##### 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
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- **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
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- **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.
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#### 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.
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### 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.
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#### 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.
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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.
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### 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.
##### 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
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- 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*
An intelligence based half-caster for those who seek to be divine agents that strike down those who oppose them.
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