Scion

by espressobeans

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The Scion

Scion


An armor clad human and his party quietly prepare for their descent into a temple lost to the ravages of time. As he places a hand on his halfling compatriot’s shoulder a surge of warding arcane energy washes over the freckled rogue. The halfling returns the favor with a wry smile knowing he’s now safe to lead the way.


A villainous figure discreetly extends his hand before a bolt of flame arcs towards an unaware female elf. To his surprise the flame harmlessly flares around her form before coalescing on her now brandished blade. She wags the blazing sword disapprovingly as she casually walks towards the back stepping wizard.


Clutching his warhammer, a dwarf surges into the midst of the fray. Focusing arcane energy into each attack one by one his enemies fall. In the scuffle a kobold lands a stealthy blow in the dwarf’s back. The dwarf’s eyes surge with energy as a violent burst of arcane energy rips the unfortunate kobold apart.


Scions are born with an immense power locked inside their soul. Throughout history a variety of peoples and cultures have been blessed with a child born with this dormant gift. A scion is a wellspring of potential, each possessing a measure of physical and magical prowess. Many figures of legend in ages past were undoubtedly scions destined for greatness from birth.

Branded Souls

Each scion is born with a soul branded by arcane energy that lies mostly dormant; its only initial evidence being the innate physical strength and prowess of the child. Because of this the true potential of a scion typically goes undetected by their community and even themselves for years. Until their latent arcane abilities manifest, they are rightfully assumed to be like any other martially adept individual. Many are well on their way to knighthood, or any other number of physically demanding vocations, before their brand manifests more obviously.


This event can be subtle or spectacular. Each scion’s manifestation is unique: from an introspective moment yielding a revelation of their latent power, to seemingly mundane swordsmen erupting with lightning as they were struck with a potentially fatal blow. Some are left with a permanent mark on their body, but that is merely a physical representation of the brand that's been on their soul all along. While not even a scion is aware of the exact source of their gift, once it manifests there is no questioning its power.

The Mystery Within

The source of their physical endurance and dexterity suddenly becomes clear after their brand manifests, but this revelation leaves most scions desperately trying to make sense of this alien potential. Many seek others like themselves, or those who they think can help them master their newfound abilities. Early in this process a scion may be found spending mornings sparring with the town guard, and then subjecting themselves to a sorcerer’s tutelage by candlelight at night.


While such efforts may help to an extent a scion inevitably finds their best teacher is experience. Many quickly become disillusioned with the classical study of magic as wizards they deal with are often more interested in studying them than teaching them. This realization ultimately leads many to a life of adventuring as they strive to uncover their origin and purpose.

Might and Magic

Regardless of how their journey starts, every scion will soon find they are strongest when carefully balancing the dualism they have come to wield. Drawing upon their brand to cast spells allows them to tap even further into the source of their martial aptitude. While concentrating their magic a scion's attacks land even more deftly and are duplicated by spectral weapons that dance in and out of existence. What's more, those same physical attacks then further empower the magics they employ. Unsurprisingly, a scion who truly masters this dichotomy is destined to become a thing of legend, capable of feats conventional wisdom would say are impossible.

Scion
Level Proficiency Bonus Features Arcane
Seal Uses
1st 2nd 3rd 4th 5th
1st +2 Eldritch Sight, Soul Brand 1 - - - - -
2nd +2 Enduring Focus, Fighting Style, Spellcasting 1 2 - - - -
3rd +2 Subverting Assault 2 3 - - - -
4th +2 Ability Score Improvement 2 3 - - - -
5th +3 Soul Strikes 3 4 2 - - -
6th +3 Spell Flourish 3 4 2 - - -
7th +3 Soul Flare 4 4 3 - - -
8th +3 Ability Score Improvement 4 4 3 - - -
9th +4 - 5 4 3 2 - -
10th +4 Arcane Recoil 5 4 3 2 - -
11th +4 Brand Feature, Improved Soul Strike 6 4 3 3 - -
12th +4 Ability Score Improvement 6 4 3 3 - -
13th +5 - 7 4 3 3 1 -
14th +5 Eldritch Instinct 7 4 3 3 1 -
15th +5 Brand Feature 8 4 3 3 2 -
16th +5 Ability Score Improvement 8 4 3 3 2 -
17th +6 - 9 4 3 3 3 1
18th +6 Boundless Focus 9 4 3 3 3 1
19th +6 Ability Score Improvement 10 4 3 3 3 2
20th +6 Soul Assault 10 4 3 3 3 2

Creating a Scion

Remember, unlike other magical classes, the revelation of a scion's arcane abilities occurs just before the adventure begins at 1st level. The fact they have any magical ability at all is completely foreign to even themselves, and their early attempts to cast spells will often be rough or awkward. After their understanding of who they are as a person has been suddenly and possibly violently turned upside down it makes sense for any scion to become an adventurer.

