The Augur

The Augur
Level Proficiency Bonus Arcane Power Features 1st 2nd 3rd 4th 5th
1st +2 Runed Skin, Sense History
2nd +2 5 Spellcasting, Arcane Powers 2
3rd +2 6 Runed Skin Feature 3
4th +2 8 Ability Score Improvement 3
5th +3 10 Somatic Strikes 4 2
6th +3 12 Runed Skin Feature 4 2
7th +3 14 Inner And Outer Harmony 4 3
8th +3 15 Ability Score Improvement 4 3
9th +4 17 4 3 2
10th +4 19 Faster Movement 4 3 2
11th +4 21 Arcane Powers 4 3 3
12th +4 23 Ability Score Improvement 4 3 3
13th +5 24 4 3 3 1
14th +5 26 Runed Skin Feature 4 3 3 1
15th +5 28 Arcane Powers 4 3 3 2
16th +5 30 Ability Score Improvement 4 3 3 2
17th +6 32 4 3 3 3 1
18th +6 33 Runed Skin Feature 4 3 3 3 1
19th +6 35 Ability Score Improvement 4 3 3 3 2
20th +6 37 Arcane Resonance 4 3 3 3 2

Class Features

Hit Points


  • Hit Dice: 1d8 per Augur Level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Augur level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple weapons
  • Tools: Tattooing Tools

  • Saving Throws: Charisma, Constitution
  • Skills: Choose two from Athletics, Arcana, Insight, Intimidation, Deception and History

Equipment

You start with the following equipment, in addition to the starting equipment granted by your background.

  • Tattooing Tools (30gp value)
  • (a) a dagger or (b) a simple melee weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • 10 darts

1

Augur

Runed Skin

Beginning at 1st level, choose one type of script: elvish, dwarvish, draconic, infernal or celestial. You learn one language written with the chosen script and all your infused tattoos bear a resemblence to the script. Your choice grants you features at 1st level and again at 3rd, 6th, 14th and 18th level. All of these features are detailed at the end of the class description.

In addition, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

The feature gained at 1st level allows you to alter one of your arms, which you choose at character creation. This arm is covered in a tattoo that can not be removed and which arm it’s covering can’t be changed later.

Sense History

Beginning at 1st level, the presence of recent events reveal themselves to you, if you choose to open your eyes to them. As an action, you can open your awareness to detect these events and the true name of any creature within 60 feet of you that possesses one. The name is displayed as text, visible only to your eyes, hovering above their head (if the creature doesn’t have a head, it hovers above its body). You can keep awareness this way for a number of minutes equal to your Charisma score and must maintain concentration during that time, as if you were casting a spell. You can't see your own true name or events that have happened to you.

You can use this feature a number of times equal to your Charisma modifier + 1 (minimum of 1). You regain expended uses when you finish a long rest.

Recent Events. Any event that happened within the last hour is displayed in a similar manner as that of a creature's name, but only details what actions other creatures took, anything they experienced or heard and anything they spoke. The text that reveals the action of a creature hovers around the general area where the creature performed the action. The text opacity depends on how long ago the event happened: If the text is bright, the event happened recently. If the text is faded, the event happened closer to one hour ago.

If there's a lot of recent events (such as in a busy marketplace, or if you're trying to track an army), you become blinded for its duration instead.

Focused Events. At 7th level, you can choose to focus this vision on a single creature's events. In order to do this, you must speak the true name of the creature as you use this ability. When you do, only the events that happened to that creature will be revealed to you.

Spellcasting

Beginning at 2nd level, you start learning how to handle having more magic infused in your body. As your body learns how to handle more magic, you'll be able to make more tattoos and infuse them with spells.

All spell infused tattoos on your body have a faint, colored glow. The color is related to the school or nature of the spell infused in them.

Infusing Tattoos and Casting Spells

The Augur table shows how many spell slots you have to cast the spells infused in your tattoos. To cast one of your Augur spells of 1st level or higher, you must expend a spell slot of the same level or higher. You regain all expended spell slots when you finish a long rest.

