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Weirdo Whoever Plays D&D: The Scion

This document of Weirdo Whoever Plays D&D introduces homebrew materials, specifically a not-exactly-brand-new class named the Scion.

One of the most ambitious project I had when I first started homebrew in D&D Wiki was making an entire class from scratch. I did like three or four subclasses back then, and once I became confident with my homebrewing skill, I made a go at making a class of my own. I thought it will be easy. But hoo boy, I was wrong. So wrong. I did like three reworks by now and it is still incomplete. You can see the ragged remain of what was once an ambitious work here, if you are interested and/or have a thing for mocking my old shame. (Just kidding, I have a thing for mocking my own old shame.)

That was about a year ago, and now I face my old nemesis again, hopefully with more tricks up my sleeves. So here is my challenge in creating a new, functional class: the Scion.

Feedbacks and Suggestions

This document presents homebrew materials by Weirdo Whoever. These game mechanics are in draft form, usable in your campaign but not refined by design iterations or full game development. If you have any comments or suggestions concerning the materials, please contact Weirdo Whoever (weirdowhoever@gmail.com).

On Creating the Scion

Before I introduce the class itself, I would like to waste some spare parts of the first page by illustrating and explaining how the scion class came into being, and what trials and errors I went through. (I just watched The Princess Bride before I went through this, so I would express my apology for being so helplessly theatric and over-the-top.)

I was a big fan of the warlock class (if my previous WWPD&D articles do not show enough) and the scion was at first the extension of expressing my love to the warlock class.

The first attempt to "make" a new class was to change the settings of the warlock class: Namely, shifting the Pact Boon feature to the subclass. That required me to come up with something that would make the class more thematic, which led to the idea of how the particular adventurer does not grow stronger, but how the items do.

At first, the legacies of the scion was little more than a series of unique magic items for the class. It was somewhere around the second draft where it became the revolving theme of the class, and therefore, the defining trait of the scion from other "arcane" spellcasting classes (a concept that is gone in gameplay mechanics in 5th edition).

The spellcasting system was what took me so long: In attempt to make something unique I stumbled upon many trials and even more errors. At first the class used the special resource named mana, much like monks' ki, and you created spell slots from mana in order to cast spells. I lingered on that a bit while before adapting (again) warlock's spellcasting system, making it half-level, and finally getting rid of mana.

Inspirations, Homages, and Rip-Offs

I make many references when I make homebrew stuffs, and the scion class is no exception. I am taking leavs out of many flims, books, video games, and even Japanese anime and manga (I am not called Weeaboo Whoever for nothing.) to create stuffs for the class. To name a few:

  • H. P. Lovecraft and many of his works for the general concept. The Alhazred Equation and the Unfathomable Idol are also dedictated to his works.

  • Fate series, notably Fate/stay night and Fate/Zero, especially Gilgamesh for the inspiration of the Esoteric Armory feature. Yes, you are not mistaken, it is Gate of Babylon.

  • Flash Gordon for the Ming Ring. I only watched some parts of it yet, not the whole thing, but from what I have watched I guess I understand why John and Ted went crazy when Sam J. Jones showed up in the party.

  • The Mummy for the Talisman of Hamunaptra. It is one of my favorite film and I consider it as the pinnacle of the 90s horror/action flick. I am totally waiting for the third film and the remake. (Because there are only three Mummy films so far, and one of them was back in 1932.)

  • Strange Case of Dr. Jekyll and Mr. Hyde for the Diodati Formula. Oh, and while I'm at it, I must also thank Lord Byron, Percy Bysshe Shelly, Mary Godwin, Johnson William Polidori, Claire Clairmont, and that stormy nights between June 10 to November 1, 1816.

Scion

Clad in a suit of armor, an elf absent-mindedly walks into a group of bandits. The elf does not even wince at the bandit chief brandishing a pair of scimitars, demanding his money or his life. He makes a half-hearted gesture with his hand, and six spears materialize in thin air behind her and lunges themselves into the bandits' heart. Glaring at the dying outlaws with contempt, the elf walks away...

A tiefling sits in a throne, with her legs crossed and her head tilted. A messenger in front of her is reading a letter from her competitor, mentioning a thing or two of her recent misbehavior in the high society and demanding her apology. The messenger makes a small gulp as he sees the shade of ennui from the tiefling's face and the shadow that lurks behind her throne. He knows that all it takes is her nod for that shadow pounces from behind her, tearing him down, limb by limb...

A human glances over a set of alchemical contraptions, now concocting a peculiar formula that glows in a variety of color. He searches through a thick, battered book, and reads a column from a page, written in seven different handwritings. He glances at the boiling formula, scratches out the last sentence, and adds his version of the new discovery. He knows that decades letter, his sons and daughters will read this book, and one day his writing will be removed as well...

Some acquire their power through immense amount of trainings, and some acquire by delving into the knowledge and secrets of the unknown worlds. For scions, the power is a part of their birthright, inherited from their parents, and their parents, eventually escalating to the ancestor who made a supernatural family tradition.

Creating a Scion

The most important question you must ask yourself when creating a scion is your family. A scion is defined by his or her family, and the inheritance from the family. What is your family like? What is the relationship between your family and you? Do you intend to keep your lineage, or do you want to rebel against your stuck-up parents, and to an extent, an ancestor whose name you do not even know, yet managed to toss away their burden to their descendants?

