to share a secretive call-and-response with your magic. When a spell written in this way is cast, the creature casting the spell can speak this word or phrase out loud - the 'Call' - rather than cast the spell as normal. Upon doing so, creatures that can hear the caster can use their reaction to offer a word or phrase after - the 'Response' - if they know the correct response. In doing so, the creature offering the response casts the spell instead, as if doing so as normal with their reaction rather than an action.

A spell cast with Word of Secrecy cannot share the effects of Startling Prose. Additionally, a spell that requires concentration cannot use this effect.

Startling Prose

At 11th level, you can choose to write your spell in fear-inducing, thrilling or otherwise startling prose. When a spell you write in this way is cast, targets of that spell must succeed a Wisdom saving throw against your spell save DC at the time of writing, or become frightened of the creature casting the spell for the duration of the spell (minimum of 1 minute). If the spell would already frighten a target, the target instead makes the save at disadvantage. A creature that is deaf or otherwise cannot hear or understand the spell being cast in this way automatically succeeds.

A spell cast with Startling Prose cannot share the effects of Word of Secrecy.

Annals of the Phantom

At 15th level, you can use your arcane power and prowess in the arts of secrecy to write your spells in a way that maintains a higher level of secrecy.

While writing a spell, you can choose to write the spell using magic like an invisible ink, rather than leaving any visible marks or lettering, allowing you to hide your spells in plain sight, or overlay them on other text. A spell written in this way can be read and cast by you as normal. Otherwise, a creature that isn't informed of the spell can't spot the message's presence without a successful Wisdom (Perception) check against your spell save DC at the time of writing. A creature that uses Detect Magic can learn of the presense of the spell, but must still succeed on the Wisdom (Perception) check in order to find it, and must know the language it is written in, in order to read it.


Guild of Cartographers[edit]

Gifted Geographer

Taking this archetype at 1st level, your intimate studies into landforms and the geography of different regions gives you proficiency in Nature and Survival. If you already have proficiency in a skill, you have expertise in it instead.

Additionally, you always know which way is north, and you only require 5 minutes per spell slot level to write your Transmutation spells.

Wayfinder

At 7th level, you can use an empty book to write and detail an arcane atlas for yourself. Using it, you always know how to get back to any location you have previously been to, and have advantage on Nature, Stealth and Survival checks made in locations you have previously visited.

Additionally, choose two Transmutation spells available to you. Next time you write each of these spells, you cement their magic within the words that bind them. You can cast these spells at the spell level they are written at an unlimited number of times, for as long as that spell is one of your chosen Transmutation spells.

Whenever you gain a level in this class, you can change either or both of the Transmutation spells chosen.

Studies of the Cartographer

At 11th level, you get access to the class feature Keyword, rather than getting it at 14th level. Additionally, you can finish writing a Keyword in half the time. When you use a Keyword to travel to a point that is on another plane of existence, you can spend 1 minute in ritual to recount the details of that Keyword. At the end of this duration, you can teleport yourself and up to 5 other creatures within 10 feet of you back to the Keyword used to arrive in that plane of existence.

Annals of the Cartographer

At 15th level, you get access to the class feature Wayword, rather than getting it at 18th level. Additionally, you can finish writing a Wayword and Exegesis in half the time.


Guild of Scribes[edit]

Amanuesis

After taking this archetype at 1st level, you focus on the people around you and what they have say and do. As an action, you can prepare yourself for quick note-taking. Until the start of your next turn, or until you drop or lose any equipment currently being held to write, you can use your reaction when someone casts a spell to quickly write down the details of the spell used. In doing so, that spell becomes a written spell for you, at the same spell slot level the original spell was cast at, even if that spell or spell slot level isn't available to you.

Almanac

At 7th level, you are better at bookkeeping details about other creatures. You have advantage on checks and saving throws that use your Intelligence or Wisdom modifier against non-humanoid creatures you have previously seen. Additionally, whenever you roll initiative when entering combat against at least one creature you have studied or seen before, add your Intelligence modifier to the initiative roll.

Attributable Formatting

Starting at 11th level, your ability to efficiently write out and recount your own spells and magic becomes evermore a boon when you need it to be. When you cast a spell you have written out, that spell is cast at one spell slot higher if it is a spell you have written enough to also benefit from Recitation.

