Quest's Scion

by QuestForQuests

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The Scion

Clad in tattered armor, pulling himself out of the now quiet battlefield, a grizzled human looks around and sees his army dead before him. The spirits of his dead soldiers begin to rise, seeking absolution against the enemy that so thoroughly defeated them, surely the captain they looked to in life can lead them in death?

An elf meditates in a fairy circle with an ancestral sword in her lap, the silver-capped mushrooms matching the silvered sword. When the stars align above this crossroad a powerful connection to her fey ancestors will be forged. Then she will finally have the power to drive out the evil that haunts her homeland.

Skulking through an ancient ruin, a tiefling with an orb of hellfire conjured in his hand lights the corridor before him. From beyond his light a monstrous roar rings out, he hurls the orb down the ancient stone corridor, igniting the troll in hellfire.

Scions are warriors carrying a magical connection to supernatural powers. Whether through an exotic bloodline, gifted from a powerful being, or exposure to magical forces, scions combine their innate arcane bond with their physical might, resulting in a hybrid of talent.

Swords and Sorcery

Scions find that their spells and abilities come to them instinctively. Thanks to this connection, scions acquire the ability to harness innate magic, much as a sorcerer does. Their spells, like their combat abilities, emphasize destruction, durability, and power.

Scions can often be found seeking the adventuring lifestyle. Motivated by discovering more about their mysterious powers, or simply confident in their own abilities thanks to these arcane enhancements, scions are very useful to adventuring parties for their prowess in swords and sorcery.

Creating a Scion

The most important question to consider when creating a scion is the origin of your supernatural power. As a starting character, you will begin your adventuring career with a magical connection already made. Did a supernatural event in your backstory infuse you with powers, or do you hail from an exotic bloodline that enhances your physical might?

The exact nature of this connection is important to determine how your character may use their powers. Do you embrace this power or view it as a curse? Were you always a warrior? Or did this newfound magic drive you to become one?

Quick Build

You can make a scion quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons), followed by Charisma. Second, choose the soldier background.

Design Goal

The leading goal when designing the Scion was creating a gish type class that focused on a half caster cousin to the Sorcerer. The Druid has the Ranger, the Cleric has the Paladin, the Wizard has the Artificer.

Theres a plethora of multiclass guides out there that combine some form of Sorcerer, Paladin, Fighter, Warlock to achieve a gish character...so why not try to make a class that can achieve the fantasy on it's own?

Inspiration

While playing Pathfinder: Kingmaker I learned about the Eldritch Scion and Blood Rager. To put it simply they are hybrid style classes that combine sorcerous casting with melee might. The Blood Rager uses its bloodline to rage like a barbarian while casting magic, and the Eldritch Scion uses an arcane pool of powers like metamagic to enhance spells.

Power Balance

From my own calculations and experience with 5e I tried to place the base class power between the Paladin and Ranger. While that is a broad power gap with the Bloodline abilities it should hopefully place closer to the Paladin side of the scale without tipping over.

Final Thoughts

While I've tried my best to refine the Scion, I'm new to using GM Binder so there is some odd formatting and typos I'm sure (I will gladly fix if found). I've done some testing myself but it seems like its time to find out what others think so I can further revise. I hope you enjoy reading about the Scion! Let me know what you think.

-- Quest

The Scion
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Bloodline, Channel Power, Bloodline Proficiencies
2nd +2 Fighting Style, Spellcasting 2 2
3rd +2 Arcane Pool, Arcane Recall 3 3
4rd +2 Ability Score Improvement 3 3
5th +3 Extra Attack, Channel Enhancement 4 4 2
6th +3 Bloodline Feature 4 4 2
7th +3 Magical Resistance, Improved Bloodline Proficiency 5 4 3
8th +3 Ability Score Improvement 5 4 3
9th +4 6 4 3 2
10th +4 Bloodline Feature 6 4 3 2
11th +4 Arcane Strikes 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Honed Channeling 8 4 3 3 1
15th +5 Bloodline Feature 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 Magical Resistance Improvement 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Ascended Form 11 4 3 3 3 2

