EXTRA ATTACK Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class. PURGING AURA At 9th level, you emanate an aura of anti-magic. As an action, you can create an aura in a 10 foot radius around you for 1d4 rounds. This aura suppresses magical effects and spells of 3rd level or lower for creatures within it. Allies gain advantage on saving throws against hostile spells cast by creatures within the aura. This feature can only be used once per long rest. SPELLBANE Starting at 13th level, your attacks become infused with the power to disrupt magic. When you hit a creature with a weapon attack, you can use your bonus action to impose disadvantage on the target's next saving throw against a spell cast by you or your allies. This feature can only be used three times per short or long rest. PURIFYING PRESENCE At 17th level, your unwavering commitment to purging magic infuses your presence with an aura of purity. As an action, you can activate Purifying Presence. For the next minute, hostile creatures within 30 feet of you have disadvantage on saving throws against being frightened or charmed. Additionally, you and your allies gain advantage on saving throws against spells and magical effects while within this aura. This effect persists for 1 minute or until you choose to end it as a bonus action. PURIFICATION STYLES MARAUDER Purifiers using this style of purification believe that the most efficient way of ridding magic from the world is by force. They use pure strength to kill or exorcise those with magic. Purifiers associated with this style are often overconfident and aggresive against those who use magic. TRANSFORMATION OF VITALITY At 3rd level, you learn how to transform your life energy into pure elemental energy. As a bonus action, you can roll up to two of your Hit Dice and add half the result to your next attack's damage. These Hit Dice are lost whether you hit an enemy or not. You can choose the following damage types for your Hit Dice: • Fire • Lightning • Cold KILLING SPREE When you reach 7th level. If you have a you have a number of Hit Dice less than your Constitution Modifier, you regain one Hit Dice for every enemy you slay in combat. This feature cannot cause you to go over your max Hit Dice. You also gain following damage types for your Transformation of Vitality feature: • Necrotic • Acid POISONOUS BLADE At 10th level, your strikes are infused with the poisonous quality of lead. When you hit a creature with an attack using a weapon, the creature's max hit points are reduced by your Proficiency Bonus for 10 minutes. SLAUGHTER At 14th level, you may use your reaction to make an attack on a creature within melee range of you if an enemy dies or goes unconscious within 20 feet of you. REGENERATION When you reach 18th level, as a reaction, when you take damage, you can spend up to two of your Hit Dice, regaining health equal to the amount rolled + your Constitution modifier. If you expend two Hit Dice, you regain health equal to the amount rolled + twice your Constitution modifier. WARDER Purifiers using this style of purification believe that the most efficient way of ridding the world of magic is to defend the people from it. They believe that magic can never truly be destroyed, but instead people must be protected from magic. Purifiers associated with this style are often caring but unfeeling when it comes to fighting magic casters. RESILIENCE At 3rd level, your training as a Warder has honed your body and mind to resist magical effects. You gain advantage on saving throws against spells and other magical effects. Additionally, when you succeed on a saving throw against a spell that deals damage, you can use your reaction to reduce the damage by an amount equal to your Constitution modifier + your Warder level. This feature can only be used three times per short or long rest. DISRUPTION At 7th level, your mere presence disrupts magical energies around you. As a reaction when a spell is cast within 30 feet of you, you can use your reaction to force the caster to make a concentration check regardless of if the spell requires concentration. The caster must succeed on a DC of 13 or their spell is countered. This feature can only be used twice per short or long rest. 201
AEGIS At 14th level, your Warder training allows you to create an invisible shield that surrounds you and your allies. As a bonus action, you can create a protective ward that grants up to three creatures of your choice within 10 feet of you temporary hit points equal to your Purifier level + your Constitution modifier. This ward lasts for 1 minute or until the temporary hit points are depleted. You can only use this feature once per short or long rest. COUNTER "SPELL" At 14th level, your mastery over anti-magic techniques allows you to turn the tables on spellcasters who attempt to harm you. When you are targeted by a spell or magical effect within reach, you can use your reaction to make a counter attack. Make a melee weapon attack against the spellcaster, and if the attack hits, the spellcaster must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, the spellcaster loses concentration on the spell, and the spell slot is wasted. If the spellcaster is not concentrating on a spell, they take additional force damage equal to your Purifier level. This feature can only be used twice per long rest. BALLS OF STEEL When you reach 18th level, your resilience reaches new heights, no longer limited to magic. If an attack against you hits because of a critical hit, extra damage die are not rolled as part of that critical hit. EXPLOITER Purifiers using this style of purification believe the most efficient way of ridding the world of magic is to exploit it to harm the caster. They often turn spells back on the caster and find the best way to manipulate magic without directly using it. Purifiers associated with this style are often clever and manipulative, never truly trusting of anyone. REVERSAL At 3rd level, you gain the ability to turn a portion of the magical energy directed at you back towards its caster. When you are targeted by a spell or magical effect that requires a saving throw, you can use your reaction to attempt to reverse the magic. Make a saving throw with the same ability score and DC as the original spell. If you succeed, the spell is turned back on the caster, making a save against their own save DC. This feature can only be used three times per long rest. NULLIFICATION At 7th level, your presence becomes a constant threat to nearby magic, making it harder for spellcasters to maintain their concentration. While you are within 10 feet of a creature of your choice that is concentrating on a spell, that creature has disadvantage on concentration checks. MANIPULATION At 10th level, you have honed your ability to manipulate magical forces to a point where you can temporarily alter the effects of ongoing spells. As an action, you can choose a creature or object affected by a spell within 30 feet of you. You can suppress the effects of the spell for a number of rounds equal to your Intelligence modifier (minimum of 1). The creature or object appears unchanged, but its magical properties are suspended during this time. If the creature is under the effect of a spell that changes their physical appearance, such as the Enlarge/Reduce or Disguise Self spells, their physical appearance returns to normal for the duration. This feature can only be used twice per long rest. ABSORPTION Your understanding of magic allows you to absorb and repurpose its energy. When you successfully reverse a spell using your Arcane Reversal feature, you gain temporary hit points equal to the spell's level + your Intelligence modifier. Additionally, your next attack gains an additional 1d6 damage of any type the attack would normally deal. This feature can only be used twice per short or long rest. INFUSION At 18th level, you've mastered the art of exploiting magic to enhance your physical abilities. As a bonus action, you can harness the magic of the environment or any casters around you to gain a 1d8 bonus to any of your attack rolls, ability checks, or saving throws for one minute. This feature can only be used once per short or long rest. 202
CHANNELER Purifiers using this style of purification believe the most efficient way of ridding the world of magic is to utilize it themselves. They use their magic adhering to a strict code so they don't cause harm to those they're trying to save from magic. Purifiers associated with this style are often intelligent but SPELLCASTING When you choose this Purification Style, you gain the ability to cast Wizard spells. In the Player's Handbook, see chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. Cantrips You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. Spell Slots The Channeler Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spellʼs level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot. Spells Known of 1st-Level and Higher You know two 1st-level wizard spells of your choice. The Spells Known column of the Channeler Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier Spell Attack Bonus = your proficiency bonus + your Intelligence modifier Channeler Spellcasting Level Cantrips Spells Known 1st 2nd 3rd 4th 3rd 2 2 1 1 ─ ─ 7th 2 4 2 2 ─ ─ 10th 3 5 4 3 2 ─ 14th 3 7 4 3 3 2 18th 4 9 4 4 3 3 ADAPTATION At 7th level, your exposure to magic has granted you an instinctual understanding of the arcane. You gain proficiency in the Arcana skill if you didn't already have it. Additionally, you can choose one spell from any class's spell list. You can cast this spell once without expending a spell slot. You regain the ability to do so after finishing a short or long rest. The chosen spell must be of a level for which you have spell slots. REDIRECTION At 10th level, you gain the ability to absorb and redirect magical energy directed at you. When you are targeted by a spell or magical effect, you can use your reaction to absorb the magic. Roll a d10 and reduce the spell's damage by the number rolled plus your Intelligence modifier. If the damage is reduced to zero, you can redirect the absorbed energy on your next turn as a bonus action, dealing it back to a creature within 30 feet of you. PENETRATION At 14th level, your connection to magic deepens, allowing you to manipulate it in ways that disrupt and neutralize its effects. When you hit a creature with a weapon attack, you can expend a use of this feature to disrupt the target's magical defenses. Until the end of your next turn, the target has disadvantage on saving throws against your spells and abilities. This feature can only be used twice per long rest. RESONANCE At 18th level, you have mastered the art of channeling and manipulating the very magic you seek to eliminate. You gain the ability to harness the residual arcane energy from your enemies' spells and abilities, converting it into a powerful force for good. Whenever you successfully make a saving throw against a spell or magical effect, or if you resist damage from a magical source, you can absorb a portion of the magical energy. For the next minute, your attacks are infused with this stored magical power. Your weapon attacks deal an additional 1d6 force damage, and you gain advantage on saving throws against spells and magical effects. This feature can only be used once per long rest. Additionally, as a reaction, you can expend this stored energy to create a protective barrier. When you or a friendly creature within 30 feet of you is targeted by a spell, you can use your reaction to grant advantage on the saving throw or impose disadvantage on the attack roll. This feature can only be used once per short or long rest. 203
