Supporters specialize in blessings, curses, and building up themselves and the members of their team in order to be more effective both in and out of combat. The supporter classes work best as part of a team, though they are fully effective on their own.
Medics are field surgeons and healers. Their main weapons in the field are surgical and medical equipment. They are incredibly effective at quick healing and precise cuts. They’re medical wonders of the world of magecraft who know exactly how to fix any injury or exactly where to slice for a quick and efficient death.
Specialty Weapons: Choose one of the following
Scalpels: light dex weapons
Needles: Light dex weapons
Bone Saw: Medium str weapon
Proficiency Bonus: Gain one point in either
Medicine
First aid
Bonus Spell: Quick Recovery (see spells list)
As the medic levels, they can take one skill at or below their max level.
Level 3: Medic Training - When a medic takes their Fighting style, they gain the knowledge of how the human body works, how that can be disrupted, and how it can be fixed. Because of this, once per day equal to their character level, they can add their Medicine or First Aid skill bonus to a damage or healing roll.
Level 8: Doctor’s Orders- The medic gains advantage on any persuasion or deception check that would allow them to force a patient to take medicine or accept their medical assistance. They gain an inspiration of the check that results of that.
Level 13: Field Medic - Medics are mages that heal others in the heat of battle. As such, they can add their focus skill to any medicine or first aid check made during combat, and can ignore one focus check on a blessing or healing ability each combat.
Level 19: Hypocratic Oath - So long as a medic has not dealt damage during a combat encounter, they may roll an endurance check when they should be brought down to 0 or fewer hit points, where the DC is equal to 50 + the total damage being dealt. Upon a success, they survive at 1 hp.
Level 23: Let The Healer Say F**k! - The medic gains advantage on any check made to force a patient to follow medical advice, including but not limited to forcing them to stay still or shoving medicine down their throat.
Level 31: Mad Doctor - The Hypocratic Oath Ability now triggers so long as the medic dealt less damage than they have healed in an encounter. If they have done no damage at all in an encounter and the Hypocratic Oath ability triggers successfully, they restore a number of hit points equivalent to the damage dealt to them.
Herbalists are alchemists and specialists in magical botany. They use elementally infused plants in their magics and potions. The potions and poisons they make are incredibly effective as ways to buff and debuff themselves and others.
Specialty Weapons: Choose one of the following
Shears: Medium Str weapons
Blowgun and Darts: light ranged weapon
Proficiency Bonus: Gain one point in either
Medicine
Nature
Alchemist’s set
Bonus Spell: Infuse Elemental Magic (see spells list)
As the herbalist levels, they can take one skill at or below their max level.
Level 3: Alchemist - Herbalists are incredibly good at making potions and poisons. They cannot receive disadvantage when using an alchemist’s set and they gain advantage when using a potion or poison that they made themselves.
Level 8: You Gonna Eat That? - by ingesting any dose of any potion or alchemical ingredient, an herbalist can identify its potential alchemical properties, so long as they survive doing so.
Level 13: Magical Chef - Whenever an herbalist uses their alchemy skill to enhance food, that food gains double the effect of the brewed potion within it.
Level 19: Magical Botanist - Herbalists gain advantage on recognizing any magical plant or caring for it, and are instinctually able to recognize how to use it in alchemical potion or poison creation so long as they know what kind of potions or poisons can be made with it.
Level 23: Master Alchemist - Any potion or poison that an Herbalist makes is one made with experience and skill. An herbalist cannot fail an alchemy check and checks that normally would be successful are risen up a quality tier.
Level 31: Applied Potionry: Whenever an alchemist uses a potion or applies it to their items or another being, they may do so as a secondary action rather than as a main and secondary action.
Augmentor’s are mages that specialize in changing, and especially buffing, nonphysical abilities and effects. Whether it be the ability of a friend to perform or stretching the capabilities of mana.
Specialty Weapons: Choose one of the following
Staffs
Crossbows
Proficiency Bonus: Gain one point in either
Recovery
Focus
Magical Knowledge
Bonus Spell: Mana Bonus (see spells list)
As the Augmentor levels, they can take one skill at or below their max level.
Level 3: Hidden Abilities - Whenever the Augmentor uses an ability or spell to boost a non-physical skill, they can choose to add a mana die to add that roll to the total point boost or to the roll to initially attempt the buff.
Level 8: Physical Buffer - Whenever the Augmentor uses a physical buffing ability, spell, or item, they can choose to use a Hit Die to add that roll to the total point boost or to the roll to initially attempt the buff.
Level 13: Blessed Gifts - A number of times equal to the augmentor’s character level halved (rounded down), an augmentor is able to add their Magical Knowledge or their Focus proficiency level to the total number of points provided to an ally by a blessing spell, whether they cast it or someone else does.
Level 19: The Power of Friendship - Whenever an Augment or boosts an ally, they may choose to expend a mana die. If they do, they provide a number of inspiration die equal to the number rolled that they may provide to any ally in their party.
Level 23: Lending a Hand - Anytime the Augmentor uses the Help action, they regain one use of any of their abilities.
Level 31: Self Help - Anytime you or your familiar uses a help action to provide you with inspiration, gain two inspiration dice instead of one. Anytime you cast a buff spell on yourself, you may roll a mana die to discount the spell by that many mana points. Anytime you use a buff ability on yourself or your familiar, you may expend a hit die to provide yourself an addition inspiration.
Cursecasters are debuffers. They’re inflict others with curses and limit their abilities, preventing them from accessing their true potential, stamping down their capabilities.
Specialty Weapons: Choose one of the following
Knives
Crossbows
Steel Webs
Proficiency Bonus: Gain one point in either
Intimidation
Will
Stealth
Bonus Spell: Inflict (see spells list)
As the Cursecaster levels, they can take one skill at or below their max level.
Level 3: Minor inconvenience - Cursecasters are powerful debuffers. As such, they’re able to spend a mana die whenever they cast a debuff spell. If they do this, they can subtract the total roll from the target’s next check.
Level 8: Uninspired - Cursecasters can remove an inspiration or advantage from a creature’s roll once per day equal to their core modifier with a minimum of one.
Level 13: Suffer - Cursecasters can cast any curse spell at 3/4 mana, rounded up.
Level 19: Magnificent Bastard: A Cursecaster cannot take negative inspiration, and can provide negative inspiration as if through the "Inspire" or "help" actions, using intimidation instead of performance
Level 23: Salt in the Wound: Cursecasters gain advantage on any creature with an unused negative inspiration die.
