Scion - GM Binder

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The Scion

Scion

T
he mammoth devil stands before the

adventurers, he has attempted to claim the city

for the Nine Hells but this group has managed

to thwart his plan time and time again. In the

front line stands a man wearing only a robe, a

shield and a sword, this man has a relaxed

demeanor because he knows what he is up

against. As the devil charges violently, the adventurer makes a

swift movement where he channels the divine spark withing

him marking the objective with a golden sigil at his feet giving

him a tactical insight on his foe.

Undetected, the high elf stares at her target from the

rafters. She knows these men and women are dissidents of

the church and she waits for their leader to show up, it is a

just a matter of time. The moment he shows up, she uses the

shadows to appear right behind him and killing him instantly.

Now she just needs to remember the way out or else she is

dead.

Rumors speak that these men and women are born with

the divine spark within giving them unrivaled power. Others

speak of the divine agents as deadly myths to keep their

children in check. Whatever the truth is, they are beings to be

reckoned with.

Scions do not depend on an oath or hours of praying, they

study both martial techniques that allow them to be

incredibly talented with all weapons and holy scriptures that

help them channel the power of their gods.

Students of faith

Legends speaks that the first scions were scholars who

dedicated their time studying holy and unholy scriptures,

trying to tap into the very essence of creation. After decades

searching for the origin of the power of the gods, they learned Whatever personal objective they strive to achieve, in the
how to channel that sacred power turning them into the end everything they do is in the name of their church and
perfect agents for their church. So many suspect that the while some churches try to twist the meaning of the divine
hours spent reading and meditating is a form of praying but it message for personal gain, the dreams always push them
really a way in which they are connect to that ancient power. towards the path they must follow and so scions must try and
Meanwhile, others speak that the hours of study spent by understand their dreams to follow the message sent by their
scions is them trying to channel the power of celestial beings, guides.
fiends or even the fae. Whatever the reason one thing is
agreed upon, only scions know the origin of their powers and Creating a Scion
even then only a few truly understand the source of their
powers as some are manipulated by the leaders of their When creating a scion, think about what deity or church is
churches to do tasks not in the name of their god but for the the one you serve and how do you serve this order because
benefit of the church. this will help you chose a sacred task down the line.
Once this is done think about your characters motivations.
Dreams to a greater purpose What alignment do you use to fight the enemies of your
The fact that scions tap into the very source of power wielded church? Did your god chose you or did you study to become a
by the gods gives scions vision of their purpose in this life. scion? How was your training like? What are your dreams
While these visions reveal their sacred tasks by the way of like, are they visions of a dark future or something to seek?
dreams, they can be of many things like dark futures where What types of tasks are you sent to by your order? Did
evil has ravaged the world leaving it as a desert wasteland, someone try to distort the meaning of your dreams to turn
forgotten relics that will empower their god to become the you into a weapon?
ruler of the pantheon or even a lonely tavern where the scion
will find a young tavern keeper that will send him on the
adventure of a lifetime.

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The Scion
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Chosen Warrior, Unarmored Defense — — — — — —
2nd +2 Sacred Sigil, Fighting Style, Spellcasting 2 2 — — — —
3rd +2 Divine Talent, Sacred Task 3 3 — — — —
4th +2 Ability Score Improvement 3 3 — — — —
5th +3 Extra Attack 4 4 2 — — —
6th +3 Sigil of Repulsion 4 4 2 — — —
7th +3 Sacred Task Feature 5 4 3 — — —
8th +3 Ability Score Improvement 5 4 3 — — —
9th +4 — 6 4 3 2 — —
10th +4 Improved Chosen Warrior 6 4 3 2 — —
11th +4 Sigil of Weal and Woe 7 4 3 3 — —
12th +4 Ability Score Improvement 7 4 3 3 — —
13th +5 — 8 4 3 3 1 —
14th +5 Divine Form 8 4 3 3 1 —
15th +5 Sacred Task 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 Divine Assistance 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Sacred Task Feature 11 4 3 3 3 2

