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Spellstaff v2.

0 (Wands and Wizards 5e)

A
young boy stands in front of a fountain, eyes Draconic Blessings
wide with wonder as water curls around his
outstretched arms, leaving indelible marks on Atop Ā'irī is the Ām̐ khā, or the Dragon's Eye. This strange
not just his skin, but his very soul. phenomenon is a beacon, attracting dragons from all over the
A wiry woman shouts at a room full of world and inspiring them to protect the students within.
students to repeat a combat drill, the rhythmic Nobody is sure how it works, although legends have many
swishing and pounding of dozens of staves tales to tell.
accompanied by the crackling feeling of gathering power. Legend says that Ā'irī used to be an incredibly powerful
A dragon-winged man slams his staff down onto snowy dragon who transfigured themself into Ā'irī to provide a
ground, causing a storm of arrows to divert around him, the refuge for students of all walks of life, and the Ām̐ khā is the
few arrows that manage to strike true bouncing off of the manifestation of their soul. The Ām̐ khā, and the dragons it
silvery scales that cover his body. attracts, infuses mages with unique power.
Hidden atop the snowy reaches of Mount Everest,
surrounded by an enchanted labyrinth of countless secrets, Life at Ā'irī
lies an impossibly tall, black stone monolith: Ā'irī, School of The curriculum at Ā'irī is esoteric, teaching students use
Spellstaffs. Though it appears to have no windows from the staves as opposed to wands, and though many witches and
outside, this is but an illusion that dissipates the moment you wizards look down upon the Ā'irīkō for inferior spellcasting,
step into it. The hallmark of Ā'irī is openness, with vaulted nobody holds these beliefs after seeing a master Spellstaff in
ceilings, vast windows, and dizzying heights. Its students, action. The program is eight years, with students separated
called Spellstaffs, blend spellcasting with martial prowess, into houses based on various personality traits, and holds the
calling upon the power of the dragons roosting in Ā'irī to highest population of students throughout the world.
guide them. While most of these students excel most in The sorting process includes the magical Scrivener's
combat, each of them carries a unique ability to see certain Fountain that permanently paints the arms of the students
events just before they happen, giving them an edge in nearly with sigils. The coloring of the tattoos – grey, blue, or white –
any situation. signifies the house.

Spellstaff
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Scrivener's Scrawlings, Dragon's Strike 1 — — — — —
2nd +2 Shielding Sigils, Fighting Style, Spellcasting 2 2 — — — —
3rd +2 Ā'irīkō Staff, Draconic Mastery 3 3 — — — —
4th +2 Ability Score Improvement 4 3 — — — —
5th +3 Martial Magic 5 4 2 — — —
6th +3 – 6 4 2 — — —
7th +3 Mastery Feature 7 4 3 — — —
8th +3 Ability Score Improvement 8 4 3 — — —
9th +4 – 8 4 3 2 — —
10th +4 Mastery Feature, Improved Dragonstrikes (d10) 9 4 3 2 — —
11th +4 Ā'irīkō Ascendance 10 4 3 1 — —
12th +4 Ability Score Improvement 11 4 3 1 — —
13th +5 – 12 4 3 3 2 —
14th +5 Unraveling Script 12 4 3 3 2 —
15th +5 Mastery Feature 12 4 3 3 3 —
16th +5 Ability Score Improvement 13 4 3 3 3 —
17th +6 – 13 4 3 3 3 1
18th +6 Improved Dragonstrikes (d12) 14 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Mastery Feature 15 4 3 3 3 2
Shielding Sigils
Class Features At 2nd level, your magic ripples along the runes emblazoned
As a Spellstaff, you gain the following class features: on your skin. When you are hit by an attack or you fail a
saving throw, you can use your reaction to channel soul
Hit Points magic into your Scrawlings, gaining a +2 bonus to your AC
Hit Dice: 1d8 per Spellstaff level against that attack or a +2 bonus to that saving throw. You
Hit Points at 1st Level: 1d8 + your Constitution modifier can only use this reaction while you are not incapacitated.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution You can use this feature a number of times equal to your
modifier per Spellstaff level after 1st. Wisdom modifier, and you regain all expended uses when you
Proficiencies finish a short or long rest.
Weapons: Staves Fighting Style
Saving Throws: Wisdom, Strength
Skills: Choose two from Acrobatics, Athletics, Survival, Also at 2nd level, You adopt a particular style of fighting as
Herbology, and Magical Creatures. your specialty. Choose one of the following options.
