Interloper
Locked in the heat of battle, A dragonborn fights tooth and nail to fend off her attacker, trading blow for blow with the vicious Gnoll. From the corner of her eye, she spies another burst from the tree line to her right, rushing for her flank like a ravenous beast on the hunt. Just before reaching her, she snaps her finger as her second adversary suddenly finds itself back in the foliage, no closer to its prey than it was a few seconds ago.
With a cheeky grin, a bounty hunter throws out a net as their quarry, a gnome, moves to dodge it. The net connects, but to the bounty hunter's dismay, the net phases through the gnome who now stands still, almost stuck in place. By the time their brain registered the illusion, an unseen
blade had already pierced their spine.
Interlopers look no different from any other
soldier or warrior one may encounter, its what
you don't see that makes a difference; or rather, what they see. Interlopers are not bound to any one plane of reality; they are boundless, untethered. They see reality for what it really is: an endless tapestry, one that they can change to suit their needs, thread by thread.
Wanderers and Exiles
The power of an Interloper comes from their newfound understanding of the world around them. This revelation is often extremely taboo or even blasphemous to most; as such, Interlopers keep their secrets close and often dissociate from others, including allies. They simply don't belong, or rather don't see themselves as capable of belonging to somewhere or someone. Some try to see how deep their rabbit hole goes, while others return to their simpler lives to the best of their abilities, using their newfound powers to make an impact.

Interloper
| Level | Proficiency Bonus |
Potential | Known Techniques | Features |
|---|---|---|---|---|
| 1st | +2 | 2 | 2 | Weaver of Fate, Fighting Style |
| 2nd | +2 | 2 | 2 | Steady Flow |
| 3rd | +2 | 3 | 4 | Interloping Discipline |
| 4th | +2 | 4 | 4 | Ability Score Improvement |
| 5th | +3 | 5 | 5 | Extra Attack |
| 6th | +3 | 5 | 5 | Steady Flow Improvement |
| 7th | +3 | 6 | 5 | Discipline Feature |
| 8th | +3 | 6 | 6 | Ability Score Improvement, Transistor |
| 9th | +4 | 7 | 6 | Mind & Matter |
| 10th | +4 | 7 | 6 | Upper Hand |
| 11th | +4 | 8 | 6 | Discipline Feature, Unbound Understanding |
| 12th | +4 | 8 | 7 | Ability Score Improvement, Steady Flow Improvement |
| 13th | +5 | 9 | 7 | Exemption |
| 14th | +5 | 9 | 7 | Mind & Matter Improvement |
| 15th | +5 | 10 | 7 | Discipline Feature |
| 16th | +5 | 10 | 8 | Ability Score Improvement |
| 17th | +6 | 11 | 8 | Flicker-Step |
| 18th | +6 | 11 | 8 | Discipline Feature |
| 19th | +6 | 12 | 8 | Ability Score Improvement |
| 20th | +6 | 12 | 8 | Limitless Recuperation |
Creating an Interloper
The first step to making an Interloper is to consider what caused their interloping in the first place. Were they banished to another plane and tried to find their way back, only to lose their way? Did a transportation spell go wrong, sending them to a place they were never supposed to see? Did they anger a malevolent being to the point where their mere existence was deemed forfeit? Or perhaps they simply dug too deep into the planes of reality and slipped away?
Consider how your character reacted to their untethering, and what newfound purposes they may have uncovered. Do they intend to hide their powers under the guise of magic or technique, or are they beyond caring what others think?
Quick Build
You can make an Interloper quickly by following these suggestions. First, make Intelligence your highest ability score, followed by evenly distributing between Constitution and either Strength or Dexterity. Second, choose the Scholar, Outlander, Far Traveler, or Hermit background.