Annals of the Scribe

At 15th level, you learn more about magic from those closest to you. As part of a short or long rest, you can write down spells that belong to a different class or spell list than your own, such as Bard, Druid or Warlock, if a willing creature that you can have a conversation with is with you for the full duration of you writing each spell.

Each spell takes 15 minutes per spell slot level to write as normal, but can only be cast at a maximum spell slot level available to the creature you are learning the spell from. The spell is then cast as a bocere spell for you, though you do not add it to your own spell list unless it is a spell you have written enough to also benefit from Recitation.


Guild of Lorekeepers[edit]

Historical Aptitude

After taking this archetype at 1st level, you have proficiency in History checks. If you already have proficiency, you instead have Expertise. Additionally, Intelligence checks you make to recall information have a bonus equal to your proficiency bonus.

Lasting Words

At 7th level, your words have a lasting impression on those that read them. When a creature casts a spell you have written, they can make an Intelligence check with a DC equal to 10 + the spell slot level the spell is written at. On a success, the creature learns that spell and can cast it as if it were part of their own spell list. The spell in question is always prepared, and doesn't take up one of their known or prepared spells. However, they can only cast the spell at a spell slot level equal to or less than the maximum spell slot level they have cast it as, as one of your written spells. For example, if you write out Cure Wounds at 3rd level and another spellcaster casts it, they can also cast Cure Wounds, but only at 3rd level or lower, until you write Cure Wounds at a higher level and they cast it again.

Bookkeeping

At 11th level, you can write spells that you have seen cast, as if they were part of your spell list. After you successfully identify a spell as per the Identify a Spell action or other similar effect, you can add that spell to your spell list as a Bocere spell for you. However, you can only cast that spell at a spell slot level equal to or less than the highest spell slot level you have seen the spell cast at.

Annals of the Lorekeeper

At 15th level, you can tell tales of old to others around you. As part of a short or long rest, you can tell any number of other creatures that can hear you details of the history, be that of a place or a person, to one of several effects.

  • Lullaby

You tell a gentle lullaby to those at rest around you, doubling the number of hit dice they roll as part of that rest.

  • Legend

You tell a rivetting tale of heroes and creatures of the past. Creatures listening are invigorated, granting them a bonus to all of their ability scores equal to half your proficiency bonus for a number of hours equal to 1d6 + your Intelligence modifier, or until their next rest. This cannot put a creature's ability score above 20.

  • Lament

You tell of warnings that spread about the area and concerns you have made note of yourself, sharing every detail you can call to mind. Creatures that hear your warning have advantage on perception checks, cannot be surprised, and can take the Dodge and Disengage actions as a bonus action for a number of hours equal to 1d6 + your Intelligence modifier.


Guild of Anthologists[edit]

Knowledgeable Chronicler

Affter taking this archetype, you can cast conjuration spells you have written at a higher level than what they were written as. At 1st level, you can cast them at one spell slot level higher. This increases to up to two spell slot levels higher by 9th level, and three spell slots higher by 17th level.

Steeled Focus

At 7th level, your concentration cannot be broken on concentration spells you have written and cast at a level equal to or less than your proficiency bonus. Additionally, once you have it written, you can cast Find Steed once per day without consuming the magic of the written spell.

Recounting the Archives

At 11th level, you can concentrate on two conjuration spells you have written and cast at the same time. Losing concentration on one of these spells causes you to lose concentration on both spells, even if one of these spells gains the benefit of Steeled Focus. Additionally, once you have it written, you can cast Find Greater Steed once per day without consuming the magic of the written spell.

Annals of the Anthologist

At 15th level, you perfect the conjuration spells you write out. Creatures you summon that would become hostile against you no longer do so, even if you lose concentation on the spell. Additionally, once per day or as part of a long rest, you can spend two and a half hours writing out a tempermental Conjuration spell to summon a creature with a CR rating equal to your Proficiency bonus + your Intelligence modifier for up to 1 hour, or until you lose concentration. The creature appears in an unoccupied space you can see within 60 feet of you, and it disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the creature, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the bocere class, you must meet these prerequisites: 13 Wisdom.

Proficiencies. When you multiclass into the bocere class, you gain the following proficiencies: Perception.


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