Scrivener's Scrawlings Blind Fighting. You have blindsight with a range of 10 feet.
Within that range, you can effectively see anything that isn't
At 1st level, you undergo the sorting ritual at the Scrivening behind total cover, even if you're blinded or in darkness.
Fountain, anchoring your soul to Ā'irī. The entity within the Moreover, you can see an invisible creature within that range,
Fountain paints your upper body with glyphs, sigils, and unless the creature successfully hides from you.
patterns. These tattoo-like Scrawlings contain indecipherable Defense. While you are wielding a staff, you gain a +1
arcane knowledge about the past, present and future, often bonus to AC.
changing while you sleep. When you finish a long rest, you Great Weapon Fighting. When you roll a 1 or 2 on a
gain one skill or tool proficiency of your choice. You must damage die for an attack you make with a staff that you are
replace this proficiency with a different proficiency when you wielding with two hands, you can reroll the die and must use
finish a long rest. the new roll, even if the new roll is a 1 or a 2.
Additionally, after 1 minute of touching the surface on Protection. When a creature you can see attacks a target
which a written language is written, your Scrawlings will other than you that is within 5 feet of you, you can use your
dissolve and reassemble into a translation of that text. reaction to impose disadvantage on the attack roll. You must
be wielding a staff.
The Scrivener
The Scrivener is a far more present force at Ā'irī than the
Sorting Hat at Hogwarts. They’re a seer and a trickster, that
Staves
puts students in the houses they are destined to be in. They Staves, though not widely used by the Western
travel through the secret passages that riddle the school, wizarding world, are an important aspect of life at
playing tricks and speaking in riddles, but never doing harm. Ā'irī. After a year of training in both types, students
The Scrawlings are the Scrivener looking into the student’s pick one of two types of staves. Long Clawstaves
are more brutal, require raw strength and grit to
past, present, and future and doodling the moments that stick
wield, and short, baton-like Scalestaves requires
out the most – they’re just really good at doodling. more finesse, picking pressure points and striking
them with accuracy, not force.
Dragon's Strike Clawstaff
Also at 1st level, the Dragonkeepers teach you ancient Melee weapon (simple, staff)
techniques that are fueled by special Dragon's dice. Damage: 1d6
Maneuver. You learn two maneuvers of your choice. Many Damage Type: Bludgeoning
maneuvers enhance an attack in some way. You can use only Properties: Versatile (1d8)
one maneuver per attack. You learn two additional Scalestaff
maneuvers of your choice at 6th, 11th, and 15th level. Each
time you learn new maneuvers, you can also replace one Melee weapon (martial, staff)
maneuver you know with a different one. At third level, you Damage: 1d6
must change any maneuvers you have to align with your Damage Type: Bludgeoning
Properties: Finesse
chosen staff, and new maneuvers must do the same.
Dragon's Dice. You have three Dragon's dice, which are
d8s. A Dragon's die is expended when you use it. You regain
all of your expended dice when you finish a short or long rest.
You gain another Dragon's die at 6th, 11th, and 15th level.
Saving Throws. Some of your maneuvers require your
target to make a saving throw to resist the maneuver's effects.
The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus +
your Wisdom modifier
Spellcasting Draconic Mastery
By 2nd level, your connection to Ā'irī through your At 3rd level, you choose to focus your studies on a particular
Scrawlings solidifies enough to begin channeling spells branch of study. Your choice grants you features at 3rd level
through your staff. and again at 7th, 10th, 14th, and 20th level.
Spell Slots Ability Score Improvement
The Spellstaff table shows how many spell slots you have to When you reach 4th level, and again at 8th, 12th, 16th, and
cast your spells of 1st level and higher. To cast one of these 19th level, you can increase one ability score of your choice
spells, you must expend a slot of the spell's level or higher. by 2, or you can increase two ability scores of your choice by
You regain all expended spell slots when you finish a long 1. As normal, you can’t increase an ability score above 20
rest. using this feature. Alternatively, you can choose a feat.
Spells Known
You learn the Atramento Caenum cantrip. Martial Magic
Additionally, you know two 1st-level spells of your choice Beginning at 5th level, you can attack twice, instead of once,
from the Spellstaff spell list. whenever you take the Attack action on your turn.
