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Fate/Lost Continuum
\pagebreak ## Preface Fate/Lost Continuum is a tabletop roleplaying game created using the core rules from D&D 5e. Nothing else from 5e (races, classes, monsters, etc.) is used in this document. Additional tweaks and additions have also been made to the core rules to further immerse the Nasuverse into the 5e ruleset. These changes can be found in [the original Handbook](https://www.gmbinder.com/share/-LxOWX0sXz0Ejndlj7gt).
It's come a very long way and despite many ups and downs we're still trying to make it the best version it can possibly be. Huge thanks to every playtester and contributor along the way, no matter how impactful you've been in the process. Special thanks to Doug, Koda, and Marie for being fantastic Creators for content within this system. - Don \pagebreakNum # Index
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**Astrapimancer**
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**Burial Agency**
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**Cryomancer**
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**Dead Apostles**
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**Entomancer**
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**Metallurgist**
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**Puppetmaster**
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**Ranger**
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**Soldier**
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**Voidwalker**
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**Water Elementalist**
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**Mystic Codes**
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**Sorcery Traits**
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\pagebreakNum ## Astrapimancer Magi who beckon the call of the storm, wielding the power of lightning and infusing it into their magic circuits to alter their physical abilities as well as their magecraft. Astrapimancers rival Pyromancers in the pure destructive power of their spells. ### Spellcaster This class is a Spellcaster class. For each level in it you gain additional spell slots as well as spells known. ### Proficiencies You gain proficiency in Evocation spells. ### Battery Starting at 1st level, every 10 feet of movement you take in combat grants you a stack of battery. You can have up to 3 stacks of battery. The next attack or spell you hit deals an additional d4 of lightning damage per stack of battery. You lose all stacks of battery at the end of your turn. ### Static Starting at 2nd level, dealing lightning damage to a creature grants them a status effect called Static. Creatures with Static roll to concentrate at Disadvantage, and have their AGL reduced by 2. Creatures can repeat this saving throw at the start of their turns to remove Static. ### Surge Starting at 3rd level upon taking damage you may use your reaction to teleport up to 30 feet to an area you can see. All creatures within 5 feet of you before and after you teleport must make a MNA saving throw or take 1d8 lightning damage and become blinded until the end of their next turn. On a successful save, targets take half damage and are not blinded. This feature recharges on 5-6. Surge grants you 3 stacks of battery. ### Godspeed Starting at 4th level, you gain 20 movement speed. Your maximum stacks of battery increases to 5. Additionally, being dealt lightning damage heals you for the damage dealt. ### Supercharger Starting at 4th level, you can trade your stacks of battery to supe yourself up with powerful elecricity, enhancing your physical form temporarily. For each point of battery you expend, gain 1 STR or AGL and 10 feet of movement until end of turn. Points gained in this way ignore stat point capacity. This feature recharges on a rest. \columnbreak ### I am Thunder Starting at 5th level, you can cause explosive damage to creatures you've marked. Once per rest, the next time you deal lightning damage to a creature with Static you can create a spark and release a powerful explosion originating around them. For each stack of Battery you have, deal 1d10 damage to the creature and all creatures within 30 feet. \pagebreakNum ## Burial Agency A section of the Church of extremely skilled executors and exorcists that specialize in the eradication of monstrous enemies. Though their physical abilities are of a similar class to the Church Executors, their specialty are the applications of blessings, sacraments, and other Holy-type buffs. ### Subclass When taking Levels in Church Executor, you may choose to replace any feature of an equal level with the features listed below. ### Proficiencies You gain proficiency in Complex weapons and Sacrament type spells. ### Judgment Starting at 2nd level you gain access to Judgment points. You use Judgment points to fuel your holy magic for eradicating fiends. You have an amount of Judgment points equal to the amount of levels you have in Burial Agency. If your creature type is not human, Judgment is permanently sealed. Judgment points are consumed when they are used and regained on rests. #### Holy Pillar You can spend 1 Judgment as an action to drop a holy beam of light down on your opposition. Choose