Academician

From her boutique in Argenville, a Pryvalonian woman sells arcane tablets engraved with spells for which she certifies the upmost quality.

A Montanese man traces geometric seals on the ground and utters the words of power to conjure a magical barrier to block spirits from entering.

A well-dressed Ikishan woman raises her arm and with a motion of her hand, unleashes a ball of raging fire toward her enemies.

Unlike the pyoreen spellcasters who channel the powers of spirits, the academicians have devised a magical art based solely on the study and practice of arcane sciences. With this new magical tradition, humanity is no longer bound to the worship of spirits or otherworldly beings to perform magic.

A Systematic Approach

Around the middle of 8th century, the man who will be known as Master Goran applied the emerging notions of systematic identification and methodical categorisation to hedge magic. By devising a precise lexis and notation system, he laid the foundations of the arcane sciences, thus allowing the disparate warlocks and magicians of Euriga to share and compare their knowledge. At the time, hedge magic was considered vastly inferior to spirit magic, and the pyoreen mages observed Goran and his acolytes with amusement rather than concern. Ultimately, their content idleness led them to their demise.

Secretly founding the Academy of the Arcane, Master Goran attracted a large number of disciples and their magical skills grew rapidly. In the year of 768, Master Goran challenged the king of Pryvalon with an army of peasants and young academicians, and put an end to the reign of the pyoreen monarchs. Similar rebellions occurred in neighbouring countries and within 20 years, the pyoreen order that had been in power for centuries was broken.

Magic for the People

Today, academicians can be found anywhere from the humblest farmer to the highest minister. After centuries of serving the elite, the use of magic has been democratised by academicians and is now part of everyone’s daily life. Nowadays, hiring an interpreter to cast comprehend languages or purchasing an alarm spell in a magic shop is commonplace in most Eurigean cities. Even farmers can count on various cantrips to heat-up or chill their stocks, and the Ministry of Weather assures optimal growing conditions for their crops. These days, anyone with a minimum of intelligence, determination, and money can attend the diverse academies of magic and become an academician. Tuition is high, but so are the benefits of mastering magic.


The Arcane Magic of the Academicians

Although changelings, enchanters, and harbingers also practice magic that does not rely on powers bestowed by spirits, the academicians of Euriga are the only one referring to their magic as “arcane magic”.

Arcane magic, also called the Arcane Arts by academicians, applies the modern principles of science to the study of magic. Like other sciences, the study of the Arcane Arts allows magic to be recreated with predictable effects by applying a systematic process of experimentation, observation, and notation using established terminology. This allows knowledge to be accumulated, organised, and shared, thus instilling a universal methodology that can be studied, practiced, and mastered by anyone in Euriga, regardless of their bloodline or dispositions toward the spirits.

Creating an Academician

Academicians hail from all types of environment, social class, and provenance. The tuition is be steep but even poorer families can hope to obtain bursaries if their children show potential. Were your parents rich? Were they practitioners of arcane magic themselves? Do you have a generous uncle or godmother willing to pay the tuition fees that your modest family couldn’t afford? Are you still attending the academy, or did you leave after completing your undergraduate studies?

Most academicians will live a settled and uneventful life, but something drove you into adventure. What made you leave the academy? Do you consider yourself on a temporary leave, or do you seek practical experience to prove a theory of yours? What relation did you entertain with your professors? Was your master kind but stern, arrogant and unfair, meticulous and demanding, or inventive but disorganised? Do you look forward to see her again, or do you only wish to get as far away from him as possible?

The Academician
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Academic Training 3 2
2nd +2 Arcane Art 3 3
3rd +2 3 4 2
4th +2 Ability Score Increase 4 4 3
5th +3 4 4 3 2
6th +3 Arcane Art feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Increase 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Arcane Art feature 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Increase 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Arcane Art feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Increase 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 3 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Increase 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Spell 5 4 3 3 3 3 2 2 1 1

Class Features

As an academician, you gain the following class feature.

Hit Points


  • Hit Dice: 1d6 per academician level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per academician level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medecine, and Religion

Equipment

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

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer’s pack
  • A grimoire

Spellcasting

As a student of arcane magic, you have a grimoire containing spells that show the first glimmerings of your true power.

Cantrips

At 1st level, you know three cantrips of your choice from the academician spell list. You learn additional academician cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Academician table.

Grimoire

At 1st level, you have a grimoire containing six 1st-level academician spells of your choice. Your grimoire is the repository of the academician spells you know, except your cantrips, which are fixed in your mind.

Your Grimoire

The spells that you add to your grimoire as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a dusty tome in a rival academician’s library, for example, or purchase a spell tablet in one of the many boutiques of Argenville.

Copying a Spell into the Grimoire. When you find an academician spell of 1st level or higher, you can add it to your grimoire if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying that spell into your grimoire involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the academician who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your grimoire using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Grimoire. You can copy a spell from your own grimoire into another book—for example, if you want to make a backup copy of your grimoire. This is just like copying a new spell into your grimoire, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your grimoire, you can use the same procedure to transcribe the spells that you have prepared into a new grimoire. Filling out the remainder of your grimoire requires you to find new spells to do so, as normal. For this reason, many academicians keep backup grimoire in a safe place.

The Grimoire’s Appearance. Most grimoires take the form of large books bound in leather and reinforced with iron corners and spine. Academicians feeling the need to display their wealth acquire grimoires with lavishly decorated bindings and ornate pages with gilded borders and vignettes, but many can only afford plain but functional leather volumes. Each each grimoire is a unique compilation of spells, completed with its owner personal notes, seals and sigils.

Properly speaking, a grimoire refers to the book in which academicians record their spells, basic geomantic shapes and essential arcane formulae. Personal theories, treaties, and magical experimentations are typically recorded on separate sheets or secondary volumes, but since they are just as precious to their owner, they tend to be guarded with the same care and confidentiality.

Preparing and Casting Spells

The Academician table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest.

You prepare the list of academician spells that are available for you to cast. To do so, choose a number of academician spells from your grimoire equal to your intelligence modifier + your academician level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd level academician, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your grimoire. If you prepare the 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of academician spells requires time spent studying your grimoire and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your academician spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an academician spell you cast and when making an attack roll with one.


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

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

Ritual Casting

You can cast any academician spell you know as a ritual if that spell has the ritual tag and you have the spell in your grimoire. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus (see "Equipment") as a spellcasting focus for your academician spells.

Learning Spells of 1st Level and Higher

Each time you gain an academician level, you can add two academician spells of your choice to your grimoire for free. Each of these spells must be of a level for which you have spell slots, as shown on the Academician table. On your adventures, you might find other spells that you can add to your grimoire (see the "Your grimoire" sidebar).

Academic Training

You have learned to regain some of your magical energy by revising your grimoire and going over your personal notes. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your academician level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level academician, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot, or two 1st-level spell slots.

Arcane Arts

When you reach 2nd level, you choose an arcane art to specialize in, shaping your practice of magic through one of eight subjects, such as the ars elementis. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th 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.

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level academician spell and a 2nd-level academician spell that are in your grimoire. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level academician spells in your grimoire as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Arcane Arts

The study of arcane magic is a relatively recent one, with the first academy being founded less a hundred years ago. As such, it is taught with modern didactics similar to the study of natural sciences and liberal arts taught in the universities of Euriga.


The curriculum of arcane academies revolves around diverse disciplines. Chief among them are the octovium, or the eight arcane arts. While academicians can expect a basic training in all arcane arts, they are expected to produce a thesis in a single discipline at the conclusion of their baccalaureate. This thesis is significant in the development of an academician, as it will cement its mastery of that particular branch of magic for its whole career.

Ars Elementis

You have focused your studies in the discipline of elemental magic that creates powerful effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Also known as elementalists, academicians specialising in the elementorum artes proved to be more than a match for the destructive powers of the pyoreen mages, and can find employment in military forces today.

While these spells were originally devised to protect the weak, they also have the potential to empower the worse tyrant.

Evocation Dominus

Beginning when you select this discipline at 2nd level, the gold and time you must spend to copy an evocation spell into your grimoire is halved.

Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Potent Cantrip

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any academician evocation spell you cast.

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast an academician spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

Other Arcane Arts

As the new « science » of magic, the academicians’ approach to the arcane arts is similar to that of other scholarly disciplines, and thus tend to share a similar vernacular. Arcane courses are offered in common in most academies, but all topics are using an older nomenclature borrowed from an older form of common spoken by ancient sages. In addition to the ars elementis, the seven other arcane arts of the octovium are the artem protegens (school of abjuration), the artem motus (school of conjuration), the artem augurium (school of divination), the ars animi (school of enchantment), the ars picture (school of illusion), the ars mortis (school of necromancy), and the artem mutantur (school of transmutation).

Each arcane art corresponds to the Wizard's schools of magic in parenthesis indicated above, as described in the Player's Hanbook.

Arcane Tablets

Academicians often craft arcane tablets: thick paper cards not larger than one’s hand, on which runes and geomantic shapes have been drawn to bear the magic of a single academician spell. Scribing an arcane tablet is a convenient way to trade spells with other academicians, or storing them for a later use. Tablet crafting is an honored profession in the cities of Euriga where academicians sell highly ornate and artistically decorated tablets in their fancy boutiques.

You can use an arcane tablet as an action to cast the inscribed spell without having to spend a spell slot or provide any of the spell’s components. If the spell is of a higher level than you can normally cast, you must make an Intelligence check to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the tablet crumbles and the magic dissipates with no effect.

The level of the spell on the tablet determines the spell's saving throw DC and attack bonus, as well as the tablet’s availability and price, as shown in the Arcane Tablet table. Crafting a tablet follows the same rules for scribing a scroll, as described in the Xanathar’s Guide to Everything.

Changeling

Singing and dancing in the garden across her farm, a young Montanese girl calls her secret friend; a little sprite that has been looking over her since the day she was born.

With the last fading light of the day, a Sakozovian man reaches into the shadowland, summoning his spear to his hand. Tonight, his enemies will taste his wrath.

Igniting her lodestone with a magical light, a Ling woman recites an incantation that will allow her to be alerted if an intruder comes in the night to disturb her sleep.

Changelings are spirits who made the ultimate sacrifice and embraced mortality in the body of a human being. Despite their mortal nature, changelings retain some of their spirit magic and can learn to control more of their former powers

Exchanged by Spirits

According to some old tales of eurigean folklore, the soul of a newborn child is sometimes taken by spirits to be brought to the shadowlands. But even the spirits have their laws and for a child’s soul to be taken, a spirit must take its place and be reborn as a human. In those tales, the child grows up and lives on unaware of its nature until the signs of their unnatural origin can no longer be ignored. Typically, the reborn spirit has many adventures and retires to live happily after until, at the end of their life, they are faced with a choice: suffer the fate of all mortals and die, or live on a continued but cursed existence as a creature of legend, shunned by mortals and spirits alike. In the old tales of eurigean folklore, such children are called changelings.

A Cursed Existence

Changelings are generally shunned by the population and are often blamed for all kinds of mishaps and calamities. Likewise, the spirits of Euriga are often blamed for the erratic behavior of handicaps but otherwise normal humans. Mortals tend to mistrust those they don’t consider as their own, and most changelings feel forced to hide their nature or continually move from one home to another.

