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:
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. \pagebreakNum
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. \columnbreak #### 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." \pagebreakNum
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.* \pagebreakNum ## 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* \columnbreak ## 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 | SpellSlots | SlotLevel | Level | SpellSlots | SlotLevel | |:---:|:---:|:---:|:---:|:---:|:---:| | 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 | \pagebreakNum ## Credits All contents are created by Created by [Weirdo Whoever](https://weirdoworkshop.blogspot.com) unless noted otherwise. Special thanks to [D&D Wiki](https://www.dandwiki.com), [NaturalCrit Homebrewery tool](https://homebrewery.naturalcrit.com), and [GM Binder](https://www.gmbinder.com) for providing the templates for my imaginations. ***Scion.*** Completely unrelated to [the Giant in the Playground article](https://www.giantitp.com/forums/showthread.php?426238), 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.