AMECHANIST mechanist is a person who has a great knowledge in the various ways you can use the materials that make up the world to their advantage. Their ability to shape metal and create new mechanisms is unmatched by even the most experienced blacksmiths and artisans. Despite their lack of arcane knowledge, their knowledge in other subjects should not be underestimated. The mechanists are known for travelling in their great mechanical suits known as 'The Opus'. Each Opus personal to the mechanist which created it, will have the tools and devices integrated into them to help make that Mechanist's life easier. A mechanist's source of power comes from their martial knowledge of mechanical devices. CREATING A MECHANIST When creating a mechanist, think about how your character managed to aquire the components needed to build such a complicated piece of engineering. Discuss with your DM how your character managed to come into the large sum of money to make your Opus. Are you part of a guild of tinkerers or blacksmiths? Are you from nobility so were able to easily fund your research? Have you accrued a large debt to someone so you can make your invention? What led you to go on this adventure? To pay back what money you owe? Do you want to test your machine on the field? Are you on a dangerous mission for a someone your character knows? Also consider if being a mechanist is appropriate for your DMs campaign. Opuses are expensive machines. In world where coin and supplies are in short supply, it won't make sense. QUICK BUILD You can make a mechanist quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution. Second, choose either the Guild Artisan or Noble background. HIT POINTS Hit Dice: 1d8 per Mechanist level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per mechanist level after 1st PROFICIENCIES Armor: None Weapons: Simple Weapons Tools: Alchemist's Supplies, Blacksmith's Tools, Leatherworker's Tools, Tinker's Tools Saving Throws: Intelligence, Strength Skills: Choose two skills from Arcana, History, Insight, Investigation, Medicine, Nature, and Survival EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background. • Alchemist Supplies, Tinker's Tools • (a) a dungeoneers pack or (b) an explorers pack or (c) a scholar's pack You gain additional equipment based on the Opus Archetype you choose. The Mechanist Level Pro�ciency Bonus Features 1st +2 Smart Fighting, Work Smarter Not Harder, Opus Archetype 2nd +2 Enchantment Integration, Overclock 3rd +2 Opus Archetype Feature 4th +2 Ability Score Improvement 5th +3 Extra Attack 6th +3 Opus Archetype Feature 7th +3 Shock Absorbers 8th +3 Ability Score Improvement 9th +4 Opus Archetype Feature 10th +4 Protective Coating, Shock Paddles 11th +4 Opus Archetype Feature 12th +4 Ability Score Improvement 13th +5 Air Tanks 14th +5 Reliable Overclocking 15th +5 Opus Archetype Feature 16th +5 Ability Score Improvement 17th +6 Unstoppable Force Immovable Object 18th +6 More Machine Than Man 19th +6 Ability Score Improvement 20th +6 Ultimate Overclocking, Opus Archetype Feature 204
Opus Frames and Their Mechanics An Opus is unique to a normal set of armor, and thus has its own unique mechanics and properties. An Opus takes 3 actions over 3 consecutive turns to don. It also takes 3 actions over consecutive 3 turns to doff too. While donning or doffing an Opus, you may still take bonus actions, however any movement taken over the 3 turns will reset the donning or doffing. If you go unconscious while wearing an Opus, any creature that tries to perform a medicine check to stabilize you will have disadvantage. While wearing an Opus, your size is considered medium, even if you are a small race. Wearing an Opus adds 3 feet onto your character's height. You can not don an Opus if you are wearing another set of armor. The Opus does not count towards your max carrying capacity while wearing it. While wearing an Opus, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. While wearing an Opus, your swimming speed is 0 (outside of magic that changes your swimming speed) and you will sink 60ft per round until you hit solid ground. Constructing Opuses Since only Mechanists are capable of constructing Opuses, you will be unable to get a new Opus at regular Blacksmiths. Potentially you could buy one off a fellow Mechanist, however the Opus would need to be refitted to allow you to fit in it correctly. This refitting costs 500gp for the new form fitting subframe and reshaping. This must be done over the course of 24 hours total of work with access to a forge and workshop. To construct a new Opus requires you to obtain the costs worth in metals, leather, cloth and hydraulic liquids. Once you have obtained all the materials, you must have access to both a forge, workshop and alchemist supplies to actually construct the Opus. It requires a total of 72 hours of time spent constructing the Opus. You can choose to upgrade your current Opus instead of constructing a new one. Doing so will allow you to subtract the cost of your current Opus from the total amount required to achieve the MK you wish to upgrade to (Example: If you have a MK1 Strider, instead of paying 2,500gp to construct a MK2 Strider, you can instead pay 1,000gp to upgrade your MK1 to the MK2). The length of time required to upgrade an Opus is equivalent to half the time required to construct a new Opus (36 hours). Opus Frames Opus Cost Armor Class (AC) Stealth Weight Opus Subframe 750gp 13 Disadvantage 65lbs Strider MK1 1,500gp 12 + Dexterity Disadvantage 80lbs Strider MK2 2.500gp 13 + Dexterity - 70lbs Strider MK3 5,000gp 14 + Dexterity - 60lbs Catalyst MK1 1,500gp 14 + Dexterity (Max 2) Disadvantage 150lbs Catalyst MK2 3,000gp 15 + Dexterity (Max 2) Disadvantage 180lbs Catalyst MK3 6,000gp 16 + Dexterity (Max 2) Disadvantage 200lbs Barracks MK1 1,500gp 17 Disadvantage 250lbs Barracks MK2 4,000gp 18 Disadvantage 400lbs Barracks MK3 7,000gp 19 Disadvantage 800lbs (Variant Rule) Opus Maintenance Although a force to be reckoned with, an Opus is a high maintenance weapon. Regular checks must be made to make sure it is in top condition. If left unchecked for too long, the Opus will start to underperform and seize up. Maintenance must be performed every 15 days in which an Opus has been active (this allows you to not count days in which you are not wielding your Opus). To perform this maintenance, you require the use of Tinkerʼs Tools and Alchemist Supplies. You must spend 5gp of oil, metal and leather to perform this maintenance. Once maintenance has been performed, another maintenance check will not have to be done for the next 15 days. On the 16th day where a check still hasn't been made will mean you start to accrue penalties until a check is made. For every 5 days over 15 day where a maintenance check still hasn't been made, you will have a -1 to all Strength and Dexterity ability checks, attack rolls and Strength and Dexterity saving throws while wearing the Opus. This can stack up to a total of a -5 penalty at 40 days without maintenance. 205
SMART FIGHTING Starting at Level 1, you can use your Intelligence modifier instead of Dexterity or Strength for the attack and damage rolls with all weapons. This feature can only be used while wearing an Opus. WORK SMARTER NOT HARDER Starting at Level 1, when making a Strength (Athletics) check or a Strength Saving Throw, you can use your Intelligence modifier instead of your Strength Modifier. OPUS ARCHETYPE At level 1, you must choose what type of Opus you want to construct. Choose an Opus from the following: Strider, Catalyst or Barracks. Your choice grants you new features at level 3, 6, 9, 11, 15 and 20. ENCHANTMENT INTEGRATION Starting at 2nd level, you can now integrate magical armor into your Opus, at the expense of the armor itself. Over the course of 3 long rests you spend on the integration of the item. You can attach the magical properties of magical armor, boots, helms or gloves to the Opus itself, allowing you to benefit from their abilities. If you wish to integrate a piece of magical armor when you already have integrated an armor piece of that type into your Opus, you can still choose to integrate the new piece, at the expense of losing the magical ability of the previous piece. You may have, boots, armor, gauntlet and helm enchantments all at once (Abiding by the attunement rulings). You do not need to be proficient with the armour pieces to integrate them into the Opus. The integration process removes the required proficiencies. OVERCLOCK Starting at 2nd level, you can now make your Opus perform beyond what it is normally capable of. Once per long rest, you can Overclock. This will allow you to perform 3 actions on one turn, however for the next 2 following turns, you cannot perform actions or bonus actions. Movement and reactions are still usable for the cooldown duration. ABILITY SCORE IMPROVEMENT At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you canʼt increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. EXTRA ATTACK Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. SHOCK ABSORBERS Starting at 7th level, you have perfected a method to absorb the damage normally received when falling from a great height. You do not take damage from falls up to 100 feet and half damage from falls greater than 100 feet. You also do not fall prone from falls up to 100 feet if you are the one willingly falling. PROTECTIVE COATING Starting at 10th level, you have coated your Opus in a protective hydrophobic substance that will protect you from the nasty poisons and diseases found on adventures. While wearing your Opus, you are immune to poison damage and diseases, and are resistant to acid damage. SHOCK PADDLES Starting at 10th level, while you are wearing an Opus and you are required to make a death saving throw on your turn, you can make a free medicine check once a turn to stabilise yourself before making the death saving throw. AIR TANKS Starting at 13th level, you have fitted your Opus with air tanks and waterproofed it. You can now breathe underwater when wearing an Opus. RELIABLE OVERCLOCKING Starting at 14th level, you have worked out some kinks with your feature to Overclock. You no longer lose your next two turns actions when you use your Overclock feature. Additionally, you Overclock feature recharges when you finish a short or long rest. UNSTOPPABLE FORCE IMMOVABLE OBJECT Starting at 17th level, you are now proficient with all Saving Throws and you now have advantage on all Athletics checks. MORE MACHINE THAN MAN Starting at 18th level, you have now started work on replacing organic material with your mechanist creations. You no longer need to eat or sleep, and you also no longer age. Additionally, you can now use your Smart Fighting and Overclock features when you are not wearing an Opus. ULTIMATE OVERCLOCKING You can now take your Opus to its utmost limits. You can now use your Overclock feature once per encounter. 206
