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The Spellstaff v2.0 by Carric
The Spellstaff v2.0 by Carric
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.
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†