The Dilettante

dnd_desade_voice_of_the_shadow_by_kaitsurinn-d3enrvqContent to be neither a pure warrior nor a full mage, the dilettante seeks to incorporate the best of both disciplines. Her spells and her weapon are one; raw magic is her armor. She utilizes brief phrases of power to accomplish feats no mortal could achieve with sword alone. Dilettantes arise from all sorts of backgrounds and cultures, sometimes under strict training, sometimes having just picked up bits and pieces of knowledge where they were available. A master of adaptation, the dilettante is a useful resource for nearly any endeavor.

OVERVIEW

Play style: The Dilettante is part melee combatant, part spellcaster. She is neither tough enough to stand against waves of enemies like the Fighter or Paladin, nor can she wreak massive devastation with awe-inspiring spells like the Wizard or Sorcerer. Instead, the Dilettante shows her strength in disruption. She can protect her allies from attacks, maneuver opponents into unfortunate circumstances and buff herself to deliver precision pain to whoever happens to be on the business end of her weapon.

Like the Bard, the Dilettante may not be a class best suited for new players. It offers a high amount of choice on each turn and makes full use of all available actions. Also, while it functions perfectly well with a theater-of-the-mind style of combat tracking, the Dilettante’s potential is more obvious if a map is utilized during play. Players who enjoy a lot of moving around and setting up conditions under which to really punish an enemy will find the Dilettante a welcome addition to the 13th Age class options.

Ability Scores: The Dilettante is able to approach her craft from a variety of different angles, meaning that she also has some flexibility in what ability scores she can build from. As the Dilettante is a primarily melee-based class, Strength is always a good choice and opens up additional combat attack options. Dexterity helps keep defenses higher should that be more important and Intelligence allows for additional power with the arcane arts.

As a Dilettante, you can add +2 to your Intelligence or your Strength, so long as you have not added to that score with your racial bonus.

Races: The elves are often credited with ‘inventing’ the major Dilettante methods due to their use of magically-adept warriors. Though they will not openly dispute the story, the very small number of true elven Dilettantes says otherwise. The style’s use of unfocused magic and general lack of commitment is distasteful to most elves. Never confuse an elven warrior-mage with a Dilettante.

Humans provide the bulk of the Dilettante population as their impatience and fickle natures lend well to the Dilettante path. Half-elves are similarly at home in the Dilettante’s dualistic mindset. The occasional halfling, half-orc or tiefling will become a Dilettante out of the sheer enjoyment of surprising a foe with a well-timed and unexpected magical slam in close-quarters. Dwarves, steelborn and aasimar tend to find the mixing of magic and mundane strength unnecessary or uncouth.

Backgrounds: Dilettantes are born of both luxury and need on a consistent basis. If one has the time to dabble in various disciplines of magic and arms, it presents the image of affluence and status. Nobles, wealthy merchants and high-level clergy among others send their children to schools specifically to learn basic proficiency in both combat and arcana. Apt students might continue the training on their own as they get older.

On the other extreme are those facing want and hardship. A group of desert nomads does not have enough metal for both arms and armor and so turns to rudimentary magic for protection. A local tyrant bans the use of unlicensed magic among the citizens so a resistance group must take up mundane weapons and use less potent spells that are harder to trace. A young war refugee steals from whomever she can while she’s young and learns bits of spells and combat drills along the way. Once she is skilled enough to make an honest living, she puts theft behind her.

Icons: The Emperor can be a friend to formally educated Dilettantes and an enemy to the self-taught. Both the Priestess and the Prince of Shadows have a certain affection for self-made heroes though both are also known to see such people as pawns in a much larger game. The Diabolist has found more than a few Dilettantes willing to pay a steep pricefor additional power.

GEAR

At 1st level, a Dilettante has a melee weapon which is the most important piece of gear she owns. She is emotionally and magically bonded to her weapon. A Dilettante rarely wears armor heavier than leather or carries a shield since her magic covers that need. In addition, she has a slightly larger-than-normal assortment of mundane adventuring gear, generally including thieves’ tools and/or a disguise kit. Dilettantes with a steady stream of income have 25 gp to use as they wish. Dilettantes who live by the whims of fortune start with 1d6 x 10 gp.

Armor

Dilettantes constantly protect themselves with a magical barrier to the extent where it can continue even when they’re unconscious. It is a simple exercise for someone who can detect magic to point out a Dilettante in the middle of a crowd unless the Dilettante willingly dismisses the protection (-2 to AC until magical protection re-enabled). The table below shows the base AC of the Dilettante while this magical protection is in effect:

Type Base AC
None 10
Light 13
Heavy 12
Shield -1

Weapons

The Dilettante’s weapon must have some sort of emotional significance to the wielder in order for its magic to function. Some Dilettantes carry swords passed down from parent to child over many generations. Others use the daggers or hand axes that killed loved ones. Each is adorned with various magical engravings and mundane decor to further cement the bond between weapon and wielder.

