d20 Modern Conversion: Advocate and Scion (Draft 1)

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Advocate

The Advocate takes the fast track to magical prowess, forming a pact with a powerful being in exchange for some of their power. This isn't often the easy path many think it to be, as the pacts formed hold enormous sway over the Advocate's lifestyle and choices. They may be required to perform actions they find morally reprehensible or extremely taxing. However, for those that can satisfy their patron's wishes, the pact can be seen as a blessing.

Select this advanced class if you want to channel the power of a higher being in exchange for occasional services on behalf of your patron.

The Advocate
Level Features
2nd Pact Magic, Eldritch Invocations, Pact Boon
6th Communion, Adaptive Assault
10th Deliverance
14th Cosmic Vessel
18th Mystic Arcanum (5th level), Eldritch Master

Class Features

As an advocate, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per advocate level
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per advocate level

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See the Player's Handbook for rules regarding spellcasting.

Cantrips

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

Spell Slots

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

For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher

At 3rd level, you know three 1st-level spells of your choice from the warlock spell list.

Advocate Spellcasting
Hero
Level
Cantrips
Known
Spells Known Spell Slots Slot Level Invocations Known
2nd 2 2 1 1st 2
3rd 2 3 1 1st 2
4th 3 3 1 1st 2
5th 3 4 2 2nd 3
6th 3 4 2 2nd 3
7th 3 5 2 2nd 4
8th 3 5 2 2nd 4
9th 3 6 2 3rd 5
10th 4 6 2 3rd 5
11th 4 7 2 3rd 5
12th 4 7 2 3rd 6
13th 4 8 2 4th 6
14th 4 8 3 4th 6
15th 4 9 3 4th 7
16th 4 9 3 4th 7
17th 4 10 3 4th 7
18th 4 10 3 4th 8
19th 4 11 3 4th 8
20th 4 11 3 4th 8

The Spells Known column of the Advocate Spellcasting table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 7th level, for example, you learn a new warlock spell, which can be 1st or 2nd level.

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

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

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

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 3rd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of this advanced class description. When you gain certain levels, you gain additional invocations of your choice, as shown in the advanced class features table.

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

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.

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

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

Pact of the Blade

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

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

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

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless warlock spells for you.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Communion

At 7th level, you can draw on your patron's vast knowledge by psychically communicating with them. To do so, you spend 1 minute entreating your patron, focusing on the person, place, or object you wish to learn about.

Your patron brings to your mind a brief summary of any significant lore and information about the thing you focused on. This may include weaknesses, stories, rumors, uses, or any other information your patron deems appropriate. The information you receive is accurate, though your patron may omit helpful information if doing so furthers their interests.

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

Adaptive Assault

Beginning at 7th level, you gain the ability to infuse your weapon strikes and tinge your spells with a little extra energy. Once per turn, when you deal damage to a creature or object, you can choose a damage type from the following list: acid, cold, fire, lightning, poison, or thunder. The creature or object takes 1d8 extra damage of the type you choose.

Deliverance

You have demonstrated yourself to be of particular use to your patron, so much so that they may interfere to keep you alive. If you drop to 0 hit points, you can choose to entreat your patron for aid. If you do so, you regain a number of hit points equal to your level and your patron summons aid to help you. The type of creatures summons is dependent on your patron. For example, if your patron is a powerful demon, the creatures summoned will be demons. Roll on the following table to determine what appears.

d6 Creatures Summoned
1-2 One creature of challenge rating 4 or lower
3-4 Two creatures of challenge rating 2 or lower
5-6 Four creatures of challenge rating 1 or lower

The summoned creatures appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The conjured creatures remain for 1 hour, or until you dismiss them (no action required).

Your patron will usually expect something in return for this aid. The nature of their request is up to the GM, but should further your patron's cause in some way and should generally be achievable with less than an hour of work.

Once you use this feature you cannot use it again until you finish a long rest.

Cosmic Vessel

At 15th level, you can occasionally borrow a fraction of your patron's power. Using your action, you undergo a your appearance slightly changes to fit your patron for 1 minute. For example, you may gain a dull halo, or you may exude a slight smell of sulfur.

During the transformation, you gain the following benefits:

  • At the start of each of your turns, you gain 5 temporary hit points.
  • Whenever you cast a warlock spell that has a casting time of 1 action, you can cast it as a bonus action instead.
  • Whenever you roll half the maximum value or less on a damage die for a spell, you can reroll that die and use the new value.

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

Mystic Arcanum

At 18th level, your patron bestows upon you a magical secret called an arcanum. Choose one 5th-level spell from the warlock spell list as this arcanum.

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

Eldritch Master

At 18th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your pact magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Eldritch Invocations

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites.

Agonizing Blast

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

Armor of Shadows

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

Ascendant Step

Prerequisite: 17th level
You can cast levitate on yourself at will, without expending a spell slot or material components.

Beast Speech

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

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Bewitching Whispers

Prerequisite: 13th level
You can cast compulsion once using a mystic spell slot. You can’t do so again until you finish a long rest.

Devil’s Sight

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

Dreadful Word

Prerequisite: 13th level
You can cast confusion once using a mystic spell slot. You can’t do so again until you finish a long rest.

Eldritch Sight

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

Eldritch Spear

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

Eyes of the Rune Keeper

You can read all writing.

Fiendish Vigor

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

Gaze of Two Minds

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

Mask of Many Faces

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

Minions of Chaos

Prerequisite: 17th level
You can cast conjure elemental once using a mystic spell slot. You can’t do so again until you finish a long rest.

