The scribes of Thoth are the ultimate arbiters
of the law in Nuria‐Natal. Novice scribes act as functionaries and aides for their superiors and the cult of Thoth as a whole, while more experienced ones have the authority to arbitrate questions of law.
The sight of a scribe in the streets of Nurian cities can cause consternation, or even fear, in the populace. They are unmistakeable in their blue robes trimmed with gold and crimson while bearing as many books and scrolls as they can carry. Senior scribes also carry blinding rods of Thoth, which serve as the token of their authority.
The cult of Thoth claims the fear potential lawbreakers feel for the scribes’ judgement reduces crime in the cities. Other lawmakers dispute this claim, preferring a secular agency oversee the laws of the land. Either way, wrongdoers have been known to quake in fear while awaiting the judgement of the scribes, while those who have no fear of them look forward to the spectacle of public punishments.
Religious Scholar
Beginning when you select this tradition at 2nd level, you can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. Unless you have also chosen a spell with the Blessings of Thoth feature, you can only cast cleric spells with the ritual tag as rituals. When you take this tradition, you can add one cleric spell with the ritual tag to your spellbook. You can add new cleric spells with the ritual tag to your spellbook using the standard rules for spell inscription.
Blessings of Thoth
Also at 2nd level, you can select two cleric spells and add them to your spellbook. The spells you choose must be of a level for which you have spell slots. They are wizard spells for you. You always have the spells you select with this feature prepared, and they don’t count against the number of spells you can prepare each day.
You can add two more cleric spells to your spellbook when you reach 6th, 10th, and 14th levels. Whenever you gain a level in this class, you can replace one of the spells you learned with this feature with another cleric spell that is of a level for which you have spell slots.
Spell Synthesis
Starting at 6th level, you can expend one 3rd‐level spell slot to cast two 1st‐level spells simultaneously. One of
the spells you cast must be one you selected with the Blessings of Thoth feature. Both of the spells cast in this way must have a casting time of 1 action, and they take effect as though they were each cast with a 1st‐level spell slot. You can target the same or different creatures with each spell. This feature doesn’t allow you to maintain concentration on more than one spell at a time. Once you use this feature, you can’t use it again until you finish a short or long rest.
When you reach 10th level, you can cast two 2nd‐level spells simultaneously by expending one 5th‐level spell slot. At 14th level, you can cast two 3rd‐level spells by expending one 7th‐level spell slot.
Starting at 10th level, you can cast two 1st‐level spells that take effect as though each had been cast using a 2nd‐ level spell slot by expending one 5th‐level spell slot. At 14th level, you can cast two 1st‐level spells that take effect as though each had been cast using a 3rd‐level spell slot, or two 2nd‐level spells that take effect as though they were cast using a 3rd‐level spell slot, by expending one 7th‐level spell slot.
After you use this feature, you can’t cast additional spells this turn.
Court Official
When you reach 10th level, the cult grants you a smooth golden rod topped with the symbol of Thoth. Attuning to the rod doesn’t count against the number of magic items you can attune. When you are attuned to it, the rod has the same statistics as a mace, and you have proficiency with it. When you attack with this weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for your attack and damage rolls. It is a spellcasting focus for you.
When you hit a creature with the rod, you can expend one spell slot to deal psychic damage to the target in addition to the weapon’s normal damage. The damage is 1d8 for a 1st‐level spell slot plus 1d8 for each slot level higher than 1st. If the target is a humanoid, it must also succeed at a Wisdom saving throw against your spell save DC or be blinded for as long as you concentrate, to a maximum duration of 1 minute. A blinded creature can make a new saving throw at the end of each of its turns, ending the condition on a success. Once a creature succeeds on a saving throw against this feature, it can’t be blinded by this feature until you finish a long rest.
Knowledgeable Arbiter
Once you reach 14th level, when you use your Spell Synthesis feature, you no longer have to finish a short or long rest to use it again.
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