Feature Cards

Feature Cards

Card format pass for features

Main Features

Sparks

Level 1 Main

Resource

Sparks power your spellcasting and many Spark Blade abilities. After each Rest, your Spark count is set to half your Presence.

You gain sparks in the following ways:

  • Gain 1 Spark at the start of your turn
  • Gain 1 Spark when you cast each unique cantrip or spell in a turn
  • Gain 1 Spark the first time you deal weapon damage in a turn

You can only use a limited number of Sparks in a turn. This limit starts equal to your Presence stat.

Spellcasting

Level 1 Main

Presence

You may choose two Signature Cantrips at level 1, and can alter them each time you level.

Spell save RT: 10 + your Tier + your Presence modifier.

You gain cantrips at level 1, level 1 spells at level 2, and level 2 spells at level 7.

You prepare Spark Blade spells equal to twice your Tier. Prepared spells can be changed on a Long Rest.

Blade Weaving

Level 2 Main

Spark Spend

When you make a weapon attack, you may choose one of your Signature Cantrips and add its additional effects to the attack.

You may spend 1 Spark to choose an effect that you did not choose for your Signature Cantrip.

Damage increases from the cantrip do not activate.

Know Your Weapon

Level 2 Main

Short Rest

When you deal damage with a weapon attack, you may activate the crit effect regardless of the result.

You may use this feature a number of times equal to 1 + your Tier per Short Rest.

Burst

Level 3 Main

Spark Limit Daily

When you Burst, you double the amount of Sparks you can use in a turn. You start each day with one use of Burst, and can consume 10 Sparks to regain that use if it has been expended.

You know Blitzing Blows automatically and choose 1 additional Burst Effect.

Blitzing Blows

Burst EffectMain

GrantedBiting Blows

While Bursting, each time you activate Biting Blows, it triggers twice.

Bolting Slash

Burst EffectMain

4 SparksLine

Make a singular slash, sending a thin arc of energy through all target creatures in a 35 ft. line. Distanced Strikes can increase the distance, and Biting Blows activates as though you spent 1 Spark.

Lances of Light

Burst EffectMain

Any SparksPower Action

While Bursting, expend Sparks and a Power Action to send them toward any number of targets. They become piercing lances, each dealing 1d8 damage.

Lightning as Motion, as Blades

Burst EffectMain

6 SparksPower Action

Dash in a straight line up to your movement + 10. Make a weapon attack against each target within 5 ft. of that line. Defensive Actions are at disadvantage, Distanced Strikes can increase the radius, and Biting Blows may affect every target.

Vaunted Capacity

Burst EffectMain

2 SparksStats

While Bursting, spend 2 Sparks to increase all of your stats by 1 until the end of your next turn.

Raking Blades

Burst EffectMain

4 SparksPower Action

Unleash 3 slashes. Each is 15 ft. long, 10 ft. wide, and begins within 30 ft. of you. Creatures in the lines make a Body check against your Spell RT or take twice your weapon damage. Biting Blows still deals damage on success.

Sparkbound Velocity

Burst EffectMain

2 SparksHalf Action

As a Half Action, increase your movement by 15 ft., increase your Parry and Dodge rolls by twice your Tier, and gain Disengage until the start of your next turn.

Spark Effects

Biting Blows

Level 1Main

Spark SpendDamage

Upon dealing damage with a weapon attack, expend Sparks to deal additional damage equal to a number of d4 equal to the Sparks spent.

Distanced Strikes

Level 1Main

Spark SpendRange

Expend any number of Sparks to increase your weapon range by 10 ft. for each Spark spent.

Fortified Speed

Level 1Main

Spark SpendMovement

Until the end of your turn, gain 5 extra movement per Spark spent on this feature.

Shock

Level 1Main

1 SparkDamage

When you deal weapon damage to a target, spend 1 Spark to deal 1d4 damage to another target within range. If the attack used Biting Blows, the secondary target also takes that additional damage.

Quickened Attacks

Level 1Main

2 SparksOnce/Turn

Once per turn, spend 2 Sparks to reduce the Action Point cost of your next weapon attack by 1.

Leech

Level 1Main

1 SparkHealing

When dealing damage to a creature, spend 1 Spark to gain 1d4 health. If the attack also used Biting Blows, heal an additional amount equal to half of the Biting Blows damage.

Optional Features

Further Use

Level 1+Optional

Repeatable

Choose two more options from the Spark Effects section. This feature may be chosen any number of times.

Sparks of Knowledge

Level 1+Optional

1/Tier

These sparks of the arcane have allowed you to understand more than you once did. You may mark a level up option on your sheet. This feature may be taken a single time per Tier.

Weightless

Level 1+Optional

1 Spark

Spend 1 Spark to be under the effects of Disengage for the remainder of your turn.

Strength into Connection

Level 2+Optional

Spark Gain

When you make a weapon crit, you gain a Spark.

Spell Remnants

Level 2+Optional

Spark Gain

When you or anyone within 30 ft. of you casts a leveled spell, you gain a Spark.

Bite Deeper

Level 2+Optional

Damage Die

When you activate Biting Blows, it deals a d6 instead of a d4.

Flashing Motion

Level 2+Optional

Weapon Crit

When your target makes a Defensive Action, you may still roll damage. On a weapon crit, you deal half damage without modifiers if the attack would have missed, and full damage without modifiers if you would have dealt half damage.

Burstability

Level 3+Optional

1/Tier

Choose 2 additional Burst Effects. This feature may be taken a single time per Tier.

Increased Capability

Level 3+Optional

1 Spark

At the start of the day, spend 1 Spark to gain a temporary day point in any skill. During a Short Rest, activate this skill again to change which skill has the point. This point may break standard limits.

Improved Form

Level 3+Optional

Free Action

Once per day, as a Free Action, gain a temporary round point in a stat. This point may break standard limits.

Torrent

Booming Blade

Torrent - Tier 1

Subclass

Each time you make a weapon crit, you deal additional damage equal to your Biting Blows.

Ringing Edge

Torrent - Tier 1

Short Rest

Once per Short Rest, reduce the raw roll of a weapon damage roll against you by your Tier.

Arc Strike

Torrent - Tier 1

1 Spark

Whenever you make a melee attack, expend 1 Spark to make the attack a simple arc.

Echo Blade

Torrent - Tier 1

Crit

Once per turn, when you critically hit with a weapon attack, form an Echo Blade. Expend it on a Defensive Action or damage roll to increase that roll by 1. You may have Echo Blades up to your Presence stat, and they last until combat ends.

Crasher

Bolster

Crasher - Tier 1

2 Sparks

Once per day during combat, expend 2 Sparks to gain 1d4 temporary combat health each round. When the temporary health is fully removed or combat ends, this feature ends and you gain 1 Spark.

With Feeling

Crasher - Tier 1

1 Spark

When dealing damage with a weapon attack, spend 1 Spark to learn one target detail: max health, current health, max Stamina, current Stamina, Difficulty, or one stat.

Flash of Vision

Crasher - Tier 1

Daily

Once per day, by expending 1 Spark in a social situation, make an Insight check at advantage or see an individual's current emotional state.

False Feeling

Crasher - Tier 1

Daily

Once per day, double your Deception bonus or lower a Presence check made against you by your Deception.

Shatter Arm

Mounting Precision

Shatter Arm - Tier 1

Crit Range

After every weapon attack you make that is not a crit, your crit range increases by 1. When you critically hit, this crit range resets to normal.

Finding the Moment

Shatter Arm - Tier 1

1 Spark

Spend 1 Spark to flip your Fate Coin at will. If you succeed, regain the Spark and you may do so again immediately. Upon failing during a chain, all positive effects are canceled.

Cross Application

Shatter Arm - Tier 1

2/Long Rest

Twice per Long Rest, by explaining your method, use a skill to enhance a normally unrelated roll, including damage.

By Virtue of Determination

Shatter Arm - Tier 1

Extended Rest

Once per Extended Rest, when you fail a Soul check, you may choose to pass instead.

Main Features

Runes

Level 1 Main

Rune Fragments Spell

Rune Fragments are what allow you to cast spells, alter their effects, and activate many features.

You start your day with, and upon any Rest are set to, a number of rune fragments equal to 1 + your Tier. During combat, you gain fragments equal to half your level at the start of each of your turns.

When casting spells, you must use 1 + the spell's level in rune fragments in order to cast them. This is the case through level 4 spells.

After casting a spell using Rune Fragments, you may roll a number of d4 equal to the number of Fragments spent. On each 4, you regain a Fragment.

The maximum fragments you can have at any time is equal to twice your level + your Mind.

In addition, any subclass features that spend rune fragments, count as spells for the sole purpose of being able to reroll them.

Spellcasting

Level 1 Main

Rune Fragments Spell

You gain cantrips and level 1 spells at level 1, and gain access to the next level of spells every other level.

You may choose a single Signature Cantrip at level 1, and can alter them each time you level.

Spell save RT: 10 + your Tier + your Presence modifier.

You prepare Rune Walker spells equal to your Mind + your Tier + half your level. Prepared spells can be changed on a Long Rest.

Split Cast

Rune Effect Main / Option

Rune Fragments Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of rune fragments equal to the spell's level to target a second creature in range with the same spell (1 rune fragment if the spell is a cantrip).

Elemental Alteration

Rune Effect Main / Option

Spell

When casting a spell that has a specific damage type, you may change the damage type to one of the following; fire, blunt, cold, lightning, or thunder.

Shared Spell

Rune Effect Main / Option

Spell

Can pass concentration on to another creature, may only have one active at a time

Touch to Arc

Rune Effect Main / Option

Rune Fragments Spell

When you cast a spell that targets a creature at touch range, you can spend a number of rune fragments equal to the spell's level to turn the range into an arc (1 rune fragment if the spell is a cantrip).

Precision Spell

Rune Effect Main / Option

Spell

When casting a spell that has a saving throw, you may reduce the saving throw of a target by 1.

Flow of the World

Level 2 Main

Rune Fragments Half Action

As you connect with the world itself, you have learned to obtain, and expend, runes with minimal effort. Once per round, you may use a Half Action to gain, or expend (this counts for any ability that looks for the amount of runes used), a single rune fragment.

Adornments

Level 3 Main

Rune Fragments Adornment Spell

Starting at 3rd level, you gain access to powerful enhancements to runes and spells.

In your first combat of any given day, you are considered to have spent 6 rune fragments for the purpose of counting up to creating an adornment. You may only have 1 adornment at any given time. You gain one adornment every time you have spent a total of 12 rune fragments.

Additionally, you may break down an adornment for 2d6 rune fragments.

Condense

Adornment Effect Main / Option

Spell

When casting a spell that has a targeted radius (not self), you may condense the range of the spell to a single target. You may roll additional damage die to that target equal to your Tier, and if it requires a saving throw the target has disadvantage.

Expanded

Adornment Effect Main / Option

Rune Fragments Spell

When casting a spell that has a single target you may give it a radius of 5 feet instead, and may increase that range with rune fragments. 2 for the first additional 5 foot increase, 3 for the next, and so on.

Splinter

Adornment Effect Main / Option

Spell

Upon casting a spell that has several parts or projectiles that are sent out for damage, you may increase the amount by your Tier.

Shatter

Adornment Effect Main / Option

Spell

You cast the spell alongside a melee attack and if the attack connects, the spell explodes forth. If there would normally be a Body saving throw with the cast, it is immediately failed. All other types of saving throws have disadvantage. Additionally, you may choose for the damage of the melee attack to change typing to the spell damage.

Blitzing Response

Adornment Effect Main / Option

Reaction

Once per round, you may cast a Reaction speed spel, without expending your Reaction.

Suspend

Adornment Effect Main / Option

Spell Free Action Reaction

As a Free Action or Reaction, you may choose a spell that you are actively retaining Concentration on, and remove its Concentration requirement until the end of your next turn.

Will of the World

Level 4 Main

Daily

Your purpose is strengthened by the world's desire to see you succeed. Once per day, when you successfully make a Will or Resolve check, you may roll a number of d4, equal to half of your level, and recover that much health.

