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The Anointed
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Contents
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2
Contents
](#contents) - [
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Art Credit
](#art-credit) - #### [
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Class Features
](#class-features) - [
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Mantle
](#mantle) - [
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Innate Spells
](#innate-spells) - [
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Mantle Evolution
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Lesser Invocation
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Ultimate Mantle Manifestation
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Mantles
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Mantle of Elements
](#elements) - [
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Mantle of Radiance
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Mantle of Shadows
](#shadows) - [
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Mantle of Echoes
](#echoes) - [
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Mantle of Space
](#space) - [
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Mantle of Flowers
](#flowers) - [
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Mantle of Spices
](#spices) - [
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Mantle of Bones
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Mantle of Symbiosis
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Mantle of Stars
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Mantle of Order
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Mantle of Chaos
](#chaos) - #### [
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Lesser Invocations
](#lesser-invocations) - #### [
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Spell Sources
](#spell-sources)
Art Credit
**Cover Art:** [1109 by Sapphire ART](https://www.artstation.com/artwork/J5AEm)
**Page 4 Art:** [Dune by Anato Finnstark](https://www.artstation.com/artwork/4XNLEq)
**Page 5 Art:** [Chandra, Acolyte of Flame (MTG) by Anna Steinbauer](https://www.annasteinbauer.com/chandra-acolyte-of-flame/)
**Page 8 Art:** [Fain, The Broker (MTG) by Lius Lasahido](https://www.artstation.com/artwork/0nqmAY)
**Page 10 Art:** [Syncopate (MTG) by Tommy Arnold Art](https://www.reddit.com/r/Art/comments/8bjpdx/syncopate_digital_painting_1600_x_1175/)
**Page 12 Art:** [Kimimaro: the last of Kaguya by Luffie](https://www.deviantart.com/luffie/art/Kimimaro-the-last-of-Kaguya-200911436)
**Page 14 Art:** [Nebula Explosion (Star Trek: Prodigy) by Rutger van de Steeg](https://www.artstation.com/artwork/YKAJLP)
**Page 17 Art:** [Midjourney](https://gr.pinterest.com/pin/193162271511047543/)
**Page 18 Art:** [Teyo, the Shieldmage (MTG) by Magali Villeneuve](https://www.artofmtg.com/art/teyo-the-shieldmage/) \columnbreak ## Preface / Disclaimer This class was created with the purpose to provide players with a large variety of character options that allow for a lot of utility and additional effects in a dense and compact package.
The main idea behind the class was to give characters a central feature that's inherently flashy, even if it can be used stealthily.
While (theoretically) balanced, there's a lot of possibilities that could lead to the class being overpowered. The power level and challenges assumed for the balancing are a little higher than the usual standard, although the DMG assuming six to eight encounters a day is probably in line.
Consideration for the possible trajectories of the campaign are advised, and one-shots beware. \pagebreak
#### A lot of adventurers draw their power from a higher source. Clerics empower themselves with the strength of their faith, paladins with their devotion to their ideals, warlocks seek bargains, and sorcerers bear a special bloodline. Those Anointed however, have proven themselves to beings personally interested in making them something more. Approached by an entity wielding extraordinary power, one becomes Anointed and is bestowed a part of the entity's pure power, a gift to their soul. They can invoke that gift, and manifest it as a Mantle of power.
*You must meet certain prerequisites, listed below, in order to multiclass in or out of this class.*
##### Anointed | Level | Features | |:---:|:---:| | 1st | Mantle | | 2nd | Innate Spells | | 3rd | Mantle Evolution | | 4th | Lesser Invocation | | 5th | Mantle Ultimate Manifestation |
## Prerequisites * **Constitution 13 or higher.** * **Character level 5th.** * **Complete a special task:** You must be deemed worthy by a powerful being to be bestowed part of their power.
## Class Features As an Anointed, you gain the following class features.
#### Hit Points - **Hit Dice:** 1D8 per Anointed level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1D8 (or 5) + your Constitution modifier per Anointed level after 1st \columnbreak
### Mantle At 1st level, you gain the ability to manifest externally this gift that has been given to you, letting it shroud your form.
As a bonus action, you can manifest your Mantle for 1 minute. While your Mantle is manifested, you gain temporary hit points equal to 1D8 + twice your Anointed level, as well as effects granted by your corresponding Mantle.
You can manifest your Mantle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Any continuous effect created by a Mantle feature without a defined duration lasts until the Mantle stops being manifested.
### Innate Spellcasting You can channel your gift to cast spells and spell-like effects in a limited capacity.
Upon reaching level 2, your Mantle gives you access to specific spells.
You can cast the 4th-level spell once per long rest. When you reach level 4, you can cast a 5th-level spell once per long rest as well, and you can cast the 4th-level spell twice instead.
You can also cast these spells using spell slots you have of the appropriate level.
#### Spellcasting Ability Constitution is your spellcasting ability for your Anointed spells and Mantle Features. Your magic comes from mastering more ways to express this gift you have been given. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for an Anointed spell you cast and when making an attack roll with one.
**Mantle DC** = 8 + your proficiency bonus + your Constitution modifier. **Spell save DC** = 8 + your proficiency bonus + your Constitution modifier. **Spell attack modifier** = your proficiency bonus + your Constitution modifier.
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### Mantle Evolution At 3rd level, your gift becomes more your own, gaining a greater degree of control over it with the extended use.
Your Mantle evolves and gains additional effects, depending on which one you have.
### Lesser Invocation At 4th level, you have attained enough expertise in using your gift, you can invoke and focus it in forms more simple yet still effective. Choose 2 Lesser Invocations. Whenever you reach a level in a class that grants the Ability Score Improvement feature, you can change your chosen Lesser Invocations.
The *Lesser Invocations* page contains the options.
### Ultimate Mantle Manifestation At 5th level, your gift has fully incorporated as part of your soul, and you can embody it to a higher degree.