Quick Build Equipment


You can make an Scion quickly by following these You start with the following equipment, in addition to the
suggestions. First, make Dexterity should be your highest equipment granted by your background:
ability score, followed by Intelligence. Second, choose the
faction agent background. (a) a martial weapon and a shield or (b) two martial
weapons
(a) a priest’s pack or (b) an dungeoneer's pack
Class Features A holy symbol and five javelins.
As a Scion, you gain the following class features Choosen Warrior
Hit Points You gain two cantrips of your choice from the sorcerer spell
Hit Dice: 1d10 per scion level list. They count as scion spells for you, and Intelligence is
Hit Points at 1st Level: 10 + your Constitution modifier your spellcasting ability for them. Whenever you gain a level
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution in this class, you can replace one of these cantrips with
modifier per scion level after 1st another cantrip from amongst those.
Proficiencies At 10th level, you can cast one of your cantrips in place of
Armor: Light armor, medium armor and shields one of your attacks whenever you take the Attack action on
Weapons: Simple weapons, martial weapons your turn.
Tools: None Unarmored Defense
Saving Throws: Constitution, Intelligence
Skills: Choose three from Acrobatics, Athletics, History, While you are not wearing any armor, your Armor Class
Insight, Investigation, Nature, Perception, Stealth and equals 10 + your Dexterity modifier + your Intelligence
Religion. modifier. You can use a shield and still gain this benefit.

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Sacred Sigil Interception
At 2nd level, you learned how to use the power wielded by the When a creature you can see hits a target, other than you,
gods to censure those who oppose you. As a bonus action, within 5 feet of you with an attack, you can use your reaction
you can expend one of your spell slots to place a seal on a to reduce the damage the target takes by 1d10 + your
creature you can see within 30 feet for 1 minute. It ends early proficiency bonus (to a minimum of 0 damage). You must be
if you are knocked unconscious or until the creature drops to wielding a shield or a simple or martial weapon to use this
0 hit points. reaction.
Once per round, whenever you deal damage to the target Protection
you may choose to deal an additional 1d4 damage of the type When a creature you can see attacks a target other than you
of your Planar Source plus half your Intelligence modifier that is within 5 feet of you, you can use your reaction to
rounded down (minimum +1). Alternatively, you may consume impose disadvantage on the attack roll. You must be wielding
the seal to inflict 1d8 damage of the type of your Planar a shield.
Source plus another 1d8 per level of the spell slot used to
create the sigil. You can only do one type of damage during Two-Weapon Fighting
your turn. When you engage in two-weapon fighting, you can add your
In addition, the target creature does not gain any benefit ability modifier to the damage of the second attack.
against you because it is invisible or hidden.
You can only have one seal active per creature. When you Unarmed Fighting
consume a seal the creature is no longer under the effects of Your unarmed strikes can deal bludgeoning damage equal to
the sigil and and is no longer considered sealed. 1d6 + your Strength modifier on a hit. If you aren't wielding
This feature's extra damage, not the seal's damage when it any weapons or a shield when you make the attack roll, the
is consumed, increases when you reach certain levels in this d6 becomes a d8.
class: to 1d6 at 7th level and to 1d8 at 14th level. At the start of each of your turns, you can deal 1d4
bludgeoning damage to one creature grappled by you.
Planar Source
Through your rigorous study of the planes and religious texts, Spellcasting
you have learned how to tap into one of the sources of power
wielded by the gods. Choose one of the following: Good, By 2nd level, you have learned to use your divine heritage to
Neutral, Evil. This choice affects other abilities in the Scion grant you divine magic to cast spells.
class and determines the damage type of some of your Scion Spell Slots
abilities based on the table below.
The Scion table shows how many spell slots you have to cast
Alignment Damage Type Divine Assistance your scion spells. To cast one of your spells of 1st level or
Good Radiant Summon Celestial higher, you must expend a slot of the spell's level or higher.
You regain all expended spell slots when you finish a long
Neutral Force Summon Fey rest.
Evil Necrotic Summon Fiend For example, if you know the 1st-level spell shield of faith
and have a 1st-level and a 2nd-level spell slot available, you
can cast shield of faith using either slot.
Fighting Style
At 2nd level, you adopt a particular style of fighting as your Spellcasting Ability
specialty. Choose one of the following options. You can't take Intelligence is your spellcasting ability for your scion spells,
a Fighting Style option more than once, even if you later get since your power derives from the study of players and
to choose again. knowing how to use your divine power. You use your
Intelligence whenever a spell refers to your spellcasting
Blind Fighting ability. In addition, you use your Intelligence modifier when
You have blindsight with a range of 10 feet. Within that range, setting the saving throw DC for a scion spell you cast and
you can effectively see anything that isn't behind total cover, when making an attack roll with one.
even if you're blinded or in darkness. Moreover, you can see Spell save DC = 8 + your proficiency bonus + Intelligence
an invisible creature within that range, unless the creature modifier.
successfully hides from you. Spell attack modifier = your proficiency bonus + your
Defense Intelligence modifier
While you are wearing armor, you gain a +1 bonus to AC. Replacing Known Spells
Dueling Scions can decide that they can replace their known spells by
When you are wielding a melee weapon in one hand and no spending 2 hour for each level of the spell they wish to learn,
other weapons, you gain a +2 bonus to damage rolls with that the previous spell is forgotten by them and are not able to
weapon. cast it in anyway possible.