The Spells Known column of the Spellstaff table shows You can replace one of these attacks with a quick casting of
when you learn more Spellstaff spells of your choice. Each of the Atramento Caenum spell, which only deals 1d4 radiant
these spells must be of a level for which you have spell slots. damage when cast in this manner.
For instance, when you reach 5th level in this class, you can
learn one new spell of 1st or 2nd level. Improved Dragonstrikes
Additionally, when you gain a level in this class, you can
choose one of the Spellstaff spells you know and replace it At 10th level, your mastery of the ancient draconic maneuvers
with another spell from the Spellstaff spell list, which also reaches new heights, and your Dragon's dice turn into d10s.
must be of a level for which you have spell slots. At 18th level, they turn into d12s.
Spellcasting Ability Ā'irīkō Ascendance
Wisdom is your spellcasting ability for your Spellstaff spells. Beginning at 11th level, your staff becomes an extension of
You use your Wisdom whenever a spell refers to your your very soul, as well as that of Ām̐ khā. As a free action, you
spellcasting ability. In addition, you use your Wisdom can cause your Ā'irīkō Staff to extend, spectral staff segments
modifier when setting the saving throw DC for a Spellstaff granting it a melee range of 15'.
spell you cast and when making an attack roll with one. Additionally, when you use a maneuver granted by your
Spell save DC = 8 + your proficiency bonus + Dragon's Strike feature, you may deal radiant damage instead
your Wisdom modifier of bludgeoning damage with the attack.
Spell attack modifier = your proficiency bonus +
your Wisdom modifier Soulbound Staff
Starting at 14th level, your Scrivener's Scrawlings truly
Spellcasting Focus anchor you to Ā’irī, and your Ā’irīkō Staff to you. When you
You can use a staff as a spellcasting focus for your Spellstaff are using your Shielding Sigils, the bonuses provided
spells. A staff is not an implement widely used in the Western increase to a +3 bonus to your AC against the triggering
world, but the isolation of Ā'irī paired with Mount Everest's attack or a +4 bonus to the triggering saving throw.
abundance of trees suitable for wandmaking have allowed Additionally, your Staff cannot be broken, and you can
the practice to stick around for the students and graduates of summon it wordlessly as a bonus action. If you do not have a
the school. free hand, it floats beside you until you grab it.
Ā'irīkō Staff
Beginning at 3rd level, your training with the staff allows you
to bond with a specific staff, learning to use it as an
inseperable extension of yourself. Choose a Clawstaff or a
Scalestaff, and bond it to become your Ā'irīkō Staff. It takes
on a unique characteristic, such as illusory flames or twisting
blackened runes, that dazzle the eye, granting you advantage
on Performance checks to flourish or otherwise entertain
with your Staff.
Additionally, you may use an action to summon your staff to
a free hand with an arcane command word set at the moment
of the Staff's bonding.
Draconic Masteries Light Against Darkness
Upon binding their Ā'irīkō Staff, students prioritize one of At 10th level, your pursuit of abhorrent magic has honed your
three Masteries: Soul, Body, or Mind. senses. You feel the faintest of shivers down your spine
whenever you come within 60 feet of a creature or place that
has been scarred, warped or otherwise touched by Dark
Mastery of the Dragon's magic. You cannot determine the direction nor identify the
source of this magic, but if you come in direct physical
Soul contact with the source, you will feel another shudder,
Students of the Mastery of the Dragon's Soul channel the confirming Dark magic's influence.
radiant altruism of Ām̐ khā, the original primordial dragon
whose immortal soul powers Ā'irī. They become almost-holy Strength of Soul
hunters of the profane, seeking out Dark wizards and beings At 15th level, creatures of darkness revile you, and you
such as dementors and doing their utmost to stop them from become inured to their worst facets. Dark creatures have
causing harm. disadvantage on attack rolls against you, and you can't be
charmed, frightened, or possessed by them.
Soul Spells
Upon choosing this Mastery at 3rd level, you learn an Ām̐ khā's Aspect
additional spell when you reach certain levels in this class, as At 20th level, you can tap into the raw power of the Dragon's
shown in the Soul Spells table. Each spell counts as a Eye wherever you are. As a bonus action, you gain the
Spellstaff spell for you, but it doesn't count against the following benefits for 1 minute:
number of Spellstaff spells you know.