Your Mantle has reached its final stage, and it gains additional effects, depending on which one you have. \pagebreakNum
## *Mantles*
### Mantle of Elements
#### Reaction Damage At 1st level, you have been gifted the power of one of four elements, and the effects granted by your Mantle are determined by the element you have been gifted. Your mantle manifests as your gifted element enveloping your form, in as wild or controlled manner as you choose. When touched or damaged by a melee attack, you can use your reaction to deal damage to the creature that touched or attacked you equal to your Constitution modifier. The type of the damage depends on your respective element. - **If Water:** Cold. - **If Earth:** Bludgeoning. - **If Fire:** Fire. - **If Wind:** Slashing. #### Elemental Attack Also at 1st level, you can focus the churning power to unleash it on a target. You can do so in place of an attack. - **If Water:** Ice Slick - You spread ice in a 15-foot-long line that is 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 1D6 cold damage on a failed save and having their speed reduced by 5 feet. - **If Earth:** Rumble - Target a 5-by-5-foot square on the ground you can see within 30 feet of you and make that ground fracture. The area becomes difficult terrain, and if a creature was standing on it, it must make a Dexterity saving throw, taking 1D8 bludgeoning damage on a failed save. - **If Fire:** Flame Burst - You erupt flames in front of you. Make a melee spell attack, reach 5 ft., one target. Hit: 1D10 fire damage. - **If Wind:** Wind Slash - You send a slicing gust of wind forward. Make a ranged spell attack, range 30/90 ft., one target. Hit: 1D8 slashing damage. #### Elemental Resistance At 3rd level, the protective qualities of your Mantle expand. You gain resistance to a specific damage type, depending on your respective element: - **If Water:** Cold. - **If Earth:** Bludgeoning. - **If Fire:** Fire. - **If Wind:** Slashing. \columnbreak #### Elemental Boon Also at 3rd level, your understanding of your gift allows you to produce additional benefits, and even extend your Mantle to grant said effects to other creatures. As a bonus action you can grant a boon to yourself or a creature of your choice you can see within 30 feet of you, and it lasts until your Mantle stops being manifested, or you choose to end it. You can grant a boon once per manifestation of your Mantle. - **If Water:** The affected creature can use their bonus action to heal themselves and regain 1D4 hit points. - **If Earth:** The affected creature can use their reaction to reduce the damage taken from an attack by 3. - **If Fire:** The affected creature can once per turn add an extra 1D4 fire damage to an attack they make. - **If Wind:** The affected creature gains a 5 feet speed increase, and the first ranged attack against them in a round is made with disadvantage. #### Empowered Attacks Finally at 3rd level, the damage of the attacks granted by the Mantle levels up a die. - **If Water:** 1D6 -> 1D8 - **If Earth:** 1D8 -> 1D10 - **If Fire:** 1D10 -> 1D12 - **If Wind:** 1D8 -> 1D10
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#### Unleashed Form At 5th level, you can use a bonus action to unleash the full power of your Mantle, letting it surround you in a magnificent display. The unleashed form lasts until your Mantle stops being manifested or until you choose to revert it.
You can only unleash your Mantle once per manifestation of your Mantle. - **If Water:** The water rushing to your form constantly changes phases. You gain a 30 foot swimming speed, the ability to breathe underwater, and to walk on water. You can use an action to heal yourself and regain hit points equal to 1D8 + Constitution modifier. You can use an attack to form a spike of ice, targeting either a creature, or a point on the ground, within 10 feet of you. If you target a creature, you make a melee spell attack against them, dealing 3D8 cold damage on hit. If you target a point on the ground, you cause the area in a 10-foot radius around it to freeze over and become difficult terrain. - **If Earth:** Stone fortifies you, and you gain 20 temporary hit points in addition to those granted by the Mantle manifestation. Moreover, you can move across difficult terrain made of earth or stone without spending extra movement. You can use an action to shape the stone around you like a sphere. While in this sphere, you cannot take any actions other than the dash action, the Mantle's Reaction Damage, and a bonus action to crumble the sphere. You can pass through another creature's space (if it's large or smaller) without it costing you extra movement, and if you do so while having moved 10 feet or more in unoccupied space right before, they must make a Dexterity saving throw, taking 1D10 bludgeoning damage on a failed save. If a creature failed this save, you can end your turn in the creature's space, forcing them to make a Strength saving throw with disadvantage, becoming prone under you on a failed save. - **If Fire:** The flames rage on you, and you can use an action to cause them to explode in a 10-foot-radius around you, forcing creatures to make a Dexterity save, taking 4D6 fire damage on a failed save, or half as much damage on success. Additionally, if you take fire damage while in this form, the next time you explode, you can add the damage you took to the damage of the explosion. - **If Wind:** Turbulent streams revolve around you violently, protecting you and harming others. You gain a flight speed equal to your movement speed, and any attack made against you has disadvantage. Additionally, if a creature ends its turn within 5 feet if you, it takes slashing damage equal to your Constitution modifier. If you're unable to move in a turn, at the end of that turn the winds subside, and your Mantle reverts to its base manifestation.
\columnbreak #### Mantle of Water Spells | Spell Level | Spells | |:-----------:|:------------:| | 1st | *Water Whip (TEB)*| | 2nd | *Dancing Wave (KGS)*| | 4th | *Control Water (PHB)*| | 5th | *Maelstrom (XGE)*| #### Mantle of Earth Spells | Spell Level | Spells | |:-----------:|:------------:| | 1st | *Stone Blast (TEB)*| | 2nd | *Earth Ripple (KGS)*| | 4th | *Orbital Stones (KGS)*| | 5th | *Sinking Maw (TEB)*| #### Mantle of Fire Spells | Spell Level | Spells | |:-----------:|:------------:| | 1st | *Conflagration (TEB)*| | 2nd | *Scorching Ray (PHB)*| | 4th | *Lava Stones (DMS)*| | 5th | *Immolation (XGE)*| #### Mantle of Wind Spells | Spell Level | Spells | |:-----------:|:------------:| | 1st | *Gale Bolt (KGS)*| | 2nd | *Hurricane Slice (KGS)*| | 4th | *Wind Funnel (TEB)*| | 5th | *Tornado (KGS)*|
### Mantle of Radiance
#### Mantllumination At 1st level, your body shines as your Mantle manifests. You shed bright light in a 5-foot-radius around you, and dim light for another 5. As a bonus action, you can touch another willing creature and cause them to shed light the same as you. You can only cause one other creature to shed light this way, and you can end this effect whenever you want. Furthermore, you or a creature shining this way can cause the light falling on objects within 10 feet of them to split to colors, as if the object was a prism. #### Blinding Light Also at 1st level, as an action, you can cause your body to explode with light, forcing every creature within 20 feet of you to make a Constitution save, on failure becoming blinded. Creatures behind partial cover have advantage on the save, and those behind full cover automatically succeed. You can use this feature only once per manifestation of your Mantle. \pagebreakNum
#### Rods of Light At 3rd level, you can bend light to your will, and shape it to either harm or aid creatures. As an action you can cause rods of light to appear and hover around a creature within 30 feet of you. You then choose to apply one of two effects: - **Heal:** The rods dissolve and the creature regains 3D8 hit points. - **Restrain:** The creature must make a Dexterity saving throw, on a failed save the rods stick on them and they become restrained. A creature restrained in this way can use their action to make a Strength or Wisdom save to overpower the magic and free themselves. #### Hard Light Also at 3rd level, when hit by a spell or weapon attack, you can use your reaction to cause a thin barrier of light to solidify between you and the attack, letting you add your proficiency bonus to your AC and potentially causing the attack to miss. #### Blinding Resistance Finally at 3rd level, you have advantage against effects that would blind you. #### Flared Form At 5th level, the light that showers you is grand, and you can make that blindingly obvious to those around you. As a bonus action you can cause your Mantle to flare, and creatures within 30 feet of you have to make a Wisdom saving throw, on a failed save having disadvantage on attacks against you until the end of your next turn. Additionally, the bright and dim light you shed each extend by 5 feet while your Mantle remains manifested. The flared form lasts until your Mantle stops being manifested or until you choose to revert it.