You make and infuse tattoos with spells from the list of augur spells that are available to you, choosing from the augur spell list. Making a tattoo and infusing it with a spell takes 10 minutes per spell level of the spell you're infusing into the tattoo as well as tattooing tools and proficiency with it. The maximum number of spells you can have infused in tattoos is equal to your Charisma modifier + half your augur level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change what spell is infused in a tattoo when you finish a short or long rest. Infusing a tattoo with a new spell from the augur spell list requires time spent in meditation or performing no more than light activity, such as preparing food, looking out for hostile creatures or speaking with friendly creatures: at least 1 minute per spell level for the spell you're replacing and the spell you're replacing it with.

You can also remove a tattoo and the spell infused in it by spending 5 minutes performing a ritual. This ritual requires pure water to perform.

Spellcasting Ability

Charisma is your spellcasting ability for your augur spells, since their power comes from your sheer force of will. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an augur spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency bonus + your Charisma modifier

  • Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use the weapon conjured by your Runic Skin feature as a spellcasting focus for your augur spells.

2

Augur

Arcane Aftershocks (Arcane Well)

Casting spells leaves magical energy in your tattoos that you can utilize for various effects. When you cast an augur spell, roll a number of d6 equal to the spell's level and add it to your current arcane power. The Augur table shows you the maximum amount of arcane power you can have at any time.

You can use arcane power to regain spent spell slots. As a bonus action, you can spend arcane power to regain one spent spell slot. The cost of regaining spent spell slots is shown in the Regaining Spell Slots table below. You gain more ways of using arcane power as you gain levels in this class.

Regaining Spell slots
Spell Slot Level Cost
1st 5
2nd 8
3rd 12
4th 15
5th 19

Arcane Powers

By the time you reach 2nd level, you've learned how to use the arcane aftershocks stored in your body to create magical effects. After you finish a long rest, you prepare powers up to your Charisma modifier + one third your augur level (minimum 1) from the “Powers” list below. These powers use arcane power and produce a variety of effects, some of which are attacks and some of which are spells.

You may only use one power per attack. To cast a spell from a power, you use its casting time and other rules, but you don’t need to provide material components for it and you spend arcane power instead of expending a spell slot to cast it. All spells you cast using your powers require somatic ingredients and can be used with somatic strikes.

You know all powers that are of your augur level or lower. At 11th and 15th level you gain access to more powers that you can prepare at the end of every long rest. Some powers have additional effects depending on what kind of runed skin you have while others require a certain kind of runed skin to be used.

Shimmer.

You can spend 1 arcane power to cast the light cantrip, targeting all of your tattoos. In addition to the normal options for colors, when you cast the spell you can make your tattoos shine in a myriad of different colors and change colors as they do so.

If you have celestial runed skin, you can also turn the rest of your body invisible for the duration of the spell.

Unparalleled Speed (11th Level Required).

You can spend 7 arcane power to cast haste, targeting yourself. You can spend an additional 5 arcane power to also gain the effects of the jump spell until the haste spell ends.

Bolster (11th Level Required).

You can spend 5 arcane power to cast aid, targeting yourself and up to two other creatures you touch.

If you have dwarvish runed skin, all creatures under the effect of the spell when cast this way has a +1 bonus to AC.

Watcher.

You can spend 3 arcane power to cast alarm. When the alarm is triggered, one of your tattoos, chosen when you cast this spell, starts shimmering and itching (this replaces the mental and audible alarm options). This alarm is only set off if you are within 1 mile of the warded area and awakens you if you are sleeping.

Make Safe.

You can spend 5 arcane power to cast arcane lock. You can cast this spell using this power once and regain the ability to do so after a short rest.

Cursed by Blood.

You can spend 3 arcane power to cast bane.

If you have infernal runed skin, you know the location of any creatures targeted by the spell when it's cast this way.

Guide Beast (11th Level Required).

You can spend 5 arcane power to cast beast sense.

In addition to the spell's effects, if you have elvish runed skin, you can communicate simple ideas to the beast for as long as it’s on the same plane of existence as you.