Draconic wings sprout from your back and grant you a
Soul Spells flying speed of 60 feet.
Spellstaff Level Spell Bright light shines from you in a 30-foot radius, and dim
3rd Lumos Lamina light shines 30 feet beyond that.
Whenever an enemy creature starts its turn in the bright
5th Incarcerous light, the creature takes 10 radiant damage. Once you use
9th Repello Inimicum this feature, you can’t use it again until you finish a long
13th Invito Spiritus Sublimis
rest, unless you expend a 5th-level spell slot to use it
again.
17th Salvio Hexia

Binding Light
At 3rd level, the light of any magic resonates with the light of
Ām̐ khā within you. When you are in bright light from a
magical source and you hit a creature with a melee weapon
attack, the creature's speed is halved until the start of your
next turn.
Additionally, you can cast the lumos maxima spell once
without expending a spell slot. You must finish a long rest to
cast this spell again with this feature.
Soul Coalescence
Starting at 7th level, you can forge a soul bond among people
who are united by cause. Once per long rest as an action, you
choose a number of willing creatures within 30 feet of you
(this can include yourself) equal to your proficiency bonus.
You create a magical bond among them until you use this
feature again. While any bonded creature is within 30 feet of
another, the creature can roll a d4 and add the number rolled
to an attack roll, an ability check, or a saving throw it makes.
Each creature can add the d4 no more than once per turn.
Warding Wave
Mastery of the Dragon's At 15th level, you can send out a blast of magic to soften
Body blows and weaken spells. If you or a creature you can see
Students of the Mastery of the Dragon's Body typically go on within 5 feet of you is hit by an attack or spell, as a reaction
to be defenders of the weak, protecting Muggle villages in the you can grant the target resistance against the attack or
Himalayas from that which they cannot understand. They spell's damage.
choose to focus on empowering their physical forms to better You can use this feature a number of times equal to your
reflect physical aspects of the dragons that roost at Ā'irī, Wisdom modifier (a minimum of once), and you regain all
forgoing more powerful casting. expended uses of it when you finish a long rest.

Body Spells Dragon's Fury


Upon choosing this Mastery at 3rd level, you learn an At 20th level, you can center yourself, channeling your magic
additional spell when you reach certain levels in this class, as to enter a state of heightened martial prowess. As a bonus
shown in the Body Spells table. Each spell counts as a action, you gain the following benefits for 1 minute:
Spellstaff spell for you, but it doesn't count against the Once on each of your turns when you make a weapon
number of Spellstaff spells you know. attack and miss, you can cause that attack to hit instead.
Body Spells
You have advantage on all Constitution, Dexterity, and
Strength saving throws.
Spellstaff Level Spell Roll an extra damage die each time you hit with a staff
3rd Arresto Momentum attack.
5th Gravitaria Once you use this feature, you can’t use it again until you
9th Ām̐ khā Aplexum finish a long rest, unless you expend a 5th-level spell slot to
use it again.
13th Repello Muggletum
17th Obliviate

Strength of the Dragon


As Eyrian magic flows through your body, it causes physical
traits of Ā'irī's guardians to manifest. At 3rd level, your hit
point maximum increases by 3 and increases by 1 again
whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen
of dragon-like scales. Your AC equals 13 + your Dexterity
modifier OR 13 + your Strength modifier.
Rule Tip: AC Calculations Don’t Stack
When the game gives you more than one way to calculate your
Armor Class, you can use only one of them. You choose the
one to use. For example, if you have the Strength of the
Dragon feature and are wearing a cloak, you don’t mix them
together. Instead, choose which one determines your AC.

Featherlight Step
At 7th level, combat drills on the sheer precipices of Ā’irī have
honed your balance to preternatural heights. Your speed
increases by 10 feet, and you can move along vertical
surfaces and across liquids on your turn without falling
during the move.
Wandering Defender
At 10th level, you've completed specialized training to live
among and protect Muggle communities. You gain expertise
with the Muggle Studies skill, which means your proficiency
bonus is doubled for any ability check you make with it.
Additionally, you can find a place to hide, rest, or
recuperate among both wizards and muggles, unless you
have shown yourself to be a danger to them.