Level 31: For Better or Worse - At any time, a cursecaster can choose one skill ability of their choice and a target. Both the cursecaster and the target will take the save for that ability of the one with the lower save. If the target has the higher save, their save drops to match the cursecaster, and vice-versa. This lasts until one of the targets rests or until the cursecaster uses this ability again.
Sappers take energy and power from one source and move it to another source. This may be something as small as a single hit point or mana point or something as large as main stat points. Though they usually provide these points to their allies, they can draw the points into themselves.
Specialty Weapons: Choose one of the following
Staff
Needles
Steel Webs
Proficiency Bonus: Gain one point in either
Medicine
First Aid
Science
Bonus Spell: Leech (see spells list)
As the Sapper levels, they can take one skill at or below their max level.
Level 3: Point Storage - The Sapper can keep a number of points of any type equal to their total mana points to be given at a later point within storage in their spellbook. This can be taken from any sapping spell or skill and stored until the end of their next rest.
Level 8: Give and Take - When a Sapper takes points of any kind through a spell or ability, they can choose to expend a mana die to take an additional number of points equal to the roll.
Level 13: Energy Thief - Anytime a Sapper casts a sapping spell, they may do so at half mana, rounded up.
Level 19: What’s Yours is Mine and What’s Mine is Mine - Whenever a sapper gives stolen points to themself, they may also give half as many rounded up to an ally in their party
Level 23: Schrödinger's Blessing - Sappers may treat sapping spells as both cursed and blessings to match any ability that would normally promote them to cast either, and can choose to ignore it being a curse or a blessing at will if casted against an ability that would limit the effects of blessings or curses.
Level 31: Their Gift - Anytime a sapper uses an ability that befits their patron deity, they're able to remove access to the equivilent ability provided by the target's deity.
Cleric’s are agents of the gods meant to spread the glory of their patron or patrons through acts of service and support. Whether this be Kaetherin’s famed healers, Vivii’s lawyers, Azii’s craftsmen, Borrae’s researchers, or anything along the sort. Thought they don’t generally fight on their own, they are excellent at helping those they travel with in combat through the gifts from the gods.
Specialty Weapons: Choose one of the following
Shortswords
Maces
Spears
Proficiency Bonus: Gain one point in either
Religion
Magical Knowledge
Magical Endurance
Bonus Spell: Spirit Speak (see spells list)
As the Cleric levels, they can take one skill at or below their max level.
Level 3: Their Hand - Any time a cleric worships at an altar, they get an extra use of one deific ability of their choice OR 5 points of either Health or Mana.
Level 8: Their Word - So long as the Cleric keeps a religious symbol of some kind on their person, they gain advantage on any religious checks or checks related to any of their worship levels abilities.
Level 13: Their Sword - Any time a cleric worships at an altar, they can gain a temporary extra use of a deific ability OR a free Divine Smite on their next attack check.
Level 19: Their Magic - Whenever a cleric uses a spell that aligns with the domain of their patron deity, they cannot take disadvantage on the spell roll except through negative inspiration.
Level 23: Their Altar - Any time a cleric makes a kill in their deity's name, they are able to act as if they have worshiped at an altar to that deity.
Level 31: Their Gift - Anytime a cleric uses an ability that befits their patron deity, they're able to remove access to the equivilent ability provided by the target's deity.
Level 41: Their Glory -
Level 50: Their Name -
Berserkers are fighters that gain power from their emotions, especially their rage. These abilities make them more powerful in combat, but it limits them in other areas.
Specialty Weapons: Choose one of the following
Battleaxes
Greatswords
Clubs
Proficiency Bonus: Gain one point in either
Endurance
Resistance
Recovery
Bonus Spell: Runic Boost (see spells list)
As the Berserker levels, they can take one skill at or below their max level.
Level 3: Unyielding Rage - Once per day per character level, a Berserker may call upon their unyielding rage to boost their attacks and help them temporarily ignore damage. When using this skill, the berserker cannot cast spells due to the magic already coursing through their veins, though they can activate runic and precast spells. During the active time (up to ten minutes or until the skill is dismissed) the mage gains advantage on all strength-based checks, including skills, attacks, and saves. Upon a successful hit with a strength-based attack while this ability is active, they can expend a hit die or magic die in order to gain an extra d4 elemental damage equivalent to their core element to the total damage roll. They also gain 1d4 temporary hit points.
Level 8: No Pain Without Permission - While in an unyielding rage state, a berserker can ignore pain as it relates to breaking focus, automatically succeeding any focus checks they would make due to taking damage.
Level 13: Adrenaline Rush - When entering or exiting a berserker rage, the mage may choose to expend a hit die to heal an equivalent number of hit points to themself. Alternatively, they can expend a mana die to heal an equivalent number of mana points
Level 19: Walk it Off - When in an Unyielding Rage, if the Berserker were to drop to 0 hp or less, they may roll an endurance save with a Dc set to 50 + the number of damage dealt in the attack. Upon a success, they drop to 1 hp instead.
Level 23: Always Angry: Whenever a Berserker completes a combat encounter without using their Unyeilding Rage ability, they restore one use of Unyielding Rage equal to the number of turns they had in that combat encounter.
Level 31: Revelry in Blood: When a berserker drops to less than half of their total hp, they gain advantage on any strength, dexterity, or vitality checks taken during combat encounters.
Knights are melee combat specialists. They use magic to enhance their own abilities in combat.
Specialty Weapons: Choose one of the following
Any melee weapon
Proficiency Bonus: Gain one point in either
Dodge
Athletics
Recovery
Bonus Spell: Sever (see spells list)
As the Knight levels, they can take one skill at or below their max level.
Level 3: Double Strike - A number of times equal to character level per rest, when a knight uses their main action to make a melee attack, they can use free action to make a second attack with the same weapon.
Level 8: Skilled Combatant - Whenever a Knight attacks, they can choose to use a mana die to improve an attack roll, multiplying the result by the proficiency level of the weapon and adding that to the total roll.
Level 13: Combat for Combat’s Sake: Anytime a Knight enters a combat encounter, they gain an advantage inspiration roll that they must use before the end of the combat encounter.
Level 19: Parry, Parry, Thrust! - Anytime a knight parries an attack, they may take an attack of opportunity.