OPUS ARCHETYPES You may choose to specialize in one of three forms of Opus, the Strider, Catalyst or Barracks. STRIDER The Strider specializes in getting around the battlefield with increased mobility and agility. They are the lightest and fastest of the Opus Archetypes. Their Opus is very mobile, allowing a mechanist to perform actions stealthily which is normally impossible. They are capable of climbing sheer walls via grappling hook, and later will be capable of producing a propulsion system. PROFICIENCIES At 1st level you gain proficiency with Strider Opus frames, Opus Subframes and martial weapons. EQUIPMENT You start with the following equipment, in addition to the equipment provided by your background and the general starting equipment. Choose one martial melee weapon and one shortbow or light crossbow with 20 bolts or arrows. You also have MK1 Strider Opus. REFLEX FUNCTIONS Starting at 1st level, you are inhumanly quick due to your Strider Opus. While wearing a Strider Opus, you can use your bonus action to Dash or Disengage. GRAPPLING HOOK Starting at 3rd level, the Strider has perfected an attachment which can fire a grappling hook to reach unreachable heights. While wearing your strider Opus, you can fire the grappling hook as an action (You can pull yourself to the grappling hook's location as part of the same action). The grappling hook is attached to a steel wire with a HP of 20 and an AC of 14. The wire is 40 feet in length. The hook is capable of penetrating stonework and wood, but not metal and hard gemstone. If fired at an enemy, it is counted as a martial ranged weapon. Upon a hit, the hook deals 1d4 piercing damage and allows you to perform a contested athletic check to pull the creature hit 10 feet towards you. If the cable is cut, it can be restored over a short rest and 10gp worth of fresh steel wire. Additionally, while you are wearing a Strider Opus, your climbing speed is equal to half your walk speed. UNCANNY DODGE Starting at 6th, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. EVASION Starting at 9th level you have increased the speed in which your Opus allows you to dodge. When you are wearing a Strider Opus and are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. OVERDRIVE Starting at 11th Level, you are now unaffected by difficult terrain. Additionally, your movement speed is increased by 10 feet. PROPULSION SYSTEM At 15th level, you have fitted your Opus with an experimental propulsion system that will give you unmatched mobility on the field. You can now spend your bonus action to give yourself a 20ft Fly Speed. Also on the turn this feature is activated, all attacks have disadvantage against you. This features lasts a number of rounds equal to your Intelligence modifier. You cannot use this feature again until after a short or long rest. RENEWABLE CELLS At 20th level, you can now use your propulsion system multiple times. You may activate the propulsion systems 3 rounds after the propulsion system has finished. 207
CATALYST The Catalyst is for those who are the most daring (or psychotic). Adding dangerous doodads and untested and experimental weaponry to their Opus to harness the elements just as the arcane wielders can, but in a cooler way. PROFICIENCIES At 1st level, you gain proficiency with the Catalyst Opus frames, Opus Subframes and one melee martial weapon of your choice. EQUIPMENT You start with the following equipment, in addition to the equipment provided by your background and the general starting equipment. Choose one simple or martial melee weapon of your choice. You also have a MK1 Catalyst Opus. ELEMENTAL CHARGE The Catalyst is focused around infusing their Opus with various chemicals and materials that allow them to imbue their attacks with an elemental edge. At 1st level you choose one of the elements listed below. The Catalyst will use a resource called Charge to perform powerful elemental attacks. The amount of charge points you have is equal to your mechanist level. Each feature will have its required charge next to it. All charge is restored on a long rest. Cantrips do not need Charge to use and benefit from the damage increases the gain at 5th, 11th and 17th level. Spells cast via Charge do not require verbal or material components (unless there is a gold cost required), but all spells require somatic components, even if they previously didn't. Concentration rules still apply to spells cast via Charge. While you are not technically a spellcaster and do not have spellcasting, if in the context of a spell it calls upon you to use your spellcasting ability modifier or spell save DC, you will use your Intelligence modifier and follow these formulas for calculating your attack bonus and save DC. Ability save DC = 8 + your proficiency bonus + your Intelligence modifier Ability Attack Modifier = your proficiency bonus + your Intelligence modifier Alchemist Fire Tanks Picking the fire tanks will allow you to integrate burning flames into your combat scenarios. You can cast the Firebolt cantrip. Cone of Fire: You can spend 1 Charge to cast Burning Hands. (5th level required) Focused Flame: You can spend 2 Charge to cast Agnazzar's Scorcher. (9th level required) Fireball: You can spend 3 Charge to cast Fireball. (13th level required) Wall of Fire: You can spend 4 Charge to cast Wall of Fire. (17th level required) Napalm: You can spend 5 Charge to cast Immolation. White Dragon Gizzard Using the gizzard from a white dragon, you can harness the cold they can spew forth to your benefit. You can cast the Ray of Frost cantrip. Ice Shard Projectile: You can 1 spend Charge to cast Ice Knife. (5th level required) Hail Mortar: You can spend 2 Charge to cast Snilloc's Snowball Swarm. (9th level required) Cold Feet: You can spend 3 Charge to cast Water Walk. (13th level required) Hail Storm: You can spend 4 Charge to cast Ice Storm. (17th level required) White Dragon: You can spend 5 Charge to cast Cone of Cold. Acid Projector The projector is a container strapped around the neck which will project acid from a valve near the mouth. You can cast the Acid Splash cantrip. Slick Surface: You can 1 spend Charge to cast Grease. (5th level required) Acid Spit: You can 2 spend Charge to cast Melf's Acid Arrow. (9th level required) Fertilizer: You can 3 spend Charge to cast Plant Growth. (13th level required) Acid Bomb: You can spend 4 Charge to cast Vitriolic Sphere. (17th level required) Shock The Senses: You can spend 5 Charge to cast Contagion. Poison Injectors You have constructed sets of injectors into your Opus' bracers that hold potent poisons. You can cast the Poison Spray cantrip. Stream of Death: You can 1 spend Charge to cast Ray of Sickness. (5th level required) The Antidote: You can 2 spend Charge to cast Protection from Poison. (9th level required) IT'S ALIVE: You can 3 spend Charge to cast Animate Dead. (13th level required) Black Veins: You can spend 4 Charge to cast Blight. (17th level required) Cloud of Death: You can spend 5 Charge to cast Cloudkill. Voltaic Coils You are now a walking power generator. You have arcs of lightning dangerously snaking across the metal plates of your Opus. You can cast the Shocking Grasp cantrip. Arc Leap: You can 1 use Charge to cast Witchbolt. (5th level required) Blue Dragon Imitation: You can 2 spend Charge to cast Dragon Breath but can only deal Lightning damage, and it has a casting range of 'self'. (9th level required) Lightning Bolt: You can 3 spend Charge to cast Lightning Bolt. (13th level required) Storm Sphere: You can spend 4 Charge to cast Storm Sphere. (17th level required) Voltaic Fallout: You can spend 5 Charge to cast Destructive Wave. The damage you deal will be 5d6 thunder damage and 5d6 lightning damage. 208
Jackhammer You have created pneumatic devices on each limb that are capable of sending forward concussive blasts. You can cast the Thunderclap cantrip. Shockwave: You can spend 1 Charge to cast Thunderwave. (5th level required) Concussive Blast: You can spend 2 charge to cast Charge to cast Gust of Wind. (9th level required) Thunder Step: You can 3 spend Charge to cast Thunder Step. (13th level required) Containment: You can spend 4 Charge to cast Otiluke's Resilient Sphere. (17th level required) Bubble Shield: You can spend 5 Charge to cast Antilife Shell. ADDITIONAL ELEMENT At 3rd level, you can choose an additional element. You can choose another element at 6th, 11th and 15th level. WEAPON INFUSE Starting at 6th level, you have developed a method to infuse the elements you've attached to your Opus into the weaponry you carry as well. When in your Opus, you can now spend a bonus action and 2 Charge to infuse a weapon you have drawn with an element you have infused in your Opus. Your infused weapon will now deal an additional 1d6 in the damage you choose to infuse for the next minute. POTENT MIXTURE Starting at 11th level, You can now add your Intelligence modifier to one damage roll of a Charge Ability. Additionally you can spend 2 extra charge when using a Charge based ability to ignore an enemy's resistance to the damage type. Enemies who are immune to the damage are unaffected. OPPRESSIVE ATMOSPHERE Starting at 20th level, you have figured out how to tactically allow your instruments that hold your raw concoctions emit the substances straight into the air and seriously harm anyone other than yourself who is near to you. As an action, you can spend 5 Charge to allow one of your elements you have mastered to emit from you in a 15 foot radius for 1d4 rounds. Anyone who is within 15 feet of you for the next minute will take 3d8 of the chosen elements damage at the start of their turn. Additionally, anyone who is not either resistant or immune to the type of damage you chose will become vulnerable to the type of damage you choose while within 5 feet of you. Picking another element will cause the previous element to stop, so you are unable to stack this feature. BARRACKS The Barracks specializes in becoming a walking tank and arsenal. They are capable of directly integrating weapons into their Opus, allowing the user to perform unique weapon attack combinations not normally viable. PROFICIENCIES At 1st level, you gain proficiency with the Barracks Opus, Subframe and martial weapons. EQUIPMENT You start with the following equipment, in addition to the equipment provided by your background and the general starting equipment. Choose 2 martial weapons of your choice. If a ranged weapon is chosen, you also get 20 of that specific weapons ammunition. You also have a MK1 Barracks Opus. HEAVY DUTY Due to the Barracks Opus large size, it takes a bit longer to move about. This does not come without some benefit. While wearing your Barracks Opus, your speed cannot go above 25ft outside of magic. You are able to grapple with a creature of Huge size. INTEGRATED WEAPONRY Starting at 1st level, you can integrate a manner of weapons into your Opus, making it a part of the armor. To integrate a weapon into your armor or remove one, you must spend at least an hour tinkering with your Opus to slot it in the right place. Once a weapon is integrated into the Opus, you can draw and stow them as many times as you want as free actions. You also cannot be disarmed of the weapons. If a weapon has the loading property, you do not need a free hand to load it. You can have 4 weapons integrated at once. When a weapon is detached from the opus, you must pass a DC10 Intelligence saving throw. A fail results in the weapon breaking (magic weapons cannot break thus you do not need to make the check with them. You can integrate a 5th weapon when you reach 6th level. 209