Mastery of the Dragon's Scrivener's Strike
Starting at 15th level, you've learned to "bleed" your
Mind Scrivener's Scrawlings down your staff, sending their arcana
Students of the Mastery of the Dragon's Mind focus, more to systematically destroy another's. When you use your action
than anything, on emulating the mind of the dragon – the to cast a spell, you can make one staff attack as a bonus
sheer force of will that powers potent spellcasting as well as action. This attack is infused with the full power of the
quick reflexes and raw strength. There is no particular trend Scrivening Fountain, and scores a critical hit on a roll of 19
in terms of chosen profession, as their more powerful or 20. On a hit, you can also end one spell of your choice on
spellcasting allows them to interface on a more even level the target. The level of the spell you end must be equal to or
with Western witches and wizards. lower than the level of the spell slot you used as your action,
or twice that level if the attack was a critical hit.
Mind Spells You can use this feature a number of times equal to your
Wisdom modifier, and regain uses of this feature at the end of
Upon choosing this Mastery at 3rd level, you learn an a long rest.
additional spell when you reach certain levels in this class, as
shown in the Mind Spells table. Each spell counts as a Ām̐ khā's Overcharge
Spellstaff spell for you, but it doesn't count against the
number of Spellstaff spells you know. At 20th level, you can temporarily blend spells and staff
mastery with perfect harmony. As a bonus action, you gain
Mind Spells the following benefits for 1 minute:
Spellstaff Level Spell
When you cast a spell that deals damage and isn't a
3rd Celeria cantrip, you can deal maximum damage with that spell.
5th Draco Spiritum You take 1d20 necrotic damage for each level of the spell,
immediately after you cast it. This damage ignores
9th Fulguria Gradus resistance and immunity.
13th Confundo When you use your action to cast a spell, you can make
17th Apparitus Illisus one weapon attack as a bonus action.
When you hit a creature with a weapon attack, the first
time it makes a saving throw, it must roll a d4 and subtract
Spellslinger the number rolled from the save.
At 3rd level, you learn two cantrips of your choice from the Once you use this feature, you can’t use it again until you
Wands and Wizards spell list. They count as Spellstaff spells finish a long rest, unless you expend a 5th-level spell slot to
for you, and Wisdom is your spellcasting ability for them. use it again.
Whenever you gain a level in this class, you can replace one
of these cantrips with another cantrip. You learn another
cantrip at 9th level, and again at 13th and 17th level.
Additionally, when you cast Atramento Caenum, the Falling Hazard!
damage dice are increased to d6's. As a part of the sorting ceremony at the Scrivener's
Fountain, each student receives an item called a
Cast 'n' Clobber Fallband, to protect them from falls in the
Beginning at 7th level, when you use your action to cast a precarious halls of the Eyrie, as well as allow them
cantrip, you can make one weapon attack as a bonus action. to enter the Muggle world without attracting too
much attention.
International Drakewarden Fallband
At 10th level, you've completed your studies of all species of Item Rarity: Uncommon
dragons all around the world. Whenever you make an While wearing this metal bracelet finely engraved
Intelligence (History of Magic) or Wisdom (Magical with the symbols of your house, you can use the
Creatures) check related to dragons, you are considered arresto momentum spell at will, targeting only
proficient in the applicable skill and add double your yourself. Additionally, you can use an action to
proficiency bonus to the check, instead of your normal magically hide your Scrivener's Scrawlings.
proficiency bonus. Additionally, you're fluent in 10 non-
magical languages of your choice.
Spellstaff Spell List
Cantrip Obscuro 3rd Level 4th Level
Atramento Caenum Ferula Depulso Confundo
Lumos Lamina† Expecto Patronum Levicorpus/Liberacorpus
1st Level Celeria† Fianto Duri Appare Vestigium
Arresto Momentum Lumos Maxima Homenum Revelio
Diffindo 2nd Level Repello Inimicum Ebublio
Mobilicorpus Abscondi Avis Repello Muggletum
Protego Expelliarmus Revelio Invito Spiritus Sublimis†
Rictusempra Immobulus Fulguria Gradus†
Riddikulus Protego Maxima Ām̐ khā Aplexum† 5th Level
Vigilatus Oppugno Ne Ustio
Flipendo Relashio Imperio
Petrificus Totalus Incarcerous Draconifors
Locomotor Mortis Gravitaria† Apparitus Illisus†
Draco Spiritum†

Spellstaff Signature Spells


Atramento Caenum Gravitaria
The Inkmire Incantation – transfiguration cantrip The Gravity Shift Charm – 2nd-level charm
Casting Time: 1 action Casting Time: 1 action
Range: 15 feet Range: Self (30 feet)
Duration: Instantaneous Duration: Instantaneous
You channel your Scrivener's Scrawlings down your staff, Gravity shifts in a violent manner, changing your personal
spraying a gout of glowing ink towards a creature you see definition of "down." Pick a creature or object within 30 feet
within range. The target must succeed on a Dexterity saving of you. You fall towards the target, and upon reaching it you
throw or take 1d4 radiant damage, and have its speed may make a single weapon attack against it. If the attack hits,
reduced by 10 feet until the start of your next turn. the weapon deals an extra 3d6 bludgeoning damage.
