Scion

by DrunkenYoda

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The Scion

Scion

The mammoth devil stands before the adventurers, he has attempted to claim the city for the Nine Hells but this group has managed to thwart his plan time and time again. In the front line stands a man wearing only a robe, a shield and a sword, this man has a relaxed demeanor because he knows what he is up against. As the devil charges violently, the adventurer makes a swift movement where he channels the divine spark withing him marking the objective with a golden sigil at his feet giving him a tactical insight on his foe.

Undetected, the high elf stares at her target from the rafters. She knows these men and women are dissidents of the church and she waits for their leader to show up, it is a just a matter of time. The moment he shows up, she uses the shadows to appear right behind him and killing him instantly. Now she just needs to remember the way out or else she is dead.

Rumors speak that these men and women are born with the divine spark within giving them unrivaled power. Others speak of the divine agents as deadly myths to keep their children in check. Whatever the truth is, they are beings to be reckoned with.

Scions do not depend on an oath or hours of praying, they study both martial techniques that allow them to be incredibly talented with all weapons and holy scriptures that help them channel the power of their gods.

Students of faith

Legends speaks that the first scions were scholars who dedicated their time studying holy and unholy scriptures, trying to tap into the very essence of creation. After decades searching for the origin of the power of the gods, they learned how to channel that sacred power turning them into the perfect agents for their church. So many suspect that the hours spent reading and meditating is a form of praying but it really a way in which they are connect to that ancient power.

Meanwhile, others speak that the hours of study spent by scions is them trying to channel the power of celestial beings, fiends or even the fae. Whatever the reason one thing is agreed upon, only scions know the origin of their powers and even then only a few truly understand the source of their powers as some are manipulated by the leaders of their churches to do tasks not in the name of their god but for the benefit of the church.

Dreams to a greater purpose

The fact that scions tap into the very source of power wielded by the gods gives scions vision of their purpose in this life. While these visions reveal their sacred tasks by the way of dreams, they can be of many things like dark futures where evil has ravaged the world leaving it as a desert wasteland, forgotten relics that will empower their god to become the ruler of the pantheon or even a lonely tavern where the scion will find a young tavern keeper that will send him on the adventure of a lifetime.


































Whatever personal objective they strive to achieve, in the end everything they do is in the name of their church and while some churches try to twist the meaning of the divine message for personal gain, the dreams always push them towards the path they must follow and so scions must try and understand their dreams to follow the message sent by their guides.

Creating a Scion

When creating a scion, think about what deity or church is the one you serve and how do you serve this order because this will help you chose a sacred task down the line.

Once this is done think about your characters motivations. What alignment do you use to fight the enemies of your church? Did your god chose you or did you study to become a scion? How was your training like? What are your dreams like, are they visions of a dark future or something to seek? What types of tasks are you sent to by your order? Did someone try to distort the meaning of your dreams to turn you into a weapon?

The Scion
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Chosen Warrior, Unarmored Defense
2nd +2 Sacred Sigil, Fighting Style, Spellcasting 2 2
3rd +2 Divine Talent, Sacred Task 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 4 4 2
6th +3 Sigil of Repulsion 4 4 2
7th +3 Sacred Task Feature 5 4 3
8th +3 Ability Score Improvement 5 4 3
9th +4 6 4 3 2
10th +4 Improved Chosen Warrior 6 4 3 2
11th +4 Sigil of Weal and Woe 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Divine Form 8 4 3 3 1
15th +5 Sacred Task Feature 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 Divine Assistance 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Sacred Task Feature 11 4 3 3 3 2

Quick Build

You can make an Scion quickly by following these suggestions. First, make Dexterity should be your highest ability score, followed by Intelligence. Second, choose the faction agent background.

Class Features

As a Scion, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per scion level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per scion level after 1st

Proficiencies


  • Armor: Light armor, medium armor and shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose three from Acrobatics, Athletics, History, Insight, Investigation, Nature, Perception, Stealth and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a priest’s pack or (b) an dungeoneer's pack
  • A holy symbol and five javelins.

Choosen Warrior

You gain two cantrips of your choice from the sorcerer spell list. They count as scion spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from amongst those.

At 10th level, you can cast one of your cantrips in place of one of your attacks whenever you take the Attack action on your turn.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit.