Level 23: My Actions are not Lesser - Instead of a lesser or secondary action, the knight instead has two primary actions
Level 31: Art of Death Dealing - When a knight takes the life of an enemy, they gain a number of hit points equal to the amount of damage dealt through the killing blow, so long as the killing blow was a physical attack.
Defenders are shield specialists who often wear heavy armor and have perfected the use of shields as weapons. They do exactly as their name suggests, defend. Their high armor classes and defensive spells and abilities allow them to prevent harm from coming to themselves or others.
Specialty Weapons: Choose one of the following
Any kind of shields (Shields, Great shields)
Halberds
Proficiency Bonus: Gain one point in either
Endurance
Magical Endurance
Recovery
Bonus Spell: Cover (see spells list)
As the Warrior levels, they can take one skill at or below their max level.
Level 3: Shield Specialist - A defender can use a shield both as a fully capable weapon and a full means of defense at the same time. They no longer suffer the die penalty when using a shield to attack and, so long as the shield is equipped, they gain the full Armor Class Bonus from their shield, no matter what else they do. Shields are always one or free-hand weapons for a defender
Level 8: Tower Defense - If a defender chooses not to take a movement action during a turn, they can choose instead to gain a second reaction
Level 13: Walking Tank - Anytime a Defender prevents any amount of damage from being dealt to themself or an ally, they gain a point of damage that can be added to their next attack check.
Level 19: Shield Wall - The defender cannot be pushed by an attack they block with a shield or blocking weapon
Level 23: More Than Just a Shield - When a defender attacks with any weapon they used to block an attack, they may draw a number of damage point from a pool equal to their vitality total. This pool of damage points is restored on a full rest.
Level 31: Armed with Armor - A Defender can use their armor type as a boost to their unarmed strikes. Light armor offers an additional d4 damage, Medium a d6, and heavy a d8. They can gain damage dice based on armor proficiency as well as proficiency in unarmed strike as if a weapon attack.
Martial Artists don’t typically use weapons, though some do use a few. They turn their own body into a weapon. They are completely disciplined in mind and body, or at least enough to challenge those who would come at them with blades and arrows with their body alone.
Specialty Weapons: Choose one of the following
Staffs
Unarmed Strikes
Proficiency Bonus: Gain one point in either
Dodge
Athletics
Focus
Bonus Spell: Iron Fists (see spells list)
As the Martial Artist levels, they can take one skill at or below their max level.
Level 3: Bringing Fists to a Blade Fight - Martial artists are not only masters of unarmed strikes, but avoiding getting hit themselves. When Martial Artists prepare or make a dodge action or reaction, they gain advantage. In addition, once per character level per day, the martial artist can add their dodge modifier to their AC when they’re the target of a weapon attack.
Level 8: Meditative Strike - The Martial artist is able to channel their magical energy through their mana dice into their attacks. They can roll a mana die and add the total to their overall attack roll. Upon a success, they can add an equivalent damage die to the total damage. This die deals damage of their core elemental type.
Level 13: Inner Focus - The Martial Artist is a master of keeping calm even in the midst of combat. They cannot have disadvantage on a focus check, no matter the circumstances, and have advantage on focus checks made in combat settings.
Level 19: Throw it Back! - When a martial artist succeeds a dodge roll against a projectile, they can throw it back up to half the projectile's range.
Level 23: Fast Reflexes - A Martial Artist is able to take a second reaction a number of times equal to their core stat total.
Level 31: Automatic Reflexes - Once per encounter, a martial artist can dodge as a free action.
Arbilists are ranged weapon fighters. They may use their weapons to improve their aim or to infuse elemental damage or power into their strikes or even to do their ranged damage in the first place.
Specialty Weapons: Choose one of the following
Any ranged weapon
Proficiency Bonus: Gain one point in either
Climb
Grip
Dodge
Bonus Spell: Unseen Arrows (see spells list)
As the Arbilist levels, they can take one skill at or below their max level.
Level 3: The High Ground - When an arbilist shoots from an area at least one full tier higher than their target, they gain advantage on the attack check.
Level 8: Sniper - Arbilists are trained in the art of ranged weapons and have turned aiming into instinct. As a result, they can expend a mana die and roll a focus check with inspiration equivalent to the mana die to ignore disadvantage from shooting beyond a weapon’s usual range
Level 13: Out of Ammo - When an arbilist runs out of ammunition for their ranged weapon, they may choose to roll a mana die, creating a number of ammunition items equal to the roll.
Level 19: Pistol Whip - An Arbilist does not take disadvangtage from using a ranged weapon in melee.
Level 23: Backline Fighter - Anytime an Arbilist successfully makes an attack check at a range beyond the usual range of their weapon, they may gain an inspiration die.
Level 31: Bringing a Gun to a Knife Fight - If an arbilist is outside of the range of the target's attacks, the target has disadvantage on dodge checks against the arbilist's attacks. If the arbilist is using a spell against a target that cannot reach them with an attack, the arbilist gains advantage.
Hunters move like predators. They’re skilled trackers and wild fighters, attacking with the ferocity of a hungry beast. Their inner beast is more literal than it is for most mages.
Specialty Weapons: Choose one of the following
Spears
Hunting Knives
Proficiency Bonus: Gain one point in either
Climb
Swim
Survival
Bonus Spell: Tracker (see spells list)
As the Hunter levels, they can take one skill at or below their max level.
Level 3: The Beast Within - once per day per character level, a hunter may gain the ferocity of the beast within, a predator they choose upon gaining this feature, gaining advantage on stealth, intimidation, and attacks. You cannot cast spells while this ability is active. They may take on some physical features reminiscent of the creature, a shift in their eyes, a change in the texture of their hair or their incisors growing into fangs.
Level 8: Predator’s Eyes - The hunter gains 60ft of night vision, able to see in the dark, though unable to recognise color. Their eyes glow softly in the dark due to this ability.
Level 13: Persistence Predator - If the hunter had to move more than 15ft to get to their prey, they gain an inspiration on their next attack or spell targeting the prey.
Level 19: Hunting for Sustenance - If a Hunter eats food made from a non-sapient or magic beast prey target, they gain one ability from that prey until their next rest or they consume a different prey.
Level 23: Cruel Hunter - Hunters cannot fail an intimidation check on targeted prey and gain advantage on all checks against frightened prey.