You can only flare your Mantle once per manifestation of your Mantle. #### Brighter Light Also at 5th level, while your Mantle is flared, creatures have disadvantage on saves against effects of the Mantle that would blind them. Additionally, you can use the Blinding Light feature twice per manifestation of your Mantle. #### Light Streak Also at 5th level, as an action you can become a streak of light, teleporting to an unoccupied space within 30 feet of you and exploding with light as you reform, as per the 1st level feature. This counts as a usage of Blinding Light. #### Radiant Bolt Finally at 5th level, as a bonus action you can cause a mote of light to appear above your head, then direct it to blast at a creature you can see within 60 feet of you. Make a ranged spell attack against the target, on hit dealing 2D12 radiant damage.
\columnbreak #### Mantle of Radiance Spells | Spell Level | Spells | |:-----------:|:------------:| | 1st | *Amplify Light (DMS)*| | 2nd | *Phantom Light (DMS)*| | 4th | *Searing Sun (DMS)*| | 5th | *Greater Protective Nimbus (DMS)* |
### Mantle of Shadows
#### Shadow Veil At 1st level, shadows cling to your body as your Mantle manifests. Lower light conditions are forced to the area within a 5-foot radius around you, turning it dimly lit if it was brightly lit, or dark if it was dimly lit. Creatures with darkvision can discern you through this effect.
Your movement under this state leaves no traces behind and smothers any sounds you make, granting you a +5 bonus to any Stealth checks you make. #### Cast Shadow Also at 1st level, as an action, you can cause shadows to cover the area within a 10-foot-radius of a point you target within 30 feet of you, imposing dim light if there was bright light originally, or darkness if there was dim light. This effect lasts until you create a new patch of darkness, or you choose to end it.
The lighting conditions created by this effect are magical, and can be illuminated by the light produced by a spell of level equal to your proficiency bonus or higher. Light of a spell of lower level is suffocated by the effect. #### Shadow Dart Finally at 1st level, you can weave shadows into throwing blades, shaping them as if you were drawing a weapon. If you take the attack action, you can throw them as a ranged spell attack (60ft. range), dealing 1D4 + Constitution modifier magical piercing damage, and in case you are hidden, the attack does not give away your position. After a hit or miss, the blades dissappear. #### Pocket Shadows At 3rd level, you gain a greater control over your shadows. As a bonus action you can gather and swiftly spread darkness in a 15-foot cone from you, forcing creatures within the area to make a Constitution saving throw, on a failed save becoming blinded until the start of your next turn. The area affected by this remains drenched in darkness until the start of your next turn.
The darkness created by this effect is magical, and can be illuminated by the light produced by a spell of level equal to your proficiency bonus or higher. Light of a spell of lower level is suffocated by the effect. \pagebreakNum
#### Shadow Clone Also at 3rd level, as an action you can shape shadows within dim light or darkness to form an umbral, wispy copy of yourself at a point within 60 feet of you. Its AC is 10, and it cannot take actions or move, and upon being hit or approached, you can choose if it just dissipates, or explodes into darkness. In the case of the latter, creatures within a 15-foot-radius area of it must make a Constitution saving throw, on a failed save becoming blinded until the start of your next turn. The area affected by this remains drenched in darkness until the start of your next turn.
The darkness created by this effect is magical, and can be illuminated by the light produced by a spell of level equal to your proficiency bonus or higher. Light of a spell of lower level is suffocated by the effect. #### Devouring Shadows Finally at 3rd level, as an action you can shape shadows within dim light or darkness to form an entity that devours an item you target within 30 feet of you. The entity is spawned beside the item, which must not be worn or carried. After being devoured, it is stored safely within an extraplanar space able to hold an item up to small size. You can later use an action to summon the item to you. If you have an item stored and your Mantle stops being manifested, the item is shunted into a random unoccupied space within 30 feet of you. #### Strengthened Veil At 5th level, The shadows that drape you now conceal you from divination magic, and a creature's vision that cannot see through magical darkness can no longer pierce your veil. #### Umbral Vision Also at 5th level, you gain increased awareness through the shadows you create. Areas whose light conditions are lowered by your spells or effects allow you to see through them as if you had truesight. \columnbreak #### Shadow Glyph Finally at 5th level, as an action, you can place a shadowy glyph on a surface or the back of a creature (if the creature is unaware of you, you'll need to make a successful Sleight of Hand check to remain unnoticed). You can only create one such glyph per manifestation of your Mantle. The glyph either goes off when a creature passes by it, or at a timer of your choice. The triggered glyph can either: - Explode into lasting darkness, spreading it within a 20-foot-radius area around it.
The darkness created by this effect is magical, and can be illuminated by the light produced by a spell of level equal to your proficiency bonus or higher. Light of a spell of lower level is suffocated by the effect. - Attempt to seal the closest creature within an extradimensional space. The creature must make a Charisma saving throw. On a successful save, the glyph fades away, while on a failed, the creature is devoured by shadows, and in its place remains the glyph floating. A creature detained in this way within the extradimensional space of the glyph cannot take actions, and the effects of any spell or conditions affecting it are paused. A dying creature does not lose hit points or stabilize until freed. At the end of each turn it's detained except the first, the creature can make a Charisma saving throw, on success freeing themselves. An outside creature trying to disrupt the glyph with their action grant the detained creature advantage on its next save. The creature is automatically freed once your Mantle stops being manifested.