Sacred Sigil

At 2nd level, you learned how to use the power wielded by the gods to censure those who oppose you. As a bonus action, you can expend one of your spell slots to place a seal on a creature you can see within 30 feet for 1 minute. It ends early if you are knocked unconscious or until the creature drops to 0 hit points.

Once per round, whenever you deal damage to the target you may choose to deal an additional 1d4 damage of the type of your Planar Source plus half your Intelligence modifier rounded down (minimum +1). Alternatively, you may consume the seal to inflict 1d8 damage of the type of your Planar Source plus another 1d8 per level of the spell slot used to create the sigil. You can only do one type of damage during your turn.

In addition, the target creature does not gain any benefit against you because it is invisible or hidden.

You can only have one seal active per creature. When you consume a seal the creature is no longer under the effects of the sigil and and is no longer considered sealed.

This feature's extra damage, not the seal's damage when it is consumed, increases when you reach certain levels in this class: to 1d6 at 7th level and to 1d8 at 14th level.

Planar Source

Through your rigorous study of the planes and religious texts, you have learned how to tap into one of the sources of power wielded by the gods. Choose one of the following: Good, Neutral, Evil. This choice affects other abilities in the Scion class and determines the damage type of some of your Scion abilities based on the table below.

Alignment Damage Type Divine Assistance
Good Radiant Summon Celestial
Neutral Force Summon Fey
Evil Necrotic Summon Fiend

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

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.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Spellcasting

By 2nd level, you have learned to use your divine heritage to grant you divine magic to cast spells.

Spell Slots

The Scion table shows how many spell slots you have to cast your scion spells. To cast one of your spells of 1st level or higher, you must expend a 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 shield of faith and have a 1st-level and a 2nd-level spell slot available, you can cast shield of faith using either slot.

Spellcasting Ability

Intelligence is your spellcasting ability for your scion spells, since your power derives from the study of players and knowing how to use your divine power. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a scion spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + Intelligence modifier.

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Replacing Known Spells

Scions can decide that they can replace their known spells by spending 2 hour for each level of the spell they wish to learn, the previous spell is forgotten by them and are not able to cast it in anyway possible.

The time spent represents the amount of time needed by the scion so they can meditate and study the new spell in order to master it, but in addition to this they must have a scroll, spellbook or any other written way of studying the spell. The source of the spell becomes unusable after this, turning the page into dust.

Writing down spells

Any Scion can have their spells known written down in any scroll by spending 1 hour and costs 50 gp. per level of the spell they are writing down. In addition to this they must succeed an Intelligence (Religion) skill check against a DC 10 + the spells level to write down the spell without any error.

Spell Focus

You can use a holy symbol as a spellcasting focus for your scion spells.

Divine Talent

At 3rd level, choose one skill in which you have proficiency, your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Sacred Task

Upon reaching 3rd level you pledge your soul to the service of a god and are welcomed into their embrace finally becoming a scion of your deity. You gain the Channel Divinity ability and choose either Acolyte, Avenger, Inquisitor or Magus as your specialty.

Your choice grants you features at 3rd level and again at 7th, 15th level, and 20th.

Furthermore, you are a considered a high ranking official in your church and will be given the best treatment and hospitality in any church of your chosen deity.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 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. 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.

Sigil of Repulsion

Beginning at 6th level, once per turn and immediately after you hit a creature with an attack, you can force a sealed creature to make a Strength saving throw against your spell save DC. On a failed save, you can push or pull it in a straight line up to 15 feet. You can use this ability a number of times equal to your Intelligence modifier (minimum 1) per long rest.

Sigil of Weal and Woe

Starting at 11th level, you may use your Sacred Sigil a number of times equal to your Intelligence modifier (minimum 1) in any of the following ways:

  • Weal: You can use your bonus action to grant advantage on the next attack roll against a sealed target.
  • Woe: If a sealed creature attacks you or an ally, you can use your reaction to give that creature disadvantage on the attack roll. This ability can be used after the dice is rolled, but before you know the results.

Divine Form

Upon reaching 14th level, you can spend your bonus action to transform into a creature that reflects your Planar Source.

The transformation last for 1 minute and ends early if you are knocked unconscious. You can also end your transformation on your turn as a bonus action.