Alone in the Dark (11th Level Required).

When you take the Attack action and attack with your runed skin weapon, you can spend 5 arcane power. If you do, up to one creature hit by the attack is put under the effects of the blindness/deafness spell.

If you have infernal runed skin, both of the spell's options are chosen.

Domination.

When you attempt to grapple another creature, you can spend 3 arcane power. If you do, that creature is put under the effects of the command spell, using the “drop” option if you successfully grapple the creature.

Nix (11th Level Required).

You can spend 7 arcane power to cast counterspell. In addition to its normal use, you can use your action to cast the spell on a creature concentrating on a spell to make that creature lose concentration on the spell. A creature that's lost concentration this way can't cast that spell until it finishes a long rest.

Not of This World (15th Level Required).

When you would be reduced to 0 hit points as a result of taking damage but not killed outright, you can use your reaction and spend all your arcane power to first gain temporary hit points equal to the arcane power spent + your Charisma modifier + your augur level. Then, if you’re not killed by the damage, you gain temporary hit points equal to the arcane power spent.

You can use this power once and regain the ability to do so after finishing a long rest.

Sprout Gills.

You can spend 1 arcane power and use your action to give yourself the ability to breathe underwater for 24 hours. You can end this effect early as an action.

Temporary Talent.

You can spend 5 arcane power to become proficient in a skill of your choice for 1 hour. You can use this power before making a skill check. You can also spend an additional 5 arcane power to add double proficiency to that skill for the duration.

Darkvision.

During your turn, you can spend 5 arcane power to gain Darkvision out to a distance of 60 feet for the next 8 hours.

If you have infernal or draconic runed skin, the range is increased to 120 feet and you can see normally in both magical and nonmagical darkness within this range.

Comprehend Script.

You can spend 1 arcane power to gain the ability to read all writing for the next hour.

3

Augur

Destroy Magic (11th Level Required).

When you take the Attack action, you can spend 7 arcane power. If you do, any magical effects a creature or object targeted by your attack has of 3rd level or lower ends. If the object is a magic item, one random property of the item stops functioning for 24 hours. Artifacts and sentient items are unaffected by this.

True Strike (15th Level Required).

When you hit a creature with a weapon attack, you can spend 3 arcane power to maximize the result of one damage die. You can use this power after you've seen the result of your damage roll but before the DM tells you whether your attack kills the creature or not.

Magic Resistance (15th Level Required).

When you make a saving throw against a spell, you can spend 9 arcane power to gain advantage on the saving throw. You can spend an additional 9 arcane power after seeing the result of the saving throw to gain resistance against the spell's damage.

If you have draconic runed skin, you can spend an additional 9 arcane power to choose to succeed on the saving throw instead of gaining advantage on it. You can only choose to do this before rolling the d20.

Free the Mind (11th Level Required).

You can spend 7 arcane power to cast remove curse.

Mind Shield (11th Level Required).

When another creature attempts to read your thoughts, you can spend 9 arcane power and use your reaction to make your thoughts unreadable for the next 8 hours. For the duration of this power, any creature that attempts to read your thoughts or deals psychic damage to you takes 5d10 psychic damage.

Somatic Nimbleness.

When you hit a creature with an attack, you can spend 2 arcane power to move up to half your speed immediately after the attack. This movement doesn't provoke opportunity attacks.

See Intention.

When you make a saving throw against being charmed, you can spend 5 arcane power to automatically succeed on the saving throw.

Sentinel's Reach (Infernal or Elvish Runed Skin Required).

When you make a melee weapon attack with your runed skin weapon on your turn, you can spend 2 arcane power and use a bonus action to either: increase your reach by 20 feet for the attack if you have elvish runed skin; or, if you have infernal runed skin, cause spiked chains to lash out at a creature within 30 feet of you. Make an attack roll using your spell attack modifier, dealing 2d8 necrotic damage on a hit.

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 can’t increase an ability score above 20 using this feature.