Class Features

As a scion, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Scion level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per scion level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, Intimidation, Perception, Persuasion

Equipment

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

  • (a) 2 simple weapons or (b) 1 martial weapon
  • (a) leather armor, a longbow and a quiver of 20 arrows or (b) scale mail and shield or (c) chainmail
  • (a) an arcane focus or (b) a component pouch
  • (a) a dungeoneer's pack or (b) an explorer’s pack

Bloodline

Choose a scion origin, which describes the source of your innate magical power: Aberrant, Beast, Celestial, Draconic, Fey, Fiend, Primordial, or Undead, all detailed at the end of the class description

Your choice grants you features when you choose it at 1st level and again at 6th, 10th, and 15th level

Channel Power

You have unlocked a conduit for arcane power from an event in your past, or in the life of an ancestor. When you Channel Power you gain aspects of this connection, fueling your magic abilities. You can channel power as a bonus action on your turn and lasts for 10 minutes. You can use this ability a number of times per long rest equal to your proficiency bonus.

When you use Channel Power you gain the following abilities for the duration:

  • A weapon detailed in your bloodline for the duration, must have a free hand or hands, depending on the weapon gained. You are proficient with this weapon and it can also be used as an arcane focus for your scion spells. When you Channel Power you can opt to not summon the weapon.
  • Temporary hit points equal to 1d10 + your scion level
  • Abilities determined by your bloodline

The appearance of your Channel reflects some aspect of your bloodline origin. For example, your form could have gnarled horns and ruby skin to reflect your fiendish blood, or your body might flicker translucently like a specter, suggesting your undead connection.

Fighting Style

Starting 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.

  • Sorcerous Warrior. You learn two cantrips of your choice from the Sorcerer spell list. They count as Scion spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Sorcerer spell list.
  • Blind Fighting. You have blindsight with a range of 10 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.
  • 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.
  • 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 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Spellcasting

By 2nd level an event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the scion spell list is detailed at the end of the class description.

Spell Slots

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

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the scion spell list. The Spells Known column of the Scion table shows when you learn more scion spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd 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 for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your scion spells, since your magic draws on your attunement to your blood. 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.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your scion spells.

Arcane Pool

At 3rd level the innate arcane potential flowing in your blood allows you to enhance your sorcerous abilities. This font of magic is represented by Scion Points. You can only use one Arcane Pool ability per turn.

  • Blood Magic (spell level + 1 scion point): Cast a scion spell without spending a spell slot
  • Enchant Weapon (1 scion point): As a bonus action, or during the same bonus action when you Channel Power, you enchant your weapon(s) with magic, add 1d6 bloodline damage to strikes for 1 minute.
  • Instinctual Guidance (1 scion point): As a reaction, reroll a failed skill check you're proficient with.
  • Quick Cast (2 scion points): Cast a bloodline spell that uses an action as a bonus action. Can only be used once per short rest.

Your arcane pool has a number of points equal to your proficiency bonus plus your Charisma modifier. Your Arcane Pool replenishes upon finishing a long rest.

Arcane Recall

As part of a short rest you can expend spell slots to regain expended Scion Points from your Arcane Pool. A level 1 spell recovers 1 Scion Point, a 2nd level slot recovers 2, etc. The scion points you recover with this feature cannot exceed your scion point maximum.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Channel Enhancement

At 5th level the weapon you conjure when you channel power counts as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage. It also gains a +1 to hit and damage rolls. This bonus increases to a +2 at 10th level.

You can forgo the bonuses listed above and transform one magic weapon to replace your channeled weapon. You perform a ritual over the course of 1 hour, which can be done during a short rest. It is shunted it into an extradimensional space, and it appears whenever you channel power thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your channeled weapon if you die, if you perform a 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Improved Bloodline Proficiency

At 7th level you gain expertise in the skill granted by your bloodline

Magical Blood

Also at 7th level you gain resistance to the damage type associated with your bloodline. At 18th level you are immune to the damage type while under the effects of channel power.