Even as they are rediscovering their own powers, changelings do not receive guidance from the spirits of the land. It is up to them to uncover their own magic, and learn by themselves how to live among their human brothers and sisters. But deep in their heart, every changeling knows that at the end of their life, they will have to embrace the fate of humankind and accept mortality, or slowly turn into a monster, neither human nor spirit, hunted and despised by both.

The Recovered Powers of the Changelings

Changelings don’t acquire new spells and magical abilities as much as they rediscover some of the powers they possessed as greater spirits. As they were reborn in a human body, they must now compose with the same rules and limitations that govern the magic of mortals.


Changelings don’t have a systematic approach to magic like the Arcane Arts of the academicians, nor do they need to seek hidden and half-forgotten magics like enchanters do. Their magic nevertheless classifies as arcane magic since it comes from their own intuitive manipulations of magical energies, but the changelings themselves do not use that term to describe their own ability to cast spells.

Creating a Changeling

Changelings discover their supernatural powers early in their life. For many, this happens during their childhood when the innocent imagination of a child can easily conceive the impossible. For others, it happens a few years later when they can rationally recognize their different nature. While some cannot remember a time where they couldn’t perform magic, most changelings discover their latent powers during a traumatic or life-altering or event.

When did you first discover your powers and learned about your nature? How did your parents and loved ones react? Did they chase you out of their house, or did they try to protect you. Did they try to hide and repress your powers, or give you the opportunity to develop it?

When did you see what kind of monster you would become if you hang onto your immortal spirit existence? In what circumstances did it happen, how do you react to this curse? What about human mortality? How do you feel when, as you gain levels, you acquire more and more traits that are reminiscent of your cursed destiny?

Class Features

As an changeling, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapon
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • Leather armor, any simple weapon, and two daggers
The Changeling
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slot Slot Level Manifestations Known
1st +2 Cursed Destiny, Inate Magic 2 2 1 1st
2nd +2 Manifestations 2 3 2 1st 2
3rd +2 Eldritch Vestige 2 4 2 2nd 2
4th +2 Ability Score Increase 3 5 2 2nd 2
5th +3 3 6 2 3rd 3
6th +3 Cursed Destiny feature 3 7 2 3rd 3
7th +3 3 8 2 4th 4
8th +3 Ability Score Increase 3 9 2 4th 4
9th +4 3 10 2 5th 5
10th +4 Cursed Destiny feature 4 10 2 5th 5
11th +4 Spirit Arcanum (6th level) 4 11 3 5th 5
12th +4 Ability Score Increase 4 11 3 5th 6
13th +5 Spirit Arcanum (7th level) 4 12 3 5th 6
14th +5 Cursed Destiny feature 4 12 3 5th 6
15th +5 Spirit Arcanum (8th level) 4 13 3 5th 7
16th +5 Ability Score Increase 4 13 3 5th 7
17th +6 Spirit Arcanum (9th level) 4 14 4 5th 7
18th +6 4 14 4 5th 8
19th +6 Ability Score Increase 4 15 4 5th 8
20th +6 Apotheosis 4 15 4 5th 8

Cursed Destiny

At 1st level, you get a glimpse of the curse that lie ahead should you refuse mortality. You have seen the creature you are destined to become if you cling onto your existence. Choose a monster like The Phoenix , The Hag, or The Vampire, each of which is detailed at the end of the class description.

This cursed destiny grants you features at 1st level and again at 6th, 10th, and 14th level.

Innate Magic

Your supernatural nature gives you inherent magical abilities that you can shape into spells.

Cantrips

You know two cantrips of your choice from the changeling spell list. You learn additional changeling cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Changeling table.


Spell Slots

The Changeling table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your changeling spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd level spell slots. To cast the 1st level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st level spells of your choice from the changeling spell list.

The Spells Known column of the Changeling table shows when you learn more changeling 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 6th level, for example, you learn a new changeling spell, which can be 1st, 2nd, or 3rd level.

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

Spellcasting Ability

Charisma is your spellcasting ability for your changeling spells, so 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 a changeling 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 an arcane focus as a spellcasting focus for your changeling spells.

Manifestations

As you recover some of your former powers, you learn to manifest some of your supernatural abilities.

At 2nd level, you gain two manifestations of your choice. Your manifestation options are detailed at the end of the class description. When you gain certain changeling levels, you gain additional manifestations of your choice, as shown in the Manifestation Known column of the Changeling table.

Additionally, when you gain a level in this class, you can choose one of the manifestations you know and replace it with another manifestation that you could learn at that level.

Eldritch Vestige

At 3rd level, you recover a piece a piece of your former self, an artifact that connects the worlds of mortals to the shadowlands. You gain one of the following features of your choice.

Spirit Companion

You form a dependable connection with a minor spirit capable of taking corporeal shapes. You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.

Spear of Shadow

You can use your action to create a vestige weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your vestige weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.


You can transform one magic weapon into your vestige weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into the shadowlands, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your vestige weapon if you die, if you perform the 1 hour ritual on a different weapon, or if you use a 1 hour ritual to break your bond to it. The weapon appears at your feet if it is in the shadowlands when the bond breaks.

Lodestone Lamp

You can draw power from the magical lamps that mortals used in the worship of spirits. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the lamp is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the changeling spell list, they are nonetheless changeling spells for you. If you lose your lamp, you can perform a 1 hour ceremony to enchant a replacement lodestone as a new lamp. This ceremony can be performed during a short or long rest, and it destroys the previous lamp. The lamp turns to ash when you die.

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.

Spirit Arcanum

At 11th level, you discover further magical secrets called arcanum. Choose one 6th level spell from the changeling spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more changeling spells of your choice that can be cast in this way: one 7th level spell at 13th level, one 8th level spell at 15th level, and one 9th level spell at 17th level. You regain all uses of your Spirit Arcanum when you finish a long rest.

Apotheosis

At 20th level, you have reached the pinnacle of what changeling spirits can achieve in a mortal body. You can reach into the shadowlands with your conscience to regain all your expended spell slots from your Spirit Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Fey Manifestations

If a manifestation has prerequisites, you must meet them to learn it. You can learn the manifestation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Agonizing Blast

Prerequisite: eldritch blast cantrip When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Aegis of the Earth

You can cast mage armor on yourself at will, without expending a spell slot or material components.

Bird of Ill Fortune

You can cast bane once using a changeling spell slot. You can’t do so again until you finish a long rest.

Clasp of the Wind Spirits

Prerequisite: 15th level, Spirit Companion Vestige You can cast hold monster at will targeting a celestial, fiend, or elemental, without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Conjure Kindred Spirit

Prerequisite: 9th level You can cast conjure elemental once using a changeling spell slot. You can’t do so again until you finish a long rest.

Cross the Bridge of Consciousness

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Dam the River of Time

Prerequisite: 5th level You can cast slow once using a changeling spell slot. You can’t do so again until you finish a long rest.

Dryad’s Charm

You gain proficiency in the Deception and Persuasion skills.

Eldritch Spear

Prerequisite: eldritch blast cantrip When you cast eldritch blast, its range is 300 feet.

Evil Eye

Prerequisite: 7th level You can cast confusion once using a changeling spell slot. You can’t do so again until you finish a long rest.


Fey Glamour

You can cast silent image at will, without expending a spell slot or material components.

Gaze of the Guardian Spirits

Prerequisite: 7th level You can cast compulsion once using a changeling spell slot. You can’t do so again until you finish a long rest.

Ghoulish Fortitude

You can cast false life on yourself at will as a 1st level spell, without expending a spell slot or material components.

Interrogate the Departed Soul

Prerequisite: 9th level You can cast speak with dead at will, without expending a spell slot.

Jinx

Prerequisite: 5th level You can cast bestow curse once using a changeling spell slot. You can’t do so again until you finish a long rest.

Lamp of Ancient Secrets

Prerequisite: Lodestone Lamp Vestige feature You can now imprint magical rituals on your Lodestone Lamp. Choose two 1st level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear on the lamp and don’t count against the number of spells you know. With your Lodestone Lamp in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a changeling spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Lodestone Lamp. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your changeling level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Leap of the Zephyr

Prerequisite: 9th level You can cast jump on yourself at will, without expending a spell slot or material components.

Mask of the Fey Spirits

You can cast disguise self at will, without expending a spell slot.

Pixie Dust

Prerequisite: 9th level You can cast levitate on yourself at will, without expending a spell slot or material components.

Repelling Blast

Prerequisite: eldritch blast cantrip When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Second Sight

You can cast detect magic at will, without expending a spell slot.

Selkie’s Skin

Prerequisite: 7th level You can cast polymorph once using a changeling spell slot. You can’t do so again until you finish a long rest.

Shadow Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Sister Spirit

Prerequisite: Spirit Companion Vestige feature You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Skinchanger

Prerequisite: 15th level You can cast alter self at will, without expending a spell slot.

Sprite Vanishing

Prerequisite: 5th level When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Swift Spear

Prerequisite: 5th level, Shadow Spear Vestige feature You can attack with your vestige weapon twice, instead of once, whenever you take the Attack action on your turn.

Tongue of the Forest Spirits

You can cast speak with animals at will, without expending a spell slot.

Transcendent Vision

Prerequisite: 15th level You can cast arcane eye at will, without expending a spell slot.

Wisdom of the River Spirits

You can read all writing.

Witch Sight

Prerequisite: 15th level You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Wraith Strike

Prerequisite: 12th level, Shadow Spear Vestige feature When you hit a creature with your vestige weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).


Cursed Destinies

All changelings are ultimately met with a choice; accept mortality as a human, or live on a cursed existence as a monstrous creature, hunted by humans and shunned by spirits. All changelings know this in their heart and occasionally get a glimpse of the creature they are destined to turn into if they falter before death.

Not all changelings are destined to turn in the same creature. Many such monsters have made their way into folklore, or perhaps folklore subconsciously influences a changeling’s inner demon. But regardless whether they are terrified of their fate or await it with resolute serenity, changelings cannot escape their destiny, no matter how dreadful.

The Phoenix

You have foreseen yourself as the phoenix; a majestic firebird doomed to be consumed by its own flames and resurrect from its ashes in an endless cycle of life and death. The phoenix is found in the folklore and mythology of many cultures where it is hunted by huntsmen looking for glory, chased by sorcerers for its magical powers, and caged by aging kings hoping to capture its immortality.

Most stories depict the phoenix as a lonely but gentle spirit, helping lost children finding their way home or providing warmth to peasants trapped in the snows of a winter storm. Many mythological heroes gained its help but in each story, the phoenix saves a life at the expense of its own and ultimately dies, consumed by its own fire, only to be reborn when the hero completes its quest.

The Phoenix Expanded Spells
Spell Level Spells
1st burning hands, command
2nd blindness/deafness, scorching ray
3rd fireball, stinking cloud
4th fire shield, wall of fire
5th flame strike, hallow

New Life from Death

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your changeling level (minimum of 1).