Somatic Strikes

Beginning at 5th level, when you take the Attack action, you may also cast a cantrip spell that requires a somatic component as part of the same action. (you may move after attacking and then choose to cast the spell)

Whenever you use your action to cast a spell infused in one of your tattoos that requires a somatic component, you may also make a melee weapon attack against a creature within range as part of the same action. (you may move after casting the spell and then choose to attack)

This can not be used in conjunction with the Extra Attack feature. If you have both features, you choose which one to use for the attack.

Inner and Outer Harmony

Beginning at 7th level, the arcane energies emanating from your tattoos makes your body temperature very hard to change, giving you advantage on constitution checks and saving throws related to being in very hot or cold environments, such as a desert, ice cold water or the elemental planes of fire and water.

In addition to this, you have advantage on constitution saving throws when trying to keep concentration on a spell, and you can't lose concentration as a result of anything but taking damage.

Unarmored Movement

Beginning at 10th level, your speed increases by 20 feet and your jumping distance is doubled while you're not wearing armor or wielding a shield.

Arcane Resonance

At 20th level, the magical aftershocks that occur when you cast spells now occurs even when you use the arcane power. When you spend arcane power, you regain up to 2 of the spent arcane power.

4

Augur

The Story of Worlds

insert epic theme text here

Elvish Script

Insert epic theme text here

Arm of Nature

Beginning when you select this script at 1st level, you gain the ability to sprout thick vines from one of your arms (chosen at character creation) as a bonus action. The vines are sprouted from the tattoos on the arm and have the same color as the tattoos they sprout from.

The vines hanging from this arm can be used as a magical whip weapon when wielded. The vines are removed if you fall unconscious, drop to 0 hit points or die. You can also remove them as a bonus action.

In addition to this, creatures you hit with this whip weapon take an additional 2 piercing damage from the thorns on the vines.

Script Spells

Beginning at 3rd level, you learn one cantrip from the runeomancer spell list. You learn an additional one at 11th level. These spells and any other cantrip spell you know is infused into the tattoo covering your arm (chosen at character creation)

In addition to this, you gain the ability to cast certain spells. At 3rd, 5th, 9th, 13th and 17th level you gain access to certain spells, as detailed below. These spells count as augur spells for you and they appear on your skin as infused tattoos. These spells do not count towards the maximum number of infused tattoos you can have on your body at a time and they can not be exchanged for other spells on the augur spell list when you gain a level.

Casting one of these spells requires a somatic ingredient for the purpose of Somatic Strikes and any of these spells with the ranged property doesn’t impose disadvantage on you when cast within 5 feet of another hostile creature.

Script Spells
Augur Level Spells
3rd Thorn Whip, Ensnaring Strike, Animal Friendship
5th Barkskin, Alter Self
9th Tidal Wave, Call Lightning
13th Control Water, Freedom of Movement
17th Awaken, Tree Stride

Natural Rope

Beginning at 6th level, you gain the ability to latch onto objects within 10 feet of you as a bonus action (This is the normal range of the vines). The vines act as hempen rope while attached to objects this way, except you can choose to shorten the length of the vines to pull yourself to the object without requiring a skill roll. Pulling yourself towards an object this way counts as normal movement.

You can also choose to extend the length of the vines up to twice the normal range.

The normal range increases to 20 feet at 5th level, 30 feet At 11th level and 40 feet at 17th level.

Treant Shape

Beginning at 14th level, you can use your action to assume the shape of a Treant. You can use this feature once. You regain the ability to use this feature again when you finish a long rest.

While in this form, your size is increased to large, your height is doubled and your weight is multiplied by eight. You deal double damage to objects and structures, you have resistance to bludgeoning and piercing damage that isn’t magical and you gain a natural weapon attack that you’re proficient with. You also have advantage on all saving throws and your runed skin weapon increases by one size category while in this form.

Slam. Melee Weapon Attack: reach 5ft., one target. Hit: 3d6 + your Strength modifier bludgeoning damage and the target must succeed on a strength saving throw or be pushed 15 feet away from you. The saving throw DC is your Spell save DC.

