Akashic Magic and Martial Mages

Most of these were originally several different classes, but I simplified them to Akashic and Initiator by loosely interpreting things in an attempt to make them sufficiently fresh. I tried my best to keep things simple, but Magic of Incarnum classes are not the easiest with which to work, and WotC already put Tome of Battle stuff into the system. Sure, I could have outright copied them, but that wouldn’t have been hard at all. But I'm more interested in making something new and fun than converting something piece by piece and hoping it works (I say as I convert things from other conversions). I plan on maybe, eventually, expanding on this to include their other creations if possible.

The third class, the Exemplar, is a new class, but still is still based on its ability to use akasha in creative ways.

I may combine them all into a single class yet. I don't know.

None of these has seen a playtest yet, but soon, hopefully, they will~<3

-*Ermine, the snuggly, but very bored, AI who loves Dreamscarred Press overmuch.

The Initiator

A warrior who fights with the same energy as a sorcerer and ferocity of a barbarian, without the raw power of either. Initiators somehow make the use of any weapon seem graceful, even when it has no right to be.

Initiators either help their allies or cripple their foes. They are masters of protecting themselves to keep their offensive defense going.

Initiators are meant to aid the front line, but not be on it, necessarily.

Initiators are based on all of the classes from Tome of Battle and Path of War to some extent. They are most heavily inspired by the Mystic and the Harbinger, from Path of War. They are also heavily inspired by Mystic and Harbinger's strong resemblance to Weiss and Qrow from RWBY, respectively).

Unfortunately, while initiators have a very powerful ability at 1st level, it is one that isn't going to come up nearly as much as it should, meaning the class may seem stale until 2nd level. This is something I know should be remedied, but I am having way more trouble than I had anticipated coming up with such abilities without making them start out as the most powerful class ever.

One option is to give them their Martial Path at 1st level, like a warlock's otherworldly patron. This is not something I want to do, but it is something that could happen. Another option is to give them a slightly less potent version of the same 1st level use of their akasha, plus another more direct option. I am considering this very strongly.

The Akashic

By channeling the same energy that flows through an initiator, an akashic can shape akashic constructs over themselves. Akashics often forgo the weapons used by their contemporaries, forming more useful options themselves.

These are the hard hitters, even more so than other akashic classes. They excel at hand-to-hand combat.

Akashics are meant to man the front lines.

Akashics are based on all of the classes of Magic of Incarnum and Akashic Mysteries to some extent. They are most heavily inspired by the Daevic from Akashic Mysteries and the Totemist from Magic of Incarnum.

The akashic needs the most playtesting since the rework of the exemplar on 4 March 2017, and specifically needing focus on unarmed combatants. Many of the options for this have been removed already. They will probably still dominate against most classes. Thankfully, their hand chakra emulations are things that most people will overcome with just a few gold...sothey come across as too weak.

One option to fix this class would be to give them an akasha pool. This is a boring option unless they only learn a few emulations, and these emulations are gained temporarily through the expenditure of akasha. This is not much of a fun improvement. It could be okay if it was very short-term ("a number of rounds equal to your Constitution modifier"), but each ability had additional boosts that could be used ("one point of akasha, plus up to another point at 5th, 10th, 15th, and 20th level") when forming the emulations, such as claws dealing additional damage. It's still not fun, but if forming them is a bonus action with no cost, it gives incentive to attack a couple times, then reform them and make use of the akasha.

The Exemplar

Like an initiator, an exemplar channels their akasha outward, creating glyphs. However, they can use these glyphs directly. The same energy the others use mutates exemplars in interesting ways.

Exemplars aren't meant to be right up front with fighters and barbarians, nor are they meant to be in the back with the wizards.

Exemplars can be anywhere, since they're not the ones doing most of their fighting.

Exemplars are a new class, though they take inspiration from many sources, most notably NieR: Automata, but also from previously drawn up ideas I never actually moved into a proper game. The mistletoe thing is from one of my favorite games, Shadow Hearts (specifically Shadow Hearts: Covenant). Of course, the exemplar's mistletoe isn't consuming their soul, nor are they shapeshifters who gain forms by stealing souls from demons, but it's just meant as a "creative" touch in this case.

An alternative would be to replace the Sovereign initiator's maneuvers with abilities from the Exemplar. That would fit the theme, but potentially make the option too powerful. This would also make both initiator martial paths fit the "glyphs" theme, which is a huge plus. Downside is it removes the core class feature. I could strip all of the other features of it to make it a new class, but then I would need to come up with new abilities (and move the rest of the options to Sovereign somehow).

Initiator

An elven woman stands tall over her fallen comrades, her glaive raised high, as she readies a charge against the company of kobold archers that felled them before she could get their distance. As she runs, she calls out one of the kobolds, who suddenly begins quaking with fear. She practically dances as she calls out the kobolds, one by one, beheading each with a swirl of blades.

The gnome looked pleased with himself. There weren’t many who could do what he could, and he knew it. He had just gotten his friends out of a tough situation by drawing with his rapier, after all. But that was just a dragon. No one would care about something as small as that. Or, at least, to him it seemed small.

These are both initiators, drawing their powers from inner reserves of magic they are unable to channel properly into spells. Of course, they know they have no need to, but their enemies don’t. Not everyone in robes is a wizard, and not everyone with a massive weapon needs to lose their cool in the heat of battle.

A Turbulent Soul

Inside every initiator is a torrent of energy, waiting to escape. This is no different, theoretically, than a sorcerer and his magic, nor is it different than the adrenaline rush Barbarians experience every time they enter combat. But neither of those can use the energy to suddenly be somewhere else, aid their allies or curse their foes, and move more quickly than ever before, all while able to fight like a rabid wolverine.

Of course, it’s not always a blessing. They don’t have the raw power of either, nor do they have the versatility. But they do have the drive for battle, and the desire to study the world and learn its secrets. Not that they need to do either, of course. Not everyone can surrender to their primal urges, after all.

A Sense of Purpose

Most initiators adventure as a way of testing their limits. The more they push these limits, the more they can do with their inner reserves after all, just like a sorcerer practicing his magic, or a fighter stretching his muscles. Some do it to express their powers to those back home, as a source of pride. Others use it to be conquerors. Still others do it to find people like them, who can channel untapped power in the way they can, so they can learn more about why they are the way they are, or expand on this power further.