Dilettante Melee Weapons:

One-Handed Two-Handed
Small 1d4 Dagger, Knife, Baton 1d6 Club
Light or Simple 1d6 Shortsword, Handaxe 1d8 Spear, Mace
Heavy or Martial 1d8 Longsword, Battleaxe, Warhammer (-2 Attack) 1d10 Greatspear, Bastard Sword, Chain Weapons (-2 Attack)

 

Thrown Crossbow Bow
Small 1d4 dagger 1d4 hand crossbow
Light or Simple 1d6 javelin, axe 1d6 light crossbow 1d6 shortbow
Heavy Martial 1d8 (-1 atk) heavy crossbow 1d8 (-1) longbow

Adventurer feat: You can learn to use two-handed weapons one-handed with no penalty.

Dilettante Basic Melee Attack

At-Will
Attack: Strength + Level vs. AC
Hit: WEAPON + Strength damage
Miss: damage equal to your level

Dilettante Basic Ranged Attack

At-Will
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Miss:

Dilettante Level Progression

Dilettante Level Total HP Total Feats 1st Level 3rd Level 5th Level 7th Level 9th Level Level-Up Ability Bonuses Damage Bonus from Ability Score
Level 1 (7 + CON mod) x 3 1 adventurer 4 ability mod
Level 2 (7 + CON mod) x 4 2 adventurer 5 ability mod
Level 3 (7 + CON mod) x 5 3 adventurer 2 3 ability mod
Level 4 (7 + CON mod) x 6 4 adventurer 1 5 +1 to three ability mod
Level 5 (7 + CON mod) x 8 4 adventurer

1 champion

2 4 2 x ability mod
Level 6 (7 + CON mod) x 10 4 adventurer

2 champion

1 6 2 x ability mod
Level 7 (7 + CON mod) x 12 4 adventurer

3 champion

2 5 +1 to three 2 x ability mod
 

Level 8

 

(7 + CON mod) x 16

4 adventurer

3 champion

1 epic

 

 

 

1

 

7

 

 

3 x ability mod

 

Level 9

 

(7 + CON mod) x 20

4 adventurer

3 champion

2 epic

 

 

 

 

2

 

6

 

3 x ability mod

 

Level 10

 

(7 + CON mod) x 24

4 adventurer

3 champion

2 epic

 

 

 

 

 

9

 

+1 to three

 

3 x ability mod

Dilettante Stats

Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent

 

Ability Bonus +2 to Strength or Intelligence (different from racial bonus)
Initiative Dex mod + Level
Armor Class (light armor) 13 + middle of Dex/Con/Wis + Level
Physical Defense 10 + middle of Dex/Con/Str + Level
Mental Defense 12 + middle of Int/Cha/Wis + Level
Hit Points (7 + Con mod) x level modifier (see progression chart)
Recoveries 8
Recovery Dice 1d8 x Level + Con mod
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points
Talents 3
Feats 1 per level

CLASS FEATURES

Dilettantes all have the following three class features .

Warding

As a Dilettante, you have learned to create and

maintain a magical warding. You gain a +2 to AC (included in the class’ base AC) so long as you have one hand free and are conscious.

Adventurer feat: Your warding remains even if you fall unconscious.
Champion feat: If your warding provides damage resistance, that resistance increases to 14+.
Epic feat: The Warding feature grants a +3 to AC instead of +2.

Bonded Weapon

You can spend one hour meditating on your weapon of choice, bonding with it and imbuing it with magic. As a standard action you can call it to your hand even if it is far away, and it will try its best to fly or teleport back to your hand in the quickest way possible. You cannot bond with more than one weapon (successfully bonding with a new weapon immediately discards the previous binding).

In the event that the weapon is broken, as long as you have one piece of the weapon, you can call back all of its other fragments and re-forge the weapon after one hour of meditation (if there are fragments that are completely destroyed, the weapon will grow them back).

Adventurer feat: Calling the weapon to your hand takes a quick action instead of a standard action.
Champion feat: Attempts to disarm or destroy the weapon gain a +2 on the DC.
Epic feat: You are so intimately bonded to your weapon that a bit of your soul is permanently embedded in it. For purposes of resurrection the blade is considered a legitimate substitute for your body. Additional benefits may depend on a variety of factors.