a space you can see, and all creatures within 5 feet are forced to make a DC15 AGL saving throw. On a failure, creatures take 2d8 radiant damage, halved on a success. #### Enhanced Reflexes You can spend 1 Judgment point to take the dodge, disengage, or dash action as a bonus action. #### Battle Caster You can spend 1 Judgment point as a bonus action to make a single weapon attack after casting a Sacrament Spell. Additionally, your unarmed strikes deal 1d4 bludgeoning damage. You can use STR or AGL for the attack and damage rolls of your unarmed strikes. ### Marked for Death Starting at 4th level you can choose a single monstrous creature type at the end of your rest, marking them for certain destruction. The first time you see a creature of this type you learn of their weaknesses, preferred type of magic, and stat parameters if any. You cast Hunter's Mark on these creatures automatically, assuming they are a creature type that is not human. The damage dealt by this spell is radiant. \columnbreak ### Radiance Starting at 4th level your prowess in Sacrament spells increase. You learn Beacon of Hope and Blessed Weapon. You do not require concentration for casting these spells. When casting Blessed Weapon on Black Keys, you unlock special tools known as Blessed Keys. **Blessed Keys** - You may spend a point of Judgment or a spell slot when you land a weapon attack to release an explosion of radiant light on your enemy. The attack deals an additional 1d8 damage. If the creature is a monstrous type, you deal an additional 2d8 damage instead. ### Channel Divinity Starting at 5th level the faith granted through your teachings grants you special power you can invoke once per rest. Choose one of the options below. If your effect requires Saving Throws, the DC equals 12+MNA. * **Sacred Weapon**: For 1 minute your attacks and spells deal radiant damage equal to your MNA mod to monstrous creature types. * **Enhanced Frock**: For 1 minute your frock gives you resistance to elemental damage. * **Divine Pressure**: For 1 minute whenever a monstrous creature is within 30 feet of you they are forced to make a MNA saving throw, becoming frightened of you on a failure. Feared creatures repeat this saving throw at the end of their turns. \pagebreakNum ## Cryomancer Magi who control the ruthless cold. These magi are damage and utility hybrids as their freezing ice allows them to act strategically by slowing their enemies with frost, or enhancing their spell casts damage potential with piercing ice. ### Spellcaster This class is a spellcaster class. For each level in it you gain additional spell slots as well as spells known. ### Proficiencies You gain proficiency in Evocation spells. ### Chilling Edge Starting at 1st level, when you deal cold damage, you may force the creature to make an END saving throw. On a failue, that creature is slowed until the end of their next turn. They may repeat this saving throw at the end of their turns. When you deal damage to a slowed creature, they are dealt 1d6 additional cold damage. ### Ice Field Starting at 2nd level, when you cast a spell that deals Cold Damage you may use you bonus action to create an icy field at the location of the spell. You create a 5 foot radius of slippery ice on the ground, originating from the space of the spell. If the spell is AOE, the space effected becomes an Ice Field instead. This area is considered difficult terrain.
Walking across a sheet of ice causes you to slide, moving forcibly to the opposite end. Walking across a sheet of ice forces you to make an AGL saving throw, falling prone on a failure. Cryomancers glide and walk across ice freely. ### Frost Armor Starting at 3rd level, you may expend a spell slot as an action to coat yourself in a coat of ice. While this armor is active, you gain 15 temporary hit points. Melee attack damage taken you have these hit points is reflected on the assailant. \columnbreak ### Subzero Starting at 4th level, you can use the ability Subzero once per rest.
You may use your action to create a blizzard around you. All creatures within 120 feet of you are slowed. While Subzero is active, creatures take cold damage equal to your MNA mod at the start of their turns. Spells you cast have their damage type changed to Cold. Spells that deal fire damage fizzle, unable to put out the harsh weather. Otherwise it acts like a concentration spell with a duration of 1 minute.
Additionally, you gain immunity to Cold Damage. ### Ice Block Starting at 5th level, you have the ability to freeze the air around you, turning yourself into a block of ice and recuperating your strength. Once per rest as an action or reaction you may yourself yourself into a pillar of ice. Until the end of your next turn you are Petrified, granting yourself half cover, immunity to conditions, and are considered incapacitated. While inside Ice Block, you gain half your maximum hit points immediately.
Alternatively, you may choose to put another creature within the Ice Block as an action. Willing creatures gain the same effects you could. Unwilling subjects are forced to make a MNA saving throw, becoming petrified on a failure. Entombed creatures take 5 cold damage at the start of their turns. Creatures repeat this saving throw at the end of their turns.
