- Origin Changelings
- Class Mage
- Kit Battle Mage
- Culture Idanian
- Faction Horologos
- Ethos Esurient
Mighty +8
Deft +6
Smart +2
Hit Points
Armor Points
Magic Points
Fate Points
Abilities
The Apt Pupil
You had a taste of the knowledge growing up, but the power gained thereby merely whet your appetite. You seek greater and greater secrets, at greater and greater peril.
Delusional
To say you have a big head is an understatement... you hold yourself is such high esteem, you might take flight.
Shapeshift
Talent
You may change your physical appearance and body shape to another humanoid form at will. You can’t mimic the appearance of a specific person. You have disadvantage on Mighty.
Arcane Adept
Technique
You may cast the spells Dispel Magic and Counterspell. As long as you have MP (and at the GM's discretion), you can create minor, illusory cantrips related to your maleficence. Such cantrips are instantaneous and harmless, and cannot duplicate the effects of any other spells.
Battle Mage
kit
You've trained to cast spells under great duress and in the battlefield. Your concentration when casting spells in combat cannot be broken, and you may reduce the magic penalty conferred by armor or shields by 2. Once per turn, you may make an attack as a bonus action with disadvantage on the same turn that you cast a spell.
Equipment
Weapons
Ahlspiess (Awl Pike) +8
Reach
Bare Fists or Feet +8
Hand-to-Hand
Armor
Splint Mail
Heavy
Shield
You have no shield equipped.
- Defense +6
- Initiative +0
- Soak 1
Wounds
Skills
Deeds
Heroic deeds of valor are not your forte.
Languages
Supply
Magic
Maleficence
Divine
+2 Smart
This maleficence does an extra 2 damage to Undead, Eldritch, and Astral monsters opposed to your faith, and rolls involving your maleficence made against such monsters have advantage. If this maleficence would deal zero damage, the victim is frightened until after its next action.
Spells
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Absorb Harm
Necromancy +8
For the duration of the spell, you gain the ability to absorb mundane harm caused to living targets by touch. This includes physical or magical damage, disease, poison, and major or minor perils, but not curses. When you absorb the harm, the subject is healed or otherwise restored, and you receive the harm as if it were dealt to you instead. You may absorb 1 HP of damage per MP spent, or one major or minor peril per MP spent in this way.
-
Antimagic Whip
Metamagic +2
You convert your maleficence into a magic-draining whip that saps MP from your target. The whip remains in existence for the duration of the spell. A successful spell check vs. the target's defense drains 1d6 MP from your victim and restores the amount drained to you; you cannot regain more MP than your pool's maximum.
-
Astral Travel
Astral +8
You and any willing targets touched fall unconscious, projecting your spirits into the spiritual realm. All traveling are tethered to their unconscious bodies by ectoplasmic cords; if a cord is severed, its body dies and its soul is destroyed. Only you may guide your companions through the spiritual realm; if you return to your body without them, their souls will be lost until you retrieve them. You may return to your body at will, and doing so also returns your companions to their bodies. Any magic items on your person are manifested in the spiritual realm, but no other mundane objects. If you are slain as an astral traveler, you are returned to your body unharmed. This spell lasts 1 day per MP spent. (If the spell ends prematurely for lack of MP, only the spellcaster is returned to his body.)
-
Aura Analysis
Metamagic +8
You read the aura of your target, determining one mechanical reality per round you analyze. Examples of mechanical realities include the target's level, HP, defense, or attribute scores. The target is not entitled to a spell check to resist. You may cast this spell as a reaction once during the round, in addition to any other action you take.
-
Bestow Curse
Enchantment +6
You bestow upon your victim a curse of your choosing: blindness, deafness, or muteness.
-
Dimension Walk
Dimension +8
You magically shift yourself and your targets into a higher physical dimension, using the additional dimension to traverse great distances. Anything on your person accompanies you, and man-sized objects may be substituted for targets. For every round traveled through this higher dimension, you travel 1 kilometer in ordinary space. Impassable, mundane objects like mountains or oceans are traversable with this spell, however magic objects that are impassable in ordinary space are also impassible in this higher dimension.
-
Dimensional Blade
Dimension +8
You charge an object of your choosing with psychical energy, flattening it into two dimensions—the object has height and length, but no width. For the duration of the spell, attacks made with that weapon ignore armor and deal damage to HP. Every successful attack you make with the weapon consumes 1 MP. If you release the object, the spell ends.
-
Disbelief
Mind +8
Through sheer force of will, you disbelieve the existence of a real, mundane object, rendering it incapable of affecting you. For each object in the area of effect you choose to disbelieve, its wielder (if any) must make an opposed spell check against you to affect you. If you fail, the object affects you normally. This check must be made each time the disbelieved object interacts with you.
-
Dispel Magic
Abjuration +2
You may expend MP to dispel an enchantment. To dispel an opponent’s magic, the MP you spend must be equal to the MP your opponent spent to create the enchantment (unless you fail to dispel the magic, in which case you expend 1 MP). If the enchantment is spread across multiple targets, all targets in the spell's area of effect are dispelled. If the enchantment was created by a spellcaster more powerful than you, you must also make a contested spell check (either a new spell check from the opposing spellcaster, or in the absence of an opposing spellcaster, a TN of the GM's choosing). This spell cannot be used against spells; only their effects. You can dispel the effects of magic items for 1 round per MP you spend if you succeed on a spell check: use TN 7 + the strength of the magic item.