Another important question to answer when creating a scion is how your power manifested, and what your character now plans to do with it. Perhaps your brand left a unique scar or mark on your body. You may get to choose the type of brand that marks your character’s soul, but where it came from and its ramifications are up to you and your DM to explore.

Maybe you were destined to be the answer to a prophecy or avenge a wrong done on a cosmic scale. Or perhaps you were the first in a new line of a planar touched race like tieflings. Whether its source is ever uncovered a scion always strives with a determination unmatched by most.



Written by Espressobeans


Art by Dan Burgess, Smirtouille, Takeda11, Trevor Easley, Shionkreth, TESO, Cheng Gong, and Andrew Novosad.

Quick Build

You can make a scion quickly by following these suggestions. First, put your highest ability score in Strength or Dexterity, followed by Charisma. Second, choose the knight or soldier background.

Class Features

As a Scion, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per scion level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per scion level after 1st

Proficiencies


  • Armor: Light and medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Acrobatics, Athletics, Insight, Intimidation, and Persuasion

Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon or (c) a Light Crossbow and 20 bolts
  • (a) a dungeoneer's pack or (b) an explorer’s pack
  • (a) scale mail or (b) leather armor, longbow, and 20 arrows

Eldritch Sight

The effect of magic on the weave is apparent to you. As an action, you can focus your perception to detect such abnormalities. Until the end of your next turn, you see a bright fiery glow around any object or creature affected by magic within 60 feet of you that is not behind full cover. If you sense magic in this way, you can use your action to learn its school of magic, if any.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1). When you finish a Long Rest, you regain all expended uses.

Soul Brand

At 1st level, you choose which brand marks your soul with the limitless potential of the arcane. The brand affects the sorts of magic for which you have an affinity and the martial skills they bred before manifesting. You choose the Aegis, the Arbiter, or the Soulblade, all detailed at the end of the class description.

Your choice grants you features at 1st level and again at 6th, 11th, and 15th level. Those features include brand spells.

Arcane Seal

You can place a glyph of your brand's power on another, to be used in a time of need. As a bonus action, you can touch a creature to ward them with a seal, protecting them with its magic.

You choose the appearance your seal takes. For instance, if your brand left a physical mark on your body, the seal you place on the target should match it.

A creature can only be protected by one seal at a time. You can place a number of seals equal to half your level in this class, rounded up. The seal lasts until it is expended, or you complete a long rest. When you finish a long rest, you regain all expended uses.

The effects of the seal are determined by your brand, and are detailed in the brand descriptions at the end of this guide.

Brand Spells

At first level, you learn your choice of one of the following cantrips: prestidigitation, or thaumaturgy.

In addition, each brand has a list of associated spells. You gain access to these spells at the levels specified in the brand description. Once you gain access to a brand spell, you always have it prepared. Brand spells don’t count against the number of spells you can prepare each day.

If you gain a brand spell that doesn’t appear on the scion spell list, the spell is nonetheless a scion spell for you.

Enduring Focus

At 2nd level, the depths of your physical endurance extend to the magics you invoke. When you lose concentration on a spell, rather than ending immediately, its effects linger until the end of your next turn. Enduring focus counts as concentration for the purposes of other class features such as soul strike.

Only one spell's effects can be maintained using this feature. If you lose concentration on a spell while the effects of another are being maintained by enduring focus the first spell's effects end, and the second spell is maintained.

This feature cannot extend the duration of a spell past its maximum.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellcasting

By 2nd level, you have learned to cast spells through the power of the brand upon your soul.

Preparing and Casting Spells

The Scion table shows how many spell slots you have to cast your scion spells. To cast one of your scion spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of scion spells that are available for you to cast, choosing from the scion spell list. When you do so, choose a number of scion spells equal to your Charisma modifier + half your scion level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level scion, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell shield, you can cast it using a 1st-level or a 2nd- level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of scion spells requires time spent in study and practice: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your scion spells, since the power of your magic relies on your ability to project your souls energy into the world. You use your Charisma whenever a 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.

Spellcasting Focus

You can use a weapon with which you are proficient or an arcane focus as a spellcasting focus for your scion spells.

Subverting Assault

At 3rd level, each successful weapon attack against a creature increases the spell attack roll or spell save DC of your next spell cast against the target by 1, up to a maximum of your level in this class.

Ability Score Improvement

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

Soul Strikes

At 5th level, while you draw the arcane from within yourself your body brims with eldritch power that must be released.