The spell's damage increases by 1d4 when you reach 5th Regardless of whether the attack hits, gravity rights itself
Level (2d4), 11th level (3d4), and 17th level (4d4). after the impact, depositing you neatly on your feet next to
the target.
Lumos Lamina
The Refraction Incantation – 1st-level transfiguration Draco Spiritum
Casting Time: 1 bonus action The Dragon's Breath Invocation – 2nd-level charm
Range: Self Casting Time: 1 bonus action
Duration: Concentration, up to 1 minute Range: Touch
You transfigure the staff you're holding into one of solid Duration: Concentration, up to 1 minute
crystal, channelling the light of a dragon's soul through it. You touch one willing creature and imbue it with the power
Until the spell ends, your staff attacks deal and extra 1d4 of Ā'irī, allowing it to spew radiant energy from its mouth,
radiant damage on a hit. provided it has one. Until the spell ends, the creature can use
an action to exhale radiant energy in a 15-foot cone. Each
Celeria creature in that area must make a Dexterity saving throw,
The Dashing Charm – 1st-level charm taking 3d6 radiant damage on a failed save, or half as much
Casting Time: 1 bonus action damage on a successful one.
Range: Self
Duration: Concentration, up to 10 minutes
This spell allows you to move at an incredible pace. When
you cast this spell, and then as a bonus action on each of your
turns until the spell ends, you can take the Dash action.
Fulguria Gradus Apparitus Illisus
The Hastening Charm – 3rd-level charm The Apparition Attack Hex – 5th-level hex
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30 feet
Duration: Concentration, up to 1 minute Duration: Instantaneous
Choose a willing creature that you can see within range. You flourish the weapon used in the casting and then
Until the spell ends, the target’s speed is doubled, it gains a vanish to strike like the wind. Choose up to five creatures you
+2 bonus to AC, it has advantage on Dexterity saving throws, can see within range. Make a melee spell attack against each
and it gains an additional action on each of its turns. That target. On a hit, a target takes 6d8 force damage.
action can be used only to take the Attack (one weapon attack You can then teleport to an unoccupied space you can see
only), Dash, Disengage, Hide, or Use an Object action. within 5 feet of one of the targets you hit or missed.
When the spell ends, the target can’t move or take actions
until after its next turn, as a wave of lethargy sweeps over it. Ā'irīkō Maneuvers
Ām̐ khā Aplexum The following options are available to you as a part of your
The Draconic Embrace Charm – 3rd-level charm Brandishing Strike feature. After choosing an Ā'irīkō Staff at
Casting Time: 1 action third level, your maneuvers must align with the chosen Staff.
Range: Self
Duration: Concentration, up to 1 minute Clawstaff Maneuvers
Draconic power radiates from you in an aura with a 30-foot Brace
radius, awakening boldness in friendly creatures. Until the When a creature you can see moves into the reach you have
spell ends, the aura moves with you, centered on you. While with the melee weapon you're wielding, you can use your
in the aura, each non-hostile creature in the aura (including reaction to expend one Dragon's die and make one attack
you) may deal an extra 1d4 radiant damage when it hits with against the creature, using that weapon. If the attack hits, add
a weapon or spell attack. the Spellstaff die to the weapon's damage roll.
