Philosopher (Class)

Spellcasting Ability
Intelligence is your spellcasting ability for your Philosopher spells, as your magic draws upon what you've learned from your studies. 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 Shaman spell you cast and when making an attack roll with one.

Power Scripts
When a Philosopher casts a spell, any Somatic or Material components needed for the spell are ignored. If a spell requires ONLY Somatic or Material components, only a Verbal component is needed to cast the spell instead.

Class Features
As a Philosopher, you gain the following class features:

Hit Points
Hit Dice: 1d8 per Philosopher level

Hit Points at 1st Level: 8 + your Endurance modifier

Hit Points at Higher Levels: 1d8 (or 6) + your Endurance modifier per Philosopher level after 1st

Proficiencies
Armor : None

Weapons: None

Tools:

Saving Throws: Endurance, Intelligence

Skills: Choose any three skills.

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

Philosophy
Philosophers follow many paths, though most follow the path of the Sage, Intervalist, or Psionist. At 1st Level, you must choose one of these paths. Your choice will determine your class features as well as some other benefits. Listed are the properties you gain when you choose a path at 1st Level:

Sage

 * When performing an unarmed attack, you may add your Intelligence modifier to the damage roll.
 * While wearing no armor or shield, your AC is equal to 10 + your Endurance modifier + your Intelligence modifier.
 * You can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your Philosopher level.

Intervalist

 * Intervalition access for free
 * Immunity to thunder damage
 * All magic damage can be made into thunder damage?

Psionist

 * Telepathy within 30 ft.
 * Mind reading; willing creatures allow you to read thoughts. Unwilling on int save

Acuity Dice
As a philosopher, you posses Acuity Dice. The amount of Acuity Dice you have at each level is shown on the Philosopher Skill List. At 1st Level, an Acuity Die is equal to 1d4. This increases to 1d6 at 5th Level, 1d8 at 10th Level, 1d10 at 15th Level, and 1d12 at 20th Level. During your turn, you may use a Bonus Action in order to spend one Acuity Die. When you do this, give the Acuity Die to the player who's turn follows you. At the start of their turn, the player rolls the acuity die. At any point throughout this turn, they may add the result of the roll to 1 roll they make on this turn of their choice. Whether they do or not, the die disappears at the end of their turn. Your Acuity Dice are replenished to their current maximum after a long rest.

Rhetoric
Beginning at 2nd Level, when you are asked to make a Charisma Skill check or saving throw, you take advantage.

Ability Score Improvement
When you reach 2nd level, and again at 5th, 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. You can’t increase an ability score above 20 using this feature.

Well Studied
Your studies of various subjects which interest you, or that you find useful, are becoming apparent in practice. Beginning at 4th Level, you are proficient in 2 skills of your choice.

Prestige
Beginning at 7th Level, you are considered proficient in all Saving Throws.

Dominating Eloquence
Beginning at 11th Level, you may use your action to activate this ability. Pick up to 4 targets within 30 ft. of you. For 1d4 turns, these targets are afflicted with the Silenced condition. This condition cannot be cured by non-magickal means.

Retention
Beginning at 14th Level, Acuity Dice you give to another player can be re-rolled and used on the player's 2nd following turn as well. After the player's 2nd turn with the die, it is depleted.

Infallible
Beginning at 17th Level, when you are given disadvantage on any roll as the result of another creature, you take advantage instead. In addition, you are considered immune to the Charm and Fear conditions.

Savant
Beginning at 20th Level, your attributes cannot be lowered as the result of any effects aside from those of your own actions. You can spend your action to boost each of your attributes by 2 until the end of your next turn. You may only do this once before needing to take a long rest to use it again. Once you use this ability, your attributes can be lowered by all effects until you take a long rest.

Sage
Pressure Points: Beginning at 3rd Level, you may use your bonus action to attack. If you do, this attack's damage is calculated by your intelligence attribute, and must be an unarmed attack.

Mind Over Matter: Beginning at 6th Level, your Intelligence modifier is added to your AC while you are not wearing armor.

Agility: Beginning at 9th Level, you may use your bonus action to activate this feature. Roll an Acuity Die (This doesn't count against your total) and for this many turns, any Dexterity Saving Throws you make succeed automatically. In addition, your movement speed is permanently increased by 10ft.

Raw Willpower: Beginning at 18th Level, while not wearing armor, your AC is increased by 2.

Intervalist
Boomtongue: Beginning at 3rd Level, you may use your action to use this feature. You speak and your voice produces a loud bang. All creatures within 30 ft. of you who are able to hear are deafened for 1 minute and take sound damage equal to your Philosopher Level + your proficiency bonus.

Harmony: Beginning at 6th Level, you may use your action to use this feature. Your voice or instrument produces a pleasing melody, giving all allies within 30ft. +2 AC for turns equal to your Philosopher Level + your proficiency bonus. You may only use this feature once per long rest. This feature has a Vocal component, unless you are able to play an instrument while using it.

Performance: Beginning at 9th Level, you may begin a performance. This can be singing or playing a song, reading of literature, dancing, or any similar form of expression. While you are performing, all allies within 30ft. have advantage on all rolls they make. When the performance ends, you cannot use this feature again until you complete a long rest.

Mentor: Beginning at 18th Level, when an ally has advantage on a roll as the result of one of your spells, features or other actions, they may add your proficiency bonus to the roll.

Psionist
Psionics: Beginning at 3rd Level, you may use your action to pick a target. You attempt to put stress on the target's mind. The target must make a DC 12 Intelligence or Charisma (your choice) saving throw. If they fail, they take Psionic damage equal to 1d8 + your Philosopher level. If they succeed, they take half damage.

Invasive Thoughts: Beginning at 6th Level, you may use your action to use this feature. You release a psychic wave in all directions. All creatures within 30 ft. of you who have an intelligence of at least 3 must make a DC 15 Intelligence saving throw. If they fail, they are stunned for 1d4 turns. If they succeed, they

Force Sympathy: Beginning at 9th Level, when a creature inflicts a condition on you, you may choose to inflict in on them. When you are cured of the condition, so is the creature. If the creature is cured of the condition, so are you.

Threshold: Beginning at 18th Level, each of your attributes have their maximum increased by 2.

acuity die on opponent's turn; remove number from their roll