Level 31: Hunter - The hunter is now able to cast spells while The Beast Within is active.
Thieves are masters of sleight of hand who use their abilities to take what doesn’t belong to them. They specialize in stealing items and artifacts from others and using it to their advantage.
Specialty Weapons: Choose one of the following
Darts
Throwing knives
Proficiency Bonus: Gain one point in either
Perception
Sleight of Hand
Stealth
Bonus Spell: Snatch (see spells list)
As the Thief levels, they can take one skill at or below their max level.
Level 3: Pickpocket - Once per day per character level, a thief can instantly succeed a stealth skill check so long as it’s paired with a sleight of hand check such as with pickpocketing or stealing something off a target.
Level 8: Thieves’ Code - The Thief has discovered the meaning behind the code and curiosities left behind by others of their order, whether that be a thieves’ guild or a common pickpocket. They are able to recognize the meanings behind any coded language of thieves, written or spoken. They are also able to use this code to communicate themself.
Level 13: Line of Sight - A thief is always aware of their surroundings, so long as it comes to taking things. Whether it be a shiny object or an enemies hit points, they’re able to tell if they’re being perceived performing the action, though not always what and where they are being watched from or by. They are also aware if being perceived would give them disadvantage on a stealth or sleight of hand check as in stealing or pickpocketing.
Level 19: Kleptomania - Whenever the Thief uses an ability or spell to steal something, they cannot take disadvantage.
Level 23: Yoink - Whenever a theif steals an item without the use of an ability, they are able to instantly succeed taking a second item from the same target.
Level 31: What's Yours is Mine - A thief ignores any enchantments or abilities that would prevent them from being able to open a lock. A Theif gains advantage on lockpicking checks.
Mirror mages reflect and change the target of spells and attacks, altering targets using spells that are often referred to as “Smoke and Mirrors”
Specialty Weapons: Choose one of the following
Mirrored Blades
Proficiency Bonus: Gain one point in either
Dodge
Deception
Perception
Bonus Spell: Ricochet (see spells list)
As the Mirror Mage levels, they can take one skill at or below their max level.
Level 3: Smoke and Mirrors - When a Mirror Mage rolls a successful dodge check, they can choose to alter the target of their opponents attack to another square within melee range.
Level 8: False Double - Once a Day per character level, a Mirror Mage is able to use a reaction to move to another unoccupied square within melee range. When they do this, they can expend a magic die to place an illusory doppelganger in the space as a target for any attack attempted on the Mirror Mage.
Level 13: Counterspell - Anytime a Mirror Mage uses any counterspell that reflects back at the target such as Riccoche reflecting damage, they may expend a mana die to force the caster to target any other creature within (mana die *10) feet.
Level 19: Broken Mirror - A mirror mage's double is able to use the help action and have spells cast from their position instead of the mirror mage's. This can be done for any number of doubles.
Level 23: Twisted Reflection - When a Mirror mage reflects damage, they are able to change the damage type being reflected back.
Level 31: Automatic Reflexes - Once per encounter, a mirror mage can dodge as a free action.
Illusionists are masters at manipulating perceptions and making things appear to be something they’re not. They create webs of lies that support a false reality, bringing one’s greatest fear or greatest desires to life.
Specialty Weapons: Choose one of the following
Mirrored Daggers
Steel Webs
Proficiency Bonus: Gain one point in either
Persuasion
Deception
Insight
Bonus Spell: Mass Hallucination (see spells list)
As the Illusionist levels, they can take one skill at or below their max level.
Level 3: Eye for Illusions - Illusionists are masters of altering perceptions, so much so that it becomes easier for them to recognize when someone or something else is trying to do the same to them. An illusionist has advantage on will saves against falling under illusion spells or effects and on insight checks to break illusions.
Level 8: Spring the Trap - The Illusionist is a master of traps, both magical and less so. They gain advantage when setting or attempting to find any traps. They are able to learn how to recreate a trap by watching it activate and examining the mechanism for two minutes, or examining the trap for half an hour.
Level 13: Web of Lies - Illusionists are brilliant actors. They must be if they are to sell their craft. Illusionists have advantage on any deception, performance, or persuasion check boosted by an illusion spell. In addition, they cannot gain disadvantage on a presence check made to ensure someone believes their illusion is real, though others can still gain advantage on seeing through their illusions.
Level 19: False Face - Illusionists cannot fail to cast an illusion over themself or a willing focus.
Level 23: Seeing is Believing - Unless one sees an illusion cast by an illusionist go up or attempts to interact with a non-solid illusion, the illusion is believed.
Level 31: Psychosymptomatic - Illusions and abilities an illusionist uses can now cause real damage to a creature so long as that creature is convinced it can, dealing psychic damage instead of the assotiated damage type.
Dealers cast with cards and gamble with their magic. They’re able to keep a secondary spellbook with blank cards and infuse their magic into those cards from anywhere they can feel a connection to them.
Specialty Weapons: Choose one of the following
Throwing Knives (Can be flavored as cards)
Proficiency Bonus: Gain one point in either
Slight of hand
Insight
Focus
Bonus Spell: Luck of the Draw(see spells list)
As the Dealer levels, they can take one skill at or below their max level.
Level 3: Deck of Spells - Dealers are able to keep secondary spell books in the form of cards they set runes into. So long as their main spell book also contains the spell and they have had physical contact with the card in the last 24 hours, they can cast a rune on their cards from anywhere whether they can touch the rune or not. In addition, they can gain a bonus to a spell by randomly choosing a card from their deck. A dealer’s deck must have 10 cards or more to be viable, though there can be duplicate cards.
Level 8: The House Always Wins: Dealers are masters of fate. Because of this, they have the ability to alter the result of one roll they make or has been made against them every day per character level. They roll a d10, and can choose to add or subtract the total from the roll they’re altering.
Level 13: Poker Face - Dealers have advantage on any persuasion or deception checks made to convince a creature of their intentions, whether this be trying to pull off a simple con, shifting blame, or attempting a feint in combat.
Level 19: Shifting Odds - A number of times equal to their character level per day, a Dealer can choose to reroll a die, whether that be a damage die searching for something better, altering the result of a skill check, or changing the result of a random event table.
Level 23: Tell me the Odds - a Dealer's ability to calculate the odds is heightened, and they’re able to see the connections between different souls, the patterns that they follow. A number of times per day equal to a dealer's core stat total, they are able to see a die result before they declare their reaction to a check being made.