In many cases, it is easy for a scion to hail from a noble family, whose tradition may or may not include horseback riding, poetry, archery, alchemy, inbreeding, and mass sacrifice to Uifghx, also vaguely known as the Lord of Randomly Placed Typeprints. However, not all scions are born with silver spoons; your family could be a moderate caravan who once befriended a genie, a farmer who has a funny-looking sculpture hidden in the basement, or even a professional wanderer through many realms and multiverse known to mortals.

 

As an optional way to add more flavor to your character, you can pick from or roll on the following table associated with the scion's family and inheritance.

d8 Family and Inheritance
1 You are the rightful successor of your family. You inherited your legacy as a part of your birthright.
2 You are tasked to represent your family, either in a quest for glory, or a politically important issue. Your legacy proves that your words are your family's words.
3 Your family has fallen before you can properly claim your birthright. Your legacy is all that is left that represents your family's past glory.
4 You were not supposed to succeed your legacy, but the legacy chose you, against the will of other members of your family (and perhaps yourself).
5 You rebelled and abandoned your family. When you leave the family, you took the legacy with you.
6 You have failed your family, and in return, you must pay for your misbehavior. The family has given you the legacy as a tool for your quest for redemption.
7 You were reluctant to continue your family's deeds, but you were chosen as a successor against your will. Wherever you flee, your legacy finds you eventually.
8 You were unaware of your family's inheritance and anything related to it. You inherited your legacy only recently, much to your surprise.

Quick Build

You can make a scion quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the noble background.

Class Features

As a scion, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per scion level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per scion level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: One artisan's tool or musical instrument of your choice
Table: The Scion
Level Proficiency
Bonus
Features Legacies Spells
Known
Spell
Slots
Slot
Level
1st +2 Esoteric Heritage, Legacy of the Weird 2
2nd +2 Legacy Magic 2 2 1 1st
3rd +2 Esoteric Heritage feature 3 3 2 1st
4th +2 Ability Score Improvement 3 3 2 1st
5th +3 3 4 2 2nd
6th +3 Esoteric Heritage feature 3 4 2 2nd
7th +3 4 5 2 2nd
8th +3 Ability Score Improvement 4 5 2 2nd
9th +4 4 6 2 3rd
10th +4 Bequeathed Legacy 4 6 2 3rd
11th +4 5 7 2 3rd
12th +4 Ability Score Improvement 5 7 2 3rd
13th +5 5 8 2 4th
14th +5 Esoteric Heritage feature 5 8 2 4th
15th +5 Transcendent Descendant 6 9 2 4th
16th +5 Ability Score Improvement 6 9 2 4th
17th +6 6 10 2 5th
18th +6 Esoteric Heritage feature 6 10 2 5th
19th +6 Ability Score Improvement 6 11 2 5th
20th +6 Heir to the Weird 6 11 2 5th

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Animal Handling, Arcana, History, Insight, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a dagger or (b) a light crossbow and 20 bolts
  • (a) a diplomat's pack or (b) a scholar's pack
  • A tool you are proficient in
  • A purse containing 10 gp

Esoteric Heritage

At 1st level, choose one of the three heritages as your birthright: the Heritage of Mastery, Heritage of Might, or Heritage of Mysteries. Your choice grants you features at 1st level, and again at 3rd, 6th, 14th, and 18th level.

 

Legacy of the Weird

As a scion, your birthright includes a portion of the legacy from your ancestors, which you inherently knows its usage and utilize for your adventures.

At 1st level, you have three legacies: one from your Esoteric Heritage and two of your choice from the list at the end of the class description. When you gain certain scion levels, you gain additional legacies of your choice, as shown in the Legacies column of the Scion table.

As normal, your legacies rest in a pocket dimension shared by your heritage, where they await your summons. As a bonus action, you can summon one of your legacies from the pocket dimension and into your hands, or in an unoccupied space within 5 feet of you.

Additionally, as a bonus action, you can dismiss one of your legacies into the pocket dimension. You can also summon another legacy in your pocket dimension as a part of the same bonus action.

Each legacy has a list of special properties that you can use in your adventures. Some of these features may require your target to make a saving throw to avoid or resist its effects. The save DC for this saving throw is calculated as follows:

Legacy save DC = 8 + your proficiency bonus + your Charisma modifier

Legacy Magic

Starting at 2nd level, your peculiar background grants you ability to cast spells.

Spell Slots. The Scion table shows how many spell slots you have and what level of those slots is; all of your spell slots are the same level.

To cast one of your scion spell of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short rest or long rest.

Spells Known of 1st Level and Higher. At 2nd level, you know two 1st-level spells of your choice from the scion spell list, which is described at the end of the class description.

The Spells Known column of the Scion table shows when you learn more scion spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what is shown in the table's Slot Level column for your level.

Additionally, when you gain a level in this class, you can choose one of the scion spells you know and replace it with another spell from the scion spell list, which also must be of a level no higher than what is shown in the table's Slot Level column for your level.

Spellcasting Ability. Charisma is your spellcasting ability for your scion spells. You use your Charisma modifier whenever a scion spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a scion spell you cast and when making an attack roll with one.