Frost Armor reflects melee damage while you are within an Ice Block. \pagebreakNum ## Dead Apostles “Vampires” created by a True Ancestor. Superhuman magi who feast on the blood of others for sustenance, and to feed their flawed immortality. > To become a Dead Apostle, you must spend 3 Class Levels. Unlike other classes, you do not obtain class levels as you spend them. Instead, you increase in strength through tiers via special means in game. ### Proficiencies You gain two proficiencies of your choice. ### Vampiric Bloodline Your insatiable bloodline requires you to feed to maintain your immortal strength. You must consume the blood of mortals every 24 hours to maintain power. When biting mortals, you turn them into Apostles automatically. ___ > ## Lesser Apostle >*Medium Vampire* > ___ > - **Armor Class** 13 > - **Hit Points** 10 > - **Speed** 40 ft. >___ >|STR|AGL|END|MNA|LCK| >|:---:|:---:|:---:|:---:|:---:| >|3|0|2|2|0| >___ > - **Damage Resistances** Non-magical Slashing, Piercing, and bludgeoning. > - **Damage Vulnerabilities** Radiant > ___ > > ### Actions > > ***Claw.*** *Melee attack:* +3 to hit, reach 5ft, one target. Hit: 1d6+3 slashing damage Magical creatures you bite are forced to make a DC10 END saving throw, becoming an Apostle on a failure. Helpless creatures fail this save automatically. The first time you feed on blood every 24 hours you gain a single stat point which may be allocated to any stat, ignoring caps. You level up twice the first time you feed in a grail war. The first time you feed every 8 hours afterwards, you level up. Should you go 24 hours without feeding, your stats are permanently halved, your level is reduced by 1 tier, and you lose any bonuses to stats you gained through feeding. If you do not feed within 48 hours, you die. ### Level 1 You begin at this level and gain the following effects. * Users type is now vampire. * User gains resistance to all non-magical slashing, piercing, and bludgeoning damage. * User gains darkvision for 60 ft. * While not in direct sunlight, user regains hit points equal to their END score + 2 at the start of each of their turns. This effect can revive the user from 0 hit points. * While not in direct sunlight, users STR and AGL Stat Parameters are increased by 2. This increase can take these parameters over 5. * Users maximum hit points are increased by 30. * User becomes vulnerable to radiant damage. When the user is dealt radiant damage, features that only work when not in direct sunlight are sealed for 1 minute as if the user were in direct sunlight. * Lack of sleep does not grant you levels of exhaustion. ### Level 2 Starting at 2nd level you may choose to go down one of two paths, becoming a powerful demon who uses their raw ability to overpower and tear the enemy to shreds, or a powerful warlock who uses vampiric magic to become an overlord. Gain permanent effects based on the route you take. You may not alternate paths. ## Ogre-Strength ### Level 2 Starting at 2nd level you gain advantage on rolls related to STR. Your movement speed becomes 60 feet. You gain unarmed strikes of 1d6+STR slashing. These attacks are magical for overcoming resistance. As a bonus action you can leap any distance up to your movement. ### Level 3 Starting at 3rd level, you gain special Vampiric die, each of them d6s. These die unlock special techniques exclusive to your class, which may be expended to perform superhuman feats. You gain an amount equal to your AGL mod. These die are regained when you feed. **Warp Bite** - After taking the attack action, you can expend a vampiric die to appear next to another creature you can see, and make a bite attack. Creatures hit take 1d6+STR piercing damage and are forced to roll against infection. \pagebreakNum **Overpower** - You can spend a vampiric die as a bonus action while a creature is grappled to throw them. You toss the creature to a space within 30 feet, dealing 2d8 bludgeoning damage and rendering the creature prone.
**Bloodwell** - As a reaction to taking damage, you may expend a vampiric die to gain temporary hit points equal to your missing hit points until the start of your next turn. ### Level 4 Starting at 4th level, damage you deal erode the skin of your opponents. Your unarmed strikes reduce the creature's maximum hit points by the damage dealt. If a creature reaches 0 maximum hit points, they become die and become lesser Apostles under your command. You may spend a vampiric die to enhance your physical attacks momentarily. Until the start of your next turn, your unarmed strikes deal 2d6+STR slashing damage. ### Level 5 Starting at 5th level, you automatically pass STR saving throws and checks.