Creating an Initiator

As you create your initiator, consider the following: when did they first learn they could wield such a strange power? It’s not like it would be immediately obvious at first, since they can’t throw out bolts of magic or rage uncontrollably. Did you have any idea why you got this power, or did you assume it came from your god and leave it at that? Or did you believe you carried some ancient curse, that happened to show up the way it did? More importantly than these questions, however, is how did you learn to control them? There aren’t many initiators around, after all. Most never meet another like them. Did they spend time practicing alone? In an army? With friends? Protecting your clan from dark wizards?

Quick Build

Making an initiator is simple. First, make Dexterity and Wisdom your highest ability scores. You’ll want a high Constitution to fill in for your low hit points, but you are more likely to avoid an attack than you are to suffer from one. Lastly, choose the noble or folk hero background.

Class Features

As an initiator, you gain the following class features.

Hit Points
  • Hit Dice: 1d8 per initiator level

  • Hit Points at 1st Level: 8 + your Constitution modifier

  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per initiator level after 1st.

Proficiencies
  • Armor: Light Armor

  • Weapons: Simple Weapons, Rapiers, and Glaives

  • Tools: None

  • Saving Throws: Dexterity and Wisdom

  • Skills: Choose two from Acrobatics, Arcana, History, Insight, Intimidate, Nature, Perception, Performance, and Stealth.

Equipment

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

  • (a) a rapier, or (b) a glaive
  • (a) an explorer’s pack, or (b) a scholar’s pack
  • leather armor, two daggers, and an arcane focus

Attunement

Akasha - a raw, primal energy - flows through you. It is the same energy that powers a sorcerer’s abilities, but you lack the ability to form it into spells. Instead, you learn different ways to attune objects, especially weapons.

At the beginning of combat, you gain a pool of akasha. This pool is empty until you take your first turn. From then on, at the end of any turn in which you attack with a weapon, you gain a single point of akasha, to a maximum equal to your Wisdom modifier (minimum 1) + half your proficiency bonus (rounded down). This pool remains until one minute after combat ends.

As a reaction, you add your Wisdom modifier to your armor class versus ranged spell attacks, and to saves related to spell effects, until the start of your next turn. Doing so costs 1 point of akasha, and ends any glyphs or claims you have active.

If you gain a pool of akasha from any other source, they do not stack; you only use the largest pool.

Martial Path

At 2nd level, you choose a Martial Path that emphasizes your inner reserves of power. Choose Cipher or Sovereign, detailed at the end of this entry. The archetype you choose grants you abilities at 2nd level, and again at 3rd, 8th, 13th, 18th, and 20th 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 can’t increase an ability score above 20 using this feature.

Lunar Eclipse

When you reach 7th level, you can use a bonus action to spend a point of akasha to teleport up to your speed. If you teleport within 5 feet of an enemy, and haven’t yet attacked, you roll your attack at advantage. If you teleport out of reach of a target, it does not get an opportunity attack against you.

Scattered Reflection

At 9th level, for 2 points of akasha, you can cast Mirror Image on yourself at will as a bonus action without needing verbal or somatic components.

Unwoven Tapestry

At level 15, you can cast Haste on yourself automatically at the start of combat as a free action, and if you spend 1 point of akasha, you don’t need to use any components. You can’t do so again until you finish a long rest.


The Initiator
Level Proficiency Bonus Features
1st +2 Attunement
2nd +2 Martial Path
3rd +2 Path Ability
4th +2 Ability Score Improvement
5th +3
6th +3 Path Ability
7th +3 Lunar Eclipse
8th +3 Ability Score Improvement, Path Ability
9th +4 Scattered Reflection
10th +4
11th +4 Path Ability
12th +4 Ability Score Improvement
13th +5 Path Ability
14th +5
15th +5 Unwoven Tapestry
16th +5 Ability Score Improvement
17th +6
18th +6 Path Ability
19th +6 Ability Score Improvement
20th +6 Path Ability

Martial Paths

Cipher

You are a conduit of raw magical energy, too raw to form into spells. As your adrenaline builds, so does your power. You probably don’t get along with sorcerers, as both of you see each other as being inferior at using this power (obviously they are, but they seem to insist otherwise). You are an expert with weapons that require a more delicate touch.

Astral Flow

Beginning at 2nd level, you may draw your weapon as part of an attack (including an opportunity attack), and may sheathe it as a bonus action (or as part of an attack if you didn’t draw your weapon as part of the same attack). If you make a melee weapon attack using a weapon with which you are proficient or while unarmed, you gain half your proficiency bonus (rounded down) to your attack roll if you drew the weapon as part of the attack.

For the purpose of this feature, a weapon is considered sheathed when it is in a non-threatening position; an unarmed character could, for example, put their hands in their pockets or at their sides, and a character with a glaive could hold it in one hand with the blade on the ground.

You choose the Dueling or Two-Weapon Fighting fighting style of a fighter, and gain proficiency in all Finesse weapons.

Glyph

Starting at 3rd level, you learn to aid your friends with the arcane power of the elements. Although at first this surging energy was raw and unformed, you have begun to master this ability, and can use it to empower your allies, granting them benefits in combat. You cannot apply the effects of glyphs to yourself.

As a move twice per short rest, you can spend one point of akasha to apply an elemental glyph to a number of allies equal to your Wisdom modifier within your sight. The effect of this glyph depends on the element it is associated with, but you must concentrate to maintain all glyphs, which last for a number of rounds up to to 1 + your Wisdom modifier. Allies may only be affected by one of your glyphs at a time, with new glyphs ending the current glyph in effect and replacing it on the affected ally. You may switch the active glyph as a bonus action.

The benefits of these glyphs are cumulative (for example, at 8th level, you grant both the 3rd level and 8th level benefits to your allies). Different glyphs from different initiators may apply to the same target. Glyphs are unaffected by Dispel Magic. At 11th level, you can use this three times per short rest, and at 20th level, you can use them any number of times as long as you have akasha.

Air (Lightning)

The glyph of air fills your allies with energy and speed.

  • At 3rd level, all movement speeds possessed by each ally under the effect of the glyph increase by 10 feet. In addition, allies may choose to make one turn of up to 90 degrees while making charge attacks.
  • At 8th level, this bonus to movement speed increases to 30 feet, and they may make Acrobatics checks to jump as if they had a running start.
  • At 13th level, allies affected by the glyph of air gain the ability to move up to 30 feet as a swift action. This movement provokes opportunity attacks as normal.
  • At 18th level, whenever one of your allies uses the glyph of air’s swift action movement ability, they can make a single attack with a weapon they are wielding at any point during this movement.
Darkness (Necrotic)

Though darkness often connotes evil, for you its shroud offers both protection and insight, allowing your allies tactical avenues that they would otherwise be unable to access.