Invito Spiritus Sublimis Goading Attack
The Greater Summons Ritual – 4th-level transfiguration When you hit a creature with a weapon attack, you can
Casting Time: 10 minutes expend one Dragon's die to attempt to goad the target into
Range: 30 feet attacking you. You add the Dragon's die to the attack's
Duration: Instantaneous damage roll, and the target must make a Wisdom saving
throw. On a failed save, the target has disadvantage on all
You summon a spirit that assumes the form of a loyal, attack rolls against targets other than you until the end of
majestic mount. Appearing in an unoccupied space within your next turn.
range, the spirit takes on a form you choose: a griffon, a
pegasus, or a hippogriff. The creature has the statistics Grappling Strike
provided in the Monster Book of Monsters for the chosen Immediately after you hit a creature with a melee attack on
form. Additionally, if it has an Intelligence score of 5 or lower, your turn, you can expend one Dragon's die and then try to
its Intelligence becomes 6, and it gains the ability to grapple the target as a bonus action. Add the Dragon's die to
understand one language of your choice that you speak. You your Strength (Athletics) check.
control the mount in combat. While the mount is within 1
mile of you, you can communicate with it telepathically. While Lunging Attack
mounted on it, you can make any spell you cast that targets When you make a melee weapon attack on your turn, you can
only you also target the mount. The mount disappears expend one Dragon's die to increase your reach for that
temporarily when it drops to 0 hit points or when you dismiss attack by 5 feet. If you hit, you add the Dragon's die to the
it as an action. Casting this spell again re—summons the attack's damage roll.
bonded mount, with all its hit points restored and any Maneuvering Attack
conditions removed. You can’t have more than one mount
bonded by this spell or find steed at the same time. As an When you hit a creature with a weapon attack, you can
action, you can release a mount from its bond, causing it to expend one Dragon's die to maneuver one of your comrades
disappear permanently. Whenever the mount disappears, it into a more advantageous position. You add the Dragon's die
leaves behind any objects it was wearing or carrying. to the attack's damage roll, and you choose a friendly creature
who can see or hear you. That creature can use its reaction to
move up to half its speed without provoking opportunity
attacks from the target of your attack.
Menacing Attack Disarming Attack
When you hit a creature with a weapon attack, you can When you hit a creature with a weapon attack, you can
expend one Dragon's die to attempt to frighten the target. You expend one Dragon's die to attempt to disarm the target,
add the Dragon's die to the attack's damage roll, and the forcing it to drop one item of your choice that it's holding. You
target must make a Wisdom saving throw. On a failed save, it add the Dragon's die to the attack's damage roll, and the
is frightened of you until the end of your next turn. target must make a Strength saving throw. On a failed save, it
drops the object you choose. The object lands at its feet.
Parry
When another creature damages you with a melee attack, you Distracting Strike
can use your reaction and expend one Dragon's die to reduce When you hit a creature with a weapon attack, you can
the damage by the number you roll on your Dragon's die + expend one Dragon's die to distract the creature, giving your
your Dexterity modifier. allies an opening. You add the Dragon's die to the attack's
damage roll. The next attack roll against the target by an
Pushing Attack attacker other than you has advantage if the attack is made
When you hit a creature with a weapon attack, you can before the start of your next turn.
expend one Dragon's die to attempt to drive the target back.
You add the Dragon's die to the attack's damage roll, and if Feinting Attack
the target is Large or smaller, it must make a Strength saving You can expend one Dragon's die and use a bonus action on
throw. On a failed save, you push the target up to 15 feet away your turn to feint, choosing one creature within 5 feet of you
from you. as your target. You have advantage on your next attack roll
against that creature before the end of your turn. If that
Sweeping Attack attack hits, add the Dragon's die to the attack's damage roll.
When you hit a creature with a melee weapon attack, you can
expend one Dragon's die to attempt to damage another Precision Attack
creature with the same attack. Choose another creature When you make a weapon attack roll against a creature, you
within 5 feet of the original target and within your reach. If can expend one Dragon's die to add it to the roll. You can use
the original attack roll would hit the second creature, it takes this maneuver before or after making the attack roll, but
damage equal to the number you roll on your Dragon's die. before any effects of the attack are applied.
The damage is of the same type dealt by the original attack.
Rally
Trip Attack On your turn, you can use a bonus action and expend one
When you hit a creature with a weapon attack, you can Dragon's die to bolster the resolve of one of your companions.
expend one Dragon's die to attempt to knock the target down. When you do so, choose a friendly creature who can see or
You add the Dragon's die to the attack's damage roll, and if hear you. That creature gains temporary hit points equal to
the target is Large or smaller, it must make a Strength saving the Dragon's die roll + your Charisma modifier.
throw. On a failed save, you knock the target prone.