Turning into this form requires there to be enough space to accommodate its size. You turn back into your original form if you fall unconscious, drop to 0 hit points, die or after a number of minutes equal to half your augur level. You can also turn yourself back into your original form as a bonus action. Any equipment worn or carried by you is merged with this new form when you transform into it. All equipment merged with you has no effect until you leave this form.

Ambidexterous

Beginning at 18th level, you can spend any amount of arcane power (minimum 3) when you use the Arm of Nature class feature to sprout vines from both of your arms. If you do, you regain hit points equal to the arcane power spent + your Charisma modifier.

Natural Affinity

Beginning at 18th level, you gain the following benefits:

  • The vines are not considered to be occupying your hands when wielded as weapons
  • Your Natural Rope class feature can be used to latch onto up to two different objects at once
  • Your Treant Shape feature now turns you back into your normal form after one hour instead of the normal duration.
  • When you take the Attack action to attack with your runed skin weapon, if you've sprouted vines from both of your arms, you can make an attack with your other whip weapon as a bonus action. You do not add any ability modifier to the damage roll you make with this weapon attack.

5

Augur

Dwarven Script

insert epic theme text here

Arm of Earth

Beginning when you select this script at 1st level, you gain the ability to turn one of your arms (chosen at character creation) into solid stone as a bonus action. You can still move the arm like normal, and tattoos on your arm turn into dents in the stone, glowing with the same color as your tattoos did.

Treat this arm as a magical mace weapon that doesn’t occupy your hands (though you can't wield an item with it) and provide a +2 bonus to AC. The arm reverts to its normal form when you fall unconscious, drop to 0 hit points, or die. The arm can also be reverted to its normal form as a bonus action.

Script Spells

Beginning at 3rd level, you learn one cantrip from the augur spell list. You learn an additional one at 11th level. These spells and any other cantrip spell you know is infused into the tattoo covering your arm (chosen at character creation)

In addition to this, you gain the ability to cast certain spells. At 3rd, 5th, 9th, 13th and 17th level you gain access to certain spells, as detailed below. These spells count as augur spells for you and they appear on your skin as infused tattoos. These spells do not count towards the maximum number of infused tattoos you can have on your body at a time and they can not be exchanged for other spells on the augur spell list when you gain a level.

Casting one of these spells requires a somatic ingredient for the purpose of Somatic Strikes and any of these spells with the ranged property doesn’t impose disadvantage on you when cast within 5 feet of another hostile creature.

Script Spells
Augur Level Spells
3rd Thunderclap, Earth Tremor, Sanctuary
5th Shatter, Find Traps
9th Erupting Earth, Meld Into Stone
13th Fabricate, Stone Shape
17th Destructive Wave, Passwall

Steady as Stone

At 6th level, your body takes on a naturally sturdy stance at all times. As long as you're not prone, you have advantage on saving throws against effects that would knock you prone or push you.

Arm of Metal

Beginning at 14th level, your Arm of Earth feature now turns your arm into a metal or alloy of your choice, instead of stone. The weapon granted to you by the Arm of Earth feature becomes a Maul. It loses the heavy proprty and keeps the other rules and bonuses granted to it by that feature.

Iron Skin (sucks ass)

Beginning at 18th level, whenever a creature makes a damage roll against you and rolls the highest number possible on a die, you may force that enemy to reroll that die once, taking the second result. You may only use this feature once for each attack a creature makes against you.

6

Augur

Draconic Script

insert epic theme text here

Arm of Fire

Beginning when you select this script at 1st level, you gain the ability to cause one of your arms (chosen at character creation) to glow red-hot and be set aflame as a bonus action. These flames do not hurt you, creatures you are friendly towards, or your equipment. The tattoos on your arm become black in color and stops glowing for as long as this ability is activated.

While this ability is active, any unarmed attacks you make with the arm deal 1d6 fire damage + Strength modifier damage instead of the normal damage. In addition to this, any hostile creature that starts its turn in direct contact with your arm, or is in direct contact with it when it assumes this form, must make a Constitution saving throw against your spell save DC. On a failed save, it takes 2d4 fire damage. On a successful save, it takes half that damage.

