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Urban Adept

(Sharn: City of Towers variant, p. 167)

The adept class in the Dungeon Master's Guide is most appropriate for savage humanoids and tiny villages—places and cultures where the opportunity for formal magical training as a cleric or wizard simply isn't available. The adepts found in Sharn (roughly 2,000 of them) generally do not fall into this category. (Some of them, notably shamanic leaders among the goblinoids and other monstrous inhabitants of the city, perfectly match that description, however.) Adepts among the towers are urban adepts, with the same level and spell progression but a unique spell list. These adepts work as healers in House Jorasco's houses of healing, as fortunetellers, and as alchemists. Some of them are religious adepts, as described in the Eberron Campaign Setting.

Hit die

d6

Alignment

Any

Starting gold

2d4 x 10 gp

Skill points

2 + Int

Class Features

Weapon and Armor Proficiency: Urban adepts are skilled with all simple weapons. Urban adepts are not proficient with any type of armor nor with shields.

Spells: An urban adept casts divine spells (the same type of spells available to the cleric, druid, paladin, and ranger), which are drawn from the urban adept spell list (see below). Like a cleric, an urban adept must choose and prepare her spells in advance. Unlike a cleric, an urban adept cannot spontaneously cast cure or inflict spells.

To prepare or cast a spell, an urban adept must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against an urban adept's spell is 10 + the spell level + the urban adept's Wisdom modifier.

Urban adepts, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each urban adept must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an urban adept can prepare spells.

Like other spellcasters, an urban adept can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the Advancement table below. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8 of the Player's Handbook). When the Advancement table indicates that the urban adept gets 0 spells per day of a given spell level (for instance, 0 2nd-level spells for a 4th-level urban adept), she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

Each urban adept has a particular holy symbol (as a divine focus) depending on the urban adept's magical tradition.

Summon Familiar: At 2nd level, an urban adept can call a familiar just as a sorcerer or a wizard can.

Advancement

Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th
1st +0 +0 +0 +2 3 1
2nd +1 +0 +0 +3 Summon Familiar 3 1
3rd +1 +1 +1 +3 3 2
4th +2 +1 +1 +4 3 2 0
5th +2 +1 +1 +4 3 2 1
6th +3 +2 +2 +5 3 2 1
7th +3 +2 +2 +5 3 3 2
8th +4 +2 +2 +6 3 3 2 0
9th +4 +3 +3 +6 3 3 2 1
10th +5 +3 +3 +7 3 3 2 1
11th +5 +3 +3 +7 3 3 3 2
12th +6/+1 +4 +4 +8 3 3 3 2 0
13th +6/+1 +4 +4 +8 3 3 3 2 1
14th +7/+2 +4 +4 +9 3 3 3 2 1
15th +7/+2 +5 +5 +9 3 3 3 3 2
16th +8/+3 +5 +5 +10 3 3 3 3 2 0
17th +8/+3 +5 +5 +10 3 3 3 3 2 1
18th +9/+4 +6 +6 +11 3 3 3 3 2 1
19th +9/+4 +6 +6 +11 3 3 3 3 3 2
20th +10/+5 +6 +6 +12 3 3 3 3 3 2

Class skills

Skill name Key ability Trained only Armor check penalty
Concentration CON no no
Craft INT no no
Handle Animal CHA yes no
Heal WIS no no
Knowledge (arcana) INT yes no
Knowledge (architecture and engineering) INT yes no
Knowledge (dungeoneering) INT yes no
Knowledge (geography) INT yes no
Knowledge (history) INT yes no
Knowledge (local) INT yes no
Knowledge (nature) INT yes no
Knowledge (nobility and royalty) INT yes no
Knowledge (religion) INT yes no
Knowledge (the planes) INT yes no
Profession WIS yes no
Spellcraft INT yes no
Survival WIS no no

Spells for Urban Adept

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