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The Scion
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# Scion A gigantic half-orc wrests a boulder from the ground while kobolds sling rocks at her. She bellows a deep laugh as the slinger's missiles bounce harmlessly off of her stony skin, then hurls her boulder back at the kobolds and sends them flying. Roaring a fearsome battle cry, an elf with black claws and scales wades forward into a crowd of bandits. He cuts down the bandits around him with his claws, then breathes forth a cloud of acid to consume those who flee in terror. Looking into the night sky with milky-white eyes, a beautiful human in a gray cloak searches for an omen. Once she's found what she's looking for, silvery wings emerge from her back and she launches forth into the night air, ready for the quest to come. Scions inherit mystical and martial power from one or more supernatural ancestors. A scion can't hide the power in her blood, any more than one can hide a thunderstorm or a volcanic eruption. A scion's supernatural nature is manifest in her voice, in her stride, and in the swing of her weapon. When she fights, her inner power is on full display, and an attacking scion is always the center of attention. ### Children of Magic Different scions claim different kinds of creatures as their ancestors. Some scions, like many sorcerers, have draconic blood. Other scions ancestors include celestials, fiends, giants, fey, djinn, and even aberrations. What all of these creatures have in common is that they are more than flesh and blood: they are magical in their very nature. A scion inherits this natural magic. Not every mortal with a powerful magical ancestor is a scion. A scion's gift is bestowed rarely, and seemingly at random. A family might have no idea that it carries celestial blood, until one day a child is born who has angelic features and the ability to channel heavenly power. Once a scion's power does manifest itself, it refuses to be hidden. For better or worse, scions are set apart from normal folk, and life among ordinary people chafes at most scions. Almost all turn to some form of adventuring. ### Of Two Worlds Dragons, celestials, fiends, and other powerful magical creatures tend to take a lofty and detached view of the world. But their scion descendants do not. Instead, scions are movers and shakers---direct participants in the goings on of the world. The combination of magical and mortal blood is potent. A scion combines the pure magical power of her ancestors with the determination and tenacity distinctive of the mortal races. \columnbreak
Scions need not follow in the footsteps of their ancestors, and many do not. A scion with the blood of a red dragon might be a noble hero, despite the fact that red dragons are tyrants. A scion of giants might reject the caste system which binds all true giants. These choices tend to be watched closely by the scion's ancestors and their kind. When a scion embraces her ancestors, those ancestors win a powerful emissary to the world of mortals. A scion who rejects her ancestors is a terrible loss to those ancestors, even if they feel no kindship to the scion herself. Fiends hate to see their scions fight for noble causes, and a celestial scion tempted to evil is a significant loss to the forces of good. ### Creating a Scion The most important question to consider when creating a scion is the nature of your ancestors. When you first creature your character, you'll choose a particular type of creature to be your ancestor and the source of your mystical power. The details of your relationship to your ancestor are for you to decide. Do you revere your ancestor, or are you indifferent to him or her? Or do you resent your ancestor for burdening you with power you did not choose? Similarly, it is up to you to decide how your ancestor feels about you. Many powerful creatures treat their scions as pieces in games which span millenia. Your ancestor might or might not adopt this worldview. Some scions know their ancestors on a personal basis. This might be possible even if your ancestor is several thousand years your senior, since many scion ancestors are extremely long-lived. #### Quick Build You can make a scion quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma and Constitution. Second, choose the folk hero background. \pagebreak