  • Spell save DC = 8 + your proficiency bonus + your Charisma modifier
  • Spell attack modifier = your proficiency bonus + your Charisma modifier

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature.

Bequeathed Legacy

When you reach 10th level, you can fuel your legacy with your innate magical energy. When you use a feature of your legacy that requires you to expend a scion spell slot, or when you cast a spell granted by your legacy, you can do so without expending a spell slot, as if you have expended a 1st-level spell slot.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

 

Transcendent Descendant

By 15th level, your extraordinary heritage grants you peculiar level of longevity and vitality. For every 10 years that pass, you ages only 1 year. Additionally, you cannot be aged magically, your hit point maximum cannot be decreased, and you need only half as much food and water to survive.

Heir to the Weird

At 20th level, you fully embrace your legacy as a part of yourself, and become the true and complete heir of your heritage.

When you finish a short rest or long rest, you can choose to gain two 5th-level spell slot. You can only use these spell slots to cast one of the spells granted by your legacy, or use the effect of your legacy.

You lose all spell slots gained this way when you start a shot rest or long rest. Once you use this feature, you cannot do so again until you finish a long rest.

Esoteric Heritages

The scion's power comes from their ancestors, and their heritages and legacies. The scion's heritage represents the deeds and misdeeds done and undone by their predecessor, now bequeathed upon th scion, regardless of their desire.

Heritage of Mastery

The Heritage of Mastery represents the ancestors' quest to befriend or subjugate otherworldly entities. For a want of comfort, satisfaction, pure joy, or even some unspeakable, skewed desires, the ancestors have enthralled supernatural creatures under the family's name, handing them down in generation as their servants, and now the thrall is at the scion's mercy.

Esoteric Thrall

When you choose this heritage at 1st level, you gain the Esoteric Thrall legacy.

The Esoteric Thrall is a supernatural entity that takes an animal form and has served your ancestors and their descendants, and now serves you.

The thrall normally takes shape of one of the following creature: boar, constrictor snake, giant bat, giant owl, giant rat, mastiff, panther, poisonous snake, riding horse, wolf.

You can choose your thrall's shape from the list above, or your DM might choose a creature of which your thrall takes shape of, based on your background and your family's history. In general, your DM can assign a creature with a challenge rating no higher than 1/4 as your thrall, but there are exceptions.

The thrall uses the chosen creature's game statistics, except for the following modifications:

  • It loses its Multiattack action, if it has one.
  • It is an aberration, elemental, fey, fiend, or monstrosity (your choice) instead of its original creature type.
  • It understands any languages you speak, but it cannot speak on its own.
Notes on Companions

The Unearthed Arcana article "The Ranger, Revised" had some sidebars for applying some rules on your animal companions. The following rules are applied to the Effigy Master subclass:

Keeping Track of Proficiency. When you gain your companion at 2nd level, its proficiency bonus matches yours at +2. As you gain levels and increase your proficiency bonus, remember that your companion’s proficiency bonus improves as well, and is applied to the following areas: Armor Class, skills, saving throws, attack bonus, and damage rolls.

Expanding Companion Options. Depending on the nature of your campaign, the DM might choose to expand the options for your companion. As a rule of thumb, a beast can serve as a companion if it is Medium or smaller, has 15 or fewer hit points, and cannot deal more than 8 damage with a single attack. In general, that applies to creatures with a challenge rating of 1/4 or less, but there are exceptions.

  • It uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, it also adds its proficiency bonus to its Armor Class and to its damage rolls.

Your thrall obeys your commands as best it can. It rolls for initiatives like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, the thrall acts on its own.

When the thrall drops to 0 hit points, it dissipates, leaving behind no physical form. To summon your thrall that has dropped to 0 hit points, instead of using a bonus action, you must perform an 8-hour ritual, which can be performed during a long rest. The ritual costs 25 gp worth of rare herbs and incenses.

For each scion level you gain after 1st, your thrall gains an additional Hit Die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement feature, your thrall's abilities also increases. Your thrall can increase one ability score of your choice by 2, or two ability scores of your choice by 1. As normal, the thrall cannot increase an ability score above 20 this way, unless its description specifies otherwise.

Your thrall shares your alignment and ideal, and its bond is always, "I am a servant to my master, and shall act as a servant would do... For now."

Empowered Thrall

Your thrall is no ordinary creature; it has a number of supernatural abilities granted by its extraordinary origin.

At 3rd level, your thrall gains two option of your choice from the list below. Your thrall gains another option of your choice when you reach 6th level and again at 14th and 18th level.

Aggressive Thrall. Once on each of your thrall's turn when it hits a creature with an attack, it can add one additional damage die to the damage roll. Additionally, when you take the Attack action on your turn, you can forgo one of your own attack to allow your thrall to make one melee attack on its own with its reaction if it is within 10 feet of you.

Empathic Thrall. While your thrall is within 100 feet of you, you can communicate with it telepathically. Additionally, you can use an action to see through your thrall's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. During this time, you are blinded and deafened with regard to your own senses.

Fortified Thrall. When your thrall rolls for initiative, it gains temporary hit points equal to twice your scion level. You also gain this benefit while you are within 10 feet of your thrall and both you and your thrall are not unconscious.

