Punti Ferita
Competenze
Scion
| Livello | Bonus di Competenza | Caratteristiche | Known Spells |
|---|---|---|---|
| 1 | + 2 | Chosen Warrior Unarmored Defense | 0 |
| 2 | + 2 | Chosen Warrior Unarmored Defense | 2 |
| 3 | + 2 | Chosen Warrior Unarmored Defense | 3 |
| 4 | + 2 | Chosen Warrior Unarmored Defense | 3 |
| 5 | + 3 | Chosen Warrior Unarmored Defense | 4 |
| 6 | + 3 | Chosen Warrior Unarmored Defense | 4 |
| 7 | + 3 | Chosen Warrior Unarmored Defense | 5 |
| 8 | + 3 | Chosen Warrior Unarmored Defense | 5 |
| 9 | + 4 | Chosen Warrior Unarmored Defense | 6 |
| 10 | + 4 | Chosen Warrior Unarmored Defense | 6 |
| 11 | + 4 | Chosen Warrior Unarmored Defense | 7 |
| 12 | + 4 | Chosen Warrior Unarmored Defense | 7 |
| 13 | + 5 | Chosen Warrior Unarmored Defense | 8 |
| 14 | + 5 | Chosen Warrior Unarmored Defense | 8 |
| 15 | + 5 | Chosen Warrior Unarmored Defense | 9 |
| 16 | + 5 | Chosen Warrior Unarmored Defense | 9 |
| 17 | + 6 | Chosen Warrior Unarmored Defense | 10 |
| 18 | + 6 | Chosen Warrior Unarmored Defense | 10 |
| 19 | + 6 | Chosen Warrior Unarmored Defense | 11 |
| 20 | + 6 | Chosen Warrior Unarmored Defense | 11 |
Spell Slots per Spell Level
| Livello | Bonus di Competenza | Caratteristiche | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Chosen Warrior Unarmored Defense | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Chosen Warrior Unarmored Defense | 2 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Chosen Warrior Unarmored Defense | 3 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Chosen Warrior Unarmored Defense | 3 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Chosen Warrior Unarmored Defense | 4 | 2 | 0 | 0 | 0 |
| 6 | + 3 | Chosen Warrior Unarmored Defense | 4 | 2 | 0 | 0 | 0 |
| 7 | + 3 | Chosen Warrior Unarmored Defense | 5 | 3 | 0 | 0 | 0 |
| 8 | + 3 | Chosen Warrior Unarmored Defense | 4 | 3 | 0 | 0 | 0 |
| 9 | + 4 | Chosen Warrior Unarmored Defense | 4 | 3 | 2 | 0 | 0 |
| 10 | + 4 | Chosen Warrior Unarmored Defense | 4 | 3 | 2 | 0 | 0 |
| 11 | + 4 | Chosen Warrior Unarmored Defense | 4 | 3 | 3 | 0 | 0 |
| 12 | + 4 | Chosen Warrior Unarmored Defense | 4 | 3 | 3 | 0 | 0 |
| 13 | + 5 | Chosen Warrior Unarmored Defense | 4 | 3 | 3 | 1 | 0 |
| 14 | + 5 | Chosen Warrior Unarmored Defense | 4 | 3 | 3 | 1 | 0 |
| 15 | + 5 | Chosen Warrior Unarmored Defense | 4 | 3 | 3 | 2 | 0 |
| 16 | + 5 | Chosen Warrior Unarmored Defense | 4 | 3 | 3 | 2 | 0 |
| 17 | + 6 | Chosen Warrior Unarmored Defense | 4 | 3 | 3 | 3 | 1 |
| 18 | + 6 | Chosen Warrior Unarmored Defense | 4 | 3 | 3 | 3 | 1 |
| 19 | + 6 | Chosen Warrior Unarmored Defense | 4 | 3 | 3 | 3 | 2 |
| 20 | + 6 | Chosen Warrior Unarmored Defense | 4 | 3 | 3 | 3 | 2 |
Incantesimi di Classe
Caratteristiche di Classe
Livello 1
Livello 10
Livello 11
Livello 12
Livello 14
Livello 15
Livello 16
Livello 18
Livello 19
Livello 2
Livello 20
Livello 3
Livello 4
Livello 5
Livello 6
Livello 7
Livello 8
Progressione Incantesimi Conosciuti
| Livello | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Incantesimi Conosciuti | 0 | 2 | 3 | 3 | 4 | 4 | 5 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 9 | 9 | 10 | 10 | 11 | 11 |
Progressione Incantatore
Competenze
light
medium
shield
simple
martial
Equipaggiamento Iniziale
Caratteristiche di Classe
Chosen Warrior (Level 1)
You gain two cantrips of your choice from the sorcerer spell list. They count as scion spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from amongst those.