##### The Scion | Level | Proficiency Bonus | Features | Supernatural Boons | |:---:|:---:|:---|:---:| | 1st | +2 | Mighty Ancestry, Supernatural Boons | 1 | | 2nd | +2 | Imposing Presence (one use), Fighting Style | 1 | | 3rd | +2 | Vigor | 2 | | 4th | +2 | Ability Score Improvement | 2 | | 5th | +3 | Extra Attack | 3 | | 6th | +3 | Ability Score Improvement | 3 | | 7th | +3 | Ancestry Feature | 3 | | 8th | +3 | Superiority | 4 | | 9th | +4 | Imposing Presence (two uses) | 4 | | 10th | +4 | Rise Above | 5 | | 11th | +4 | Ancestry Feature | 5 | | 12th | +4 | Ability Score Improvement, Force of Personality | 6 | | 13th | +5 | Superiority Improvement | 6 | | 14th | +5 | Incredible Ability | 6 | | 15th | +5 | Imposing Presence (three uses) | 7 | | 16th | +5 | Ability Score Improvement | 7 | | 17th | +6 | Ancestry Feature | 8 | | 18th | +6 | Superiority Improvement | 8 | | 19th | +6 | Incredible Ability | 9 | | 20th | +6 | Awesome Presence | 9 |
> ##### More Ancestors > Occasionally I make reference to ancestors other than those which are listed as options here. I plan on adding those ancestors as additional subclasses, but I'd like to make sure that the basic chassis works first! \columnbreak ## Class Features As a scion, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d10 per level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 5) + your Constitution modifier per scion level after 1st #### Proficiencies ___ - **Armor:** light armor, medium armor, shields - **Weapons:** simple and martial weapons - **Tools:** none - **Saving Throws:** Constitution, Charisma - **Skills:** Choose two from Athletics, Arcana, History, Intimidate, Persuasion, Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* scale mail or *(b)* leather armor - *(a)* a martial weapon and a shield or *(b)* two martial weapons - *(a)* five javelins or *(b)* any simple melee weapon - *(a)* a dungeoneer's pack or *(b)* an explorer's pack ### Mighty Ancestry Different scions gain their supernatural abilities from different sorts of otherworldly ancestors. At 1st level, choose an otherworldly heritage: Celestial, Dragon, or Giant, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 7th, 11th, and 17th. ### Supernatural Boons As you grow in power, you unlock the magical potential that is your birthright. At 1st level, you gain A supernatural Boon of your choice. Your boon options are detailed at the end of the class description. When you gain certain scion levels, you gain additional boons of your choice, as shown in the Supernatural Boons column of the Scion table. Additionally, when you gain a level in his class, you can choose one of the boons you know and replace it with another boon that you could learn at that level. ### Imposing Presence Starting at 2nd level, you can make your presence on the battlefield impossible to ignore. Whenever you make a melee attack, you may use this feature as a bonus action. Each creature within 5 feet of of you has disadvantage on attack rolls against creatures other than you until the start of your next turn. Creatures that are immune to the charmed condition are immune to this ability. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 9th level, you can use it twice before a rest. Starting at 15th level, you can use it three times before a rest. ### Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again. \pagebreak
#### Defense While you are wearing armor, you gain a +1 bonus to AC. #### Great Weapon Fighting When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit. #### Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack. ### Vigor You recover from injury more quickly than an ordinary mortal. Starting at 3rd level, whenever you roll one of your hit dice to recover hit points, you add your Charisma modifier to the roll to determine how many hit points you recover. In addition, you add your Charisma modifier to death saving throws. ### Ability Score Improvement When you reach 4th level, and again at 6th, 12th, and 16th 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. ### Superiority At 8th level, you are a natural master of lesser creatures. You have a number of advantages when interacting with creatures that have a challenge rating of 1 or less: - You have advantage on melee attack rolls against those creatures, and they have disadvantage on melee attack rolls against you. - You have advantage on Charisma and Wisdom ability checks to interact with those creatures, and they have disadvantage on Charisma and Wisdom ability checks to interact with you. - They have disadvantage on saving throws against your scion abilities. \columnbreak Starting at 13th level, this ability applies to