Wizard (Cyphermage)
Spellcasting
Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
Spell Book Augmentation
Beginning when you select this school at 2nd level, you infuse your magic into your spellbook to quickly write your runes, glyphs, and wards. You must always have your spellbook in one of your hands. If you do not, you cannot cast spells nor can you benefit from set spells. However, while you are wielding your spellbook, it provides you a +2 bonus to AC that does not stack with a shield.
Inscribe
You can no longer cast spells of 1st level or higher normally, instead, you can “set” these spells in one of three forms; Glyph, Ward, or Rune. The following are the rules for setting spells:
- Glyph: A glyph is set on an object or surface. You must choose a surface that can support the application of magic in order to set a spell in this way.
- Glyph Triggers: Pressure, Proximity or Timed.
- Ward: A Ward is set on a creature or object. You must choose a willing creature or object that can support the application of magic in order to set magic in this way.
- Ward Triggers: Attacked, Proximity or Timed.
- Rune: A rune is set on a hostile creature or on a surface. It must be an applicable surface or the creature needs to fail its saving throw to be set in this way.
- Rune Triggers: Timed, Action or Activation.
Glyphs, wards, and runes are visual representations of written magic wherever they're placed. They're always visible, unless visually blocked by heavy obscuration or cover. A set glyph or rune on a surface always takes up the space of a 5-foot square on that surface, while a set glyph, ward, or rune on an object or creature conforms to the size of that object or creature. A visible glyph, ward, or rune can be identified with an Intelligence (Arcana) check at DC 12 + the spell's level.
There can be no more than 3 glyphs, wards, or runes set on an object or creature in a single 5-foot square, regardless of the object or creature's individual sizes. There can only be 1 set glyph or rune on a 5-foot surface.
Set spells last until triggered, or until you prepare spells or otherwise finish a long rest, whichever happens first. Set spells that disappear due to you preparing spells or finishing a long rest do so harmlessly.
The following are the rules for triggers and their general application:
- Pressure: This triggers if it is stepped on or attacked directly. The DM may also rule other extreme forces from a falling object or pushed creature can also trigger the set magic.
- Proximity: This triggers based on any creature entering proximity. You determine the proximity in increments of feet, up to the spell's range. If the spell has a range of self, the proximity range can be up to 5 feet. You can choose to have the set spell ignore you when you initially set it, and during your turn at a later time to then count you for its proximity.
- Timed: This triggers based on a set timer, determined by you. The timing must be set in increments of rounds, minutes, or hours. In combat, the increments are based off your turn in the initiative. You cannot set a spell to go off at a precise time, such as noon.
- Attacked: This triggers based on whether or not an enemy takes a hostile action against the warded creature. This trigger has additional definitions that must be clarified: it can trigger from an attack roll or a saving throw, but not both. The selection is made when you set the spell.
- Action: This triggers based on whether an enemy does or does not take a predetermined maneuver. The maneuvers that can be chosen in this manner are attack, cast spell, move, or item interaction.
- Activation: This triggers based on whether another glyph, rune, or ward is triggered. The corresponding set spells must be within 30 feet of each other in order for this trigger to function.
When you set a spell, you or your familiar must be able to touch the surface, object or creature. Setting a spell takes the same casting time as normally casting it would. For spells that require a reaction to an event, you instead use your reaction during your turn to set it. A spell set in this manner uses the applied placement as its point of origin for the spell, and is triggered as long as you can see both the set spell and the trigger. You choose targets, direct area-of-effects, or other such interactions as normal once a set spell is triggered. If the spell has a range of touch, or requires an attack to be made, the range is determined from the set spell's placement, not you. For example, a glyph of Mage Armor, when triggered by proximity, can only be used to affect a creature that is within touch range of the glyph, provided you are able to see the target when it's triggered.
When a rune is set on an unwilling creature, they must make a saving throw if the spell would normally have one. If the spell would not normally have one for a creature, then they must make an Intelligence saving throw against your spell save DC. If the creature fails this save, the rune is placed on them and, should it be triggered, they suffer the spell's effects. They do not receive an additional saving throw when the spell is triggered.
When you set a spell that requires concentration, you do not concentrate on it until it is triggered.
Set spells are considered hard cast and interact with effects that require casting a spell when a set spell is triggered, not when they're set.
Ability Score Improvement (Level 4 Feat): Starcall
Rising Tempo: At 6th level, whenever you cast a damaging cantrip, its damage is increased by 1 for each glyph, ward or rune within 15 feet of you, to a maximum of 5. The damage increase applies to each application of damage from the cantrip.
Sorcerer (Divine Soul)
Spellcasting
Divine Magic (Law): Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, you learn the Bless spell. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
Favored by the Gods: Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.
Font of Magic
Sorcery Points: You have 2 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You regain all spent sorcery points when you finish a long rest.
Flexible Casting: You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
- Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. You can create spell slots no higher in level than 5th.
Warlock (Fiend - Verivite)
Pact Magic
Dark One's Blessing: Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain 5 temporary hit points.
Eldritch Invocations
- Eyes of the Rune Keeper: You can read all writing.
- Voice of the Chain Master: You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
Pact of the Chain: You learn the
Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.