Bright Fate

Starting at 6th level, you can call on destiny to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.

Mythic Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Vision of a Thousand Deaths

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through time and witness the phoenix’s immolation a thousand times over. The creature disappears and hurtles through time and space, experiencing each death that the phoenix suffered in a matter of seconds.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from the traumatic experience. Once you use this feature, you can’t use it again you finish a long rest.

The Hag

In your dreams, you’ve seen yourself turning into a hag; a cruel and wicked crone living a solitary life on the fringe of civilisation. Folklore depicts hags as malicious and overconfident, despite being often outwitted by the legend’s hero or heroine.

Stories often portray hags as powerful witches, alchemists, herbalists, and potion brewers, typically driven by some dark purposes or ambitions. A few stories do show this monster in a better light however, whereas a hag puts the heroine through a series of tests and trials to further her quest, or challenges the hero for some noble cause. In all cases however, hags are always represented as hideous old crones with a wicked smile and a sinister laugh.


The hag uses the warlock’s Archfey otherworldly patron features, as described in the Player’s Handbook.

The Vampire

The vampire owes its sustained existence to the life force of others. Whereas spirits receive this gift from willing mortals, vampires steal it from their victims.

You have seen yourself living by night, forced to drink the blood of humans to subsist. Folklore has all kinds of superstitions about vampires; how they are repulsed by garlic and how they cannot enter a home uninvited. How they can transform into a bat and how they can read the mind of their prey. Perhaps some of these superstitions are true, or perhaps your own beliefs will make them real. One thing is sure however; once you cheat death with the blood of another, the sun himself will curse your existence and burn your skin if you dare to venture in daylight.


The vampire uses the warlock’s Great Old One otherworldly patron features, as described in the Player’s Handbook.

Enchanter

Muttering an old rhyme of lore, a Montanese man allows his eyes to see the imperceptible, recognizing the real dangers behind the fey-spirit’s mirage.

Whispering instructions in the ear of a fox, a Kikwirthen man sends an important message across the Kikwerth Forest.

Entrancing the audience with her dance, an Ikishan woman allows her partners to sneak-by undetected.

Practicing a magic they learned from fey spirits eons ago, enchanters master the art of conjuring mirages, ensnaring the mind, and igniting the flame that burns in the heart of men and women. Their spells often resemble old rhymes of lore, as if they drew power from the rhythm of a quatrain and the syllables of its verses.

Weregild for the Fallen

Long before the pyoreen kings ruled Euriga, early human tribes were used by bright fey queens and dark fey lords in their strange games and wars. As a reward or as payment for the families of the fallen, humans were taught how to craft charms and perform glamour magic.

Today, the descendants of these forgotten tribes can be found in every corner of Euriga, but children born with the gift of magic have become a rare occurrence. The world certainly has grown since the early days of mankind, but the spirits haven’t changed and their quarrels endure. Enchanters may no longer worship the spirits as they used to but they still serve them, whether they know it or not.

Life on the Road

There are no books on charm magic; no academies for enchanters. Those who possess the gift have to teach themselves, travelling far and wide searching for bits of lore in hopes of discovering fragments of broken spells. There is ancient wisdom in nursery rhymes and old women’s tales, and forgotten knowledge can be found under the olden mounds and dolmens of Euriga. It is thus by travelling the world and mingling with the common folk that enchanters discover and refine their powers. With time, they amass a great repertoire of songs and folklore, and their spells are more varied and diverse than those of any other magical tradition.


The Glamour Magic of the Enchanters

Enchanters perform a magic taught to mortals by fey spirits ages ago. Unlike the calculated approach of the academicians, glamour magic feeds on emotions and takes shape as the enchanter’s imposes its will onto reality. Glamour magic is a contest of presence and resolve; the stronger the enchanter’s will, the more real the glamour, and the more the target believes in the authenticity of the glamour, the stronger the spell.

Much of this knowledge has been lost through time, but fragments of spells can be found in unlikely places by those who know what to look for. No two enchanters acquire the same repertoire, and many magical secrets remains to be found.

While this form of magic comes from the teachings of the fey, an enchanter’s magical abilities are not dependants on the spirits themselves and thus classifies as arcane magic. Enchanters, off course, prefer to use the term used by the fey spirits themselves; glamour magic.

Creating Enchanter

Enchanters discover their gift at a young age but usually lack a mentor to guide them through their development of magic. With years, they realize that only the experience of the world will allow them to grow, and eventually take to the road. Did you spend many years travelling across Euriga, or have you only recently left your home? Did you leave at a young age, or did a traumatic event prompt you to abandon your previous life? Are you simply out to see the world or are you on a quest to find for a mentor, or perhaps tracking the steps of a famous enchanter of old?

Glamour magic was a gift from fey spirits who still consider enchanters as their handiwork and game pawns. Work with your DM to determine if you are aware that the fey have plans for you, or if several fey lords feud for ownership over you. What kind of relationship do you entertain with the fey? Are they just observing you from afar, do they come to visit you at night? Do they expect you to perform some unspeakable act, or are they very mysterious about want they want you to accomplish? Do you serve the fey willingly, or are you trying to escape your destiny?

The Enchanter
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Fortune Charm (d6) 2 4 2
2nd +2 Wayfarer, Ryhmes of Nursing (d6) 2 5 3
3rd +2 Enchanter Road, Expertise 2 6 4 2
4th +2 Ability Score Increase 3 7 4 3
5th +3 Bountiful Fortune, Fortune Charm (d8) 3 8 4 3 2
6th +3 Ryhmes of Freedom, Enchanter Road feature 3 9 4 3 3
7th +3 3 10 4 3 3 1
8th +3 Ability Score Increase 3 11 4 3 3 2
9th +4 Ryhmes of Nursing (d8) 3 12 4 3 3 3 1
10th +4 Fortune Charm (d10), Expertise, Magical Secret 4 14 4 3 3 3 2
11th +4 4 15 4 3 3 3 2
12th +4 Ability Score Increase 4 15 4 3 3 3 2 1
13th +5 Ryhmes of Nursing (d10) 4 16 4 3 3 3 2 1
14th +5 Magical Secret, Enchanter Road feature 4 18 4 3 3 3 2 1 1
15th +5 Fortune Charm (d12) 4 19 4 3 3 3 2 1 1
16th +5 Ability Score Increase 4 19 4 3 3 3 2 1 1 1
17th +6 Ryhmes of Nursing (d12) 4 20 4 3 3 3 2 1 1 1
18th +6 Magical Secret 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Increase 4 22 4 3 3 3 3 2 1 1 1
20th +6 Reserves of Fortune 4 22 4 3 3 3 3 2 2 1 1

Class Features

As an enchanter, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortsword
  • Tools: Three musical instruments of your choice

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose any three

Equipment

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

  • (a) a rapier, (b) a longsword, or (c) any simple weapon
  • (a) a diplomat’s pack or (b) an entertainer’s pack
  • (a) a lute or (b) any other musical instrument
  • Leather armor and a dagger

Spellcasting

It takes a strong persona to impose your will and vision onto the world, but rhythm and rhymes help you to focus your mind on the right combination of magical energies. Your spells are drawn from a vast repertoire of songs and rhymes, forming a magic that influences those who can hear them.

Cantrips

You know two cantrips of your choice from the enchanter spell list. You learn additional enchanter cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Enchanter table.

Spell Slots

The Enchanter table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher.

You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

You know four 1st-¬level spells of your choice from the enchanter spell list.

The Spells Known column of the Enchanter table shows when you learn more enchanter spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

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

Spellcasting Ability

Charisma is your spellcasting ability for your enchanter spells. Your magic comes from your force of character, and the way you use it determines how you affect people around you. 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 enchanter 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

Ritual Casting

You can cast any enchanter spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a musical instrument (see “Equipment”) as a spellcasting focus for your enchanter spells.

Fortune Charm

You can bequeath a blessing charm onto others to bring them good fortune. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Fortune Charm die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Fortune Charm die, but must decide before the GM says whether the roll succeeds or fails. Once the Fortune Charm die is rolled, it is lost. A creature can have only one Fortune Charm die at a time.

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

Your Fortune Charm die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.


Wayfarer

Your life on the road initiated you to a bit of everything. Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Rhymes of Nursing

Beginning at 2nd level, you can help revitalize your weary allies during a short rest with your deep knowledge of proverbs and superstitions. If you or any friendly creatures who can follow your directions regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.


Enchanter Roads

The apprenticeship of an enchanter is spent on the road; a word that literally represents your lifestyle but also figuratively reflects your past choices and traces the way of your future. At 3rd level, you select an enchanter road of your choice, such as the Road of Folklore. Your choice grants you features at 3rd level and again at 6th and 14th level.

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skill proficiencies to gain this benefit.

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.

Bountiful Fortune

Beginning when you reach 5th level, you regain all of your expended uses of Fortune Charm when you finish a short or long rest.

Rhymes of Freedom

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of traditions. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Enchanter table, or a cantrip.

The chosen spells count as enchanter spells for you and are included in the number in the Spells Known column of the Enchanter table.

You learn two additional spells from any class at 14th level and again at 18th level.

Reserves of Fortune

At 20th level, when you roll initiative and have no uses of Fortune Charm left, you regain one use.

Enchanter Roads

It is said that life is a long road that one travels, taking life-changing decisions at each fork and crossroad encountered along the way. This allegory is central to the precepts of the enchanters who believe that a man’s road is not traced at his birth, and that a woman can consciously walk the path that she chooses to take. Unlike pyoreen magic or arcane sciences, glamour magic is not an established magical tradition and enchanters must choose the direction in which they wish to develop their magical gift early in their career.

Road of Folklore

Enchanters walking the Road of Folklore know a bit of everything, collecting bits of knowledge from sources as diverse as children songs, old legends, peasant tales, and even scholarly tomes.

Enchanters on the Road of Folklore walk the known leylines, visit the ancient sites, and collect lodestones as they go. They are just as curious about the invisible as they are about the tangible, sometimes catching a glance at spirits between at twilight when the land is neither in light nor darkness.

Enchanters walking down this road are the most literate of their kind, and often the most “wizardly”. While some enchanters still wield the blade like the warriors of old, those on the road of folklore exercise magic first and foremost.

Bonus Proficiencies

When you join the Road of Folklore at 3rd level, you gain proficiency with three skills of your choice.


Curse of Misfortune

Also at 3rd level, you learn how to turn the wheel of fortune in either direction, cursing your enemies with the same ease as you can bless your allies. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Fortune Charm, rolling a Fortune Charm die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

Additional Magical Secrets

At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Enchanter table, or a cantrip. The chosen spells count as enchanter spells for you but don’t count against the number of enchanter spells you know. Gift of Luck Starting at 14th level, when you make an ability check, you can expend one use of Fortune Charm. Roll a Fortune Charm die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.

The Road of Battle

It was warriors that fey spirits rewarded with magic long ago, and warriors that they needed to fight their wars. The road of battle is perhaps the oldest road that was taken, and a well-trodden path taken by enchanters to this day.