While transformed, you gain the following benefits:

  • You gain darkvision for up to 60 feet, if you already have darkvision you can expand it by additional 60 feet.
  • You gain resistance against bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You gain the ability to sprout a pair of wings from your back, gaining a flying speed equal to your current speed. To use this movement you can't be wearing medium or heavy armor. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

You can use this ability a number of times equal to your Intelligence modifier per long rest.

Divine Assistance

When you reach 18th level, you may summon an extraplanar being to assist you on your divine tasks. Once per long rest, as an action you may cast your Planar Source spell at 6th level without spending a spell slot and material components.


Optional Rule: Multiclassing

If you use the optional multiclassing rule in the Player's Handbook, here's what you need to know:


  • Ability Score Minimum. As a multiclass character you must have at least a Dexterity score of 13 and an Intelligence score of 13 to take a level in this class, or to take a level in another class if you already are a Scion.
  • Proficiencies Gained. If Scion is not your initial class, you only gain proficiency with Shields, Simple Weapons and Martial Weapons.
  • Spell Slots. Add half your levels (rounded up) in the scion class to the appropriate levels from other classes to determine your available spell slots.

Sacred Tasks

Divinity is withing every scion and since birth they dream of a something they have to do, a path they must follow. Every scion follows a strict life of study, meditation and devotion to their task but each takes a different path, some use the shadows to pursue their task, others use magic to channel the judgment of their god, while some might use their power assisting others, and finally, some use their martial prowess to smite those who oppose their church.

Task Spells

Each task has a list of associated spells. You gain access to these spells at the levels specified in the task description. Once you gain access to a task spell, you always have it prepared. Task spells don't count against the number of spells known and cannot be changed.

If you gain a task spell that doesn't appear on the scion spell list, the spell is nonetheless a scion spell for you.

Channel Divinity

Your task allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your task explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your scion spell save DC.

Acolyte

Acolytes are the helping hand of the church, they are the ones you will find amongst the front lines of any sacred battlefield providing protection and medical assistance. These scions have taken the sacred task of assisting others achieve their goals by any means possible, turning them into highly valued assets.

Task Spells

Scion Level Spells
3rd Bless, Healing Word
5th Aid, Enlarge/Reduce
9th Aura of Vitality, Haste
13th Freedom of Movement, Stoneskin
17th Greater Restoration, Mass Cure Wounds

Bonus Proficiencies

When you choose this sacred task at 3rd level, you gain proficiency with the Medicine skill and Herbalism Kit

Channel Divinity

You gain the following two Channel Divinity options. See the Sacred Task class feature for how Channel Divinity works.

  • Cleansing Light: As an action, you can cast a ray of soothing light to remove one condition from a creature that you can see within 30 feet of you. The condition has to be either blinded, charmed, deafened, frightened, paralyzed, or poisoned.
  • Channel Sigil: As a bonus action you may expend a use of your Channel Divinity to place your Sacred Sigil on a creature within 30 feet of you as if you had used a spell slot of half your proficiency bonus (rounded up).

Restorative Consumption

At 7th level, when an ally hits a sealed creature with a melee attack, you can use your reaction to consume the seal and allow the attacker to regain a number of hit points equal to the damage dealt.

Blessing of the Church

Starting at 15th level, each turn your allies hit a sealed creature, the target also takes 1d8 damage of the same type as your Planar Source.

Additionally, when a sealed creature targets one of your allies with an attack, that ally gains a +2 bonus to AC against that attack.

Apotheosis

Upon reaching 20th level, once per long rest, you can use your action to become a divine creature for one minute, this transformation gives you the following abilities:

  • You spend your action to allow a creature that you can touch to regain a number of hit points equal to 2d8 plus your Intelligence modifier.
  • You gain resistance against your Planar Source damage.
  • You become immune to the charmed and frightened conditions.
  • Allies in a 10 foot radius gain a bonus to saving throws equal to your Intelligence modifier.

Avenger

Avengers are the might and strength of each order, they are soldiers trained to protect that which is most holy from all the enemies. As such, Avengers are tasked to be mighty warriors and are always seen as stoic and inflexible in their objectives.

Task Spells

Scion Level Spells
3rd Bane, Inflict Wounds
5th Blindness/Defness, Branding Smite
9th Haste, Lightning Bolt
13th Fire Shield, Wall of Fire
17th Flame Strike, Dispel Evil and Good

Bonus Proficiencies

When you choose this sacred task at 3rd level, you gain proficiency with heavy armor and Persuasion skill.

