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## Spellmarks Spellmarks mysteriously manifested throughout the multiverse following the cataclysmic event known as the *Spell Scourage*. These marks are widely believed to be given to those entrusted by specific deities. What they have been trusted to do, however, is not universally known. A large collective consider the Spellmarked to be capable of restoring order to the weave, while others claim they are responsible for thwarting countless efforts to do so. Needless to say, the endless variety of gods known to mark mortals causes the *why* to be popularly debated. The only factor those that are Spellmarked share is that many claim to be from a different world. Commoners and magic folk alike are generally vigilant when it comes to the Spellmarked. They differ from clerics, paladins, and warlocks, as their power comes as a gift and lacking stipulations. Those with Spellmarks do not have to pray and have various levels of temperance, which means they are unpredictable. Two individuals possessing a Spellmark of the same god may often end up enemies. It is widely agreed that those marked by Shar, Selune, and Mystryl are the most powerful of the Spellmarked, and though the two latter are more rare, all are feared expon-entially more for this reason. ## Spellmark of Mystryl As a mortal with the mark of Mystryl, your gift reflects magical prowess. Each bearing this mark acquire different abilities, but their potential to be stronger is heightened. When you gain this mark, you gain a +2 to any ability score of your choice, and the maximum for that score increases by 2. \columnbreak ### Personalized Marks Spells acquired in this way cannot be taught, nor can they be scribed into spell scrolls. Additionally, when a creature attempts to counterspell a spell attained through this ability and they have to roll a saving throw, they have disadvantage on the roll. You can cast a leveled spell once at the highest level for a spell-caster of your overall level without expending a spell slot. Once you cast a spell this way, you must finish a long rest before you can cast it again. You must still expend any material components. Cantrips are simply added to your known cantrips. Battle Cries granted by the Spellmark are available to be cast without the use of battle die up to the proficiency bonus of the character. (At level 8, can 'upcast' Insuppressible Charge up to 3 without the use of battle die once per long rest.) #### Jen - Exploding dice, Finger Guns - Boomering - 1d4 added to performance checks #### Jesse - Amanuensis, Magic daggers, - Curse of Tomes - 1d4 added to insight checks #### Hank - Technopathy, Voidlight, - Rumbling Charge - 1d4 added to Arcana checks #### Don - Phantom Grapnel, Epee - Elemental Blade - 1d4 added to perception checks #### Goultard - Weave Lash, Mighty Slam - Unstoppable Charge (Free usage up to 3 battle cry ) - 1d4 added to athletics checks \pagebreak ## Additional Spells Additional spells granted by certain spellmarks, brought to you by Middle Finger of Vecna's *From the Arcane Archive* and *yours truly*. #### Amanuensis *Transmutation cantrip* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a quill or pen, which is animated by the spell) - **Duration:** 10 minutes ___ You touch a quill or pen and cause it to copy writing from one source (such as a book) into a blank book, paper, or parchment. This spell copies up to 2,500 words, creating a perfect duplicate of the original. The spell copies only nonmagical text, not illustrations or magical writings (such as the text of a spellbook or a spell scroll). If the source contains normal and magical writing (such as a letter with explosive runes), only the normal text is copied, leaving blank space in the copied text where the magical writing would be expected. Likewise, if the source contains both text and illustrations, only the text is copied. The spell does not translate the copied writing. If you do not understand the original, you have no additional ability to understand the copy. The spell triggers (but does not copy) writing-based magic traps in the material being copied. Blank paper, parchment, or a book must be provided for the spell to write upon. If more pages in the source exist than blank pages are available, the spell copies the original until it runs out of blank pages. At any time during the spell's duration you can redirect the magic to copy from another source, copy onto a different set of blanks, or resume a duplication that was interrupted by a shortfall of blank pages. #### Boomering *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous ___ A dizzying ring of sparks launches from your outstretched hand and returns to it moments later. Make a ranged spell attack roll against a creature within range. On a hit, you deal 3d6 radiant damage. If this attack misses, you can repeat the attack roll against the same target once. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. \columnbreak #### Curse of Tomes *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** 24 hours ___ You speak the backward words of a dead language, scrambling the letters in a target's mind. Choose one creature within range to make a Wisdom saving throw. On a failed save, the target is cursed for the duration. A cursed target can't read or write any language for the duration, prepare spells from a spellbook, perform rituals, or cast any spells that involve writing runes or sigils. At the end of each hour, the target can repeat this save, ending the effects early on a success. A remove curse spell ends this curse early. #### Elemental Blade *1st-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** 1 minute ___ You evoke a solidified magical saber of elemental energy in your hand. This magic sword lasts until the spell ends, and you can dismiss it with a free action. It counts as a simple melee weapon with which you are proficient, has the finesse, light, and thrown properties (range 20/60). The saber deals 2d6 damage and the damage type is acid, cold, fire, lightning, or poison damage, chosen when you cast the spell. If you drop the weapon or throw it, it dissipates at the end of the turn and the spell ends. While you are wielding the saber you become weaker to your chosen damage type. When you take damage from the same type your blade deals, the attack deals an additional amount equal to half the blade's damage dice, rounded down. When you cast this spell using a 2nd- or 3rd-level spell slot, the damage increases to 3d6. When you cast it using a 4th- or 5th-level spell slot, the damage increases to 4d6. When you cast it using a spell slot of 6th level or higher, the damage increases to 5d6.
