Prestige Class: Hathran
Hathrans comprise an elite sisterhood of spellcasters who lead Rashemen. They are also known as the Witches of Rashemen. Within the borders of Rashemen, their powers are greater than other spellcasters of their level. In Rashemi society, hathrans occupy the place reserved for powerful clerics in most Faerûnian cultures. They heal the sick and wounded, care for the souls of their followers, recruit champions from other planes, and raise the dead. Within the hathran hierarchy, 1st-level hathrans are called blethran ("sisterkin"). The 5th-level hathrans are called othlor ("true ones") and have complete authority over all other Witches.
Hathrans have the power of life and death over all citizens of Rashemen, although to misuse this authority is a serious offense against the sisterhood. When traveling outside Rashemen, hathrans always wear masks. Many are sent outside their homeland to study other cultures and keep watch on important figures.
Wychlaran Taboos
In Rashemi society, the creation of magic items is left to the male spellcasters, and hathrans are not allowed to learn such crafts. To do so causes expulsion from the sisterhood and banishment from Rashemen; great is the social stigma. The only exceptions are scrolls, which are used to train lesser members in arcane and divine magic.
Prerequisites
In order to advance as a hathran, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):
- Intelligence 13. Hathrans require intense study and knowledge.
- Wisdom 13. Hathrans are sought after for their deep wisdom.
- Proficiency in the Arcana skill. Knowledge of magic is required to master circle magic and the magic of Rashemen
- 5th level cleric, wizard, or a combination of the two. Hathrans are potent spellcasters trained in either arcane or divine magic use.
- Complete a special task. Catch the attention of an othlor who invites you into the sisterhood of the Witches of Rashemen
Class Features
As a hathran, you gain the following class features
Hit Points
- Hit Dice: 1d8 per hathran level
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per hathran level
Proficiencies
- Tools: Herbalism kit
- Saving Throws: None
- Skills: None
The Hathran
| Level | Features | Landspell | Spell Maximum |
|---|---|---|---|
| 1st | Spellcasting, Land Magic, Spirit Communion | 1 | 1st |
| 2nd | Rashemi Cohort | 3 | 3rd |
| 3rd | Circle Magic | 4 | 5th |
| 4th | Invocation of the Land | 6 | 7th |
| 5th | Circle Leader | 7 | 8th |
Spellcasting
Hathrans continue their magical training from other classes, such as cleric and wizard. As you gain levels in hathran, you can choose which magical training to focus on. Starting at 1st level, and for each level in this prestige class there after, you act as though you gained a level in either cleric or wizard (your choice) in terms of the class's respective spellcasting feature. For example, if you are a 3rd level wizard and 2nd level cleric and you gain a level in this prestige class, you can choose one of those classes. You can now prepare spells as a 3rd level cleric and 3rd level wizard. If you gain another level, choose which class again. This does not grant you additional class features from the class, only spellcasting features, such as how many spells you can prepare, how many spells you may add to your spellbook, what level of spells are automatically prepared from your divine domain, etc.
Additionally, treat this class as a fullcasting class for purposes of determining your spell slots available for multiclassing.
Land Magic
Starting at 1st level, as a hathran you can tap into the spirit magic of Rashemen while you are in that region. This allows you to invoke spells and magic that you otherwise could not. As a bonus action, expend one use of landspell, as found on the Landspell column of the Hathran class table. Choose one spell that you do not have prepared from any class spell list of a spell level that you have spell slots. Cantrips count as 1st-level spells. You now have that spell prepared and you must begin casting it before the end of your next turn, expending a spell slot normally. At the end of your next turn, whether you cast it or not, the spell is no longer prepared. You cannot prepare spells this way higher than the Spell Maximum column on the Hathran class table.
As you gain levels in hathran, you gain additional uses of this feature. You regain all expended landspell uses when you finish a short or long rest while you are within Rashemen. If you are not within Rashemen, then you regain all expended landspell uses when you finish a long rest.