Spell Combat

By 11th level, you are so suffused with your bloodline powers that all your melee weapon strikes carry arcane power with them. Whenever you hit a creature with a weapon attack, the creature takes an extra 1d8 of the damage type associated with your bloodline

Honed Channeling

At 14th level, if the temporary hit points gained while Channeling Power are reduced to 0, you regain 1d10 at the start of your turn.

Ascended Form

At 20th level you have mastered the powers that manifest in your blood. While you are channeling you gain the following extra abilities:

  • Once per turn, cast a scion spell as a bonus action
  • When you take the attack action using the weapon granted by channel power, you can make 2 extra attacks, instead of 1.

Aberrant Bloodline

An alien force has changed your mind and body. What cosmic power or eldritch evil influenced you, and how have these newfound power manifested?

Aberrant Proficiencies

You have a supernatural way of reading people, you have proficiency in the Insight skill.

Some class features refer to a damage type determined by your bloodline, yours is psychic damage.

Pseudopod Strike

When you Channel Power, one of your arms turns into a tentacle-like pseudopod for the duration. It is a simple melee weapon with the reach and finesse properties, dealing 1d6 bludgeoning damage on a successful attack. You cannot be disarmed of this weapon and you can also use it to deliver spells with the range of touch.

Bloodline Spells

You learn the following spells at the following levels. The following are Scion spells for you, but do not count against your spells known.

Aberrant Expanded Spells
Scion Level Spells
2 Dissonant Whispers, Arms of Hadar
5 Calm Emotions, Detect Thoughts
9 Hunger of Hadar, Sending
13 Black Tentacles, Summon Aberration
17 Telepathic Bond, Telekinesis

Mutable Form

At 6th level, by spending 2 scion points as an action your body, along with any equipment you are wearing or carrying, becomes slimy and pliable for 1 minute. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Malleable Flesh

At 10th level you can control the malleability of a mortal form, flesh is but a tool. You can cast Polymorph once per long rest without expending a spell slot

Unfathomable Revelation

At 15th level you can peer past the beyond, seeing things that would break the mind of those who cannot understand it. While under the effects of Channel Power you have true sight.

Beast Bloodline

You either descend from or perhaps once were inflicted by lycanthropy. However this curse occurred is up to you, but it has indelibly left a mark on you. What were creature or beast are you tied to? Is it still out there, or was it an ancient being of myth?

Beast Proficiencies

Creatures of the wild are more likely to see you as kin. You gain proficiency in the Animal Handling skill

Some class features refer to a damage type determined by your bloodline, yours is slashing damage.

Wild Strikes

Whenever you channel, your inner beast is unleashed, transforming both of your hands into razor sharp claws or talons. They count as simple weapons with the light and finesse property, dealing 1d6 slashing damage on a successful hit. You cannot be disarmed of these weapons. Your speed also increases by 10 feet when you are under the effects of channel power.

Bloodline Spells

You learn the following spells at the following levels. The following are Scion spells for you, but do not count against your spells known.

Beast Expanded Spells
Scion Level Spells
2 Speak with Animals, Jump
5 Enhance ability, Locate Animals or Plants
9 Haste, Fear
13 Freedom of Movement, Locate Creature
17 Awaken, Hold Monster

Lycanthropic Resistances

At 6th level, by expending 2 scion points as a bonus action or as the same bonus action when you channel power, you gain the supernatural resistance of lycanthropes. You gain resistance to damage from non magical bludgeoning, piercing, or slashing weapons for up to 1 minute. This ability requires your concentration, as if you were concentrating on a spell.

Master of Beasts

At 10th level you can cast Dominate Beast once per long rest without spending a spell slot.

Apex Predator

At 15th level your senses are that of legendary beasts. While under the effects of channel power, you have blind sight and tremorsense up to 30ft.