While maintaining concentration on a spell, you can use a bonus action to cause an arcane duplicate of the weapon you are currently wielding to appear in the space next to you and make two attacks against a creature you can see within range. Each soul strike deals damage equal to 1d4 plus your Charisma modifier. The arcane duplicate dissipates at the end of your turn.

Soul strikes count as magical for the purposes of overcoming resistances.

Soul Flare

Beginning at 7th level, when one of your seals are expended in combat they erupt with the latent power of your soul's brand. The creature triggering the effect of the seal takes force damage equal to your Charisma modifier (minimum of 1).

Arcane Recoil

At 10th level, the magical energy of your brand suffuses each of your attacks, further extending the effects of your enduring focus feature. When you make a successful weapon attack while you are affected by an enduring focus spell, or make a successful weapon attack against a creature affected by your enduring focus spell, the duration of enduring focus is extended until the end of your next turn.

This feature cannot extend the duration of a spell past its maximum.

Improved Soul Strike

At 11th level, you can pull even more physical power and agility from the magic coursing through you. When you use your soul strike feature you make 3 attacks instead of 2.

Eldritch Instinct

At 14th level, you can sense the flow of magical energy before it truly begins. You can sense when a creature within 60 feet of you casts a spell and it's intended target.

In addition, other creatures don’t gain advantage on spell attack rolls against you as a result of being hidden from you.

Boundless Focus

At 18th level, the potency of your brand has swelled to the point where you can manipulate magics from a variety of sources. You can choose to maintain the effects of a spell cast by another creature using your enduring focus feature.



Soul Assault

At 20th level, while concentrating on a spell you make attacks with superhuman speed. When you use your soul strike feature you make 4 attacks instead of 3.

Brands

Aegis

Bulwarked by magical energy an aegis is able to dull and avert blows intended for themselves and their allies. Prior to their power manifesting scions with this brand were already physically resilient, and the magics they discover only serve to enhance these characteristics. Protectors at heart, an aegis has the innate desire to protect those around them, and the unique ability to do so.

Arcane Manifestation

While concentrating on a spell an aegis' eyes turn to a solid opaque white.

Bonus Proficiencies

When you choose this brand at 1st level, you gain proficiency with heavy armor.

Arcane Seal

A creature protected by your seal can cast the shield spell once as a reaction, and the magic of the seal fades.

Brand Spells

You gain brand spells at the scion levels listed.

Aegis Spells
Level Spells
2nd Compelled Duel
5th Ray of Enfeeblement
9th Beacon of Hope
13th Otiluke's Resilient Sphere
17th Wall of Force




Reactive Flourish

Beginning at 6th level, your realize that you can add flourish to a spell just as you would a blade to gain the upper hand.

As a reaction, when you are hit with an attack you can cast a spell with a cast time of one action or one bonus action.

Once you use this feature, you can’t use it again until you finish a long rest.

Resolute Brand

Starting at 11th level, while maintaining concentration on a spell, weapon attacks made against you have disadvantage.

Arcane Crest

When you reach 15th level, the effect of your arcane seal is strengthened even further. As a reaction a creature can expend your arcane seal to gain resistance to all bludgeoning, piercing, and slashing damage until the start of their next turn.

























Arbiter

Some scions can do more than just sense the flow of magical energy around them: they can directly alter it. Scions gifted with this talent are known as Arbiters. They decide which magical effects will hold sway in the area around them, and which ones won't. As an Arbiter's power grows, the strength of the spells they can sway grows as well.

Those adventuring with an Arbiter don't fear the elements of magic the same way most of the world does as magical effects are often turned back at the enemies who created them.

Arcane Manifestation

While concentrating on a spell an arbiter's eyes shed dim light out to 5 feet in front of them.

Arcane Seal

A creature protected by your seal can cast the absorb elements spell once as a reaction, and the magic of the seal fades. Absorb elements cast in this manner can be triggered by any damage type except bludgeoning, piercing, and slashing damage.

Brand Spells

You gain brand spells at the scion levels listed.

Arbiter Spells
Level Spells
2nd Bane
5th Silence
9th Bestow Curse
13th Elemental Bane
17th Circle of Power

Invoker's Flourish

Beginning at 6th level, your realize that you can add flourish to a spell just as you would a blade to gain the upper hand.

You can cast a spell you have prepared using a spell slot one slot lower than the spell's level. This feature cannot be used to cast a spell of 6th level or higher.

Once you use this feature, you can’t use it again until you finish a long rest.

Grounding Brand

Starting at 11th level, while maintaining concentration on a spell you have advantage on saving throws against spells and their effects.