The arm sheds bright light in a 10 foot radius and dim light for an additional 10 feet for as long as this ability is activated. The arm reverts to its normal form when you fall unconscious, drop to 0 hit points, or die. The arm can also be reverted to its normal form as a bonus action.

This ability can’t be used while your arm is completely covered in water or similar liquids. If this ability is activated and your arm becomes completely covered in such a liquid, it turns back to normal and you take 1d8 fire damage.

Script Spells

Beginning at 3rd level, you learn one cantrip from the runeomancer spell list. You learn an additional one at 11th level. These spells and any other cantrip spell you know is infused into the tattoo covering your arm (chosen at character creation)

In addition to this, you gain the ability to cast certain spells. At 3rd, 5th, 9th, 13th and 17th level you gain access to certain spells, as detailed below. These spells count as augur spells for you and they appear on your skin as infused tattoos. These spells do not count towards the maximum number of infused tattoos you can have on your body at a time and they can not be exchanged for other spells on the augur spell list when you gain a level.

Casting one of these spells requires a somatic ingredient for the purpose of Somatic Strikes and any of these spells with the ranged property doesn’t impose disadvantage on you when cast within 5 feet of another hostile creature.

7

Augur

Script Spells
Augur Level Spells
3rd Produce Flame, Burning Hands, Feather Fall
5th Heat Metal, Continual Flame
9th Fireball, Fear
13th Fire Shield, Freedom of Movement
17th Immolation, Dominate Person

Improved Grappling

Beginning at 6th level, you've learned how to grapple even the largest of creatures, using the fire on your arm to deter them from stopping your grapple. You gain proficiency in Strength (Athletics) if you don't already have it and you add double your proficiency on Strength (Athletics) checks when attempting to grapple a creature. You can also grapple creatures up to two size categories larger than you instead of one.

Fire Wings

Beginning at 14th level, A tattoo manifests itself over your shoulder blades on your back in the shape of wings. This tattoo is infused with magic that lets you use a bonus action to sprout fiery wings from it. The fire doesn’t harm you or friendly creatures and grants you a flying speed equal to twice your walking speed. The wings retract if you fall unconscious, drop to 0 hit points or die. You can also retract them as a bonus action.

You can magically copy the tattoo to another creature you touch as an action, giving that creature the same ability. They can use their reaction upon recieving the tattoo or as a bonus action during their turn to sprout the wings. The maximum number of times you can copy the tattoo to other creatures before taking a long rest this way is 2 + your Charisma modifier. The tattoo dissipates after 8 hours or when the creature retracts the wings.

The wings manifest three inches away from the tattoo, meaning that they can be manifested while wearing armor. Doing so may burn clothing.

Intensifying Flames

Beginning at 18th level, as a bonus action, you can temporarily increase the temperature of your arm to extreme levels while your Arm of Fire feature is activated. Lava starts to drip from your arm, thinner parts of your arm, such as your fingers, turn white from the extreme heat. Your arm also starts to shed bright light in a 50 foot radius and dim light for an additional 50 feet. The strongest of steel doors melt like butter with your touch, giving you the ability to use your hand to carve through any nonmagical object and any magical object (as long as that object is vulnerable to fire or lava)

As a part of this bonus action, you may make a weapon attack with the arm. A creature that's hit by this arm takes 20d6 fire damage. Any creature you make an attack against with the arm takes the same amount of damage. This replaces the normal unarmed damage for the arm for as long as this feature is active.

A creature that begins its turn in direct contact with your arm or is in direct contact with your arm when you activate this feature must make a constitution saving throw against your spell save DC. On a success, that creature takes 20d6 fire damage. On a failed save, that creature is reduced to 0 hit points. Creatures immune to fire damage automatically succeed on this saving throw and creatures that are resistant to fire damage have advantage on the saving throw.

The temperature of the flames return to normal when you lose concentration (as if you were concentrating on a spell)

You can use this ability once and regain the ability to do so after completing a long rest.