  • At 3rd level, allies count as having half cover.
  • At 8th level, affected allies gain darkvision and the effects of a see invisibility spell out to a range of 60 feet.
  • At 13th level, affected allies are shrouded in a pitch- black veil, counting as having three quarters cover.
  • At 18th level, affected allies gain the blindsight trait with a range of 30 feet.
Earth (Acid)

The dour, steadfast nature of earth allows your allies to better stand their ground and weather assaults.

  • At 3rd level, this glyph makes allies more difficult to move against their will. Affected allies gain a bonus to their Strength saves equal to your proficiency modifier.
  • At 8th level, affected allies gain resistance to bludgeoning, piercing, and slashing damage.
  • At 13th level, affected allies gain resistance to all energy types.
  • At 18th level, the first time during the encounter that an affected ally is reduced to 0 points, they are instead reduced to 1 hit point. Once this effect triggers on an ally, that ally cannot gain its effect again until the end of the encounter. In addition, affected allies are immune to checks involving Constitution saving throws.
Fire (Fire)

The unquenchable flames of passion drive your allies to feats of glory.

  • At 3rd level, affected allies gain a bonus to attack rolls equal to half your proficiency modifier (rounded down).
  • At 8th level, affected allies add 1/2 your class level as fire damage to attacks they make.
  • At 13th level, affected allies’ attacks ignore a number of points of energy resistance.
  • At 18th level, whenever an affected ally is targeted by a melee attack, the attacker takes fire damage equal to your levels in initiator, regardless of whether or not the attack hits.
Illumination (Radiant)

The light of the universe reveals truth wherever it hides.

  • At 3rd level, affected allies’ attacks ignore half and three quarters cover.
  • At 8th level, affected allies gain advantage on Wisdom saves to disbelieve illusions.
  • At 13th level, affected allies gain the effects of a true seeing spell out to a range of 30 feet.
  • At 18th level, affected allies are protected from any falsehood, gaining the effects of a mind blank spell.
Metal (As Weapon)

Sturdy and unyielding like the forged iron from which it takes its name, the glyph of metal imparts resolute strength to your allies.

  • At 3rd level, affected allies gain a bonus to AC equal to half your proficiency bonus (rounded down).
  • At 8th level, affected allies gain a bonus to Constitution saving throws equal to your proficiency modifier.
  • At 13th level, affected allies’ attacks ignore resistance to weapon damage types.
  • At 18th level, affected allies gain resistance to weapon damage types.
Water (Cold)

Fluid and changeable, the glyph of water grants allies flexibility in both their movement and their thinking.

  • At 3rd level, affected allies gain a bonus to AC equal to half your proficiency bonus, rounded down.
  • At 8th level, affected allies ignore difficult terrain when they move.
  • At 13th level, affected allies gain the effects of a freedom of movement spell.
  • At 18th level, affected allies regenerate 10 hit points at the start of your turn as long as they have at least 1 hit point.

Arcane Attunement

At 6th level, you deal additional energy damage with your weapon attacks while you have a glyph active. This damage is equal to your proficiency bonus of the type of energy appropriate for your active glyph. If you have two glyphs active because of Glyph Mastery, you choose one of them to apply to your weapon damage. Damage from the Metal glyph is the same as that of your weapon type.

Glyph Mastery

At 20th level, your control of elemental powers is strong enough you can manifest two glyphs at the same time. As a bonus action, you may spend two points of akasha to manifest a glyph of a second element of your choice.

Sovereign

Unlike the cipher, you bring misfortune to those around you. You would be better off fighting alone, but some people just need your saving. Or maybe you just want to watch the world burn. No matter. You’re a warrior, through and through, dedicated to bringing down your foes using massive weaponry and your skill...with a little help from your natural "good luck."

Misfortune’s Edge

Beginning at 2nd level, during combat, all creatures (including allies, but excluding yourself) within 10 feet of you subtract half your proficiency bonus (rounded down) from their armor class and all their saving throws. You also treat two-handed weapons as if they had the Finesse property, and gain the Dueling or Great Weapon Fighting fighting style from the Fighter. If you choose the Dueling fighting style, it instead applies only while using two-handed weapons.


Dark Claim

At 3rd level, you may lay claim to creatures in order to show them your power. As a bonus action, you may claim one creature, to a maximum number of creatures claimed equal to your proficiency bonus. Claimed creatures cannot make opportunity attacks against you, and you may always make opportunity attacks against them when they move away from you, even if you otherwise would not be able to. Creatures remain claimed for a number of rounds equal to half your initiator level (rounded down). At the beginning of your turn, you may spend 1 point of akasha for each claimed creature to deal 1d4 necrotic damage to all claimed creatures as a free action, which takes effect after you gain akasha for the turn, but before claims end. This damage increases to 2d4 at 8th level, 3d4 at 13th level, and 4d4 at 18th level.

Sacred Blood

At 6th level, you may deal +1d6 necrotic damage with weapon attacks as long as you are using a two-handed weapon. At 11th level, you add your proficiency bonus to this damage if you took any damage since your last turn.

If you spend akasha, you can increase this damage by +1d6 per two points spent. You may do this once at 6th level, twice at 11th level, and three times at 18th level.

Martial Superiority

At 8th level, and again at 13th and 18th level, You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Dexterity modifier.

You gain one superiority die, which is a d8. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Deadly Claim

At 15th level, claimed creatures are also affected by your Misfortune’s Edge ability. This does not stack if they are within 10 feet of you.

Pestilence

At 20th level, you may claim two creatures as a bonus action instead of one. Claimed targets are also Sickened for the duration of the claim. This condition cannot be removed until you remove your claim on the target.

Akashic

The dragonborn stands at the ready, his eyes obscured by lenses, the gun on his wrist poised, and his boots hiding him from view in the shadows. He takes a shot.

No one suspected the little girl would get the jump on the goblin army invading the town. But they didn’t realize when she woke up, she’d have claws, tusks, and dragon’s wings when she awoke from her rest for the night. The goblins didn’t have a chance to suspect it.