#### Mantle of Shadows Spells | Spell Level | Spells | |:-----------:|:------------:| | 1st | *Shadow Armor (DMS)* | | 2nd | *Dark Path (DMS)* | | 4th | *Hide in One's Shadow (DMS)*| | 5th | *Shadow Stride (DAPC)* |
### Mantle of Echoes
#### Telepathic Whispers At 1st level, your Mantle drips around you, crawling on the ground resembling a vaporous darkness. The unsettling aura it manifests as is filled with whispers that echo throughout. Your mind opens and your thoughts are channeled through your Mantle, reaching other creatures within 30 feet of you, allowing you to telepathically communicate with one of them. You do not need to share a language, but they need to understand at least one language. \pagebreakNum
#### Dark Awareness Also at 1st level, you also gain increased alertness, the whispers making you more aware of your surroundings, granting you advantage on perception checks. #### Mind Haze Finally at 1st level, as an action you can target a number of creatures within 30 feet of you equal to half your proficiency bonus (rounded up) and they have to make a Wisdom saving throw. On a failed save, the echoing gibbering fills their minds and they take 2D6 psychic damage, and become dazed until the start of your next turn, on success taking half as much damage and not becoming dazed. If you target a creature that the previous turn succeeded this save and remained within 30 feet you, it has disadvantage on the save. #### Mind Break At 3rd level, the whispers multiply, the eldritch energy that suffuses them strengthening, and you can pressure the minds of other creatures with greater power. As an action, you can target a creature within 30 feet of you and attempt to mentally overpower it. They take 3D6 psychic damage and must make a Wisdom saving throw, becoming stunned until the start of your next turn on a failed save. On success, they don't become stunned, but you can redirect part of the effort, and make a different creature within 15 feet of the original target have disadvantage on its next Wisdom saving throw.
You can only give a creature disadvantage in this way once per manifestation of your Mantle. #### Maddening Attacks Also at 3rd level, if a creature fails its saving throw and becomes stunned due to the above feature twice in 1 minute, they are inflicted with short-term madness (even if your Mantle stops being manifested) and cannot be stunned again by the above effect until they have taken a long rest. #### Flared Form At 5th level, the power of your Mantle begins to seep through realities, able to change the perception of those around you. As a bonus action you can cause the power to flare, and a 30-foot-radius area centered on you is filled with discordant stringy sounds and sanity-sapping visuals. Creatures that enter or start their turn in this area take must make a Wisdom saving throw, taking 3D6 psychic damage and becoming frightened on a failed save, on success taking half as much damage and not becoming frightened. Furthermore, any creature that attempts to target you with a spell or weapon attack while being within 30 feet of you has disadvantage on the attack, your corrupted-seeming form throwing them off. The flared form lasts until your Mantle stops being manifested or until you choose to revert it.
You can only flare your Mantle once per manifestation of your Mantle. \columnbreak #### Psychic Puppetry Also at 5th level, as an action you can attempt to stretch your echoing power to a creature within 60 feet of you, and they have to make a Wisdom saving throw. On a failed save you make them use up to all of their movement towards one direction, but you can't force them to walk into something obviously harmful, such as a cliff or a spike trap. On success, their speed is halved on their turn as a result of resisting your power.
#### Mantle of Echoes Spells | Spell Level | Spells | |:-----------:|:------------:| | 1st | *Earworm Melody (DMS)* | | 2nd | *Tasha's Mind Whip (TCE)* | | 4th | *Chains of Torment (DMS)*| | 5th | *Dream (PHB)* |
### Mantle of Space
#### Refractions At 1st level, your Mantle manifests as refractions in the space around you. These refractions extend to a 5-foot radius around you and are always centered on you. The refractions extend through cover. #### Space Switch Also at 1st level, as a bonus action you can switch the positions of two creatures within your refractions. If a target is unwilling, they make a Charisma saving throw, becoming subject to the effect on a failed save. #### Warping Redirection Finally at 1st level, when you are attacked by a melee or ranged attack, you can use your reaction to instead change to target of it to another creature within your refractions. #### Extended Refractions At 3rd level, you control the broken space around you more extensively. Upon manifesting your Mantle, a 5-by-5-foot space of your choice within 30 feet of you is also considered part of your refractions. As an action, you can change this space to a different one of same size, within 30 feet of you. #### Spatial Compression Also at 3rd level, as a bonus action a creature of your choice within your refractions has to make a Charisma saving throw. On a failed save, every foot of movement they make within your refractions costs them 4 extra feet. \pagebreakNum
#### Dimensional Stasis At 5th level, the fractured space expands, and the Mantle reaches to a 10-foot-radius around you. Whenever a spell is cast targeting a point within your refractions, or an effect takes place centered within your refractions, you can use your reaction to put the spell or effect in stasis. You can then unleash the effect to another point within your refractions as an action. If your Mantle stops being manifested and you haven't unleashed the stowed effect, it is then unleashed targeting or centered on you. You can only use this feature once per manifestation of your Mantle. #### Air Step Also at 5th level, you can also manipulate the refractions to allow you to walk and stand on air.
#### Mantle of Space Spells | Spell Level | Spells | |:-----------:|:------------:| | 1st | *Tenser's Floating Disc (PHB)*| | 2nd | *Beluud's Brutal Jaunt (DMS)*| | 4th | *Dimension Door (PHB)*| | 5th | *Passwall (PHB)*|
### Mantle of Flowers
#### Rooted At 1st level, your mantle manifests as plants and flowers climbing and clinging to your form. If you are stepping on ground, the plants retain a connection to it, preventing you from being knocked prone, and reducing any effect that would pull or push you by 5 feet. \columnbreak #### Aggressive Vines Also at 1st level, if you take the attack action, you can produce vines with a direct range of 15 feet or you can plant them through the ground and reach a range of 60 feet. You can either make a melee spell attack with the vines or use them to grapple a creature. On successful hit, the attack deals 1D6 damage, and its type is bludgeoning / piercing / poison (your choice). If you attempt to grapple, the creature must succeed an Acrobatics or Athletics check against your Spell save DC, escaping the grapple on a successful save. If you grappled a creature by sending the vines through the ground, the vines can retain the grapple on their own without remaining connected to you.