FIGHTING STYLE At 3rd level, you adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again. If you are wearing an Opus, you do not gain the benefit of the Mariner fighting style. Archery: You gain a +2 bonus to attack rolls you make with ranged weapons. Defence: While you are wearing your Opus, you gain a +1 bonus to AC. Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You do not need a shield to use this feature. Tunnel Fighter: You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. FLUID FIGHTER Starting at 3rd level, you have spent enough time switching up your integrated weapons that you can now seamlessly combine unorthodox weapons together in on attack string. You can now use your bonus action to make a secondary attack with any weapon that does not have the two-handed property, including ranged weapons. Additionally, you can add your Intelligence modifier to the damage of this attack, similar to an attack made with your action. POP-OUT SHIELD Starting at 6th level, You have constructed a pop-out shield in your Barracks' bracers that can help defend against one attack every round of action. When you are in your Opus and are targeted by an attack you can use your reaction to increase your AC by an amount equal to your intelligence modifier. You may activate this feature after finding out the attack roll. This AC increase only applies to the triggering attack and will not be taken into account for any additional attacks you take this round. BRUTAL CRITICAL Starting at 9th level, you can roll an additional weapon damage die when determining extra damage from a critical hit with a melee attack. SIEGE ENGINE Starting at 11th level, you have developed a way of making your own entrances. If you hit a structure with a melee weapon, you roll twice as many dice when determining the damage. LOCKDOWN Starting at 15th level, you can now fortify your Opus giving you brilliant survivability. You can use your bonus action to use Lockdown. When in Lockdown, you have resistance to all damage until your next turn. This can only be used once per short or long rest. EXTRA ATTACK Starting at 20th level, you can now make 3 attacks as part of your Attack action. 210
WEXORCIST hen a creature dies, its soul leaves its body and is send to the Outer Planes. However, some souls never make it there. For various reasons, some souls remain in the Material Plane and become known as spirits. A spirit is an undead without a physical body. The most common type of spirits are ghosts. When a soul becomes a spirit, the memories of its life remain, but they can no longer be change. It is forced to live with the remorse and desire of its past. Over time, spirits can develop hatred towards the livings. Hateful spirits will haunt other living creatures, searching for ways to torture them. The Tradition of Exorcism dates to ages ago. Before the first civilizations even learn to use magic, they knew of the existence of spirits. They knew the danger that spirits represented and had to find a way to fight them. This is how to first exorcists came to be. Exorcists became the protector of the old world. With the power they develop, the fought spirits, but also dragons, giants and other ancient creatures. To use its power, an exorcist must bear the Mark of the Spirits. The Mark of the Spirits is a tattoo, similar in function to a magical glyph, that allow an exorcist to use its spiritual energy. The shape and form of the Mark of the Spirits is unique to every exorcist. Itʼs a visual representation of their soul, of who they are. Each clan, however, has general symbolism that are common to all of its exorcists. A clan might have marks that have the shape of animal, for example. When an apprentice is ready to become an exorcist, a ceremony is conducted by its masters. During the ceremony, the young exorcist receives its Mark of the Spirits. CREATING AN EXORCIST When creating an exorcist, consider the origin of your character. Exorcists generally live into small families closed to the outside world. Consider why you have left your family. Were you sent on a mission? Have you been rejected by your family? Did you run away from them? If you character doesnʼt come from a family of exorcists, consider how he become one, and why. QUICK BUILD You can make an exorcist quickly by following these suggestions. First, make Wisdom your highest ability score, followed by Dexterity or Constitution. Second, choose the acolyte background. HIT POINTS Hit Dice: 1d8 per exorcist level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per exorcist level after 1st PROFICIENCIES Armor: light armor Weapons: simple weapons, shortswords, scimitars Tools: none Saving Throws: Constitution, Wisdom Skills: Choose two from skills from Arcana, Deception, History, Insight, Investigation, Perception, Persuasion, Religion EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: • (a) 2 daggers or (b) a shortbow and a quiver of 20 arrows • (a) a shortsword or (b) a scimitar • (a) an explorer's pack or (b) a dungeoneer's pack • Leather armor, any simple weapon Alternatively, you can ignore the equipment here and in your background and buy 5d4 x 10gp worth of equipment from chapter 5 in the Playerʼs Handbook. 211
The Exorcist Level Pro�ciency Bonus Features Infusion Dice Spirit Points Spiritual Armaments 1st +2 Spiritual Energy, Spiritual Armaments 1d4 2 2 2nd +2 Magical Disciplines, Meditation 1d4 3 2 3rd +2 Exorcist Tradition 1d4 4 2 4th +2 Ability Score Improvement 1d4 5 2 5th +3 Extra Attack 1d6 5 3 6th +3 Reveal Aura, Infusion improvement 1d6 6 3 7th +3 Tradition feature 1d6 6 3 8th +3 Ability Score Improvement 1d6 7 3 9th +4 Talisman of Exorcism 1d8 7 3 10th +4 Spiritual Armaments improvement 1d8 8 4 11th +4 Tradition feature 1d8 8 4 12th +4 Ability Score Improvement 1d8 9 4 13th +5 Extract Soul 1d8 9 4 14th +5 Commune with Spirits 1d10 10 4 15th +5 Infusion improvement 1d10 10 5 16th +5 Ability Score Improvement 1d10 11 5 17th +6 Tradition feature 1d10 11 5 18th +6 Realm Walk 1d10 12 5 19th +6 Ability Score Improvement 1d12 12 5 20th +6 Spirit Form 1d12 13 5 CLASS FEATURES SPIRITUAL ENERGY Exorcists use the essence of their soul, known as spiritual energy, to fight. Your ability to use spiritual energy is represented by spirit points. At 1st level, you have 2 spirits points. At higher level, you gain additional spirit points, as shown in the Spirit Points column of the Exorcist table. You can spend spirit points to fuel some of your features. You regain all expended spirit points when you finish a long rest. Some of your exorcist features require attack roll or saving throw. The attack bonus and the save DC for those features are calculated as follows: Spirit Attack bonus = your proficiency bonus + your Wisdom modifier Spirit Save DC = 8 + your proficiency bonus + your Wisdom modifier INFUSION As an exorcist, you can use spiritual energy to enhance your attacks. When you make a weapon attack, you can spend 1 spirit point to add 1d4 force damage to the damage roll. At higher level, the dice will increase, as shown in the Infusion Dice column of the Exorcist table. When you reach 6th level, your infused weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can also use Infusion on ability checks. At 15th level, you can use Infusion on attack rolls and saving throws. 212
SPIRITUAL ARMAMENTS Starting at 1st level, you can use special enchantments on your body known as spiritual armaments. A spiritual armament can make you stronger, faster, more resistant, etc. At 1st level, you know 2 spiritual armaments of your choice. Your spiritual armament options are detailed at the end of this class description. At higher levels, you learn additional spiritual armaments, as shown in the Spiritual Armaments column of the Exorcist table. Additionally, when you gain a level in this class, you can replace one of the spiritual armaments you know with a new one. On your turn, you can activate a spiritual armament as a bonus action. Maintaining a spiritual armament requires concentration (works like spell concentration), and you can only have one active at the same time. You can maintain spiritual armaments for up to 10 minutes, after which you must complete a short rest. You can deactivate or change your spiritual armament as a bonus action on your turn. When you reach 10th level, your spiritual armaments gain new effects. MAGICAL DISCIPLINES Starting at 2nd level, you can use your spiritual energy as a form of magic. This use of magic is limited to only a few spells, known as magical disciplines. As an action, you can spend spirit points to use one of these disciplines: Cleanse You spend 1 spirit point to heal a creature you touch for 1d6 hit points. The healing doesn't work on constructs or undead creatures and does not cure injuries. Exorcise You spend 1 spirit points to allow one creature within 60 feet of you to reroll a saving throw, if possible, against an effect that is causing it to be charmed, frightened or possessed. Unleash You spend up to 3 spirit points to fire a blast of spiritual energy at target within 60 feet of you. Make a ranged attack against the target. On hit, it takes 1d8 psychic damage for each spirit point spent. MEDITATION Starting at 2nd level, you can meditate to restore your soul and regain your power. While doing so, you are in a state of full concentration and are completely unaware of your surroundings. After every 10 minutes of meditation, you gain one of the following benefits: • You regain 1 spirit point • You roll one Hit Dice and regain health equal to the amount rolled EXORCIST TRADITION At 3rd level, you choose a tradition that represent your way of using your exorcist power. Choose between Casting, Consuming, or Summoning, all detailed in the Exorcist Traditions section below. Your tradition choice grants you feature at 3rd, 7th, 11th and 17th level. ABILITY SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you canʼt increase an ability score above 20 using this feature. EXTRA ATTACK Starting at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. REVEAL AURA Starting at 6th level, you can use your action to reveal the aura of creatures around you. For the next minute, every living creature within 60 feet of you is outlined by spectral shape known as an aura. The aura of a creature represents its soul, and you can learn the type of a creature by looking at its aura. Invisible creatures no longer benefit from invisibility if their aura has been revealed. Once you have used this feature, you must finish a short or long rest before using it again. TALISMAN OF EXORCISM Starting at 9th level, you fabricate talismans of exorcism. A talisman is small object, generally a stone or a piece of paper, on which are written glyphs, runes or other magical symbols. Making a talisman of exorcism requires 10 minutes and 10gp worth of materials. Talismans of exorcism are used to protect areas against celestials, fey, fiends, and undead. A single talisman can protect an area of up to 500 cubic feet (5-foot-radius sphere), and multiple talismans can be used to protect larger area. Talismans are placed in the ground or on immobile surfaces. If they are moved, they lose their magic. Talisman of Cleansing. Effects from celestials, fey, fiends, and undead that are causing creatures to be charmed, frightened or possessed are suppress within the area protected by the talisman. Talisman of Forbiddance. Celestials, fey, fiends, and undead cannot enter the area protected by the talisman, and they cannot open portals, such as those created by the gate spell, inside it. Talisman of Warding. Celestials, fey, fiends, and undead cannot cast spell inside the area protected by the talisman, and they cannot target creatures that are inside it with their spells. When you fabricate a talisman of exorcism you choose which type, from the ones mentioned above, you wish to create. You can combine multiple effect on a single talisman, though it will cost the amount of a talisman for each effect. 213