At 10th level, you can cast one of your cantrips in place of one of your attacks whenever you take the Attack action on your turn.
Unarmored Defense (Level 1)
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit.
Sacred Sigil (Level 2)
At 2nd level, you learned how to use the power wielded by the gods to censure those who oppose you. As a bonus action, you can expend one of your spell slots to place a seal on a creature you can see within 30 feet for 1 minute. It ends early if you are knocked unconscious or until the creature drops to 0 hit points.
Once per round, whenever you deal damage to the target you may choose to deal an additional 1d4 damage of the type of your Planar Source plus half your Intelligence modifier rounded down (minimum +1). Alternatively, you may consume the seal to inflict 1d8 damage of the type of your Planar Source plus another 1d8 per level of the spell slot used to create the sigil. You can only do one type of damage during your turn.
In addition, the target creature does not gain any benefit against you because it is invisible or hidden.
You can only have one seal active per creature. When you consume a seal the creature is no longer under the effects of the sigil and and is no longer considered sealed.
This feature's extra damage, not the seal's damage when it is consumed, increases when you reach certain levels in this class: to 1d6 at 7th level and to 1d8 at 14th level.
Planar Source
Through your rigorous study of the planes and religious texts, you have learned how to tap into one of the sources of power wielded by the gods. Choose one of the following: Good, Neutral, Evil. This choice affects other abilities in the Scion class and determines the damage type of some of your Scion abilities based on the table below.
| Alignment | Damage Type | Divine Assistance |
|---|---|---|
Good | Radiant | |
Neutral | Force | |
Evil | Necrotic |
Fighting Style (Level 2)
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Spellcasting (Level 2)
By 2nd level, you have learned to use your divine heritage to grant you divine magic to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the scion spell list.
Spell Slots
The Scion table shows how many spell slots you have to cast your scion spells. To cast one of your spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield of faith and have a 1st-level and a 2nd-level spell slot available, you can cast shield of faith using either slot.
Spellcasting Ability
Intelligence is your spellcasting ability for your scion spells, since your power derives from the study of players and knowing how to use your divine power. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a scion spell you cast and when making an attack roll with one.
Spell
Spell
Replacing Known Spells
Scions can decide that they can replace their known spells by spending 2 hour for each level of the spell they wish to learn, the previous spell is forgotten by them and are not able to cast it in anyway possible.
The time spent represents the amount of time needed by the scion so they can meditate and study the new spell in order to master it, but in addition to this they must have a scroll, spellbook or any other written way of studying the spell. The source of the spell becomes unusable after this, turning the page into dust.
Writing down spells
Any Scion can have their spells known written down in any scroll by spending 1 hour and costs 50 gp. per level of the spell they are writing down. In addition to this they must succeed an Intelligence (Religion) skill check against a DC 10 + the spells level to write down the spell without any error.
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your scion spells.
Divine Talent (Level 3)
At 3rd level, choose one skill in which you have proficiency, your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Sacred Task (Level 3)
Upon reaching 3rd level you pledge your soul to the service of a god and are welcomed into their embrace finally becoming a scion of your deity. You gain the Channel Divinity ability and choose either Acolyte, Avenger, Inquisitor or Magus as your specialty.
Your choice grants you features at 3rd level and again at 7th, 15th level, and 20th.
Furthermore, you are a considered a high ranking official in your church and will be given the best treatment and hospitality in any church of your chosen deity.
Task Spells
Each task has a list of associated spells. You gain access to these spells at the levels specified in the task description. Once you gain access to a task spell, you always have it prepared. Task spells don't count against the number of spells known and cannot be changed.
If you gain a task spell that doesn't appear on the scion spell list, the spell is nonetheless a scion spell for you.
Channel Divinity
Your task allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your task explains how to use it.
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your scion spell save DC.
Ability Score Improvement (Level 4)
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack (Level 5)
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Sigil of Repulsion (Level 6)
Beginning at 6th level, once per turn and immediately after you hit a creature with an attack, you can force a sealed creature to make a Strength saving throw against your spell save DC. On a failed save, you can push or pull it in a straight line up to 15 feet. You can use this ability a number of times equal to your Intelligence modifier (minimum 1) per long rest.