Not all enchanters on the road of battle seek war, but all are ready to face it. Trained to wield swords and shields, these enchanters bring their magic to the battlefield. It is also on the battlefields that these enchanters collect new fragments of spells. The curses of a trapped soldier, the inspirational speech of a captain, or the last words of a dying man can carry powerful magic to those who have the ability to weave it into spells.

Enchanters walking down the road of battle could easily be mistaken for wandering knights or soldiers of fortune by their attire and gears of war. Unlike enchanters on the road of folklore, those on the road of battle use magic as a weapon first and foremost.


The Road of Battle uses the Bard's College of Valor features, as described in the Player’s Handbook.

Harbinger

Her eyes glowing with eldritch flames, a Sakozovian woman conjures the fires of hell out of her outstretched arms. Tonight her enemies will know the scorching heat of the Blazing Fire!

A young Montanese man wakes up suddenly. A storm rages outside his home, and as he wonders if he is still dreaming, he realises that his fingers are crackling with electricity.

Recognizing that she is now surrounded by enemies, a Pryvalonian woman lets her magic run wild as she casts her last spell. Her magic has been known to produce unexpected effects before. With some luck, something might allow her to escape...

Harbingers are human vessels through which otherworldly entities interact with mortals. Not all Harbingers are aware of their nature, but all exhibit blatant magical aptitudes, especially for violent and destructive spells.

Of Fiends and Celestials

Unlike the deities of many other worlds, the gods of Euriga do not intercede in the affairs of mortals, nor do they imbue their faithful worshippers with divine and magical powers. When they do intervene, the Eurigean gods do so in ways that mortals cannot recognize as such. Other beings have less scruple about revealing their existence however. Spirits have a long tradition of manifesting their presence, but there are other powers interested in this world – some that are good, some that aren’t.

It is not fully understood what these entities intend to accomplish, or why they choose a human vessel to invest with powers and champion their cause. Oftentimes, the harbingers themselves don’t really understand their nature, nor are they given a clear path to follow. Some academicians have even theorised that both angels and demons empower mortals with without discrimination and let human nature follow its course, knowing that in the long run, their champions will spread either enlightenment or corruption.

Magic and Free Will

Not all harbingers know the nature of their powers or the identity of their otherworldly patron, but all are aware of their magical abilities. An harbinger’s magical talents often manifest themselves early in their childhood, sometimes in disastrous or traumatizing ways. Some harbingers claim to have been visited by angels, others caught glimpses of horned demons in their dreams. Some are invested of a mission by celestial or fiendish beings but in most cases, harbingers are left to their own devises, feeling no urge to act in one way or another. Harbingers only know that they have the power to act, the freedom to choose, and the means to achieve whichever goal they aim for.


The Otherworldly Magic of the Harbinger

The gods of Euriga may refuse to interfere in the affairs of mortals, but other planar powers obey different principles and have little qualms about more direct forms of intervention. While it remains impossible for them to enter the material plane, these entities can imbue mortals with their divine powers. And they have.

The magic of the harbinger is literally out of this world; a power they can barely control, let alone describe. While the harbingers themselves may see their magical gifts as divine or fiendish in nature, their magic is independent from that of the spirits and is therefore considered a form of arcane magic.

Creating a Harbinger

Not all harbingers who were empowered by an angelic being are good, and not all who are bestowed demonic powers are evil. Most harbingers don’t defend any cause or serve any ideal. Some even seem to be only spreading chaos. What otherworldly being gave you your magical talents? Are you aware of your unearthly sponsor, or what they expect you to accomplish with this gift? Work with your DM to determine the source of your powers, and if this being has been revealed to you. How did your magical talents first manifested themselves? Did they cause a traumatic experience in your life? How did your family react to their unusual child? How did these events lead to your life as an adventurer?

Class Features

As a Harbinger, you gain the following class feature.

Hit Points


  • Hit Dice: 1d6 per harbinger level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per harbinger level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Persuasion, and Religion

Equipment

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

  • (a) a light crossbow or (b) a simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer’s pack
  • Two daggers
The Haribnger
Level Proficiency Bonus Mana Points Features Cantrips Known Spell Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Unearthly Sponsor 4 2 2
2nd +2 2 Font of Mana 4 3 3
3rd +2 3 Metamagic 4 4 4 2
4th +2 4 Ability Score Increase 4 5 4 3
5th +3 5 5 6 4 3 2
6th +3 6 Unearthly Sponsor feature 5 7 4 3 3
7th +3 7 5 8 4 3 3 1
8th +3 8 Ability Score Increase 5 9 4 3 3 2
9th +4 9 5 10 4 3 3 3 1
10th +4 10 Metamagic 6 11 4 3 3 3 2
11th +4 11 6 12 4 3 3 3 2 1
12th +4 12 Ability Score Increase 6 12 4 3 3 3 2 1
13th +5 13 6 13 4 3 3 3 2 1 1
14th +5 14 Unearthly Sponsor feature 6 13 4 3 3 3 2 1 1
15th +5 15 6 14 4 3 3 3 2 1 1 1
16th +5 16 Ability Score Increase 6 14 4 3 3 3 2 1 1 1
17th +6 17 Metamagic 6 15 4 3 3 3 3 1 1 1 1
18th +6 18 Unearthly Sponsor feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Increase 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 Mana Restoration 6 15 4 3 3 3 3 2 2 1 1

Spellcasting

You have been vested with magical powers by an unearthly entity. This boon – or curse – fuels your spells.

Cantrips

At 1st level, you know four cantrips of your choice from the harbinger spell list. You learn additional harbinger cantrips of your choice at higher levels, as shown in the Cantrips Known column of the harbinger table.

Spell Slots

The harbinger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these harbinger spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st level spell burning hands and have a 1st level and a 2nd level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st level spells of your choice from the harbinger spell list.

The Spells Known column of the harbinger table shows when you learn more harbinger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

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

Spellcasting Ability

Charisma is your spellcasting ability for your harbinger spells, since the power of your magic relies on your ability to project your will into the world. 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 a harbinger 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 modifie

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your harbinger spells.

Unearthly Sponsor

Choose an unearthly sponsor, an otherworldly being that has bestowed magical powers upon you, such as The Harbinger or The Wanderer

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Font of Mana

At 2nd level, you tap into a deep wellspring of magic within yourself called mana; a measure of the depth of your powers and the stature of your magic might. This wellspring is represented by mana points, which allow you to create a variety of magical effects.

Mana Points

You have 2 mana points, and you gain more as you reach higher levels, as shown in the Mana Points column of the harbinger table. You can never have more mana points than shown on the table for your level. You regain all spent mana points when you finish a long rest.

Flexible Casting

You can use your mana points to gain additional spell slots, or sacrifice spell slots to gain additional mana points. You learn other ways to use your mana points as you reach higher levels.

Creating Spell Slots

You can transform unexpended mana points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Any spell slot you create with this feature vanishes when you finish a long rest.

Creating Spell Slots
Spell Slot Level Mana Points
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Mana Points

As a bonus action on your turn, you can expend one spell slot and gain a number of mana points equal to the slot’s level.

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.


Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 mana point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 mana point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 mana point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 mana point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 mana point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 mana points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 mana points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 mana point to cast it without any somatic or verbal components.

Twinned Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 mana point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost is.

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.

Mana Restoration

At 20th level, you regain 4 mana sorcery points whenever you finish a short rest.

Unearthly Sponsors

With all its magic, spirits, and fantastical creatures, Euriga does not lack supernatural elements. The very land is infused with magic, and the bridges to the shadowlands are only thinly veiled from the mortals’ eyes.

The ancient spirits and the new gods of Euriga share most of its inhabitants’ spirituality, but there are others powers at work in the world. Angels, fiends, and other cosmic entities also vie for the soul of mortals and don’t always play by the rules of the gods or those of the spirits. The ancient and cruel gods aren’t all gone either, and some are eager to claim their rightful privileges back. Independent entities, like The Harbinger or The Wanderer, bestow great magical gifts upon humans who they think will further their cause. Thus they become the unearthly sponsors of humans who they turn into mortal vessels for their otherworldly powers.

The Standard-Bearer

At one point in your childhood, perhaps even before you came out of your mother’s womb, you were visited by The Standard-Bearer – an envoy of the dark depths or an emissary of the heavens.

The Standard-Bearer is an agent of the eternal conflict of good against evil who believes that mortals should be allowed to fight unearthly threats with equally unearthly powers. This can be a zealous angel or a cunning demon, a noble couatl or a devious devil, but regardless of its allegiance, this entity believes that your powers will ultimately contribute to their side of the cosmic war.

The Standard-Bearer usually address mortals in Okuntu, a language spoken mostly in the south where it is said that the forces of good once opposed the armies of evil that tried to conquer the world there.

Epithet

Your unearthly sponsor was revealed to you as The Standard-Bearer of a specific force or fellowship. At 1st level, choose an epithet that defines your sponsor, such as the Standard-Bearer of Inescapable Death. The damage type associated with each epithet is used by features you gain later.

Epithet
Standard-Bearer Damage Type
... of Perpetual Decay Acid
... of The Long Winter Cold
... of The Blazing Flame Fire
... of the Wrathful Storm Lightning
... of Inescapable Death Poison

You can speak, read, and write Okontu. Additionally, whenever you make a Charisma check when interacting with fiends or celestials, your proficiency bonus is doubled if it applies to the check.

Outsider Resilience

The magic invested in you by your sponsor invigorates and strengthen your body. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin scales or glow with a faint aura of protection. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with the epithet of The Standard-Bearer, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 mana point to gain resistance to that damage type for 1 hour.

Wings

At 14th level, you gain the ability to sprout a pair of feathered or leathery wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Otherworldly Presence

Beginning at 18th level, you can channel the dread presence of your sponsor, causing those around you to become awestruck or frightened. As an action, you can spend 5 mana points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.


The Wanderer

Some scholars believe that The Wanderer originated from the ever-changing plane of Limbo, others think it is an entity without a home or a destination, but all agree that The Wanderer is an agent of change and chaos. Wherever the Wanderer goes, revolts and revolutions follow. Sometimes change can be a welcome remedy to a stagnant society, sometimes it only leads to anarchy and destruction.

Harbingers of the Wanderer rarely know the nature and source of their powers, and few – if any – are invested of a specific mission. Some have speculated that The Wanderer sponsors harbingers at random only as mean to spread chaos. That is if this entity really exists, of course.

The Wanderer usues the Wild Magic sorcerer origin features, as desribed in the Players Hanbook.

Mage

The baron’s soldiers stood in astonishment and horror as the tall and pale Montanese woman in front of them called upon the storm and stroke them with lightning!

Entering the forest, a Pryvalonian woman transforms into a majestic elk, as if she had slipped-on a warm jacket.

Putting his hand over his wound, a young Okontu boy magically heals his injuries, a feat that no academician wizard can do.

Mages channel the power of greater spirits, gaining magic that they can shape into powerful spells. Once, these mages were almighty. Today, they are watched with suspicion.

A Magic for Kings and Queens

Long ago, an ambitious woman made a pact with the powerful Ghaele Spirits of Arethusa. These spirits empowered her with strong magic in exchange for her own blood and life essence, allowing her to seize the throne of Pryvalon. Thus the first pyoreen queen came into existence.