You no longer need Vampiric die to perform your maneuvers, and instead use these die to empower them. When performing a maneuver, they gain additional effects. **Warp Bite** - The bite attack deals 2d6+STR instead. You heal for the damage dealt by the bite attack. This damage cannot be reduced by any means. **Overpower** - When throwing the creature, you disarm them. If you throw the creature into an object, you force the creature to make a DC15 STR save or become stunned. **Bloodwell** - When these temporary hit points fade, your shield explodes into a magical shards. All creatures within 10 feet take 2d8 necrotic damage. ## Warlock Patron \pagebreakNum ## Entomancer Practitioners of an old forgotten form of magecraft from the Matou family branch, magi perform a gruesome ritual to increase their magical reserves, or fix their otherwise low magical ability. Through cultivating insects insides of themselves, these mages grant themselves sickening new abilities and capabilities. ### Spellcaster This class is a Spellcaster class. For each level in it you gain additional spell slots as well as spells known. ### Proficiencies You gain proficiency in Evocation and Conjuration spells. ### Crest Magic Starting at 1st level, Entomancers channel the awful power of swarm, allowing them to use the insects they host within their bodies in multiple ways. Your access to this power is represented by a number of swarm points. You start the game with a number of swarm points equal to your END mod. Swarm points are not regained by rest nor the passing of time. Instead they are created when you take more magical insects within yourself via vile ceremony involving dead corpses. An Entomancer can spend their action out of combat to create and desecrate corpses of the innocent. Doing so grants them 1d4 swarm points. Swarm point gains are increased when the corpses used are magical in nature. Witnessing the death of a monster or magical beast will automatically grant 1d4 swarm points, increased to 1d8 for a Magi or Servant. ### Worm Surge Starting at 1st level, when you cast a spell you may expend a swarm point and 5 hit points to increase the damage dealt by 1 damage die. ### Bladeworm Husk Starting at 2nd level you learn a new spell, exclusive to Entomancers. You may cast it at will using a spell slot, or by expending 1 swarm point. \columnbreak #### Locust Swarm *Necromancy*
**Casting Time:** 1 action
**Range:** 30 Feet
**Components:** V, S
**Duration:** Instantaneous, Concentration
You summon a swarm of locusts in a 10x10 foot area within range. Creatures who are inside the swarm when it is summoned or end their turn within it are forced to make an END save. On a failed save targets take 2d6 necrotic damage, or half damage on a successful save. You may move the swarm up to 10 feet in any direction as a bonus action. If it makes contact with a new creature after being moved, they must make the saving throw. ### Corspe Explosion Starting at 3rd level, when a creature you can see dies you may use 1 swarm point to cause the corpse to explode into a fleeting cloud of poison. All creatures within 10 feet of the corpse take 2d6 poison damage. ### Crest Sacrifice Starting at 4th level, you may expend 2 swarm points to regain an expended spell slot. Additionally, you may expend any amount of swarm points to recuperate from past wounds. For each swarm point expended, regain 2d6 hit points. ### True Swarm Magic Starting at 5th level, you unlock a new understanding with your magic, sacrificing your humanity for the key towards true Entomancy. You unlock the following benefits: * **Worm Surge** You no longer sacrifice HP to increase the damage of a spell. * While the spell **Locust Swarm** is active, the spell originates around you as well. * **Corpse Explosion** now deals 3d6 damage instead. * Your creature type becomes Undead. Additionally, you gain a new sect of insects to enhance the potency your spells. Each option costs 2 swarm point, and only may point may be applied per spell. Applying Swarm Magic to a spell changes the damage type to necrotic. * **Engorging Swarm** - When you cast a damaging spell, gain temporary hit points equal to the damage dealt. * **Repulsive Swarm** - When you cast a spell force all targets of the spell to make a MNA saving throw or become feared of you. Targets may repeat this saving throw at the end of each of their turns. * **Venomous Swarm** - When you cast a spell force all targets of the spell to make an END saving throw or become poisoned. Targets may repeat this saving throw at the end of each of their turns. \pagebreakNum ## Metallurgist Magi who practice manipulating metals. Often rarely found or overlooked, these magi have trained themselves to balance their physical prowess with their magical prowess so as to bring both to the forefront while on the battlefield. ### Proficiencies You gain proficiency in Transmutation spells and simple and complex weapons. ### Metallurgy Starting at 1st level you gain a number of Metallurgy points equal to your level in this class. These points are used for later abilities in this class. Metallurgy points are expended when they are used and regained upon completing a rest. ### Might and Magic Starting at 1st level you channel your weapons with magical energy as opposed to your physical prowess. Weapons wielded by you instead use your MNA modifier when