creatures with CR 3 or less. Starting at 18th level, this ability applies to creatures with CR 5 or less. ### Rise Above At 10th level, you excel at engaging multiple opponents at once. You get a bonus your armor class when there are two or more creatures within 5 feet of you, as shown on the table below: | Hostile Creatures Within 5 Feet | AC | |:---:|:-----------:| | 0-1 | 0 | | 2-4 | +1 | | 5-7 | +2 | | 8+ | +3 | ### Force of Personality At 12th level, whenever you would be forced to make a Wisdom saving throw, you may make a Charisma saving throw instead. ### Incredible Ability Your natural abilities eclipse those of ordinary mortals. At 14th level and again at 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. Unlike normal, you can increase an ability score over 20 using this feature. ### Awesome Presence At 20th level, your physical bearing and force of personality are so great that you can awe your foes into submission. Whenever you use your imposing presence, each creature within 5 feet must attempt a Wisdom saving throw. The DC is equal to 8 + your proficiency modifier + your Charisma modifier. Each creature that fails this saving throw is stunned and charmed by you. Both conditions end in one minute or until the next time it takes damage. ## Mighty Ancestries All scions trace their ancestry back to mighty and powerful creatures of some kind. However, scions differ widely in their ancestry. Three of the more common varieties of scion ancestors are listed here: celestials, dragons, or giants. \pagebreak
### Celestials
You count celestials among your ancestors: noble angels and fierce archons who dwell with the gods in the higher planes. Celestials rarely intermingle with mortal races for prolonged periods of time. Most celestials are occupied in wars against demons and devils, or acting in service to gods of light and good. However, celestial blood does sometimes intermingle with mortal bloodlines. And sometimes, that celestial blood manifests itself in the form of a scion imbued with mystical and martial power. Some but not all scions take after their celestial forebears. You might be compelled to do good, and aspire to be worthy of your ancestors. Alternatively, you might see your celestial blood as a burden. Common folk are unlikely to distinguish between a holy paladin and a scion of celestials. Unlike a paladin, however, you did not choose to take on a connection to the divine. For some celestial scions, this lack of choice is keenly felt. #### Radiant Strike At level 1, you can channel celestial power through your weapon. Whenever you hit a creature with a melee attack, you may choose for that creature to take an additional 2d6 radiant damage. In addition, if that creature is a fiend or undead, it must attempt a Wisdom saving throw or be frightened of you for one minute. The DC for the saving throw is 8 + your proficiency bonus + your Charisma modifier. Once you use this ability, you can’t use it again until you finish a short or long rest. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. \columnbreak #### Celestial Prowess At 7th level, you can sprout a majestic pair of feathery wings which allow you to fly with a speed of 60 feet for one minute. Once you use this ability, you must finish a short or long rest before you can do so again. You also gain an angel’s ability to judge the motives of other creatures. You have advantage on Wisdom(Insight) checks to determine whether or not a creature is lying. In addition, whenever you make physical contact with another creature, you instantly learn that creature’s alignment. #### Radiant Critical At 11th level, your attacks are a conduit for bursts of celestial power. Whenever you score a critical hit with a melee attack, radiance explodes from your weapon, dealing 3d8 radiant damage to the creature you hit. Each other hostile creature within a 10-foot sphere centered on that creature must make a Constitution saving throw. On a failed save, a creature takes 1d8 radiant damage. Fiends and undead have disadvantage on this saving throw. #### Might of the Heavens Starting at 17th level, you can use your radiant strike ability a number of times equal to your Charisma modifier between short or long rests. You always know when you hear a lie, and you can learn the alignments of any creature instantly by looking at it. Your wings become permanent, and your flying speed increases to 120 feet. \pagebreak