A creature grappled by your vines can attempt to escape on their turn by making their check against your Spell save DC. Another creature would be able to free the grappled one by cutting down the vines (AC 10 / HP 5). #### Versatile Vines At 3rd level, you can extend your vines further, increasing your attack range to 20 feet direct, 80 feet through ground. Additionally, using an attack, you can use your vines to directly (up to 20 feet away) attach them to pieces of the terrain, and pull yourself toward them, provided they can support you getting pulled towards them. This does not cost you movement. #### Blooming Also at 3rd level, you can also use a bonus action to cause the plants entangling any of your grappled targets to bloom, and produce one of the following effects (your choice). You can cause them to bloom again next round. - **Poison:** The blooms discharge a puff of poisonous gas, and the grappled target is forced to make a Constitution saving throw, taking 2D6 poison damage on a failed save. - **Thorns:** The exaggerated thorns of the blooms pierce the grappled creature, dealing 1D4 piercing damage. - **Luminescence:** The blooms give off bright light in a 20-foot radius, and dim light for an additional 20. - **Sleep:** The blooms discharge a puff of disorienting gas, and the grappled target is forced to make a Constitution saving throw. On a failed save, roll 4D8, and if the target's current hit points are equal to or lower than the number rolled, they fall unconscious. If the target is damaged, an action is used to wake them, or your Mantle stops being manifested, they awake. #### Steel Vines At 5th level, the plants making up your Mantle become like steel. When they grapple a creature, they instead restrain it, and they are harder to break (AC 15 / HP 15). #### Muscular Plants Also at 5th level, you gain a +1 bonus to your AC and you gain advantage on Strength checks and saves. \pagebreakNum
#### Defensive Undergrowth Finallly at 5th level, you can use your action to plant your power on the ground under you. This undergrowth stays centered on you, and has a 10-foot-radius range. Creatures of your choice are deemed friendly by your power, and any other that enters the range is subjected to one of the following (your choice). - **Poison:** The sprouting undergrowth exhumes a poisonous gas, forcing the creature to make a Constitution saving throw. They take 6D6 poison damage on a failed save, and half as much on success. - **Thorns:** The sprouting undergrowth fills with razor-like thorns, dealing 3D4 piercing damage. - **Undermine:** The undergrowth causes the 5-by-5-foot square under the creature to collapse, as deep as 10 feet and a creature can make a Dexterity save to attempt to grab onto the ledge. - **Entangle:** The undergrowth rapidly extends on the creature, forcing them to make an Acrobatics or Athletics check against your Spell save DC, grappling and restraining them on a failed save, on success them escaping the grapple. If they attempt to escape on their turn, their check is made against your Spell save DC. This effect remains even if it is not within the range of the undergrowth.
#### Mantle of Flowers Spells | Spell Level | Spells | |:-----------:|:------------:| | 1st | *Overgrowth (SCPC)*| | 2nd | *Sporecaller's Smite (SCPC)*| | 4th | *Tree Strike (SCPC)*| | 5th | *Tree Stride (PHB)*|
### Mantle of Spices
#### Spice Cloud At 1st level, your mantle manifests as particles of intense smell and taste that fill the air around you. Upon manifesting, you conjure a cloud of spices in a 15-foot-radius around you.
You can move the cloud as a bonus action up to 20 feet. #### Dense Cloud Also at 1st level, the cloud of spices lightly obscures the area it covers (but you can see through it unimpeded), and you attempt to hide even when you are only lightly obscured by the cloud. Creatures that attempt to make breath attacks in the cloud are forced to make Constitution checks against your Spell save DC, their attacks prevented on a failed save. #### Protective Cloud Finally at 1st level, opportunity attacks made against you by creatures within the cloud have disadvantage. \columnbreak #### More Cloud At 3rd level, your cloud now covers a larger area, its radius increasing by 5 feet to a total of 20 feet. Furthermore, when you use a bonus action to move it, you can now move it up to 30 feet instead of 20. #### Resummon Cloud Also at 3rd level, you can use an action to disperse your currently summoned cloud and cause another to appear, centered on your space. #### Spicy Eruption Finally at 3rd level, you can use an action to cause the cloud to erupt. The area it was covering now becomes heavily obscured, you can no longer move it, and every creature within the cloud is forced to make a Constitution saving throw, on a failed save becoming dazed until your Mantle stops being manifested. At the end of each of each of their turns, affected creatures can make another Constitution saving throw, ending the condition on themselves on success.
You can cause an eruption once per manifestation of your Mantle. If the erupted cloud is dismissed, the area clears up and the affected creatures stop being dazed. #### Double the Spice At 5th level, you can have up to two clouds summoned at a time. You can summon a second one centered on you as an action. #### Double the Eruption Also at 5th level, you can cause an eruption twice per manifestation of your Mantle. #### Spicy Forms Finally at 5th level, you can control your cloud to such a high level, you can use an action to cause it to take forms able attack and protect. They appear as Large creatures, consisting completely of your Mantle. They have an AC of 15, immunity to all conditions, and can take one action each. If they take 20 damage in a round, they become temporarily unable to retain their form and take their actions. At the start of your next turn, their form recovers. You can use your bonus action to command them to take their action, or move as the cloud otherwise would. You can crumble them back to a cloud whenever you choose.
- **Wyrm Form:** Bite & Pin - Melee weapon attack [using your spell attack mod], reach 10 ft., one target. Hit: 1D10 piercing damage. If it hits a creature, it pins it down, grappling and making it prone (Escape DC equal to your Spell save DC).
- **Genbu Form:** Hunker Down - Until the end of your next turn, creatures of your choice can enter and stay in the space this form occupies. The form's AC becomes 20, and a creature from outside trying to attack a creature inside has to meet the form's AC if it's higher than the target's, and in order for damage to be dealt from an attack, it must be higher than 5.
\pagebreakNum
#### Mantle of Spice Spells | Spell Level | Spells | |:-----------:|:------------:| | 1st | *Fog Cloud (PHB)*| | 2nd | *Dust Devil (XGE)*| | 4th | *Cloud of Spores (SCPC)*| | 5th | *Cloudkill (PHB)*|
### Mantle of Bones
#### Osseous Armor At 1st level, your mantle manifests from within you, as your control over your own form forces your skeleton to protrude through your skin, cladding you in bone and arming you with it. Your body accommodates for this power, allowing you to use your gift and healing any damage caused by it. If you're not wearing armor, your AC equals 11 + Dexterity modifier + Constitution modifier. #### Osseous Weapons Also at 1st level, your unarmed attacks deal 1D8 damage, and you choose their damage type (bludgeoning / piercing / slashing) when attacking. They also count as magical for the purposes of bypassing resistances. \columnbreak #### Detachable Bones At 3rd level, the precision with which you use your power increases, and you can manipulate to the point of separating the bones from your body and them retaining their form. Your unarmed attacks also have the thrown property (20/60), as you separate and throw the bones you produce. #### Denser Structures Also at 3rd level, your unarmed attacks' damage die increases to a D10. #### Delicate Structures Also at 3rd level, you can also produce items made from your bones, such as a flute. #### Retaliating Stance Finally at 3rd level, as a bonus action you can enter a defensive stance, sprouting additional sharp bones from your body. While in this stance, every time a creature within 5 feet of you hits you with a melee attack, they take piercing damage equal to your Constitution modifier, unless they choose to make the attack with a disadvantage to avoid the damage (they cannot do so if they already have disadvantage on the attack).