Worldly Protection

Level 5 Main

Extended Rest

Starting at 5th level, you are able to call upon the energies of the world to protect you at a moment's notice. These energies swirl around you, allowing you to impose disadvantage on damage from a single attack made against you. You may use this feature once per Extended Rest.

Adornment Essence

Level 6 Main

Rune Fragments Adornment Simple Action

Practice with adornments has led you to understand their construction to a great degree, and to benefit from both the moment you acquire them, and when you expend them beyond the usual means. You may now use 12 fragments to create a single adornment as a Simple Action. This does not count as spending fragments toward making another.

Additionally, the first time in a turn that you use, or gain, an adornment, you may fire off a cantrip alongside it freely.

Additional Subclass Feature

When you reach level 6, you may choose an additional subclass feature to the one you would normally gain upon leveling up.

Adornment Improvement

Level 7 Main

Adornment

You may now have up to 2 adornments at any time, and now start each day with a single adornment. The first combat in a day no longer counts as you having spent 6.

Elemental Overload

Level 7 Main

Adornment Spell Defensive Action Half Action

When casting a spell you may use an adornment and a Half Action to enact one, to all, of the following effects, each of which may only be used once per Extended Rest

You may select an amount of dice, up to your Mind, to reroll

You impose disadvantage against any Defensive Action your target attempts, and you gain an advantage on your next Defensive Action until the end of your next turn

You gain temporary (round) health equal to half the damage you deal

Lingering Essence

Level 8 Main

Rune Fragments Adornment Rest

Once per Rest, after you have spent an adornment, you may choose to, on the following turn, gain twice the number of fragments at the start of your turn and from Flow of the World.

Symbols of Shattering

Level 9 Main

Rune Fragments Adornment Spell Free Action

You may now have up to 3 adornments at any time. You also gain access to 5th level spells, but not by using rune fragments. Each 5th level spell costs 2 adornments to activate.

Additionally you may make an adornment out of 10 rune fragments twice per Rest as a Free Action, which may be done multiple times in a single round.

Stirrings of the World

Level 10 Main

Rune Fragments Defensive Action

Upon reaching level 10, you are able to feel the world as it moves, and as it seeks to act. Many of these movements are to aid you. Twice per Rest, for the cost of a single rune fragment, when you make a Defensive Action, you may increase the roll by 2.

Fulfillment of Intent

Level 11 Main

Rune Fragments Adornment Spell Free Action

In your understanding of the world, you have learned to see far larger things. You no longer have a cap on how many fragments or adornments you may hold. You may now also cast 6th level spells for 3 adornments each.Additionally, your first combat in a day now counts as you having 6 fragments toward making another adornment, and the Free Action crafting of adornments is reduced to 8 fragments instead of 10.

The World Whispers, and I Listen

Level 12 Main

Rune Fragments Adornment Free Action Extended Rest

Once per Extended Rest, you may align yourself entirely with the intent of the world. Upon doing so with a Free Action, you instantly gain 4 rune fragments. At the start of your next turn, you gain 1 adornment, and 2 rune fragments.

Optional Features

Inscription

Level 1+ Optional

Rune Fragments Spell Simple Action Reaction

You may quickly inscribe a rune to the floor, a wall, or even to an item and bind a spell there. You may even do so to a weapon to activate when you throw it, or when you hit a creature.

Inscribing takes the normal amount of Action Points as casting the spell, may only be done with Full Action or lower spells, and costs 1 more Rune Fragment than would normally take to cast the spell. You may set out conditions for activating the spell when you inscribe the rune, or use a Simple Action or reaction to do so when you choose. You must be within 20 ft., or the spell's range of the item to activate it, whichever is further.

If the spell you inscribed on a weapon requires a saving throw, that saving throw is taken at disadvantage when you activate it upon the weapon hitting the target.

Each inscription lasts for 1 minute, or 10 rounds.

Runic Embodiment

Level 2+ Optional

Rune Fragments Defensive Action Free Action

You have begun to understand how to infuse yourself with minor runic effects to increase your own physical prowess.

An amount of times equal to your Mind modifier per Long Rest, you may use a Free Action to expend a rune fragment for one of the following effects

Increase your movement speed by 5 feet until the end of your next turn

Increase your next defensive action by 1

Choose a damage type, until the next time you are dealt damage by that type before the start of your next turn, your next Block against it gains 1 additional die

Rhythm of the World

Level 2+ Optional

Rune Fragments Spell

The rhythmic motions of the world itself call to you. You begin to notice the pulses of the runes on almost a beat to an unheard, but still felt, rhythm. Once each turn, when you cast a spell, you may use 1 less rune fragment to do so.

Defensive Half Runes

Level 4+ Optional

Rune Fragments Temporary

You have learned to make use of the residual energy of the runes themselves. Whenever you gain one or more rune fragments, you may gain 1 temporary (round) health

Power Half Runes

Level 4+ Optional

Rune Fragments Defensive Action

You have learned to make use of the residual energy of the runes themselves. Whenever you gain one or more rune fragments, you may do one of the following, the effects last until the end of your next turn, and cannot stack on the same target.

Increase your next Defensive Action by 1 (applies to entire Parry chains)

Decrease the targets next Defensive Action by 1 (applies to entire Parry chains)

Runic Awareness

Level 5+ Optional

Spell Half Action Reaction

You have begun to notice the runes of the world attempting to warn you whenever you are in danger. When you are attacked, by using your Reaction, you may quickly activate the runes to cast a Half Action or faster spell with normal cost requirements. This feature is usable twice per Long Rest.

Earthly Fortification

Level 5+ Optional

The world itself sustains and reinforces you. You gain 1 additional health per level.

Arcane Spark

Level 6+ Optional

Spell

There is an odd spark you have noticed when using runes to cast magic. This spark can be used to reinforce the impact of your spells, allowing you to add your Tier to damage rolls for them.

Conservation

Level 6+ Optional

Rune Fragments Spell

Understanding of the runes as they shift into new ones has begun to make sense to you, and with very little effort you can now prod them to do so. You may choose to automatically succeed on regaining 1 rune fragment after casting a leveled spell.

Elemental Harmony

Level 7+ Optional

The first time on each turn that you deal elemental damage, you may deal additional damage equal to your Tier.

Quickened Flow

Level 7+ Optional

Simple Action

You may now use Flow of the World as a Simple Action instead of a Half Action.

Impact Runes

Level 8+ Optional

Rune Fragments Spell

Whenever you roll to recover fragments after casting a spell, you may add together every 1 and 2 to deal that much magical blunt damage to a target within 30 ft. of you.

Echoing Fragments

Level 8+ Optional

Rune Fragments Spell

Whenever you roll to recover fragments after casting a spell, you regain them on a 3 as well as a 4.

Resourceful Half Adornments

Level 9+ Optional

Rune Fragments Adornment Rest

Once per Rest, upon acquiring, or spending, an adornment, you may roll 4d4 as though you are recovering rune fragments.

Recurring Half Adornments

Level 9+ Optional

Adornment Spell

When you use an Adornment Effect with a spell, you may have the first spell on your following turn use one of the effects without spending an adornment.

Imbuement of Power

Level 10+ Optional

Rune Fragments Spell Simple Action Long Rest

You have grown so used to the power of your world that you have become capable of imbuing yourself with it. Once per Long Rest, you may spend a single rune fragment and a Simple Action to gain the following effects

You may reroll a number of damage dice equal to half your Tier for a single spell or among any number of weapon attacks

When you use an SP, you may roll a d6. If the result is a 6, you do not lose the SP

These effects last until the start of your next turn, where you may spend 2 more fragments to keep them until the following turn. As long as you continue to spend the 2 fragments, you can keep these effects for as long as combat continues.

Remembrance of Awakening

Level 11+ Optional

Spell Defensive Action Extended Rest

Once per Extended Rest, after casting a 6th level spell, you feel the electrical energy of such power and remember the moment you Awakened as a Rune Walker. You may pull from that memory to empower yourself, gaining a bonus equal to your Tier to all Defensive Actions, contest rolls, and any stat or skill checks until the end of your next turn. This bonus is not affected by normal limitations.

Tide Bringer

Arms of the Ocean Bound

Tide Bringer - Level 1

Free Action

You are able to inscribe runes of flowing water with the blink of an eye across a suitable object to act as a handle and summon armaments of water. You can, as a Free Action, create any mundane weapon you could feasibly wield using this skill and are proficient with that weapon.

Armaments of the World

Tide Bringer - Level 1

Defensive Action Half Action

This feature requires both Arms of the Ocean Bound and at least one other feature from another subclass. Your weapons become infused with both water and the element of your choosing from which you have taken another feature, and will have the following effects based off of that

Earth - Your first melee attack in a turn reduces the target's next defensive action by 2

Fire - Your first melee attack in a turn deals 1d4 additional damage

Air - Your first full movement in a turn takes no action points

Lightning - Your first melee attack in a turn is a half action instead of a full action

Ice - Your first melee attack in a turn has an expanded crit range equal to your Tier

Flowing Blows

Tide Bringer - Level 1

Whenever you make a weapon attack using the Arms of the Ocean Bound feature, you may change it into another weapon type.

Slippery Motion

Tide Bringer - Level 1

Defensive Action

Once each round, your first Defensive Action gains +1.

Rising Tides

Tide Bringer - Level 3

Rune Fragments Defensive Action

Once per round, when you are the target of an attack, and by expending 2 rune fragments, you may summon forth a welling of waters to offset your target's aim. Doing so increases your Defensive Action roll against the attack by half your Tier.

You may elect to use this feature, to instead, when you take damage, have these waters rise around you and heal your wounds. This recovers your health by an amount of d6 equal to half your Tier.

Surge Forth

Tide Bringer - Level 3

Defensive Action

Twice per Long Rest, when a target you are attacking makes a Defensive Action, you may cause waters to surge forth and shove them, throwing them off balance and reducing their result by half your Tier.

Desire of Destruction

Tide Bringer - Level 7

Flowing Blows Rune Fragments Adornment Free Action Reaction

You have learned to funnel the raw power of adornments into the weapons you create, and can funnel the devastation that brings into a finisher. In order to activate this feature, you must first have made two weapon attacks this turn, then spend at least 2 adornments to use a free action and make one last weapon attack as your weapon alters and swirls with incredible energy.

If you have 7 fragments, and 1 adornment at the end of your two weapon attacks, you may expend your 7 fragments to create the last adornment and still activate this feature.

This weapon attack deals 5d12 for each adornment expended for it to the target, and half damage to each target that fails a DC 17 Dexterity saving throw in either a 20 ft. line if it is a range attack, or a 20 ft. cone if it is a melee attack. You may expend 4 fragments to force the target to be unable to make a defensive reaction to the attack.

If the target either parries or blocks, they are dealt half damage even if they succeed, and upon a successful dodge, they are considered to be part of the line or cone instead.

Tides of Stone

Tide Bringer / Stone Ward - Level 7

at least one 3rd level Stone Ward feature Defensive Action Full Action Extended Rest

Once per Extended Rest, and with a Full Action, you may liquify the earth, creating magically difficult terrain in a 20 ft. line beginning anywhere within 30 ft. of you which lasts for a number of rounds equal to your Tier. While within 5 ft. of that line, you gain advantage on all melee attacks and defensive actions as liquid and stone dart from it to your assistance. Also, when you make a melee attack, a stream of stones barrage the target dealing an additional 2d4 bludgeoning damage.

For all enemies, this line is considered magically difficult terrain, and they take 1d10 bludgeoning damage at the start and end of their turns if they are in it, and when moving into it for the first time.

Pressure Strike

Tide Bringer / Flame Binder - Level 7

at least one 3rd level Flame Binder feature Power Action Extended Rest

Heat rises from your skin as energy begins to build within you. You may use a Power Action to launch forward up to 30 ft., the energy turning into raw pressure. You then make a single melee attack against a target within 5 ft. of you and unleash the buildup. The target takes an amount of d12 blunt, and d12 fire damage equal to your Tier. All targets within a 10 ft. cone behind the target take half of the amount of total damage dealt to the initial target.

This feature may be used once per Extended Rest.