### Dragons
You count dragons among your ancestors: iconic creatures of mythical power which shape the world for good and evil. Dragons both good and evil have been known to polymorph themselves into humanoid form and live among humans. A dragon who does so might be in search of a particular item to add to its hoard. Or it might simply enjoy the company of mortal creatures. In either case, the intermingling of dragons with mortals engenders intermingling of dragon and mortal bloodlines. Some dragon scions revere their draconic ancestors as mentors. Others feel no kinship whatsoever to dragonkind. A few dragon scions feel positive enmity towards dragons, and those scions are among the most fearsome of dragon slayers. #### Draconic Ancestry At level 1, you choose a particular type of true dragon as your ancestor. Your particular dragon ancestry determines some of your class features at level 1 and onwards. ##### Draconic Ancestry | Dragon | Damage Type | Breath Weapon | |:----:|:----|:----------| | Black | Acid | 5 by 30 ft. line (Dex. save) | | Blue | Lightning | 5 by 30 ft. line (Dex. save) | | Brass | Fire | 5 by 30 ft. line (Dex. save) | | Bronze | Lightning | 5 by 30 ft. line (Dex. save) | | Copper | Acid | 5 by 30 ft. line (Dex. save) | | Gold | Fire | 15 ft. cone (Dex. save) | | Green | Poison | 15 ft. cone (Con. save) | | Red | Fire | 15 ft. cone (Dex. save) | | Silver | Cold | 15 ft. cone (Con. save) | | White | Cold | 15 ft. cone (Con. save) | \columnbreak #### Breath Weapon At level 1, you have a breath weapon. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest. #### Dragon Scales At 1st level, your body is covered in dragon scales. While you are not wearing any armor, your Armor Class equals 12 + your Dexterity modifier. You can use a Shield and still gain this benefit. #### Draconic Prowess At 7th level, you can sprout a mighty pair of dragon wings which allow you to fly for one minute. Once you use this ability, you must finish a short or long rest before you can do so again. You also gain a dragon’s uncanny eye for valuables. By examining a piece of treasure over the course of one minute, you can learn that treasure’s approximate value in gold pieces. You also have advantage on Wisdom (Perception) checks to spot rare metals and gems. #### Draconic Toughness At 11th level, your scales have toughened. While you are not wearing any armor, your Armor Class equals 16 + your Dexterity modifier. You can use a Shield and still gain this benefit. In addition, you have resistance to the damage type of your breath weapon. #### Draconic Apotheosis Starting at 17th level, you can use your dragon breath ability a number of times equal to your Constitution modifier between short or long rests. Your wings also become permanent, and you have immunity to the damage type of your breath weapon. \pagebreak
### Giants You count giants among your ancestors: towering humanoid creatures that ruled the realms of mortals long ago. There are several races of true giants, from brutish hill giants to noble storm giants. These races, as well as the individual members of each race, are ranked according to caste system known as the Ordining. As a scion of giants, rather than a true giant, your place in the Ordining is uncertain. Some haughty giants might count you as having a low ranking due to your mixed blood. More often, a scion of giants is understood to have no fixed place in the Ordining at all. A scion's rank relative to her giant kin is determined by her exploits alone. #### Giant Ancestor At 1st level, you choose a particular type of giant as your ancestor: stone giant, frost giant, fire giant, cloud giant, or storm giant. You gain a benefit determined by your particular giant ancestry: ***Stone giant:*** Your stony skin makes you hard to see in rocky terrain. You have advantage on Dexterity (Stealth) checks made to hide in rocky terrain. ***Frost giant:*** You are acclimated to cold climates. You don't need to make Constitution saving throws to avoid becoming exhausted in temperatures less than 0 degrees Fahrenheit. ***Fire giant:*** You are acclimated to hot climates. You don't need to make Constitution saving throws to avoid becoming exhausted in temperatures greater than 100 degrees Fahrenheit. ***Cloud giant:*** You have an especially keen nose. You have advantage on Wisdom (Perception) checks that rely on smell. ***Storm giant:*** You are an excellent swimmer. You have advantage on Strength (Athletics) checks involving swimming. Your particular giant heritage also partially determines your appearance. Stone giant scions have gray skin with the texture of