Channel Divinity

You gain the following two Channel Divinity options. See the Sacred Task class feature for how Channel Divinity works.

  • Sanctify Weapon: As an action, you can imbue your weapon with magical energy. For 1 minute, that weapon becomes a magic weapon and earns a bonus to its attack rolls equal to your Intelligence modifier.
  • Channel Sigil: As a bonus action you may expend a use of your Channel Divinity to place your Sacred Sigil on a creature within 30 feet of you as if you had used a spell slot of half your proficiency bonus (rounded up).

Furious Consumption

At 7th level, as an action you can consume a seal on an target within 30 feet. Every ally adjacent to that enemy may use their reaction to immediately attack that enemy.

Blessing of Fury

Starting at 15th level, once per round, whenever you take the Attack action against a creature with one of your seals, you can make one additional attack against that enemy.

Awakened Form

Starting at 20th level, once per long rest, you can spend you action to awaken your divinity allowing you to transform into a creature from another plane of existence for one minute, gaining the following abilities:

  • Your size grows by one size category and your weapons also grow to match its new size. While these weapons are enlarged, your attacks with them deal 1d4 extra damage.
  • Your Strength becomes 27(+8) and your Constitution becomes 25 (+7).
  • Your speed increases by 10 feet and can take the dash action as a bonus action.
  • Resistance against bludgeoning, piercing, and slashing attacks.

Inquisitor

Inquisitors are agents of the church who pursue their enemies from the shadows, they are surrounded by myth since most never show their face publicly feeding to the story that they will commit whatever atrocity needs to be done.

Task Spells

Scion Level Spells
3rd Disguise Self, Expeditious Retreat
5th Darkness, Alter Self
9th Blink, Gaseous Form
13th Confusion, Freedom of Movement
17th Modify Memory, Passwall

Bonus Proficiencies

When you choose this sacred task at 3rd level, you gain proficiency with the Sleight of Hand skill and Thieves' Tools.

Channel Divinity

You gain the following two Channel Divinity options. See the Sacred Task class feature for how Channel Divinity works.

  • Shadow Dance: As a bonus action, whenever you are in dim light or darkness you can teleport to up to 30 feet to an unoccupied space you can see that is also in dim light or darkness.
  • Channel Sigil: As a bonus action you may expend a use of your Channel Divinity to place your Sacred Sigil on a creature within 30 feet of you as if you had used a spell slot of half your proficiency bonus (rounded up).

Immobilizing Consumption

At 7th level, you can use your action to force a creature with a seal make a Wisdom saving throw against your spell save DC, if it fails it becomes restrained until the end of your next turn.

Blessing of Shadows

Upon attaining 15th level, you become invisible to any creature with one of your seals on it.

Shadow Form

Starting at 20th level, once per long rest you may use an action to become incorporeal for 1 minute, gaining the following abilities:

  • Flying speed of 50 feet.
  • All attacks against you are at disadvantage.
  • Resistance against acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing nonmagical attacks.
  • You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
  • Your weapon attacks deal damage of the type of your Planar Source, and a successful attack drains 1d4 strength from the target. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

Magus

Some scions are tasked to become Magus and thus forgo some martial prowess to become mighty spellcasters who use their seals to improve their arcane abilities. They are seen as fearsome agents of the church capable of great feats of destruction turning them into terrifying opponents.

Task Spells

Scion Level Spells
3rd Arms of Hadar, Magic Missile
5th Augury, Scorching Ray
9th Counterspell, Fireball
13th Ice Storm, Polymorph
17th Conjure Elemental, Dominate Person

Bonus Proficiencies

When you choose this sacred task at 3rd level, you gain proficiency with the Arcana skill and Calligrapher's Supplies.

Channel Divinity

You gain the following two Channel Divinity options. See the Sacred Task class feature for how Channel Divinity works.

  • Channel Spell: You spend your Channel Divinity to cast a spell as a bonus action. You can only cast a spell this way if it has a normal casting time of 1 action.
  • Channel Sigil: As a bonus action you may expend a use of your Channel Divinity to place your Sacred Sigil on a creature within 30 feet of you as if you had used a spell slot of half your proficiency bonus (rounded up).