Class Features
Hit Points
- Hit Dice: 1d10 per Interloper level
- Hit Points at 1st Level: 10 + your Constitution Modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Interloper level after 1st
Proficiencies
- Armor: Light armor, Medium armor, Shields
- Weapons: Simple weapons, Martial weapons
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Athletics, Acrobatics, Arcana, History, Insight, Survival, and Deception.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) five javelins or (b) a light crossbow and 20 bolts
- (a) a dungeoneer's pack or (b) an explorer's pack
Awoken Potential
At 1st level, your untethering from your home plane has opened your mind to the possible exploits of the world around you, letting you bend and shape it to your liking. You gain access to Potential, a resource which represents the mental and physical limitations of your body when performing special actions as an Interloper, known as Interlope Techniques. Your current Potential is determined by your Interloper level.
When you spend a Potential, it is unavailable until you finish a short or long rest, at the end of which you naturally recuperate lost energy back into yourself.
Beginning at the 1st level, choose 2 Interlope Techniques to learn. As you gain Interloper levels, you will be able to learn additional techniques. Additionally, whenever you level up you can choose to swap out one known technique for another you do not know.
Some of your Interlope Techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:
Interlope Technique save DC = 8 + your proficiency
Fighting Style
Being a warrior, 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.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
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.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
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.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
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.
Close Quarters Shooter
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Mariner
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
Tunnel Fighter
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Steady Flow
When you reach the 2nd level, you learn how to utilize your adrenaline levels to circumvent spending unnecessary energy while in danger. The first Interlope Technique you use in combat costs 1 less Potential to use (a minimum of 0).
This amount increases to 2 less Potential at the 6th level, and 3 less Potential at the 12th level.
Interloping Discipline
At the 3rd level, you pick a certain discipline that determines your specialization when it comes to utilizing your full potential. Choose from Timewinder, Battleweaver, Architect, or Spellthief, each of which are detailed at the end of the class description. Your choice grants you features at the 3rd level, and again at the 7th, 11th, 15th, and 18th level.
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.
You can also choose to replace a fighting style you known with another fighting style available to Interlopers.
Transistor
Upon reaching the 8th level, you learn how to momentarily enhance your skill set when necessary. When making a skill check or ability saving throw, you can choose to add your proficiency modifier to the roll on top of already existing modifiers.
You can use this feature a number of times equal to your proficiency modifier, and you regain all expended uses when you finish a long rest.
Mind & Matter
Upon reaching the 9th level, you learn to see through your opponent's physical limitations and exploit them. When making an attack, you can choose to add your Intelligence modifier to either your attack roll or your damage roll. You must choose before making the actual roll for the attack.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once), and you regain all expended uses when you finish a short or long rest.
Upon reaching the 14th level, you can add the modifier to both your attack and damage roll at once.
Unbound Understanding
Upon reaching the 11th level, you begin to break through the limitations of language barriers by shaping words to a form you understand. You can comprehend any and all spoken languages, even if you cannot speak them yourself.
Exemption
Upon reaching the 13th level, you fully separate yourself from any and all ties to the standard planes of existence. You become immune to the Banishment spell, as well as any other spells and effects that would otherwise move you to another plane of existence against your will.
Flicker-Step
Upon reaching the 17th level, you learn to easily and swiftly shift between planes in order to move uninterrupted. At the start of your turn, you can use this feature to gain the effects of the Etherealness spell during your movement, which end as soon as you come to a complete stop or perform any action other than moving.
You can use this feature a number of times equal to your proficiency modifier, and you regain all expended uses upon finishing a long rest.
Limitless Recuperation
Upon reaching the 20th level, you gain full mastery over your limits in order to grant yourself needed energy for techniques at a moment's notice. Upon rolling for initiative, if you have no Potential left you will regain 4 Potential.
Interloping Disciplines
Timewinder
A Timewinder is an Interloper who has decided to channel their focus into the weaving of space and time. A Timewinder does not appreciate mistakes, and instead opts to undo them in order to get their way; this can make them come off as quite arrogant. They can also become quite careless, as they often get used to simply rewinding time when they upset someone or fumble with a task. But at the end of the day, someone who can undo an axe to the chest is a valuable ally to have.
Seeing Ahead
At the 1st level when you select this discipline, you can add your intelligence modifier to any Insight checks that you make.