Embody the Typhoon

Tide Bringer / Sky Tearer - Level 7

at least one 3rd level Sky Tearer feature Extended Rest

You feel the surging of waters and wind within you as you prepare to become untouchable. For this, and the following round, anytime you are attacked, you may immediately counter with a weapon attack or a cantrip. If you counter with a weapon attack, add an additional damage die, and if the damage is greater than the target's damage to you, nullify their damage and their turn ends immediately.

Additionally, you create three lines of torrential winds that count as magically difficult terrain, each 5 ft. wide and up to 15 ft. long all within 50 ft. of you. A creature that starts their turn within these lines is shoved to the end of them.

This feature may be used once per Extended Rest.

Conduction

Tide Bringer / Thunder Crasher - Level 7

at least one 3rd level Thunder Crasher feature Power Action Extended Rest

A sudden wave of water launches in all directions from you, hurtling into each enemy within 15 ft. and dealing 1d8 bludgeoning damage. Electricity then immediately infuses the water, dealing 2d8 lightning damage. Each creature dealt damage by this has a similar gush of water launch from them, dealing the same damage to others, followed by lightning. Each target may only be damaged by this effect twice, and may only have the attack be launched from them once.

The range increases from 15 ft. to 20 ft. at level 9, and to 25 ft. at level 11. Targets may be damaged an additional time at the same level intervals.

This feature may be used once per Extended Rest, and requires a Power Action.

Flash Freeze

Tide Bringer / Frost Herald - Level 7

at least one 3rd level Frost Herald feature Full Action Reaction Daily

The air in a 20 ft. radius around you frosts just before a frigid wave bursts from you. All targets within range are dealt an amount of d4 cold damage equal to half your level and must make a Body saving throw. On a failure they have their movement reduced to 0, and are incapable of making reactions until the start of your next turn.

In addition, all targets hit by this wave, until the end of your next turn, will take the damage again and must make the saving throw whenever you deal melee damage to them.

This feature may be used once per day, and requires a Full Action.

Shatter the Seas

Tide Bringer - Level 10

Adornment Power Action Long Rest

Ethereal waters shimmer at your feet as they rise to your knees and spread all the way out to 120 ft. from you in every direction. With a breath, a motion, and a power action, you may force all targets to make a Body check, taking 1d8 on a success, and being moved up to 20 ft. closer to you on a failure. Then you ignite the waters with power, shattering or sheltering targets of your choice. This deals 8d8 damage, or heals 6d6, with 2 die falling off for every 30 ft. that a target is out from you.

On your following turn, you may, with the last remnants of the waters, force targets to make the same Body check or be shoved backward by 20 ft.

This feature may only be used once per Long Rest, and costs an adornment to activate.

The Unrelenting Tide

Tide Bringer - Level 11

Desire of Destruction Adornment Power Action

You brim with flowing movement and sparking energy, focusing it all into a barrage of weaving and powerful blows. With a power action and 3 adornments, you make a number of weapon attacks equal to your Mind modifier. Each time one of these attacks is blocked or parried, you instantly deal half damage to all targets within 15 ft. of you as a shockwave echoes from the strike. As long as the last attack dealt damage, the next deals twice the normal damage die.

As long as 5 of these attacks deal damage, you may end it with a free Desire of Destruction as though you spent 1 adornment.

Stone Ward

Earthen Resilience

Stone Ward - Level 1

Rune Fragments

Gain 5 health upon taking this feature. Additionally, an amount of times per day equal to your Tier, when you take damage, you may spend a single rune fragment to reduce that damage by your Mind modifier.

Pillars of Might

Stone Ward - Level 1

Rune Fragments

When you make a melee attack action, you may double your Body modifier for damage. This feature is usable once per round, and costs 1 rune fragment.

Enduring Might

Stone Ward - Level 1

Temporary

You may use Pillars of Might more than once per round, and when doing so, you may choose to, instead of rolling for fragment recovery, provide 2 temporary (round) health to a target ally within 15 ft. of you.

Rocky Terrain

Stone Ward - Level 3

Rune Fragments

By using 1 rune fragment, you may crack the earth in a 10 foot radius around you, making it difficult terrain for enemies. This feature may also be used to create a 3 foot high, 10 foot wide, wall out of earth that may be used for half cover, and may only be used once per round.

Bind and Shatter

Stone Ward - Level 3

Spell Free Action Reaction

By using 2 runes and a Half Action, you force the earth to wrap around the feet of any number of target enemies within 10 ft. of you. The targets must make a Body saving throw against your Spell Save DC or their movement speed is reduced to 0. Additionally, at any time before your next turn, when the earthen chains crumble, using a Free Action or Reaction, you may have the bindings shatter, dealing 2d6 piercing damage to the bound targets and any other targets within 5 feet of them.

Tides of Stone

Stone Ward / Tide Bringer - Level 7

at least one 3rd level Tide Bringer feature Defensive Action Full Action Extended Rest

Once per Extended Rest, and with a Full Action, you may liquify the earth, creating magically difficult terrain in a 20 ft. line beginning anywhere within 30 ft. of you which lasts for a number of rounds equal to your Tier. While within 5 ft. of that line, you gain advantage on all melee attacks and defensive actions as liquid and stone dart from it to your assistance. Also, when you make a melee attack, a stream of stones barrage the target dealing an additional 2d4 bludgeoning damage.

For all enemies, this line is considered magically difficult terrain, and they take 1d10 bludgeoning damage at the start and end of their turns if they are in it, and when moving into it for the first time.

Molten Earth

Stone Ward / Flame Binder - Level 7

at least one 3rd level Flame Binder feature Full Action Extended Rest

The earth beneath you splits in a line 40 ft. long. Magma bubbles forth and melts the area in a 5 ft. width. Targets within 5 ft. of the line must make a Body saving throw or be grabbed by hands of molten earth that reach up to try to restrain them. Creatures that are grabbed take a number of d10 fire damage equal to your Tier, and have their movement speed reduced to 0. Targets take the damage again at the end of their turn, and may use a full action to make the save again.

All creatures along the width are moved to one side of it, take 4d8 fire damage, and are immediately grabbed.

This feature may be used once per Extended Rest, and requires a Full Action.

Storming Sands

Stone Ward / Sky Tearer - Level 7

at least one 3rd level Sky Tearer feature Free Action Daily

The wind billows, cracking the earth and wrenching up dust and shards of stone. An aura of these winds surrounds you, reaching out to a 10 ft. radius, You may choose two other spots centered within 30 ft. of you where similar winds kick up. These zones harm and blind everyone but you and your allies, parting easily before you.

Creatures that first step into, or start or end their turns in these areas are dealt a number of d4 equal to one third your level.

Additionally, all damage dealt by creatures within these areas is at disadvantage, and you may move them up to 15 ft. as a free action on your turn.

This feature may be used once per day, and requires a Power Action.

Crackling Core

Stone Ward / Thunder Crasher - Level 7

at least one 3rd level Thunder Crasher feature Power Action Extended Rest

The ground and sky shake as they heed your call. You hold your hands together, focusing power between them and earth surrounds you in a protective sphere. Lightning flashes around and inside the safe haven while small metallic spires burrow up beneath all targets within 50 ft. of you. Each target must make a Body saving throw and on a failure they take a number of d10 piercing and lightning damage equal to half your level as the spires suddenly pierce up into them and lightning is called to each one. On a success they take half as much.

You break from the sphere afterwards, sparking motes of protective earth still stuck to you. All damage dealt to you until the end of your next turn is reduced by 2.

This feature may be used once per Extended Rest, and requires a Power Action.

Rime Cracker

Stone Ward / Frost Herald - Level 7

at least one 3rd level Frost Herald feature Full Action Extended Rest

With a stomp of your foot, the ground in a 15 ft. radius around you becomes layered with ice. All targets in range have their movement speed halved until the start of your next turn, and must make a Body saving throw. On a failure their movement speed is cut to 0 until the end of your next turn as the ice thickens around their ankles.

At the start of each target's turn that was affected by this feature, the ice beneath them shatters as stone launches from beneath it into them, dealing an amount of d6 blunt damage equal to half your level. If the target fails their body saving throw, they take an amount of d6 equal to your level instead.

This feature may be used once per Extended Rest, and requires a Full Action.

Tectonic Sundering

Stone Ward - Level 10

Adornment Defensive Action Free Action Extended Rest

By spending an adornment, and aligning yourself to the world around you, your next steps crack the earth beneath them. You gain temporary health equal to 6 * your Mind modifier. While you have this temporary HP, your melee attacks have their range increased by 5 ft. and deal an additional d6. You may also shed 6 temporary health as you make an attack to deal another 2d6 damage to any target within 15 ft. of you. If this deals damage, the target's next Defensive Action is reduced by 1.

This feature may be used once per Extended Rest and is activated with a Free Action.

Flame Binder

Burning Embers

Flame Binder - Level 1

Spell

By calling upon the fires of the world, whenever you deal damage from a spell in a turn, you may add half your Mind modifier to the damage as fire damage.

Ashen Runes

Flame Binder - Level 1

Rune Fragments Spell

After casting a spell, you are able to pull more from the ashes of the effect, allowing you to choose to reroll a number of dice equal to your Tier when recovering fragments.

Flaring Bolt

Flame Binder - Level 3

Rune Fragments Free Action

You gain the ability to, as a Free Action, spend a single Rune Fragment and fire off a quick and sudden flare targeting a creature within 15 ft. of you. This attack deals 1d10 fire damage.

Searing Grasp

Flame Binder - Level 3

When you attack a target within 5 ft. of you, a burning hand launches from you toward them, dealing an additional 1d4 fire damage.

Pressure Strike

Flame Binder / Tide Bringer - Level 7

at least one 3rd level Tide Bringer feature Power Action Extended Rest

Heat rises from your skin as energy begins to build within you. You may use a Power Action to launch forward up to 30 ft., the energy turning into raw pressure. You then make a single melee attack against a target within 5 ft. of you and unleash the buildup. The target takes an amount of d12 blunt, and d12 fire damage equal to your Tier. All targets within a 10 ft. cone behind the target take half of the amount of total damage dealt to the initial target.

This feature may be used once per Extended Rest.

Molten Earth

Flame Binder / Stone Ward - Level 7

at least one 3rd level Stone Ward feature Full Action Extended Rest

The earth beneath you splits in a line 40 ft. long. Magma bubbles forth and melts the area in a 5 ft. width. Targets within 5 ft. of the line must make a Body saving throw or be grabbed by hands of molten earth that reach up to try to restrain them. Creatures that are grabbed take a number of d10 fire damage equal to your Tier, and have their movement speed reduced to 0. Targets take the damage again at the end of their turn, and may use a full action to make the save again.

All creatures along the width are moved to one side of it, take 4d8 fire damage, and are immediately grabbed.

This feature may be used once per Extended Rest, and requires a Full Action.

Burning Winds

Flame Binder / Sky Tearer - Level 7

at least one 3rd level Sky Tearer feature Full Action Reaction Daily

All around you, images become distorted with the rising heat. Fire bursts around you in a wave, out to 10 ft., dealing a number of d8 fire damage to all creatures in range equal to your Tier. The winds pick up, blessing you with speed and capacity. On your next turn, you are given 3 additional action points, and a free full movement.

All creatures who were hit by the initial burst of fire, and whenever you deal melee damage, or use a defensive reaction, the targets you did so against form a 5 ft. ring of billowing fiery winds around them. This ring deals 2d4 damage at the start of their turn, and lasts until the end of your turn. If they take 3 separate instances of damage before it goes away, the ring explodes, dealing a number of d8 fire damage equal to your Tier.

This feature may be used once per day, and requires a Full Action.

Power Ignition

Flame Binder / Thunder Crasher - Level 7

at least one 3rd level Thunder Crasher feature Spell Half Action Reaction

A state of raw power that might deal damage to self. Speed and explosions behind and ahead, unleashing an arcing bomb and finally exploding on a single hit

You feel your muscles grow taught, feeling the need to move as raw energy courses through you in a heartbeat. Your movement speed increases by 20, and any melee spell or attack that would require a Full action only requires a Half action. Melee attacks and defensive reactions are made at advantage, and damage dealt with them deals an additional d6, which increases to a d8 at level 9 and a d10 at level 11.