determining attack and damage rolls, instead of STR or AGL. Additionally these weapons are considered magical for the means of bypassing resistance. ### Armored Shell Starting at 2nd level, you're magically attuned to armor you wear. You don't suffer any disadvantages when dawning heavy and medium armor and may wear it without the STR requirement. Additionally you gain the ability to use a bonus action to expend a Metallurgy point, granting yourself resistance to physical damage or 1 elemental damage type for 1 minute. You may stack multiple resistances onto your armor. ### Battle Casting Starting at 2nd level your mind in the heat of battle is just as prepared for casting spells as crossing blades. When you use your action to cast a transmutation spell, you may use your bonus action to expend a Metallurgy point and make an attack. ### Metallic Tomb Starting at 3rd level you become able to entomb yourself in a metal shell to fend off attacks. As a reaction to taking damage you gain 10 temporary hit points per level in this class, which remain until the start of your next turn. Once you use this ability you cannot use it again until you finish a rest. \columnbreak ### Regenerating Transmutation Starting at 4th level you begin repairing your wounds with the metal affected by your magic. When you cast a transmutation spell you regain 3d6 hit points. ### Extra Attack Starting at 5th level you can attack twice when you take the attack action, instead of once, when you take the attack action on your turn. ### Metallic Smite Starting at 5th level you gain the ability to increase the size of a melee weapon you're wielding. When you make a melee attack you may expend any number of Metallurgy points to increase the damage dealt by 2d8, additionally increasing the weapon's reach to 10 feet. \pagebreakNum ## Puppetmaster Puppeteers spend their lifetimes as mages creating humanoid figurines for doubling in combat, making enhanced familiars of their own creation to make up for their lack of combat prowess, or to improve it. ### Proficiencies You gain proficiency in Simple Weapons. ### Battle Buddy Starting at 1st level, A Puppeteer begins the Grail War with a specialty puppet already created, one designed to act as a ‘bodyguard’ for them. This puppet is a humanoid creature with a 2 in each stat parameter except for LCK, which is 0. The Combat Puppet begins the war wielding a single weapon of the Puppeteer’s choice from the weapons list. It also has been enchanted with a spell scroll containing a spell of the Puppeteer’s choice from the spell list. The Combat Puppet may cast this spell once per encounter. When the Combat Puppet is reduced to 0 hit points, it does not roll death saving throws and instead ceases to function. If it can be collected afterwards, repairs can be made during a rest. If it cannot be collected, a new one will take an additional 8 hours to bring back to use. ### Human Dolls Starting at 2nd level, at the end of your rests you create 1 mundane doll, a humanoid familiar made to resemble a person. You may choose the puppets appearance, or leave it as a blank mannequin-esque figure. Puppets act as normal familiars, but they are also humanoid creatures with a 0 in each stat parameter. They can fight as normal but are not extremely effective in doing so. They wield weapons, but lack the magic circuits required to cast spells or wield magic weapons. Puppets, unlike Combat Puppets, have 10 maximum hit points. When a puppet is reduced to 0 hit points, it does not roll death saving throws and instead ceases to function. You may only have an amount of active puppets equal to your MNA mod at any given time. ### Loyal Subjects Starting at 3rd level, your Puppeteer functionality increases. When you are subject to an attack or spell, your puppets may use their reaction to appear in a space within 5 feet of you, becoming the new target of the attack. Additionally, When you are subject to an area of effect spell or effect you may use your reaction to summon a puppet to take the brunt of the blow, assuming you have one available. You pass the saving throw automatically. Combat Puppets fail automatically, and Puppets cease to function. ### Battle Buddies Starting at 4th level, you gain an additional Combat Puppet. ### Backup Body Starting at 5th level, you obtain the magnum opus of all Puppetmasters. At the start of the war, choose a location on the map to store your Backup Body. This doll can be found with a DC25 scout check, otherwise remaining hidden until activated. When you are killed, you will return to life wherever you have placed the Back-up Body. The puppet will inherit your consciousness when your main body dies, essentially acting as a second life. Your creature type becomes Construct. Before your death, the body is a defenseless and unconscious puppet. \pagebreakNum ## Ranger Special operatives who use ranged weapons primarily, coupled with stealth, special tools, and gadgets to give an edge in battle. ### Proficiencies You gain proficiency in Simple and Complex ranged weapons. ### Bandolier Starting at 1st level, you gain special tools exclusive to your class. They are considered Complex Weapons. At the end of each rest you create three of these tools to carry with you. You can only hold three of these tools at a time. ***Frag Grenade*** - You choose a space you can see within 60 feet. All creatures