\pagebreak #### Epée *Conjuration cantrip* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** 1 minute ___ You conjure an opaque fencing blade that temporarily aids you. Once before the end of the duration, when a creature provokes an opportunity attack from you, you can command the blade to instead make the attack for you. Roll a melee spell attack, on a hit the creature's speed becomes 0 for the rest of the turn. Commanding the blade does not expend your reaction. Once an attack is made with the blade, the blade vanishes and the spell ends. This spell gains additional benefits when you reach higher levels. At 5th level, the melee spell attack also deals an extra 1d6 force damage to the target. The damage roll increases by a further 1d6 at 11th level and 17th level. #### Exploding Dice *Conjuration cantrip* ___ - **Casting Time:** 1 bonus action - **Range:** 60 ft - **Components:** V, S - **Duration:** Instantaneous ___ With a flick of your wrist, you conjure an exploding die, which you can toss at a hostile target within range. Make a ranged spell attack roll against the target. On a hit, the target takes 1d6 thunder damage. If you roll a 6 on any damage die, you can roll an additional d6 and add its damage to the total, rolling again if this die it also a 6, and so on. Effects which would increase the damage die size of a spell have no effect on this cantrip. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Finger Guns *Evocation cantrip* ___ - **Casting Time:** 1 bonus action - **Range:** 40ft - **Components:** V, S - **Duration:** 1 minute ___ You extend your index finger and thumb, a dangerous gesture mimicking a gun. For the duration, you can use your action to make a spell attack roll against one creature you can see within 40 feet, dealing 1d8 force damage on a hit. Your finger gun does not require ammunition, but is still considered to be a firearm for spells and effects such as bursting shot and protection from ballistics. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). \columnbreak #### Magic Daggers *Conjuration Cantrip* ___ - **Casting Time:** Bonus Action - **Range:** Self - **Components:** V, S - **Duration:** 1 minute ___ With a flourish, you summon a number of throwing weapons equal to twice your spellcasting modifier. These weapons can be of any type: daggers, handaxes, sling bullets, darts, etc. For the duration of the spell, the summoned weapons float within easy reach, allowing you to grab and throw them with ease. As an action, you can throw one weapon as a ranged spell attack with a range of 60 feet; on a hit, the weapon deals 1d6 magical piercing, slashing, or bludgeoning damage as appropriate to the weapon thrown. After one hit, the weapon vanishes. At higher levels, you can make more attacks with your weapons. At 5th level, you can make two attacks, at 11th level, three attacks, and at 17th level, four attacks. #### Mighty Slam *Minor Battle Cry* ___ As an action you hit the ground in front of you with an empowering strike, choosing a target within 30ft. The strike sends a shock wave underground towards the creature, and bursts with momentum, forcing them to make a dexterity saving throw or be pushed back 10ft. If the creature is pushed into a solid object or structure, both the creature and object take 1d6 bludgeoning damage for every 10ft the creature is pushed back. The pushback for this ability increases by 10ft when you reach 5th level (20ft), 11th level (30ft), and 17th level (40ft). #### Phantom Grapnel *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 35 - **Components:** V, S - **Duration:** Instantaneous ___ You conjure a chain and hook made of magical force, which you propel at a creature, object, or unoccupied space you can see within range. When you target a space, your grapnel pulls you to that spot in a straight line. You provoke opportunity attacks for this movement as normal. When you target a creature or object that isn’t being worn or carried, you pull the target up to 10 feet towards you. A creature can make a Strength saving throw to resist this movement. If the target is Huge or larger, you are pulled to the target instead. \pagebreak #### Technomancy *Transmutation cantrip* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Components:** S - **Duration:** Duration ___ With a complex input gesture, you can manipulate a technological device you can see within range. You can use this ability to perform any basic operation on the device, including, but not limited to, pressing an external button, entering a dozen keystrokes of data, activating an authorized operation (such as opening an unlocked door), dimming or brightening a screen, or muting a device that has a speaker. You can’t disconnect or reconnect wires, or perform an unauthorized operation, such as crashing a device or changing its password without knowing the original. #### Rumbling Charge *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a lump of granite) - **Duration:** Instantaneous ___ You imbue yourself with the elemental power of a landslide. When you cast this spell, you immediately move 30 feet in a straight line. If your path is blocked by a creature or object, you stop moving there and that creature or object must make a Strength saving throw or take 2d12 bludgeoning damage, or half as much on a successful save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st. \columnbreak #### Unstoppable Charge *Battle Cry* ___ As an action, you expend one Battle Cry to let out a mighty bellow and charge 30ft in a straight line. All creatures in the line must make a dexterity saving throw or be knocked prone. You do not provoke opportunity attacks with this movement. If you would hit a structure, you deal damage equal to the distance you traveled when contacting the structure. If the damage would destroy the obstructing structure, you can continue charging until you no longer have any movement granted by this ability left. The maximum distance traveled increases by 10ft for each expended Battle Cry. #### Voidlight *Conjuration cantrip* ___ - **Casting Time:** 1 action - **Range:** 120 ft - **Components:** V, S - **Duration:** Instantaneous ___ For the briefest possible instant, you open a portal into the Void, revealing the hideous lights beyond. Choose one creature you can see to make a Constitution saving throw. The target has advantage on this roll if it can’t see you. On a failed save, the target takes 1d8 radiant damage. If you roll an 8 on any damage die, you can roll an additional d8 and add its damage to the total, rolling again if this die it also an 8, and so on. You can roll total a number of damage dice for this cantrip equal to twice the number of damage dice you initially rolled. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Weave Lash *Minor Battle Cry* ___ As an action you shout a quick enchantment to momentarily pull a small string of pure magic from the weave and wield it like a whip. Choose an object weighing no more than 10lbs within 30ft, turning it into a projectile. The object flies in a straight line up to 30 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 1d10 bludgeoning damage. This ability's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).