Base Class: Ranger
"Knowledge is the best Weapon and paired with an actual weapon it becomes even better"
After various battles, Encyclopedists had the enlightment, that instead of blindly killing various beasts and monsters, they could instead learn from the bodies they leave behind.
Taking note of the placement of organs and joints or testing the impact of different weapons and spells, they gather information and effective killing methods.
Encyclopedists are seen as rather weak in combat and more known for their research abilities, supporting their allies.
But this very ability to research a target movement on the spot, allows them to analyse weaknesses even during combat.
The longer a fight goes on, the more effective the Encyclopedists fighting style seems, continuously concentrating on a single target, using these very weakspots for their own gain.
Scribal apparatus
When you reach a Ranger level specified in the Encyclopedist spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spell |
|---|---|
| 3 | Identify |
| 5 | Locate Animals or Plants |
| 9 | Clairvoyance |
| 13 | Arcane Eye |
| 17 | Scrying |
Crop Marks
You know how to open up opportunities for your teammates even in tight situations.
Starting from 3rd level, whenever you hit a single creature, you currently target with a concentration spell, with a weapon attack, you can use your bonus action to open up a weakpoint and shout it out to another character.
Said, character has advantage on their attack roll against the target you attacked, until your next turn.
Prolepsis
Your undeterred focus on a target, makes you notice the tiniest movements they make, to ready spells or attacks.
Starting from level 7, while an opponent affected by your concentration spell is within your line of sight, you can use your reaction to grant you and any ally within 5 feet of you a bonus to a saving throw, equal to your Wisdom modifier.
Perforating Blow
Using your knowledge on the bodies of varies beasts and creatures, you focus on damaging specific arteries and organs to cause continuos bleeding for the target.
Starting from level 11, if you successfully hit your concentration spell target with a weapon attack, you can choose to deal only half that damage, as if the target had resistance, but instead slice a gash into the opponent.
Afterwards, whenever a character (including yourself) hits the target, until your next turn, they deal an additional 1d4 + Wisdom Modifiert of necrotic damage, due to the blood loss.
Plagiarize Concentration
Due to your trained scribing, you are able to somewhat create copies of concentration spells you cast.
Starting from level 15, when you cast a single target concentration spell, you can choose an additional target other than yourself. If the spell requires a saving throw, the additional target also has to roll said save, unless it's willing.
When you cast the concentration spell and at the beginning of each of your turns, roll to keep up concentration on the additional target.
If your concentration on the innitial spell ends, the spell also ends on the additional target.
Outside of combat, you have to check wether you maintain concentration on the additional target every 1d4 hours.
Previous Versions
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6/28/2026 10:57:06 AM
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