stone, frost giant scions have frosty blue skin, fire giant scions have ashen gray skin, cloud giant scions have pale gray-white skin, and storm giant scions have pale gray-violet skin. #### Powerful Build At level 1, you are exceptionally large and sturdy for a member of your race. You can carry twice as much as normal for a creature of your size and with your Strength modifier. In addition, your hit point maximum increases by 1, and increases by 1 again whenever you gain another level in this class. #### Teachings of Annam At 7th level, you learn some of the skills distinctive of your giant ancestors. ***Stone giant:*** You have a talent for carving stone. You gain proficiency with mason’s tools. ***Frost giant:*** You have a talent for working with bone and leather. You gain proficiency with leatherworker's tools. ***Fire giant:*** You have a talent for working with hammer and forge. You gain proficiency with smith’s tools. ***Cloud giant:*** You have a special knack for games of chance. You gain proficiency with a gaming set of your choice. ***Storm giant:*** You can read the night sky like a map. You gain proficiency with navigator’s tools. \pagebreak Whatever your particular giant ancestry, you also learn the distinctive skill of all giants: throwing rocks. To be effective as a thrown weapon, a rock must weigh roughly 30 to 40 pounds. Many giants (and some giant scions) carry appropriately-weighted rocks for this purpose. A thrown rock has a range increment of 50 feet and a maximum range of 200 feet. Your attack roll with a thrown rock is equal to 1d20 + your proficiency modifier + your Strength modifier. On a hit, a thrown rock deals bludgeoning damage equal to 2d10 + your Strength modifier. You can't throw more than one rock each turn. #### Oversized Warrior At 11th level, you are capable of wielding larger weapons than a creature of your size would normally be able to wield. If you are a Small creature, you can attack with heavy weapons without penalty. If you are a Medium or larger creature, you can attack with a two-handed weapons using only one hand. You also gain an additional feature based on your particular giant ancestry: ***Stone giant:*** You are an especially competent rock thrower. Whenever you hit a creature with a thrown rock, it must succeed on a Strength saving throw or be knocked prone. The DC is equal to 8 + your proficiency bonus + your Strength modifier. ***Frost giant:*** You are innured to cold. You gain resistance to cold damage. ***Fire giant:*** You are innured to heat. You gain resistance to fire damage. ***Cloud giant:*** You learn some of the magic of your ancestors. You can cast *fog cloud*, and *feather fall* innately at will. Charisma is your spellcasting ability for these innate spells. \columnbreak ***Storm giant:*** You gain some of your ancestor's power over lightning. As an action, you can hurls a magical bolt of lightning at a point you can see within 100 feet of you. Each creature within 10 feet of that point must make a Dexterity saving throw, DC 8 + proficiency bonus + your Charisma modifier. A creature that fails takes 4d6 lightning damage, or half as much damage on a successful one. Once you use this ability, you must finish a short or long rest before you can do so again. #### Tower Above At 17th level, you gain the ability to dramatically manifest your giant ancestry. As an action, you can grow to four times your normal size. Your size quadruples in all dimensions, and your weight is multiplied by twenty. This growth increases your size by two categories - from Medium to Huge, for example. If there isn't enough room for you to quadruple in size, you attain the maximum possible size in the space available. You have advantage on Strength checks and Strength saving throws, and your walking speed increases by 10 feet. Your weapons also grow to match their new size. While these weapons are enlarged, your attacks with them deal 2d6 extra damage, and your reach with those weapons increases by 5 feet. This effect lasts for one minute or until you end it early as a bonus action. Once you use this ability, you can’t use it again until you finish a long rest.
### Multiclassing with the Scion A character who multiclasses into the scion class must meet certain prerequisites. Upon gaining her first level in the scion class, a character gains certain proficiencies. #### Multiclassing Prerequisites: Strength 13 and Charisma 13 #### Multiclassing Proficiencies: Light armor, medium armor, simple weapons, and martial weapons.