Time's Blessing
Additionally at the 1st level, you gain the ability to restore a creature's state to a previous point in time. Using your bonus action, you can spend 2 Potential and touch a creature to restore HP equal to half of what they lost since the start of their last turn (6 seconds ago) + your Interloper level. This ability has no effect on deceased creatures and cannot restore any missing limbs.
Pick and Choose
Starting at the 7th level, when you use the Undo technique you can choose to store the D20 roll that you are undoing. Once stored, you can use it the next time you use Undo again and replace the targeted D20 roll with your stored D20 roll. You can only have one stored roll at a time, and you lose the stored roll upon finishing a long rest.
Time Keeper
Starting at the 11th level, when using Time's Blessing you can spend an additional Potential to double the amount of HP restored, not including the additional healing from your Interloper level.
Additionally, when you use the Accelerate technique you grant the creature an additional bonus action; and when you use the Dilate technique you cause the creature to lose its bonus action.
Anchorpoint
Starting at the 15th level, you can spend 2 Potential and touch a creature to anchor them to a point in space. While anchored, you can use your action to recall the creature back to the set point, even if they aren't on the same plane of existence, after which they are unanchored. After 1 minute, the anchor point will naturally dissipate and release the creature. You can only anchor one creature at a time.
Total Recall
Starting at the 18th level, when you recall a creature using the Anchorpoint feature you can choose to restore up to half of the creature's spell slots and class resources that had been spent while they were anchored. Once you use this feature, you cannot use it again until you finish a long rest.
Battleweaver
A Battleweaver Interloper is a warrior at heart, adepts at combat who opt to weave their newfound powers into their forms and stances. While their applications of reality-bending powers seem rather straight-forward, watching them glide through foes like a ribbon dancer is quite the spectacle. As such, Battleweavers tend to blend in the most with average fighters, but can take control of the situation when necessary.
Ethereal Plating
Starting at the 3rd level upon choosing this discipline, you gain the ability to coat yourself in various plates of ethereal armor that you create from thin air. You can use your bonus action and spend an amount of Potential up to your proficiency bonus to gain bonus AC equal to double the amount of Potential spent for 1 minute; this manifests as plates of semi-translucent armor on various parts of your body. Whenever you avoid a direct attack while this feature is active, you must make a Constitution saving throw versus a DC of 10 + the current AC bonus from this feature. On a failed save, one of the plates is broken as it absorbs the attack, reducing the AC bonus by 1. If all the plates are broken, the effect will end.
Woven Form
Additionally at the 3rd level, choose one of the following combat forms based on your weapons of choice:
- Silk Cutter: When landing an attack with a dagger, shortsword, scimitar, sickle, handaxe, longsword, rapier, whip, or battleaxe you can deal 1d4 force damage to either the target or another hostile creature within 5 feet of them. Creatures can only be affected by the damage of this feature once per turn.
- Hundred-foot Needle: While wielding a spear, javelin, quarterstaff, halberd, pike, glaive, lance, or trident you can use your bonus action to increase your weapon's reach by 5 feet and deal bonus damage equal to your intelligence modifier until the end of your next turn.
- Mortar and Pestle: When landing an attack with a mace, light hammer, club, greatclub, flail, maul, morningstar, warpick, warhammer, greataxe, or greatsword you deal an additional 1d6 damage once per turn and mark the creature. While marked, you gain +1 to your attack and damage rolls against that creature, increasing by 1 for each additional attack you land against them (up to a maximum of +3). The mark will disappear if you do not successfully attack the marked creature by the end of your turn.
- Threadslinger: When making a ranged attack with a ranged or throwing weapon, you can use your bonus action to turn your projectile ethereal, allowing it to pierce through all creatures in its path up to its max range. Use the same attack and damage roll for each creature. The projectile cannot travel through any solid surface that it would normally be unable to fully penetrate.
Versatility
Starting at the 7th level, Interlope Techniques that normally require your bonus action will no longer require it, but you can only use one of these techniques per turn.
Woven Mastery
Starting at the 11th level, you gain one of the following benefits based on your chosen Woven Form:
- Silk Cutter: The range of this feature increases to 10ft, and you can affect up to 2 creatures per attack with the bonus damage.