EXTRACT SOUL Starting at 13th level, you can dissociate the body and the soul of a creature. As an action, you can force one creature within 10 feet of you to make a Charisma saving throw. On a failed save, you extract the soul of the creature, sending it to the Ethereal Plane for up to 1 minute. The body of the creature is left unconscious behind. At the start of each turn, the creature can choose to remake the saving throw. On a successful save, it returns to its body. While in the Ethereal Plane, the creature can see and hear the Material Plane, which is cast in shades of gray, but only up to 60 feet away. The creature can also move freely, ignoring physics and passing through walls. However, it can only affect and be affected by other creatures in the Ethereal Plane. Creatures in the Material Plane cannot perceive or interact with the creature. A willing creature can choose to fail the initial saving throw. If it does so, it can return to its body at any time. Once you have used this feature, you must finish a short or long rest before using it again. COMMUNE WITH SPIRITS When you reach 14th level, you gain the ability to communicate with spirits. You can talk with spectral-like undead (specters, ghost, etc.) even if you donʼt share a language with them or if they donʼt have the ability to talk. Using this feature, you can also sense the presence of undead within 30 feet of you, even if they are invisible. REALM WALK Starting at 18th level, you can freely move through the Ethereal Plane. Once per turn, as part of your movement, you can teleport to an empty space within a range equal to your walking speed. The distance you travel is subtracted to your walking speed for the turn. SPIRIT FORM When you reach 20th level, you gain the ability to transform into a spirit for a short moment. On your turn, you can activate your spirit form as a bonus action. While in spirit form, you have resistance to every type of damage, and your concentration cannot be broken as a result of taking damage. Additionally, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 Force damage if you end your turn inside an object. Your spirit form lasts for up to 1 minute, but you can end it early as a bonus action. After using your spiritual form, you cannot use it again until you finish a long rest. EXORCIST TRADITIONS All exorcists draw their power from spiritual energy, but what they do with this power is up to them. Even for the best of them, it is impossible to master everything. So, they specialize in different techniques and usages of spiritual energy. CASTING Knowledge is what drive the action of the Caster. While most exorcists consider magic as a separate and different thing from their own art, Casters think otherwise. To them, magic and spiritual energy are linked. By using one, an exorcist can control the other. This is the principle behind the art of Casting. SPELLCASTING Starting at 3rd level, you extend your mastery of spiritual energy toward magic, allowing you to cast spells. See chapter 10 of the Playerʼs Handbook for the general rules of spellcasting and chapter 11 for the sorcerer spell list. Cantrips You learn three cantrips of your choice from the sorcerer spell list. You learn an additional cantrip of your choice at 10th level. Spell Slots The Casting Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spellʼs level or higher. You regain all expended spell slots when you complete a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot. Spells Known of 1st-Level and Higher You know three 1st-level sorcerer spells of your choice. The Spells Known of the Casting Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2th level. Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability, since your magic come from spiritual energy. See Spiritual Energy for your spell attack bonus and spell save DC. Spellcasting Focus Your Mark of the Spirits is your spellcasting focus. 214
Casting Spellcasting Exorcist Level Cantrip Known Spell Known 1st 2nd 3rd 4th 3rd 3 3 2 — — — 4th 3 4 3 — — — 5th 3 4 3 — — — 6th 3 4 3 — — — 7th 3 5 4 2 — — 8th 3 6 4 2 — — 9th 3 6 4 2 — — 10th 4 7 4 3 — — 11th 4 8 4 3 — — 12th 4 8 4 3 — — 13th 4 9 4 3 2 — 14th 4 10 4 3 2 — 15th 4 10 4 3 2 — 16th 4 11 4 3 3 — 17th 4 11 4 3 3 — 18th 4 11 4 3 3 — 19th 4 12 4 3 3 1 20th 4 13 4 3 3 1 EQUIVALENT EXCHANGE Starting at 3rd level, you know how to convert spiritual energy into magic, and magic into spiritual energy. As a bonus action, you can spend spirit points to create one spell slot. The Equivalent Exchange table shows the cost of creating a spell slot of a given level. Spell slots created using this feature vanish after finishing a long rest. Alternatively, you can expend one spell slot and regain spirit points equal to its cost, given in the table above. Equivalent Exchange Spell Slot Level Spirit Point Cost 1st 3 2nd 4 3rd 5 4th 6 ABSOLUTE FOCUS Starting at 7th level, you can divide your concentration on multiple things. While maintaining a spiritual armament, you can still concentrate on a spell. When you take damage, you make only one concentration saving throw. If you fail the save, you lose concentration on both the spell and the spiritual armament. Additionally, if you focus your concentration only on a spiritual armament or only on a spell, you have advantage on the saving throws made to maintain your concentration. SOUL SHACKLES Starting at 11th level, you can bind the soul of the creatures you attack. When you cast a spell, you can spend spirit points to shackle the creatures hit. You can target one creature for each spirit point spent. The creatures must succeed on a Wisdom saving throw or be restrained for 1 minute. At the end of each of their turns, they can remake the saving throw. On a successful save, they are free from the binding. Once you have used soul shackles on a creature, you must finish a long rest before being able to use it on the same creature again. MAGICAL SURGE Starting at 17th level, when you use Equivalent Exchange, you can surge yourself with magic, gaining spell slots over 4th level. The Magical Surge table shows the cost of creating a spell slot of 5th or higher level. Spell slots created using this feature vanish after finishing a long rest. Magical Surge Spell Slot Level Spirit Point Cost 5th 7 6th 9 7th 10 8th 12 9th 13 215
CONSUMING There exist, for the exorcist, some practices that are taboo. The greatest of them is known as Consuming. Consuming is a technique in which the exorcist feeds on the soul of its targets. Eating a soul can bring an exorcist a lot of power, but it comes at the cost of a life. To prevent exorcists from taking the lives they are supposed to protect, most clans have banned this technique. Some clans, however, keep the tradition alive, perpetuating the forbidden art of Consuming. SOUL STEALING Starting when you take this option at 3rd level, you can absorb fragments of the soul of other creatures. You collect soul fragments into a small empty object that serves as a container. The most common objects use as container by consumers are bags and lanterns. You can only hold a limited amount of soul fragments at a time. This amount is equal to your exorcist level. Steal As an action, you can attack a creature to steal a fragment of its soul. Make a melee attack with a weapon against a creature in range. On hit, the target suffers the normal effect of the attack and must succeed on a Constitution saving throw or lose 1d8 maximum hit points as you steal a fragment of its soul. You cannot steal the soul of every type of creature. Creatures like constructs, oozes, plants, and undead (except for spectral-like undead like specters) do not have a soul. Consume You can consume the soul fragments you have stolen to regain hit points or spirit points. As a bonus action, you can take one fragment out of your container and consume it, regaining 8 hit points or 2 spirit points. REAPER STRIKE Starting at 7th level, you can empower your attacks with the soul fragments you have stolen. As an action, you expend up to 5 soul fragments and make a melee attack with a weapon against a creature in range. On hit, the target takes the damage from your weapon attack plus an additional 1d8 psychic damage for each soul fragment you consumed. INSATIABLE HUNGER When you reach 11th level, stealing soul fragments makes you frenetic. Whenever you steal a soul fragment from a creature, you can gain the benefits of a haste spell until the end of your next turn. While under the effect of haste, you can use the additional action to steal a soul fragment, use reaper strike or soul siphon, or use a magical discipline. During your next turn, if you manage to steal a soul fragment, the duration of haste is extended by an additional turn. You can keep extending the duration of haste until you fail to steal a soul fragment, at which point the spell end. SOUL SIPHON Starting at 17th level, you can siphon the entire soul of a creature at once. As an action, you target one creature within 30 feet of you and start siphoning its soul. The creature must make Constitution saving throws until it succeeds one. For every failed save, the target loses 8 hit points as you steal a fragment of its soul. Once you have used this feature, you must finish a short or long rest before using it again. 216
SUMMONING The Tradition of Summoning is probably the most ancient and iconic of all exorcist traditions. Its principles are at the core of the tradition of exorcism and its techniques have been taught for millennia. To become a summoner, an exorcist must form a bond with a greater spirit, called a spirit guardian. Using the power of its spirit guardian, an exorcist can than conjure lesser spirits to fight. No matter where it goes, a summoner is never alone. SPIRIT GUARDIAN When you choose this tradition at 3rd level, you gain the protection of a spirit guardian. Your spirit guardian will help you in battle and you can use its power with the features of this tradition. The aspect of your spirit guardian can be whatever you want, though spirit guardians generally take the shape of animals. CALL OF THE SPIRIT BEAST Starting at 3rd level, you can call on your spirit guardian to help you during battle. You gain access to 3 additional magical disciplines, each one requiring 2 spirit points to use. Scout You send your spirit guardian scouting a targeted area within 500 feet of you. Until the start of your next turn, you see everything in a 60-foot-radius sphere around the point you chose, as if you were looking at it through your own eyes. Strike You command your spirit guardian to attack a creature within 30 feet of you. Make a melee attack against the target. On hit, the target takes 2d8 force damage. Use Wisdom as your attack and damage modifiers. Guard You invoke your spirit guardian to protect an ally within 30 feet of you. Until the start of your next turn, the target gains a +3 bonus to its AC. DANCE OF THE SPIRIT BEAST Starting at 7th level, you can spend additional spirit points when using one of the disciplines of Call of the Spirit Beast to increase its effect. Scout Your spirit guardian remains at the location for 1 minute for each additional spirit point spent, giving you vision of the location for the duration. However, it will move if you use this discipline again. Strike Your spirit guardian deals an additional 1d8 Force damage for each additional spirit point spent. Guard The creature protected by your spirit guardian receive an additional +1 bonus to its AC for each additional spirit points spent. The maximum number of spirit points you can spend to use one of the disciplines above (including its base spirit point cost of and any additional spirit points you spend to increase its effect) is determined by your exorcist level, as shown in the Disciplines and Spirit Points table. Exorcist Level Maximum Spirit Point for a Discipline 5th - 9th 4 10th - 14th 5 15th - 20th 6 CONJURE SPIRITS Starting at 11th level, you cast the spell conjure animal as an action. You do not need to provide components for the spell, and you donʼt have to concentrate on it. The beasts are considered undead (spirit). Once you have this feature, you must finish a long rest before using it again. MINIONS OF THE SPIRIT BEAST Starting at 17th level, you can summon lesser versions of your spirit guardian as familiars. As a bonus action, you can spend 3 spirit points and summon a spirit familiar on an empty space within 30 feet of you. Spirit familiars are like an extension of yourself. Their senses are you own, and you can control them in combat. Roll initiative for the familiars, which have their own turn. All the familiars act during the same turn. A spirit familiar will disappear after an hour or if it moves more than a mile away from you. If the familiar drops below 0 hit points, it dies and disappears instantly. 217