This state lasts for a number of rounds equal to your Tier.

This feature may be used twice per Extended Rest.

Frostfire Detonation

Flame Binder / Frost Herald - Level 7

at least one 3rd level Frost Herald feature Power Action Daily

Waves of heat begin to release from parts of your skin, and frost builds on others as you allow these two extremes to build within you. Begin making Body saving throws with the DC starting at 12, and increasing by 1 with each success. You unleash a hellish blast of concussive energy in a radius equal to 5 ft + 5 ft. * the amount of successes. This deals an amount of d8 fire damage and d8 cold damage equal to the amount of successes + 1.

This feature may be used once per day, and requires a Power Action.

Infernal Determination

Flame Binder - Level 10

Adornment Half Action Extended Rest

With an adornment and a half action, you set your soul alight with a fierce determination to press ever forward. For the next 3 turns, you gain a Blaze die, a d6, which you may add to any and every roll. When doing so, you may send out a small pulse of fire damage equal to half the result rounded up.

This feature may be used once per Extended Rest.

Sky Tearer

Move as the Winds

Sky Tearer - Level 1

Simple Action

When you choose this feature, you gain the ability to use Disengage as a Simple Action.

Biting Breeze

Sky Tearer - Level 1

Defensive Action

As you gain the affinity of the wind itself, you become able to cast a cantrip, or make a single handed weapon attack, when you succeed on a Defensive Action.

Gust

Sky Tearer - Level 3

Rune Fragments Reaction

Once per round when a hostile creature moves within 10 ft. of you, you may spend a single rune fragment to well up a sudden burst of air and move yourself back 10 ft. This does not expend your Reaction, and does not provoke attacks of opportunities.

Winds Favor

Sky Tearer - Level 3

Defensive Action

The wind wishes to see you protected, and upon succeeding your first Defensive Action in a round, you may recover health equal to your Tier.

Embody the Typhoon

Sky Tearer / Tide Bringer - Level 7

at least one 3rd level Tide Bringer feature Extended Rest

You feel the surging of waters and wind within you as you prepare to become untouchable. For this, and the following round, anytime you are attacked, you may immediately counter with a weapon attack or a cantrip. If you counter with a weapon attack, add an additional damage die, and if the damage is greater than the target's damage to you, nullify their damage and their turn ends immediately.

Additionally, you create three lines of torrential winds that count as magically difficult terrain, each 5 ft. wide and up to 15 ft. long all within 50 ft. of you. A creature that starts their turn within these lines is shoved to the end of them.

This feature may be used once per Extended Rest.

Storming Sands

Sky Tearer / Stone Ward - Level 7

at least one 3rd level Stone Ward feature Free Action Daily

The wind billows, cracking the earth and wrenching up dust and shards of stone. An aura of these winds surrounds you, reaching out to a 10 ft. radius, You may choose two other spots centered within 30 ft. of you where similar winds kick up. These zones harm and blind everyone but you and your allies, parting easily before you.

Creatures that first step into, or start or end their turns in these areas are dealt a number of d4 equal to one third your level.

Additionally, all damage dealt by creatures within these areas is at disadvantage, and you may move them up to 15 ft. as a Free Action on your turn.

This feature may be used once per day, and requires a Power Action.

Burning Winds

Sky Tearer / Flame Binder - Level 7

at least one 3rd level Flame Binder feature Full Action Reaction Daily

All around you, images become distorted with the rising heat. Fire bursts around you in a wave, out to 10 ft., dealing a number of d8 fire damage to all creatures in range equal to your Tier. The winds pick up, blessing you with speed and capacity. On your next turn, you are given 3 additional action points, and a free full movement.

All creatures who were hit by the initial burst of fire, and whenever you deal melee damage, or use a defensive reaction, the targets you did so against form a 5 ft. ring of billowing fiery winds around them. This ring deals 2d4 damage at the start of their turn, and lasts until the end of your turn. If they take 3 separate instances of damage before it goes away, the ring explodes, dealing a number of d8 fire damage equal to your Tier.

This feature may be used once per day, and requires a Full Action.

Incarnation of the Storm

Sky Tearer / Thunder Crasher - Level 7

at least one 3rd level Thunder Crasher feature Free Action Extended Rest

You feel the wind surround you and urge you forward. When you move, all others see is a blur. You gain three additional action points, your movement speed is doubled, then 15 additional ft. of movement is added, you gain 2 additional SP, and attacks of opportunity cannot be made against you.

When you make a melee attack, you strike with intense speed and precision, only making a single one against any target in a turn, but dealing three times the normal damage.

This state lasts for a number of rounds equal to your Tier, or until you use a Free action to cancel the effect.

This feature may be used once per Extended Rest, and requires a Free Action to activate.

Howling Winds

Sky Tearer / Frost Herald - Level 7

at least one 3rd level Frost Herald feature Full Action Rest

At your behest, frigid winds begin to blow, whipping into a dangerous and deadly torrent. This storm of hail and ice either surrounds you and extends out in a 10 ft. radius, or is centered in an area of your choice within 50 ft. of you and expanding to 20 ft. from there. All targets that start their turn within it have their movement speed reduced by 10 ft. and take an amount of d4 equal to your Tier.

The winds continue for up to a minute, and you can use a Full Action to move it up to 30 ft.

This feature may be used once per Rest, and requires a Full Action.

Freedom of the Skies

Sky Tearer - Level 10

Adornment Free Action Extended Rest

You breathe in, feeling the openness of the boundless skies, and the sun shining upon you no matter where you are. With an adornment and a Free Action, you remove any and all negative effects upon you, and for the next 3 turns, if anything would impede your movement, you may make a Body (Dexterity) check (DC 18) at advantage to ignore it. If you are unsuccessful, you may cast a cantrip. You may choose to fail.

Additionally, you gain SP equal to your max SP.

This feature may be used once per Extended Rest.

Thunder Crasher

Splintering Sparks

Thunder Crasher - Level 1

Once per round, as you move within 10 feet of a target, you may fire a thin bolt of lightning, dealing 1d4 damage. You may have that bolt chain to any number of targets within 15 feet of one another for a single rune.

Splitting Speed

Thunder Crasher - Level 1

By expending a number of runes, you may move an amount of feet equal to 10 + 10 * runes expended at blinding speed. Any attack of opportunity is taken at disadvantage, and only creatures that could see you at the start of your movement may make the attempt.

Lightning Helix

Thunder Crasher - Level 3

For 2 runes, you may choose two points within 20 ft. of you, and form a line of electricity between them. Any targets along that line take 1d4 damage immediately, 1d4 damage upon the start of their turn if on the line, and 1d4 damage if moving across or through the line. You may move across this line without expending any movement.

Chained Attack

Thunder Crasher - Level 3

Rune Fragments

When you deal damage to a target within 20 ft. of you, you may have half of that damage, up to your level * 4, be dealt to another target within 15 ft. of them by expending 2 rune fragments.

Conduction

Thunder Crasher / Tide Bringer - Level 7

at least one 3rd level Tide Bringer feature Power Action Extended Rest

A sudden wave of water launches in all directions from you, hurtling into each enemy within 15 ft. and dealing 1d8 bludgeoning damage. Electricity then immediately infuses the water, dealing 2d8 lightning damage. Each creature dealt damage by this has a similar gush of water launch from them, dealing the same damage to others, followed by lightning. Each target may only be damaged by this effect twice, and may only have the attack be launched from them once.

The range increases from 15 ft. to 20 ft. at level 9, and to 25 ft. at level 11. Targets may be damaged an additional time at the same level intervals.

This feature may be used once per Extended Rest, and requires a Power Action.

Crackling Core

Thunder Crasher / Stone Ward - Level 7

at least one 3rd level Stone Ward feature Power Action Extended Rest

The ground and sky shake as they heed your call. You hold your hands together, focusing power between them and earth surrounds you in a protective sphere. Lightning flashes around and inside the safe haven while small metallic spires burrow up beneath all targets within 50 ft. of you. Each target must make a Body saving throw and on a failure they take a number of d10 piercing and lightning damage equal to half your level as the spires suddenly pierce up into them and lightning is called to each one. On a success they take half as much.

You break from the sphere afterwards, sparking motes of protective earth still stuck to you. All damage dealt to you until the end of your next turn is reduced by 2.

This feature may be used once per Extended Rest, and requires a Power Action.

Power Ignition

Thunder Crasher / Flame Binder - Level 7

at least one 3rd level Flame Binder feature Spell Half Action Reaction

A state of raw power that might deal damage to self. Speed and explosions behind and ahead, unleashing an arcing bomb and finally exploding on a single hit

You feel your muscles grow taught, feeling the need to move as raw energy courses through you in a heartbeat. Your movement speed increases by 20, and any melee spell or attack that would require a Full action only requires a Half action. Melee attacks and defensive reactions are made at advantage, and damage dealt with them deals an additional d6, which increases to a d8 at level 9 and a d10 at level 11. This state lasts for a number of rounds equal to your Tier.

This feature may be used twice per Extended Rest.

Incarnation of the Storm

Thunder Crasher / Sky Tearer - Level 7

at least one 3rd level Sky Tearer feature Free Action Extended Rest

You feel the wind surround you and urge you forward. When you move, all others see is a blur. You gain three additional action points, your movement speed is doubled, then 15 additional ft. of movement is added, you gain 2 additional SP, and attacks of opportunity cannot be made against you.

When you make a melee attack, you strike with intense speed and precision, only making a single one against any target in a turn, but dealing three times the normal damage.

This state lasts for a number of rounds equal to your Tier, or until you use a Free action to cancel the effect.

This feature may be used once per Extended Rest, and requires a Free Action to activate.

Shatter Spikes

Thunder Crasher / Frost Herald - Level 7

at least one 3rd level Frost Herald feature Power Action Daily

You call forth an amount of sparking spikes of ice equal to your level, and fire them off at specific areas, or targets within 30 ft. of you. If sent at a target creature, it deals 1d6 cold, and 1d6 lightning damage. You may detonate them on impact, or have them detonate when an enemy walks within 5 ft. of it. On detonation, each spike deals 1d6 cold and 1d6 lightning damage to all creatures within 5 ft.

This feature may be used once per day, and requires a Power Action.

Thunderous Calamity

Thunder Crasher - Level 10

Adornment Free Action Extended Rest

A crack resounds across the battlefield the moment you activate this ability. Your movement speed is tripled and you are under the effects of disengage until the end of your next turn. Whenever you move 15 ft. or more in a single motion, upon stopping you release a shockwave of energy, dealing 1d10 damage to all targets within 10 ft. of you. You may choose to end this effect early by making a focused attack, spending a power action, on a single target at the end of a movement with a power action. This attack is released as a 20 ft. cone in front of you as you stop suddenly, and act as a conduit for the remainder of this power to funnel out through your outstretched hands. All creatures in range must make a Body check at disadvantage, taking a number of d10 equal to your remaining movement / 20.

Additionally, during this effect, your Dodge and Parry rolls are increased by 1.

This feature may be used once per Extended Rest, and is activated using an adornment and a Free Action.

Frost Herald

Razorice

Frost Herald - Level 1

Rune Fragments

When making a cantrip or weapon attack, you may spend a single rune fragment to coat the attack with thin blades of ice, allowing it to deal a number of additional d4 damage equal to half your Tier. If the additional dice roll a 3 or 4, it causes a bleed for each one.

Icy Resolve

Frost Herald - Level 1

When you are attacked, you may expend 1 Stamina to retaliate with a single cantrip or weapon attack with an expanded crit range equaling 1/3rd your level. Upon critting with the cantrip, you roll an additional damage die that cannot crit.

Ice Spire

Frost Herald - Level 3

Power Action Daily

Once per day, as a Power Action, you may call forth the power of the world's frozen and desolate lands, breathing out frigid air no matter the temperature. You choose a 15 by 15 ft. space within 30 ft. of you. A spire of transparent ice spears upward in that area, shoving aside all creatures within it to the nearest available spot and forcing each of them to make a Body saving throw (dexterity). On a failure you deal a number of d6 equal to your level, and on a success you deal half that much damage.