within 15 feet are forced to make a DC13 AGL saving throw, taking 2d8 piercing damage on a failure. This damage is halved on a success ***Smoke Grenade*** - You choose a 15x15 space you can see within 60 feet. All creatures inside of this area are blinded. This fog clears after 3 rounds. ***Bola*** - You throw this tool at a creature within 60 feet. Make a ranged attack. On a hit, the creature is grappled. The bola has 5 HP and 0 AC. Creatures make a DC13 STR or AGL check at the start of their turns to break free of the bola. ***Survival Tools*** - You create any tool in the Item's list. ### Weapon Workshop Starting at 2nd level you create two attachments from the attachment list every rest and may apply them to your weaponry at will. You gain +1 to attack rolls while using a weapon with attachments. ### Ghillie Suit Starting at 3rd Level you gain a special cloak granting you stealth benefits for ambushing your enemy. While wearing this cloak, you gain +3 bonus to your hide DC. While concealed from your target, you may launch a surprise attack on your target. Your surprise attacks have special features. When attacking from stealth you gain advantage on your attacks. Attacks landed in this way deal an additional 1d6 damage of the same type. ### Crack Shot Starting at 3rd Level, the range you can toss throwables and items is doubled. You can use your action to make a ranged attack against any number of creatures you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Attacking in this way ignores half and three quarters cover. \pagebreakNum ## Soldier Warriors who focus on the raw enhancement of the body, training themselves instead of utilizing their magical circuits. Using their wit alone, they keep up with the likes of those who cast spells or enhance themselves with mana. ### Proficiencies You gain proficiency in Simple and Complex Weapons. ### Latent Potential Starting at 1st level your potential shoots you about your colleagues and opponents alike. If your main class is Soldier you gain 2 additional stat points, which may be allotted to a single skill other than MNA. ### Weapon's Master Starting at 1st level, you start with a single weapon you are proficient with. If you choose a firearm, you start with a single attachment. While wielding a weapon you are proficient with, increase the damage die by one tier. ### Fighting Style Starting at 2nd level, you gain a fighting style. Choose a single option from the list below, gaining the following feature. * **Archery.** You gain a +2 bonus to attack rolls you make with ranged weapons. * **Blind Fighting.** You have blindsight with a range of 15 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. * **Defense.** While you are wearing armor, you gain a +1 bonus to AC. You gain light armor. * **Dueling.** When you are fighting and no ally is within 20 feet, you gain a +2 bonus to damage rolls. * **Interception.** When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10. You must be wielding a weapon to use this feature. * **Close Quarters Shooter.** When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks. \columnbreak ### Skilled Starting at 3rd level, you gain two Feats. You cannot select the same feat twice. ### Quick Thinking Starting at 4th Level, you gain an additional bonus action. When you are subject to taking damage, you may use your reaction to gain resistance to a single type of damage until the start of the next turn. ### Extra Attack Starting at 5th level you can attack twice when you take the attack action, instead of once, when you take the attack action on your turn. ### Adrenaline Shot Starting at 5th level, you may release the limiters on your body once per rest to enter a battle trance. You may enter this state as a bonus action. During this battle trance, you gain the following effects. * You are under the effects of the Enhance Movement spell. * You automatically pass saving throws. * You cannot be Grappled, Stunned, Slowed, Feared, or Restrained. * You make all attack rolls at advantage. Each turn you are under the effects of Adrenaline Shot, you must make a DC8 END skill check. Each successful save increases the DC by 2. The first time you take damage each turn, you are forced to make this skill check again. Once Adrenaline shot has ended, you are slowed until your next rest. \pagebreakNum ## Voidwalkers Ethermancers are Magi who manipulate the Imaginary Element known as Hollow, but there exists a group of these mages who can physically summon Hollow to the physical realm, molding it with the standard absence of the world: Darkness. ### Spellcaster This class is a Spellcaster class. For each level in it you gain additional spell slots as well as spells known. ### Proficiencies You gain proficiency in Necromancy spells and 1 additional spell type of your choice. ### Darkwraith Starting at 1st level, when you are within dim light or darkness, your spells deal an additional 1d8 necrotic damage. ### Dusk Starting at 1st level, you may cast the Field of Darkness bounded field as an action, choosing any range up to 120 feet. Additionally, you are always under the effects of the Night Eye spell. ### Paranoia Starting at 2nd level, when you deal damage to a creature you can see, you may spend a bonus action to release a blast of hollow energy. Creatures are forced to make a MNA saving throw, becoming frightened of you on a