Protective Thrall. When you are hit by an attack while you are within 10 feet of your thrall and your thrall is not unconscious, you can use a reaction to halve the damage you take. Additionally, when a creature within 5 feet of your thrall hits you with an attack, your thrall can use its reaction to make one melee attack against the attacker.

Quick Thrall. Your thrall gains advantage in initiative rolls, and its walking speed is increased by 10 feet. You also gain this benefit while you are within 10 feet of your thrall and both you and your thrall are not unconscious.

Resonant Thrall. When you cast a scion spell that targets only you, you can also target your thrall with it if your thrall is within 10 feet of you. Additionally, when you cast a scion spell with range of touch, your thrall can use its reaction to deliver the spell as if it had cast the spell if it is within 100 feet of you. If the spell requires an attack roll, you use your attack modifier for the roll.

Resilient Thrall. When your thrall is subjected to an effect that allows it to make a saving throw to take half damage, it instead takes no damage on a successful save. You also gain this benefit while you are within 10 feet of your thrall and both you and your thrall are not unconscious.

Supportive Thrall. When you finish a short rest or long rest, choose two skills or tools that you are proficient in. While you are within 10 feet of your thrall and both you and your thrall are not unconscious, your proficiency bonus is doubled for any ability check that uses the chosen skills or tools.

Teleporting Thrall. When your thrall is within 100 feet of you, you can use a bonus action to cause your thrall to teleport into an unoccupied space you can see within 10 feet of you as a reaction. Additionally, when your thrall is within 100 feet of you, it can use a bonus action to teleport in an unoccupied space of your choice within 10 feet of you.

Vigilant Thrall. Your thrall gains a +5 bonus to passive Intelligence (Investigation) and Wisdom (Perception) scores. You also gain this benefit while you are within 10 feet of your thrall and both you and your thrall are not unconscious.

Combat Thrall

By 6th level, your thrall's attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Energetic Thrall

When you reach 14th level, your thrall gains immunity to poison damage, becomes immune to disease and poison, and its hit point maximum cannot be decreased.

Esoteric Valet

At 18th level, your thrall becomes an embodiment of your birthright. Your thrall's ability scores each increase by 2, and its maximum for all ability scores becomes 22.

Additionally, as long as you are within 10 feet from your thrall and both you and your thrall is not unconscious, you gain a +1 bonus to your Armor Class and all ability checks, attack rolls, damage rolls, and saving throws.

Heritage of Might

The Heritage of Might represents the family's record of war and bloodshed, and the trinkets it has acquired through methods that involves a number of violent acts. The family boasts a vast collection of tools of war, either tailored for the family's requests, bestowed by the powers that be, or taken by force from the opponents; regardless of their source and method of acquisition, the arsenal represents the scion's heritage like a coat of arms.

Legacy of Might

When you choose this heritage at 1st level, and again whenever you gain a scion level after 1st, your hit point maximum is increased by 1.

Esoteric Armory

Also starting at 1st level, you gain the Esoteric Armory legacy.

The Esoteric Armory is a collective term for a list of weapons and armors that are stored in the pocket dimension for your legacies.

As an action, you can summon one weapon or armor of your choice from the pocket dimension. The summoned item appears in your empty hand if it is a weapon or a shield, or wears itself on you if it is an armor. You are proficient in all weapons and armors you summon with this legacy.

Any item you summoned with the Esoteric Armory returns to the pocket dimension if it is more than 5 feet away from you for 1 minute or more or if you die. You can dismiss one or more items without using an action.

Throughout the adventure, you can add up to three magic weapons, shields, or armors into the Esoteric Armory. You perform a special ritual while you hold the item. The ritual takes 1 hour, which you can be done during a short rest or long rest. You can then dismiss the item into the pocket dimension, and retrieve it at will. You cannot add an artifact or a sentient item in this way. The item added this way ceases to be a part of your Esoteric Armory if you die or if you perform the 1-hour ritual to break the bond. When the bond breaks, the item appears at your hand if it was in the pocket dimension.

 

Weaponized Arsenal

Starting at 3rd level, when you take the Attack action on your turn, you can make a special ranged weapon attack by summoning a melee weapon that does not have the heavy or two-handed properties from the Esoteric Armory and magically throwing it against one target you can see within the normal range of 30 feet and long range of 90 feet. The weapon is considered to have the thrown property for this attack, if it does not have one already.

You use your Charisma, instead of Strength or Dexterity, for the attack and damage roll for this attack. After the attack, the weapon returns to the pocket dimension, regardless of whether it hits or misses the target.

Warrior of the Legacy

By 6th level, You can make two weapon attacks with any weapon summoned with the Esoteric Arsenal, instead of once, whenever you take the Attack action on your turn.

Additionally, all nonmagical weapons from your Esoteric Armory count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Protective Arsenal

When you reach 14th level, when you first don an armor you summoned from the Esoteric Arsenal, you can choose one of the following benefits:

  • You gain temporary hit points equal to twice your scion level. You lose all temporary hit points gained this way when you take off the armor.
  • Choose one of the following damage types: bludgeoning, piercing, slashing. Until you take off the armor, you gain resistance to the chosen damage type.