SPIRITUAL ARMAMENTS The spiritual armaments are presented in alphabetical order. Armor of the Immortal Whenever you take damage, you can roll an Infusion Dice and subtract the result to the amount of damage you have taken. At 10th level, you can choose one damage type at the start of your turn. Until the start of your next turn, you are resistant to that damage type. You cannot choose bludgeoning, slashing, or piercing as the damage type. Blade of the Spirit Knight When you make a weapon attack, you can use your Wisdom modifier for the attack and damage rolls, instead of your Strength or Dexterity modifier. At 10th level, when you activate this spiritual armament, you gain the effect of one fighting style of your choice. See the fighterʼs fighting style feature for the list of fighting styles. You can change your fighting style as a bonus action on following turns. Blessing of the Gemini Attack rolls are made at disadvantage against you. When you are hit by an attack, this effect is disabled until the start of your next turn. At 10th level, when you miss an attack, you can use your bonus action to remake the attack against the same creature. Any effect that your first attack had are transferred to the second one. Cloak of the Unseen While you are hidden from a creature, no reaction can be taken by that creature as a result of your actions. At 10th level, you can use a bonus action to become invisible until the end of your turn. Making an attack or casting a spell will end the invisibility. Crown of the Powerful When a creature, other than you, within 30 feet of you makes an attack roll, a saving throw or an ability check, you can use your reaction to roll an Infusion Dice and add or subtract the result to the roll of the creature. At 10th level, you can use your reaction to cancel an advantage or a disadvantage that a creature within 30 feet of you has on a roll. Eyes of the Watcher You know the location of any creature within 60 feet of you, provided that you are aware of its existence and it is not hidden by any magical means. Your vision, for a range of 60 feet, is also unaffected by heavily obscured area. At 10th level, you can see in magical and non-magical darkness for a range of 120 feet. You cannot be blinded. Hands of the Prodigy When you have advantage on an attack roll, you can roll three dice, instead of two, and take the highest result. At 10th level, your attacks score a critical hit on roll of 19 to 20. Hide of the Trickster You have advantage on Dexterity saving throws made to evade attacks, spells, or traps. At 10th level, you can use your reaction to automatically succeed on a saving throw against being grappled, restrained, or knocked prone. Ring of the Awakened You have advantage on saving throw against being charmed, frightened, or force to act against your will. At 10th level, you automatically detect illusions and succeed on saving throws against them. Shield of the Fallen When a creature misses an attack roll against you, or if you succeed on a saving throw against one of its attack, you can use your reaction to frighten the creature until the start of its next turn. At 10th level, you gain a bonus to your AC equal to the number of hostile creatures within 5 feet of you. 218 SPIRIT FAMILIAR Medium undead (spirit), unaligned Armor Class 14 Hit Points 27 (6d8) Speed 40 ft. (hover) STR DEX CON INT WIS CHA 9 (-1) 18 (+4) 10 (+0) 11 (+0) 16 (+3) 5 (-3) Damage Resistances poison Damage Immunities necrotic, bludgeoning, piercing and slashing damage from nonmagical weapons Condition Immunities charmed, exhaustion, fightened, poisoned, prone Senses darkvision 60 ft., passive Perception 13 Languages - Challenge 2 (450 XP) Incoporeal Movement. The spirit familiar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. ACTIONS Multiattack. The Creature Name makes Number and type of attacks Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage General Ability Description. General Attack Description
BLADEMAGE A Blademage combines their natural fighting abilities with long, intensive studies of the arcane. Unlike traditional magic users, Blademages use their powers to augment their weapons, armor, and bodies to push themselves beyond their limit in combat. Scholars and swordsmen alike, replaces spend much of their time studying their trade. They spend hours in the daylight perfecting their swordsmanship, and equally long nights engrossed in tomes, learning and creating beautifully intricate runes to fuel their magic. This leaves little free time, so most replaces devote their entire lives to the craft. CREATING A BLADEMAGE As you build your Blademage, think about two aspects of your character's background: Where did they learn the way of the arcane arts, and why did they choose to make it their life? Were they trained by a veteran Blademage, perhaps from a royal knight? Or did you research these powers of your own volition, thirsting for a higher form of combat? You may have been trained by a wise old noble, searching for his successor among the commoners. Maybe you were sent to a knight's academy as a young adult, being taught the ancient history of magic alongside the art of war. Or perhaps you simply heard tell of legendary warriors who can channel the weave, and worked incessantly to become one yourself. Why did you choose the life of a Blademage over that of a normal soldier? HIT POINTS Hit Dice: 1d10 per Blademage level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Blademage level after 1st PROFICIENCES Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: Calligrapher's Supplies Saving Throws: Dexterity, Intelligence Skills: Choose two from Acrobatics, Arcana, Athletics, History, Nature, and Stealth EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background: • (a) scale mail or (b) leather armor • (a) a shortsword and a shield or (b) two martial weapons • (a) a dungeoneer's pack or (b) an explorer's pack • Calligrapher's supplies QUICK BUILD You can make a Blademage quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on heavy or finesse weapons. Your next highest score should be Intelligence. Second, choose the Noble background. The Blademage Level Pro�ciency Bonus Features Arcane Arts Known 1 +2 Spellbound Blade, Scholar's Sense - 2 +2 Fighting Style, Imbued Combat 2 3 +2 Esoteric Order 2 4 +2 Ability Score Improvement 2 5 +3 Extra Attack 3 6 +3 Arcane Exchange 3 7 +3 Esoteric Order Feature 4 8 +3 Ability Score Improvement 4 9 +4 -- 5 10 +4 Esoteric Order Feature 5 11 +4 Mindful Mana 5 12 +4 Ability Score Improvement 6 13 +5 Arcane In�luence 6 14 +5 Embodied Attunement 7 15 +5 Esoteric Order Feature 7 16 +5 Ability Score Improvement 7 17 +6 -- 8 18 +6 Esoteric Order Feature 8 19 +6 Ability Score Improvement 8 20 +6 Spellbound Savant 8 219
CLASS FEATURES As a Blademage, you gain the following class features. SPELLBOUND BLADE At 1st level, your arcane knowledge allows you to imbue your weapon with magical qualities. Over the course of a long rest, you can assign a single melee weapon that you're proficient in as your spellbound blade. The weapon gains the following benefits: • Your attacks made with your spellbound blade count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. • You can't be disarmed of your spellbound blade unless you are incapacitated. • You can dismiss the weapon, shunting it into an extradimensional space, and it can be recalled as a bonus action. If you assign a new weapon as your spellbound blade, the old weapon loses its magic, returning to normal. Your Personal Blade Your spellbound blade is a very personal weapon. Think about how it might appear. Perhaps it crackles with arcane sparks, glows softly with a mystical radiance, or lets off ethereal wisps of energy. SCHOLAR'S SENSE Also at 1st level, youʼve become attuned to the presence of magic and can recognize it instantly. As an action, you can open your awareness to detect it. Until the end of your next turn, you know the location of any magical item, effect, or magic user within 60 feet of you that is not behind total cover. You know the type (item, effect, or user) of anything you sense, as well as its school of magic (if any). Once you are aware of a magical object, you can expend another use of this feature to learn its properties and how to use them, as with the Identify spell. You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses. FIGHTING STYLE At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. IMBUED COMBAT At 2nd level, your arcane knowledge advances, allowing you to perform special magical effects with your spellbound blade, known as arcane arts. Arcane Arts You learn the Arcane Smite arcane art (found below), as well as two arcane arts of your choice, which are detailed under "Arcane Arts" below. Many arcane arts enhance an attack in some way. You can only use one arcane art per turn. You cannot use an arcane art if you are under any effect that prevents you from concentrating (like the Barbarian's Rage feature). When you gain certain Blademage levels, you gain additional arcane arts of your choice, as shown in the Arcane Arts Known column of the Blademage table. Your arcane arts increase in damage when you reach certain levels in this class, as noted below their description. Mana Pool You have a pool of arcane power that replenishes when you take a long rest. Your total number of mana points equals your Intelligence modifier + half your Blademage level, rounded down. Mana Ability Intelligence is your ability for your arcane arts, since you learn your arts through dedicated study and training. You use your Intelligence whenever a feature refers to your mana ability. Arcane Art Save DC = 8 + your proficiency bonus + your Intelligence modifier Arcane Art attack modifier = your proficiency bonus + your Intelligence modifier Arcane Smite When you hit a creature with a melee weapon attack using your spellbound blade, you can spend 1 mana point to deal an additional 2d6 force damage to the target. This damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6). ESOTERIC ORDER When you reach 3rd level, you commit yourself to an Esoteric Order: the Order of the Pawn, the Order of the Queen, the Order of the Rook, the Order of the Knight, or the Order of the Bishop, all detailed at the end of the class description. Your order grants you additional features at 3rd level and again at 7th, 10th, 15th, and 18th level. 220