failure. Creatures repeat this saving throw at the end of their turns. ### Hysteria Starting at 3rd level, you become the embodiment of the night. While within dim light or darkness, you heal for all necrotic damage you deal to creatures you can see. Once per turn, you may appear in a space within dim light or darkness within your movement. Creatures you render blind or feared take 2d8 necrotic damage at the start of their turns. \pagebreakNum ## Hydromancer: Water Elementalist Despite the element of water being directly related to control and influence, traditional Hydromancers have also found ways to transfer this skill to manipulating the flow of liquids, simulating the control of the element of water. Through this, a new type of Hydromancer has taken form. ### Subclass When taking Levels in Hydromancer, you may choose to replace any feature of an equal level with the features listed below. ### Spellcaster This class is a Spellcaster class. For each level in it you gain additional spell slots as well as spells known. ### Proficiencies You gain proficiency in Enchantment spells. ### Flow Starting at 1st level you gain a number of Flow Points equal to your MNA mod. These points are used for multiple features in this class. Flow Points are expended when they are used and regained at the end of rests. ### Drizzle Starting at 1st level you may cast the Bounded Field of Weather as an action. When selecting Foggy or Overcast, it begins to rain. Additionally, while within rainy weather you may expend 1 flow to send down a torrent of rain down on an enemy. Make a ranged spell attack. On a hit, you deal 3d8 cold damage. ### Tsunami Starting at 2nd level, you can summon waves to crash them down on your opponents. As an action you may spend 1 flow to fire a 10 foot wide and 60 foot long wave. Creatures who collide with the wave are forced to make a STR saving throw, being knocked prone on a failure. When casting this ability, you may choose to ride the wave to its ending location. During rainy weather the wave becomes 20 feet wide instead and deals damage. Creatures who fail the save are dealt an additional 4d8 cold damage, halved on a success. \columnbreak ### Ebbing Tides Starting at 3rd level, after successfully hitting a target with a spell or effect, you may spend 1 flow to summon a wave of water to bounce off your target and onto another within 15 feet. The original target is dealt 1d6 cold damage, and the spell or effect is replicated onto the new target. ### Storm Soul Starting at 3rd level, you can spend 1 flow during rainy weather to cause a torrent to begin pouring. For 1 minute you have unlimited Flow. Creatures other than yourself have their visibility decreased, firing ranged attacks and spells at disadvantage. All creatures gain resistance to fire damage. When using the Drizzle feature, you gain a bonus to the attack roll equal to your MNA mod. \pagebreakNum ## Mystic Codes Specialty equipment and magical items made to assist Magi beyond what physical training and magecraft are capable of. Mystic Codes require attunement. You become automatically attuned with a Mystic Code when you equip it. You may only be attuned to a single worn Mystic Code (equipment/consumable) and a single held Mystic Code (weapon) at any given time. #### Gunpowder Halberd *Mystic Code, 4 wealth*
A halbred with a special cartridge slot directly underneath the blade. The halbred holds a special slot which can be filled with gun ammunition as a bonus action, turning it into a cartridge full of explosive power. When you land a weapon attack with the Halberd you may activate the cartridge. It deals an additional 1d8 bludgeoning damage. Ammunition fed into the cartridge slot maintain the properties and effects when transformed into cartridges. #### Hydra's Dragger *Mystic Code, 3 wealth*
A poisoned blade with a coating of venom extracted from a young hydra. Though from a young hydra, this venom should serve as an effective method of attacking. The dagger deals an additional 1d4 acid damage on a hit. Damage dealt by the Hydra Dagger permanently reduces a creature's maximum hit points until the dagger is destroyed. #### Brace of Tethering *Mystic Code, 4 wealth*
A metal arm brace with Jewels and fancy engravings. Any weapon you are holding gains an invisible 30 foot tether, attached to the bracer. Any weapon you hold has a thrown distance of 30 feet, and returns to your hands at the end of your turn. The tether may also be used to pull creatures towards you. As an action, you may launch the tether at a creature within 30 feet, forcing them to make a DC15 STR saving throw. On a failure, the creature is pulled into a space within reach. #### Ash Locks *Mystic code, 3 wealth, Requirements: Church Monk, Burial Agency, or Church Executor.*
Conceptual Weapons, the basic tools of Church Executors which require far less training for ease of use. Their destructive power rivals that of Black Keys. Your Ash Locks may be any simple weapon, or Armored Gauntlets to enhance your martial ability. While using Ash Locks you have +1 AC. These weapons deal radiant damage instead of their normal type. \columnbreak #### Traveler's Astrolabe *Mystic code, 5 wealth, Requirements: Main class Spellcaster*
A finely crafted tool made from gold, silver and various jewels, more than a contraption designed to guide overseas travelers, it resembles an ornament.