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The time spent represents the amount of time needed by the Sigil of Weal and Woe
scion so they can meditate and study the new spell in order to
master it, but in addition to this they must have a scroll, Starting at 11th level, you may use your Sacred Sigil a
spellbook or any other written way of studying the spell. The number of times equal to your Intelligence modifier
source of the spell becomes unusable after this, turning the (minimum 1) in any of the following ways:
page into dust.
Weal: You can use your bonus action to grant advantage
Writing down spells on the next attack roll against a sealed target.
Any Scion can have their spells known written down in any Woe: If a sealed creature attacks you or an ally, you can
scroll by spending 1 hour and costs 50 gp. per level of the use your reaction to give that creature disadvantage on the
spell they are writing down. In addition to this they must attack roll. This ability can be used after the dice is rolled,
succeed an Intelligence (Religion) skill check against a DC 10 but before you know the results.
+ the spells level to write down the spell without any error.
Divine Form
Spell Focus Upon reaching 14th level, you can spend your bonus action to
You can use a holy symbol as a spellcasting focus for your transform into a creature that reflects your Planar Source.
scion spells. The transformation last for 1 minute and ends early if you
Divine Talent are knocked unconscious. You can also end your
transformation on your turn as a bonus action.
At 3rd level, choose one skill in which you have proficiency, While transformed, you gain the following benefits:
your proficiency bonus is doubled for any ability check you You gain darkvision for up to 60 feet, if you already have
make with it. The skill you choose must be one that isn't darkvision you can expand it by additional 60 feet.
already benefiting from a feature, such as Expertise, that You gain resistance against bludgeoning, piercing, and
doubles your proficiency bonus. slashing damage from nonmagical attacks.
Sacred Task You gain the ability to sprout a pair of wings from your
back, gaining a flying speed equal to your current speed.
Upon reaching 3rd level you pledge your soul to the service of To use this movement you can't be wearing medium or
a god and are welcomed into their embrace finally becoming heavy armor. You can't manifest your wings while wearing
a scion of your deity. You gain the Channel Divinity ability and armor unless the armor is made to accommodate them,
choose either Acolyte, Avenger, Inquisitor or Magus as your and clothing not made to accommodate your wings might
specialty. be destroyed when you manifest them.
Your choice grants you features at 3rd level and again at
7th, 15th level, and 20th. You can use this ability a number of times equal to your
Furthermore, you are a considered a high ranking official Intelligence modifier per long rest.
in your church and will be given the best treatment and Divine Assistance
hospitality in any church of your chosen deity.
When you reach 18th level, you may summon an extraplanar
Ability Score Improvement being to assist you on your divine tasks. Once per long rest,
When you reach 4th level, and again at 8th, 12th, 16th, and as an action you may cast your Planar Source spell at 6th
19th level, you can increase one ability score of your choice level without spending a spell slot and material components.
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 Optional Rule: Multiclassing
If you use the optional multiclassing rule in the
Beginning at 5th level, you can attack twice, instead of once, Player's Handbook, here's what you need to know:
whenever you take the Attack action on your turn. Ability Score Minimum. As a multiclass character
you must have at least a Dexterity score of 13
Sigil of Repulsion and an Intelligence score of 13 to take a level in
Beginning at 6th level, once per turn and immediately after this class, or to take a level in another class if
you hit a creature with an attack, you can force a sealed you already are a Scion.
Proficiencies Gained. If Scion is not your initial
creature to make a Strength saving throw against your spell class, you only gain proficiency with Shields,
save DC. On a failed save, you can push or pull it in a straight Simple Weapons and Martial Weapons.
line up to 15 feet. You can use this ability a number of times Spell Slots. Add half your levels (rounded up) in the
equal to your Intelligence modifier (minimum 1) per long scion class to the appropriate levels from other
rest. classes to determine your available spell slots.

