Cunning Folk

A cunning folk is a dabbler in the fringes of knowledge, blending folk religion, folklore, medicine, mysticism, herbology and alchemy in a framework that makes sense to few others. This hodgepodge is usually closely guarded and only passed on through family lines. They gain the aid of minor fey through gifts, friendship, bargains or threats.

Alignment: Any.

Hit Die: d6.

Starting Wealth: 3d6 x 10gp (average 105gp).

Class Skills

The cunning folk’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana, geography, local, nature, religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).

Skill Ranks per Level: 4 + Int modifier.

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Table: Cunning Folk
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0th 1st 2nd 3rd 4th 5th
1st +0 +0 +0 +2

Healing ken +1, Sylvan, treatment pouch

3 1
2nd +1 +0 +0 +3 Summon familiar 3 1
3rd +1 +1 +1 +3 Warding charm 3 2
4th +2 +1 +1 +4 3 2 0
5th +2 +1 +1 +4 Healing ken +2 3 2 1
6th +3 +2 +2 +5 3 2 1
7th +3 +2 +2 +5 Counter-curse 3 3 2
8th +4 +2 +2 +6 3 3 2 0
9th +4 +3 +3 +6 Healing ken +3 3 3 2 1
10th +5 +3 +3 +7 3 3 2 1
11th +5 +3 +3 +7 Fey friend 3 3 3 2
12th +6/+1 +4 +4 +8 3 3 3 2 0
13th +6/+1 +4 +4 +8 Healing ken +4 3 3 3 2 1
14th +7/+2 +4 +4 +9 3 3 3 2 1
15th +7/+2 +5 +5 +9 Healing trance 3 3 3 3 2
16th +8/+3 +5 +5 +10 3 3 3 3 2 0
17th +8/+3 +5 +5 +10 Healing ken +5 3 3 3 3 2 1
18th +9/+4 +6 +6 +11 3 3 3 3 2 1
19th +9/+4 +6 +6 +11 Fey immunities 3 3 3 3 3 2
20th +10/+5 +6 +6 +12 Fey pact 3 3 3 3 3 2

Class Features

All of the following are class features of the cunning folk archetype.

Weapon and Armor Proficiency

Cunning folks are proficient with all simple weapons. Cunning folks are not proficient with any type of armour or shield.

Spells

A cunning folk casts divine spells, which are drawn from the cunning folk spell list. Like a cleric, he must choose and prepare his spells in advance. Unlike a cleric, a cunning folk cannot spontaneously cast cure or inflict spells.

To prepare or cast a spell, a cunning folk must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cunning folk ‘s spell is 10 + the spell level + the cunning folk’s Wisdom modifier.

A cunning folk may possess and consult spellbooks, but these are more to refresh the memory or fix a new idea than to learn. The spellbooks may not even be writing in its normal sense, but collections of images, dried plants, invented alphabets and so on. His knowledge of spells may come in dreams, from speaking with spirits or passed on by word of mouth or letter.

Each cunning folk must choose a time each day during which he must spend an hour in dreams, parlaying with minor spirits, or performing simple rituals to regain his daily allotment of spells. Time spent resting has no effect on whether a cunning folk can prepare spells.

Like other spellcasters, a cunning folk can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Cunning Folk. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Where Table: Cunning Folk indicates that the cunning folk gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

Each cunning folk has a particular divine focus based on his personal preferences, traditions, and the nature of his fey bargains.

A cunning folk’s spellcasting is considered fey for the purposes of abilities such as a druid’s resist nature’s lure class feature.

Healing Ken (Su)

A cunning folk knows well how to treat injuries and sickness without the use of magic. Whenever he uses the Heal skill to treat deadly wounds or provide long-term care, he heals 1 additional point of damage. Whenever he successfully treats poison or disease, the bonus he grants on the saving throw increases by 1. These benefits increase by 1 at 5th level and every 4 levels thereafter.

Treatment Pouch (Ex)

A cunning folk is adept in the use of herbs, charms and drugs to treat the sick. He is treated as having a healer’s kit, which he can replenish each day by spending 1 hour foraging for materials.