Level 31: For Better or Worse - At any time, a Dealer can choose one skill ability of their choice and a target. Both the dealer and the target will take the save for that ability of the one with the lower save. If the target has the higher save, their save drops to match the dealer, and vice-versa. This lasts until one of the targets rests or until the dealer uses this ability again.
Wildcasters don’t have solid control over their magic, and they use that to their advantage. Their mana can be corruptive, going wild and untamable or causing other magic to do the same. They disrupt other casters by forcing their magic to go wild in some way shape or form.
Specialty Weapons: Choose one of the following
Flails
Spears
Proficiency Bonus: Gain one point in either
Endurance
Magical Endurance
Dodge
Bonus Spell: Premature Activation (see spells list)
As the Wildcaster levels, they can take one skill at or below their max level.
Level 3: Shifting Luck- A number of times equal to their character level per day, a wildcaster can choose to reroll a die, whether that be a damage die searching for something better, altering the result of a skill check, or changing the result of a random event table. When they do this, they gain one Wild Roll point, which the Game Master can cash in to force them to roll on a Wild Effects table at any time.
Level 8: Uncontrolled Casting - Once per day per character level, a wildcaster is able to use a magic die to cast a random spell from their list. This spell does not require mana to cast.
Level 13: Random Rolls: A target is chosen at random. If this target is an ally, they gain advantage on their next roll. If they are an enemy, they gain disadvantage on their next roll. If they are neutral, the caster gains a Wild Roll point, which the Game Master can cash in to force them to roll on a Wild Effects table at any time. The Mage can use this ability a number of times per day equal to half their level rounded down.
Level 19: Lose to Win: At any time, a wildcaster can choose to take a Wild Roll, which the Game master can cash in to force them to roll on a Wild Effects table at any time. When they do this, they gain an additional use of one of their abilities.
Level 23: Not Today, Shii! - When a wildcaster is forced to use a wild roll, they may choose to remove a number of entries equal to their core stat total.They may do this for a number of wild rolls equal to their core stat bonus each rest.
Level 31: For Better or Worse - At any time, a wildcaster can choose one skill ability of their choice and a target. Both the wildcaster and the target will take the save for that ability of the one with the lower save. If the target has the higher save, their save drops to match the wildcaster , and vice-versa. This lasts until one of the targets rests or until the wildcaster uses this ability again.
Assassins are stealth specialists. They blend with the shadows, striking quickly before their opponent can even notice.
Specialty Weapons: Choose one of the following
Dex Focused range weapons
Daggers
needles
Proficiency Bonus: Gain one point in either
Stealth
Dodge
Slight of Hand
Bonus Spell: Quick Strike (see spells list)
As the Assassin levels, they can take one skill at or below their max level.
Level 3: Hidden in the Shadows - Whenever an assassin makes an attack while hidden or under cover, they gain advantage on the attack. In addition, they can choose to add their core stat bonus to the overall damage.
Level 8: Deadly Strike - Assassins are able to pinpoint their opponents weak points through their familiarity with death. At any time, they are able to spend a hit die to add an equivelent roll to an attack check or a damage roll. They
Level 13: Venom in the Glass - When using poison to damage a creature, an assassin gains advantage. Additionally, they are able to mask it more effectively, gaining advantage on any deception checks made to attempt to hide the fact that they’ve applied poison.
Level 19: Mithridatism - After using a poison effectively three times, an assassin may choose to take a small dose themself. If they pass their resistance check, they gain resistance against that poison from that point on.
Level 23: First Strike - During the first attack an assassin makes in a combat, they are able to roll with advantage. In addition, they may spend a hit die to add the roll to their damage total so long as they come before their target in the turn order.
Level 31: Art of Death Dealing - When an Assassin takes the life of an enemy, they gain a number of hit points equal to the amount of damage dealt through the killing blow, so long as the killing blow was a physical attack.
To a swords dancer, combat is an art form. They revel in the song of blades against blade, the grace in the dance of battle, and the painting of crimson across the landscape. To a swords dancer, little is more beautiful than a duel.
Specialty Weapons: Choose one of the following
Any melee Dex Weapon
Proficiency Bonus: Gain one point in either
Performance
Acrobatics
Flexibility
Bonus Spell: Flourish (see spells list)
As the Swords Dancer levels, they can take one skill at or below their max level.
Level 3: Dance of Battle - To a swords dancer, combat is a performance. Because of this, a swords dancer is able to add their performance bonus to an attack of dodge check a number of times per rest equal to their character level.
Level 8: Critical Dodge - If the Swords Dancer’s dodge check is twice your opponent's attack roll you are able to make a free weapons-based counterattack.
Level 13: Daring Duelist - When a Swords Dancer fights, nothing else matters but the wonder and art of the battle, and they often drag their opponent into the fight. When they focus on a single enemy, that enemy is forced to focus solely on them, unable to strike any other creature until they fall or the Swords Dancer disengages.
Level 19: A Familiar Song - A Swords dancer gains advantage on rolls against opponents they've challenged before.
Level 23: Spray of Crimson - Anytime the Swords Dancer slays an enemy, they gain an inspiration die.
Level 31: Art of Death Dealing - When a Swords Dancer takes the life of an enemy, they gain a number of hit points equal to the amount of damage dealt through the killing blow, so long as the killing blow was a physical attack.
Puppeteers take control of their victims in ways often seen as unnatural, taking charge of their target’s actions like a puppeteer with a marionette.
Specialty Weapons: Choose one of the following
Steel webs
staffs
Proficiency Bonus: Gain one point in either
Persuasion
Deception
Slight of hand
Bonus Spell: Control (see spells list)
As the Puppeteer levels, they can take one skill at or below their max level.
Level 3: Soul Connections - Puppeteers are able to perceive the connections between the souls of their targets in a limited manner. Once per day equal to the Puppeteer’s character level, they are able to look into the weave of reality and the web of potential fates for up to a minute at a time.
Level 8: Puller of Strings - Whenever the puppeteer uses a skill, spell, or ability to subtly manipulate another being’s thoughts or mind, they can use a mana die to pull the strings of fate in their favor, giving them advantage and the target of manipulation disadvantage.
Level 13: Marionette - Any time a puppeteer uses a control spell on a creature or a soul, they gain advantage, and cannot take disadvantage in their struggle to maintain control, unable to lose focus on the strings that bind them to their puppet.
