The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

Designed and written by Jan Langhe ten Walde

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by Jety Lefr, 2020-10-22 03:28:25

Ensconcer - A 5e compatible class

Designed and written by Jan Langhe ten Walde

A ClaSS for DungeonS and DragonS 5th Edition.

DeSigned by Jan “Langhe" Ten Walde

Version 2.5.1

ENSCONCER. ORIGINS IN HERBS AND BEASTS

Some secret of youth peaking from his eyes, a wise old Many ensconcers begin their journey near the
gnome, browned and bent by his age, perfumes an authority of a village elder or religious figure. Others
ancient basin of stagnant water with a bouquet of rare start by slinking in the shadows of a city's edge,
flowers. He carefully decorates the bath one petal by gathering unsavory things for strange power.
one as the waters playfully rise to meet him, swirling
up to find his hands. With a clap, the water breaks, and Power in small things grows quickly when gathered;
the pool becomes a sterling mirror, clear and cleansed the march of a single soldier, the pittance of a copper
of impurities. coin, or the young spirits of nature that hide in rain and
moonlight. The essence of ensconcing is in harnessing
A nervous wild man slowly plucks poison the power of small things to invent great works of
mushrooms from a grove of sweet toad stools, taking magic. By artifact or by action, repetition makes
great care to see them and burn them one by one; he tradition, and tradition is power. The first ensconcers
knows the dangers of hasty hands and eyes. Every cap were created before language was spoken, and before
has a name that he tells each to his student, who runes had meaning. A primeval art, but potent, even a
remembers how the story of how they were named. handful of bones or holly berries can spark the
beginnings of an ensconcer’s ritual.
Oily torches burn with yellow smoke, shifting
around the pieces of a fractured blade as a young TRADITION OF TRAVEL
dwarf’s tears fall upon it, her seething face illuminated
in the subtle glow. As the faults across the shards Whether from stolen secrets, scattered texts, old
crawl together, spilling red etherea from the mending sages, or by witnessing the wildness of nature, all
cracks, scorched gold is offered in prayer, stitching ensconcers share in the respect of stories. Legends are
them together with an anguished vow of vengeance for empowered by the influence they hold over people, and
her slaughtered family. traditions are no different.

Ensconcers hail from all walks of life, coming from Ensconcing is the act of grafting the power of
gilded churches, secret castle chambers, and from traditions into oneself. Perhaps your character wishes
to study the stories and cultures of foreign lands. They
the actor’s stage. Wherever they call their home, might specialize in local dances, study religious
they are devout practitioners of ceremony iconography, or covet forbidden knowledge of the
within their community, understanding occult. No task is too daunting to deter an ensconcer’s
with rare insight, the deep wells thirst to learn. Many take on difficult journeys to
of power imbued in tradition. perfect their arts, harnessing and refining the sacred
rites they uncover.

THE ENSCONCER −−Rituals Known per Spell Level−−

Level Proficiency Bonus Features Weapon Rites 1st 2nd 3rd 4th 5th
Traditions of Fire
1st +2 Weapon Tradition, Rites of Fire - --- -
2nd +2 Ritual Casting, Convocation 1 1 2 --- -
3rd +2 Convocation Feature 1 1 3 2- - -
4th +2 Ability Score Improvement 1 1 3 3- - -
5th +3 Weapon Tradition Improvement 1 2 4 32 - -
6th +3 Convocation Feature 2 2 4 33 - -
7th +3 2 2 4 33 - -
8th +3 - 2 3 4 33 - -
9th +4 2 3 5 331 -
10th +4 Ability Score Improvement 2 3 5 331 -
11th +4 Magical Presence 3 3 6 431 -
12th +4 Weapon Tradition Improvement 3 4 6 431 1
13th +5 - 3 4 7 541 1
14th +5 Convocation Feature 3 4 7 541 1
15th +5 - 4 4 8 641 1
16th +5 Weapon Tradition Improvement 4 4 8 641 1
17th +6 Pouncet-Box 4 5 9 751 1
18th +6 Ability Score Improvement 4 5 9 751 1
19th +6 - 5 5 9 751 1
20th +6 Weapon Tradition Improvement 5 5 10 8 6 1 1
Ability Score Improvement 5 5
Legendary Aura

