Arcane Adept (Barbarian/Wizard)

(Original Concept by Trogdar)

Primary: Barbarian.

Secondary: Wizard.

Alignment: Any nonlawful.

Hit Dice: d8.

Bonus Skills and Ranks: The arcane adept selects three wizard skills to add to her class skills in addition to the normal barbarian class skills. The arcane adept gains a number of ranks at each level equal to +4 Int modifier.

Weapon and Armor Proficiency: The arcane adept is proficient with all simple and martial weapons. An arcane adept is not proficient with any types of armor or shields.

Spellcasting: An arcane adept casts arcane spells drawn from the arcane adept spell list. An arcane adept’s spell list consists of all spells from the Abjuration school plus three of the following schools of her choice: Conjuration, Divination, Enchantment, Illusion, and Transformation. An arcane adept must choose and prepare her spells ahead of time.

To learn, prepare, or cast a spell, the arcane adept must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arcane adept’s spell is 10 + the spell level + the arcane adept’s Intelligence modifier.

An arcane adept can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Arcane Adept. In addition, she receives bonus spells per day if she has a high Intelligence score.

An arcane adept may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her spellbook. While studying, the arcane adept decides which spells to prepare.

Cantrips: An arcane adept can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Arcane Adept under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spellbooks: An arcane adept must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in his spellbook except for read magic, which all arcane adepts can prepare from memory. An arcane adept begins play with a spellbook containing all 0-level arcane adept spells plus three 1st-level arcane adept spells of her choice. The arcane adept also selects a number of additional 1st-level arcane adept spells equal to her Intelligence modifier to add to her spellbook. At each new arcane adept level, she gains two new arcane adept spells of any spell level or levels that she can cast (based on her new arcane adept level) for her spellbook. At any time, an arcane adept can also add spells found in other spellbooks to her own.