The spire melts after 3 rounds, but while you are within 5 ft. of it, you may splinter off pieces during an attack to increase the crit range of your weapon attacks by 1

Skate

Frost Herald - Level 3

Spell

With but a breath, you are able to slick the ground beneath you and move smoothly as you take actions. Everytime you cast a spell or make a weapon attack, you may move 5 ft. This movement is counted as being under the effects of disengage.

Flash Freeze

Frost Herald / Tide Bringer - Level 7

at least one 3rd level Tide Bringer feature Full Action Reaction Daily

The air in a 20 ft. radius around you frosts just before a frigid wave bursts from you. All targets within range are dealt an amount of d4 cold damage equal to half your level and must make a Body saving throw. On a failure they have their movement reduced to 0, and are incapable of making reactions until the start of your next turn.

In addition, all targets hit by this wave, until the end of your next turn, will take the damage again and must make the saving throw whenever you deal melee damage to them.

This feature may be used once per day, and requires a Full Action.

Rime Cracker

Frost Herald / Stone Ward - Level 7

at least one 3rd level Stone Ward feature Full Action Extended Rest

With a stomp of your foot, the ground in a 15 ft. radius around you becomes layered with ice. All targets in range have their movement speed halved until the start of your next turn, and must make a Body saving throw. On a failure their movement speed is cut to 0 until the end of your next turn as the ice thickens around their ankles.

At the start of each target's turn that was affected by this feature, the ice beneath them shatters as stone launches from beneath it into them, dealing an amount of d6 blunt damage equal to half your level. If the target fails their body saving throw, they take an amount of d6 equal to your level instead.

This feature may be used once per Extended Rest, and requires a Full Action.

Frostfire Detonation

Frost Herald / Flame Binder - Level 7

at least one 3rd level Flame Binder feature Power Action Daily

Waves of heat begin to release from parts of your skin, and frost builds on others as you allow these two extremes to build within you. Begin making Body saving throws with the DC starting at 12, and increasing by 1 with each success. You unleash a hellish blast of concussive energy in a radius equal to 5 ft + 5 ft. * the amount of successes. This deals an amount of d8 fire damage and d8 cold damage equal to the amount of successes + 1.

This feature may be used once per day, and requires a Power Action.

Howling Winds

Frost Herald / Sky Tearer - Level 7

at least one 3rd level Sky Tearer feature Full Action Rest

At your behest, frigid winds begin to blow, whipping into a dangerous and deadly torrent. This storm of hail and ice either surrounds you and extends out in a 10 ft. radius, or is centered in an area of your choice within 50 ft. of you and expanding to 20 ft. from there. All targets that start their turn within it have their movement speed reduced by 10 ft. and take an amount of d4 equal to your Tier.

The winds continue for up to a minute, and you can use a Full Action to move it up to 30 ft.

This feature may be used once per Rest, and requires a Full Action.

Shatter Spikes

Frost Herald / Thunder Crasher - Level 7

at least one 3rd level Thunder Crasher feature Power Action Daily

You call forth an amount of sparking spikes of ice equal to your level, and fire them off at specific areas, or targets within 30 ft. of you. If sent at a target creature, it deals 1d6 cold, and 1d6 lightning damage. You may detonate them on impact, or have them detonate when an enemy walks within 5 ft. of it. On detonation, each spike deals 1d6 cold and 1d6 lightning damage to all creatures within 5 ft.

This feature may be used once per day, and requires a Power Action.

Tundric Collapse

Frost Herald - Level 10

Free Action Extended Rest

With cold anger, and an exhalation of fogged air, a shadow falls over the field as a massive shard of ice forms above you. For the next 3 turns, you may use a Free Action to shatter chunks off the shard, sending out 4 distinct splinters. Each splinter deals 1d8, with a crit range of 2. On a crit it deals an additional d4 damage to all creatures within 10 ft. of the target.

This feature may only be used once per Extended Rest, and requires a bonus action to activate.

Main Features

Stances

Level 1 Main

Stance

As an Eldrag, your primary way of fighting utilizes stances, which often have a weapon requirement in order to even enter the stance. When entering one, you swap weapons to the required weapons as long as you have them on your person. When breaking from a stance, you may swap to another weapon after the break effect.

At level 1, you gain access to 2 Primary stances of your choice. From there, each even level you gain 1 additional stance, and every odd level you gain 2 stances. The stance descriptions tell you the effects they have, as well as any pre-requisites.

Focus

Level 1 Main

Focus Stance Rest

The stances require intense dedication and training to access and utilize properly. Due to this, you have learned to well up intense focus at any moment. This Focus is a resource equal to half your Mind stat, and half your Discipline skill. You may expend a single Focus for any given roll, and an amount of times in a single turn equal to your Tier. Doing so increases the roll by 1d4, and this die increases in size each Tier.

Your Focus is restored upon any Rest.

Arsenal

Level 1 Main

Stance

As an Eldrag, you gain the Arsenal skill, as well as 2 points automatically invested into it.

This skill provides you with a myriad of bonuses to stances, and the ability to have more equipment on you at any given time, increasing the slots for weapons by 1 for each point applied to it.

Know Your Weapon

Level 2 Main

Short Rest

When you deal damage with a weapon attack, you may activate the crit effect regardless of the result. You may use this feature a number of times equal to 1 + your Tier per Short Rest.

Reenter

Level 2 Main

Focus Stance

You may expend a Focus to use the Enter ability of your current stance.

Stance Shatter

Level 3 Main

Stance Defensive Action Short Rest

At 3rd level you become capable of breaking violently out of a stance. You take your action to aggressively exit your stance and strike out in a flowing manner, aiming to devastate and change weapons if need be. This attack deals a number of additional d8 damage equal to your Tier, and imposes disadvantage on any Defensive Action your target would make against it.

Once you shatter a particular stance, you may not enter it again on either the turn you shattered it, or the turn after.

This feature may only be used a number of times equal to half your Mind stat per Short Rest.

Optional Features

Empowered Footing

Level 1+ Optional

Stance Temporary

You gain 1d4 temporary (round) health upon entering a stance.

Smooth Exit

Level 1+ Optional

Stance Defensive Action

After exiting a stance, you gain a bonus to your next Defensive Action, before your next turn, equal to your Tier.

By Example

Level 1+ Optional

Something to give to allies when using a during effect

Flexibility

Level 2+ Optional

Focus Short Rest Temporary

You may expend 1 Focus to roll 2 of your Focus Dice and gain that much temporary (round) health. This feature may be used once per Short Rest.

Strained Focus

Level 2+ Optional

Focus Stamina

You may spend 1 stamina to gain 1 Focus.

Focused Defense

Level 2+ Optional

Focus Defensive Action

You may expend 2 Focus to make a Defensive Action.

Heightened Foundations

Level 3+ Optional

Stance Stamina

Upon taking this feature, you may heighten one of your Primary stances, the effects of which are below. This feature is choosable multiple times.

Sting - While in Sting stance, you are always considered to be under the effects of Disengage, and your attacks deal an additional 1d4.

Fluid - When entering Fluid stance, you may use the enter effect of another stance that uses a versatile at the same time.

Stone - You no longer lose movement speed while in Stone stance, and now deal double your Tier in additional damage.

Guard - If the enter attack hits, you also remove 1 stamina from your target.

Calm - The break effect is no longer taken at disadvantage.

Master of Arms

Shifting Momentum

Master of Arms - Tier 1

Stance

You gain +1 to each of your damage rolls until the end of your next turn when you enter a stance that uses a different weapon than your previous stance.

The Right Weapon for the Job

Master of Arms - Tier 1

Stance Defensive Action

Each time you enter a stance that uses a different weapon than your previous stance, for the turn, your attacks impose -1 to any Defensive Action made against you.

Increased Stamina

Master of Arms - Tier 2

Stamina

Your maximum stamina increases by 1.

Focused Strike

Master of Arms - Tier 2

Focus Stance

When you enter a stance that uses a different weapon than your previous stance, you may increase the damage you deal from the enter effect, if the enter effect deals damage, or the first weapon attack while in this stance, by your Focus Die.

Master of the Weapon

Familiar Weight

Master of the Weapon - Tier 1

Stance Defensive Action

Whenever you enter a stance that uses the same weapon as your previous stance, your next Defensive Action until your next turn is increased by 1.

Roll With the Punches

Master of the Weapon - Tier 1

Stance

When you enter a stance that uses the same weapon as your previous stance, all instances of damage against you until your next turn are reduced by 1.

Practiced Parry

Master of the Weapon - Tier 2

Defensive Action Short Rest Stamina

Once per Short Rest, if you Parry more than once in a Parry chain, you are refunded 1 stamina at the end of it.

Mastery

Master of the Weapon - Tier 2

Stance Short Rest

Once per Short Rest, whenever you enter a stance that uses the same weapon as your previous stance, your next use of Know Your Weapon for the turn is free.

Master of the Lesson

Grounded Steps

Master of the Lesson - Tier 1

Stance

When you enter a stance that is related to your previous stance, you may make a single weapon attack, without modifiers, to a target within range of your current weapon.

Deepened Understanding

Master of the Lesson - Tier 1

Focus

Your maximum Focus increases by 1.

Shattering Defensive

Master of the Lesson - Tier 2

Stance

When you are dealt damage, you may use the Stance Shatter feature, but instead of dealing damage, you may reduce incoming damage by the result.

Calming Teachings

Master of the Lesson - Tier 2

Focus Stance Short Rest

Once per Short Rest, when you enter a stance that is related to your previous stance, you may regain 1 Focus.

Primary Stances

Sting

Primary Stances Main

Stance Simple Action

(Prerequisites: None) Requires a one handed weapon to enter

Enter: You whip out a one handed weapon and attack a target within reach. After this attack you have the benefits of disengage.

During: Your movement speed increases by 5, and you may take the disengage action as a Simple Action.

Break: You exhale slowly, preparing to break from your stance. You lunge forward, attacking a target within 15 feet, and quickly leap up to 10 feet away all in a swift motion while sheathing your weapon. This movement does not provoke attacks of opportunity.

Fluid

Primary Stances Main

Stance Defensive Action Temporary

(Prerequisites: None) - Requires a versatile weapon to enter

Enter: You attack a target with a versatile weapon, and use your momentum to flow into another strike. If your first attack hits, the second is at advantage, half damage, and allows you to move to any place around the target, even if you must move through them to get there.

During: Whenever you take the Dodge Defensive Action, you may gain temporary (round) health equal to your Tier.

Break: You may immediately enter another stance.

Stone

Primary Stances Main

Stance Defensive Action

(Prerequisites: None) - Requires a two handed, heavy weapon to Enter

Enter: You unsheathe a two handed, heavy melee weapon in a fluid and devastating downward strike. You attack a target in range, and if this attack hits, you may roll a d6 for additional damage, or dealing half damage if the target's Defensive Action is successful.

During: Your walking speed decreases by 5 while in this stance. You may add your Tier to your damage rolls.

Break: You break your stance in a violent show of skill and aggression. You may attack a number of targets within 5 feet of you once, up to your Body modifier.

Guard

Primary Stances Main

Reaction

(Prerequisites: None) - Requires a one handed weapon and a shield to Enter

Enter: You smoothly pull out a sword and shield, smashing the shield into a target to make them stumble, and quickly attacking. You may make this attack at advantage. Your target becomes unable to make reactions until their next turn.

During: While within 5 feet of an ally, you may use your reaction to impose disadvantage on one attack against them.

Break: Slamming your shield into the head of your opponent, you force the target to make a Constitution saving throw, and on a fail they are stunned until your next turn. RT 10 + your Tier + Body modifier

Calm

Primary Stances Main

Defensive Action Simple Action

(Prerequisites: None) - Requires a ranged weapon to Enter

Enter: You calm your mind and steady yourself. You take out your ranged weapon of choice and fire at a target. You make this attack at advantage.

During: You may steady your aim with a Simple Action. This decreases any Defensive Action from your target by your Tier for one attack.