Champion of the Legacy

At 18th level, you can summon up to two weapons or armors of your choice from your Esoteric Arsenal as a bonus action.

Additionally, the range of your Weaponized Arsenal attack increases to normal range of 60 feet and long range of 180 feet, and targeting a creature within 5 feet of you does not impose disadvantage to the ranged attack roll you make with your Weaponize Arsenal.

Finally, bludgeoning, piercing, or slashing damage dealt with any of the weapons summoned from your Esoteric Arsenal ignores the target's resistance to bludgeoning, piercing, or slashing damage.

Heritage of Mysteries

The Heritage of Mysteries represents the family's pursuit for magical knowledge. Throughout the generation, members of the family has conducted various magical experiments, with many successes and failures. The scion inherits what the family has learned in such researches, but in most cases it is far from finished; just like the predecessors before them, the scion will scribe yet another page of the endless pursuit for the arcane mystery.

Codex Obscura

When you choose this heritage at 1st level, you gain the Codex Obscura legacy.

The Codex Obscura or Codex is a spellbook with cryptic and deviant formula of magic scribed on throughout the generation.

When you first acquire the Codex, choose two cantrips of your choice from the wizard spell list. While the Codex is on your person, you can cast these cantrips at will. The cantrips count as scion cantrip for you.

Additionally, when you first gain the Codex, choose three 1st-level spells that have the ritual tag from the wizard spell list. The chosen spells are added to the Codex and do not count against the number of spells you know.

While the Codex is on your person, you can cast any of the spells in your Codex as rituals. You cannot cast these spells except as rituals, unless you have learned them by other means. You can also cast a scion spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other wizard spells with the ritual tag to your Codex. When you find such a spell, you can add it to the book if the spell's level is equal to or less than your scion level divided by four (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare ink needed to inscribe it.

Codex Arcanum

By 6th level, your Codex reveals a set of peculiar formula with which you can perform more complicated spellcraft.

Choose two schools of magic of your choice, and choose two 1st-level spells from the wizard spell list, each of which must be either of the schools of magic you chose. The chosen spells are added to the Codex and do not count against the number of scion spells you know.

Your Codex provides one 1st-level spell slot. While the Codex is on your person, you can expend this spell slot to cast one of spells in the Codex, cast one of the spells granted by your legacy, or use one of the features of your legacy. You regain the expended spell slot when you finish a long rest with the Codex on your person.

At higher levels, your Codex provides additional spell slots, each of a different level: one 1st-level spell slot at 5th level, one 2nd-level spell slot at 9th and 13th level, and one 3rd-level spell slot at 17th level. You regain all expended spell slots when you finish a long rest with the Codex on your person.

Additionally, you can add a wizard spell that does not have the ritual tag you find to your Codex, if the spell is of either of the school of magic of your choice. The spell must meet other prerequisites, and you must transcribe the spell into your Codex as normal.

Codex Mirabilis

By 14th level, you can use your Codex to cast minor spells with little effort.

Choose two 1st-level spells from your Codex. While the Codex is on your person, you can cast the each of the chosen spells once at its lowest level, without expending a spell slot. Once you cast a spell this way, you must finish a long rest before you can do so again. If you want to cast the spell at higher level, you must expend a spell slot as normal.

By spending 1 hour in study, you can exchange either of the the chosen spells for another 1st-level spell from your Codex.

Codex Gigas

When you reach 18th level, your Codex reveals some of the most powerful spells.

Choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. Each spell must be of a school of magic you chose for your Codex. The chosen spells are added to the Codex.

While the Codex is on your person, you can cast each spells once at the lowest level, without expending a spell slot. Once you cast a spell this way, you cannot cast it again until you finish a long rest.


Legacies of the Weird

The legacies are presented in alphabetical order.

The Alhazred Equation

A parchment with curious words scribed on it. The parchment is made out of skin of a humanoid creature, and the words are written in blackened blood. The writings squirm on the surface, constantly changing its contents.

When you first acquire the Alhazred Equation, choose three languages of your choice. While the Alhazred Equation is on your person, you can read, speak, and understand the chosen languages.

Additionally, when you first acquire the Alhazred Equation, choose two Metamagic options that has the sorcery point cost of 1 from the sorcerer class. While the Alhazred Equation is on your person, you can apply either of the chosen Metamagic option to any scion spells you cast.

Finally, while the Alhazred Equation is on your person, you can cast either of the following spells by expending a scion spell slot: color spray, sleep.

Bestial Patchwork

A clothes made out of numerous hides and skins from equally numerous species of beasts and monstrosities. Although the appearance is more of a rag than a proper attire, it is surprisingly comfortable and well-tamed, despite the absence of caretakers for centuries.

You are proficient with the Bestial Patchwork, which is a magical hide armor. While you are wearing the Bestial Patchwork, you add half your proficiency bonus to your Armor Class.

The Bestial Patchwork includes a pair of gloves that resembles the beast's claw, which actually functions when you wear it. Your unarmed strikes deal 1d6 slashing damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, while you are wearing the Bestial Patchwork, you are always under the effect of the speak with animals spell, and you can cast animal friendship as a 1st-level spell at will without expending a spell slot.