- Hundred-foot Needle: If you do not use more than half of your movement during your turn, you retain the benefits of this feature on your next turn.
- Mortar and Pestle: Marked creatures that attempt to attack you will have their attack roll decreased by the bonus to your attack and damage rolls from this feature.
- Threadslinger: When using this feature, your projectiles can now travel through walls and obstacles, ignoring cover, and will dissipate and reform in your hand upon reaching their max range.
Edgerunner
Starting at the 15th level, you add your Intelligence modifier to your Initiative rolls. Additionally, you can use the Dodge and Dash actions as a bonus action.
Remove the Veil
Upon reaching the 18th level, creatures within 30 feet of you cannot have advantage on attack rolls they make against you, and have disadvantage on all stealth checks while you are not incapacitated.
Additionally, you cannot be disarmed by any means while not incapacitated.
Architect
An Architect Interloper is most often one who understands the limits of the world around them, and the lengths they can go to shape it. They see matter as yarn to be knitted into whatever they desire at a moments notice; why use a door when you can just remove part of the wall? More often than not, Architect Interlopers also understand just how fragile the bodies of themselves and others are, and like to serve as defenders and protectors to their companions.
Heavy Duty
Starting at the 3rd level upon choosing this discipline, you gain proficiency with heavy armor.
Manipulate
Additionally, starting at the 3rd level you learn to bend a shape the physical world around you at will. You can spend 1 Potential and use your bonus action to cause one of the following manipulations within 30 feet of you:
- Cause a 5 foot cube solid protrusion or hollow hole on an unoccupied surface. The protrusion is made of the same material it was formed from. This manipulation will not work on any surfaces that are magical or affected by magic, such as a magic lock or seal.
- Create an ethereal platform out of woven matter at any unoccupied point in space. The platform is 5x5 feet in length and width and has a thickness of 1 foot. You can choose which direction the platform is facing when creating it.
You can have multiple of these manipulations active at once. Additionally, you can spend one additional Potential to double any or all of the proportions of these manipulations upon creation, or two additional Potential to triple them. These manipulations last for 1 minute each, after which they will dematerialize into nothingness. You can freely dismiss any or all of these manipulations at will during your turn.
Long Haul
Starting at the 7th level, you gain the ability to move your active manipulations. Using your bonus action, you can move one manipulation within 30 feet of you a distance equal to half of your movement speed. You can also rotate them, if possible, up to 180⁰. If a manipulation collides with a creature you can attempt to shove them with an athletics contest, pushing them back 10 feet upon a success.
Residual Shielding
Starting at the 11th level, spending Potential causes you to gain temporary HP equal to the amount of Potential spent multiplied by your proficiency bonus.
Strongarm
Starting at the 15th level, you can add your Constitution modifier to any skill checks and saving throws involving Strength. Additionally, you can use the help action as a bonus action from up to 15 feet away; when you do so, you grant the target temporary HP equal to your Intelligence modifier + your Constitution modifier.
Bastion
Starting at the 18th level, you can use your action to create a dome 20 feet in diameter, made out of woven matter, centered on your location for 1 minute. The dome heavily obscures and blurs anything inside of it when looking in from the outside, but provides a clear view for everyone looking out from the inside. Any and all creatures can freely enter and exit the dome, and it will not trap any forms of liquid or gas. The dome will intercept any and all projectiles, physical or magical, that attempt to pass through it from either side. The dome has an AC of 12 and 200 HP; if it reaches 0 HP, it will break apart and dissipate into nothingness. Once you use this feature, you cannot use it again until you finish a long rest.
Spellthief
A Spellthief Interloper is one who holds an innate fascination for magic and its properties. They are curious by nature and like to break things down to the base level. As such, the focus their powers on the manipulation and control of magic from a much simpler perspective. They do not need to form spells of their own when they can simply copy what another has already made for them; all the necessary elements are already laid out for them, after all.
Glimmer Gaze
Starting at the 3rd level upon choosing this discipline, you can innately cast Detect Magic at will.