You may spend 8 hours out of combat attuning the Astrolabe to a creature you have seen before. Afterwards the Astrolabe spins to life, granting you the following benefits: - You can spend an action to pry in on the life of this creature. For 1 minute, you may watch this creature. You don't know of their location, but learn their actions and intent. You may expend a spell slot to extend this duration to 1 hour. - Using the Astrolabe more than once per rest clues the creature in to being spied on. They may make a LCK saving throw, learning they are being watched on a success. #### Tattered Blindfold *Mystic code, 4 wealth*
An old crimson red sash used by old monks. Possessing the sash permanently grants you the blinded condition. Despite this, you still roll attacks as normal. You gain blindsight of 60 feet. You gain +5 AC against ranged attacks. #### Tome of the Old Gods *Mystic code, 5 wealth*
Some magi gain access to powerful archaic magic which date back to the Age of the Gods, which allow you to harnest old wild magic which cannot be controlled by modern mages today. The strength of these abilities require them to be stored within Eldritch Tomes, and may only be used in limited amounts.
Once per rest you may open the book as an action to call forth the magic stored within. You create a 500ft powerful dome of energy originating around yourself. Until the end of your next turn, a sealing magic takes effect. ALL creatures who deal damage to another creature during this time is dealt 4d8 psychic damage.
You may only invoke the power of this tome three times. After your third use, the tome withers away and the magic is lost forever. \pagebreakNum ## Sorcery Traits Magical traits passed down through lineages of magi. Sorcery Traits are prized possessions of magi families, often moreso than their crest. Though normally passed down genetically, there are rare cases of magi with a weak or complete lack of lineage possessing a Sorcery Trait. ### Beast Mage Beast Magi can materialize your mana to give yourself animalistic features and traits, making you wild in nature. You can track other creatures via scent. When you come in contact with another creature, you may make a MNA saving throw vs their Spell Save DC. On a success, you can retain their scent and track them for the remainder of the war. You may use your action out of combat and make a scouting check to track a creature whose scent you've retained. On a success, you learn how many areas away they are and in what direction.
As an action you can initiate a beast-like transformation made of magic. Until the end of the encounter, you gain the following features: * Your creature type becomes Beast. * You have natural weapons in the form of claws that deal 1d8 slashing damage. Despite this, you may only attack once. * When you hit a claw attack, you may use your bonus action to make a bite attack that deals 1d6 piercing and forces the target to succeed a Contested STR check or fall prone. * Your speed is increased by 10. * You add half your MNA mod (rounded down) to damage rolls. * You gain an amount of temporary hit points equal to 5 + your MNA mod. You may only use this feature once per rest. ### Chameleon Some mages have a powerful, constantly melding affinity to magic that does not align them to any one element. Through harnessing this strength, mages may replicate magical effects they witness temporarily. When you witness a class feature of a level you can learn being used, you may store it for personal use. You follow the same principles for casting it. If it requires a resource, you obtain an amount equal to your MNA mod. Once you store a class feature, you cannot replace what is stored until the end of your next rest. \columnbreak ### guh \pagebreakNum ###### To do: Mystic Eyes, format cleaning