Dilettante Spells

Dilettantes use two types of spells: invocations and power words. Invocations are spells that are easily performed, requiring only a quick action, and often enhance either the warrior or the weapon’s attacks. Most Invocations have feats associated with them.

Power words are utterances in a magical language of creation that are used in conjunction with basic attacks. They have minor spell-like effects such as moving people or objects around and causing intense sensations in a target. You may only use one power word per attack.

Adventurer feat: Choose a Level 1 power word. Once per battle, you may utilize this power word on any hit, regardless of roll.
Champion feat: Choose a Level 3 power word. Once per battle, you may utilize this power word on any hit, regardless of roll.
Epic feat: Choose a Level 5 power word. Once per battle, you may utilize this power word on any hit, regardless of roll.

Amateur Ritualist

You have the ability to ritualize spells like a Wizard… sort of. In order for a ritual you create to execute without a hitch, you must beat an appropriate DC per the ritual rules with a natural even roll. An odd roll that beats the DC is still considered a failure, though the GM should treat your failures as “success with side effects.”

CLASS TALENTS

Choose 3 Talents at 1st level.

Magic Focus

(You can not take this talent if you take Martial Focus or Evasive Focus)

Choose a 1st level spell from one of the arcane spellcasting classes (Wizard, Sorcerer, Chaos Mage, Necromancer, etc.) You may use that spell in addition to your Dilettante spells so long as you meet any requirements the power has. You can choose to replace the spell you gained with a new one at higher levels.

Adventurer feat: You may replace one of your Dilettante spells with another spell from that class. It must be at least two levels lower than you (min. 1st). Champion feat: You gain the Adventurer feats for any spells you know because of this Talent.
Epic feat: You may take a second spell which may or may not be from the original class chosen, but this spell must be at least two levels lower than you.

You may also use Intelligence for attack and damage rolls with any weapon that has a base d8 or less of damage.

Evasive Focus

(You can not take this talent if you take Martial Focus or Magic Focus)

Choose a 1st level power from the Rogue. You may use that power in addition to your Dilettante spells so long as you meet any requirements the power has. You can choose to replace the power you gained with a new one at higher levels.

Adventurer feat: You may replace one of your spells with another Rogue power. It must be at least two levels lower than you (min. 1st level). Champion feat: You gain the Adventurer feats for any Rogue attacks you know because of this Talent. Epic feat: You may deal Sneak Attack damage as if you were a Rogue of your level once per encounter when the escalation die is 3+.

You may also use Dexterity instead of Strength for attack and damage rolls with any one-handed melee weapon.

Martial Focus

(You can not take this talent if you take Magic Focus or Evasive Focus)

Choose a 1st level flexible attack or power from a martially-oriented class that is not the Rogue or Monk. You may use that attack or power in addition to your Dilettante spells so long as you meet any requirements the power has. You can choose to replace the maneuver or power you gained with a new one at higher levels.

Adventurer feat: You may replace one of your spells with another attack from that class. It must be at least two levels lower than you (min. 1st level). Champion feat: You gain the Adventurer feats for any attacks you know because of this Talent.
Epic feat: You may take a second attack which may or may not be from the original class chosen, but it must be at least two levels lower than you.

You may also use Strength instead of Dexterity for attack and damage rolls with thrown weapons.

Cantrips

You can cast the same cantrips as a Wizard with the same limitation of three cantrips per day, but unlike the Wizard, your cantrips last half as long (5-30 minutes at adventurer tier, 30-180 minutes at champion tier, and 1-6 hours at epic tier).

Champion feat: You gain one additional use of a cantrip.
Epic feat: Your cantrips now last for the full listed duration.

Eldritch Speed

Once per battle at the start of each fight, you can take a move action before anyone’s turn starts. Champion feat: You may choose to instead use this move action for free any time during the fight.

Epic feat: Once per day, you can take a standard action as a quick action.

Spell Absorption

Once per battle, you can attempt to absorb the spell energy of an enemy caster. When an enemy casts an attack spell, roll a d6 as an interrupt action. If your roll is equal to the Escalation die, you harmlessly diffuse the spell. If less, you instead absorb the spell and regain the use of one of your Invocations.

Adventurer feat: You may instead roll your d6 at the start of battle and diffuse a spell anytime the Escalation die reads the rolled value or higher.
Champion feat: If you dislike the result of your d6 roll, roll it again one time.
Epic feat: You may attempt to absorb two spells per battle.

Been There, Done That

When you make a skill check for which none of your Backgrounds apply, add +1 to the result of that skill check.