Pyoreen magic is an exchange of power between spirits and mortals. This trade always requires a sacrifice from the mortal, and the spirits are bound to provide payment in return. Life essence – usually symbolized by blood – Is the highest form of sacrifice that mortals can give and in exchange, the spirits bestow supernatural powers upon them. Mages aren’t the only ones using a form of pyoreen magic, but their relationship with spirits is the most direct. Becoming a mage requires striking a deal with a spirit lord or lady, thus becoming a mortal vassal and envoy of their court. These mages owe tithe and fealty to their spirit lieges, who in turn allow their vassals to be vested with supernatural power.

The pyoreen mages grew very powerful through that relationship and became the rulers of many kingdoms. Some were crowned for their wisdom and judicious use of magic but more often than not, the pyoreen mages took the throne simply because no others could oppose them. When the pyoreen mages discovered that the sacrifice of blood didn’t need to be theirs, their power grew even more, and their subjects suffered yet more from their cruelty.

Like Vassal, like Liege

After centuries of blatant use of magic and disregard for their subjects, the pyoreen mages attracted the ire of their people and were finally overthrown by the arcane magic-wielding academicians. Since then, many pyoreen mages have gone into hiding or now live under constant surveillance. Some, like the queen of Montanesse, had to concede much of their power to their ministers while others, like the king of Pryvalon, were executed to make place for new republics.

These rebellions affected the spirit lords more than they are willing to admit, and some are becoming desperate to find a new vassal through whom they could regain the influence that they lost.


The Pyoreen Magic of the Mage

Similar to the magic of witches, the magical powers of the mage are a gift from the spirits; the mage’s repayment for the tithe of life essence they must pay their spirit liege for the rest of their life. Magical powers derived from such pacts between mortals and spirits are known as pyoreen magic and for a long time in Eurigean history, it was perceived as the highest and most noble form of magic one could hope to wield.

In this campaign setting, magic resulting of an exchange of powers between mortals and supernatural beings is considered divine magic, a term that mages usually avoid in favour of the specific appellation of pyoreen magic.

Creating a Mage

When making a mage, consider how and where your character was bestowed pyoreen magic. Spend some time thinking about your liege and its court, and why you were chosen as a vassal. Did you seek the spirits for power, or were you chosen as their champion? Perhaps your parents owed a debt to the spirits and promised their firstborn, you, as a payment, or perhaps you took pity of a dying spirit and vowed to nurture them back to grandeur.

Work with your DM to determine how big a role your liege will play in the campaign, and how much interaction you can anticipate to have with that spirit. Your liege might have great expectations for you, or on the contrary, care little about you as long as tithe of blood is paid.

What kind of relationship do you have with your liege? Is it friendly or antagonistic, patronizing or maternalist? Are they still strong and influent in the spirit world, or are they barely hanging on to existence? Do they expect more sacrifices from you? Do they think you are worthy of the gifts they have bestowed upon you?

Pyoreen Focus

Mages wear special pendants, earings, tiaras, or other pieces of jewlery to display their power and status. Regardless of their shape, these ornaments are also designed to pierce the skin and allow to draw droplets of blood. A mage can use such a jewelery as a spellcasting focus, as described in the Spellcasting section.


This equipment repalces the druidic focus, as described in the Standard Rules Document.

The Mage
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Pyor, Spellcasting 2 2
2nd +2 Beast Mantle, Spirit Court 2 3
3rd +2 2 4 2
4th +2 Beast Mantle improvement, Ability Score Increase 3 4 3
5th +3 3 4 3 2
6th +3 Spirit Court feature 3 4 3 3
7th +3 3 4 3 3 1
8th +3 Beast Mantle improvement, Ability Score Increase 3 4 3 3 2
9th +4 3 4 3 3 3 1
10th +4 Spirit Circle feature 4 4 3 3 3 2
11th +4 4 4 3 3 3 2 1
12th +4 Ability Score Increase 4 4 3 3 3 2 1
13th +5 4 4 3 3 3 2 1 1
14th +5 Spirit Court feature 4 4 3 3 3 2 1 1
15th +5 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Increase 4 4 3 3 3 2 1 1 1
17th +6 4 4 3 3 3 3 1 1 1 1
18th +6 Lasting Youth, Transcendant Mantle 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Increase 4 4 3 3 3 3 2 1 1 1
20th +6 Pyoreen Archon 4 4 3 3 3 3 2 2 1 1

Class Features

As a mage, you gain the following class feature.

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor, shields (mages will not wear armor or use shields made of metal; kings and queens do not wear the garbs of lowly soldiers).
  • Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
  • Tools: Herblaism kit

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Equipment

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

  • (a) a wooden shield or (b) any simple weapon
  • (a) a scimitar or (b) any simple melee weapon
  • Leather armor, an explorer’s pack, and a pyoreen focus

Pyor

You know Pyor, the secret language of the pyoreen mages taught by the spirit lords to recognise their own. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting

Drawing from the otherworldly essence of the spirits themselves, you can cast spells to shape that essence to your will.

Cantrips

At 1st level, you know two cantrips of your choice from the mage spell list. You learn additional mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mage table.

Preparing and Casting Spells

The mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these mage spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of mage spells that are available for you to cast, choosing from the mage spell list. When you do so, choose a number of mage spells equal to your Wisdom modifier + your mage level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd level pyoreen mage, you have four 1st level and two 2nd level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st level spell cure wounds, you can cast it using a 1st level or 2nd level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of mage spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your mage spells, since your magic draws upon your attunement with the Ghaele Spirits. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a mage spell you cast and when making an attack roll with one.



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

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

Ritual Casting

You can cast a mage spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use a pyoreen focus (see “Equipment”) as a spellcasting focus for your pyoreen spells.

Mantle of the Beast

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your mage level determines the beasts you can transform into, as shown in the Beast Mantles table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.

Beast Mantles
Level Max CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 Giant eagle

You can stay in a beast mantle for a number of hours equal to half your mage level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Spirit Court

At 2nd level, you are ordained as a courtier of your liege’s royal court and gain powers available only to those that share their blessings. Choose a spirit court, such as the Court of Arethusa. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th 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.

Lasting Youth

Starting at 18th level, your intimate connection with the spirit world preserves your vigour and splendour. For every 10 years that pass, your body ages only 1 year.

Transcendent Mantle

Beginning at 18th level, you can cast many of your mage spells in any shape you assume while wearing your Mantle of the Beast. You can perform the somatic and verbal components of a mage spell while in a beast shape, but you aren’t able to provide material components.

Pyoreen Archon

At 20th level, you can wear your Mantle of the Beast an unlimited number of times.

Additionally, you can ignore the verbal and somatic components of your mage spells, as well as any material components that lack a cost and aren’t consumed by a spell. You gain this benefit in both your normal shape and your beast shape from your mantle.

Spirit Courts

As mortals have their kings and queens, so the spirits of Euriga have their lords and ladies. Not unlike their mortal counterparts, these noble spirits have their own domain, their own abode, and their own entourage of lesser spirits to compose their royal courts. Each spirit court has its own flair, its own manners, and its own signature, granting their mortal vassals different magical powers. Historically, mages of different countries have pledged to different courts, but the domains of the spirits lords and ladies are not constrained by the geographical distances of the mortal world.


Court of Arethusa

The Court of Arethusa dates back to the dawn of pryoreen magic, when the seven Ghaele princes of the Arethusa Springs first vested mortals with magical powers in exchange of their life essence. Despite the academicians’ efforts to eradicate its influence, this court occupies a place of choice in Eurigean folklore, and depictions of these spirits still adorn the shrines of peasants and the facades of many townhouses. As suggested by the statues of High Grove Castle in Argenville, this court has blessed the reign of pryvalonian dynasties since the beginning, yielding many wise queens and wicked kings.

As a member of this court, your blood now follows that of Pryvalon’s royalty. You are thus left with a choice; will you perpetuate their wickedness, or try to redeem their evil?

Bonus Cantrip

When you choose this court at 2nd level, you learn one additional mage cantrip of your choice.

Sacrifice of Blood

Starting at 2nd level, you can regain some of your magical energy by sacrificing a few drops of your blood, or that of another willing human. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your mage level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.

For example, when you are a 4th level pyoreen mage, you can recover up to two levels worth of spell slots. You can recover either a 2nd level slot or two 1st level slots.

Court Spells

Your mystical connection with the Ghaele Princes grants you the privilege of casting cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to court spells associated to a specific prince or princess spirit. Choose that Ghaele prince or princess – Fina the Eldest, Sinerest of the Torrents, Syn the Giver and Taker, Shina Green-Eyes, Gola the Trickster, Deep Stygni, or Namayeth of the Fading Light – and consult the associated list of spells.

Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the mage spell list, the spell is nonetheless a mage spell for you.

Fina the Eldest, Princess of the Thorn Crown
Mage Level Court Spell
3rd hold person, spike growth
5th sleet storm, slow
7th freedom of movement, ice storm
9th commune with nature, cone of cold
Sinerest of the Torrents, Prince of the Arethusa River
Mage Level Court Spell
3rd mirror image, misty step
5th water breathing, water walk
7th control water, freedom of movement
9th conjure elemental, scrying
Syn the Giver and Taker, the Lier Prince
Mage Level Court Spell
3rd blur, silence
5th create food and water, protection from energy
7th blight, hallucinatory terrain
9th insect plague, wall of stone
Shina Green-Eyes, the Horned Princess
Mage Level Court Spell
3rd barkskin, spider climb
5th call lightning, plant growth
7th divination, freedom of movement
9th commune with nature, tree stride
Gola the Trickster, the Prince between Night and Day
Mage Level Court Spell
3rd invisibility, pass without trace
5th daylight, haste
7th divination, freedom of movement
9th dream, insect plague
Deep Stygni, the Stone Prince
Mage Level Court Spell
3rd spider climb, spike growth
5th lightning bolt, meld into stone
7th stone shape, stoneskin
9th passwall, wall of stone
Namayeth of the Fading Light, The Sinking Prince
Mage Level Court Spell
3rd acid arrow, darkness
5th water walk, stinking cloud
7th freedom of movement, locate creature
9th insect plague, scrying

Majestic Grace

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Spirit Ward

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Mage’s Crown

When you reach 14th level, animals and lesser spirits sense your noble lineage and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your mage spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

Court of the Wild Hunt

The fey spirits of northern Montanesse are said to be ruled by a great horned king, a spirit leading a court of hunters and warriors known as “the wild hunt”. Donning the mantle of a beast has always been a mark of prestige among pyoreen mages and a proof of their bond with noble spirits, but the mortal vassals of the horned king are given particularly majestic skins to wear and fangs sharp enough to partake in the wild hunt.


The Court of the Wild Hunt uses the druid Circle of the Moon features, as described in the Player’s Handbook.

The Marauder

Feeling the autumn wind turning with the approach of winter, a Pryvalonian woman saddles her giant boar mount. The cruel wind spirits will soon be there, and the villagers down the valley are defenceless.

A Kikwirthen man awaits, leading an ambuscade in the high pass that the magister’s men are supposed to take. His companions can take the gold; the death of these bureaucrats will be his own reward.