CREATING AN ENSCONCER EQUIPMENT
You start with the following equipment, in addition to
When creating an ensconcer, consider how your the equipment granted by your background:
character discovered their craft. Perhaps they were
tutored by family members in the oral tradition, or • (a) a censer (b) a components pouch
were blessed by a minor deity. Maybe they accidentally • (a) a holy symbol (b) a book
communed with a malignant fey, unknowingly attuning • (a) a priest’s pack (b) an explorer’s pack
to the Fey Wild. What inspired your character to leave • (a) two simple weapons (b) a longbow (c) a short
their home for foreign lands? sword and padded armor

QUICK BUILD WEAPON TRADITION

You can make an ensconcer quickly by following these When wielding a weapon you are proficient with, you
suggestions. First, Wisdom should be your highest can use this feature to ignite it with scented flames as a
ability score, followed by Intelligence or Charisma. bonus action. The flames last for one minute, ending
Second, choose the sage background. early if you die or are incapacitated, or if you douse
them as a bonus action. Otherwise, the flames can not
CLASS FEATURES be doused. They shed dim light out to 10 feet, and
evoke fragrances and colors of your choosing.
As an ensconcer, you gain the following class features. Alternatively, your weapon can release a haunting
ringing that can be heard up to 100 feet away.
HIT POINTS
Choose one of the options listed in Traditions.
Hit Dice: 1d8 per ensconcer level When you use your Weapon Tradition, you gain the
Hit Points at 1st Level: 8 + your Constitution modifier benefits of any traditions you know, and your weapon
Hit Points at Higher Levels: 1d8 (or 5) + your counts as magical for the purpose of overcoming
Constitution modifier per ensconcer level after 1st. immunity and resistance to non-magical attacks. You
can use this feature once, and regain all uses when you
PROFICIENCIES finish a short or long rest.

Armor: Light armor As you gain levels in this class, you gain additional
Weapons: Simple Weapons, Short Sword, Long bow uses of this feature, as shown in the Weapon
Tools: Herbalism kit Traditions column of the ensconcer table. At 5th, 10th,
Saving Throws: Intelligence, Wisdom 14th, and 18th level, when you gain additional uses,
Skills: Choose three from Animal Handling, Arcana, you also choose whether to improve a tradition you
Deception, History, Insight, Medicine, Nature, already know, or whether to learn a new one.
Perception, Performance, Persuasion, and Religion

TRADITIONS RITES OF FIRE

• Dance of Sword Shadows: When you learn this You can craft ritual spells unique to ensconcers called
tradition, you can add your proficiency bonus to Rites of Fire, listed at the end of the class description.
Dexterity saving throws you make while using your Your Rites of Fire are ornate orchestrations of somatic,
Weapon Tradition. verbal, and/or material components. They often convey
their power through smoke spreading from burning
Each time you improve this tradition, your Weapon incense, but they may also be spread by the perfume or
Tradition allows you to add one point of your Dexterity light of a scented candle, the shining of a mirror, or the
modifier (up to its maximum) to your weapon attack chime of a bell. Each Rite of fire lists what kind of
rolls and damage rolls that use Strength. You may add action is required to use it.
one point of your Dexterity modifier the first time you
improve this tradition, two points the second, three The Rites of Fire column on the ensconcer table
points the third, and four points the fourth. shows how many Rite of Fire you can use. When you
finish a long rest, you regain all uses of this feature.
• Voice of the Iron Forge: When you learn this
tradition, you gain proficiency with the use of censers, You prepare the list of Rites of Fire that are
torches, lanterns, bells, and chimes as weapons, available for you to use. To do so, choose a number of
dealing 1d6 bludgeoning damage, fire damage, or Rites of Fire that you meet the prerequisites for equal
thunder damage when used (your choice). Each has to your Wisdom modifier. You can change your list of
the light and finesse weapon properties for you. prepared Rites of Fire when you finish a long rest.
Preparing a new list of Rites of Fire requires time
Each time you improve this tradition, your weapon spent in ritualistic prayer, meditation, or craft: at least
attacks deal bonus fire damage or thunder damage 10 minutes per Rite of Fire you add to your list.
(your choice) while using your Weapon Tradition. You
deal 1d4 damage the first time you improve this CAPNOMANCY
tradition, 2d4 the second, 3d4 the third, and 4d4 the
fourth time. Magical darkness and currents of wind or water can
not hinder your Rights of Fire, and you can choose any
• Spell Hunting: When you learn this tradition, you number of creatures with the range of a Rite of Fire’s
learn one cantrip of your choice from any spell list. Use effect to be immune to its effects.
your Wisdom as the spellcasting ability for cantrips
learned with this feature. Additionally, once per turn
when you hit a creature or object with a ranged
weapon attack, you choose to apply the effects of a
cantrip you know instead of the normal effects of the
weapon. You must be using your Weapon Tradition to
use a cantrip in this way.