Break: You snap the calmness of your mind and attack with vigor. Take 3 successive attacks at a target with disadvantage.

Secondary Stances

Vine

Secondary Stances Main

Stance

(Prerequisites: Sting Stance) - Requires a reach weapon to enter

Enter: You vault using your weapon, leaping forward up to your movement speed and attacking on the fall if you can. This does not provoke attacks of opportunity and deals an extra d6 damage.

During: After every attack you may move 5 feet without provoking attacks of opportunity. Also, once per turn when you attack a target, you may choose to force them to take a Body check. On a failed save their walking speed is halved on their next turn. RT = 10 + Arsenal skill + Body modifier

Break: You may take two attack actions with your reach weapon, each able to use the during effect before the stance breaks.

Flame

Secondary Stances Main

Stance

(Prerequisites: Sting Stance) - Requires a one handed weapon and a throwable weapon to enter

Enter: You pull out a one handed weapon and a throwable weapon. You attack a target with both weapons with the intention of maiming and slowing them. Each attack that hits lowers the target's walking speed by 10 until your next turn.

During: When you attack with your offhand weapon, the next attack against them before your next turn may be taken at advantage.

Break: You attack in a flurry of motion against your opponent. You aim for spots to weaken them. You make two attack actions, doing half damage, but removing a single Action Point from them for an amount of turns equal to hits landed.

Gust

Secondary Stances Main

Stance Free Action Reaction

(Prerequisites: Fluid Stance) - Requires a versatile weapon to Enter

Enter: You quickly swipe at a target with your weapon before moving into a hit aimed to daze and disorient. You attack with your weapon, then attack with the hilt or anything blunt about your weapon. The second attack deals half damage, but if it connects the target is unable to take reactions until your next turn.

During: Once per turn you may have your target make a Body check as a Free Action. On a fail, you are able to quickly get in an extra blow with your weapon.

Break: You relentlessly strike, allowing each hit to flow into the next. You strike once, and as long as your weapon damage is over half, or upon a critical hit, you may attack again. You are able to do this a number of times equal to your Body modifier.

Smoke

Secondary Stances Main

Stance Defensive Action

(Prerequisites: Fluid Stance) - Requires a versatile weapon to Enter

Enter: You attack and quickly step into the flow that makes up Smoke Stance. You gain the effect of disengage and the next attack against you before your next turn, you are considered to have made a partial success on a Dodge regardless of making a Defensive Action or not.

During: From a single attack per round, you may reduce damage the damage you take by twice your Arsenal skill.

Break: You easily step into your target's guard and attack at advantage. You may add your Tier to your damage for this attack. Your target cannot make a Defensive Action against this attack.

Iron

Secondary Stances Main

Stance Power Action

(Prerequisites: Stone Stance) - Requires a greataxe or a warhammer

Enter: You swing your great weapon into the side of your target. If this heavy blow connects, you may force your target to move 5 feet in any direction that is not directly toward or away from you. This movement may provoke attacks of opportunity from allies.

During: You may use a Power Action to perform a particularly crushing blow. If this attack connects you may add an additional d6 to your damage, and the target now has disadvantage on all checks until the start of your next turn.

Break: You bring down your weapon in a raw devastating strike. If this attack connects, you deal an additional d8 worth of damage and your target is knocked prone.

Sweeping

Secondary Stances Main

Stance

(Prerequisites: Stone Stance) - Requires a greatsword or a greataxe to Enter

Enter: You unsheathe your great-weapon and swing it deftly in a wide arc in front of you. This attack is made as a Half Arc and deals an additional d6 damage.

During: Your attacks may do half damage to one target adjacent to the one you are attacking.

Break: You swing your great-weapon in an almost reckless sweep. This attack deals damage to all targets within 5 feet of you and damage is rolled at advantage.

Stalwart

Secondary Stances Main

Stance

(Prerequisites: Guard Stance) - Requires a one handed weapon and shield to Enter

Enter: You pull out your shield and slam it into a target within 5 ft. before thrusting your weapon into their leg. Your target must make a Body check, if they fail they lose all movement speed for their next turn and take damage from your weapon. On a success they lose half of their walking speed on their next turn and take no damage. RT = 10 + Arsenal skill + Body modifier

During: You lose 10 walking speed while in this stance. You may make 2 attacks of opportunity each round, halving the target's movement speed each time you hit them.

Break: You charge a target, barrelling into them with your shield and tossing them backward. You may only take this action as you move in at least a 10 foot line directly toward your target. The target must make a Body check. On a fail they are thrown 5 feet backward and land prone, taking 1d6 + your Body modifier in damage alongside your normal weapon damage. RT = 10 + Arsenal skill + Body modifier

Defender

Secondary Stances Main

Stance Defensive Action Reaction Temporary

(Prerequisites: Guard Stance) - Requires a one handed weapon and shield to Enter

Enter: You pull out your weapon and shield, calling out and rallying your allies. A number of targets within 10 feet of you gain temporary hit points equal to a number of d4 * your Tier.

During: You may use your reaction to give a target within 5 feet of you a bonus to their Defensive Actions for the round equal to your Tier.

Break: You break your stance in a selfless attempt to defend your allies. You may break out of this stance as a reaction, activating when an ally within 5 feet of you is attacked. You and your ally swap places and you are now the target of the attack. If you take damage, you may spend 1 stamina to halve it

Dart

Secondary Stances Main

Stance Half Action

(Prerequisites: Calm Stance) - Requires a Crossbow to Enter

Enter: You may take aim at a target within range, and fire a bolt to pin them to an object, wall, or the ground if they are within 5 feet of it. If this attack hits, their walking speed becomes 0 until they remove the bolt which costs a Half Action.

During: You are capable of loading your weapon at a concerning speed. Your weapon loses the Loading tag if it has it, otherwise every second time you fire your weapon, it costs 1 less Action Point.

Break: You aim a bolt and fire with advantage. This bolt buries between a joint of your target, causing a bleed and halving their movement speed until they use Full Action to remove it.

Guide

Secondary Stances Main

Stance Defensive Action Full Action

(Prerequisites: Calm Stance) - Requires a shortbow or longbow to Enter

Enter: You take aim and mark a target mentally. You fire an arrow to do the same physically. Any attacks made by you, including this one, against the marked target allow you to add to damage, as well as reducing any Defensive Action from the target by your Mind modifier.

During: As long as your target is only 5 feet behind full cover that you may feasibly reach, you only have disadvantage while attacking them. If they are behind half or 3/4ths cover, you are not at disadvantage.

Break: You fire two marking shots at separate targets. If these shots land, others may gain the marking benefits from this stance’s enter effect against them, until the targets use a Full Action to remove the arrow.

Main Features

Heightening

Level 1 Main

Defensive Action Short Rest

You gain Heightening in the following ways:

  • You gain an amount of Heightening equal to your Tier at the start of your turn
  • You gain 1 the first time you deal damage to a target in a round
  • You gain 1 when making a weapon crit
  • You gain 1 when succeeding on a Soul check

The initial ways you may spend Heightening are as follows:

  • Amplified Strike: By expending 1 Heightening, you may increase your weapon damage by 1 additional damage die. This may be used an amount of times equal to your Tier per round
  • Quickening: Your movement increases by 10, and your first Dodge this round is increased by 1
  • Rebuttle: When making a Defensive Action, you may increase it by 2

You may only spend an amount of Heightening, equal to your Body, each round.

The maximum amount of Heightening you may hold is equal to your Soul + your Tier.

When you take a Rest, your Heightening count is set to your Tier.

Empowered Aura

Level 1 Main

Aura

Once each round, when you take damage, you may reduce it by an amount equal to your Soul.

Bonded Equipment

Level 1 Main

Free Action Long Rest

You have quickly found that you are capable of expanding your power to other things, including your gear. At level 1, you may have your starting weapons and armor automatically bonded, but otherwise must spend three Long Rests to solidify a new bond. With a Free Action, you may summon or dismiss any items bonded this way to be immediately equipped or sent away in a flash of light.

You cannot bond with any objects weighing over 100 lbs, and may only bond with a number of items equal to your Bond skill.

Know Your Weapon

Level 2 Main

Short Rest

When you deal damage with a weapon attack, you may activate the crit effect regardless of the result. You may use this feature a number of times equal to 1 + your Tier per Short Rest.

One Step Further

Level 2 Main

Simple Action

At second level, you have found ways to push yourself further, cracking the limits that should bind you. With a Half Action and a Heightening, you may increase your Tier by 1, for the purposes of features that have a limit or a bonus related to Tier, until the end of your turn.

Additionally, once per turn, you may use a Simple Action to increase your next weapon damage by your Soul.

Ascendant Strike

Level 3 Main

Power Action Short Rest

The line of connection you hold to the well of power you draw upon has strengthened, and with a sudden influx of power, you are able to draw upon it more wholly. With 3 Heightening and a Power Action, you may make a weapon attack that acts as an Amplified Strike, and then places you into a state where the limit around Amplified Strike is per attack rather than per round. Your Heightening generation is increased by 1 per source.

These effects last until the end of your next turn, and this feature may only be used twice per Short Rest.

Optional Features

Skill Strengthening

Level 1+ Optional

You may expend a Heightening to double your Skill bonus for a single roll.

Brightened Aura

Level 1+ Optional

Aura

When using Empowered Aura, you may Increase the damage reduction by an amount equal to your Tier.

Deepened Resilience

Level 1+ Optional

Stamina

When making your first Resilience check in a day, you may spend 1 stamina and a Heightening to guarantee it.

Further Understanding

Level 2+ Optional

As long as you are using a Bonded Weapon, you gain an additional use to Know Your Weapon.

Reassuring Weight

Level 2+ Optional

Stamina

While you have Bonded Armor on, you gain 1 stamina.

Higher Infusion

Level 2+ Optional

You may spend a Heightening on a Bonded Weapon to have it begin to glow, and the edge extend. Until the end of the turn, your weapon attacks may reach 5 ft. further.

Ascendant Shell

Level 3+ Optional

Temporary

Upon using Ascendant Strike, you gain 3d4 temporary (round) health.

Blinding Clash

Level 3+ Optional

Defensive Action

When using Ascendant Strike, you release a bright flash of light, reducing the result of the first Defensive Action of all targets within 10 ft. of you by 2 before your next turn.

Sharpened Reflexes

Level 3+ Optional

Short Rest Stamina

As your Ascendant Strike deals damage, you gain 10 movement speed for the remainder of combat and gain 1 stamina. This point of stamina can only be gained once per Short Rest.

Higherkin

By Wills Decree

Higherkin - Tier 1

Defensive Action Short Rest

Once per Short Rest, when making an attack, you may choose to reduce your target’s Defensive Action by your Will.

Crashing Light

Higherkin - Tier 1

Aura

When you use Empowered Aura against a melee attack, you may forego the damage reduction to instead deal damage to the attacker equal to 1d8 Radiant damage.

Blinding Clash

Higherkin - Tier 1

Defensive Action

Once per combat, when you would use the Parry Defensive Action, you may spend a Heightening to cause a flash of light as the weapons make contact, imposing disadvantage on your opponents roll.

Press Further

Higherkin - Tier 1

Stamina

You may spend 2 stamina to increase every Amplified Strike for the turn to use an additional damage die.

Remnant

To Defend, to Protect

Remnant - Tier 1

At the end of your turn, you may spend a Heightening. Doing so allows you to take an amount of damage, up to your Soul, that would be dealt to an ally within 15 ft. of you until the start of your next turn.

Shared Vitality

Remnant - Tier 1

Aura

When you use Empowered Aura for damage reduction, you may share that reduction with another ally within 15 ft. of you, allowing them to negate the same amount of damage the next time they are attacked this combat.

You Must Pass Through Me

Remnant - Tier 1

The first time that a target that you dealt damage to with your Amplified Strike would deal damage to a creature other than you in the same round, their damage is reduced by a number equal to twice your Tier.

Well Equipped

Remnant - Tier 1

You gain proficiency with heavy armor.