Crystal Skull

A skull of a humanoid creature of unknown race or origin. The oddity of the skull is that it is made entirely out of white, crystalline substances, which glistens in myriad spectrum when exposed to the light.

You can use the Crystal Skull as a spellcasting focus for your scion spells.

As a bonus action, you can cause the Crystal Skull to let out a ray of light from its eyes, shining bright light out to a 20-foot cone and dim light out to 20 feet beyond that. The light lasts for 1 minute or until the skull is more than 5 feet away from you. You can dismiss the light as a bonus action.

As an action, you can expend one scion spell slot to cause the Crystal Skull to let out a blinding flash from its eyes, to a 30-foot cone centered on you. Each creature within the cone must make a Constitution saving throw. On a failed save, a creature takes radiant damage equal to 1d6 plus 1d6 per spell slot level (maximum of 6d6) and becomes blinded for 1 minute. On a successful save, the creature takes half as much damage and is not blinded.

The Diodati Formula

A glass vial with peculiar writings scribed on the surface. The vial is surprisingly durable, and the writing cannot be erased by any means. The writing is normally illegible, but a creature that has the Intelligence score of 4 or higher can understand that it is a sign of warning.

You can perform a 1-hour ritual with the Diodati Formula, by containing water with the vial. The ritual can be performed over the course of a short rest or long rest. After the ritual, the water in the vial is transformed into potion. The potion loses its magical properties after 1 hour or when it is spilled out of the vial except by drinking.

A humanoid creature can use a bonus action to drink the potion from the Diodati Formula. When ingested, the creature enters a magical trance that lasts for 1 minute or until it is incapacitated. While in the trance, the creature gains the following benefits:

  • It gains temporary hit points equal to your scion level plus your Charisma modifier (minimum of 1). It loses all temporary hit points gained this way when the trance ends.
  • It gains advantage in Strength checks and saving throws.
  • It ignores the penalty from exhaustion, although it still dies at six levels of exhaustion.
  • When it hits a creature with a melee weapon attack on its turn, it can use a bonus action to move up to its walking speed toward another hostile creature it can see and make one melee weapon attack against it.

When the trance ends, the creature gains one level of exhaustion, and it cannot benefit from the potion again until it finishes a short rest or long rest.

Everblaze Shard

A piece of sulfer contained in a pitch-black metal container. The sulfer is lit ablaze, and the fire that cannot be put off by any means. The container of the Everblaze Shard completely locks out the heat and light of the sulfer.

While you have the Everblaze Shard on your person, you can use an action to magically ignite one flammable object you touch.

While you have the Everblaze Shard on your person, you can use a bonus action to empower a weapon or three pieces of ammunitions with the sulfuric blaze. When you hit a creature with an empowered weapon or ammunition before the end of the turn, the target must make a Constitution saving throw. The target takes 2d6 fire damage on a failed save, or half as much on a successful one.

Additionally, while you have the Everblaze Shard on your person, you can cast the following spells by expending a scion spell slot: burning hands, hellish rebuke.

The Hamelin Flute

A wooden flute, with numerous images of rodents carved on the surface. The tone of the flute is eerily soothing and serene.

You are proficient with the Hamelin Flute, and when you make a Charisma (Performance) check by playing a song with the Hamielin Flute, you are considered to proficient in the Performance skill and your proficiency bonus is doubled for the check.

As an action, you can use the Hamelin Flute to play an upbeat tune that bolsters your allies until the end of your next torn. During that time, whenever a friendly creature within 10 feet of you makes an ability check, an attack roll, or a saving throw, it adds half your Charisma modifier to the d20 roll (minimum of +1). A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily ends it (no action required).

Additionally, while you have the Hamelin Flute on your person, you can cast the following spells by expending a scion spell slot: dissonant whispers, Tasha's hideous laughter.

Hand of Glory

A dismembered and mummified hand of a humanoid creature, whose identity is unknown. The hand is flexible for a stiffened corpse piece.

When you use a bonus action to hold the thieves' tools to the Hand of Glory, the hand springs to life and manipulates the tool as if it is proficient in the tool. When you use the thieves' tools this way, you are considered proficient in the thieves' tools, and your proficiency bonus is doubled when you make an ability check using the thieves' tools.

You can hold other tools of you choice to the Hand of Glory as a bonus action, which can manipulate them as if it is proficient in them. When you use the tools this way, you are considered proficient in the tool. The Hand of Glory can hold only one tool at a time.

Additionally, while you have the Hand of Glory on your person, you can cast disguise self at will, without expending a spell slot.

Light of the Spirited Souls

A small lantern decorated with silhouettes of vines, butterflies, and elves.

The Light of the Spirited Souls casts bright light in a 30-foot radius and dim light for an additional 30 feet beyond that. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius, snuff the light entirely, or reignite the light.

While you are holding the Light of the Spirited Souls, you and all friendly creatures within the bright light of the lantern have advantage on saving throws made to avoid or resist being charmed.

While you are holding the Light of the Spirited Souls, you can use an action to illuminate one creature within the bright light of the lantern with mesmerizing light. The creature must succeed on a Wisdom saving throw or becomes charmed or frightened by you (you choice) for 1 minute or until it moves out of the bright light of the lantern.