-
Dream Travel
Astral +8
You and your targets enter an induced coma and become psychically linked. While unconscious, you may travel to any real location your targets dream of. Your existence in dreamed-to locations has real effects (for you and for others), unless all those observing you in a given context successfully disbelieve in your existence (in which case, you awaken). You are returned to your body when your targets awaken. Death in the dream kills you; if your targets die, so do you.
-
Dweomercraft
Metamagic +2
You may transplant enchantments from target to target or object to object by touch. This includes magic effects bestowed by spells, but does not affect permanent dweomers, such as those generated by magic items.
-
Transmutation
Alchemy +2
You can transmute mundane, non-living, raw material between the five states of matter (liquid, solid, gas, plasma, and condensate), at a rate of one transmutation per round. The volume of the material you may affect is equal to the area of effect. If targets in the area of effect would be subjected to a state of matter that could cause harm on the same round the spell is cast, they are entitled to a spell check to resist the harm. Harm caused by the spell effects the peril of an appropriate maleficence.
-
Unencumber
Curative +6
You call upon your magic patron to endow yourself or your target with superhuman endurance so that you are not encumbered by any weight you carry, no matter how heavy. This magical endurance does not benefit you in any other way except that the bearing of weight on your person will not fatigue you while the spell is in effect; e.g., you cannot lift objects heavier than you would normally be able to lift, nor can you exert any more force than normal.
Maleficence
Divine
+2 Smart
This maleficence does an extra 2 damage to Undead, Eldritch, and Astral monsters opposed to your faith, and rolls involving your maleficence made against such monsters have advantage. If this maleficence would deal zero damage, the victim is frightened until after its next action.
Stances
Focus
Skill Versatility
Skills
Your unconventional approach to problem-solving makes you a clever outlier in your domain of expertise. When you learn this stance, choose a non-weapon, non-Arcana skill you are proficient in. You may substitute this skill's related attribute with one of your choosing when rolling checks involving this skill.
Known Stances
-
Astral Awareness
Passive
The powers of your lineage awaken within you as you adventure farther into your quest. You have advantage when searching for secret doors or passages.
-
Sex Appeal
Active
Your magnetic personality or stunning good looks give you an edge in getting what you want. Any check you make that takes advantage of your charisma has its TN reduced one level of difficulty (a Hard task becomes Tricky), and on a success check, the outcome of the check is improved one tier (Good becomes Exceptional).
-
Shield Stance
Passive
For you, the shield is a natural extension of your body and a weapon in its own right. As a reaction, you may parry with your shield as a bonus action in addition to any other parries or attacks you have in the round.
-
Shockwave
Active
You make your fearsome presence known as a mighty shockwave that reverberates throughout the battlefield. When you leap into the fray or slam your weapon on the ground, all those in a melee space surrounding you must make a contested Mighty check at disadvantage or be knocked prone.
-
Silver Tongue
Active
Your eloquence often gets you out of sticky situations. As a reaction, you may re-roll any check involving social interaction.
-
Skill Versatility
Passive
Your unconventional approach to problem-solving makes you a clever outlier in your domain of expertise. When you learn this stance, choose a non-weapon, non-Arcana skill you are proficient in. You may substitute this skill's related attribute with one of your choosing when rolling checks involving this skill.
-
Trivial Knowledge
Active
So many little facts rattle around in your head that you often forget where you learned them and why. If you are unable to help in a group action, you may use this stance to contribute trivia from an unrelated skill you know and confer doubled advantage onto the check. Alternatively, you may use this stance as if you have the skill Domain Knowledge (Trivia).
-
Weather Sense
Active
You've developed an almost preternatural ability to predict weather conditions. You can predict prevailing conditions (droughts, earthquakes, blizzards, tornadoes, etc) even if you're unfamiliar with the region, up to a number of weeks in the future equal to your level. As an action, you may create a narrative advantage related to your advance knowledge, such as the exact positioning of an oncoming flash flood that could be used to strategic advantage.
-
Zenlike Trance
Active
Clear thinking is a serene lake in the vista of your mind; take a swim. As an action, you enter a meditative trance that cures spell-like or mundane effects that cause madness, rage, sleep, or feeblemindedness. (You may enter this trance even if you are subject to any of these status effects.) When you use this stance, you must close your eyes to meditate for 1 round, and you may take no other action while meditating. If conscious, you may join hands with others to guide them through the meditation for 1 MP per mind you wish to clear, but they too must enter the trance.
Focus
Skill Versatility
Skills
Your unconventional approach to problem-solving makes you a clever outlier in your domain of expertise. When you learn this stance, choose a non-weapon, non-Arcana skill you are proficient in. You may substitute this skill's related attribute with one of your choosing when rolling checks involving this skill.
Inventory (0/18) 10
Choose a Weapon
First Strike
When the first opponent in a round enters your personal space, you may make a single attack available to you as a reaction against them. (This tactic does not grant you extra attacks.)
Armament
Weapons
Armors
Shields
You have no shields in your inventory.
Supply
Notes
Quest Log
monko tonkogogogogogngoko
The Peasant Hero
Enter the Dragon
Once per session, you may invoke narrative advantage related to your archetype.
Experience
- 2+1 Skill
- 3+1 Bonus Spell
- 4+1 Mighty
- 5+1 Mighty
- 6+1 Bonus Spell
- 7+1 Mighty
- 8+1 Mighty
- 9+1 Smart
- 10+1 Deft