Level 19: Domination - If a puppeteer maintains control of a puppet for more than 24 hours, they are able to connect to that creature's soul from anywhere, taking over their mind temporarily as if using a control spell without range limitations.
Level 23: Dance, Little Puppet - A puppeteer cannot fail a check against a creature affected by Domination.
Level 31: Puppet Cabinet - The Puppeteer has access to a "cabinet" with a number of seats equal to the puppeteer's core stat bonus. Any creature under a puppeteering ability, spell, or magic contract can be bound to the cabinet. Creatures in the cabinet will have access to the mage's power. In exchange, the mage can peer into their mind at any time, and the creature cannot harm the mage.
Composers express their magic through songs. The art was originally discovered by observing monsters like Sirens with natural song magic. It’s an incredibly effective way to maintain spells, even those that aren’t meant to be, and to turn spells into area of effect spells. Composers fight with the songs they write and those they find. Their spellbooks are full of song lyrics written with spells and runes woven through.
Specialty Weapons: Choose one of the following
War Instruments
Proficiency Bonus: Gain one point in either
Performance
Persuasion
Bonus Spell: Harmony (see spells list)
As the Composer levels, they can take one skill at or below their max level.
Level 3: Sing Us a Song - A Composer can cast their spells through songs. They can cast any spell they know through a maintained or ritual lasting one or more minutes so long as they can keep singing a song relevant to the spell effect, one they’ve learned a song or have written one themselves. Any spells cast this way only costs the initial mana cost and not the maintained cost. They can maintain a number of spell effects equal to the square root of their character level rounded down.
Level 8: My Own Music - When performing a song written by the composer, they gain advantage on the spell checks or performance checks related to it, as the lyrics align with their own magic more naturally then songs that are not written through their soul.
Level 13: Break A Leg - Composer don’t take the die penalty when using war instruments. War instruments used by an instrumentalist maintain durability like a sword or axe of the same type of material.
Level 19: Songbird - The composer gains advantage on any dodge checks made while they are singing. They also gain advantage on any focus or will checks related to preventing a break of song or focus.
Level 23: The Show Must Go On - A composer cannot lose focus when performing a song they wrote in a magical or non-magical context.
Level 31: Practiced Performance - A Composer is able to use their rest studying or practicing one spell, skill, or ability. They will have advantage on checks with this practiced spell, skill, or ability and an extra temporary level of proficiency.
Painters create and paint with enchanted paints and potions, using their brushes to cast spells through alchemical colors and stunning spellcraft.
Specialty Weapons: Choose one of the following
Caster’s Pen
Dagger
Proficiency Bonus: Gain one point in either
Performance
Magical knowledge
Science
Bonus Spell: Transplant Ink (see spells list)
As the Painter levels, they can take one skill at or below their max level.
Level 3: Color Palette - Painters use potions and magically infused liquids as their paints, and, as such, can keep these paints on a palette. They have a number of slots equal to their character level on these palettes. The Painter is able to access any of the “paints” on their palette as a reaction.
Level 8: Paint Mixing - Painters don’t always buy their paints. As they become more acquainted with the medium, they are able to create their own, able to use alchemists supplies or any potion making supplies to create their paints for their pallets as if making a potion. These paints can come in the form of watercolor, ink, oil paints, or any other kind they should be able to make, effectively creating a potion with a different consistency that can effect creatures through contact rather than through injestion.
Level 13: Color Mixing - Painters can use two different “paints” to create a new color. As a reaction, they can combine two of the paints on their pallet, making a paint with the effects of both.
Level 19: Master Alchemist - Any potion or poison that a Painter makes is one made with experience and skill. A Painter cannot fail an alchemy check and checks that normally would be successful are risen up a quality tier.
Level 23: Combat as Canvas - The painter has learned to use combat to create their art, finding patterns in the chaos they can use to ensure the perfect piece. They gain advantage on initiative checks and inspiration whenever they succeed a check against an enemy that must be used on their next roll.
Level 31: Applied Potionry: Whenever an painter uses a potion or applies it to their items or another being, they may do so as a secondary action rather than as a main and secondary action.
Conductor’s Order their weapons through their magic, able to hold many blades suspended in the air around them in order to attack with several blades at once as they dance and float around the mage.
Specialty Weapons: Choose one of the following
Batons
Rapier’s
Short swords
Proficiency Bonus: Gain one point in either
Performance
Acrobatics
Focus
Bonus Spell: Synchronized Strike (see spells list)
As the Conductor levels, they can take one skill at or below their max level.
Level 3: Orchestrate - Conductors are able to maintain a number of weapons around them equal to their character level. In order to claim a weapon, they must be able to touch it for more than a minute without disruption. To attack with these weapons, they must make an attack check using their core stat rather then strength or dexterity. The caster can attack using a secondary action using these weapons.
Level 8: Animated Weapons Proficiency - Conductors gather a lot of different weapons in their quest to become a one man band of death and destruction, and they weild some that they may not be familiar with. Because of the magic that flows through them to connect them to the blades they wield through their magic, they gain a minimum of one damage die on any weapons controlled using orchestrate.
Level 13: Meet my Friends: The conductor can gain advantage on an attack made as if an opponent is being flanked so long as at least one other weapon of theirs has already hit the target that turn.
Level 19: Storm of Blades: Once per day, equal to a mage’s spell stat bonus, the mage is able to attack with every one of their connected blades at one, making an attack in a cone shape starting from a line from their position and pointing towards a chosen target. Any being within the cone must make a dodge check, taking half damage on a success. The target chosen will take the attack like normal, taking damage on a success equal to the total damage roll.
Level 23: Magic Memory - Conductors don't usually play the music. They are but a guide. A Conductor, therefore, can allow up to half their spell stat bonus’s amount of weapons under their control strike independently of the conductor. These weapons use their spell bonus instead of strength or dexterity, and they do not add proficiency dice to damage rolls. They will attack only the target their weilder last struck.
Level 31: Practiced Performance - A Composer is able to use their rest studying or practicing one spell, skill, or ability. They will have advantage on checks with this practiced spell, skill, or ability and an extra temporary level of proficiency.
The Eloquent are speech crafters, poets, and masters of manipulating others through words alone. They can convince others to follow their orders and their will, often hiding magic and spells in conversation, casting in ways that others wouldn’t even notice.