Additionally, while you have the Light of the Spirited Souls on your person, you can cast the following spells by expending a scion spell slot: command, faerie fire.

Medallion of Triumph

A medallion made out of brass, gold, and other valuable metals. The medallion has a bas-relief of the symbol of courage, honor, and victory.

The Medallion of Triumph has two uses. While you have the Medallion of Triumph on your person and wielding a weapon you are proficient in, you can use one of the following options:

  • When you make a weapon attack, you can expend one use of the medallion to gain a +2 bonus to the attack roll. Alternatively, you can expend one scion spell slot to gain a bonus to the attack roll equal to +1 plus +1 per spell slot level, to a maximum of +5.
  • When you hit a creature with a weapon attack, you can expend one use of the medallion to gain a +4 bonus to the damage roll. Alternatively, expend one scion spell slot to gain a bonus to the damage roll equal to +2 plus +2 per spell slot level, to maximum of +10.
  • When a creature you can see targets you with a melee attack, you expend one use of the medallion as a reaction to gain a +2 bonus to your Armor Class for that attack. Alternatively, you can expend one scion spell slot as a reaction to gain a bonus to your Armor Class for that attack equal to +1 plus +1 per spell slot level, to a maximum of +5.

You regain all expended uses of the Medallion of Triumph when you finish a short rest or long rest with the medallion on your person.

The Ming Ring

A silver ring shaped like a serpent biting its own tail. At the crown of the serpent are two diamonds that gleam in a peculiar way when exposed to the moonlight.

While you are wearing the Ming Ring, your unarmed strikes deal 1d6 damage, and when you take the Attack action on your turn, you can make one unarmed strike as a bonus action.

When you take the Attack action on your turn, you can expend one scion spell slot as a bonus action to make one unarmed strikes per spell slot level. If you do so, you can only make up to two unarmed strikes granted this way to a same creature.

Additionally, while you are wearing the Ming Ring, you can cast feather fall on yourself at will, without expending a spell slot.

 

Obsidian Shiv

A dagger made out of crudely cut piece of obsidian. The edge seems rough, but is actually very sharp, and can cut through many hard substances like a hot knife through butter.

You are proficient with the Obsidian Shiv, which is a magical dagger.

Once on each of your turn when you hit a creature with the Obsidian Shiv, you can choose to deal an additional 2d6 damage with the attack if you have advantage on the attack roll. Alternatively, you can expend one scion spell slot to deal an additional damage by 1d6 plus 1d6 per spell slot level, to a maximum of 5d6.

Pagan Headdress

A headdress made out of a skull, bones, feathers, furs, talons, and other various body parts of numerous beasts and monstrosities. The skull is at the center of the headdress.

While you are wearing the Pagan Headdress, you gain the following benefits when traveling for an hour or more:

  • Difficult terrain does not slow your group's travel.
  • Your group cannot become lost except by magical means.
  • If you are traveling alone, you can move stealthily at a normal trace.

When a beast or plant creature attack you while you are wearing the Pagan Headdress, you can expend one scion spell slot as a reaction to force the attacker to make a Wisdom saving throw. On a failed save, the creature must choose a different target, or the attacker takes 1d6 plus 1d6 psychic damage per spell slot level when the attack hits you.

Additionally, while you are wearing the Pagan Headdress, you can cast the following spells by expending a scion spell slot: ensnaring strike, entangle.

Seven-League Boots

A pair of leather boots. It is indistinguishable from a pair of ordinary leather boots except for its sole, which is heavily weathered yet surprisingly durable.

While you are wearing the Seven-League Boots, your walking speed is increased by 10 feet, and you can take the Dash or Disengage action as a bonus action.

Once on each of your turn while you are wearing the Seven-League Boots, you can expend one scion spell slot as a bonus action to teleport into an unoccupied space you can see within 10 feet of you. If you teleport into 5 feet away from a creature, you can force the creature to make a Strength saving throw. On a failed save, the creature takes thunder damage equal to 1d6 plus 1d6 per spell slot level and is knocked prone. On a successful save, the creature takes half as much damage and is not knocked prone.

Additionally, while you are wearing the Seven-League Boots, you can cast either of the following spells on yourself at will, without expending a spell slot: longstrider, jump.

Talisman of Hamunaptra

A golden talisman decorated in a style often discovered in the ancient civilization that prospered in the hot, arid deserts. Notable feature of the talisman is the bas-relief of a human skull at the center, and the hieroglyphic scripture beneath it that reads, "Death is only the beginning."

While you have the Talisman of Hamunaptra on your person, when you cast a scion spell or use a feature from other legacies that forces a creature to make a saving throw, you can impose disadvantage to a saving throw for one undead creature.

As an action, you can expend one scion spell slot and present this talisman, which then let out a peculiar sensation that rebukes the undeads within 30 feet of you. Each undead must make a Wisdom saving throw against your scion spell save DC. On a failed save, an undead takes psychic damage equal to 1d6 plus 1d6 per spell slot level (maximum of 6d6) and its hit point maximum is decreased by the same amount. On a successful save, it takes only half damage, and its hit point maximum is not decreased.

If you expend a spell slot of 3rd level or higher, the undead of CR 1/2 or lower is instantly destroyed when it fails the saving throw.