Wandering Warding

Once per battle when an enemy attacks a nearby ally, you can choose to transfer your warding to that ally as an interrupt action, but only if the ally did not Challenge the attacking enemy (see Paladin talent). Your warding then returns to you at the beginning of your next turn.

Adventurer feat: You can activate this ability twice per battle.
Champion feat: You may transfer your warding freely when the Escalation die is 3 or higher.
Epic feat: You may transfer your warding freely when the Escalation die is 2 or higher.

swordmage_by_steves3511-da07i2lLiving Blade

Once per day, you can spend a quick action to allow your weapon to move on its own for the remainder of battle while you are nearby and, if your weapon is a true magic item, if the magic item agrees to be wielded in such a manner. You can make an attack through it as a standard action. You also gain a +1 bonus to AC until the start of your next turn if your weapon remains adjacent to you and does not attack this turn. If you are far away from your weapon, it stops moving and falls to the ground. Adventurer feat: You may animate your weapon twice per day.

Champion feat: You can mentally order the weapon to make a basic attack as a quick action when the escalation die is even and greater than 0. This attack does not benefit from Power Words.
Epic feat: For the duration of the battle your weapon gains intelligence (though not sentience), able to make basic attacks independent from you. It utilizes your initiative score, attack and damage bonuses and defenses. Damage dealt to it applies to your HP total. On its own, your weapon deals damage as if it were two levels lower than you.

1st LEVEL INVOCATIONS

Heart of the Blade

Once per battle
Requirement: One hand must be free
Effect: Your attacks deal extra damage equal to your level + the current Escalation Die until the end of your next turn. The benefit also ends if you stop fulfilling the requirements of this spell

Adventurer feat: You can spend a quick action to add 1d4 per level to the damage of your next attack before the spell ends, but only if it hits. If you are using a two-handed weapon in one hand, add 1d6 per level instead.
Champion feat: Enemies you hit with melee attacks while this spell is in effect are dazed for their next attack.
Epic feat: When this spell is about to end, roll a d20. On a 11+ you can use this spell again later in the battle.

Song of Steel

Once per battle

Requirement: One hand must be free
Effect: You add double the Escalation die (minimum 1) when making attacks until the end of your next turn. The benefit also ends if you stop fulfilling the requirements of this spell.

Adventurer feat: If you miss, add the Escalation die (minimum 1) to your miss damage.
Champion feat: The next ally to attack the target in melee can attack PD instead of AC if desired.
Epic feat: When this spell is about to end, roll a d20. On a 11+ you can use this spell again later in the battle.

1st LEVEL POWER WORDS

Dazzle

Melee Flexible Attack
Triggering Roll: Natural even attack roll
At-Will
Effect: One nearby creature of your choosing takes a -2 penalty to hit until the end of your next turn, which does not stack with named conditions such as dazed or weakened.

Fracture

Melee Flexible Attack
Triggering Roll: Natural odd attack roll
At-Will
Effect: One nearby creature of your choosing takes a -2 penalty to AC until the end of your turn, which does not stack with named conditions such as stunned or weakened.

Shove

Melee Flexible Attack
Triggering Roll: Natural even attack roll
At-Will
Effect: Grant one nearby creature a save to disengage or move one unengaged nearby creature somewhere else nearby.

Stumble

Melee Flexible Attack
Triggering Roll: Natural odd attack roll
At-Will
Effect: One nearby enemy of your choosing only disengages on a hard save (16+) and allows your allies to disengage on an easy save (6+) until the end of its next turn.

3rd LEVEL INVOCATIONS

Adamant Warding

Once per battle
Requirement: One hand must be free
Effect: The AC bonus of your warding increases by +2 until the end of your next turn. The benefit also ends if you stop fulfilling the requirements of this spell.

Adventurer feat: The +2 bonus also applies to your PD.
Champion feat:The +2 bonus also applies to your PD and MD.
Epic feat:At the end of your next turn, make a save. If you succeed, the bonus lasts for another turn.

Enhanced Perception

Once per battle
Requirement: One hand must be free
Effect: You are aware of the position of all enemies, regardless of invisibility, cover or concealment until the end of your next turn. The benefit also ends if you stop fulfilling the requirements of this spell. You still have the mechanical penalties to hit concealed enemies.

Adventurer feat: You may add the Escalation die to your skill checks to hear, smell, or sight cues.
Champion feat:You ignore penalties for hitting concealed or invisible enemies.
Epic feat:Your senses become superhuman. Tracking a human by smell or hearing an individual’s heartbeat are Easy tasks for you.