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## Supernatural Boons If a supernatural Boon has prerequisites, you must meet them to learn it. You can learn the boon at the same time that you meet its prerequisites. Some Supernatural Boons grant you the ability to cast spells innately. You do not need spell components of any kind to cast innate spells. Unless noted otherwise, an innate spell of 1st level or higher is always cast at its lowest possible level and can’t be cast at a higher level. Charisma is your spellcasting ability for innate spells. Some Supernatural Boons force a creature to make a saving throw. The saving throw DC for your Supernatural Boons is calculated as follows:
***Supernatural Boon save DC*** = 8 + your proficiency bonus + your Charisma modifier
#### Being of Magic You gain proficiency in the Arcana and Religion skills. In addition, relevant bits and pieces of lore sometimes appear to you in your dreams. Whenever you sleep, you may choose a topic and make an Arcana or Religion to glean information on that topic. You make the check with advantage. The DM doesn't tell you what you learned in your dream, if anything, until you wake up. If your rest is interrupted, the details of the dream escape you and you fail to recall any lore. #### Brace for Impact As a bonus action during your turn, you can brace yourself. The next time a source of damage would reduce you to 0 hit points before your next turn, it reduces you to 1 hit point instead. Once you use this ability, you can't use it again until you finish a short or long rest. #### Cleaving Attack Prerequisite: 5th level Once on each of your turns when you make a melee 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. #### Commander's Voice You gain proficiency in the Intimidation and Persuasion skills. #### Comprehend Beasts Prerequisite: 5th level You can cast *speak with animals* innately at will. #### Cyclopean Grip Prerequisite: Giant ancestry, 10th level \columnbreak
You can wield a melee weapon designed for use by a Large creature without disadvantage, as long as you wield no other weapons. A weapon designed for a Large creature deals twice as much damage as its Medium counterpart. For example, a Large greataxe deals 2d12 slashing damage. A Large weapon also typically costs around four times as much as its Medium counterpart. #### Defiant Presence Prerequisite: Imposing presence ability, 15th level Whenever you use your imposing presence, you may attempt to dispel spells on yourself. For each spell on you, make a Charisma check. The DC equals 10 + the spell's level. On a successful check, the spell ends. #### Dragon Claws Prerequisite: Draconic ancestry, 5th level Your fingers end in razor-sharp claws. Your claws count as light melee weapons which deal 1d8 slashing damage each. #### Engine of Destruction Prerequisite: Giant ancestry, 5th level Your attacks deal double damage to structures and objects. This boon only applies to attacks to which you add your Strength bonus. #### Eyes of the Rune Keeper You can read all writing. #### Fearsome Attack Prerequisite: 5th level When you hit a creature with a melee weapon attack, you may force that creature to make a Wisdom saving throw. On a failed save, it is frightened of you until the end of its next turn. Once you use this ability, you can't use it again until you finish a short or long rest. #### Frightful Presence Prerequisite: Dragon ancestry, 10th level Whenever you use your imposing presence ability, you may attempt to terrify creatures around you. Each hostile creature that is within 5 feet of you must succeed on a Wisdom saving throw, DC 8 + your proficiency modifier + your Charisma modifier, or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ability for the next 24 hours. #### Indomitable Presence Prerequisite: Imposing Presence ability Whenever you use your imposing presence, you get a +1 bonus to your AC until the beginning of your next turn. \pagebreak #### Keen Senses You gain proficiency in the Perception skill. In addition, being in a lightly obscured area doesn't impose disadvantage on your Wisdom (Perception) checks if you can both see and hear. #### Living Bulwark Prerequisite: 10th level Whenever a single source would deal less damage to you than your Constitution bonus, you instead take no damage. #### Miraculous Metabolism Prerequisite: 5th level You can cast *lesser restoration* innately once per day. You can only target yourself with this innate spell, and only during a short or long rest. #### Mobile Warrior You can jump twice as far as normal for a creature with your Strength, and you have a climb speed of 10 feet. #### Move Like Lightning Prerequisite: 10th level You can caste *haste* innately once per day. You can only target yourself with this