Specialty Weapons: Choose one of the following
Daggers
Caster’s pen
Proficiency Bonus: Gain one point in either
Deception
Persuasion
Intimidation
Bonus Spell: Pep Talk (see spells list)
As the Eloquent levels, they can take one skill at or below their max level.
Level 3: Can You Hear Me in the Back? - The Eloquent are masters of speechcraft, able to expand the range of spells or abilities activated or cast using their voice. When using their voice to activate a spell or ability, they can use a mana die to expand their range, gaining 5ft times the roll result in total range.
Level 8: Just a Suggestion - When working with a creature that understands their speech, an eloquent’s honeyed words make it much easier to convince them to do as they ask, gaining a permanent advantage on asking a creature to do something so long as they have not asked them to do something before, whether this be through Intimidation, persuasion, deception, or animal handling.
Level 13: Speech! Speech! Speech! - An Eloquent’s words inspire action within those who hear. As such, they can choose to expend a reaction to declare something meaningful, providing inspiration to any allies who can hear it that must be used within 10 minutes.
Level 19: Honeyed Words - The Eloquent may roll with disadvantage on autofail persuasion checks
Level 23: Inspiring Speech - The Eloquent gains an inspiration die to use whenever they inspire another creature.
Level 31: Psychosymptomatic - Illusions and abilities an illusionist uses can now cause real damage to a creature so long as that creature is convinced it can, dealing psychic damage instead of the assotiated damage type.
Summoners specialize in making deals and commanding monsters across the battlefield. From the moment they met their familiar, they knew they were meant to lead an army of monsters and thrive through their ability to command others.
Specialty Weapons: Choose one of the following
Swordstaffs
Proficiency Bonus: Gain one point in either
Persuasion
Animal Handling
Bonus Spell: Summon (see spells list)
As the Summoner levels, they can take one skill at or below their max level.
Level 3: Summoner’s Charms - When a summoner takes this fighting style, they gain the ability to create Summoner’s Stones, small trinkets that often take the forms of charms hanging from the summoner’s clothes, jewelry, and even weapons. These stones allow them to summon in the connected summon as a reaction instead of taking the full length of a summoning time. They can keep a number of these stones equal to the square root of their character level rounded down.
Level 8: The Enemy of my Enemy - Summoner’s are masters of recruiting allies, usually monstrous ones that they can call upon through their magic and deals. Summoners with this skill gain advantage on any check to attempt to gain an ally so long as that ally has a shared enemy of any kind, whether that be the shared hatred of a particular farmer or the legendary dragon threatening the whole region.
Level 13: Of Friends and Foes - When fighting alongside a summon, the summoner gains advantage on any attack or spell cast on an enemy, as if bolstered by their summons.
Level 19: Say Hello to My Little Friend - Whenever a summoner brings out a creature through a Summoner's charm, the summon takes an extra turn.
Level 23: Helping the Monsters - Whenever a summoner or their summon uses a help action, they are able to provide double advantage or double disadvantage instead of a single level of advantage or disadvantage.
Level 31: Puppet Cabinet - The Puppeteer has access to a "cabinet" with a number of seats equal to the puppeteer's core stat bonus. Any creature under a puppeteering ability, spell, or magic contract can be bound to the cabinet. Creatures in the cabinet will have access to the mage's power. In exchange, the mage can peer into their mind at any time, and the creature cannot harm the mage.
Cataclysmysts are disaster mages, casting massive area of effect spells that can deal devastating Damage.
Specialty Weapons: Choose one of the following
Wands
Staffs
Proficiency Bonus: Gain one point in either
Magical Knowlege
Resistance
Recovery
Bonus Spell: Earthquake (see spells list)
As the Cataclysmyst levels, they can take one skill at or below their max level.
Level 3: Area of Effect - Whenever a cataclysmyst uses an area of effect ability or spell, they can spend a mana dice to expand the range by 5 times the roll.
Level 8: It’s a Trap!- When a cataclysmyst uses any area of effect spell or ritual trap spell to be triggered later, they can do so in half the time
Level 13: A Big Boom - When a Cataclysmyst makes an area of effect attack or spell, they can choose to roll a hit die. If they do so, any enemy caught in the attack becomes stunned for a number of turns equal to the die roll. Alternatively, if the cataclysmyst uses an area of effect blessing or ability that benefits allies, they can choose to expend a hit die to provide equivilent inspiration to any ally affected by the spell or ability.
Level 19: Enemies and Allies - When a Cataclysmyst uses an area of effect ability or spell, they can choose whether their allies or enemies are the only ones affected.
Level 23: I Don't Care How Big the Room is - A Cataclysmyst can choose to extend their area of effect beyond the walls that contain them. If they are in a room, the area of effect ignores walls and will always go to the full range of the spell unless the caster chooses otherwise.
Level 31: A Little Bit for Everyone - A Cataculusmyst can choose to cast a spell at twice its cost. If they do, that spell becomes an area of effect with 1/2 range with a minimum of 5 feet. This ability cannot be used on touch spells.
Mages gain access to spells through their spellbooks, and archivists take that to their natural conclusion. Archivists can collect spellbooks, using multiple at once to gain access to more and stronger spells. The Archivist is the peak of spellbook studies, making it their mission to study and perfect as many spells as they can.
Specialty Weapons: Choose one of the following
Spellbooks
Caster’s pen
Proficiency Bonus: Gain one point in either
Research
Science
Magical Knowlege
Bonus Spell: Bookshelf (see spells list)
As the Archivist levels, they can take one skill at or below their max level.
Level 3: Walking Library - Archivists are able to access multiple spellbooks at once. They remain suspended in the air around them through their mana and connection to books they can hold for more than a minute. They can access any spell in the book as if it is their own, and each duplicate spell allows that spell to be upcast an equal number of times to the number of books that contain the spell. They can maintain a number of books this way equal to their character level.
Level 8: Copy/Paste - If an archivist can touch the surface of something where written information is recorded, they can automatically copy it to a blank page in their spellbook. They can use and reference this information and even copy it permanently until the magical ink fades after 24 hours.
Level 13: Just A Little Faster - Archivists are masters of learning new magical information. Because of this, when studying a spell, they can do so in half the time and with half the credit cost.
Level 19: Bibliography - An Archivist collects more knowledge than just magic. They cannot take disadvantage in a knowledge skill relating to recalling information.