Arcane Crest

When you reach 15th level, the effect of your arcane seal is strengthened even further. As a reaction a creature can expend your arcane seal to gain advantage on saving throws against spells until the end of their next turn.

Soulblade

A Soulblade is a brand that typically presents on naturally aggressive individuals. This brand gives a scion the ability to directly subdue their opponents with a mixture of powerful attacks and spells. A soulblade is the least cautious scion, as the magic coursing through them lashes out at attackers in retribution.

Arcane Manifestation

While concentrating on a spell a soulblade's hands and weapon shed dim light out to 5 feet. The color varies based on their emotional state.

Arcane Seal

A creature protected by your seal can cast the hellish rebuke spell once as a reaction, and the magic of the seal fades.

Brand Spells

You gain brand spells at the scion levels listed.

Soulblade Spells
Level Spells
2nd Zephyr Strike
5th Magic Weapon
9th Vampiric Touch
13th Shadow of Moil
17th Arcane Hand

Aggressive Flourish

Beginning at 6th level, your realize that you can add flourish to a spell just as you would a blade to gain the upper hand.

When the target of one of your spells succeeds on their saving throw you can use your reaction to redirect it to target another eligible creature within range. The redirected spell behaves in all ways as if its new target were the original target for the spell. Spells that affect a target in any way on a successful saving throw may not be redirected in this manner.

Once you use this feature, you can’t use it again until you finish a long rest.

Guiding Brand

Starting at 11th level, while maintaining concentration on a spell, you have advantage on attack rolls made against any creature under the spell's effects.

Arcane Crest

When you reach 15th level, the effect of your arcane seal is strengthened even further. As a reaction a creature can expend your arcane seal to gain advantage on attack rolls until the end of their next turn.

Spells

Scion
1st Level
  • Absorb Elements
  • Burning Hands
  • Catapult
  • Cause Fear
  • Chaos Bolt
  • Color Spray
  • Detect Magic
  • Expeditious Retreat
  • Faerie Fire
  • False Life
  • Feather Fall
  • Fog Cloud
  • Hellish Rebuke
  • Heroism
  • Ice Knife
  • Jump
  • Longstrider
  • Magic Missle
  • Shield
  • Sleep
  • Thunderwave
  • Witchbolt
2nd Level
  • Aganazzar's Scorcher
  • Alter Self
  • Blindness/Deafness
  • Blur
  • Cloud of Daggers
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dragon's Breath
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Gust of Wind
  • Hold Person
  • Invisibility
  • Knock
  • Levitate
  • Misty Step
  • Phantasmal Force
  • Pyrotechnics
  • Scorching Ray
  • See Invisibility
  • Shadow Blade
  • Shatter
  • Snilloc's Snowball Swarm
  • Spider Climb
  • Warding Wind
  • Web
3rd Level
  • Blink
  • Catnap
  • Counterspell
  • Daylight
  • Dispel Magic
  • Elemental Weapon
  • Enemies Abound
  • Fear
  • Fireball
  • Flame Arrows
  • Fly
  • Gaseous Form
  • Haste
  • Hypnotic Pattern
  • Lightning Bolt
  • Melf's Minute Meteors
  • Protection from Energy
  • Sleet Storm
  • Slow
  • Thunder Step
  • Water Breathing
  • Water Walk
4th Level
  • Banishment
  • Blight
  • Confusion
  • Dimension Door
  • Dominate Beast
  • Fire Shield
  • Freedom of Movement
  • Greater Invisibility
  • Ice Storm
  • Sickening Radiance
  • Stoneskin
  • Storm Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Animate Objects
  • Cloudkill
  • Cone of Cold
  • Creation
  • Dominate Person
  • Enervation
  • Far Step
  • Hold Monster
  • Immolation
  • Seeming
  • Skill Empowerment
  • Steel Wind Strike
  • Synaptic Static
  • Telekinesis
  • Teleportation Circle
  • Wall of Light

Optional Rule: Multiclassing

    Ability Score Minimum. You must have at least an Charisma score of 13 and a Strength or Dexterity
score of 13 to take a level in this class or multiclass into another class as a scion.

Proficiencies Gained. If scion isn't your initial class, you gain the following proficiencies when you take
your first level as an scion: light and medium armor, shields, simple and martial weapons.

Spells

Scion













































Optional Rule: Multiclassing

    Ability Score Minimum. You must have at least an Charisma score of 13 and a Strength or Dexterity
score of 13 to take a level in this class or multiclass into another class as a scion.

Proficiencies Gained. If scion isn't your initial class, you gain the following proficiencies when you take
your first level as an scion: light and medium armor, shields, simple and martial weapons.