Celestial Bloodline

A being of the higher planes has left a mark on your bloodline. Were you visited by an Solar, or maybe you are a fallen angel? Perhaps you have a destiny determined by the Gods themselves. Whatever your connection is is up to you, but the powers you wield are unmistakably divine in nature.

Celestial Proficiencies

You have knowledge of divine beings and orders. You have proficiency in the Religion skill.

Some class features refer to a damage type determined by your bloodline, yours is radiant damage.

Divine Rays

Whenever you Channel Power, you call upon holy magic to lance your foes with radiance. When you take the attack action, you can summon bolts of radiant energy at targets within 100ft of you. This counts as a ranged weapon attack and if you hit the target, it takes 1d8 radiant damage.

Bloodline Spells

You learn the following spells at the following levels. The following are Scion spells for you, but do not count against your spells known.

Celestial Expanded Spells
Scion Level Spells
2 Protection from Evil and Good, Detect Evil and Good
5 Lesser Restoration, Zone of Truth
9 Beacon of Hope, Revivify
13 Aura of Life, Divination
17 Dispel Evil Good, Holy Weapon

Celestial Aegis

At 6th level, when you Channel Power you can spend 2 Scion Points and choose a number of creatures equal to your Charisma modifier within 30ft of you that you can see. They gain temporary hit points equal to half your level (rounded down).

Divine Protector

At 10th level you protect the realms from outsiders, you can cast Banishment once per long rest without spending a spell slot.

Angelic Wings

At 15th level, you gain the ability to sprout a pair of celestial wings from your back, gaining a flying speed equal to your current speed. You create these wings when you Channel Power on your turn. They last until you dismiss them as a bonus action on your turn or until your channeling ends.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Bloodline

Your innate power comes from the might of Dragons. This draconic magic has mingled in your blood, is it from a dragon parent, or perhaps a gift from a benevolent one?

Draconic Proficiencies

The draconic blood that runs in your veins tends to manifest in ways that can scare others. You gain proficiency in the Intimidation skill.

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Draconic Ancestry
Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

Dragon Claw

Whenever you Channel Power, your inner dragon is unleashed, transforming one of your hands into a large, scaled claw. It counts as a simple weapon with the heavy property, dealing 1d12 slashing damage on a successful hit. You cannot be disarmed of this weapon.

Bloodline Spells

You learn the following spells at the following levels. The following are Scion spells for you, but do not count against your spells known.

Draconic Expanded Spells
Scion Level Spells
2 Command, Chromatic Orb
5 Dragons breath, See Invisibility
9 Fear, Protection from Energy
13 Elemental bane, Secret Chest
17 Summon Draconic Spirit, Dominate Person

Dragon Breath

At 6th level, once per turn when you take the attack action you can spend 2 scion points to replace one of your weapon attacks with a devastating breath weapon. Your breath weapon is a 30ft cone that deals a number of d8s equal to your proficiency bonus. Creatures in the cone must make a Dexterity saving throw against your scion spell save DC, taking half damage on a success.

Draconic Influence

At 10th level you gain the power of a dragon’s influence over others. You can cast Charm Monster once per long rest.

Ancestral Wings

At 15th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You create these wings when you Channel Power on your turn. They last until you dismiss them as a bonus action on your turn or until your channeling ends.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Fey Bloodline

The Feywild is a plane surging with magical potential and whimsy. How have you tapped into this power? Was your parent a warlock of an Archfey, or maybe an elven lineage that traces back to the Eladrin was dormant in your bloodline until recently. Chaotic powers and a connection to nature are made manifest in your abilities.

Fey Proficiencies

You have a natural charm that can put people at ease, you have proficiency in the Persuasion skill.

Some class features refer to a damage type determined by your bloodline, yours is psychic damage.

Bramble Shot

Whenever you Channel Power, you call upon your fey connection to summon a thorny bow to your hand. This longbow deals 1d8 piercing damage on hit, and once per turn it can catch a target you hit with brambles, reducing its movement by 10ft until the start of your next turn.