5
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Cleansing Light: As an action, you can cast a ray of
Sacred Tasks soothing light to remove one condition from a creature
Divinity is withing every scion and since birth they dream of a that you can see within 30 feet of you. The condition has
something they have to do, a path they must follow. Every to be either blinded, charmed, deafened, frightened,
scion follows a strict life of study, meditation and devotion to paralyzed, or poisoned.
their task but each takes a different path, some use the Channel Sigil: As a bonus action you may expend a use of
shadows to pursue their task, others use magic to channel your Channel Divinity to place your Sacred Sigil on a
the judgment of their god, while some might use their power creature within 30 feet of you as if you had used a spell
assisting others, and finally, some use their martial prowess slot of half your proficiency bonus (rounded up).
to smite those who oppose their church. Restorative Consumption
Task Spells
At 7th level, when an ally hits a sealed creature with a melee
attack, you can use your reaction to consume the seal and
Each task has a list of associated spells. You gain access to allow the attacker to regain a number of hit points equal to
these spells at the levels specified in the task description. the damage dealt.
Once you gain access to a task spell, you always have it
prepared. Task spells don't count against the number of spells Blessing of the Church
known and cannot be changed. Starting at 15th level, each turn your allies hit a sealed
If you gain a task spell that doesn't appear on the scion creature, the target also takes 1d8 damage of the same type
spell list, the spell is nonetheless a scion spell for you. as your Planar Source.
Channel Divinity Additionally, when a sealed creature targets one of your
allies with an attack, that ally gains a +2 bonus to AC against
Your task allows you to channel divine energy to fuel magical that attack.
effects. Each Channel Divinity option provided by your task
explains how to use it. Apotheosis
When you use your Channel Divinity, you choose which Upon reaching 20th level, once per long rest, you can use
option to use. You must then finish a short or long rest to use your action to become a divine creature for one minute, this
your Channel Divinity again. transformation gives you the following abilities:
Some Channel Divinity effects require saving throws.
When you use such an effect from this class, the DC equals You spend your action to allow a creature that you can
your scion spell save DC. touch to regain a number of hit points equal to 2d8 plus
your Intelligence modifier.
Acolyte You gain resistance against your Planar Source damage.
You become immune to the charmed and frightened
Acolytes are the helping hand of the church, they are the ones conditions.
you will find amongst the front lines of any sacred battlefield Allies in a 10 foot radius gain a bonus to saving throws
providing protection and medical assistance. These scions equal to your Intelligence modifier.
have taken the sacred task of assisting others achieve their
goals by any means possible, turning them into highly valued Avenger
assets.
Avengers are the might and strength of each order, they are
Task Spells soldiers trained to protect that which is most holy from all the
Scion Level Spells enemies. As such, Avengers are tasked to be mighty warriors
3rd Bless, Healing Word
and are always seen as stoic and inflexible in their objectives.
5th Aid, Enlarge/Reduce Task Spells
Scion Level Spells
9th Aura of Vitality, Haste
3rd Bane, Inflict Wounds
13th Freedom of Movement, Stoneskin
5th Blindness/Defness, Branding Smite
17th Greater Restoration, Mass Cure Wounds
9th Haste, Lightning Bolt
Bonus Proficiencies 13th Fire Shield, Wall of Fire
When you choose this sacred task at 3rd level, you gain 17th Flame Strike, Dispel Evil and Good
proficiency with the Medicine skill and Herbalism Kit
Channel Divinity Bonus Proficiencies
You gain the following two Channel Divinity options. See the When you choose this sacred task at 3rd level, you gain
Sacred Task class feature for how Channel Divinity works. proficiency with heavy armor and Persuasion skill.