EXTRA ATTACK Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ARCANE EXCHANGE Beginning at 6th level, your knowledge of the arcane allows you to intertwine its energy with your own. As an action you can spend a number of mana points up to half your Blademage level, regaining 1d6 hit points per mana point spent. Inversely, you can call on your own energy to fuel your magic. As a bonus action, you can regain a number of mana points up to half your Blademage level, taking 1d8 damage per mana point recovered. This damage cannot be reduced in any way. MINDFUL MANA Beginning at 11th level, whenever you complete a short rest, you can replenish a number of mana points equal to your Intelligence modifier. Once you have restored mana points this way, you must complete a long rest before you can do so again. ARCANE INFLUENCE Starting at 13th level, your connection with the weave even bends luck to your favor in combat. Whenever you make an attack roll or a saving throw, you can spend 1 mana point to reroll the die and must use the new roll. You can choose to spend 1 of your mana points after you roll the die, but before the outcome is determined. EMBODIED ATTUNEMENT Starting at 14th level, you can use your action to end one spell on yourself. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. SPELLBOUND SAVANT At 20th level, your union between martial prowess and the arcane has been perfected. As an action, you can enter a trance-like state, guided and propelled by the energy around you. For 1 minute, you gain the following benefits: • You gain a bonus to attack rolls equal to your Intelligence modifier. • Whenever you take the Attack action on your turn, you can make one additional attack as part of that action. • You may use your arcane exchange feature as a bonus action. If you use this feature to regain mana, you take half damage from the conversion. If you use this feature to regain hit points, you heal the maximum amount, rather than rolling. Once you use this feature you can't use it again until you finish a long rest. ESOTERIC ORDERS ORDER OF THE PAWN While often seen as the weakest of orders, Pawns make their impact through their sheer number. A Pawn focuses less on new techniques, and more on perfecting their existing ones. STRENGTH IN NUMBERS Starting when you choose this order at 3rd level, you gain an upper hand when fighting alongside your allies. You gain advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and not incapacitated. At 10th level, your allies within 5 feet of that creature also gain this benefit. ADDITIONAL ARTS At 3rd level, you learn 2 additional arcane arts of your choice. You learn 1 more at 7th level, then again at 10th, and 15th level. EN PASSANT Starting at 7th level, whenever you hit a creature with an opportunity attack, you can attack twice, rather than only once. ADDITIONAL FIGHTING STYLE At 10th level, you learn one fighting style option of your choice from the Fighter class. FIGHTING EDGE At 15th level, whenever you take the Attack action and have advantage on one of those attacks, you can make one additional attack as a bonus action. PROUD PROMOTION Starting at 18th level, you learn 2 additional arcane arts of your choice. When choosing these arcane arts, you can ignore all prerequisites, including order requirements. 221
ORDER OF THE QUEEN Queens make fearsome opponents. Focusing heavily on mobility, a Queen acts fast, and with force. Queens make use of their second spellbound blade to cut through the enemy line, letting no one escape. SPELLBOUND SIDEARM Starting when you choose this order at 3rd level, you can assign a second spellbound blade, gaining the same benefits as your first. You may recall or dismiss both spellbound blades as the same bonus action. All the rules for two-weapon fighting apply as normal. CROWN PRIVILEGE At 3rd level, when you take the Attack action on your turn, you can spend 1 mana point to gain advantage on attack rolls until the end of that turn. ARCANE AGILITY Starting at 7th level, your speed increases by 10 feet while you arenʼt wearing heavy armor. At 18th level, this bonus increases to 20 feet. Additionally, you can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. EMPOWERED INITIATIVE Starting at 10th level, you can give yourself an edge when a battle begins. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you deal an additional 2d6 force damage on the first attack. MOVING TARGET At 15th level, you gain the ability to pass between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. If you use this feature, the next attack made against you has disadvantage. KILLER QUEEN Starting at 18th level, your time on the battlefield has heightened your natural abilities. Your weapon attacks score a critical hit on a roll of 19 or 20. Additionally, when you move on your turn in combat, you can spend 2 mana points to double your speed until the end of the turn. ORDER OF THE ROOK Rooks are the strong backbone of the battlefield. Their arcane armor makes them a nearly unkillable foe, and an unstoppable force. While other orders might focus on dealing damage, Rooks focus on soaking it up, staying alive to fight more. BONUS PROFICIENCY When you choose this order at 3rd level, you gain proficiency in heavy armor. SPELLBOUND SHELL Starting when you choose this order at 3rd level, you can imbue a set of armor with magical qualities similar to that of your spellbound blade. You may recall or dismiss both your spellbound blade and your spellbound shell as the same bonus action. TITAN'S VIM At 3rd level, when you are targeted by an attack while you are wearing your spellbound shell, you can use your reaction and spend 1 mana point to gain a bonus to your AC equal to your Intelligence modifier until the start of your next turn. MAGICAL MIGHT Starting at 7th level, you have advantage on Strength and Constitution saving throws while wearing your spellbound shell. ARCANE ARMOR Starting at 10th level, you can summon a powerful outer layer to strengthen your armor. As a bonus action you create this armor, which appears as a spectral layer above your spellbound shell. You gain temporary hit points equal to 5 times your Intelligence modifier, and a bonus to your AC equal to your Intelligence modifier. For every 5 damage done to this armor, your AC decreases by 1, until both are reduced to 0. You can use this ability twice, and you regain all uses of it after a long rest. HARDENED SHELL At 15th level, your spellbound shell makes you more difficult to kill. Whenever you take damage, other than psychic damage, you can reduce it by 2. CASTLE'S STRENGTH Starting at 18th level, you gain the ability to bolster your spellbound shell. On your turn, you can spend 2 mana points as a bonus action to reinforce your spellbound shell with arcane energy. While reinforced, you have resistance to all damage except psychic damage. This effect lasts for 1 minute. It ends early if you are knocked unconscious. 222
ORDER OF THE KNIGHT Noble and strong, Knights bring a strong balance to the battlefield. Armed with their spellbound shield, a Knight focuses on both defending themselves and their comrades and returning damage to their foes. SPELLBOUND SHIELD Starting when you choose this order at 3rd level, you can imbue a shield with magical qualities similar to that of your spellbound blade. You may recall or dismiss both your spellbound blade and your spellbound shield as the same bonus action. KNIGHT'S PARRY At 3rd level, when a creature within 5 feet of you hits you with a melee attack while you are wielding your spellbound shield, you can use your reaction and spend 1 mana point to attempt a parry. When you do so, the damage you take from the attack is reduced by 1d10 + your Blademage level. If you reduce the damage below 0, the attacking creature takes damage of the same type equal to the difference. HEROIC DEFENSE Starting at 7th level, when a creature hits you with an attack while youʼre wielding your spellbound shield, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. RETALIATORY SHIELD Starting at 10th level, you can project a magical buffer onto your spellbound shield. As a bonus action, you conjure this barrier, which lasts for 10 minutes. Once per turn when a creature within 5 feet of you hits you with a melee attack, the barrier bursts back, dealing force damage equal to your Intelligence modifier. You can use this ability twice, and you regain all uses of it after a long rest. INVIGORATING COUNTER At 15th level, when a creature misses you with a spell attack or you succeed on a spellʼs saving throw, you can use your reaction to absorb some of the spellʼs power. You gain a bonus to damage rolls made with your spellbound blade equal to the level of the spell cast (minimum of 1) until the end of your next turn. RUNIC REDIRECTION Starting at 18th level, whenever a creature within 60 feet of you casts a spell or makes an attack that would affect you, you can use your reaction and spend 2 mana points in an attempt to deflect it with your spellbound shield. The creature must make an Intelligence saving throw against your arcane art save DC. On a failed save, you can redirect the attack or spell to another location within its range. ORDER OF THE BISHOP Bishops combine the arcane fighting of the Blademage with traditional spellcasting of the wizard. Their versatility on the battlefield make them an irreplacable addition to any adventuring party. ARCANE ADEPT Starting when you choose this order at 3rd level, when you attack with your spellbound blade, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. Additionally, your mana pool increases by a number of points equal to your Intelligence modifier. DIVERSE ARSENAL At 3rd level, you can learn two cantrips and two first level spells from the wizard spell list. You can cast these spells by spending 1 mana point per spell level. You learn two additional spells at 5th, 9th, 13th, and 17th level. The level of the spells you can learn is equal to your Blademage level divided by 4, rounded up, which is also the maximum level you can cast your spells at. You can use your spellbound blade as a focus for casting these spells. PROTECTIVE BOUNDARY Starting at 7th level, you project a magical aura that shields your allies from arcane attacks. You and friendly creatures within 10 feet of you have resistance to damage from spells. Additionally, when you use your Arcane Exchange feature to heal, you can target one additional creature within 10 feet of you to regain the same amount of health. EMPOWERING AID Starting at 10th level, you can spend 1 mana point to empower one of your allies. As a bonus action, you can choose a willing creature within 10 feet of you. Once within the next 10 minutes, that creature can use an arcane art of your choice, using your level and mana ability. Once the creature uses the arcane art, it loses this benefit. A creature can only possess one of your arcane arts at a time. ASTRAL CONDUIT At 15th level, you learn to channel your magic through the weave itself. When you cast a spell with the range of touch or take the Attack action and use an arcane art, you can spend a bonus action to target a creature up to 60 feet away. If you attack in this way, your weapon does not deal any damage, you only deal the arcane artʼs damage. MYSTIC MEDIUM At 18th level, whenever you score a critical hit or reduce a creature to 0 hit points with an arcane art or spell, you regain 1 mana point. Additionally, you learn one 6th level spell from the wizard spell list. 223