Bloodline Spells

You learn the following spells at the following levels. The following are Scion spells for you, but do not count against your spells known.

Fey Expanded Spells
Scion Level Spells
2 Hideous laughter, Faerie Fire
5 Misty Step, Calm Emotions
9 Blink, Plant Growth
13 Greater Invisibility, Grasping Vine
17 Mislead, Tree Stride

Supernatural Charms

At 6th level, you can play off an unsuccessful strike as a bad joke, or a dreadful warning. If you miss with a weapon attack roll you can use your reaction to spend 2 Scion Points and force the target to make a wisdom saving throw. On a failure they are charmed or frightened by you (your choice) for 1 minute, or until they succeed on a Wisdom saving throw versus your Scion DC at the end of their turn.

Fey Allies

At 10th level you can cast Conjure Woodland Beings once per long rest without spending a spell slot.

Steps of the Fey

At 15th level when you Channel Power and as a bonus action on each of your turns during its duration, you can magically teleport up to 30 feet to an unoccupied space you can see.

Fiend Bloodline

The influence of demons on mortals traces back to the origins of storytelling. Was a faustian deal with a devil bargained by one of your ancestors, or has a foul demon corrupted you with cursed powers? Consider what the origin of this influence was on your blood, and if the Fiend still lurks in the planes below.

Fiendish Proficiencies

You have a silver tongue and can honey words to suit your needs. You have proficiency in Deception.

Some class features refer to a damage type determined by your bloodline, yours is fire damage.

Hurl Flame

Whenever you Channel Power, your fiendish bloodline allows you to conjure pyromancy. You can hurl a flame at a target up to 40ft from you. This counts as a ranged weapon attack and if you hit the target, it takes 1d10 fire damage.

Bloodline Spells

You learn the following spells at the following levels. The following are Scion spells for you, but do not count against your spells known.

Fiend Expanded Spells
Scion Level Spells
2 Hellish rebuke, Searing Smite
5 Scorching Ray, Suggestion
9 Fireball, Stinking Cloud
13 Fire shield, Circle of Power
17 Contact other Plane, Immolation

Fiendish Durability

At 6th level, when you Channel Power you can spend 2 scion points to bolster your defenses. For the duration of your Channel Power you gain a +2 bonus to your AC.

Greater Pyromancy

At 10th level you can summon great flames to control the battlefield. You can cast Wall of Fire once per long rest without spending a spell slot.

Fiendish Flames

At 15th level when you are under the effects of Channel Power, whenever a creature within 10 feet of you hits you with an attack, flames lash out at that creature, dealing it 2d8 fire damage.

Primordial Bloodline

Earth. Water. Fire. Air. Long ago the 4 elements lived in harmony, but everything changed when one of them has influenced your powers. Your connection to the primevil forces manifests in a chosen element, but later your connection to all four is unlocked.

Primordial Proficiencies

You’re familiar with the forces of nature. You gain proficiency in the Nature skill.

Some class features refer to a damage type determined by your bloodline, yours is cold (Water), bludgeoning (Earth), fire (Fire), or lightning (Air) damage.

Elemental Tempest

Whenever you Channel Power, you call upon the forces of nature to conjure a weapon of pure elemental power. It is a one handed simple finesse weapon that deals 1d8 of the damage type associated with the element you chose at level 1.

Bloodline Spells

You learn the following spells at the following levels. The following are Scion spells for you, but do not count against your spells known.

Primordial Expanded Spells
Scion Level Spells Water Earth Fire Air
2 Absorb Elements Armor of Agathys Earth Tremor Burning Hands Zephyr Strike
5 Blur Snowball Swarm Spike Growth Continual Flame Warding Wind
9 Elemental Weapon Tidal Wave Erupting Earth Ashardalon’s Stride Lightning Bolt
13 Elemental Bane Watery Sphere Stone Skin Wall of Fire Freedom of Movement
17 Wrath of Nature Maelstrom Wall of Stone Flame Strike Control Winds

Primordial Keeper

At 6th level, whenever you Channel Power, you can spend 2 scion points and change your primordial element for the duration. Choose a different element listed above, you gain the scion spells and weapon of the chosen element, and lose the ones you had previously.