Even though they’d seen him do it before, the tiefling surprised his teammates yet again by taking on the visage of a mind flayer and a cloak of mist. They weren’t surprised by this, but by the fact that he disappeared and left a deranged orc careening toward them.

Akashics are these and more, turning themselves into vicious hybrid beasts, gibbering monsters, or enlightened deep dwellers.

Summoning the Ether

The first akashics were masters of nature, much like druids. Unlike druids, however, they didn’t have access to magic, nor could they turn into a massive beast. Instead, they took on traits from whichever beasts they favored, seeing it as nature’s boon to them.

They later became fascinated with the arcane, and some of the newer members took to training with sorcerers and wizards. Others spent time in deep meditation, learning to create things with force of will alone. None were wrong in their ways among their new cultures, and their communities respected them as long as they were on their side and not that of the monsters they became.

Running on Instinct

Akashics are war machines, sometimes almost literally. But they don’t always have control over this. Like barbarians, they have an inner need to fight. Some overcome this need and become great leaders (or dictators), or protect sacred sites. They often have no choice in the matter, depending on how their culture views their gifts. Some see it as a terrible burden, some as a gift of the gods to be used as the akashic pleases, as they are assumed to work on behalf of the gods. Others still see it as tapping into dangerous worlds, or as the corruption of monsters. But most akashics see themselves as being like everyone else, living in a world surrounded by monsters, doing whatever it takes to survive.


Creating an Akashic

While you create your akashic, remember that they had to get their gift from somewhere, even if that is from a deep desire to control the world, made manifest through inborn psionic powers. Do you have a pact with an otherworldly patron? A god that gave them their gift? Is there some latent energy from a past age only now manifesting inside you? Many don’t know where their power comes from and only wish to find a place in the world. Do you? How do you deal with it? Do you see it as a boon or a burden?

Quick Build

There’s more to think about when making an akashic than when making a member of another class because of their versatility. First, make sure your Constitution and Charisma are as good as they can be, and then worry about your other ability scores, since all of them may be necessary on any given day. Second, choose the outlander background. Third, choose the storm gloves emulation.

Class Features

As an akashic, you gain the following class features.

Hit Points
  • Hit Dice: 1d8 per akashic level

  • Hit Points at 1st Level: 8 + your Constitution modifier

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

Proficiencies
  • Armor: Light Armor, Medium Armor

  • Weapons: Simple Weapons, Martial Weapons

  • Tools: One type of Artisan’s Tools

  • Saving Throws: Constitution and Charisma

  • Skills: Choose two from Acrobatics, Deception, History, Intimidate, and Performance

Equipment

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

  • (a) A longsword, or (b) any simple weapon
  • (a) A hand crossbow and a quiver of 20 bolts, or (b) any simple weapon
  • (a) Tinker's tools, or (b) any other artisan's tools
  • A dungeoneer's pack and leather armor

Emulation

You have the ability to emulate pieces of monsters. The list of available emulations, and their descriptions, is at the end of this section. You may select emulations only from chakras available to you, as shown on the table above. Like a cleric with their spells, you have access to all emulations available to you without having to learn them, plus those unique to your Akashic Mystery.

You may form an emulation for each chakra you have available as part of a long rest. You do not have to reform them every time you take a long rest, but you do have to take a long rest to change them. You may have only one emulation of any given chakra active at any time. The effects of an emulation end immediately if it is no longer formed.

Spells cast through emulations do not cost material components. If a spell level is not listed, assume the spell is cast at its normal level.

Emulations can be dispelled with dispel magic or similar effects. This dispels all of your emulations, not just one. They remain dispelled until you take a short rest.

Emulations occupy the magic item slot they take up, so an akashic with Elemental Stone formed could not equip an enchanted helmet and gain its benefits. They do not gain any benefit from any passive chakra slot from forgoing emulations if they equip a magic item in its chakra slot.

Akashic Mystery

At 3rd level, you begin to see the world for how it truly is, and dedicate your life to studying what makes it work. Choose one of Arcana, Nature, or Psionics, described at the end of this entry. The archetype you choose grants you additional emulation options, and class abilities at 9th 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 can’t increase an ability score above 20 using this feature.

Soul Root

At 13th level, you gain the ability to bind one emulation. The effects of binding an emulation are listed in the emulation entries themselves. You may change which emulation is bound during either a short or long rest. The root effects of emulations end immediately when they are no longer rooted.

If you choose to forgo manifestations, you can soul root your passive emulations. You do not have this benefit if your emulations are dispelled.

Final Manifestation

At 20th level, you can form two emulations in a single chakra of your choice (chosen when you form them), or you can gain advantage on saving throws with one ability score of your choice. You may change this decision after any long rest. Since Soul Root applies to the emulation itself, this does not allow you to gain the Root effects of two emulations.

If you forgo emulations or have your emulations dispelled, you can form a single emulation of your choice as a bonus action. You may only have one such emulation. It remains until you next change your emulations.

Alternatively, you may choose to equip a magic item in a chakra slot and gain the benefits of both. You may only do this for one chakra slot at a time.

The Akashic
Level Proficiency Bonus Features
1st +2 Emulation (Hands)
2nd +2
3rd +2 Akashic Mystery
4th +2 Ability Score Improvement
5th +3 Emulation (Feet)
6th +3
7th +3 Emulation (Head)
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4 Emulation (Body)
12th +4 Ability Score Improvement
13th +5 Soul Root
14th +5
15th +5 Emulation (Waist)
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6 Final Manifestation

Akashic Mysteries

Arcana

You see no need to rush into battle. You focus on matters arcane and supernatural, seeing battle as a primal necessity which you would prefer to avoid.

When you choose to forgo having active emulations, you gain the following benefits for each chakra you have unlocked:

Hands: Noble's Gloves

You can cast prestidigitation at will.

Root: You can cast unseen servant once per short rest.

Feet: Thundervine Boots

You can cast entangle once per short rest, as long as you and your target are both on the ground.

Root: With a stomp, you can cast thunderwave a number of times equal to your Strength modifier per long rest, as long as you and your target area are both on the ground.

Head: Devil's Horns

You can cast friends at will.

Root: You can cast armor of Agathys once per long rest.

Body: Writhing Tentacles

You can cast chill touch at will.

Root: You can cast arms of Hadar twice per long rest.

Waist: Belt of Disguise

You can cast disguise self at will.