Additionally, when you are hit by a creature within 5 feet of you, you can use your reaction to make a weapon attack against them. #### Garden of Bones At 5th level, you can produce bones much faster and make them much harder, becoming a lethal storm on the battlefield. As an action, you can plant your bones in the ground, causing them to then lance upwards from the ground in all directions around you, impaling creatures within 20 feet of you. Creatures in the target area must make a Dexterity save, on a failed save taking 6D8 piercing damage and their movement speed becoming 0 until the end of their next turn. On a success, they take half as much damage, and their movement speed is not reduced. The targeted area is considered difficult terrain as long as the bones stay in it.
You can only use this feature once per manifestation of your Mantle. #### Spray of Bones Also at 5th level, if you take the attack action, you can forgo all of your attacks to shoot forth a spray of bones from your body. Creatures in a 20-foot cone originating from you must make a Dexterity save, taking 4D10 piercing damage on a failed save, or half as much on success.
#### Mantle of Bones Spells | Spell Level | Spells | |:-----------:|:------------:| | 1st | *Maw of Needles (DMS)*| | 2nd | *Lacerate (DMS)*| | 4th | *Stoneskin (PHB)*| | 5th | *Primal Infusion (DMS)*|
\pagebreakNum
### Mantle of Symbiosis
#### Bodily Enhancement At 1st level, while not actually a different life form, this gift feeds on your self to externalize itself and project its own individuality. It chooses its own appearance, sometimes changing from manifestation to manifestation, and begins to enhance your form. You gain a +1 bonus to your AC, and on manifestation, you choose if you want to gain climbing speed or swimming speed equal to your walking speed. #### Bonus Limbs Also at 1st level, the Mantle shapes itself in a way to provide you with extra limbs. Choose one of the following. - **Arms:** You gain two slightly smaller secondary arms. The secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.
- **Stinger:** You gain a tail with a sharp end, that can be used to hold an object, but also allows you to make additional attacks. As a bonus action, you can make a melee spell attack against a target within 10 feet of you, on hit dealing 1D10 piercing damage. #### Sensory Enhancement Finally at 1st level, the Mantle extends over your eyes, granting you a darkvision of 60 feet (or extending already existing darkvision by 60 feet) and allowing you to ignore sunlight sensitivity. #### Internal Enhancements At 3rd level, your Mantle begins meshing with your body, enhancing you from the inside. You no longer need to breathe, as it enhances your respiratory system. You also gain resistance to psychic and poison damage, as it shields your mind and immune system. #### Saving Urge Also at 3rd level, if you fail a Strength, Dexterity, or Constitution saving throw, the Mantle allows you to roll again, potentially turning it into a success.
You can only use this feature once per manifestation of your Mantle. #### Enhanced Regeneration Finally at 3rd level, you can use a bonus action to heal yourself and regain 3D8 hit points.
You can only use this feature once per manifestation of your Mantle. \columnbreak #### Enhanced Cooperation At 5th level, assimilating your gift has led to your Mantle being able to project itself to much greater extents. It becomes able to spread to others, enhancing them like it does you. As an action, you can touch creatures and impart a fraction of your Mantle to them, then they gain the following effects. - **Connection:** Allows the creatures to telepathically communicate with each other and you, as long as they share a language and are within 120 feet of each other. - **Armor:** It covers parts of their form, granting them a +1 bonus to their AC. - **Flex:** If they fail a Strength, Dexterity or Constitution saving throw, they can choose to roll again, potentially turning it into a success. Once they reroll a saving throw this way, they cannot use this feature again until you take a long rest. #### Enhanced Bonus Limbs Also at 5th level, the Mantle can also form more complex structures on you, producing wings that give you flying speed equal to your walking speed. You can also persuade your Mantle to appear in a specific way (If the persuasion requires a roll or not is up to the DM's discretion). #### Reinforce Enhancement Finally at 5th level, when you are hit by a spell or weapon attack, you can use your reaction to reinforce your Mantle, letting you add your proficiency bonus to your AC and potentially causing the attack to miss.
#### Mantle of Symbiosis Spells | Spell Level | Spells | |:-----------:|:------------:| | 1st | *Expeditious Retreat (PHB)*| | 2nd | *Poisonous Flesh (DMS)*| | 4th | *Enhance Body (TEB)*| | 5th | *Skill Empowerment (XGE)*|
### Mantle of Stars
#### Cloak of the Night Sky At 1st level, your Mantle manifests as a cloak made of the night sky itself. As an action, you can dampen the brightness of the stars in the cloak and gain advantage on Stealth checks. If you would cast a spell or make an attack while concealed this way, it would cause the stars in the cloak to flare and shine, emitting dim light in a 5-foot-radius until the start of your next turn. While flared this way, the first attack you'd make in your turn would deal an extra 1D10 radiant damage on hit. \pagebreakNum
#### Guiding Stars Also at 1st level, your eyes become supernaturally acute, and can tell of the location of the stars in relation to you even if they would otherwise be completely obscured from you. You have advantage on Survival checks made to navigate. #### Star Map Finally at 1st level, you can touch a map and cause it to produce a translucent projection above it, speckled with stardust. The projection can be up to half as small or twice as big as the size of the original map, and it can depict its contents in three dimensions. #### Darker Cloak At 3rd level, you can extend your cloak and allow it to obscure a creature alongside yourself, granting them advantage on Stealth checks while your starlight is dampened and they are within 5 feet of you. #### Ethereal Walk Also at 3rd level, as a bonus action you can let the cloak envelope you and become ethereal. While ethereal you are invisible, and can pass through objects, but each foot of movement through an obstruction costs you an extra foot. If you stop being ethereal while you occupy the same space as a solid object or creature, you are immediately shunted to the nearest unoccupied space you can occupy, and you take force damage equal to twice the number of feet you were moved.