Summon Elemental Forces

At 10th level you can cast Conjure Minor Elementals once per long rest without spending a spell slot.

Master of Elements

At 15th level your connection to the four elements is unmatched. Whenever you finish a long rest you choose an element for your scion abilities regardless of your choice at level 1, and whenever you channel power you can change to a different element without needing to spend 2 scion points to do so.

Undead Bloodline

The power of the undead carries a weight and stigma in many cultures. Yet your bloodline has a connection to a powerful being that defies the laws of life and death. Did a lich curse your ancestors, or perhaps a psychopomp has deemed you worthy of such gifts?

Undead Proficiencies

The memories of the dead fill your mind. You have proficiency in the History skill.

Some class features refer to a damage type determined by your bloodline, yours is necrotic damage.

Ghost Blade

Whenever you Channel Power, you call upon the weapons of warriors past, summoning an ethereal sword in your hand to battle your foes. This 2 handed martial finesse weapon deals 1d10 necrotic damage on a successful hit.

Bloodline Spells

You learn the following spells at the following levels. The following are Scion spells for you, but do not count against your spells known.

Undead Expanded Spells
Scion Level Spells
2 Inflict Wounds, Bane
5 Ray of Enfeeblement, Gentle Repose
9 Summon Undead, Speak With Dead
13 Blight, Shadow of Moil
17 Antilife shell, Enervation

Specter Sight

At 6th level, as an action you can spend 2 scion points to gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

Death’s End

At 10th level you can protect yourself from meeting the same fate as those you battle. You can cast Death Ward once per long rest without spending a spell slot. You also cease aging, and are immune to effects that change your age.

Ethereal Form

At 15th level, your bond to the ethereal allows your mortal form to slip between realms. While you Channel Power you gain resistance to bludgeoning, slashing, and piercing damage.

Scion Spell List

First Level

  • Absorb Elements
  • Burning Hands
  • Cause Fear
  • Catapult
  • Chaos Bolt
  • Charm Person
  • Detect Magic
  • Disguise Self
  • False Life
  • Frost Fingers
  • Grease
  • Ice Knife
  • Inflict Wounds
  • Jump
  • Shield
  • Sleep
  • Thunderwave
  • Witch Bolt

Second Level

  • Alter Self
  • Blindness/Deafness
  • Crown of Madness
  • Darkvision
  • Detect Thoughts
  • Dust Devil
  • Earthbind
  • Enlarge Reduce
  • Hold Person
  • Invisibility
  • Levitate
  • Melf's Acid Arrow
  • Mirror Image
  • Misty Step
  • Phantasmal Force
  • Rime’s Binding Ice
  • Pyrotechnics
  • Scorching Ray
  • Shatter
  • Spider Climb
  • Suggestion
  • Tashas Mind Whip
  • Web

Third Level

  • Blink
  • Counterspell
  • Dispel Magic
  • Erupting Earth
  • Fireball
  • Fly
  • Gaseous Form
  • Haste
  • Hypnotic Pattern
  • Intellect Fortress
  • Lighting Bolt
  • Magic Circle
  • Major Image
  • Slow
  • Spirit Shroud
  • Stinking Cloud
  • Thunderstep
  • Tongues
  • Vampiric Touch

Fourth Level

  • Banishment
  • Blight
  • Charm Monster
  • Confusion
  • Dimension Door
  • Ice Storm
  • Polymorph
  • Stone Skin
  • Stone Shape
  • Psychic Lance
  • Wall of Fire

Fifth Level

  • Animate Objects
  • Cloudkill
  • Cone of Cold
  • Creation
  • Dominate Person
  • Enervation
  • Far Step
  • Hold Monster
  • Seeming
  • Skill Empowerment
  • Steel Wind Strike
  • Synaptic Static
  • Telekinesis
  • Teleportation Circle
  • Wall of Light