Adept (Dungeons & Dragons)
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D&D character class | |
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Adept | |
Alignment | Alignment |
Image | Wizards.com image |
Stats | OGL stats |
In the Dungeons & Dragons role-playing game, the adept is one of the non-player character classes. It is akin to a cleric or druid, in that they wield divine magic, except that they are poorly trained in spell-casting and even less trained in combat. They typically arise in areas that do not have the resources to train proper spell-casters, and are either self-taught or apprentices of a local witch or holy man. Adepts are more common among bestial humanoids and giants, such as orcs, goblins, gnolls, bugbears, Kobolds, and ogres, but they can be found in any civilization that has knowledge of magic.
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[edit] Combat Training
Adepts are trained in all simple weapons, but not with any armour or shields. They are slightly tougher than sorcerers, but not quite as tough as a druid.
Adepts have a base attack bonus equal to a wizard or a commoner, as they rarely have cause to wield a weapon for more than show. Much of their training is focused on sharpening their fairly rough spellcasting prowess rather than hitting things with a stick.
[edit] Familiar
Unlike other divine spellcasters, Adepts can summon a familiar to their side. They must have a slight amount of experience in magic to do so, however, and are not able to perform the ritual until they reach 2nd level.
[edit] Skills
Class skills for the adept are Concentration, Craft, Handle Animal, Heal, Knowledge (all fields), Profession, Spellcraft, and Survival. They receive 2 skill points per level, plus their Intelligence modifier.
[edit] Spells
Adepts cast divine spells, the skill at which they can do so determined by their wisdom. They must meditate or pray at a certain time of day (either determined by them or as dictated by their faith) for an hour, usually at dawn, dusk, noon, midnight, moonrise, or moonset. Adepts can receive their magic from an otherworldly source, the power of nature, or even the subtle energy of qi that monks use, but more often than not they practice some sort of folk religion and gain their power from a deity. In any case, they require a holy symbol of some sort to channel a number of their spells, and it can range anywhere from a complex geometric shape to a severed finger, depending on the adept's magical tradition.
Adepts can use their magic to heal wounds, create minor illusions, transmute people and creatures, and protect themselves from damage. In addition, they know a smattering of divinations, conjurations, and necromancies, and a fair amount of evocations (such as darkness and lightning bolt). What adepts lack in power and skill they make up for in versatility.
Dungeons & Dragons character classes | ||
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Base classes from the Player's Handbook: Barbarian • Bard • Cleric • Druid • Fighter • Monk • Paladin • Ranger • Rogue • Sorcerer • Wizard |
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Additional/Alternative base classes: Archivist • Ardent • Artificer • Beguiler • Binder • Crusader • Divine Mind • Dragon Shaman • Dragonfire Adept • Dread Necromancer • Duskblade • Erudite • Factotum • Favored Soul • Healer • Hexblade • Knight • Lurk • Incarnate • Marshal • Mystic • Ninja • Noble • Psion • Psychic Warrior • Samurai • Scout • Shadowcaster • Shaman • Sha' ir • Shugenja • Sohei • Soulborn • Soulknife • Spellthief • Spirit Shaman • Swashbuckler • Swordsage • Totemist • Truenamer • Warblade • Warlock • Warmage • Wilder • Wu Jen |
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NPC Classes: Adept • Aristocrat • Commoner • Expert • Warrior |
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Unearthed Arcana generic classes: Expert • Spellcaster • Warrior |
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