Arcane Consumption

Starting at 7th level, as a bonus action you may consume a seal to force the creature to automatically fail the next saving throw against the next spell you cast this turn.

Blessing of Fire

Starting at 15th level, as a reaction to when an enemy with a seal hits you with an attack, you can make the seal do 1d6 plus your Intelligence modifier fire damage to the creature. This does not consume the seal.

Transcendence

At 20th level you have learned how the raw source of magic intertwines with the power of the gods, this understanding allows you to enter a state of enlightenment for one minute. Once per long rest you can enter this state as an action and while in it you can cast Counterspell at it's lowest without spending a spell slot, you can add your Intelligence modifier to all Saving Throw rolls against spells that target you and when you cast a spell that deals a type of damage from the following list, you can change the damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

Spell List

1st Level
  • Armor of Agathys
  • Command
  • Compelled Duel
  • Comprehend Languages
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Divine Favor
  • Fire Whip*
  • Hellish Rebuke
  • Heroism
  • Ice Knife
  • Longstrider
  • Shield of Faith
  • Sigil of Judgement*
  • Zephyr Strike
2nd Level
  • Blur
  • Cloud of Daggers
  • Darkness
  • Enthrall
  • Enhance Ability
  • Hold Person
  • Maddening Sigil*
  • Magic Weapon
  • Protection from Poison
  • Ray of Enfeeblement
  • Shadow Blade
  • Suggestion
3rd Level
  • Aura of Vitality
  • Counterspell
  • Dispel Magic
  • Fear
  • Mist of Sacrilege*
  • Remove Curse
  • Revivify
  • Spirit Shroud
  • Vampiric Touch
4th Level
  • Aura of Self-doubt*
  • Banishment
  • Blight
  • Death Ward
  • Dimension Door
  • Evard's Black Tentacles
  • Sickening Radiance
5th Level
  • Antilife Shell
  • Contact Other Plane
  • Dispel Evil and Good
  • Hold Monster
  • Immolation
  • Mist of Damnation*

New Spells

Aura of Self-doubt

4th-level abjuration


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V
  • Duration: Concentration, up to 1 minute

Your very presence radiates insecurity on those that would oppose you. Each hostile creature in the aura must succeed a Charisma saving throw at the start of their turn or suffer a penalty to their attack rolls equal to your spell casting ability modifier.

Fire Whip

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: 30-foot radius
  • Components: V, S, M (the forked tongue of a serpent)
  • Duration: Concentration, up to 1 minutes

You produce a whip of fire that you can use as a weapon. This whip lasts for the duration of the spell. It counts as a simple melee weapon with which you are proficient. It deals 1d10 fire damage on a hit and has the finesse, reach of 10 feet and light properties. In addition, when you hit a creature with an attack from this whip the creature must succeed a Strength saving throw or be restrained. While the creature is restrained, at the start of it's turn you deal 1d10 fire damage to the target, it can use it's action to attempt to break free by rolling a Strength saving throw. If the creature succeeds, it breaks free and it is no longer restrained, in case of a failure it can repeat the saving throw on it's next turn. You cannot attack any creature with this weapon if you have a creature restrained.

Maddening Sigil

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 30-foot radius
  • Components: V, S, M (a pouch of desecrated wood ashes)
  • Duration: Concentration, up to 1 minutes

You mark a creature with a divine sigil that infects their mind with maddening images, causing them to loose control of their body and become obedient to your commands. Chose a creature you can see within range, it must succeed on a Charisma saving throw or be charmed by you for the duration. While under your sway, red sigils can be seen on the target's eyes.

The charmed target must use their action before moving on each of its turns to make a weapon attack against a creature other than itself that you command it to. The target can act normally on their turn if you choose no creature or if the target is not within range of their weapons.

On your subsequent turns, you must use your bonus action to maintain control over the target by command it to attack a target, if this is not done the spell ends. The target can make a Charisma saving throw at the end of each of their turns. On a success, the spell ends.

Mist of Damnation

5rd-level conjuration


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S, M (a piece of sulfur)
  • Duration: Concentration, up to 1 minutes

You concentrate divine energy on yourself creating an area of pure negative energy on the mundane world. You conjure a 15-foot radius of mist, darkness, brimstone, and blasting heat, that resonates with echoes of damned souls, the area is centered on you and lasts in place for the duration of the spell.