The young Montanese woman was the new marvel of the town. She was clearly a master-at-arms, and she has the look of one who is blessed by the fey.

The marauders are the descendants of a fallen order knights. Once serving the powerful pyoreen mages, the marauders are now left on their own, bearing the shame of failing in their duties to protect the pyoreen order.

A Fallen Brotherhood

During the golden age of the pyoreen order, mages across Euriga were served by a secret fellowship of knights tasked with the protection of royalty and families of pyoreen magic practitioners. Called the Pyor Knights, these combatants worked in the shadows to oppose enemy kingdoms, rival spirit-lords, wild and unruly nature spirits, and dangerous monsters. Pyor Knights were trained from their early childhood to wield both weapons and magic, sworn to obey the pyoreen mages and ensure their long and prosperous reign. Looking back on this period of Euriga, history shows that they have failed.

Today, the pyoreen order is broken and the knighthood is all but forgotten by the populations of Euriga, but the Pyor Knights still exist, acting in the shadows in the hope of one day redeeming their order from their failures. Not knowing who they really are, local populations scorn them and dismiss them as vulgar vagabonds, giving them the name of “marauders”.

New Masters, New Duties

The Pyor Knighthood survived in the border regions away from the great centres of Euriga where they could escape the persecution that followed the fall of the pyoreen order. There, the descendants of original knights trained their own children in the arts of battle and pyoreen spellcasting who in turn trained their own progenies, keeping the order alive. Without their old lieges, some have chosen to protect the people against the same perils that threatened the pyoreen mages in the past. Others in the meantime have become little more than bandits, harassing the new governments out of spite and desire for vengeance. Some have returned to spirits lords and ladies to swear them allegiance, while others now serve the more gentle nature spirits.

Once, the Pyor Knights were united in their pledge but now, they are disparate group without a common cause or leadership. Some have come to think that the knighthood now exists in name only, and that perhaps they truly became the marauders that people think they are.


The Waning Magic of the Marauders

During the heydays of the pyoreen order, the Pyor Knights practiced a special form of pyoreen magic. Rather than forming a pact directly, the Pyor Knights were bound by their oath through the same blood pact that bonded their pyoreen lord or lady to their spirit court. The Pyor Knights were more than agents of the pyoreen mages; they were an extension of the mages’ power and were entitled to use magic on their behalf.

Today, the once powerful Pyor Knights have been reduced to mere marauders, and their magic has likewise diminished. No longer serving the pyoreen mages, the marauders now channel the magic of minor nature spirits they have befriended, or hang onto the little remaining powers of their ancestors’ oath.

Because their powers are ultimately granted by the spirits, the magic of the marauders qualifies as divine magic.

Creating a Marauder

Marauders are typically trained in the ways of the Pyor Knights at a very young age and away from heavily populated areas. Oftentimes, young marauders are taught by their own parents or close family, but new recruits are also necessary to bring new blood in the order.

Who were your mentors? Were they your parents, or perhaps a nature spirit? Were your mentors gentle and caring, stern but kind, or brutal and tyrannical? What type of marauder cell do you come from, who did they used to serve in the past? Do they believe in protecting peasants and weaker spirits against more powerful ones, are they now serving a mighty spirit lord or lady, or did they train you to sabotage the efforts of the people’s government? Do you agree with their outlook and convictions?

Work with your DM to determine if the knights who trained you can easily be contacted for aid or counsel. Consider your sworn mission as a Pyor Knight and work with your DM to elaborate one that fits the themes of the campaign and encourages coherence with other players.

The Marauder
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Blood Oath, Spirit Vassals
2nd +2 Fighting Style, Spellcasting 2
3rd +2 Knightly Chapter, Spirit Sense 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 New Bload Oath and Spirit Vassals 4 2
7th +3 Knightly Chapter feature 4 3
8th +3 Ability Score Improvement, Dominion Over Land 4 3
9th +4 4 3 2
10th +4 New Spirit Vassals, Meld With the Land 4 3 2
11th +4 Knightly Chapter feature 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 New Blood Oath, Misdirect 4 3 3 1
15th +5 Knightly Chapter feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 See Beyond the Veil 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Blood for Blood 4 3 3 3 2

Class Features

As a marauder, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per marauder level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per marauder level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Blood Oath

Beginning at 1st level, you swear the ancient oath of the Pyor knights, through which you gain a supernatural connection forged in blood with a certain group of people or type of creature that you have sworn to serve, protect, or fight.

Choose a type of creature with which you share a blood oath among the following: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select any combination of two human cultures or humanoid types native to Euriga: Ikishans, Kikwrithen, Lings Montanese Norweldians, Okuntu Pryvalonians, Sakozovians, gnolls, goblinoids, or lizardfolks.

You have advantage on Wisdom (Survival) checks to track a person or creature bound to your oath, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your blood bond, if they speak one at all.

You choose one additional nation or creature type, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of people and monsters you have encountered on your adventures that had an impact on your sworn oath.

Humanoids in Euriga

Each playable character race is reimagined as different human culture in Euriga, and not all humanoids are represented in high numbers like they might be on other worlds. Your DM may allow you to choose “humans” or “humanoids” (which include all other types of humanoids other than humans) as an object of study. A marauder selecting one of these two objects of studies know enough of the language of each individual culture or humanoid type to get by even if their accent betrays their foreignness (unless the language is known to the marauder)

Spirit Vassals

You can befriend or coerce a certain type of nature spirits to guide and serve you in the wilderness; facilitating your movement, alerting you of dangers, and paying a tithe of food. Choose one type of terrain that represents your nature spirit vassals: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to that type of land, your proficiency bonus is doubled if you are using a skill that you’re proficient in, representing the assistance of spirits.

While traveling for an hour or more in a land inhabited by your vassals, you gain the following benefits as the spirits assist you:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
  • You expand your influence over new spirits as you gain levels. Chose additional terrain types at 6th and 10th level.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.


Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting

By the time you reach 2nd level, you have learned to channel the powers of the land spirits to cast pyoreen spells, much as a mage does.

Spell Slots

The marauder table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the marauder spell list.

The Spells Known column of the marauder table shows when you learn more marauder spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

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

Spellcasting Ability

Wisdom is your spellcasting ability for your marauder spells, since like all pyoreen magic user, your powers draws on your attunement with the spirits of Euriga. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a marauder spell you cast and when making an attack roll with one.


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

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

Knightly Chapter

At 3rd level, you are initiated to the signature battle manoeuvres and techniques developed by your chapter within the Pyor Knights order. Choose a knightly order chapter, such as the Knights of the Thorn Briar, or the Jagermeisters.

Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Spirit Sense

Beginning at 3rd level, you can use your action and expend one marauder spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Dominion Over Land Starting at 8th level, the land recognises your authority and gives way before you. Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Meld with the Land

Starting at 10th level, you can spend 1 minute to mystically merge with the land, acquiring its colors, textures, and odors. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials to mystically bond with the land that way.

Once your bond with the land is established, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must bond with the land again to gain this benefit.

Misdirect

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

See Beyond the Veil

At 18th level, your senses extend beyond the limits of the mortal’s world, allowing you to perceive creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Blood for Blood

At 20th level, you can draw from your oath forged in blood to hunt and bring down your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of the creatures bound to your blood oath. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Knightly Chapters

At the height of the pyoreen mage’s power, the Pyor Knight Order included several chapters, each possessing their own secrets, agendas, treasures, and specialties.

The Thorn Briar Chapter

The Knights of the Thorn Briar were reputed for their fighting skills among the Pyor Order. They developed many manoeuvers that are taught in fencing schools and military academies today, but some of these techniques remained secret and exclusive to the descendants of the Thorn Briar Knights.

When you choose this knightly order chapter as your legacy, you learn the specialized techniques of the Knights of the Thorn Briar.

Offensive Stance

At 3rd level, you gain one of the following techniques of your choice, usable with both melee and ranged weapons.


Thwart Cut on the Longpoint. A powerful but foreseeable blow; best used against weary enemies. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.


High Reverse Guard Stance. This position allows for rapid ripostes against tall targets. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.


Winding From Ox to Plow. Your rapid change of guard catches your enemies offguard. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Defensive Tactics

At 7th level, you gain one of the following features of your choice.


Steady Footing. Opportunity attacks against you are made with disadvantage.


Low Guard at Halfsword. A defensive guard apt to divert attacks. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.


Combat Discipline. A focused mind is less likely to meander. You have advantage on saving throws against being frightened.

Multiattack

At 11th level, you gain one of the following features of your choice.


Rapid Fire. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.


Moulinet on the High Guard. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Defensive Stance

At 15th level, you gain one of the following features of your choice.


Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Redirect Attack. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.


Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Jagermeister

The Jagermeisters were a chapter of Pyor Knights famed across Euriga for their exotic hunting beasts and mounts. Together with their beast companions, they travelled the realm as huntsmen and bounty-hunters chasing down games, fugitives, and outlaws alike. Today, many descendants of the Jagermeisters are outlaws themselves, and if they seem to have lost focus on who their prey are, their companions are more capable hunters than ever.


The Jagermeister uses the Beastmaster Ranger archetype feature, as described in the Player's Handbook.

Runecaster

As he is striking his enemy, a Sakozovian man invokes the runes of victory engraved on his axe to ensure his triumph over his foes.

A Kikwirthen woman traces a rune of power on the forehead of her fallen comrade, and speaking an ancient word for “health”, magically seals her bleeding wounds.

Reciting an old prayer to a forgotten god, a Norweldian woman runs her fingers along the edge of her shield, activating the runes of protection that she carved there.

Runecasters are warriors who can invoke the power of runes, a magic that was practiced over a thousand years ago in the North of Euriga.

The Power of Words

Runes are found everywhere in the northern regions of Euriga. They adorn the keystones and lintels of many homes, and are engraved on many tools and jewelry worn by men and women alike. Some inscriptions are still written using the runic alphabet and even when the common script is used, many runes are still used to represents local consonants and phonetics.

Runes are more than just the letters of an ancient alphabet however. Each rune possesses a sacred name and a mystical significance that is rarely evoked nowadays. In the olden days, runes were revered as sacred and as a way to invoke powerful magic. They were used to communicate with the divine and to enhance the abilities of warriors. Few still have the knowledge and force of character to invoke the powers of runes anymore, but those who do often become powerful combatants and leaders or men.

A Divine Gift

Northern myths recount how early humans were rewarded with the knowledge of runes when their gods sided with the dwarves in their wars against the giants. The runes have been considered a divine gift ever since, and a power that should not be trifled with. They were seen as the depiction and “true name” of basic metaphysical concepts such as “Strength” or “Journey”, which a runecaster can invoke by speaking their name. Invoking this power without the proper training and understanding could be devastating for the evoker and those nearby, and thus their use was reserved for their wisest warrior-magicians.

Unleashing the power of a rune requires more than speaking its name aloud however; a runecaster must invoke its meaning within its context while focusing on the physical representation of the rune by tracing it on the ground, in the air, or on an object. To channel their effort, many wear objects etched or engraved with easily visible runes to focus their powers. Such items are usually revered as sacred to runecasters, and only the best weapons, shields and armors can merit bearing runes.