Unfathomable Idol

A statuette made out of peculiar, black-green crystal, depicting an otherworldly creature. There are numerous bas-reliefs in various scripts, which forms the following sentences when read in Deep Speech: We may sleep for now. We are never dead. We will return.

While you have the Unfathomable Idol on your person, you can communicate telepathically with any creature within 10 feet of you. You do not need to share a language with the creature for it to understand your telepathic messages, but it must be able to understand at least one language.

As an action, you can present the idol and expend a scion spell slot to scramble one creature you can see within 60 feet of you. The creature must make a Wisdom saving throw, taking psychic damage equal to 1d8 plus 1d8 per spell slot level (maximum of 6d8) on a failed save and half as much damage on a successful one. If the creature fails on the saving throw, it is also charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if concentrating on a spell).

Additionally, while you have the Unfathomable Idol on your person, you have advantage on Wisdom saving throws against enchantment spells, and you gain resistance to psychic damage.

The Vendetta Puppet

A small doll made out of ragged cloths, strings, and buttons. The stomach is ripped apart, revealing the stuffed cotton in the doll.

You can perform a 1-minute ritual with the Vendetta Puppet and a portion of body part from a creature of your choice, which must be small enough to stuff into the puppet. THe ritual can be performed over the course of the short rest or long rest. After the ritual, the puppet embodies a curse toward the owner of the stuffed body part, and all other creatures of the same type. The curse lasts for 1 hour or until you perform another ritual to curse other creature.

While you have the Vendetta Puppet on your person, creatures of the type which is cursed by the puppet has disadvantage on saving throws from your scion spells or features of your legacies, and you automatically know the direction to the cursed target's location, as long as it is within 100 feet of you. If the target is moving, you know the direction of its movement.

Additionally, while you have the Vendetta Puppet on your person, you can cast the following spells by expending a scion spell slot: hex, huner's mark.

The Volcanic Forgemaster

A large, heavy hammer with a two-handed handle. The head of the hammer is made out of steel, and its surface is perpetually cracked and molten in the core. The molten head can be observed, but it is never spilled.

You are proficient with the Volcanic Forgemaster, which is a magical warhammer. When you hit a creature with the Volcanic Forgemaster, you can expend one scion spell slot as a bonus action to deal extra bludgeoning, fire, or thunder damage (your choice) with the attack. The damage equals 1d8 plus 1d8 per spell slot level, to a maximum of 6d8.

Additionally, while you are wielding the Volcanic Forgemaster, you can cast the following spells by expending a scion spell slot: searing smite, thunderous smite.

Scion Spell List

1st Level

  • charm person
  • comprehend languages
  • expeditious retreat
  • illusory script
  • unseen servant
  • witch bolt
2nd Level

  • crown of madness
  • darkness
  • hold person
  • invisibility
  • levitate
  • misty step
  • shatter
  • spider climb
3rd Level

  • counterspell
  • dispel magic
  • fear
  • fly
  • gaseous form
  • magic circle
  • major image
  • remove curse
  • tongues
4th Level

  • banishment
  • dimension door
  • hallucinatory terrain
  • phantasmal killer
5th Level

  • contact other plane
  • hold monster
  • passwall
  • scrying
  • telekinesis
 

Multiclassing

On the DM's discretion, you can multiclass in the scion class, as described in Player's Handbook (page 163-165). If you do so, the following rules are applied.

Prerequisites

To qualify for an artificer class, you must meet the ability score proficiencies for the artificer class, as shown in the table below.

Table: Multiclassing Prerequisites
Class Ability Score Minimum
Scion Charisma 13

Proficiency Bonus

When you multiclass into the artificer class, you gain the following proficiencies as shown in the table.

Table: Multiclassing Proficiencies
Class Proficiencies Granted
Scion None

Class Feature: Spellcasting

When you multiclass into the scion class and gain both the Legacy Magic and the Pact Magic feature from the warlock class, you determine your available spell slots by adding together all your levels in the warlock class and half your levels (rounded down) in the scion class. Use this total to determine your sepll slots by consulting the Multiclass Pact Magic/Legacy Magic table below.

Multiclass Pact Magic/Legacy Magic:
Spell Slots Available
Level Spell
Slots
Slot
Level
Level Spell
Slots
Slot
Level
1st 1 1st 11th 3 5th
2nd 2 1st 12th 3 5th
3rd 2 2nd 13th 3 5th
4th 2 2nd 14th 3 5th
5th 2 3rd 15th 3 5th
6th 2 3rd 16th 3 5th
7th 2 4th 17th 4 5th
8th 2 4th 18th 4 5th
9th 2 5th 19th 4 5th
10th 2 5th 20th 4 5th

Credits

All contents are created by Created by Weirdo Whoever unless noted otherwise. Special thanks to D&D Wiki, NaturalCrit Homebrewery tool, and GM Binder for providing the templates for my imaginations.

Scion. Completely unrelated to the Giant in the Playground article, which is actually a recent discovery to myself and the similiarities were astonishing even to myself. Still, I would like to assure that any similarities are coincidence.

Uifghx, the Lord of Randomly Placed Typeprints. Taken from a minor joke from Trail of Cthulhu by Pelgrane Press.