Root: You can cast gaseous form once per long rest.

Nature

You admire nature more as a person than a concept, and are almost romantic with it. You relish combat, but know how dangerous it is to enter unprepared.

When you choose to forgo having active emulations, you gain the following benefits for each chakra you have unlocked:

Hands: Fierce Claws

You have claws that deal damage as if you were wielding a dagger with each of your hands, and can choose to fight with both hands as if fighting with two daggers.

Root: You add both Strength and Dexterity to damage, instead of one or the other.

Feet: Nature Step

You can cast druidcraft at will.

Root: You are proficient in Dexterity saves.

Head: Spitter Maw

As a bonus action, you can cast acid splash at will, spitting the glob of acid out of your mouth, with a range of 10 feet.

Root: You instead cast witch bolt, but it deals acid damage, and uses an action instead of a bonus action.

Body: Cage of Bone

You gain bony protrusions out of your flesh. These are treated as if they were studded leather armor for rules purposes, and prevent you from wearing other armor.

Root: The protrusions extend and are treated as if you were wearing scale mail armor without disadvantage, and you are still unable to wear other armor with them.

Waist: Prehensile Tail

You have a prehensile tail that can be used to hold things for you. It is strong to lift or hold up your body weight, but it can’t be used as a weapon, and lacks the fine motor skills to wield a weapon properly.

Root: You may attack with your tail as a bonus action, treating it like a greatclub (except not needing hands to use it).

Psionics

The world is your plaything, and you know that your ability to form these creations of yours is from your mind’s ability to create them as astral constructs.

When you choose to forgo having active emulations, you gain the following benefits for each chakra you have unlocked:

Hands: Polarity

You extend your reach with melee attacks and touch spells by 5 feet.

Root: Creatures you hit with your melee attacks must make a Wisdom save with a DC of 8 + your Charisma bonus + your Constitution bonus or become panicked.

Feet: Eldritch Defense

You can cast blade ward at will.

Root: You can cast Evard’s black tentacles once per long rest.

Head: Old One's Gaze

You have telepathy to a range of 100 feet.

Root: Creatures you communicate with using this ability can understand you as long as the creature knows at least one language.

Body: Innumerable Tentacles

Twice per short rest, you can cast arms of Hadar as a reaction if your attacker does not have advantage against you, before they resolve their attack.

Root: You can cast hunger of Hadar at 4th level once per long rest.

Waist: Force Belt

You form a telekinetic barrier around yourself, adding your Charisma bonus to your armor class while you are not wearing armor. You can cast mage hand at will.

Root: You can use telekinesis once per short rest, with no components.

Emulations

Hands

Conqueror’s Bracers

Metal bands appear around your hands, extending from your knuckles to your elbows, and are covered in intimidating spikes. You make a free Intimidation check whenever you hit with an unarmed attack.

Root: You can cast dominate person once per long rest.

Force Gauntlets

Ghostly metal gloves form around your hands. Your unarmed attacks deal +1d4 force damage.

Root: You add half your proficiency bonus (rounded down) to your armor class, as a buckler forms on one of the gauntlets.

Hand Cannons

The barrels of guns appear just under your wrists, encased in ornate bracers, and glowing ever so slightly. You can cast eldritch blast at will, with the spell coming from the barrel of one of the guns.

Root: You gain an eldritch invocation that applies to eldritch blast that does not require a specific patron.

Healer’s Touch

Your hands take a faint white glow. You can cast cure wounds twice per day at a spell level up to your Charisma bonus, but no higher than half your level (minimum 1st level).

Root: You can cast lesser restoration twice per day, and can cast cure wounds an additional time per day.

Storm Gloves

A pair of leather gloves covered in ornate elvish designs forms around your hands and stretches to your elbow. Your unarmed attacks deal +1d4 lightning damage.

Root: You gain resistance to lightning and thunder damage as the gloves take a slight green tint and meld with your arms.

Feet

Coward’s Boots

A pair of fine, fur-lined boots forms around your feet and any other shoes you’re wearing, with no affect on your comfort. Your movement speed is increased by a number of feet equal to 5 times your Wisdom modifier, and you can dash and disengage as a bonus action.

Root: You can cast invisibility on yourself at will.

Frog Legs

Your legs grow longer and you can’t help but feel more comfortable in a partial squat. Your feet also expand to be longer and wider. You are under the effects of a jump spell.

Root: You add your Strength bonus to Acrobatics checks.

Horseman’s Stirrups

You add your Wisdom modifier to Handle Animal checks.

Root: Animals that see you must succeed on a Wisdom saving throw with a DC of 8 + twice your Charisma modifier or be affected by an animal friendship spell.


Primeval Oak Greaves

Dark wooden boots appear around your feet. You add your Wisdom modifier to Stealth checks.

Root: You are under the effects of a water walk spell.

Windstep Boots

Your feet are covered with leather boots that appear to be made by a novice leatherworker. You are under the effects of a feather fall spell

Root: You can cast levitate on yourself once per short rest.

Elemental Stone

A crystal forms and hovers about an inch from your forehead, glowing dimly. When this emulation is formed, select an element from acid, cold, fire, and lightning. The first 5 points of energy damage you take each round is converted to that element. This only applies to one source of elemental damage per round.

Root: The first 5 points of energy damage per level is converted instead. This still only applies to one source of damage. In addition, elementals must make a Wisdom saving throw with a DC of 10 + your Charisma bonus to be able to harm you.

Helm of Winter

A light colored metal helmet forms on your head. It has a built in fur and chain coif with a mask. While you cannot remove the helmet while it is formed, you are not uncomfortable in it. You gain resistance to cold damage and are comfortable down to 0 degrees Fahrenheit.

Root: Your unarmed attacks deal cold damage instead of bludgeoning damage, and deal +1d6 damage to creatures used to temperate or warmer climates.

Horrifying Mask

Almost attached to your face, this mask depicts a nightmarish hound of muscle and bone. Each turn, you can attempt to make eye contact with one creature. It must make a Wisdom save with a DC equal to 10 + your Charisma modifier or be frightened for one round unless it is immune to fear. A creature may not be affected by this more than once every 24 hours.

Root: Add your proficiency bonus to the DC of the save, and this can affect even creatures immune to fear. This can still only affect a creature no more than once every 24 hours.

Hunter’s Eyes

Your eyes widen, and you are suddenly able to focus on things you couldn’t before. You add your Intelligence modifier to Perception.