6
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Channel Divinity Shadow Dance: As a bonus action, whenever you are in
You gain the following two Channel Divinity options. See the dim light or darkness you can teleport to up to 30 feet to
Sacred Task class feature for how Channel Divinity works. an unoccupied space you can see that is also in dim light
or darkness.
Sanctify Weapon: As an action, you can imbue your Channel Sigil: As a bonus action you may expend a use of
weapon with magical energy. For 1 minute, that weapon your Channel Divinity to place your Sacred Sigil on a
becomes a magic weapon and earns a bonus to its attack creature within 30 feet of you as if you had used a spell
rolls equal to your Intelligence modifier. slot of half your proficiency bonus (rounded up).
Channel Sigil: As a bonus action you may expend a use of Immobilizing Consumption
your Channel Divinity to place your Sacred Sigil on a
creature within 30 feet of you as if you had used a spell At 7th level, you can use your action to force a creature with a
slot of half your proficiency bonus (rounded up). seal make a Wisdom saving throw against your spell save DC,
if it fails it becomes restrained until the end of your next turn.
Furious Consumption
At 7th level, as an action you can consume a seal on an target Blessing of Shadows
within 30 feet. Every ally adjacent to that enemy may use Upon attaining 15th level, you become invisible to any
their reaction to immediately attack that enemy. creature with one of your seals on it.
Blessing of Fury Shadow Form
Starting at 15th level, once per round, whenever you take the Starting at 20th level, once per long rest you may use an
Attack action against a creature with one of your seals, you action to become incorporeal for 1 minute, gaining the
can make one additional attack against that enemy. following abilities:
Awakened Form Flying speed of 50 feet.
Starting at 20th level, once per long rest, you can spend you All attacks against you are at disadvantage.
action to awaken your divinity allowing you to transform into Resistance against acid, cold, fire, lightning, thunder;
a creature from another plane of existence for one minute, bludgeoning, piercing, and slashing nonmagical attacks.
gaining the following abilities: You can move through other creatures and objects as if
they were difficult terrain. You take 1d10 force damage if
Your size grows by one size category and your weapons you end your turn inside an object.
also grow to match its new size. While these weapons are Your weapon attacks deal damage of the type of your
enlarged, your attacks with them deal 1d4 extra damage. Planar Source, and a successful attack drains 1d4
Your Strength becomes 27(+8) and your Constitution strength from the target. The target dies if this reduces its
becomes 25 (+7). Strength to 0. Otherwise, the reduction lasts until the
Your speed increases by 10 feet and can take the dash target finishes a short or long rest.
action as a bonus action.
Resistance against bludgeoning, piercing, and slashing Magus
attacks. Some scions are tasked to become Magus and thus forgo
some martial prowess to become mighty spellcasters who
Inquisitor use their seals to improve their arcane abilities. They are
Inquisitors are agents of the church who pursue their seen as fearsome agents of the church capable of great feats
enemies from the shadows, they are surrounded by myth of destruction turning them into terrifying opponents.
since most never show their face publicly feeding to the story
that they will commit whatever atrocity needs to be done. Task Spells
Scion Level Spells
Task Spells 3rd Arms of Hadar, Magic Missile
Scion Level Spells
5th Augury, Scorching Ray
3rd Disguise Self, Expeditious Retreat
9th Counterspell, Fireball
5th Darkness, Alter Self
13th Ice Storm, Polymorph
9th Blink, Gaseous Form
17th Conjure Elemental, Dominate Person
13th Confusion, Freedom of Movement
17th Modify Memory, Passwall Bonus Proficiencies
When you choose this sacred task at 3rd level, you gain
Bonus Proficiencies proficiency with the Arcana skill and Calligrapher's Supplies.
When you choose this sacred task at 3rd level, you gain
proficiency with the Sleight of Hand skill and Thieves' Tools. Channel Divinity
You gain the following two Channel Divinity options. See the
Channel Divinity Sacred Task class feature for how Channel Divinity works.
You gain the following two Channel Divinity options. See the
Sacred Task class feature for how Channel Divinity works.