Malidrion

Cursed Amplification

Malidrion - Tier 1

When you deal damage using the Amplified Strikes feature, you reduce their movement speed by 10 on their next turn. Additionally, on each instance of damage they take until your next turn that is not dealt by you, up to your Tier, you may add half your Soul stat to the damage.

Mire Aura

Malidrion - Tier 1

Aura

When you use your Empowered Aura feature, you may reduce the movement speed of your attacker by 10 until the end of their next turn.

Leveraged Attacks

Malidrion - Tier 1

Defensive Action

Targets that actively have their movement speed reduced have their first Defensive Action made against you reduced by half your Soul.

Malidric Glyph

Malidrion - Tier 1

You pour Heightening, up to your Body, into a faintly glowing glyph on the ground. This glyph encompasses a 5 ft. space, and the effect reaches out a further 5 ft. in all directions. All creatures within the area have their movement reduced by 5 per Heightening you spent, and at the end of your next turn, the glyph ignites with a greyed light, dealing an amount of d10 damage equal to the Heightening you spent.

Flame Reaver

Blazing Armaments

Flame Reaver - Tier 1

When using your Bonded Weapon, your first attack each turn sees white fire dance across the weapon, adding damage equal to your Presence.

Wake Flame Gear

Flame Reaver - Tier 1

While you have Bonded Armor on, golden fires burn across you the first time you take damage in a round. These flames have a gentle warmth that heal you by an amount equal to half your Presence.

Flaring Emotion

Flame Reaver - Tier 1

Your emotions, both your control and the intensity in which you feel them, burn brighter than they once did. By expending a Heightening, you may double your Presence for a single roll.

Summoned by Fire

Flame Reaver - Tier 1

You may spend a Heightening and throw any Bonded Weapon as an attack action, though it does not need to have a specific creature as a target, just a location. If the weapon does not have a throw distance, then it is 15 ft. for the sake of this feature. As it lands, there is a burst of reddened fire, and you may appear through it, quickly grabbing the fallen weapon, and making an attack action against a target within range.

Main Features

Attunement

Level 1 Main

Attunement Spell

You have a resource called Attunement, that you will gain over the course of combat as you draw closer to nature and the spirits around you.

Expending Attunement is what allows you to cast spells, many features also require it to activate.

You gain a number of Attunement, at the start of each of your turns, equal to your Tier.

In regards to casting spells, your first non damaging spell each round costs no Attunement, but damage focused and subsequent casts costs an amount of Attunement equal to the spells level + 1.

The maximum Attunement you can have at any time is equal to your Mind stat + your level. Upon a Rest, your Attunement count is set to your Tier.

Spellcasting

Level 1 Main

Attunement Spell Long Rest

You gain cantrips and level 1 spells immediately, and gain access to the next level of spells at the start of every Tier.

You may choose a single Signature Cantrip at level 1, and can alter them each time you level.

Spell save RT: 10 + your Tier + your Soul modifier.

You prepare Spirit Ward spells equal to your Soul + your level. Prepared spells can be changed on a Long Rest.

Natures Beckon

Level 1 Main

Attunement Aura Half Action

By expending a single point of Attunement you may activate one of the following effects as a Half Action. Additionally, the first time you activate this effect each round, it costs no Attunement.

Barrier of Thorns: You create a 15 ft. aura of twisting thorns that deal 1d6 piercing damage to all targets within range upon summoning it, and whenever they make their first move or action while within range. This effect lasts until the end of your next turn.

Earthly Roil: The ground beneath you twists and becomes difficult to move within for all creatures within 10 ft. of you, reducing their movement speed by 5 until your next turn.

Spiritual Wave: You force all target creatures within 20 ft. of you to make a Soul saving throw or be pushed directly away from, or pulled closer to, you by 5 ft.

Pulse of Enrage: You may Threaten all targets within 15 ft. of you. This may also be used against a singular target, within the same range, to reduce their roll by your Tier.

Spiritualize

Level 1 Main

Attunement Half Action

You ground yourself, taking a breath and connecting to the otherside that much further. Using a Half Action you may gain a single point of Attunement.

Depletion

Level 2 Main

Attunement Spell Half Action Rest

Your understanding of the ways of the spiritual world that encompasses your own have afforded you with a way to exhaust others' capacity to react. With a Half Action, and by expending a single Attunement, you may force a target creature you can see within 40 ft. of you to make a Soul saving throw against your Spell Save RT. On a failure they lose one stamina, and if they are out of stamina, you gain 1 stamina.

This feature may only be used once per Rest.

Embodiment

Level 3 Main

Attunement Spell Defensive Action Half Action

Starting at 3rd level, you have learned to open yourself to the spirits and allow them to enhance you.

By expending 5 Attunement, and choosing one of the greater spirits, you may Embody them. This provides you with the following effects until the end of your next turn:

  • You gain 1 temporary (round) stamina

  • All damage you take is reduced by 1

  • You gain additional effects depending on the greater spirit you choose to Embody.

Embodiment - The Winged Defiance

Level 3 Embodiment Option

Attunement Spell Defensive Action Half Action

The Winged Defiance

  • Once per Long Rest you may automatically succeed on a Dodge.

  • All Defensive Actions you make are taken at advantage.

  • You may use a Power Action to, for the turn, double your movement speed and you make a single weapon attack against every target you move within 5 ft. of.

Embodiment - The Horned One

Level 3 Embodiment Option

Attunement Spell Defensive Action Half Action

The Horned One

  • Once per Long Rest, when making the Block Defensive Action, you may choose to roll the maximum.

  • Once per Long Rest, you may automatically succeed on a Dodge.

  • All Defensive Actions you make are taken at advantage.

Embodiment - The Claws of Desire

Level 3 Embodiment Option

Attunement Spell Defensive Action Half Action

The Claws of Desire

  • Once per Long Rest, you may automatically succeed on a Parry.

  • Once per Long Rest, you may automatically succeed on a Dodge.

  • All Defensive Actions you make are taken at advantage.

Embodiment - The Breath of Eternities

Level 3 Embodiment Option

Attunement Spell Defensive Action Half Action

The Breath of Eternities

  • Gain a point of Attunement the first time you Embody this spirit per Rest.

  • Once per Long Rest, you may automatically succeed on a Dodge.

  • All Defensive Actions you make are taken at advantage.

Optional Features

Revitalizing Roots

Level 1+ Optional

Attunement Long Rest

By expending a point of Attunement, you may connect deeper with the nature around you, accepting the power of rejuvenation it offers you. You heal 1d4 when activating this effect, and on each of your turns that you do not move more than half of your movement.

This feature can only heal you a number of d4 equal to twice your Tier per Long Rest.

Spirits Aid

Level 1+ Optional

Aura Defensive Action Half Action Daily

You beckon forth the wisdom and aid of the spirits residing nearby to you and your allies. With a Half Action, you create an aura of 10 ft. that empowers all allies within it by giving all damage and Defensive Action rolls +1 to the result. This aura lasts until the end of your next turn and may be used a number of times per day equal to twice your Tier.

Natures Resolve

Level 1+ Optional

Attunement Aura Free Action

The strength of nature is a powerful force that empowers your resolve, and you can provide this to a great many. You may spend a single point of Attunement at the start of your turn to create an aura of 15 ft. that increases the defense of all targets within it by 1. This feature is activated as a Free Action and lasts until the start of your next turn.

Thorned Hide

Level 2+ Optional

Attunement

When you are dealt damage in melee, you may spend a single Attunement to deal damage back equal to your Tier. This effect lasts for all instances of melee damage you take until the end of your next turn.

Ethereal Beckon

Level 2+ Optional

Spell

When casting a spell that deals no damage, you may activate Nature’s Beckon without using Action Points.

Crackling Roots

Level 2+ Optional

Spell

If you have activated Nature’s Beckon at least once this round, you may activate it again to have twisting, rupturing, roots suddenly wrap around the feet and legs or any that were affected by any previous activation this round. Each target must make a Body saving throw against your spell save RT or take a number of d4 piercing damage equal to twice your Tier.

Adjustment

Level 3+ Optional

Attunement

Any rolls that would allow you to gain Attunement have their range to do so expanded by 1.

Emblazoned Power

Level 3+ Optional

Attunement Aura

You have learned to envelop only yourself in the auras you give to others, allowing you to be further strengthened by them. Whenever you activate an aura ability, you may spend an additional point of Attunement to have it affect only you, and double its effect.

Spiritual Thrum

Level 3+ Optional

Attunement Aura

You feel the rhythm of the auras and souls of those around you, tuning your own to one of them. When you activate an aura ability, and with the cost of an additional point of Attunement, you may target another creature within 30 ft. of you to also gain that same aura for as long as yours is active.

The Winged Defiance

Freedom of the Skies

The Winged Defiance - Level 1

Defensive Action Rest

To defy the shackles of the world is the first teaching of the Winged Defiance, and you have learned it well. You gain 10 movement speed and once per Rest, when an attack of opportunity is made against you, you may Parry it without consuming your Defensive Action.

What Can Hold the Winds

The Winged Defiance - Level 1

Attunement Defensive Action

Those who would try to hold you down will only find fight and fire. Once per round when you make a Defensive Action, you may add your Tier, and on a success you may gain one Attunement.

Enveloping Winds

The Winged Defiance - Level 3

Attunement

The winds surround you like a protective blanket in times of need, pushing back against restrive effects. If you would be under an effect that would slow you, you may spend a point of Attunement to make it only half as effective until the end of your next turn. Additionally, if you would make a check against an effect that would slow you, you may do so at advantage.

Wreathed in Resistance

The Winged Defiance - Level 3

Attunement Reaction Long Rest

Once per Long Rest and at the cost of your reaction and a point of Attunement, you may choose to automatically pass a saving throw.

The Horned One

Reach of the Earth

The Horned One - Level 1

Aura Temporary

All aura effects of yours may reach 5 ft. further, or if you have consumed the aura through an effect like the Emblazoned Power optional class feature, then you gain an amount of temporary hit points equal to half of your level upon doing so.

The Horns of Vitality

The Horned One - Level 1

Through the Horned One, life permeates powerfully, and you have learned to tap into that well of life. Whenever you take damage for the first time in a round, you may recover 1d6 health, and all allies within 30 ft. of you also recover that health.

Earthen Connection

The Horned One - Level 3

Rest

Your connections with others run deeper through your workings with the spiritual world, and you can use this to protect them. When an ally would take damage, if they are within 30 ft. of you then you may take half of this damage once per Rest.

Invigorating Pulse

The Horned One - Level 3

Half Action Long Rest

You pull forth a mere flash of the Horned One’s presence to rally those around you. All allies within a 30 ft. radius gain a bonus equal to your Tier to either their next instance of damage, their next saving throw, or a skill check made in the next minute. This feature requires a Half Action and may only be used twice per Long Rest.

The Claws of Desire

The Desire to Fight

The Claws of Desire - Level 1

Attunement Defensive Action

You can smell the intent of those around you, the adrenaline and desire to overcome you, but the senses provided to you grants you a powerful edge. All targets within melee range of you have their Defensive Action rolls reduced by 1. Additionally, when your unarmed melee attacks crit, you gain a point of Attunement.

Piercing Claws

The Claws of Desire - Level 1

Attunement

Your nails grow into claws on command, capable of rivaling the mundane weapons of man. By expending a point of Attunement, your melee weapon attacks become d6 damage die for the next minute. This increases to d8 when you reach level 5.

The Desire to Accomplish

The Claws of Desire - Level 3

Daily

Upon failing a saving throw, check, or contest, you may make a Will check against the same RT to overcome it and succeed anyway. This feature may only be used once per day.

Limbs of Blade and Claw

The Claws of Desire - Level 3

Attunement Half Action

Your limbs may become your weapons, closer to that of the Claws of Desire and allowing you to attack more swiftly. By expending a point of Attunement, your unarmed melee attacks may be Half Actions instead of Full Actions.

The Breath of Eternities

Endless Reach

The Breath of Eternities - Level 1

Spell

The teachings of the Breath encompass much of the magical world, and how the rules most are bound by can certainly be broken. When casting a spell with the range of touch, it’s range may instead reach out to 15 ft.