Each time you improve this tradition, you learn an
additional two cantrips from any spell list.

• Boundless Spear: When you learn this tradition, your
range with weapons that have the reach property
increases by 5 feet when you use the attack action.

Each time you improve this tradition, you can target
one additional creature or object the first time you
make a melee weapon attack on your turn while using
your Weapon Tradition. Roll the attack once and apply
the attack to each target to determine how many you
hit. Each target must be within your reach.

You can target one additional creature or object the
first time you improve this tradition, two additional
creatures or objects the second, three additional
creatures or objects the third, and four additional
creatures or objects the fourth time.

RITUAL MAGIC ABILITY SCORE IMPROVEMENT

At 2nd level, you have become familiar with the When you reach 4th level, and again at 8th, 12th, 16th
intricacies of spell craft, though you lack the talents of and 19th level, you can increase one ability score of
arcane and divine spellcasters. You do not have spell your choice by 2, or you can increase two ability scores
slots as an ensconcer. Instead, your study of traditions of your choice by 1. As normal, you can’t increase an
has familiarized you with certain ceremonies and ability score above 20 using this feature.
holistic arts, letting you harness magic from ambient
sources. You can cast any spell you know as a ritual if Using the optional feats rule, you can forgo taking
it has the ritual tag. this feature to take a feat of your choice instead.

RITUALS KNOWN OF 1ST LEVEL AND HIGHER MAGICAL PRESENCE

You know two 1st-level spells from any class’ spell list. At 9th level, your exposure to ritual craft has altered
You learn additional spells at higher levels, as shown in you, granting you certain qualities of inhabitants of the
the Rituals Known column of the ensconcer table. Only Fey Wild. You have advantage on Intelligence,
spells with the ritual tag can be learned with this Wisdom, and Charisma saving throws against spells.
feature.
POUNCET-BOX
SPELL CASTING ABILITY
At 15th level, you have learned the ultimate ritual art.
Wisdom is your spell casting ability. Your magic is You may build a specialized pouncet-box that may be
channeled through lengthy and mentally demanding used by any individual you permit to enact a Rite of
motions and vocalizations. Use your Wisdom whenever Fire contained within it. Once a creature uses a
a spell refers to your spellcasting ability. In addition, pouncet-box, it must finish a long rest to do so again.
use your Wisdom modifier when setting the saving
throw DC for an ensconcer spell you cast. Each pouncet-box takes 8 hours of work to build
and cost 100gp worth of materials per requisite level of
SPELL CASTING FOCUS the Rite of Fire you imbue it with (minimum 100gp).
One month after it is created, a pouncet-box ceases to
As an ensconcer, you can draw on external sources of function.
power to cast spells. You may use any fire within 10
LEGENDARY AURA
feet of you as a spellcasting focus
if you have a free hand to do so At 20th level, your
with. At the DMs discretion, you magical presence
may use something else to swells. You have
become so steeped in
substitute for a fire, such as your incenses and
magic items, magical creatures, study that you can
or a location of great power. In pass yourself off as
either case, it must be within 10 someone else when
feet of you to use it as a focus. magically spied on.
You gain a wild
CONVOCATION aura of magic,
allowing you to
At 2nd level, you choose an cast Disguise Self,
ensconcing archetype that you Alster Self, and
strive to embody as you journey Magic Aura at will
to study new traditions and without providing
perfect the traditions you know. components.

Choose the Convocation of
Evolution, Arcanum, Beauty, or
Legends. Each is detailed at
the end of the class description.
The archetype you choose
grants you features at 2nd, 3rd,
6th, and 12th level.