Level 23: Professor - An Archivist provides double advantage when helping with knowledge checks and is able to teach a skill in half the time when acting as a mentor.
Level 31: Practiced Performance - A Composer is able to use their rest studying or practicing one spell, skill, or ability. They will have advantage on checks with this practiced spell, skill, or ability and an extra temporary level of proficiency.
Glass Cannons lean into the self destructive nature of magic. They often use their hit points to fuel their magic further, casting more and more. They’re masters of upcasting, making simple spells more complex and potentially powerful.
Specialty Weapons: Choose one of the following
Staff
Caster’s pen
shortswords
Proficiency Bonus: Gain one point in either
Recovery
Magical Knowlege
History
Bonus Spell: Self Recovery (see spells list)
As the Glass Cannon levels, they can take one skill at or below their max level.
Level 3: Health casting - Glass Cannon’s often cast using their health instead of their mana points. Whenever they cast a spell using their health, they don't take exhaustion until outside of combat and can roll a magical endurance save in order to ignore exhaustion from hit point casting
Level 8: Spell Slinging - A Glass Cannon is the master of casting in ways they should not be able to. They may use a mana die to add mana to an upcast or x cost spell,Alternatively, they can maintain a spell for free a number of rounds equal to the die roll, so long as their focus is not broken on the spell.
Level 13: That Sweet, Sweet Burn - Any time the Glass Cannon is suffering from Mana burn (has taken hp damage due to spell casting) they gain advantage on their spellcasting
Level 19: This is Fine - A Glass Cannon does not take exhaustion from Mana Burn.
Level 23: Haha, Ow - If casting a spell would bring a Glass Cannon to 0 hit points or lower, they may roll a magical endurance check with a DC of 50 + Spell cost. Upon a success, they fall to 1 hp instead.
Level 31: Revelry in Blood: When a Glass Cannon drops to less than half of their total hp, they gain advantage on any strength, dexterity, or vitality checks taken during combat encounters.
Magimechanists are enchanters, creating magic items and using them in combat. They
Specialty Weapons: Choose one of the following
Caster’s Pen
Magic Weapons
Proficiency Bonus: Gain one point in either
Magical Knowlege
ScienceL
History
Bonus Spell: Infuse Magic (see spells list)
As the Magimechanist levels, they can take one skill at or below their max level.
Level 3: Enchanting Engineer - Magimechanists are legends of creating magic items and complicated magitech, and they are rather good at finding out how other magitech items work as well. After eight hours of examining a non-legendary magitech item, the magimechanist is able to figure out how it works on both the magical and mechanical level. Alternatively, they can also gain advantage on a magical knowledge or science check to attempt to identify how a magitech item works without spending the time.
Level 8: Runecaster - Magimechantists are the most skilled enchanters known to the world. They’re incredibly efficient when it comes to their runecasting and enchanting. Because of this, anytime they cast a rune whether it be part of a permanent enchantment or a temporary rune, they can do so in half the time.
Level 13: Applied Engineering - Whenever a Magimechanist uses a magical item to solve a conflict or problem, whether that be using an enchanted key to help open a door or using a magical weapon to end an enemy’s life, they gain an advantage inspiration they must use within 10 minutes. If they made the magic item themself, they gain two advantage inspirations to use.
Level 19: My Machine - Whenever a magimechanist uses a magic item they made, they cannot gain disadvantage on it. They may also choose to expend a mana die to add the rolled number to the total effect roll or use check.
Level 23: What Does This Button Do? - When a magimechanist uses a magic item they did not make, they gain advantage on using the item. They may also choose to expend a mana die to add to the rolled number of the total effect or use check.
Level 31: Bringing a Gun to a Knife Fight - If a magimechanist is outside of the range of the target's attacks, the target has disadvantage on dodge checks against the magimechanist's attacks. If the magimechanist is using a spell against a target that cannot reach them with an attack, the magimechanist gains advantage.
Soulbinders are able to manipulate unstable soul energy and mana to create and alter souls, though a stable soul is far more difficult than an average soulbinder to manipulate. They create geists, binding bodyless souls to items and creations to form a self-sustaining mana flow system. Their research on soul energy allows them to defy the very laws of life itself.
Specialty Weapons: Choose one of the following
Living Weapons
Proficiency Bonus: Gain one point in either
Persuasion
Magical Knowlege
Animal Handling
Bonus Spell: Soulbound (see spells list)
As the Soulbinder levels, they can take one skill at or below their max level.
Level 3: Soul Sight - A Soul may be a physical thing, forged from magical and life energy taken form, but most cannot see them. A Soulbinder must be able to see a soul, in a sense, if they are to manipulate it properly. They develop the ability to see the flow of soul energies and how to recognize unstable souls, whether they be a soul not bound to a body of some kind or a soul that doesn’t have a strong connection to what it is yet. They can perceive geists on a level that most cannot.
Level 8: Soul Suggesting - Once you can see a soul, it’s rather easy to manipulate it, offer it a suggestion. A Soulbinder can, as a result, spend a mana die to give a soul a suggestion, granting equivalent inspiration to a roll they make to convince a being of something without having to use words. This can be a persuasion, deception, or animal handling check as determined by the game master.
Level 13: Strings of Fate - a Soulbinder’s ability to perceive a soul heightens, and they’re able to see the connections between different souls, and create false strings that can trick a soul into believing that a connection doesn’t exist. This false string can be that of a friend, an enemy, found family, or even a lover. While the strings of fate may guide the relationship two souls might share, it doesn’t guarantee that relationship will come to be, though it will cause their soul to naturally lean towards these instinctual connections.
Level 19: Possession - Once per day, a Soulbinder is able to transfer their soul temporarily into a person or object. When they do this, they have full control of the object as if it is their body. This lasts a number of minutes equal to their core stat total.
Level 23: Broken Vessel - The body is no longer the most important part of a soulbinder. Their soul is what matters. A Soulbinder ignores broken focus that comes from a damaged body, and if the body fails due to exhaustion, their soul does not pass on.
Level 31: Puppet Cabinet - The Puppeteer has access to a "cabinet" with a number of seats equal to the puppeteer's core stat bonus. Any creature under a puppeteering ability, spell, or magic contract can be bound to the cabinet. Creatures in the cabinet will have access to the mage's power. In exchange, the mage can peer into their mind at any time, and the creature cannot harm the mage.