Spirit Communion
Starting at 1st level, you gain the supernatural ability to communicate with spiritual entities. You gain a special sense that allows you to see 30 ft. into the Ethereal Plane as a bonus action. When you do so, you see both planes simultaneously and can distinguish when creatures and objects are in one or the other. While this sight is activated, you radiate a calming spiritual aura. Creatures who can travel between the Ethereal Plane and the Material plane and have incorporeal movement generally view you as neutral if they would normally view you as hostile or friendly if they would normally view you as neutral. This disposition is not automatic, however, as some spiritual creatures are particularly violent. You can end this sight and aura as an action.
Rashemi Cohort
Starting at 2nd level, you are granted a berserker cohort that travels with you with unflinching loyalty. This Rashemi barbarian would die for you and obeys you at all costs. Use the berserker stat block for statistics of this barbarian, who must be a human male and your alignment. Add your proficiency bonus to his AC, saving throws, attack rolls, and damage rolls so long as he is within 120 feet of you and is aware of your presence. This barbarian acts on your turn, and you may use verbal commands that require no action to have him act. When your berserker finishes a long rest near you, he gains temporary hit points equal to your levels in hathran x 10.
If your cohort ever dies, you may return to Rashemen and acquire another through a process that takes seven days of searching and trials of worthiness.
Circle Magic
Starting at 3rd level, you can engage in a powerful form of ritualized magic called circle magic. One spellcaster who has the Circle Leader class feature stands at the center of the circle. This creature is the circle leader. A circle requires a minimum of two participants who have the Circle Magic class feature plus the circle leader. Up to five participants can aid a circle leader in circle magic. All participants in a circle must stand within 10 feet of the circle leader, who stands in the center.
The use of circle magic is to empower the circle leader with the strength of all the participants. This requires 1 full hour of uninterrupted concentration on the part of all participants and the circle leader. Each participant expends one spell slot of their choice, which is consumed by the circle. The level of the spell slots expended by the circle participants are totaled as circle bonus levels. Each bonus level may be expended and used to accomplish the following effects, chosen after the full hour is complete, which may be applied to one or many prepared spells of the circle leader. Any affected spell can only be cast once with these effects within 24 hours, with the exception of permanency affected spells.
Empower
The circle leader applies a number of bonus levels to a prepared spell, increasing the spell's level by the number of bonus levels chosen, not to exceed 9th-level. Casting the spell only requires the normal spell slot to be expended, however.
Devastate
The circle leader applies bonus levels to a prepared spell, up to an amount equal to either their Charisma, Intelligence, or Wisdom score. The chosen prepared spell must deal damage to a target or targets. When this spell is cast and the damage is applied, it deals a bonus 1d6 force damage per bonus level applied to the spell. This only occurs during the round the spell is cast and not in initial rounds thereafter, if the spell deals non-instantaneous damage.
Magnify
The circle leader applies bonus levels to a prepared spell, up to an amount equal to all participants. The chosen prepared spell's save DC is increased by that amount.
Permanency
The circle leader must apply bonus levels to a prepared spell equal to the spell's level + 5. This effect can only be applied to spells that have a duration of 1 minute or longer. The prepared spell must be cast at the end of the circle magic ritual to apply this effect to the spell. The spell's duration becomes permanent. If the spell cast as a 9th-level spell would no longer requires concentration, then the spell does not require concentration. Otherwise, the circle leader, or a chosen participant of the circle, must be the one to bear the concentration of the spell for its duration. Otherwise, treat the spell normally.
Invocation of the Land
Starting at 3rd level, you can use your Land Magic feature even when you are not in Rashemen. To do so, you must expend a landspell use equal to the spell's level you are trying to prepare. For example, if you want to cast fireball and you do not have it prepared, you can expend 3 landspell uses to have it prepared as per your Land Magic feature, even if you are not in Rashemen. You cannot prepare spells this way higher than the Spell Maximum column on the Hathran class table.
Circle Leader
Starting at 5th level, you have reached the pinnacle of respect and reverence in Rashemen amongst your sister hathrans and the spirits of your land. You can partipicate in circle magic as a circle leader.