Essence of Magic

The Breath of Eternities - Level 1

Attunement Spell

The Eternities whispers to you of ways that your magics may be ever more effective, and you listen well. When casting spells, you may add your Soul modifier to the result. You may also roll a d6, and on a 6 you gain a point of Attunement.

To See Beyond

The Breath of Eternities - Level 3

Attunement Reaction Long Rest

The Eternities spans many things, and the movements of your allies and foes alike, are sometimes among those. At the cost of your reaction and a point of Attunement, you may impose disadvantage or advantage on a saving throw of a target creature within 30 ft. of you.

This feature may be used a number of times per Long Rest equal to your Tier.

Coursing Wave

The Breath of Eternities - Level 3

Attunement Spell

The waves of Eternities expand your way of thinking, and the capacity of your spells. All cone spells you cast, with the additional cost of one more point of Attunement, are now half arcs of the same distance.

Main Features

Mana

Level 1 Main

Mana Spell

You gain your class resource, Mana, each turn while in combat, at a rate equal to 1 + your Tier. Whenever you cast a spell, in combat, once per turn for Cantrips, you also gain Mana equal to your Tier. Spending Mana to cast spells requires an amount of Mana equal to twice the level of the spell you are casting.

Upon taking a Rest of any sort, your Mana is set to 1 + half your level.

You have a maximum Mana limit, only ever able to hold an amount up to your Mind + your level, at any given time.

Spellcasting

Level 1 Main

Mana Spell

You gain cantrips and level 1 spells at level 1, and gain access to the next level of spells every other level.

You may choose a single Signature Cantrip at level 1, and can alter them each time you level.

Spell save RT: 10 + your Tier + your Mind modifier.

You prepare Wizard spells equal to your Mind + your Tier + your level. Prepared spells can be changed on a Long Rest.

Catalyze

Level 1 Main

Mana Half Action

While you gain Mana fairly quickly, you can always exert some effort to draw even more to you. Once per turn, using a Half Action, you may gain an amount of Mana equal to your Tier.

Mana Barrier

Level 1 Main

Mana Simple Action Temporary

Once per turn, you may use a Simple Action to gain temporary (round) health, equal to your current Mana, up to half your Mind.

Aether Alignment

Level 2 Main

Mana Spell Defensive Action Temporary

Once per turn, when you cast a spell, you may gain a single point of Alignment based on the effects of the spell. These are explained below, and if a spell has effects that involve multiple Alignments, then you select one.

  • Life: Recovering health, providing temporary health, utilizing nature

  • Destruction: Dealing direct damage, destroying terrain

  • Motion: Increasing or decreasing movement speed, causing forced movement

  • Enfeeblement: Debuffing targets, causing conditions or effecting them in a negative manner that is not damage

Aether Alignment Effects

Level 2 Main

Mana Spell Defensive Action Temporary

Whenever you cast a spell, you may also expend a point of Aligned Aether as a point of Mana, or for the following effects based on the Alignment:

  • Life: Increase the healing of the spell by 1 additional die, or heal a target within 15 ft. of you by 1d4

  • Destruction: Increase the damage of the spell by 1 additional die, or deal 1d4 aetheric damage to a target within 15 ft. of you

  • Motion: Increase your own movement speed by 5 until your next turn, or increase the next Defensive Action you make by 2 until your next turn

  • Enfeeblement: Increase the amount of turns your spell's debuff effect lasts by 1, or decrease the movement of a target creature within 15 ft. of you by 5 until the end of their next turn.

You may use multiple points of Alignment on a single spell, and the effects do stack, but may only have an amount of any particular Alignment on you equal to your Tier. After combat, the Aligned Aether you were holding onto quickly fades.

Empowered Signature

Level 2 Main

Spell

Starting at 2nd level, and every time you would normally select options for your Signature Cantrip, you may select 1 additional option.

Scrolls and Shards

Level 2 Main

Spell Free Action Long Rest

You have learned to inscribe, embed, and store both Spells and Aligned Aether. Each Long Rest you take, you may create either a Spell Scroll of a level that is up to your current Tier, or an Alignment Shard that houses a single point of Aligned Aether of your choosing.

You may hold a number of Spell Scrolls equal to your Mind, and Alignment Shards equal to your Tier.

Spell Scrolls may be used in the same manner as your normal Spells, but they can be of a spell you do not actively have prepared. Once it has been used, the Scroll is expended.

Alignment Shards may be used as a Free Action to instantly gain a point of that Alignment, and are then considered spent.

Pure Aether

Level 3 Main

Mana Free Action

Stripping Aether of its Alignment is no easy task in concept, but your practice has made it simple in practice. As a Free Action, you may spend 2 Mana and convert one Aligned Aether of yours into Pure Aether. This may be used as any Alignment, and is necessary for the Imprinting process.

Imprinting

Level 3 Main

Spell

With the use of Aligned Aether, Pure Aether, and some ingenuity, you can take effects from one spell, and cast them alongside another.

The list below explains what types of effects you can enhance, or splice onto another spell, given the Alignment you expend. Imprinting costs 1 Pure Aether and 1 Aligned Aether, but there is no limit to how many times you can Imprint. Spell effects that require Concentration only last until the end of the target's next turn.

  • Life: You may Imprint entire healing effects, or increase the size of the die on a healing spell a single time (capping at d12)

  • Destruction: You may alter the damage type of the spell, increase the size of the damage die on a spell a single time (capping at d12), or copy over the damage pattern (line, cone, radius). You cannot alter the damage pattern of a touch spell.

  • Motion: Forced movement effects, and effects that provide additional movement

  • Enfeeblement: Any effect that applies a targeted debuff

Optional Features

Focus of Study

Level 1+ Optional

Focus Long Rest

Upon taking a Long Rest, you may select one of the main Stats as your Focus of Study, and select one of the Skills attributed to that Stat to gain a bonus equal to your Tier. This lasts until your next Long Rest. You may change the Skill that gains this bonus to another Skill in the same category when taking a Short Rest.

Boon of Knowledge

Level 1+ Optional

Your studies, be it through disciplined reading and more conventional means, or by taking to the field and learning far more practically, has provided you with quite the noticeable reward. You may mark a level up option on your sheet.

This feature may be taken a single time per Tier.

Quickened Process

Level 2+ Optional

Simple Action

You may Catalyze as a Simple Action.

Efficiency

Level 2+ Optional

Spell Long Rest

When taking a Long Rest, you may make a Spell Scroll and an Alignment Shard.

Empowered Barrier

Level 3+ Optional

Mana Temporary

Your Mana Barrier provides +1 temporary health.

Enhanced Scrollwork

Level 3+ Optional

Spell

When making a Spell Scroll, you may place an Imprint upon it. To cast it, you still need the required amount of Aligned Aether.

Edge Weaver

Summoned Weapon

Edge Weaver - Level 1

Mana Full Action

You manifest a weapon of your choice through your Mana, and attack in a wide arc in front of you. As a Full Action, and with a single Mana, you may slash in a Simple Arc as a melee weapon attack in front of you, dealing 1d10 + your Mind in Kinetic damage.

Woven Strike

Edge Weaver - Level 1

Spell Defensive Action

Once each round, when making a Defensive Action, you may cast a cantrip, or make a melee weapon attack.

Embedded

Edge Weaver - Level 3

the Summoned Weapon feature

When using Summoned Weapon, you may Imprint onto the attack.

Blink Dance

Edge Weaver - Level 3

at least one 1st level Distorter feature Short Rest

When you make a melee attack, you may teleport up to 10 ft. away. This feature may only be used twice per Short Rest.

Distorter

Optical Distortion

Distorter - Level 1

Mana Defensive Action Short Rest

Once per round, when you may gain advantage on the Dodge Defensive Action, as the attack made against you targets an illusion of you that’s a few inches off. This costs 1 Mana, and may be made an amount of times per Short Rest equal to your Deception skill.

Analysis

Distorter - Level 1

Mana Simple Action Reaction Daily

You watch your foe, utilizing the Aether to garner deeper information about them. With a Reaction or a Simple Action, you may spend 1 Mana and gain one of the following pieces of information on a target.

  • Max health

  • Current health

  • Max Stamina

  • Current Stamina

  • Difficulty

  • Any singular Stat

This feature may only be used a number of times per day equal to your Mind.

Mirage

Distorter - Level 3

the Optical Distortion feature Spell

By expending a use of Optical Distortion, you may send an illusion of yourself out to a space within 30 ft. of you. This illusion copies your motions, but cannot actually move, and if targeted by an attack, immediately dissipates. You can, however, cast your Signature Cantrip through it.

Disruption Burst

Distorter - Level 3

at least one Destabilizer feature Mana Defensive Action

When you successfully make a Defensive Action, you may expend an amount of Mana up to your Mind stat, and quickly move back 5 ft., leaving behind a hazy version of yourself that suddenly explodes, dealing 1d6 for each Mana spent.

Destabilizer

Mana Blast

Destabilizer - Level 1

Mana

The volatility of Mana is something you have learned to utilize quite well. You may make an unarmed melee attack action, spending Mana, up to your Mind + your Tier, and ignite the power of it on contact, dealing an amount of d6 damage equal to the Mana spent.

Arcane Parry

Destabilizer - Level 1

Spell Defensive Action

When you take the Parry Defensive Action, you may do so using a touch or melee attack spell.

Destruction Amplifier

Destabilizer - Level 3

Mana Defensive Action Short Rest

The raw power of Aetherized Destruction is something you have come to understand and utilize with great results. When using Mana Blast, you may also expend a single Destruction Aligned Aether to increase the damage die to a d8. When using Arcane Parry, expending a Destruction Aligned Aether, you may do so at advantage.

This feature may be used once per Short Rest.

Interruption

Destabilizer - Level 3

at least one Aegis Shifter feature Mana Spell Reaction

You may use a Reaction, 2 Mana, and 1 stamina, upon an enemy casting a spell in order to attempt to disrupt their cast. You make a contest roll, both adding your Mind, and if you succeed, the cast is made at disadvantage.

This feature may be used once per Short Rest.

Aegis Shifter

Ever Ready

Aegis Shifter - Level 1

Reaction

You gain 1 additional Reaction per round.

Shield Intensification

Aegis Shifter - Level 1

Mana Short Rest Temporary

Twice per Short Rest, when you activate your Mana Barrier, you may gain temporary health up to twice the normal maximum.

Quickened Reactions

Aegis Shifter - Level 3

the Ever Ready feature Half Action Reaction

You may use a Reaction to use a Half Action at any time.

Activatable Defense

Aegis Shifter - Level 3

at least one Enchanter feature Aura Defensive Action Free Action

Once per Long Rest, you may imbue a trinket with defensive magics, allowing it to be activated by anyone holding it as a Reaction or Free Action. Doing so creates an aura around the user, which reaches out to 10 ft. around them, and lasts until the end of their next turn. While inside this aura, allied creatures have their Saving Throws and Defensive Actions increased by half your Mind.

Enchanter

Aether Infusion

Enchanter - Level 1

Long Rest

You have become adept at infusing objects with Aether to produce small, but helpful, effects. Over the course of a Short or Long Rest, you may create one of the following:

An object that, when touched by someone, produces a warning. This can be aloud, to the one who touched it, or just to you as long as you are within 150 ft. of it

Writing that can only be read with a passphrase

An object that, when floating in water, points towards a particular location you have been before

Spell Inlay

Enchanter - Level 1

Mana Spell

By spending an additional Mana, and one extra Action Point, you may cast a spell on an object with conditions for it to be activated.

Arcane Workings

Enchanter - Level 3

the Aether Infusion feature Mana Defensive Action Temporary

When using Aether Infusion, you may end the Rest with 2 less Mana than usual to place one of the following effects upon an object or weapon until your next Rest:

  • The wielder adds +1 to all combat rolls that include the weapon

  • The wielder adds +1 to all Defensive Actions

  • The wielder gains 1 temporary (Rest) Stamina

Mana Fold Strike

Enchanter - Level 3

at least one Edge Weaver feature Mana

When making a weapon attack, you may add an additional damage die for 2 Mana.