Root: You roll sight-based Perception at advantage, and can cast guidance on yourself three times per long rest.

Night Goggles

A heavy set of lenses, brass, and leather forms around your head, but mainly protrudes from your eyes. You gain darkvision, or double its distance if you already have it.

Root: You are under the effects of a see invisible spell.

Body

Black Pudding Armor

Your skin secretes a black substance that slowly covers your body and anything you are wearing into roughly the shape of a breastplate. You gain resistance to acid damage.

Root: You gain resistance to bludgeoning, piercing, and slashing damage as the substance becomes thicker and more densely gelatinous.

Chitin Plate

Plates of chitin form over your body, with heavy fur at the joints and between the plates themselves. As long as you are not wearing any other armor, you are treated as if you were wearing Hide armor. You use your full Dexterity modifier, instead of having it limited to 2.

Root: You add your Constitution modifier to Stealth checks, as the fur muffles noises you make.

Dragon’s Wings

A massive pair of scaled, leathery wings sprouts from just below your shoulder blades, with scales and muscles that span to your shoulders. You are under the effects of a feather fall spell.

Root: The wings allow you to fly as the spell once per long rest.

Feather Crest

A cloak of feathers forms around your shoulders and ruffs up enough that you could block out the view of your head from behind. You add your Charisma bonus to Stealth checks.

Root: When the feathers are fluffed up, you have advantage on Perception checks, as the feathers pick up the slightest of vibrations.

Flame Breath

Your neck and shoulders form a scaled mantle. You can cast burning hands three times per long rest. This spell comes from your mouth instead of your hands.

Root: You can cast fireball once per long rest.

Displacer Cloak

A black cloak forms over your shoulders and drags slightly behind you. You are under the effects of a blur spell.

Root: Creatures that get within 5 feet of you must make an Athletics check with a DC equal to 10 + your Charisma modifier or be knocked prone by a pair of black tentacles on your shoulders.

Waist

Deceiver’s Belt

A black leather belt with an eye-shaped buckle wraps around your waist ominously. You add your Intelligence bonus to Deception checks.

Root: You can cast suggestion twice per short rest.

Dragon’s Tail

Your upper legs and lower back gain scales and muscles enough to support the large tail that grows there. This tail adds +1d4 bludgeoning damage to your unarmed attacks.

Root: Damage increases to +1d6 bludgeoning damage, and the target must make a Dexterity save with a DC of 10 + your Strength modifier or be knocked prone.

Dryder Legs

You have advantage when avoiding being knocked prone, as your lower legs are now encased in a spider's abdomen, and you have spider legs growing out of the sides of your waist. These spider legs take on a slight change when feet emulations are applied, as they show up around the legs, but not the feet themselves.

Root: You are under the effects of a spider climb spell.

Everlasting Quiver

A quiver hangs from your waist that always has one arrow in it, no matter how many you fire. These arrows disappear after only a few seconds. You never run out of arrows for any bow or bolts for any crossbow you use while this is formed.

Root: Bow and crossbow damage is treated as force damage.

Phoenix Skirt

An embery skirt of dense feathers forms around your waist, extending farther in the back to form a tail. You gain resistance to fire damage and are comfortable up to 150 degrees Fahrenheit.

Root: Your unarmed attacks deal additional fire damage equal to your Constitution modifier.

Alternative Emulations

Not all akashics are the same, so not all emulations are the same! If you want your chitin plate emulation to instead be frost plate and be made of ice because you follow a goddess of winter, talk it over with your DM and see if you can work out something if it needs changes, or just let them know you want to call them something else. The same goes for your dapper noble's windstep boots, or your ultra macho fir bolg's super cute phoenix skirt. As long as the change fits your character, it's usually okay, even if it means changing the effects to match what you envision for your akashic.

This is not an exhaustive list of possible emulations. By all means, work with your DM if you want something different. They may even already have a list for you to use. Good on them! A good DM will accommodate your wishes, as long as what you want is fair and balanced (or neither, but desperately needed by your group!).

What matters most is that everyone has fun, after all!

The Exemplar

It had been some time since the half-elf had made his way through the city, but he knew it wouldn't be long before he'd find work. After all, he could continue trying with new faces every few minutes if he so chose.

The tiefling woman peeks out around the tree. The group of bandits she'd been tracking still hadn't seen her. With all four of her glyphs, she sends her greatsword and dagger to fight for her, slaying the first few bandits and leaving the others with a look of dumb surprise.

As these two adventurers show, the exemplar is a master of combat, but also of deception and leadership. They are front-line fighters, but that is only true because they often take up the entirety of the frontline while standing behind even more capable combatants.

Craven but Innate Leaders

Exemplars come from a number of different backgrounds and walks of life, just like any other adventurer. What makes them different is even when they aren't the best of leaders, they are still at the head of any charge, or keeping their allies safe behind veritable walls of steel.

What an exemplar lacks in strength, they make up for in tenacity and intellect. They are calm and calculating even under the greatest of pressure. This isn't because of their bravery so much as it is because of their knowledge that someone else will probably step in front of them to take the blow.

The Extended Front Line

Exemplars often set out for lives of adventure because the majority believe there is no other good use for their abilities. After all, it's that or a life of crime ─ which isn't to say they can't both be the same thing! As a result of this, many examplars hide behind masks, either literal or figurative.

They do this by manipulating akasha that flows through them. They have so much in them that it is hard to hold it in, and in that way, they are closer to being spellcasters than most other akashic classes. However, since they don't contain it, it leaks out, and the amount they have in them mutates them over time.

Creating an Exemplar

When creating an exemplar character, think about where they came from; not every soldier is the same, even among the rank and file, just as no two hedge mages are alike. Considering you're a little of both, you are going to have a lot in common with both, as well as many differences. When did you first realize you could wield weapons from afar? Did you accidentally pick up weapons walking by a blacksmith? Were you part of a resistance, and drew your weapons before your hands could reach for them to defend yourself? Maybe you were a simple farmhand, spending your day harvesting with your scythe with half the effort.

Whatever the case, your abilities certainly aren't normal, and likely drew attention. Was this attention good or bad? Were there legal ramifications? Did you spend time in an thieves' guild torture camp for traitors? Were you lauded as a hero of the people? Did you win an audience with the king?

Quick Build

First, put your highest ability score in Charisma, followed by Intelligence. Second, choose the eldritch glyph empowerment. Third, choose the soldier background.