You remain ethereal until the end of your turn, you choose to end it, you make an attack or spell, or you move 30 feet, whichever happens first. You can only use this feature once per manifestation of your Mantle. #### Star Sign Also at 3rd level, as a bonus action you can choose a creature within 60 feet of you to mark them. They must make a Charisma saving throw, on a failed save being granted a faint pale glow. The first time they would be damaged by a creature in a round, they would take an extra 1D12 radiant damage. #### Brighter Cloak Finally at 3rd level, the damage granted by the flared stars of your cloak increases to 1D12. #### Resplendent Cloak At 5th level, the immense energy of the stars reflects more on your cloak, and its protective capabilities increase. You have advantage on your first saving throw against a magical effect in a round. \columnbreak #### Forceful Walk Also at 5th level, the distance you can cross in your Ethereal Walk before ending increases to 60 feet. Furthermore, passing through a creature during the Walk will deal 1D6 force damage to them, but a creature can only be damaged once in this way per turn. Finally, when the Walk would end, you can choose if you want the cloak to erupt with powerful energy. If you do, each creature within 10 feet of you has to make a Dexterity saving throw, taking 1D12 force damage on a failed save, and half as much on success. #### Conjure Nebula Finally at 5th level, as an action you can cause a 15-foot-radius area around a point you can see within 60 feet of you to be overtaken by a miniature nebula. Astral gasses and star-speckled dark clouds fill the area, lightly obscuring it. A creature entering this area for the first time in their turn, or starting their turn in it would take 1D6 force and 1D6 radiant damage. As a bonus action you can cause the nebula to move up to 20 feet.
#### Mantle of Stars Spells | Spell Level | Spells | |:-----------:|:------------:| | 1st | *Guiding Bolt (PHB)*| | 2nd | *Dome of Night (DAPC)*| | 4th | *Radiant Prisons (TEB)*| | 5th | *Starfall (DMS)*|
### Mantle of Order
#### Neutralize At 1st level, your Mantle desires balance, and manifestation spreads that desire on the space around you, forcing symmetry on objects, people and the environment where there wasn't before. As an action, you can extend and force this balance on others. You designate one creature you can see within 60 feet of you, and they make a Wisdom saving throw. On a failed save, they cannot benefit from advantage or be hindered by disadvantage on any attack roll, save or check until the end of your next turn. \pagebreakNum
#### Give & Take Also at 1st level, as an action, you can touch a creature and remove one of the following conditions afflicting it.
• Blinded
• Deafened
• Paralyzed
• Poisoned
• Stunned
After doing this, you can use an action to make a melee spell attack against a creature within 5 feet of you, on hit afflicting them with the same condition you removed beforehand. You cannot remove another condition until you have bestowed the one you removed already. If your Mantle stops being manifested before you bestowed the condition, it is inflicted on you and lasts for 1 minute. #### Destroy Equally At 3rd level, you can bring order to existence around you to a higher degree. As an action, you can target two spell effects you can see within 60 feet of you, and one must be of an ally's while the other of an enemy's. You make a spellcasting ability check against the highest of the two casters' spell DC, and on success, you end both spell effects. #### Average Harming Also at 3rd level, when a damaging effect would take place in an area within 30 feet of you, instead of damage being rolled for it, you can use your reaction to cause it to deal the average amount of damage. #### Save Equally Finally at 3rd level, when a creature within 60 feet of you would be dealt a killing blow, you can use your reaction to cause the blow to not deal damage. Then, for as long as your Mantle is manifested, the first time the attacker would be dealt a killing blow, they are instead not.
You can only use this feature once per manifestation of your Mantle. #### Weaken to Empower At 5th level, you bring order and channel balance, in unprecedented extents. As an action, you can lower your Constitution score up to a minimum of 8, and then distribute the points it was reduced by to other creatures of your choice you can see within 30 feet of you. Those creatures increase their ability scores by the number of points granted, but they cannot exceed their score maximums. Hit points are not affected by this reduction or increase, but ability checks, saves, attacks and DCs are. As an action, you can redistribute the points. #### Balanced Casting Also at 5th level, when the center of a spell effect would take place within 30 feet of you, you can use your reaction to cause the spell to replicate and be simultaneously casted centered on the original caster, and if it's a spell that requires concentration, the original caster can hold concentration on both, but if one ends, the other does too.
You can only use this feature once per manifestation of your Mantle. #### Apparent Equality Finally at 5th level, you bypass visual imbalances in a short range, and gain truesight of 30 feet.
#### Mantle of Order Spells | Spell Level | Spells | |:-----------:|:------------:| | 1st | *Pendulum (DMS)*| | 2nd | *Shifting the Odds (DMS)*| | 4th | *True Light of Revelation (DMS)*| | 5th | *Dispel Evil & Good (PHB)*|
### Mantle of Chaos
#### Chaotic Carpet At 1st level, your Mantle is random and unpredictable, and when manifested the ground and items you touch seem to constantly shift and cycle materials and shape, superficially however. As an action, you can cause this effect to extend to a 15-foot cone from you and produce actual changes to the environment. If you do, roll 1D4 and the corresponding effect takes place.
**1 - Spikes:** Multiple thorns sprout up, made up from the same material as the affected area, and a creature takes 1D4 piercing damage for every 5 feet it walks in the area.
**2 - Mud:** The material making up the affected area becomes mud-like solid, and it counts as difficult terrain.
**3 - Colors:** The affected area rapidly changes color and sheds dim light, and a creature entering the area or starting their turn in it must make Wisdom saving throw, becoming charmed on a failed save. While charmed by this effect, the creature is incapacitated and has a speed of 0. A charmed creature makes a Wisdom save to end the condition at the end of their turn, and the condition also ends if they take any damage or if someone else uses an action to shake the creature out of its stupor.
**4 - Grass:** Restorative vegetation sprouts made up from the same material as the affected area, and touching the grass regains 1D4 temporary hit points to any creature entering or starting their turn in the area. \pagebreakNum
#### Chaotic Magic Attack Also at 1st level, as an action you can produce a small mass of chaotic magic that floats on your hand, and then throw it at a creature within 30 feet of you. Make a ranged spell attack, and on a hit the target takes 1D10 damage, and you roll 1D12 to determine its type.