3rd LEVEL POWER WORDS

Hold

Melee Flexible Attack
Triggering Roll: Any odd hit
At-Will
Effect: Choose one nearby enemy. If that enemy makes an attack on its next turn, it takes 1d4 per level damage.

Rage

Melee Flexible Attack
Triggering Roll: Any odd hit
At-Will
Effect: One nearby creature makes an attack against the nearest creature it can hit without moving. The creature will still prioritize its own enemies if it has a choice.

Slam

Melee Flexible Attack
Triggering Roll: Any even hit
At-Will
Effect: Make an Intelligence attack vs. PD against one nearby enemy. On a hit, the enemy takes three times your level in damage.

Slow

Melee Flexible Attack
Triggering Roll: Any even hit
At-Will
Effect: One nearby creature of your choosing rolls a save. If it fails the save, it loses 5 points of initiative. If it succeeds, it only loses 3 points.

5th LEVEL INVOCATIONS

Elemental Attunement

Once per battle
Requirement: One hand must be free
Effect: Choose one of the following damage types: fire, cold, lightning, acid, thunder, poison. Until the end of your next turn, any attacks you make may deal the chosen type of damage. In addition, your warding visibly manifests your affinity and grants you resistance (12+) against that damage type.

Champion feat:When an enemy attacks you in melee and misses, it suffers typed damage equal to your twice your Intelligence modifier (x3 at Epic). Your warding must be active to get this benefit. It does not transfer if you give an ally your warding.
Epic feat:If the Escalation die is 4 or higher when this spell’s effects would end, it continues for another round.

Enhanced Athletics

Once per battle
Requirement: One hand must be free
Effect: You may move to reach something Far away in a single move action until the end of your next turn. You can still be Intercepted and are subject to opportunity attacks.

Champion feat:You may add the Escalation die to your skill checks to run, jump, leap, climb or perform similar athletic feats.
Epic feat:Your ability to leap and run becomes superhuman. Keeping pace with a horse or leaping to the roof of a single-story building are Easy tasks for you.

5th LEVEL POWER WORDS

Daze

Melee Flexible Attack
Triggering Roll: 16+
At-Will
Effect: One nearby enemy of your choosing is dazed until the end of its next turn.

Feeble

Melee Flexible Attack
Triggering Roll: 16+
At-Will
Effect: One nearby enemy of your choosing deals half damage if it hits with its next attack.

Pain

Melee Flexible Attack
Triggering Roll: 16+
At-Will
Effect: One nearby enemy of your choosing is vulnerable to all damage until the end of its next turn.

Storm

Melee Flexible Attack
Triggering Roll: 16+
At-Will
Effect: Make an Intelligence attack vs. PD against 1d3 nearby enemies. On a hit, each takes 1d4 per level damage.

7th LEVEL INVOCATION

Furious Resonance

Once per battle
Requirement: One hand must be free
Effect: Reroll any 1s that come up on your next damage roll. You must abide by the new roll.

Epic feat:Reroll any 1s or 2s that come up on your next damage roll. You must abide by the new roll.

7th LEVEL POWER WORDS

Stun

Melee Flexible Attack
Triggering Roll: 16+
Once per Battle
Effect: One nearby enemy is stunned until the end of their next turn. If the enemy is staggered, it is also weakened on the turn after it is stunned.

Blind

Melee Flexible Attack
Triggering Roll: 16+
Once per Battle
Effect: One nearby enemy is blinded (treats all enemies as if they were invisible) (save ends). If the enemy is also staggered, the save jumps from 11+ to 16+.

9th LEVEL INVOCATION

Body Double

Once per battle
Requirement: One hand must be free
Effect: You may occupy two different locations on the battlefield simultaneously until the start of your next turn. Both of your selves start at your current position and move as a single move action. You can not be intercepted and you automatically disengage from any enemy. You can attack from either location and can be hit from either location but any attacks that target both locations only target you once. When the effect ends, you can choose to be in either location.

Epic feat:Both of your selves gain displacement for the duration of the spell.

9th LEVEL POWER WORDS

Kill

Melee Flexible Attack
Triggering Roll: 16+
Daily
Effect: 1d4 nearby mooks or a single enemy who is down to less than 20% of its maximum HP are killed instantly. If used to kill mooks, the power is regained at the end of the battle.

Epic feat:Increase to 1d10 mooks.

Stop

Melee Flexible Attack
Triggering Roll: 16+
Daily
Effect: You halt time to perform an additional turn’s worth of actions. People and objects not in contact with you at the time you activate the power word can not be affected by you during this extra turn. If used to Rally, the power is regained at the end of the battle.

Epic feat:You may include one ally or enemy to also receive an extra round’s worth of actions under the same stipulations.