CONVOCATIONS CONVOCATION OF ARCANUM

Ensconcers travel many different paths towards their "Allow not the simple-wet to know my glorious works.
own versions of enlightenment. Whether you seek to As I shadow masters of magic, let the unworthy ones
unravel the lore and mysteries of the world, or to be trodden on by heel and cane. I will have the better
control them, the convocation you select should play a know their genius for my own."
part in determining your ensconcing methods.
Ensconcers who join with the convocation of arcanum
CONVOCATION OF WITNESSES live by a mantra of doubt. They are mockers,
corruptors, and innovators. They believe that tradition
"I know the wants of the needing. I see the needs of the is nothing without trial. All that they find under the
wanting. In distraction there is imperfection. In light of their flame can be improved. That which
temptation and in lack of diligence, there will be stagnates in darkness, is to be forgotten and destroyed.
suffering and there will be crumbling of self."
SPLENDOROUS GUISE
Ensconcers who join with the convocation of witnesses 2rd-level Convocation of Arcanum feature
exemplify aspirations of the mind, taking in skills,
sciences, and ideals that inspire them to greatness. You have learned to make rituals out of non-ritual
They believe in a kind of perfection that all things strive spells. You learn two spells of your choice that can not
to move towards. be used to restore hit points, and another every time
you level in this class. You may cast them as rituals
ARDENT LANGUAGE even if they do not have the ritual tag. Spells learned
2rd-level Convocation of Witnesses feature with this feature must be of a level equal to or lower
than your ensconcer level minus two, and no higher
You learn one language of your choice. Choose one than 5th level. Any non-ritual spell you cast as a ritual,
language you know other than common to be your
ardent language. If a creature is willing and knows ends if you cast the spell again as a ritual.
your ardent language, you can communicate
with it telepathically up to 100 feet away. MIRRORCRAFT
3rd-level Convocation of Arcanum feature
MELTING POT TECHNIQUES
3rd-level Convocation of Witnesses feature You have seen power and found it to your
taste. You are able to cast any spell of a
Your mind has become marbled with your level equal to or lower than your level as
pursuit for perfection, growing layers of an ensconcer minus two, but no higher
predictive defenses. The first time in a day than 5th level, if you have seen it being cast
that you fail a saving throw against a non- since you last finished a long rest. You
magical effect, you can choose to succeed must spend 10 gp in additional
instead. Additionally, the first time you are components—which are consumed—per
forced to make a saving throw against a magical level of the spell you replicate. You can use
effect, you can do so with advantage. this feature a number of times equal to your
Wisdom modifier (minimum of once), and you regain
COMBAT PREDICTIONS all uses when you finish a long rest.
6th-level Convocation of Witnesses feature
BLACK CARNELIANS
You have learned to predict the destination of mental 6th-level Convocation of Arcanum feature
commands and incantations. As a reaction, you can
meddle with any attack roll that originates from within When a creature within 30 feet of you makes a saving
30 feet of you, subtracting 1d4 from the roll. If it still throw, you can use your reaction to deal force damage
hits, the attacker takes psychic damage equal to half equal to half your ensconcer level to the creature if it
your ensconcer level, rounding down. fails the saving throw. This damage does not end a
spell or trigger a new saving throw if the save was
DEVIANT DESIGN forced by a spell that would normally have that effect.
12th-level Convocation of Witnesses feature
CONSORT WITH FATE
You have permanently altered your mind. Choose two 12th-level Convocation of Arcanum feature
of the following benefits:
• You can’t be detected by psychic effects or divination. When you cast a spell of use an ensconcer feature that
• The time you require for a long rest is halved. forces a creature to make a saving throw, it makes the
• With one minute of meditation, you may end any save with disadvantage if it has dealt damage to you
condition that affects you that does not reduce your since you last finished a short or long rest.
speed or make you unaware of your surroundings.