Infernal Script

Arm of Chaos

Beginning when you select this script at 1st level, you gain the ability to turn one of your arms (chosen at character creation) from the elbow down into a greatsword as a bonus action. The tattoos on your arm from the elbow down covers the sword. This longsword is an evil sentient magical weapon with the same Intelligence, Wisdom and Charisma scores as you. It has hearing and darkvision out to a range of 60 feet. The sword can speak, read and understand all languages you do, and can communicate telepathically to other creatures it can see and you can always hear what it says. It uses your voice if you let it and its own when you don't. It can also let you see what it percieves through its own view. The arm reverts to its normal form when you fall unconcious, drop to 0 hit points, or die. The arm can also be reverted to its normal form as a bonus action. While this feature isn't activated, the sword's sentience manifests in your arm instead, though you keep control over your arm.

The sword's purpose is determined randomly from the Purpose table from the DMG p.216.

The sword starts with one benefitial and one detrimental effect and you gain more as you gain levels in this class. The effect is always determined randomly by rolling on either the "benefitial effect" or "detremental effect" table below, adding to or subtracting from the roll up to your augur level. If you roll on the table and get a result you already have, you get to pick an effect you don't already have from the same table instead.

Script Spells

Beginning at 3rd level, you learn one cantrip from the runeomancer spell list. You learn an additional one at 11th level. These spells and any other cantrip spell you know is infused into the tattoo covering your arm (chosen at character creation)

In addition to this, you gain the ability to cast certain spells. At 3rd, 5th, 9th, 13th and 17th level you gain access to certain spells, as detailed below. These spells count as augur spells for you and they appear on your skin as infused tattoos. These spells do not count towards the maximum number of infused tattoos you can have on your body at a time and they can not be exchanged for other spells on the augur spell list when you gain a level.

Casting one of these spells requires a somatic ingredient for the purpose of Somatic Strikes and any of these spells with the ranged property doesn’t impose disadvantage on you when cast within 5 feet of another hostile creature.

Script Spells
Augur Level Spells
3rd Eldritch Blast, Inflict Wounds, Command
5th Darkness, Crown of Madness
9th Fear, Vampiric Touch
13th Phantasmal Killer, Blight
17th Contagion, Geas

Cursed Wielder

Beginning at 6th level, the spells you cast causes internal damage in creatures when you cast spells near them. Whenever you cast a spell of 1st level or higher, a creature of your choice within 10 feet of you takes 4 + the spell's level necrotic damage. If no other creature is near you to take this damage, you take it instead.

Your runic skin weapon gains one benefitial and two detrimental effects.

Dominate Mind

Beginning at 14th level, your very gaze can leave others in a state of complete helplessness. using your action, you can attempt to charm another creature within 30 feet of you that can see and is seen by you. The creature must succeed on a Charisma saving throw against your spell save DC or become charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it or you use this feature on it again.

The charmed creature is also paralyzed until the charmed condition is removed.

Your runic skin weapon gains one benefitial effect.

Looming Presence

Beginning at 18th level, whenever you surprise a creature, that creature becomes frightened by you for 1 minute. Your runic weapon loses one detrimental effect of your choice.

8

Augur

Effect Tables

Benefitial
d100 Effect
1–12 You can cast or dismiss the Light cantrip from the sword on itself or the arm it manifests from.
13–25 The sword gains a bonus 1d3 to each of its attributes up to a maximum of 23. Roll separately for each one.
26–37 You are immune to effects that would charm you.
38–50 Whenever you deal damage with the sword, you regain 1 hit point.
51–62 The sword's hearing and darkvision is increased to 120 feet.
63–75 You can cast the Mending spell from the sword.
76–87 The sword grants you a +1 bonus to AC against attacks from creatures within 5 feet of you.
88–00 You have advantage on saving throws against being frightened.
Detrimental
d100 Effect
1–12 You either can't speak or see (chosen randomly).
13–25 Beasts that make eye contact with you become hostile towards you. Nonbeast creatures that make eye contact with you recognize you as an evil creature.
26–37 Magical effects that have an effect on evil creatures also affect you, no matter what alignment you have.
38–50 You must eat and drink twice the normal amount each day. You never feel full from eating.
51–62 Nonmagical flames within 30 feet of you extinguishes.
63–75 Nonmagical plants that aren't creatures you or the sword touch take 1d10 necrotic damage.
76–87 Your weight is either doubled or halved (chosen randomly).
88–00 All food and drink you consume tastes foul.