**1- Acid**
**2 - Bludgeoning**
**3 - Cold**
**4 - Fire**
**5 - Force**
**6 - Lightning**
**7 - Necrotic**
**8 - Piercing**
**9 - Psychic**
**10 - Radiant**
**11 - Slashing**
**12 - Thunder**
#### Shifting Form At 3rd level, your form changes at the whims of your Mantle. Roll 1D12, and while your Mantle remains manifested, your creature type changes to the corresponding one, and your appearance partly shifts to much the change.
**1 - Aberration**
**2 - Beast**
**3 - Celestial**
**4 - Construct**
**5 - Dragon**
**6 - Elemental**
**7 - Fey**
**8 - Fiend**
**9 - Giant**
**10 - Monstrosity**
**11 - Ooze**
**12 - Undead**
#### Fickle Curse Also at 3rd level, you can force a number of harmful effects on a creature with just a touch, and of course with no choice on what effect. As an action you can make a melee spell attack on a creature within 5 feet of you. On hit, roll 1D12, the target is inflicted with the corresponding condition.
**1 - Blinded**
**2 - Charmed**
**3 - Deafened**
**4 - Frightened**
**5 - Grappled**
**6 - Incapacitated**
**7 - Invisible**
**8 - Paralyzed**
**9 - Petrified**
**10 - Poisoned**
**11 - Restrained**
**12 - Stunned**
A creature affected by this feature makes a Wisdom saving throw at the start of each of their turns, on success ending the condition. You can end the condition early at will, or if you attempt to affect another creature. #### Lingering Chaos Finally at 3rd level, your chaotic magic attack now deals 1D12 damage, and it leaves a lingering effect if it hits. At the start of each of their turns, you roll 1D12 and the target takes 1D6 of the corresponding damage. The target can use their action to remove the lingering effect. #### Shifting Protection At 5th level, ahaos suffuses your body, and at the start of each of your turns roll 1D12 to determine a damage type. You are granted resistance to that damage type until the start of your next turn, and if it's a type you are already resistant to, you roll again. #### Uncaring Alignment Also at 5th level, gravitational orientation is not a thing safe from your reach. As an action, you can target a number of creatures equal to your proficiency bonus within 30 feet of you, and disrupt their gravitational alignment. They must make a Wisdom saving throw, and you roll 1D4. On a failed save, while they are within 30 feet of you, their orientation changes to the corresponding, and they are gravitationally attracted to that orientation.
**1 - Down**
**2 - Up**
**3 - Left**
**4 - Right**
(Left and Right are based on your point of view when attempting to apply the effect.)
Once affected, creatures start falling towards their corresponding direction. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.
If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. If they reach the sides of the area, they are pushed back from entering it.
If a creature falls off the sides of the area of effect, they only take falling damage from their fall from that point.
At the end of the duration, or upon successful save, affected objects and creatures realign to normal gravity.
A creature affected by this can make a Wisdom save at the end of their turn to end the effect. #### Fickle Boon Finally at 5ht level, you can attempt to grant yourself a boon. As a bonus action, roll 1D6, and apply the corresponding effect to yourself until the end of your next turn.
**1 -** Your speed is doubled.
**2 -** You become stunned.
**3 -** You can make an additional attack when you take the attack action, or when you make a chaotic magic attack.
**4 -** You have disadvantage on attacks.
**5 -** You become immune to spell effects.
**6 -** You have disadvantage on all saves.
\pagebreakNum
#### Mantle of Chaos Spells | Spell Level | Spells | |:-----------:|:------------:| | 1st | *Unruly Item (DMS)*| | 2nd | *Mist of Wonders (DMS)*| | 4th | *Fluctuating Alignment (DMS)*| | 5th | *Babble (DMS)*|
\pagebreakNum
## *Lesser Invocations*
#### Expanded Senses As an action, you can send forth a small part of your Mantle, and focus your senses on a point within 120 feet of you. While doing so, you become blinded and deafened in regard to your own senses, and instead hear and see from the designated point.
#### Hasten You can jump double the normal distance, and your speed increases by 10 feet. Furthermore, opportunity attacks have disadvantage against you.
#### Shield You can create and wield a shield, even if you are otherwise not proficient with shields. The shield needs not be a material construct (it could be clinging shadow beast or a rift in space), and it can be summoned as an action or a free action when you manifest your Mantle, and it can be dismissed as a free action. Regardless of its form, it requires a free hand to focus on it, which is then considered occupied.
\columnbreak #### Bolster When you roll a save and fail, you can instead try to succeed by adding your Constitution modifier to your roll. Once you use this feature, you cannot do so again until you take a long rest.
#### Inspire When you or a creature within 30 feet of you makes an ability check but before the result is revealed, you can use your reaction to roll 1D4 and add the result to their roll. You can use this feature a number of times equal to your proficiency bonus, and it recharges on a long rest.
#### Expanded Spellcasting Your innate spellcasting expands, and you gain two more spells, depending on your Mantle. The spells are of 1st and 2nd level, and you can cast each of them twice per day.
You can also cast these spells using spell slots you have of the appropriate level.
#### Frightening Manifestation When attempting an intimidation check, you can partially manifest your Mantle to grant yourself advantage on the check.
#### Soul to Soul As an action, you can touch a creature and learn what skills it is proficient with, then you can gain proficiency in one of those if you haven't already. You can only be proficient in one skill in this way, and once use this feature, you cannot do so again until you take a long rest.
#### Soul to Ring During a 1-hour ritual, you can create a ring resembling your Mantle and imbue it with part of your soul. As an action, you can teleport to the location of the ring, and you cannot do so again until you take a long rest. Furthermore, if you would die due to failed Death saves, the ring shatters and turns the failed save that would kill you into a success. Even if you remade the ring, you wouldn't be able to benefit from this feature before taking 1D4 long rests. The ring cannot stay more than 120 feet from you for more than 10 minutes. \pagebreakNum
## Dazed [Condition] *(From OneD&D UA)*
While Dazed, you experience the following effect:
**Limited Activity.** You can Move or take one Action on your turn, not both. You also can’t take a Bonus Action or a Reaction.
## Sources used for spells I have used a variety of 3rd party homebrew sources for the selection of fitting spells for this class, and if one was to use it without access to those sources, they would need to pick fitting spells based on the sources they have access to. - **PHB**
12 spells - **XGE**
4 spells - **TCE**
1 spell - **TEB** - The Elements & Beyond
7 spells - **KGS** - Kibbles' Generic Spells
6 spells - **DMS** - Deep Magic Spells
22 spells - **SCPC** - Sprouting Chaos Player's Companion
4 spells - **DAPC** - Dark Arts Player's Companion
2 spells
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