Class Features

As an Exemplar, you gain the following class features.

Hit Points
  • Hit Dice: 1d10 per exemplar level
  • Hit Points at 1st Level: 10 + your Constitution modifier.
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per exemplar level after 1st
Proficiencies
  • Armor: Light Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: One set of artisan's tools of your choice
  • Saving Throws: Constitution and Charisma
  • Skills: Choose two skills from Deception, History, Intimidation, Nature, Stealth, Survival
Equipment

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

  • (a) a greatsword, or (b) two simple melee weapons
  • (a) Tinker's tools, or (b) one set of artisan's tools of your choice
  • An explorer's pack and leather armor

Empowerment

Exposure to raw akasha has mutated you slightly. These change the way your glyphs work, or provide other useful abilities, occasionally with a visual side effect to your appearance. You decide what changes about your appearance, if anything; such changes include, but are not limited to: clockwork prostheses made of akasha for automata, larger eyes for awareness, a swift plane shift for evasion, or kangaroo-like legs for uncanny dodge.

Empowerments that cast spells or place you under the effects of spells use your Charisma as your spellcasting ability, and do not require material components.

The Exemplar
Level Proficiency Bonus Features Range Increase Empowerments Spells Known Slot Level
1st +2 Empowerments, Reach +5 1
2nd +2 Attunement +5 2
3rd +2 Blood Magic +5 3 2 1st
4th +2 Ability Score Improvement +5 3 2 1st
5th +3 +10 4 2 1st
6th +3 Akashic Weapon +10 4 4 2nd
7th +3 +10 5 4 2nd
8th +3 Ability Score Improvement +10 5 4 2nd
9th +4 +10 5 4 2nd
10th +4 +15 6 4 2nd
11th +4 +15 6 5 3rd
12th +4 Ability Score Improvement +15 6 5 3rd
13th +5 +15 7 5 3rd
14th +5 Ability Score Improvement +15 7 6 4th
15th +5 +15 7 6 4th
16th +5 Ability Score Improvement +15 8 6 4th
17th +6 +20 8 6 4th
18th +6 +20 8 7 5th
19th +6 Ability Score Improvement +20 8 7 5th
20th +6 Paradigm Mastery +20 9 7 5th

Reach

You hold your weapons with magical glyphs that float near you instead of in your hands. As they do not rely on the length of your arms, their range is increased by the amount shown in the Range Increase column of the Exemplar table. Weapons that rely on Strength instead rely on Charisma, and weapons that rely on Dexterity instead rely on Intelligence. This does not affect damage with the weapons, only the chance to hit ─ no damage is added from ability scores.

You do not receive this benefit if you use your hands to hold the weapons. Each glyph may wield weapons as if it were a hand (so you could hold one rapier in one and a dagger in the other, or a single greatsword). You may not used ranged weapons (including thrown weapons) with glyphs, but you may still use your hands to wield such weapons. You may not use weapons you hold in your hands on the same turn as weapons held by glyphs, or glyph empowerments (like eldritch glyph).

You can attack anywhere within the extended range, even with reach weapons. They suffer the same penalties other people suffer if they cannot see their target, and the effects of cover are calculated from their current position, in addition to that of their weapons.

Individual glyphs may be dispelled for one round, forcing weapons they held to drop.

Attunement

Akasha - a raw, primal energy - flows through you. It is the same energy that powers a sorcerer’s abilities, and you have a similar ability of your own, though not to the same extent, beginning at 2nd level.

At the beginning of combat, you gain a pool of akasha. This pool is empty until you take your first turn. From then on, at the end of any turn in which you attack with a weapon, you gain a single point of akasha, to a maximum equal to your Wisdom modifier (minimum 1) + half your proficiency bonus (rounded down). This pool remains until one minute after combat ends.

You gain 2 hit points at 2nd level, plus one additional hit point every level thereafter.

You may spend two points of akasha as a swift action to use one hit die as if you had taken a short rest. You do not gain any other benefits of a short rest, only a small amount of healing.

If you gain a pool of akasha from any other source, they do not stack; you only use the largest pool.

Blood Magic

At 3rd level, you gain the ability to cast spells if you are willing to jab a sprig of mistletoe into your chest. This deals 1d6 damage, but the mistletoe does not have to be removed unless you want it to, and the damage can be healed normally. If inserting the mistletoe would reduce you to 0 hit points, it instead reduces you to 1 hit point. If the mistletoe is removed, you cannot cast spells.

You add your Constitution modifier to your maximum akasha.

Cantrips

You know two cantrips of your choice from the mythic spell list. You gain an additional cantrip at 8th and 18th level.

Blood Slots

Unlike normal spellcasters, you do not have spell slots innately. You must create them as part of the action to cast spells. Doing so costs one point of akasha and expends one hit die. You recover an amount of hit points equal to your Constitution modifier each time you cast a spell.

Like a warlock, all of the spell slots you create are the highest level you can cast.

Spells you cast are cast with a range of self or touch, or affect an area within 5 feet of you.

You may create a number of blood slots per short rest equal to your Constitution modifier.

Spells Known of 1st Level and Higher

At 3rd level, you know two spells of your choice from the ranger spell list.

The Spells Known column of the Exemplar table shows when you learn more exemplar spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 11th level, for example, you learn a new exemplar spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the exemplar spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Constitution is your spellcasting ability for your exemplar spells, since you draw your magic from inside yourself, and channel it through the mistletoe. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for an exemplar spell you cast and when making an attack roll with one.

  • Spell Save DC = 8 + your proficiency bonus + your Constitution modifier

  • Spell Attack Modifier = your proficiency bonus + your Constitution modifier

Spellcasting Focus

You automatically use a sprig of mistletoe (found in chapter 5) as a spellcasting focus for your mythic spells. Without the mistletoe, you cannot cast spells at all.


Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, 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 cannot increase an ability score above 20 using this feature.

Akashic Weapon

At 6th level, as a bonus action costing one point of akasha, you may cast a spell with a casting time of 1 action or less into any melee weapon you are holding (including unarmed attacks, weapons held in either of your glyphs, or an eldritch glyph).

Your next successful attack with that weapon casts the spell on your target. A weapon can hold this spell charge for a number of rounds up to your Intelligence modifier, or until you choose to cancel the effect. At 13th level, you may use this with ranged weapons, but weapons with the ammunition quality and eldritch glyphs do not hold the charge, since the ammunition and energy is expended when used.