Any creature, other than you, that ends their turn in the mist take 2d8 fire damage and it must succeed on a Wisdom saving throw or take an additional 2d8 psychic damage as well as gaining disadvantage on attack rolls and ability checks until the end of their next turn as the voices of the damned cloud their mind.

Mist of Sacrilege

3th-level necromancy


  • Casting Time: 1 action
  • Range: Self (20-foot radius)
  • Components: V, S, M (a drop of fiendish blood)
  • Duration: Concentration, up to 1 minute

A red mist full of negative energy surrounds you with a 20-foot radius. Until the spell ends, the mist moves with you, centered on you. If a creature (except you) starts their turn in the mist, they take 2d6 necrotic damage and you gain hit points equal to half the damage dealt.

Sigil of Judgement

1st-level enchantment


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (a pinch of blessed salt)
  • Duration: Concentration, up to 1 hour

You place a sigil on a creature that you can see within range. Until the spell ends, whenever the creature wishes to speak a lie it must first make a Charisma saving throw. On a failed save, the creature is dealt 1d6 force damage.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it has this sigil on it.

Additionally, you can spend your bonus action to force the creature to make a Charisma saving throw. On a failed save, the creature is dealt 1d6 plus your spellcasting ability modifier force damage.

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.

Credits

& Change Log

Change Log

v1.0:

  • Initial class creation.

v1.1:

  • Removed archery style from the fighting styles
  • Reworded Blessing of Fire.
  • Gave the Beguilers Shadow Form fly speed.
  • Reworded the secondary ability of having a seal put on a creature.
  • Updated art credit.
  • Renamed the Magus Channel Divinity feature.
  • Changed Avenger's Channel Divinity: Sanctify Weapon: to make your weapon magical and a +1.
  • Updated neutral alignment to give it a flavor of coming from the feywild.
  • Grace and Woe now do not expend a sigil but your actions.
  • Removed Compel form all classes and added Channel Sigil.
  • Changed Arcane Form to make it more balanced, giving it counterspells.
  • Removed Chosen Warrior.
  • Sacred Sigil was reworked so it can fit into 1st level and onwards.
  • Added a second Divine talent at level 10 removing Improved Chosen Warrior.
  • Removed Hex and created Sigil of Judgement to replace it.
  • Changed Task Spells for both Avenger and Magus
  • Made Divine Form an at will abilitiy

v1.2

  • Removed blessed warrior from the fighting styles
  • Returned Chosen warrior and added the sorcerer evocation cantrips to the list.
  • Moved Grace and Woe to 11th level and renamed it to Sigil of Grace and Woe
  • Created Sigil of Repulsion for 6th level
  • Reworked Sigil of Judgement
  • Arcane Form add it's Intelligence modifier to saving throws.
  • Slight change to Shadow Form.
  • Added Medium armor to default and gave Heavy armor for the Avenger
  • Reworded some spells to make them easier.

v1.3

  • Style changes and reworded a lot of abilities to be more in line with WotC.
  • New Subclass created, Acolyte.
  • Renamed Sigil of Grace and Woe to Sigil of Weal and Woe.
  • Added Unarmed Fighting Style.
  • Renamed Beguiler to Inquisitor
  • Returned Chosen warrior now uses only the sorcerer's cantrip list.
  • Renamed Arcane Form to Trancendence and Avenging Form to Awakened Form.

Thanks

There are tons of people I would like to thank but the most important are here.

  • First and foremost, my wife who withstands my long roleplaying habits.
  • All the DMs that not only introduced me to this hobby but taught me how to play and DM, this is the culmanation of those years listening to advice from them.
  • To my current gaming group who is full of great and lovely people.
  • My dad who taught me that you must always have a creative hobby.
  • To all the people that gave objective feedback on the internet but specially to FaytKaiser and UndVasIstDas who helped out a lot, thanks to their criticism this class is at this stage.
  • Special thanks to Edrack D' Master, my friend that not only gave me a lot of feedback for this class but also made me remember why I love D&D.

The Scion


By Drunken Yoda
An intelligence based half-caster for those who seek to be divine agents that strike down those who oppose them.
Art Credits


Team Morsa™

 

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