Summon Familiar (Su)

At 2nd level, a cunning folk can call a familiar, just as a wizard can using the arcane bond ability. His familiar must be an animal or fey, even if he gains Improved Familiar or a similar ability. He can use Improved Familiar to select an animal with the fey-touched template.

Warding Charm (Su)

At 3rd level, by spending 1 minute working a minor ritual, a cunning folk can expend a spell slot of 1st level or higher to place a ward on a willing creature. The ward functions as a readied counterspell of the appropriate level. When the creature is the target of an enchantment or curse effect of equal or lower level (minimum 1st level), the counterspell triggers automatically. As with dispel magic, he must make a caster level check. A creature can only be protected by a single warding charm at any time. The warding charm lasts for up to one day per caster level.

Counter-Curse (Su)

At 7th level, as a full-round action, the cunning folk can use a Heal check to grant a creature he touches a new saving throw against a curse effect (including hexes). He can’t attempt to treat a single curse more than once a day.

Fey Friend (Ex)

At 11th level, a cunning folk gains Fey Friend as a bonus feat, even if he doesn’t meet the prerequisites.

Healing Trance (Su)

At 15th level, once per day, a cunning folk can perform a healing ritual. He can target a single creature within close range with this ritual. Each hour, he cures hit point damage equal to his class level, and also grants specific effects. The effects depend on how long he maintains the trance, and are cumulative; for example, after 2 hours and each subsequent hour, he cures 1 point of ability damage per attribute. After each hour, he must attempt a Fortitude saving throw to maintain the trance.

Duration Fort save DC to continue Effects treated
1 hour 10 Dazzled, fatigued, sickened and shaken
2 hours 12 Heal 1 ability damage per attribute
3 hours 14 Confused, deafened, exhausted, nauseated
4 hours 16 Blinded, diseased, poisoned; cures 1 sanity damage
5 hours 18 Functions as break enchantment upon a single effect of your choice that is affecting the target and can be affected by that spell
6 hours 20 Make a dispel check against any compulsion effect or magic jar effect (including a ghost’s malevolence ability), starting with the lowest level effect. Treat this as a targeted dispel magic spell, except it can dispel one such spell for every four caster levels you possess. A successful Will save limits the dispelling to a single spell or effect.
7+ hours +2 per hour Removes 1 negative level and 1 ability drain per attribute, removes insanity

 

Cunning Folk Spell List

A cunning folk’s spell list is as follows:

0th level: bleed, detect fiendish presence, detect magic, detect poison, guidance, haunted fey aspect, know direction, light, prestidigitation, stabilize, storm lanternIW, touch of fatigue, vigour

1st level: alleviate addiction, burning hands, call animal, calm animals, ceremony, charm fey, crafter’s fortune, cure light wounds, detect animals or plants, diagnose disease, disguise self, endure elements, feather step, hex ward, ill omen, itching curse, know the enemy, lucky number, magic stone, pierce façade, protection from alignment, preserve, read weather, remove sickness, shield companion, speak with animals, whispering lore, windblown wispIW

2nd level: abeyance, animal trance, control vermin, cure moderate wounds, darkness, dark whispers, delay poison, embrace destiny, enchantment sight, fear the sun, feast of ashes, gentle repose, guarding knowledge, hold fey, night blindness, sanctify corpse, shadow anchor, steal breath, steal voice, suppress charms & compulsions, surmount affliction, touch of blindness, unseen servant, unsettling presence, wicker horse, xerophyteIW, yeoman’s prophecyIW

3rd level: accept affliction, bestow curse, continual flame, cure serious wounds, daylight, deeper darkness, greater windblown wispIW, hag’s seasoning, insect spies, lesser restoration, mass feather step, mind maze, nap stack, nature’s exile, neutralize poison, pernicious pranksters, remove blindness/deafness, remove curse, remove disease, silverlight, spectral scout, speak with haunt, water breathing, water walk, woodland rune

4th level: beast shape I, call lightning, cure critical wounds, lesser entice fey, minor creation, mischievous shadow, nixie’s lure, repel vermin, restoration, sessile spirit

5th level: age resistance, beast shape II, break enchantment, fey form I, greater insect spies, halt undead, heal, rest eternal, seeming, snake staff, stone to flesh, village veilR

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