CONVOCATION OF BEAUTY CONVOCATION OF LEGENDS

"Strength is Glorious. Justice is beautiful. Let fabrics of "All things turn to dust and ash. Let us journey with
Iron and Steel dress the self-chosen, that we may bring wisdom, so that we do not succumb to the inevitable."
both strength and justice to the desperate."
Ensconcers who join with the convocation of legends
Ensconcers who join with the convocation know well the dangers of the world. They understand
of beauty are protectors of the people. The intrinsically that all stories are forgotten, and all
hands of the lowest of us are the hands knowledge is corrupted by time. Everything will change
that cut imperfections from the world. or be destroyed eventually. These ensconcers live in
They are the hands that polish it shining, for celebration of the lives they have, and glorify the days
they are the hands of the many. The convocation of and experiences they remember.
beauty sees this truth and reveres it, vowing to protest,
revolt, and bring revolution to tyrants and oppressors. TELL TALL TALES
2rd-level Convocation of Legends feature
TOUCH OF GRACE
2rd-level Convocation of Beauty feature If you spend at least one minute telling a story, you can
use your Charisma (Performance) skill in place of
When you dash or disengage on your turn, you may Charisma (Deception) when telling lies.
choose one creature that you touch. On that creature’s
next turn, it may dash or disengage as a bonus action. FIRESIDE RECOVERY
3rd-level Convocation of Legends feature
STEEL CLOAK
3rd-level Convocation of Beauty feature Mysteries hold a strange power in this world, and you
know how to grasp a small semblance of it. When you
You may perform a 10 minute ritual to alter a take a short rest, you can piece together a story of long
set of clothing. A creature’s AC while wearing the lost lore, recreating a strange event at the end of it. You
clothing equals 10 + its Dexterity modifier + your might reach into a fire, grasping a burning coal, ember,
proficiency bonus, unless it is already higher. The or wick without burning. You might pour flowing water
effect lasts until you use this feature again or until you from an empty vessel. However it happens, you and up
finish a long rest. Additionally, you have to seven of your allies each regain hit points and gain
proficiency with medium armor and temporary hit points equal to your ensconcer level.
shields.
FONT OF LOST KNOWLEDGE
FESTIVITY 6th-level Convocation of Legends feature
6th-level Convocation of Beauty feature.
You embrace the fragility of truth, knowing how easily
You have trained yourself to move in an instant. it be altered. When an enemy misses with a weapon
Immediately after initiative is rolled, but before any attack against you, you can use your reaction to Log
creature takes its turn, you may move 30 feet and make that miss. Later, when an enemy hits you with a
a single weapon attack. Additionally, if an attack roll weapon attack, you can use your reaction to expend
that originates within 5 feet of you misses, you can use that Logged miss to force the attack to miss instead.
your reaction to force the attacker to make a Wisdom You may only have one result logged at a time. You can
saving throw. On a failed saving throw, the creature use this feature twice, and regain the ability to use it
must use its movement to move 5 feet away from you. after finishing a long rest.

CONCERT OF SELF DECLINING DECAY
12th-level Convocation of Beauty feature 12th-level Convocation of Legends feature

When you have 0 hit points and regain any amount, or As legends are forgotten, so too are they destroyed.
when a spell brings you back from death, you obtain an You have safeguarded countless stories from becoming
aura of magical radiance, lasting for 1 minute. While lost, learning from their lessons how to protect
you have this aura, you have advantage on all yourself. Whenever you finish a long rest, choose a
saving throws. Additionally, the
next time you damage a creature damage type. You are resistant to damage of that
with a weapon attack, you deal type until you take a short or long rest.
additional radiant damage Additionally, when you use the help action
equal to your Ensconcer in combat, you can give any allies that you
level, ending the help resistance to a damage type of your
aura early. choice until the start of your next turn.

RIGHTS OF FIRE RITE OF GENUFLECTION

RITE OF AROMAS As an action, a number of creatures within 15 feet of
Prerequisite: 5th level you, equal up to your Wisdom modifier, must succeed
on a Wisdom saving throw or become prone.
As an action, you gain the ability to identify
creatures by their scent. For the next hour, you RITE OF INSPIRING
have advantage on Wisdom (Survival) and
Wisdom (Perception) checks made to track and You perform the help action. Up to three of your allies
identify beasts, dragons, fiends, humanoids, within 60ft of you receive the benefits.
oozes, plants, and undead.
RITE OF THE IRON GOWN
RITE OF CINDERS
Prerequisite: 5th level As an action, you gain proficiency with medium armor
and shields for the next 8 hours. If you already have
As bonus action, you cause all fire damage proficiency with medium armor, you gain proficiency
you deal on your turn to roll max damage.
with heavy armor instead.
RITE OF THE CONGREGATION
RITE OF MALADIES
As an action, three creatures within 30 Prerequisite: 11th level
feet of you gain temporary hit points
equal to your level as an ensconcer. As an action, you force all creatures within 30
feet of you to make on a Constitution saving
RITE OF THE DANCER throw, gain a level of exhaustion on a failure.
Choose to creature within range. It automatically fails
As a reaction to being forced to make a Dexterity its saving throw. A creature can not be affected by this
saving throw, you gain proficiency with Dexterity rite more than twice before it finishes a long rest.
saving throws for 1 minute. If you already have that
proficiency, you make them with a +1 bonus. RITE OF MEDITATION

RITE OF DEVOTION As an action, you enter a trance-like state that lasts for
10 minutes, after which you may make an Investigation
As an action, choose one ally to rally closer to you, (Intelligence), Insight (Wisdom), or Perception
allowing them 15 feet of free movement in your (Wisdom) skill check to examine any object, person, or
direction. As long as you remain in your space and place you have seen before, in its current condition.
that ally is within 5ft of you, you each have
resistance to magic damage. This rite ends when RITE OF MOLTEN BLADES
either of you takes damage from a weapon attack. Prerequisite: 5th level