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Channel Spell: You spend your Channel Divinity to cast a
spell as a bonus action. You can only cast a spell this way
if it has a normal casting time of 1 action.
Channel Sigil: As a bonus action you may expend a use of
your Channel Divinity to place your Sacred Sigil on a
creature within 30 feet of you as if you had used a spell
slot of half your proficiency bonus (rounded up).
Arcane Consumption
Starting at 7th level, as a bonus action you may consume a
seal to force the creature to automatically fail the next saving
throw against the next spell you cast this turn.
Blessing of Fire
Starting at 15th level, as a reaction to when an enemy with a
seal hits you with an attack, you can make the seal do 1d6
plus your Intelligence modifier fire damage to the creature.
This does not consume the seal.
Transcendence
At 20th level you have learned how the raw source of magic
intertwines with the power of the gods, this understanding
allows you to enter a state of enlightenment for one minute.
Once per long rest you can enter this state as an action and
while in it you can cast Counterspell at it's lowest without
spending a spell slot, you can add your Intelligence modifier
to all Saving Throw rolls against spells that target you and
when you cast a spell that deals a type of damage from the
following list, you can change the damage type to one of the
other listed types: acid, cold, fire, lightning, poison, thunder.
Spell List
Shadow Blade
1st Level Suggestion
Armor of Agathys
Command 3rd Level
Compelled Duel Aura of Vitality
Comprehend Languages Counterspell
Cure Wounds Dispel Magic
Detect Evil and Good Fear
Detect Magic Mist of Sacrilege*
Divine Favor Remove Curse
Fire Whip* Revivify
Hellish Rebuke Spirit Shroud
Heroism Vampiric Touch
Ice Knife
Longstrider 4th Level
Shield of Faith Aura of Self-doubt*
Sigil of Judgement* Banishment
Zephyr Strike Blight
Death Ward
2nd Level Dimension Door
Blur Evard's Black Tentacles
Cloud of Daggers Sickening Radiance
Darkness
Enthrall 5th Level
Enhance Ability Antilife Shell
Hold Person Contact Other Plane
Maddening Sigil* Dispel Evil and Good
Magic Weapon Hold Monster
Protection from Poison Immolation
Ray of Enfeeblement Mist of Damnation*

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Mist of Damnation
New Spells 5rd-level conjuration
Aura of Self-doubt Casting Time: 1 action
4th-level abjuration Range: Self (15-foot radius)
Casting Time: 1 action Components: V, S, M (a piece of sulfur)
Range: Self (10-foot radius) Duration: Concentration, up to 1 minutes
Components: V You concentrate divine energy on yourself creating an area of
Duration: Concentration, up to 1 minute pure negative energy on the mundane world. You conjure a
Your very presence radiates insecurity on those that would 15-foot radius of mist, darkness, brimstone, and blasting
oppose you. Each hostile creature in the aura must succeed a heat, that resonates with echoes of damned souls, the area is
Charisma saving throw at the start of their turn or suffer a centered on you and lasts in place for the duration of the
penalty to their attack rolls equal to your spell casting ability spell.
modifier. Any creature, other than you, that ends their turn in the
mist take 2d8 fire damage and it must succeed on a Wisdom
Fire Whip saving throw or take an additional 2d8 psychic damage as
1st-level evocation well as gaining disadvantage on attack rolls and ability
checks until the end of their next turn as the voices of the
Casting Time: 1 bonus action damned cloud their mind.
Range: 30-foot radius
Components: V, S, M (the forked tongue of a serpent) Mist of Sacrilege
Duration: Concentration, up to 1 minutes 3th-level necromancy
You produce a whip of fire that you can use as a weapon. This Casting Time: 1 action
whip lasts for the duration of the spell. It counts as a simple Range: Self (20-foot radius)
melee weapon with which you are proficient. It deals 1d10 Components: V, S, M (a drop of fiendish blood)
fire damage on a hit and has the finesse, reach of 10 feet and Duration: Concentration, up to 1 minute
light properties. In addition, when you hit a creature with an
attack from this whip the creature must succeed a Strength A red mist full of negative energy surrounds you with a 20-
saving throw or be restrained. While the creature is foot radius. Until the spell ends, the mist moves with you,
restrained, at the start of it's turn you deal 1d10 fire damage centered on you. If a creature (except you) starts their turn in
to the target, it can use it's action to attempt to break free by the mist, they take 2d6 necrotic damage and you gain hit
rolling a Strength saving throw. If the creature succeeds, it points equal to half the damage dealt.
breaks free and it is no longer restrained, in case of a failure it Sigil of Judgement
can repeat the saving throw on it's next turn. You cannot 1st-level enchantment
attack any creature with this weapon if you have a creature
restrained. Casting Time: 1 bonus action
Range: 30 feet
Maddening Sigil Components: V, S, M (a pinch of blessed salt)
2nd-level enchantment Duration: Concentration, up to 1 hour
Casting Time: 1 action You place a sigil on a creature that you can see within range.
Range: 30-foot radius Until the spell ends, whenever the creature wishes to speak a
Components: V, S, M (a pouch of desecrated wood ashes) lie it must first make a Charisma saving throw. On a failed
Duration: Concentration, up to 1 minutes save, the creature is dealt 1d6 force damage.
You mark a creature with a divine sigil that infects their mind An affected creature is aware of the spell and can thus
with maddening images, causing them to loose control of avoid answering questions to which it would normally
their body and become obedient to your commands. Chose a respond with a lie. Such creatures can be evasive in its
creature you can see within range, it must succeed on a answers as long as it has this sigil on it.
Charisma saving throw or be charmed by you for the Additionally, you can spend your bonus action to force the
duration. While under your sway, red sigils can be seen on creature to make a Charisma saving throw. On a failed save,
the target's eyes. the creature is dealt 1d6 plus your spellcasting ability
The charmed target must use their action before moving modifier force damage.
on each of its turns to make a weapon attack against a At Higher Levels. When you cast this spell using a spell
creature other than itself that you command it to. The target slot of 2nd level or higher, the damage increases by 1d6 for
can act normally on their turn if you choose no creature or if each slot level above 1st.
the target is not within range of their weapons.
On your subsequent turns, you must use your bonus action
to maintain control over the target by command it to attack a
target, if this is not done the spell ends. The target can make
a Charisma saving throw at the end of each of their turns. On
a success, the spell ends.

