Magic Features

Spellcraft

You learn the ability to cast spells. Go to the spellcasting page for more information. You immediately learn 4 spells of your choice and gain access to Mana. You also learn the ability, Mana Ward.
Mana Ward (1 Mana). Whenever you would be targeted by an attack roll and need to make an Evasion Resistance Check, you can choose to instead roll a Focus Resistance Check in place of that.

Arcanist

You learn abilities known as Invocations. Whenever you would cast a spell, you may use an Invocation on that spell. You learn a single Invocation of your choice from the list below.  
Arcanist Invocations
You may take this feature multiple times. When you do, you learn a single ability from the list below.
  • Automated Spell (2 Mana): Whenever you would cast a spell that requires to be Channelled, you no longer have to channel that spell.
  • Empowered Spell (2 Mana): Whenever you would cast a spell that deals damage, you can increase the damage by an additional Damage Die.
  • Heightened Spell (2 Mana): Whenenever you would cast a spell that has a Difficulty Check, you increase the DC by +3.
  • Lengthed Spell (2 Mana): Whenever you would cast a spell that lasts longer than an Instant, you can double the duration of that spell.
  • Looming Spell (2 Mana): Whenever you would cast a spell that selects a single target. You cast it again for a Free Action and no mana cost, however it can only deal half damage and if the target must make a Resistance Check, they have +4 on that check.
  • Meta Alteration (1 Mana): Whenever you would cast a spell that deals damage, you can change the damage type to any other Damage.
  • Piercing Spell (2 Mana): Whenever you would cast an attack spell, that spell gains +1 Accuracy.
  • Radial Spell (2 Mana): Whenever you would cast a spell with a Radius, Cone, Line, or similiar effect that targets an area. You can increase or decrease that Area by up to 10ft
  • Ranged Spell (2 Mana): Whenever you would cast a spell with a range of at least 5ft or longer, you can double the range of the spell.
  • Quicken Spell (2 Mana): Whenever you would cast a spell with a casting time no longer than One Action, you can cast that spell as a Free Action.
  • Twinned Spell (2 Mana): Whenever you would cast a spell that targets a single target, you can cast it again as a free action.
 

Atom Mage

You learn abilities known as Reverberations. You learn a single Reverberation of your choice from the list below. You may use a single Reverberation once per turn as a Free Action.  
Atomic Reverberations
You may take this feature multiple times. When you do, you learn a single ability from the list below.
Delayed Quick Cast (2 Mana). You can cast a spell of your choice that takes no longer to cast than Two Actions, You can instead cast that spell as a Free Action, but that spell doesn't resolve until the start of your next turn.
Arcane Recapture. The next time you would cast a spell that takes no longer to cast than Two Actions, you can instead cast it for half the mana cost, round down. If you do, it takes twice as long to cast.
Distortion (1 Mana). You gain an additional Action this turn. However, you roll 1d6. On a 4-6, you take 1 Radiant Damage.
Echo (2 Mana). After casting a spell, you can cast another Spell that takes no longer than a single Action to cast as a Free Action. In order to cast that spell, the spell you're casting must cost less mana than the previous spell you cast.
Radiant Glamour (2 Mana). After casting a spell, you create an illusion of light that mimics and copies your movements. This illusions lasts for one minute. While this illusion is present all attack rolls against you are made with a Level of Disadvantage. If you take any damage, are hit by an attack roll, or use another Reverberation, the illusions dissipates and this effect ends early.
 

Biomancer

You learn the ability Bio Link.
Bio Link. Whenever you cast a Biological Spell that selects a single target, you can choose to select additional targets, up to two additional targets. You can use this ability a number of times equal to your Mind Score. You regain all uses after a Short or Long Rest.

Elementalist

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Spellslinger

You add your Mind Score to your Initiative rolls. In addition, Whenever you would successfully dodge a spell or an attack after using your Mana Ward ability, until the end of your next turn, you can add a Prowess Die on the next spell you would cast.

Spellslinger II

Spellslinger, 5th Level.

Chemomancy

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Cryomancy

You gain a skill point in Cryo Spells. In addition, you learn the ability, Cryo Snap.
Cryo Snap. select a target you can see within 60ft that is frozen due to a cryomancy spell you cast. As an action, you cause that frozen object to suddenly become bitter and crack. If it's an object such as a rope or chain, it snaps in half. An object like a weapon or armor can be damaged with a -1 penalty.
 

Dynamomancy

You gain a skill point in Kinetic Spells. In addition, you learn the ability Potential Energy.
Potential Energy. Whenever you cast a Kinetic Spell, you can choose to instead Store that Spell as Potential Energy. The spell is instead stored in a stasis. You can have one spell stored at a time this way and this spell cannot be of a hire mana cost than your level. You can cast this spell whenever on your turn as a Free Action. If you would fall unconsious, die, or store a spell this way for more than 24 hours, the spell is automatically cast selecting a random target and location.
 

Electromancy

You gain a skill point in Eletric Spells. In addition, you learn the ability, Lightning Link.
Lightning Link (2 Mana) Whenever you would cast an Electric Attack spell, or an Electric Spell that deals damage and targets a single target, you can cause that spell to leap from one target to the next. This ability fails if you miss or attack roll or the target succeeded on their check to avoid the spell. Starting at the initial target, you cause the spell to bounce from that target to a second target within the reach of that spell. You make a second attack roll or force that target to make a DC check depending on the spell you cast. The spell then deals damage equal to the damage of the spell to the second target. You may only use this ability once per spell.
 

Geomancy

You gain a skill point in Geode Spells. In addtion, you learn the ability, Tremor. You may only use this ability once per turn.
Tremor. While the spell is active or until the end of your turn if the spell is instant, you cause all ground within a 15ft radious of that point to become either difficult terrain or remove any difficult terrain caused by loose earth and soil.
 

Gravitation

You gain a skill point in Gravitas Spells. In addition, you learn the ability Weightless. You may use this ability once per turn whenever you would cast a Gravitas Spell.
Weightless (1 Mana). You suddenly levitate up to 10ft in the air. You do not provoke attacks of Opportunity this way. At the end of your turn, you gently float back down to the ground. If you take the movement action while floating this way you only move at half speed as you float through the air.
 

Lumomancy

You gain a skill point in Light Spells. In addition, you learn the ability Flash. While within a source of light you may use this ability. This ability may only be used once per round. Flash (Free Action, Reaction) The next time an enemy would make an attack roll against you or an ally within the source of light you can conjure bright blinding light. If you do, they have a level of disadvantage on the attack roll this way.
 

Necromancy

You gain a skill point in Necrotic Spells. In addition, whenever you would kill a target with a spell, you heal from a single Wound.
 

Neuromancy

You gain a skill point in Necrotic Spells. In addition, whenever you would cast the spell Listen, you may spend an additional point of mana. For every additional point of Mana spent this way, you can select an additional target.
 

Pyromancy

You gain a skill point in Thermal Spells. In addition, whenever you would cast a Thermal spell that would cause a target to gain a level of Burn. They gain an additional Level of Burn.
 

Radimancy

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Restoration

You gain a skill point in Restoration Spells. In addition, whenever you would cast a Restoration spell that would cause a target or multiple targets to heal from a wound or wounds, roll 1d6. On a 4-6, they recover from an additional wound.

INDEX

Spellcraft

Class Features

Arcanist
Atom Mage
Biomancer
Elementalist
Spell Slinger

Expertise Features

Chemomancy
Cryomancy
Dynamomancy
Electromancy
Geomancy
Gravitation
Lumomancy
Necromancy
Neuromancy
Pyromancy
Radimancy
Restoration

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