Today, the dwarves have long departed the world and their deep forges remain dark and cold, but the giants endure in the North, and it is the sacred task of the runecasters to protect the world against their incursions.

The Ancient Magic of the Runecasters

Legends say that runecasters were taught the secret powers of runes by the Olden Gods, who themselves received this knowledge from the dwarves. While it was not exclusively practiced in Norwald, most modern Runecasters come from the northern regions of Montanesse, Sakozovia, Kikwerth, and of course, Norwald.

Runecasters bring forth the metaphysical significance of words and symbols which they can reach through the old deities of Euriga. As such, runecasting is considered divine magic.

Creating a Runecaster

Runecasters are practitioners of an old magic related to gods that are no longer worshipped in the world. The world has indeed changed over the last thousand years, and the olden gods and spirits lords had to yield before newer, gentler, and more popular gods and goddesses. Only in the North and along the fringe of human civilisation are these gods still reverently remembered, and runecasters tend to come from these regions exclusively. Runecasting has made its way into other cultures as well, and while the myths of it origin differ, its principles remain the same.

When making a runecaster, consider how your reverence to older and sometimes notorious gods influences your character and its relations with other citizens of Euriga. Do you keep your faith to yourself? Do you try to reconcile the old ways with newer values? Do you see the new faith as worthless and weak, or its believers too soft? Do you think the olden gods should return or at least remain strong in your home region, or do you accept being one of the last devotees of a dying faith?

The Runecaster
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Runic Sight, Runes of Wealth and Strength
2nd +2 Fighting Style, Spellcasting, Runes of Might and Victory 2
3rd +2 Runes of Health and Protection, Olden Faith 3
4th +2 Ability Score Increase 3
5th +3 Extra Attack 4 2
6th +3 Runes of Fellowship and Shielding 4 2
7th +3 Olden Faith feature 4 3
8th +3 Ability Score Increase 4 3
9th +4 4 3 2
10th +4 Runes of Resolve and Valor 4 3 2
11th +4 Runes of Glory 4 3 3
12th +4 Ability Score Increase 4 3 3
13th +5 4 3 3 1
14th +5 Runes of Cleansing and Freedom 4 3 3 1
15th +5 Olden Faith feature 4 3 3 2
16th +5 Ability Score Increase 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Runes Improvement 4 3 3 3 1
19th +6 Ability Score Increase 4 3 3 3 2
20th +6 Olden Faith feature 4 3 3 3 2

Class Features

As a runecaster, you gain the following class feature.

Hit Points


  • Hit Dice: 1d10 per runecaster level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per runecaster level after 1st

Proficiencies


  • Armor: All armors, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Athletics, Insight, Intimidation, Medecine, Persuasion and Religion

Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a priest's pack or (b) an explorer's pack
  • Chain mail and a holy symbol

Runic Sight

The first step in your apprenticeship as a runecaster was to open your awareness to the unseen and develop your “runic sight”, allowing you to feel the power behind the runes and sense the presence of otherworldly forces around you. As an action, you can attune your senses to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Runes of Wealth and Strength

The first two runes of the runic alphabet relate to wealth and strength which, in the teachings of runecasting, can be transposed to life and vigour. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your runecaster level × 5.

As an action, you can touch a creature and trace those runes to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Runes of Wealth and Strength, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Spellcasting

By 2nd level, you are finally ready to summon and unleash the powers of runes to cast spells.

Preparing and Casting Spells

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

You prepare the list of runecaster spells that are available for you to cast, choosing from the runecaster spell list. When you do so, choose a number of runecaster spells equal to your Charisma modifier + half your runecaster level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level runecaster, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd- level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of runecaster spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your runecaster spells, since their power derives from your attunement to the runes. 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 a runecaster 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 a runic symbol as a spellcasting focus for your runecaster spells. A runic symbol is an object visibly engraved with runes such as a pendant, a weapon, a shield or a suit of armor. Runecasters tend to have several such symbols as they engrave most of their gear with runes of power.

Runes of Might and Victory

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to activate your weapon’s runes of victory to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

Runes of Health and Protection

By 3rd level, the runes of health and protection you wear around your neck or on your skin make you immune to disease.

Olden Faith

When you reach 3rd level, you begin a journey once taken by the gods of the olden faith. Up to this time you have been in a preparatory stage, an apprentice in runecasting but not yet a journeyman in the invocation of the runes’ sacred powers. Now you choose an olden god or goddess, such as Oladin the God of Protection, to guide your teachings and complete your sacred journey.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include olden spells and the Prayer feature.

Olden Spells

Each olden god has a list of associated spells. You gain access to these spells at the levels specified in the olden god’s description. Once you gain access to an olden god spell, you always have it prepared. Olden god spells don’t count against the number of spells you can prepare each day.

If you gain an olden faith spell that doesn't appear on the runecaster spell list, the spell is nonetheless a runecaster spell for you.

Dwarvish Runes

Each of the olden gods who fought with the dwarves against the giants was rewarded with a personal gift; the runes that would signify their own names. Each dwarvish rune option provided by your olden god explains how to use it.

When you use your Prayer, you choose which option to use. You must then finish a short or long rest to use your Prayer again.

Some Prayer effects require saving throws. When you use such an effect from this class, the DC equals your runecaster spell save DC.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Runes of Fellowship and Shielding

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Runes of Resolve and Valour

Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Runes of Glory

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage. If you also use your Runes of Might and Victory with an attack, you add this damage to the extra damage of your Runes of Might and Victory.


Runes of Cleansing and Freedom

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

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

Olden Gods

Becoming a runecaster involves walking the path once taken by the gods and goddesses of the olden faith. This spiritual voyage is initiated when he or she reaches 3rd level, and is the true beginning of the quest for the mastery of runecasting. Some characters with this class don't consider themselves true runecasters until they have reached 3rd level and undertook this journey. For others, this step is no more than a formality, a conscious direction in the learning of the runes’ secrets.

Odalin, God of Protection

According to the northern legends, Oladin, god of protection, used the power of the runes to defend and preserve the principles of justice and order. Acknowledged as the chief of the gods who went to battle with the dwarves, Oladin promoted the virtues of valour, duty, and honour while remaining sensitive to the fate of others. Of all the olden gods, the God of Protection was considered one of the least callous and indifferent of the fate of mortals, which explains why its cult has lasted longer than that of many deities of the olden faith.

Runecasters following the virtues of the God of Protections meet the iconic image of the warrior in engraved armor and painted shield, using runes to defend themselves and protect those around them. Many wear wolf skins or include canine motifs in garments as a tribute to Night and Day, the two faithful black and white wolves that fought alongside Oladin in the wars against the giants. Virtues of the God of Protection Each god and goddesses of the olden faith promoted a set of virtues; a series of ideals that one had to follow to be in their good grace. As the chief of its pantheon, Oladin, God of Protection, promoted these virtues above all others:

  • Keep Your Word. Don't lie or cheat. Let your word be your promise.
  • Show Valor. Never fear to act, though caution is wise.
  • Protect your Brethren. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
  • Show Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
  • Bear the Burden. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Olden God Spells

You gain olden god spells at the runecaster levels listed.

Olden God Spells
Runecaster level spell
3rd protection from evil and good, sanctuary
5th lesser restoration, zone of truth
9th beacon of hope, dispel magic
13th freedom of movement, guardian of faith
17th commune, flame strike

Prayer

When you undertake the journey of this god at 3rd level, you gain the following two Prayers options.


Radiance. As an action, you can imbue one weapon that you are holding with positive energy, using your Prayer. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.


Exile. As an action, you invoke your runes of abjuration and speak their name to banish fiends and undead, using your Prayer. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Runes of Mind and Clear Skies

Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Runes of Holding and Safety

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

Runes of Wrath and Fury

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

  • Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.
  • In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

Once you use this feature, you can't use it again until you finish a long rest.


Yrefa, Goddess of the Moon

Yrefa was the goddess of the moon among the northern gods, the gentler counterpart of her brother; the indispensable but cruel god of the sun. Her myth portrays her as a fey spirit queen ruling over a twilight court, and as one of the few olden gods to look kindly upon mortals. She often acted in their favour, illuminating the night with her silver light. In addition to the ideals of fairness and beauty, Yrefa believed in the virtues of hope and mercy, and encouraged mortals to be merry despite the darkness of the night. She too was rewarded with the knowledge or runes when she, spear in her hand and helmet on her head, joined Oladin and the dwarves against the giants.

Perhaps even more than Oladin, Yrefa still receives lip service from the inhabitants of the North, and her name is praised in many holidays and marriage ceremonies. Her teachings of runes are all but forgotten however, and few runecasters embark on her journey in these forsaken days.


Yrefa uses the Paladin Oath of the Ancients sacred oath features, as described in the Player's Handbook.

Syv, Goddess of the Hunt

In every account of northern mythology, Syv is depicted as a warrior goddess, a huntress whose skills at arms were matched by none. She could be both kind and cruel, sometimes surprisingly charitable but often spiteful and vindictive. Like those who followed Oladin in battle against the giants, Syv was rewarded with the power of runes – a gift that the dwarves would come to regret when she used their own magic to coerce them in forging her legendary sword.

Syv was mostly revered by warriors and promoted battle-related virtues. She inspired men and women to fight with glory and not let pity or compassion stay their hand. Her myth relates multiple occasions where she personally faced aging warriors in battle, thus allowing them to die facing a worthy opponent.

Many runecasters followed her path in the past, invoking runes of glory and conquest with great and fearsome efficiency. 


Syv uses the Paladin Oath of Vengeance sacred oath features, as described in the Player's Handbook.

Witch

With her talisman raised high in one hand and droplets of blood dripping from the other, an Ikishan woman summons her protector spirit as her enemies are approaching.

Deep in the Norwald forest, a woman lets a drop of her blood fall in her cauldron to conjure visions of a faraway land.

From his apothecary boutique in Argenville, a Montanese man sells a health potions and elixirs to one of his regular patient.

Witches are the caretakers of the gateways linking the spirit lands to the world of mortals, a task from which they draw magical power known as pyoreen magic.

Tending the Spirits of the Land

Since the dawn of time, witches have been performing various duties to preserve the link between the worlds of spirits and that of mortals, lest the lands in which they lived wither and die. In exchange, these witches are rewarded with magic which they can shape into spells or distill into potions.

Pyoreen magic is the name given to these magical abilities granted to mortals in exchange for their duties and life essence. Harnessing pyoreen magic does not require great intellectual prowess, but the knowledge of the proper rites and incantations demands years of practice and an intuitive sense of what cannot be touched or seen. This connection to the spirit world allows witches to perceive and tap into leylines, to befriend nature spirits, and to fight the evil forces that only wish to harm humankind.

While the word “witch” might suggest a female practitioner of evil magic, the inhabitants of Euriga use the term for both men and women. And while some witches are truly evil, most are benevolent and wise mediums teaching humans about the ways of the spirits.