Riposte
Scalestaff Maneuvers When a creature misses you with a melee attack, you can use
your reaction and expend one Dragon's die to make a melee
Ambush weapon attack against the creature. If you hit, you add the
When you make a Dexterity (Stealth) check or an initiative Dragon's die to the attack's damage roll.
roll, you can expend one Dragon's die and add the die to the
roll, provided you aren't incapacitated. Tactical Assessment
When you make an Intelligence (Investigation), an
Bait and Switch Intelligence (History), or a Wisdom (Insight) check, you can
When you're within 5 feet of a creature on your turn, you can expend one Dragon's die and add it to the ability check.
expend one Dragon's die and switch places with that
creature, provided you spend at least 5 feet of movement and Credits
the creature is willing and isn't incapacitated. This movement
doesn't provoke opportunity attacks. This class is intended to be played alongside the casters of
Roll the Dragon's die. Until the start of your next turn, you @Murphen44#8131's Wands and Wizards module, and
or the other creature (your choice) gains a bonus to AC equal LOTS of feedback taken from Murphen himself, as well as
to the number rolled. many on the Wands and Wizards 5e Discord server.
Commanding Presence
Inspiration was taken from @aka_sketch#8623's School of
Martial Mastery as well.
When you make a Charisma (Intimidation), a Charisma Thank you for reading this far – I hope you have feedback
(Performance), or a Charisma (Persuasion) check, you can to give!
expend one Dragon's die and add it to the ability check.
Changelog From 1.75
Renamed Sigil Shields to Shielding Sigils
From 1.0 Limited uses
Added Spells Known column Corrected mentions of Combat Reflexes
Renamed brandishes to maneuvers, and brandish dice to Renamed Improved Flourishes to Improved
Spellstaff dice Dragonstrikes
Spellstaff dice now start at a d6, advancing at levels 6, 10, Replaced Unraveling Script with Soulbound Staff
and 18 Reworked Soul Spells
Removed Interception and Dueling Fighting Styles Replaced Radiant Soul with Binding Light
Removed the versatile property of the Soulstaff, renamed Added Light Against Darkness
it to Scalestaff Reworked Body Spells
Added a mandatory staff selection as a part of the Eyrian's Strength of the Dragon balance tweak
Staff feature Added Rule Tip sidebar
Removed Dragon's Dance feature Replaced Soulbound Staff with Featherlight Step
Replaced Scrollstrike with Ascetic Ascendance OR Added Wandering Defender
Heartstaff Binding Replaced Drakewarden's Majesty with Warding
Renamed Mastery of the Dragon's Soul to Mastery of the Shockwave
Dragon's Mind Dragon's Fury balance tweak
Created a new Mastery of the Dragon's Soul subclass. Reworked Mind Spells
Moved Ām̐ khā's Aspect to the new Mastery of the Tweaked Spellslinger to reflect Shielding Sigils change
Dragon's Soul Renamed Staff and Spell to Cast 'n' Clobber
Created a new Dragon's Fury capstone for Mastery of the Added International Drakewarden
Dragon's Body Replaced Ām̐ khā's Overcharge with Unraveling Script,
Created a new Scrollstrike capstone for Mastery of the renamed to Scrivener's Strike
Dragon's Mind Renamed Scrollstrike to Ām̐ khā's Overcharge
Replaced Lumos Prismatica with Lumos Lamina
Separated maneuvers by type of staff
From 1.25
Added Atramento Caenum cantrip to Spellcasting feature
Replaced Extra Attack with Martial Magic
Removed Heartstaff Binding feature
From 1.4
Changed any mention of the Eyrie to Ā'irī, and Eyrian to
Ā'irīkō
Scrivener's Scrawlings mechanical rework
Flavor text overhaul
Addition of the "The Scrivener" sidebar
Renamed Brandishing Strike to Dragon's Strike
Renamed Spellstaff dice to Dragon's dice
Reconfigured progression of dice
Flavor text overhaul
Renamed Combat Reflexes to Sigil Shields
Flavor text overhaul
Spellcasting flavor text overhaul
Moved Improved Flourishes back to level 10
Flavor text overhaul
Replaced Ascetic Ascendance/Heartstaff Binding with
Ā'irīkō Ascendance.
Flavor text overhaul
Unraveling Script
Flavor text overhaul
Reworked Radiant Soul
Added Soul Spells, Body Spells, and Mind Spells

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