Mire the Mind

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

Misty Visions

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

One with Shadows

Prerequisite: 9th level
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Otherworldly Leap

Prerequisite: 17th level
You can cast jump on yourself at will, without expending a spell slot or material components.

Repelling Blast

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

Sculptor of Flesh

Prerequisite: 13th level
You can cast polymorph once using a mystic spell slot. You can’t do so again until you finish a long rest.

Sign of Ill Omen

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

Thief of Five Fates

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

Whispers of the Grave

Prerequisite: 17th level
You can cast speak with dead at will, without expending a spell slot.

Modifying Advocates

If you want your advocate character to form a pact with a particular patron, you can replace some of their advanced class features with those of warlock subclasses. Apply the following steps:

  1. Replace the Advocate's "Communion" and "Adaptive Assault" features with the 1st and 6th level features of the subclass.
  2. Replace the Advocate's "Deliverance" feature with the 10th level feature of the subclass.
  3. Replace the Advocate's "Cosmic Vessel" feature with the 14th level feature of the subclass.

Scion

The Scion has a mystic connection to the arcane, granting them innate magical abilities similar to those wielded by Celestials, Fiends, and Aberrations. Unlike a Mage, they have no need to study texts to learn her spells - they are a part of her; their magic courses through their veins.

Select this advanced class if you want to wield arcane magic in a spontaneous and powerful way.

The Scion
Level Features
2nd Spellcasting, Font of Magic, Metamagic
6th Arcane Attunement, Enriched Casting
10th Metamagic, Raw Power
14th Metamagic, Transmitted Manipulation
18th Sorcerous Restoration, Autographic Adjustment

Class Features

As a scion, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per scion level
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per scion level

Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your Spells. See the Player's Handbook for rules regarding spellcasting.

Cantrips

You know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Scion Spellcasting table.

Spell Slots

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

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

Spells Known of 1st Level and Higher

At 3rd level, you know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Scion Spellcasting table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level, you can learn one new spell of 1st or 2nd level.

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

Scion Spellcasting
Hero
Level
Sorcery
Points
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th
2nd 2 3 3 2
3rd 3 3 4 3
4th 4 4 4 3
5th 5 4 5 4 2
6th 6 4 5 4 2
7th 7 4 6 4 3
8th 8 4 6 4 3
9th 9 4 7 4 4 2
10th 10 5 7 4 3 2
11th 11 5 8 4 3 3
12th 12 5 8 4 3 3
13th 13 5 9 4 3 3 1
14th 14 5 9 4 3 3 1
15th 15 5 10 4 3 3 2
16th 16 5 10 4 3 3 2
17th 17 5 11 4 3 3 3 1
18th 18 5 11 4 3 3 3 1
19th 19 5 11 4 3 3 3 2
20th 20 5 11 4 3 3 3 2

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

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

Font of Magic

At 3rd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points

You have 3 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Scion Spellcasting table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting

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

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

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

Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 15th level.

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

Careful Spell

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

Distant Spell

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

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

Empowered Spell

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

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

Extended Spell

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

Heightened Spell

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

Quickened Spell

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

Subtle Spell

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

Twinned Spell

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

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

Arcane Attunement

Beginning at 7th level, you have become uniquely attuned to the weave of magic, and are more perceptive of its presence. As a bonus action, you may cast a limited version of detect magic without using a spell slot. When cast this way, the spell lasts only until the end of your next turn.

Enriched Casting

Starting at 7th level, your font of power allows you to intensify and overcharge your spells. When you cast a sorcerer spell of 5th level or lower using a spell slot, you can spend up to 3 sorcery points, and cast the spell at one level higher for each sorcery point spent.

Raw Power

At 10th level, you have learned how to push your arcane power to its full limits. When you roll a 1 or 2 on a damage die for a spell you cast, you can reroll the die and must use the new roll, even if the roll is a 1 or 2.

Transmitted Manipulation

At 14th level, your increased finesse when manipulating the streams of magic allows you to manipulate the spells of others. When a spell is cast within 30 feet of you, you can use your reaction to expend one sorcery point to apply a Metamagic option you know to the spell. You must pay sorcery points to use the Metamagic as normal.

Sorcerous Restoration

At 18th level, you regain 4 expended sorcery points whenever you finish a short rest.

Autographic Adjustment

Beginning at 18th level, you are so experienced with manipulating the weave of magic that you can do so extremely efficiently. Choose two Metamagic options you know. Reduce the sorcery point cost of the first by one points, and the second by up to two points.

Additionally, you can use one of the chosen options without expending any sorcery points. After using this ability, you cannot do so again until completing a short or long rest.

By spending 8 hours in focused meditation, you can exchange one or both of the Metamagic options you chose for different ones.

Modifying Scions

If you want your scion character to draw their power from a particular source, you can replace some of their advanced class features with those of sorcerer subclasses. Apply the following steps:

  1. Replace the Scion's "Arcane Attunement" and "Enriched Casting" features with the 1st level features of the subclass.
  2. Replace the Scion's "Raw Power" feature with the 6th level feature of the subclass.
  3. Replace the Scion's "Transmitted Manipulation" feature with the 14th level feature of the subclass.
  4. Replace the Scion's "Autographic Adjustment" feature with the 18th level feature of the subclass.

Credits

Document and contents by Dylan Richards (Reddit: u/Altavus , Tumblr: decision-paralysis, Blogger: Decision Paralysis)

Huge thanks to u/IonutRO for all the great feedback and contributions they have made over the course of creating this conversion.

Source Material

"d20 Modern" role-playing game by Wizards of the Coast.

Built heavily upon "d20 Modern 5e Conversion" by Edward Wilson.

 

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