Paradigm Mastery

At 20th level, as a bonus action, you can teleport up to one foot per point of damage you have taken since your last short or long rest as a bonus action. You may use this once per short or long rest. If there are creatures within range of your glyph weapons, you may make an attack one creature with each blade glyph and eldritch glyph you can reach with these weapons as your reaction at the end of the turn after yours (even if it is an enemy's turn).

Empowerments

Adhesion

Requirements: 3rd level

Once per short rest, you may cast spider climb on yourself.

Awareness

Requirements: None

You gain proficiency in Insight and Perception.

Automata

Requirements: None

You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.

Additionally, you cannot be blinded, gaining a psionic second sight.

Blade Focus

Requirements: blade glyph, improved glyphs, weapon focus

Your blade glyphs form greatswords instead of longswords if the glyph they are created in can hold a two-handed melee weapon.

Blade Glyph

Requirements: None

As a bonus action costing one point of akasha, you form a longsword out of akasha in one of your glyphs. It is treated as a magic weapon while it exists. You may have two such blades formed at any time (one for each glyph). A blade glyph disappears if dispelled. These are otherwise treated as normal weapons held by glyphs. You may take advantage of this longsword's Versatile (1d10) weapon feature if you hold it with both glyphs, or with one glyph and one hand. This is the only exception to using handheld weapons or glyph weapons.

Careful Glyph

Requirements: 3rd level

You may use each of your glyphs from the Reach ability in the same way an arcane trickster rogue may use mage hand, and this glyph otherwise functions like mage hand. This ability may only be used with one glyph at a time.

Conduction

Requirements: Defensive aura, elemental aura

When you would take lightning damage, you instead heal that many hit points. You may use this ability once per long rest.

Crowd Control

Requirements: 5th level, defensive aura

Each creature in a 20 foot radius must make a Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier or take 6d6 thunder damage and be knocked prone by your glyphs, or half as much and not knocked prone on a successful save.

The effect spreads around corners.

You may use this ability as an action once per short rest, and only while your glyphs are empty.

Curse Aura

Requirements: Defensive aura

You deal 1d6 necrotic damage to all creatures (including allies) within 5 feet of you the first time you successfully attack a creature each round.

Defensive Aura

Requirements: None

Your armor class is 10 + your Dexterity modifier + your Charisma modifier while you are not wearing armor.

Eldritch Focus

Requirements: eldritch glyph, improved glyphs

You may form one additional eldritch glyph as another bonus action. You may take this empowerment twice.


Eldritch Glyph

Requirements: None

You form a glyph in the air as a bonus action costing one point of akasha. This acts as a weapon with a range of 30 feet that deals 1d4 force damage. You may use this in addition to any weapons you are holding with your Reach ability, and make attacks as if it were in your off-hand. You may only have one eldritch glyph active at a time. It remains for one minute.

You are considered proficient with this weapon, and use your Intelligence on its attack rolls.

This glyph can be dispelled.

Elemental Aura

Requirements: Defensive aura

As a reaction when you are attacked with a melee weapon or touch spell, you may make the attacker take 1d10 points of acid, cold, fire, or lightning damage. This damage increases to 2d10 at 9th level, and 3d10 at 14th level.

Evasion

Requirements: 11th level, uncanny dodge

You gain the Evasion class feature from the Rogue.

Forceful Glyph

Requirements: Blade glyph or eldritch glyph

You may push creatures hit by blade glyph or eldritch glyph up to 10 feet directly away from you in a straight line. They may only affect a creature once per round, but a creature hit by glyphs from another exemplar with this empowerment may still be moved an additional distance.

Glyph Focus

Requirements: blade glyph, eldritch glyph, improved glyphs

You can concentrate on blade glyphs or eldritch glyphs at the same time as another incantation.

Greater Automata

Requirements: Automata

You no longer need to breathe, drink, or eat to stay alive. Additionally, you're acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to hot and cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

Greater Awareness

Requirements: Awareness

Your proficiency bonus is doubled for Insight and Perception checks.

Greater Conduction

Requirements: Conduction

Conduction also restores hit points when you take fire damage.

Healing Glyph

Requirements: Blade glyph or eldritch glyph

When you score a critical hit with blade glyph or eldritch glyph, pick yourself or an ally you can see within 30 feet of you. The chosen creature can immediately expend a Hit Die to regain hit points equal to the roll + the creature's Constitution modifier (minimum of 1 hit point).

Hovering

Requirements: None

You are under the effects of a feather fall spell.

Illusory Aura

Requirements: None

You may cast disguise self as a 1st level spell at will.

Improved Auras

Requirements: Defensive aura, elemental aura

Elemental aura deals additional damage based on your Charisma modifier.

Improved Glyphs

Requirements: Blade glyph or eldritch glyph

Blade glyphs and eldritch glyphs deal additional damage equal to your Intelligence modifier.

Mask of Mirrors

Requirements: None

When you are hit by an attack and are within 5 feet of another creature that isn't the attacker, the attacker must make a saving throw with a DC of 10 + your Charisma modifier. If this is with a weapon or a touch spell, this is a Dexterity saving throw. If it is a spell, it is the caster's spellcasting ability score used in the saving throw. On a failed save, the attack instead hits another creature within 5 feet that isn't the attacker. On a successful save, the attack resolves as normal. This may be used once per short rest.

Superior Automata

Requirements: Automata, greater automata

You are immune to aging and cannot magically age, and are resistant to psychic damage. You can appear as any age you want if you have the illusory mask incantations.

Superior Awareness

Requirements: Awareness, greater awareness

You gain proficiency in Arcana and Investigation, and your proficiency bonus is doubled for these two checks.

Superior Conduction

Requirements: Conduction, greater conduction

You may use conduction once per short or long rest.

Uncanny Dodge

Requirements: 7th level

You gain the Uncanny Dodge class feature from the Rogue.

Weapon Focus

Requirements: 7th level or 15th level, see text.

You may take this empowerment twice: once at 7th level, once at 15th level. The first time it is taken, you may hold a greatsword in one of your glyphs. The second time it is taken, both glyphs can hold two-handed weapons.

Credit
Author

*Ermine (Twitter: @TempuraRift)

Original Ideas

Wizards of the Coast, Dreamscarred Press

Prettiness/Layout

The Homebrewery