ARCANE ARTS Ally's Aid Prerequisite: 5th level, Order of the Pawn As a bonus action, you can spend 2 mana points to cast Aid. When you cast this spell using this arcane art, the spellʼs level equals your Blademage level divided by 4, rounded up. Once you use this art, you canʼt use it again until you finish a long rest. Arcane Instinct Prerequisite: 17th level You gain blindsight to a distance of 120ft. Arcane Intellect Prerequisite: Order of the Bishop Whenever you make an Intelligence check with a skill that you are proficient in and you do not have disadvantage on that roll, you can add double your proficiency bonus to that check. Astral Aviation Prerequisite: 17th level As a bonus action, you can blur the line between the material and astral planes. You gain a flying speed equal to 10 times your Intelligence modifier. Additionally, you gain resistance to force damage. This benefit lasts until you end it as a bonus action. Bounding Blade As an action, you can spend 1 mana point to propel a blade of arcane energy from your spellbound blade at a creature within 15 feet of you. Make an arcane art attack roll against the creature. On a hit, the creature takes 1d8 force damage. The blade then leaps to a different creature of your choice within 15 feet of the original target. Make a new attack roll against the new target, and make a new damage roll. On a hit, the blade can continue leaping to another target, spending 1 mana point per additional jump. A creature can only be targeted once by each use of this art. This art's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Castling Prerequisite: Order of the Rook As a bonus action on your turn, you can spend 1 mana point to magically switch places with a willing creature within 30 feet of you. Checkmate Prerequisite: Order of the Queen If a creature ends its turn no more than 30 feet from you in a direct line, you can use your reaction and spend 1 mana point to move your movement speed towards it and make a single melee weapon attack. Crippling Blow Prerequisite: Order of the Queen When you take the Attack action on your turn using your spellbound blade, you can forego one of your attacks and spend 1 mana point to attempt to cripple your enemy with a low blow. Make an arcane art attack roll against the creature. On a hit, the creature takes 1d6 force damage and must make a Strength saving throw. On a failed save, the creatureʼs speed is halved and it canʼt take opportunity attacks until the end of its next turn. This art's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Crushing Grasp When you hit a creature with a melee weapon attack with your spellbound blade, you can spend 1 mana point to deal an additional 1d4 force damage, and the target must make a Strength saving throw or be restrained by a magical force for 1 minute. While restrained by the art, the target takes 1d4 force damage at the start of each of its turns. At the end of each of its turns, the target can make another Strength saving throw. On a success, the effect ends on the target. This art's initial damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Delayed Touch As an action you can spend 1 mana point to magically feign a strike against a creature using your spellbound blade. Make an arcane art attack roll against the creature. On a hit, the creature must make a Wisdom saving throw. On a successful save, the creature takes the normal weapon damage. On a failed save, the creature takes no damage and you mark the creature for 1 hour, or until you end it as a bonus action. When the mark ends, the creature takes the weapon damage and an additional 1d6 force damage. This art's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Deliberate Speech Prerequisite: Order of the Knight Whenever you roll a Charisma check against a creature of the same type as you, you can use your Intelligence modifier instead of your Charisma modifier. Elemental Arts Prerequisite: Order of the Bishop Whenever you use an arcane art and deal damage, you can change that damage type to fire, cold, or lightning, rather than force. Eyes of the Oracle You can read all languages, and reading takes you half as much time. 224
Forceful Grip Prerequisite: Order of the Rook When you take the Attack action on your turn with your spellbound blade, you can forego one of your attacks and spend 1 mana point to attempt to loosen the grip of your enemyʼs weapon. Make an arcane art attack roll against the creature. On a hit, the creature takes 1d6 force damage and must make a Dexterity saving throw. On a failed save, the creature has disadvantage on melee weapon attacks until the end of its next turn. This art's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Frontliner Prerequisite: Order of the Pawn Whenever you roll for initiative and are not surprised, you can treat a d20 roll of 9 or lower as a 10 instead. Improved Arts Prerequisite: 17th level Once per turn, whenever you use an arcane art or make an attack with your spellbound blade, you can add your Intelligence modifier to the attack roll. You can use this ability before or after the roll, but before the outcome is determined. Additionally, whenever you hit a creature with your spellbound blade, the creature takes an extra 1d6 force damage. Magic Mantle Prerequisite: Order of the Queen While you are wearing no armor and wielding both your spellbound blade and spellbound sidearm, your armor class equals 10 + your Intelligence modifier + your Dexterity modifier. Mana Pulse As an action you can spend 1 mana point to cause a burst of magical energy around you, originating from your spellbound blade. Each creature other than you within a 10 foot radius around you must make a Constitution saving throw. On a failed save, the creature takes 1d6 force damage and is pushed 10 feet away from you. This art's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Mindful Motion Prerequisite: Order of the Pawn You are incredibly adept at maneuvering yourself, even outside of battle. If you spend at least 1 minute plotting out your course of action to climb, jump, or sneak along a certain path, you gain advantage on all Strength (Athletics), Dexterity (Acrobatics), and Dexterity (Stealth) checks made to execute that motion. Minority Attack Prerequisite: Order of the Pawn When you take the Attack action on your turn, you can forego one of your attacks and spend 1 mana point to attempt to maneuver your enemy. Make an arcane art attack roll against the creature. On a hit, the creature takes 1d6 force damage and must make a Strength saving throw. On a failed save, you can move the creature up to 10 feet in a direction of your choice. This art's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Noble Steed Prerequisite: 5th level, Order of the Knight As an action, you can spend 2 mana points to cast Find Steed. When you cast this spell using this arcane art, the steed conjured gains a bonus to its hit points equal to your Blademage level, as well as resistance to force damage. Once you use this art, you canʼt use it again until you finish a long rest. Petrifying Strike Prerequisite: 5th level As an action you can spend 1 mana point to magically launch your spellbound blade at a creature you can see within 30 feet of you. Make an arcane art attack roll against the creature. On a hit, the creature takes your normal weapon damage and must make a constitution saving throw. On a successful save, the blade falls to the ground at its feet. On a failed save, the blade embeds itself in the creature and it is stunned for 1 minute or until the blade is removed. At the end of each of its turns the creature can repeat the constitution saving throw to remove the blade. Once the blade is removed, the creature takes an additional 2d6 force damage. This art's damage increases by 1d6 when you reach 11th level (3d6), and 17th level (4d6). Potent Arts Prerequisite: 17th level Whenever you use an arcane art that forces the target to make a saving throw, you can spend 1 mana point to give the target disadvantage on its first saving throw made against that art. Royal Guard Prerequisite: 5th level, Order of the Queen As an action, you can spend 2 mana points to cast Mirror Image. When you cast this spell using this arcane art, you can create one additional duplicate. You must roll an 15 or higher to redirect an attack to this additional duplicate, which is counted separately from the spellʼs description. Once you use this art, you canʼt use it again until you finish a long rest. Seer's Reach Before an attack, you can spend 1 mana point to increase your spellbound bladeʼs reach by 5 feet for this attack, as well as dealing an additional 1d6 force damage. This art's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). 225
Shield of the Weave Prerequisite: 9th level Once per round, when a creature hits you with a weapon attack, you can roll a d6. If you roll a 6, the attack misses you instead. If the creature had disadvantage on its attack, it misses you on a roll of 5 or 6. Soldier's Study You no longer need to sleep and canʼt be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours in deep study or training with your spellbound blade. Spectral Sword Prerequisite: 5th level, Order of the Bishop As a bonus action, you can spend 2 mana points to cast Spiritual Weapon. When you cast this spell using this arcane art, the spellʼs level equals your Blademage level divided by 4, rounded up. Once you use this art, you canʼt use it again until you finish a long rest. Splintered Blade As an action you can spend 1 mana point to magically split your spellbound blade into many smaller blades. Each creature in a 10 foot cone must make a Dexterity saving throw. A creature takes 1d8 force damage on a failed save, or half as much damage on a successful one. This art's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Staggering Smash Prerequisite: Order of the Knight When you take the Attack action on your turn, you can forego one of your attacks and spend 1 mana point to attempt to disorient your enemy with your spellbound shield. Make an arcane art attack roll against the creature. On a hit, the creature takes 1d6 force damage and must make a Constitution saving throw. On a failed save, the creature is stunned until the start of its next turn. This art's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Streamlined Shell Prerequisite: Order of the Rook If your spellbound shell normally has a Strength requirement, it lacks it for you. Additionally, your spellbound shell doesnʼt impose disadvantage on Dexterity (Stealth) checks. Superior Spellbinding Prerequisite: 9th level Your spellbound blade gains a +1 bonus to attack and damage rolls. A spellbound sidearm also gains this benefit. If you have a spellbound shell or spellbound shield, it gains a +1 bonus to AC. Swift Summons Rather than spending your bonus action, you can summon your spellbound blade as well as your spellbound sidearm, spellbound shell, or spellbound shield in tandem with your movement and action. Tactical Maneuvers Prerequisite: Order of the Knight You can move through the space of any creature. Additionally, your movement does not provoke opportunity attacks if you make an attack or use an arcane art against that creature on your turn. Towering Fortress Prerequisite: 5th level, Order of the Rook As an action, you can spend 2 mana points to cast Enlarge/ Reduce on yourself, using only the “Enlarge” option. While this spell is active, you can add your Intelligence modifier to concentration checks made to maintain it. Once you use this art, you canʼt use it again until you finish a long rest. Traitor's Touch Prerequisite: Order of the Bishop When you take the Attack action on your turn, you can forego one of your attacks and spend 1 mana point to attempt to confuse your enemy. Make an arcane art attack roll against the creature. On a hit, the creature takes 1d6 force damage and must make a Wisdom saving throw. On a failed save, the creature must use its reaction to make a single melee weapon attack against a creature within its range other than you. This art's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).