innate spell. #### Piercing Vision Prerequisite: 5th level You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. In addition, nonmagical smoke and fog do not impede your vision. #### Physical Prowess You gain proficiency in the Athletics and Acrobatics skills. #### Read the Stars Prerequisite: 5th level You can cast *augury* innately. When you use this ability, you can receive an omen regarding a course of action you plan to undertake in the next 24 hours, rather than the next 30 minutes. However, you must be able to see the stars in the night sky to use this ability. Once you use this ability, you must take a long rest before you can use it again. #### Sanguine Elixir Prerequisite: Celestial ancestry, 5th level Your celestial blood can be used to create a healing potion. During this ritual, you drain a small amount of blood from yourself and lose one hit point. This blood is mixed with a flask of water to produce a *potion of healing*. The ritual takes ten minutes in total. Only one such potion can exist at a time; if you try to make another, the other potion you made becomes inert. #### See Weakness You can cast *true strike* innately at will. #### Shake the Earth You can cast *earth tremor* innately. Once you use this ability, you can't do so again until you finish a short or long rest. #### Spellbreaking Attack Prerequisite: 9th level Whenever you successfully make a melee attack against a creature, you may attempt to dispel a spell on that creature. If you do, make a Charisma check. The DC equals 10 + the spell's level. On a successful check, the spell ends. Once you use this ability, you can't use it again until you finish a short or long rest. #### Spell Sight Prerequisite: 5th level You can cast *detect magic* innately at will. #### Sturdy Presence Prerequisite: Imposing Presence ability. Whenever you use your imposing presence ability, you gain resistance to bludgeoning, piercing, and slashing damage until the beginning of your next turn. #### Swift Assault You may cast *zephyr strike* innately. You can't do so again until you finish a short or long rest. #### Touch of the Elysian Prerequisite: Celestial ancestry, 10th level You can channel raw celestial power with your touch. You may cast *greater restoration* innately. You can’t use this ability again until you finish a long rest. Channeling raw celestial power is taxing. If you do not begin a long rest within an hour of using this ability, you gain a level of exhaustion. Moreover, if your rest is interrupted after you use this ability, you can a level of exhaustion. #### Titanic Impact Prerequisite: 5th level Whenever you score a critical hit with a melee weapon attack, you may attempt to drive your foe back. If you do, that creature must attempt a Strength saving throw, DC 8 + your proficiency bonus, + your Strength modifier. If it fails, it is knocked prone and pushed a number of feet away from you equal to the amount of damage it was dealt by your attack. #### Terrible to Behold Prerequisite: 15th level You can cast *eyebite* innately once per day. You can only choose to panic creatures using this innate spell. #### Trueseeking Prerequisite: 10th level You can cast *locate creature* innately. To use this ability, you must know the true name of the creature you target with the spell. (Nicknames and aliases don't work.) Once you use this ability, you can't use it again until you finish a short or long rest. #### Vigorous Presence Prerequisite: 5th level Whenever you use your imposing presence ability, you gain a number of temporary hit points equal to your scion level. Those temporary hit points last for one minute. #### Word of the Master You may cast *command* innately. You can't do so again until you finish a short or long rest. \pagebreak
Thanks for Reading!
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##### Art Credits **Cover** - [Hammer Giant Kanever (Adv) by wisnutan](https://wisnutan.deviantart.com/art/Hammer-Giant-Kanever-Adv-634958938) **Page 1** - [Black Stone Rivers by Ruan Jia](https://www.artstation.com/artwork/lxanG) **Page 2** - [Collapsed Bridge by Etienne Hebinger](https://www.artstation.com/artwork/KLqqr) **Page 3** - [Beginning Apocalypse by Nele-Diel](https://nele-diel.deviantart.com/art/Beginning-Apocalypse-655575657) **Page 4** - [Fiora Angel by TheBoyofCheese](https://theboyofcheese.deviantart.com/art/Fiora-Angel-549256348) **Page 5** - [White Dragon by Manzanedo](https://www.deviantart.com/art/White-Dragon-744700819) **Page 6** - [Giant Warrior by Svetlin Velinov](http://www.artofmtg.com/art/giant-warrior-token/) **Page 7** - [The old Colosseum by flaviobolla](https://flaviobolla.deviantart.com/art/The-old-Colosseum-485355895) **Page 8** - [Onward by Nele-Diel](https://www.deviantart.com/art/Onward-649729076)