Sharing Secrets
Additionally, starting at the 3rd level you've learned to replicate magical or otherwise powerful effects that you encounter. When a creature you see within 60 feet uses a spell buff or empowering effect, you can spend 1 Potential to copy the effect onto yourself.
Any of the effects requirements, such as concentration, apply to you as well.
Spellflux
Starting at the 7th level, whenever you take damage from a magical source, such as a spell or magic weapon, you can spend 1 Potential and use your reaction to resist half of the damage, storing it as flux. On your next turn, you can use your bonus action to do one of two things with it:
- Transform the flux into temporary hit points that last until the start of your next turn
- Expunge the flux as bonus force damage through an attack
The stored flux lasts until the end of your next turn, and you cannot use this feature again until the stored energy is gone.
Reversal
Starting at the 11th level, when a hostile creature you can see forces you to make a saving throw to avoid a targeted spell effect, such as hold person or charm person, you can spend 2 Potential to succeed the saving throw and redirect the effect back onto the caster, forcing them to make the same saving throw to avoid the effects. Once you use this feature, you cannot use it again until you finish a short rest.
Superior Spellflux
Starting at the 15th level, your Spellflux feature improves. You can now store an amount of flux equal to your Interloper level for up to 1 minute; any unspent flux beyond this limit will dissipate at the end of your next turn. Additionally, when using your flux you can choose exactly how much you wish to spend.
Anti-Mage
Starting at the 18th level, you gain advantage on all saving throws against spells. Additionally, you can innately cast Counterspell. You can spend Potential to increase the level of Counterspell, at a rate of 1 point per additional level.
Interlope Techniques
Second Strike
When making a melee attack, you can spend 1 Potential to have an ethereal copy perform the same attack a split second after yours, adding an extra damage die of the weapon. This technique must be declared before you roll the attack.
Spectral Slip
When targeted by an opportunity attack that would hit you, you can spend 1 Potential to use your bonus action and leave behind a spectral illusion of yourself. The attacker must then make an Intelligence saving throw. On a failed save, their opportunity attack will harmlessly strike the illusion instead of you.
Realmwalk
When taking the Disengage action, you can spend 2 Potential to become invisible until the start of your next turn, or until you take damage or make a reaction.
Counter
When taking the dodge action, you can use your reaction and spend 1 Potential to cause every creature that misses you with an attack to take force damage equal to your Interloper level.
Deadly Doppleganger
You can use your bonus action to spend 1 Potential and leave behind an illusionary duplicate the next time you move. The duplicate has an AC of 10, 1 HP, and looks identical to you. It fails to hold up to physical inspection and those who succeed an Investigation check will know it's fake. Upon being destroyed, or at the start of your next turn, the illusion will detonate in a magic explosion, dealing 1d8 + your intelligence modifier as force damage to any creature within 5 feet.
Chain Shot
Upon making a ranged attack, you can spend 1 Potential to make the projectile duplicate and hit any other hostile creatures within 5 feet of the target, using the same attack and damage roll for each of them.
Wind Step
When taking the dash action, you can spend 1 Potential to ignore difficult terrain and impose disadvantage on all opportunity attacks targeted at you until the end of your turn.
Skulk
When taking the hide action, you can spend 1 Potential to gain advantage on your stealth check as you become partially translucent.
Change of Fate
You can use your reaction and spend 1 Potential to cancel out the advantage or disadvantage that a creature, that you can see, has when they are making any kind of roll.
Do-Over
Prerequisite: Timewinder Discipline
When a creature you can see makes any kind of roll, you can spend 1 Potential and force them to reroll it, taking the new result.
Rewind
Prerequisite: Timewinder Discipline
During combat, you can use your reaction and spend 2 Potential to pull a creature you can see within 60 feet back the position where they started their turn. Friendly creatures can willingly be pulled back, but unwilling creatures must make a Wisdom saving throw. Upon being pulled, the creature will instantaneously teleported back to their original position.
Accelerate
Prerequisite: Timewinder Discipline
You can use your bonus action to spend 3 Potential and touch a willing creature in order to accelerate their mind and body. Until the end of their next turn, their movement speed increases by 15 feet and they have advantage on all their attack rolls and dexterity saving throws.
