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# The Martial Art of Naut'kyn As opposed to its brutal sister school, Tagnik'zur, Naut'ykn is a school of magic that combines magical stratagems with martial arts meant to disarm, manipulate, and move the opponent or defuse a situation. At times it can be deadly, but most often it is used for utility. It is commonly used by those who live in arid wastelands without a formal education, but surviving through conclaves of like minded individuals. Drows are a common race of practitioners, as Naut'kyn is the Undercommon phrase, "To shut all eyes in the exchange of body and earth".
Part 2 | Your Introduction
#### Entry *2nd-level Naut'kyni Art* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** S, M (a pouch of sand and salt, which the spell consumes) - **Duration:** Concentration, up to 1 minute ___ You draw a 10 ft. wide spiral with an X drawn over the center, causing the surface to whip up in a small cyclone. You may place the exit point of the Entry Spiral in a place you can see up to 60 ft. or add an additional 30 feet and allow the DM to choose the Exit Spiral. The Entry spirals are a one-way portal and can only be placed on a solid surface. For firing projectiles through the Entry Spiral, roll a d10. On an even number, the projectile will hit the target you want to hit. On an odd number, it will go somewhere randomly. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, increase both distance values by 20 feet. #### De-Gaze *2nd-level Naut'kyni Art* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a glass bauble, which the spell consumes) - **Duration:** 1 minute ___ You can blind a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is blinded for the duration and takes 1d6 piercing damage. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd and increase the damage by an additional 1d6. \columnbreak #### Drowning Birth *3rd-level Naut'kyni Art* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a tube of sea water, which the spell consumes) - **Duration:** Concentration, up to 3 minutes ___ Choose one creature that you can see within range and cause any liquid in their body to flood into their lungs and choke them. They must make a Constitution Saving throw. If it fails, the target is considered drowning and cannot use speech for the duration and takes 1d8 + your Wisdom modifier damage. If the target dies before the spell ends, the water from their body shoots out like a torrent and summons a Water Weird, which takes its initiative count after yours and lasts for the spells’ duration. At the end of each of the creature’s turns, the target can make a Constitution saving throw. On a success, the spell ends. #### Mutually Locked *3rd-level Naut'kyni Art* ___ - **Casting Time:** 1 bonus action - **Range:** 60 feet - **Components:** V, S, M (a shard of a turtle's shell) - **Duration:** Instantaneous ___ Choose one creature that you can see within range and choose from which options you wish to deal to determine the saving throw. If it is a Constitution Saving Throw, you may tell them to not move, not speak, or drop prone. If it is a Wisdom Saving Throw, you may tell them (if they understand you) to not cast their next spell, take 1d6 + your Wisdom Modifier psychic damage, or forget a spell that day. Both of you take the same effect if they fail their saving throw, and lasts until the start of your next turn, which you gain 20 additional feet of movement speed until the end of your turn. \pagebreakNum #### Expeditious Assault (Ritual) *5th-level Naut'kyni Art* ___ - **Casting Time:** 5 minutes - **Range:** Self - **Components:** V, S, M (50gp worth of polished marble orbs, 2 lbs of sand, 2sp worth of salt, which the spell consumes) - **Duration:** Concentration, up to 5 minutes ___ Choose yourself and up to 4 willing creatures to enchant with the whipping speed of a desert storm. Yours and their movement speed increases by 40 so long as they are within 60 feet of you, and they do not provoke attacks of opportunities. In addition, anyone that is not enchanted by the spell must make a Constitution saving throw or take 3d6 piercing damage + your Strength, Charisma, or Wisdom modifier on a fail, or half as much on a success, as the sands whipping around you pierce armor and tear the flesh of your enemies. **At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, you can increase the movement speed by 20 feet and the radius for the effect by 20 feet for each slot level above 5th, as well as increase the damage by an additional 1d6. #### Incantation of the Veil (Ritual) *7th-level Naut'kyni Art* ___ - **Casting Time:** 3 hours - **Range:** Self - **Components:** S, M (Diamond, ruby, emerald, and sapphire dust 5000gp, umber hulk blood, ointment for the eyes 25gp, which the spell consumes; forked rod attuned to the Ethereal Plane 250gp) - **Duration:** Permanent ___ Within a circle surrounding yourself, the jewel dust spread across the four cardinal directions, you draw the Umber Hulk blood in a line facing away from you before applying it as a mixture with the ointment. It stings and burns as you whisper for the first and last time, the incantation to force your foes away from you. Once you cast this spell, you are unable to use it again and all knowledge of having known it flees from your mind. However, you gain knowledge to use its effects, as it has been branded into your flesh by your own hand. You have learned the spell **Break the Veil.** \columnbreak #### Break the Veil *7th-level Naut'kyni Art* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (Onyx 150gp, which the spell consumes; forked rod attuned to the Ethereal Plane 250gp) - **Duration:** Concentration, up to 10 minutes ___ You are able to send up to 5 creatures that you can touch to the Ethereal Plane. The target must succeed on either a Charisma or Wisdom saving throw. If the target is native to the Ethereal Plane, they are instead pushed 60 feet back and knocked prone. If they are not native to the Ethereal Plane, they vanish in a puff of smoke, leaving their silhouette behind for only a moment before dissipating. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.