9

Augur

Celestial Script

Arm of Lightning

Beginning when you select this script at 1st level, you gain the ability to channel lightning through one of your arms (chosen at character creation). Lightning sparks between tattoos on the arm, and the tattoos start to glow in a white blue color.

While this ability is active, any unarmed attacks you make with the arm deal 1d10 + Strength or Dexterity modifier lightning damage instead of the normal damage. In addition to this, you can shoot lightning out of the arm. Treat this as an unarmed strike with the ranged property. The range is 150 ft. The arm reverts to its normal form when you fall unconcious, drop to 0 hit points, or die. The arm can also be reverted to its normal form as a bonus action.

Script Spells

Beginning at 3rd level, you learn one cantrip from the runeomancer spell list. You learn an additional one at 11th level. These spells and any other cantrip spell you know is infused into the tattoo covering your arm (chosen at character creation)

In addition to this, you gain the ability to cast certain spells. At 3rd, 5th, 9th, 13th and 17th level you gain access to certain spells, as detailed below. These spells count as augur spells for you and they appear on your skin as infused tattoos. These spells do not count towards the maximum number of infused tattoos you can have on your body at a time and they can not be exchanged for other spells on the augur spell list when you gain a level.

Casting one of these spells requires a somatic ingredient for the purpose of Somatic Strikes and any of these spells with the ranged property doesn’t impose disadvantage on you when cast within 5 feet of another hostile creature.

Script Spells
Augur Level Spells
3rd Shocking Grasp, Witch Bolt, Compelled Duel
5th Misty Step, Find Steed
9th Lightning Bolt, Crusader's Mantle
13th Storm Sphere, Death Ward
17th Telekinesis, Raise Dead

Thunderbolt Strike

At 6th level, when you deal lightning damage to a large or smaller creature, you can also push it up to 10 feet away from you.

Celestial Blessing

Starting at 14th level, when you make an ability check, you can spend up to 6 arcane power and add the amount spent to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail. You can use this feature once and regain the ability to do so after a short or long rest.

Lightning Mastery

Beginning at 18th level, you gain the ability to cast the Lightning Bolt spell whith Somatic Strikes when you take the Attack action. You still have to use a spell slot to cast it.

10

Augur

Augur Spells


Cantrips

Blade Ward

Friends

Guidance

Gust

Light

Lightning Lure

Mending

Ray of Frost

Resistance


1st level

Alarm

Cure Wounds

Detect Magic

Disguise Self

Find Familiar

Heroism

Identify

Illusory Script

Jump

Longstrider

Protection From Evil and Good

Shield


2nd level

Arcane Lock

Beast Sense

Blur

Enhance Ability

Enlarge/Reduce

Gust of Wind

Hold Person

Invisibility

Lesser Restoration

Mirror Image

Pass Without Trace

Protection from Poison

Spider Climb

Warding Bond


3rd level

Blink

Clairvoyance

Counterspell

Glyph of Warding

Haste

Magic Circle

Nondetection

Protection From Energy

Remove Curse

Revivify


4th level

Banishment

Confusion

Dimension Door

Greater Invisibility

Locate Creature

Staggering Smite

Stoneskin


5th level

Dream

Greater Restoration

Hold Monster

Mass Cure Wounds

Reincarnate

11

Augur

12

Augur

Author

Created by /u/TerraReveene.

Special Thanks

I'd like to thank /u/Stolksdorf for the homebrewing tool at naturalcrit.com/comebrew! It took me a little bit of time to learn how to use it, but it saved me a lot of trouble in the end.

I'd also like to thank /u/JamesMusicus for his Guide to Homebrewing Classes in D&D 5e at zappyman2.wix.com/musicushomebrew as it helped me understand how classes were balanced immensely!