Herald of Light and Agents of Shadows

Not all who interact with the spirits are true witches; most are ordinary men and women with enough wisdom and spirit lore to perform daily rites and enforce taboos amongst the population. Some choose to live in seclusion on the fringe of civilisation, others prefer to live among the populace, but few preach to the crowd like the pyoreen priests of old. For better or for worse, humans no longer openly worship spirits and that time is even frown upon by many.

True witches have the ability to feed the spirits with their own life essence, a sacrifice symbolised by drawing a few drops of their blood. The spirit is then bound to grant the mortal some of its powers. As much as the world needs them to flourish and thrive, spirits need the mortal’s life to survive on this world and cannot refuse a sacrifice when offered freely.

Witches who take-up on an adventuring life can expect to encounter spirits wherever they go and can summon those they have already befriended. The spirits care little if their powers are used for good or evil, and witches are free to use their magic as they please. Like the spirits themselves, witches can be benevolent or malign, generous or selfish, and noble or treacherous.

The Magic Rituals of the Witch

Much like the mage, the Eurigean witch gains her magical powers through the sacrifice of their own life energy. Unlike the former however, witches do not seal a pact with a single powerful entity; their powers are bestowed by all land spirits that they nurses and attend through their rites and rituals. As such, eurigean witchcraft if a form of pyoreen magic which, since it takes sources in the power of spirits, is in turn considered a form of divine magic.

While a witch’s dedication to rituals and attention to the spirits of the land can be seen as a form of devotion, witchcraft is not truly a type of religion, and many witches openly revere the Gods of Virtues, or less frequently these days, covertly worship the Olden Gods of Euriga.

Creating a Witch

Witches vary greatly with the type of spirits they have adopted as their ally. When making a witch, ask yourself what type of character you want to play, and which spirit ally represents this style best. Rain spirits are kind and helpful, river spirits are wise and clairvoyant, fire spirits can be both comforting and destructive, forest spirits are close to nature, wind spirits are wild and aggressive, fey spirits are joyful tricksters, and guardian spirits are strong and stalwart.

Once you have chosen which type of spirits assists you in your duties, consider what kind of relation you entertain with them. Are you striving to be as wise as the river spirits themselves, or are you trying to keep the wild wind spirits under control? Are you partaking in the mischiefs of fey spirits, or are you continually pestered by their pranks? Are you trying to reconcile the forest spirits with the growing cities of Euriga, or do you stand against the forces of darkness with the guardian spirits by your side?

The Wicth's Talisman

Use notes to point out some interesting informationA witch must possess a talisman to use most of its powers. This talisman might be an amulet, a large neckless, or a wooden rod inlaid with runes, blessed in incense and decorated with bones, feathers and crystals. Regardless of its form, the talisman can be held in hand or attached to a shield in order to act as a spellcasting focus, as described in chapter 10.

If the talisman is lost or destroyed, a new one can be created by spending 8 hours of magically crafting and enchanting new materials.

Class Features

As a witch, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Equipment

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

  • (a) a mace or (b) a warhammer (if proficient)
  • (a) a scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • a shield and a talisman

Spellcasting

As you call upon spirits for power, you can cast witch spells.

Cantrips

At 1st level, you know three cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.

Preparing and Casting Spells

The Witch table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of witch spells that are available for you to cast, choosing from the witch spell list. When you do so, choose a number of witch spells equal to your Wisdom modifier + your witch level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd level witch, you have four 1st‐level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st level or 2nd level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of witch spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.


Spellcasting Ability

Wisdom is your spellcasting ability for your witch spells. The power of your spells comes from your ability to channel the power of the spirits. You use your Wisdom whenever a witch spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.


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

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

Ritual Casting

You can cast a witch spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use a talisman (see “Equipment”) as a spellcasting focus for your witch spells.

Spirit Ally

Choose one type of spirits, such as rain spirits, as your ally. Each ally is detailed at the end of the class description, and each one provides examples of duties associated with it. Your choice grants you ally spells and other features when you choose it at 1st level. It also grants you additional ways to use Leyline Magic when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Ally Spells

Each ally has a list of spells – its ally spells – that you gain at the witch levels noted in the domain description. Once you gain an ally spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

If you have an ally spell that doesn’t appear on the witch spell list, the spell is nonetheless a witch spell for you.

Leyline Magic

At 2nd level, you gain the ability to draw energy from magical strands and conduits called leylines, using that energy to fuel magical effects. You start with two such effects: Rebuke Ghost Spirits and an effect determined by your ally. Some allies grant you additional effects as you advance in levels, as noted in the ally’s description.

When you use your Leyline Magic, you choose which effect to create. You must then finish a short or long rest to use your Leyline Magic again.

Some Leyline Magic effects require saving throws. When you use such an effect from this class, the DC equals your witch spell save DC.

Beginning at 6th level, you can use your Leyline Magic twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Leyline Magic: Rebuke Ghost Spirits

As an action, you present your talisman and speak words of power to rebuke spirits. Each spirit creature of the undead type that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

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.

Exile Ghost Spirits

Starting at 5th level, when a spirit of the undead type fails its saving throw against your Rebuke Ghost Spirit feature, the creature is instantly banished to the spiritlands, never able to come back to the mortals’ world, if its challenge rating is at or below a certain threshold, as shown in the Exile Ghost Spirits table.

Exile Ghosts Spirits
Witch Level Destroy Undead of CR...
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Wish

Beginning at 10th level, you can plea to the spirits to grant you a single wish.

Formulating a wish like this requires you to use your action. Describe your wish, and roll percentile dice. If you roll a number equal to or lower than your witch level, your wish has been granted. The GM chooses the result of the wish; the effect of any witch spell or witch ally spell would be appropriate.

If your wish is granted, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your wish is automatically granted, no roll required.


Spirit Allies

Unlike mages who pledge fealty to a single spirit liege, witches associate with a type of lesser nature spirits with whom they develop a close relationship. Witches see such spirits neither as master nor minions, but as tutors and allies in their duties to preserve the balance between the mortal’s world and the shadowlands.

Allies are found early in a witch’s career. Sometimes, a young witch simply honors the partnership that their parents had with a type of spirits, sometimes spirits find the young witch first, teaching them the proper rites and duties. This alliance has a great influence on the development of a witch, and a trained eye can easily deduct a witch’s ally by observing their behaviour and mannerism.

Rain Spirits

Rain spirits are givers of life and healers of woes, washing away pain and despair alike. As your ally, rain spirits grant you great healing powers and inner light to guide your people.

While rain spirits are generally benevolent toward humans, their fickle nature makes them unpredictable. Sometimes they come in abundance, other times they vanish for weeks-on-end. As minor spirits, they are also easily bullied by other spirits who exploit them to provoke great deluges, and are easily scared by the cold spirits of the winter months. And while they ultimately come back to their gentle nature, the lands that rain spirits abandon quickly turn to lifeless wastelands.

Rain Spirits Ally Spells
Witch Level Spells
1st bless, cure wounds
3rd lesser restoration, spiritual weapon
5th beacon of hope, revivify
7th death ward, guardian of faith
5th mass cure wounds, raise dead

Bonus Proficiency

Rain spirits help you bear great burden. When you choose this domain at 1st level, you gain proficiency with heavy armor.

Healing Mist

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Leyline Magic: Wash the Pain

Starting at 2nd level, you can use your Leyline Magic to heal the badly injured.

As an action, you present your talisman and evoke healing energy that can restore a number of hit points equal to five times your witch level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on a spirit of the undead type, or on a construct.

Every Raindrop Raises the Sea

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Radiant Strike

At 8th level, you can tap into the leylines to infuse your weapon strikes with magic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Blessing of the Rain Lord

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

River Spirits

River spirits are keepers of knowledge and dispensers of wisdom. For thousands of years, they have gathered news from rain waters and their tributary brooks, and passed it on to greater streams. Although they are indifferent toward the fate of humans, river spirits welcome any mortal who wish to drink from their knowledge.

River spirits are slow and deliberate but nearly unstoppable when set into motion. A witch with river spirits as their ally can count on this determination when need be, and on thousands of years of accumulated knowledge and wisdom to provide counsel and guidance.


River Spirits use the cleric Knowledge divine domain, as described in the Player’s Handbook.

Forest Spirits

Forest spirits are small and discrete spirits responsible for the growth and general health of eurigean forests. They are shy but curious beings, only manifesting before those they trust or when a situation is intriguing enough to draw their attention.

A witch choosing forest spirits as their ally knows they will have quiet friends, but that they will be able to contribute more directly to the balance of nature. Forest spirits teach mortals how to communicate with beasts and listen to the rumours of nature, in hope that humans will not forget that before they lived in great cities, they too depended on the health of nature to survive.


Forest Spirits use the cleric Nature divine domain, as described in the Player’s Handbook.


Fire Spirits

Fire spirits dance in the flames of the campfire and slumber among the embers of the hearth. Fire does not occur very often naturally and for that reason, fire spirts are very fond of humans and of their inventiveness. Ever since mankind learned to control fire, humans and fire spirits lived side by side, each taking comfort in one another’s company. People often imagine fire spirits as wild and aggressive but in reality, they are peaceful home spirits looking caringly upon humans. They can be quite destructive when unleashed and hard to calm when roused but otherwise, fire spirits are among humankind’s oldest and strongest ally.


Fire Spirits use the cleric’s Light divine domain features, as described in the Player’s Handbook.

Wind Spirits

Wind spirits are wild and wrathful spirits, ready to cause destruction and upset the peace and growth of nature. They often bully lesser spirits and bolster their brethren in their frenzy, bringing torrential rain and frigid weather to calmer lands, and rocking the earth with lightning and thunder.

Wind spirits are dangerous spirits to greet but make for powerful allies when befriended. Some witches have acquired much notoriety with their aid, while others have worked all their life to tame them and repair the damage they caused. No spirits are more tumultuous and ever-changing than wind spirits, and the witches that choose them as their ally are just as diverse.


Wind Spirits use the cleric Tempest divine domain features, as described in the Player’s Handbook.

Fey Spirits

Fey spirits are cheerful beings with a sharp, if sometimes mischievous, sense of humour. They are often found near humans who they find fascinating. Some even live among them, feeding on the laughter of children and hoarding lost or forgotten items around their houses. Fey spirits are easy to befriend and can become quite helpful allies, but they also easily take offence and can keep a grudge for a long time.

Fey spirits are masters of deception and misdirection, and the witches that choose them as their ally often develop similar skills.


Fey Spirits use the cleric Trickery divine domain features, as described in the Player’s Handbook.

Guardian Spirits

Guardian spirits are the protectors of nature and the sentinels of greater spirits. They are among the mightiest of the nature spirits and can make very powerful allies for witches determined and courageous enough to deserve their respect.

Unlike other spirit allies, guardian spirits play no role in the balance of nature other than protecting lesser spirits against human or supernatural intrusions. They take different forms depending on whom or what they are protecting, but their presence is usually easy to detect by those who know what to look for. Witches taking guardian spirits as their ally excel on the battlefield, and many travel with companies of soldiers or stand watch on the walls of the great cities of Euriga.


Guardian Spirits use the cleric War divine domain features, as described in the Player’s Handbook.