9
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Credits& Change Log

Change Log v1.3


Style changes and reworded a lot of abilities to be more in
v1.0: line with WotC.
Initial class creation. New Subclass created, Acolyte.
Renamed Sigil of Grace and Woe to Sigil of Weal and
v1.1: Woe.
Added Unarmed Fighting Style.
Removed archery style from the fighting styles Renamed Beguiler to Inquisitor
Reworded Blessing of Fire. Returned Chosen warrior now uses only the sorcerer's
Gave the Beguilers Shadow Form fly speed. cantrip list.
Reworded the secondary ability of having a seal put on a Renamed Arcane Form to Trancendence and Avenging
creature. Form to Awakened Form.
Updated art credit.
Renamed the Magus Channel Divinity feature. Thanks
Changed Avenger's Channel Divinity: Sanctify Weapon: to
make your weapon magical and a +1. There are tons of people I would like to thank but the most
Updated neutral alignment to give it a flavor of coming important are here.
from the feywild.
Grace and Woe now do not expend a sigil but your First and foremost, my wife who withstands my long
actions. roleplaying habits.
Removed Compel form all classes and added Channel All the DMs that not only introduced me to this hobby but
Sigil. taught me how to play and DM, this is the culmanation of
Changed Arcane Form to make it more balanced, giving it those years listening to advice from them.
counterspells. To my current gaming group who is full of great and lovely
Removed Chosen Warrior. people.
Sacred Sigil was reworked so it can fit into 1st level and My dad who taught me that you must always have a
onwards. creative hobby.
Added a second Divine talent at level 10 removing To all the people that gave objective feedback on the
Improved Chosen Warrior. internet but specially to FaytKaiser and UndVasIstDas
Removed Hex and created Sigil of Judgement to replace it. who helped out a lot, thanks to their criticism this class is
Changed Task Spells for both Avenger and Magus at this stage.
Made Divine Form an at will abilitiy Special thanks to Edrack D' Master, my friend that not
only gave me a lot of feedback for this class but also made
v1.2 me remember why I love D&D.
Removed blessed warrior from the fighting styles
Returned Chosen warrior and added the sorcerer
evocation cantrips to the list.
Moved Grace and Woe to 11th level and renamed it to
Sigil of Grace and Woe
Created Sigil of Repulsion for 6th level
Reworked Sigil of Judgement
Arcane Form add it's Intelligence modifier to saving
throws.
Slight change to Shadow Form.
Added Medium armor to default and gave Heavy armor for
the Avenger
Reworded some spells to make them easier.

10
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Scion

By Drunken Yoda
An intelligence based half-caster for those who seek to be
divine agents that strike down those who oppose them.

Art Credits
Zeus - Daejun Park (Gae Go).
Watercolour Stains - Flamableconcrete.
BattleMage, Fury of the NorthMen - StuArtStudios.
The Nimble Spellsword - Manuel Castañón.
CharaFun - Vincent Gradt.

Team Morsa™

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