RITE OF THE DIVINE As a bonus action, one ally within 5 feet of you may
deal an bonus 4d6 fire damage with their next weapon
As an action, you channel ambient divinity to attack. The attack is made with advantage.
cast one of the following spells; spare the dying,
cure wounds, protection from evil and good, RITE OF OBFUSCATION
purify food and drink, calm emotions, gentle Prerequisite: 5th level
repose, lesser restoration, or prayer of
healing. You do not need any components to As an action, all creatures within 5 feet of you become
cast spells in this way. difficult to detect, as if by the invisibility spell, for 10
minutes. Benefactors of this rite can see each other,
RITE OF ENRAPTURING
but will be treated as invisible by others until they
As an action, you enchant a single target of are noticed.
your choice, as if by the charm person spell. If your
target’s saving throw causes your enchantment to RITE OF OBSCURATION
fail, you may choose to make the enchantment
succeed as if by the Friends cantrip instead. s an action, a target of your choice within 5 feet of you
gains advantage on Stealth (Dexterity) checks for 10
RITE OF THE FIRE DANCER minutes. Additionally, they can not be detected by
Prerequisite: 5th level scent.

As an action, your skin becomes red hot. For the next RITE OF PERFECTION
minute, spell and weapon attacks that deal fire or cold
damage are made with disadvantage against you. As a bonus action, choose either: to gain proficiency
with a tool or skill of your choice for the next 8 hours,
or double your proficiency bonus with a tool or skill
you are already proficiency in for the next 8 hours.

RITE OF PERFUMES RITE OF SWEET SEPSIS

As a bonus action, you increase the range of a Rite of As an action, you deal to 2d8 poison damage to all
Fire that you use as your Action on the same turn. creatures within 5 feet of you. Creatures resistant to
poison damage do not take reduced damage from this
RITE OF PIRES right.
Prerequisite: 17th level
RITE OF TORCHES
As an action, you gain resistance to fire damage for the Prerequisite: 5th level
next 1 hour. If during that time, you have 20 or fewer
Hit Points, you gain immunity to fire damage. As an action, you cast Blinding Smite. For the next 8
hours, you know the light cantrip.
RITE OF PREPARATION
Prerequisite: 5th level RITE OF WATERS AND FIELDS

You begin a long rest, taking half as long to complete it As an action, you can cast Purify Food and Drink. If
as usual. You may regain only a single use of your you have 5 or more levels as an ensconcer, you can
Weapon Traditions and Rites of Fire features when instead use this Rite of Fire to cast Create Food and
you finish this long rest, if it is uninterrupted. You may Water.
only use this Rite of Fire once per day.
ART CREDITS
RITE OF PUTRESCENCE Steve Argyle
Teimur Amiry
As an action, you may deal up to 2d12 acid damage to Lilit Beglarian
a creature within 10 feet of you. Creatures resistant to Mike Szabados
acid damage do not take reduced damage from this Marika Malavasi
right. Brandon Greenawalt
Stephan Alekseev
RITE OF SACRIFICE Igor Krstic
Poligone
As an action, lower your maximum hit points by half
until you finish a long rest. Until then, give temporary
hit points equal to half of your maximum hit points to a
single creature you touch.

RITE OF SMOKE TAMERS
Prerequisite: 11th level

As an action, you may cast Gust of Wind, Misty Step, or
Gaseous Form. When casting gust of wind, you can
cause the area of effect to fill with smoke, causing
heavy obscuration within the spell’s range. The smoke
does not disperse until the spell ends, and can you
choose for the spell not to extinguish flames.

RITE OF SPARKS
Prerequisite: 8th level

As an action, you may extinguish all non-magical fire
within a cube up to 100 cubic feet, centered on a point
you can see within 50 feet of you.

RITE OF SPREADNG FLAMES
Prerequisite: 11th level

As an action, choose a point within 30 feet of you. All
creatures within a 15 foot radius must make a
Dexterity save, taking 4d6 fire damage on a failure, or
half as much on a success. Until the end of your next
turn, any creatures within 60 feet of you that die as a
result of fire damage, burst into cinders, dealing 5 fire
damage to all creatures within 5 feet of them.


Click to View FlipBook Version