Dilate
Prerequisite: Timewinder Discipline
When you successfully attack a creature, you can spend 3 Potential and force them to make a wisdom saving throw. On a failed save, their mind and body slows in speed until the end of their next turn, halving their movement speed and granting disadvantage on all attack rolls and dexterity saving throws.
One for All
Prerequisite: Battleweaver Discipline
You can spend 2 Potential to enter a stance until the end of your turn. While in this stance, ethereal copies of your weapon will strike any additional hostile creatures within your reach whenever you make a melee attack, using the same attack and damage roll for all targets.
Lurching Weave
Prerequisite: Battleweaver Discipline
When making an attack, you can spend 1 Potential and cause an eruption of energy behind the target if it hits them. Use the same attack roll against any enemy within a 15 foot cone behind the target; if it hits, they take force damage equal to half the damage the original target took. You must announce this technique before rolling your attack.
Threaded Hook
Prerequisite: Battleweaver Discipline
You can use your bonus action to spend 2 Potential and throw a woven grappling hook up to 30 feet away. If you use it on a solid surface, you pull yourself towards it. If you use it on a loose object, you pull it towards you. If you use it on a hostile creature, you can choose to either pull yourself directly to them, or force them to make a strength saving throw to avoid being pulled to the nearest free space in front of you.
Bouncing Betsy
Prerequisite: Battleweaver Discipline
Upon making a ranged attack, you can spend 1 Potential to make the projectile bounce to 2 additional creatures within 15 feet of the target. Make an individual attack and damage roll for each creature. If this technique is used with a throwing weapon, it will return to your hand after hitting the final creature.
Mobius Form
Prerequisite: Architect Discipline
You can use your bonus action and spend 1 Potential to touch any projectile or weapon with the thrown property to separate it from its physical form for 1 minute. During this time, firing the projectile or throwing the weapon will cause it to duplicate, allowing it to be used infinitely.
Woven Aegis
Prerequisite: Architect Discipline
You can use your bonus action and spend 2 Potential to touch a creature, creating an ethereal shield on their non-dominant upper arm for 1 minute, granting them +2 AC for the duration.
Woven Net
Prerequisite: Architect Discipline
When hitting an enemy with an attack, you can spend 1 Potential to release an ethereal net from the weapon or projectile, forcing the target to make a strength saving throw. On a failed save, the target is restrained until the end of their next turn.
Molded Will
Prerequisite: Architect Discipline
You can spend 1 Potential to use your bonus action and manipulate a 10x10 cube area within 30 feet in one of the following ways:
- Turn difficult terrain into normal terrain.
- Turn normal terrain into difficult terrain.
This effect lasts until the end of your next turn.
Magic Application
Prerequisite: Spellthief Discipline
You can use your bonus action and spend 1 Potential to touch a magical piece of equipment and copy its effects onto a similar piece of equipment you have in your possession for 1 minute. When a wielder of a magic item attempts to melee attack you, you can instead use your reaction to force the wielder to make a dexterity saving throw; on a failed save, you spend 1 Potential to touch one of their magic items and copy it. This effect only applies to weapons, armor, and rings/jewelry, and you can only copy one item at a time. This has no effect on sentient items, and any curses that the item has will also apply to you for the duration.
Repurpose
Prerequisite: Spellthief Discipline
When hit by a spell attack, making a saving throw for a spell effect, or being healed by a healing spell, you can use your reaction to copy it for yourself. The Potential cost depends on the spell:
- Cantrip = 1 Potential
- Leveled Spell = 2 Potential + 1 for each spell level beyond the 1st.
Once copied, you can then use the spell on your next turn. You can only copy 1 spell at a time, and the stored spell will dissipate after 1 minute.
Elemental Weave
Prerequisite: Spellthief Discipline
You can use your bonus action and spend 2 Potential to choose an elemental effect or surface you can see within 30 feet. You then weave the chosen element into your weapon or up to 20 projectiles for 1 minute, granting 1d6 bonus damage of the chosen element.