Sacred Task Feature (Level 7)
At 7th level, you gain a feature granted to you by your Sacred Task.
Ability Score Improvement (Level 8)
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Improved Chosen Warrior (Level 10)
At 10th level, you can cast one of your cantrips in place of one of your attacks whenever you take the Attack action on your turn.
Sigil of Weal and Woe (Level 11)
Starting at 11th level, you may use your Sacred Sigil a number of times equal to your Intelligence modifier in any of the following ways:
Weal
You can use your bonus action to grant advantage on the next attack roll against a sealed target.
Woe
If a sealed creature attacks you or an ally, you can use your reaction to give that creature disadvantage on the attack roll. This ability can be used after the dice is rolled, but before you know the results.
Ability Score Improvement (Level 12)
When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Divine Form (Level 14)
Upon reaching 14th level, you can spend your bonus action to transform into a creature that reflects your Planar Source.
The transformation last for 1 minute and ends early if you are knocked unconscious. You can also end your transformation on your turn as a bonus action.
While transformed, you gain the following benefits:
You gain the ability to sprout a pair of wings from your back, gaining a flying speed equal to your current speed. To use this movement you can't be wearing medium or heavy armor. You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
You gain darkvision for up to 60 feet, if you already have darkvision you can expand it by additional 60 feet.
You gain resistance against bludgeoning, piercing, and slashing damage from nonmagical attacks.
You can use this ability a number of times equal to your Intelligence modifier per long rest.
Sacred Task feature (Level 15)
At 15th level, you gain a feature granted to you by your Sacred Task.
Ability Score Improvement (Level 16)
When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Divine Assistance (Level 18)
When you reach 18th level, you may summon an extraplanar being to assist you on your divine tasks. Once per long rest, as an action you may cast your Planar Source spell at 6th level without spending a spell slot and material components.
Ability Score Improvement (Level 19)
When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Sacred Task feature (Level 20)
At 20th level, you gain a feature granted to you by your Sacred Task.
Multiclasse
Requisiti Multiclasse
{"dex":13,"int":13}
Competenze Ottenute
Sottoclassi
Caratteristiche Sottoclasse
Acolyte
Acolyte (Level 3)
Acolytes are the helping hand of the church, they are the ones you will find amongst the front lines of any sacred battlefield providing protection and medical assistance. These scions have taken the sacred task of assisting others achieve their goals by any means possible, turning them into highly valued assets.
Acolyte Spells
You gain acolyte spells at the scion levels listed.
| Scion Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Acolyte Bonus Proficiencies
When you choose this sacred task at 3rd level, you gain proficiency with the Medicine skill and herbalism kit
Acolyte Channel Divinity: Cleansing Light
As an action, you can cast a ray of soothing light to remove one condition from a creature that you can see within 30 feet of you. The condition has to be either blinded, charmed, deafened, frightened, paralyzed, or poisoned.
Acolyte Channel Divinity: Channel Sigil
As a bonus action you may expend a use of your Channel Divinity to place your Sacred Sigil on a creature within 30 feet of you as if you had used a spell slot of half your proficiency bonus (rounded up).
Restorative Consumption (Level 7)
At 7th level, when an ally hits a sealed creature with a melee attack, you can use your reaction to consume the seal and allow the attacker to regain a number of hit points equal to the damage dealt.
Blessing of the Church (Level 15)
Starting at 15th level, each turn your allies hit a sealed creature, the target also takes 1d8 damage of the same type as your Planar Source.
Additionally, when a sealed creature targets one of your allies with an attack, that ally gains a +2 bonus to AC against that attack.
Apotheosis (Level 20)
Upon reaching 20th level, once per long rest, you can use your action to become a celestial creature for one minute, this transformation gives you the following abilities:
You spend your action to allow a creature that you can touch to regain a number of hit points equal to 2d8 plus your Intelligence modifier.
You gain resistance against your Planar Source damage.
You become immune to the charmed and frightened conditions.
Allies in a 10 foot radius gain a bonus to saving throws equal to your Intelligence modifier.
Avenger
Avenger (Level 3)
Avengers are the might and strength of each order, they are soldiers trained to protect that which is most holy from all the enemies. As such, Avengers are tasked to be mighty warriors and are always seen as stoic and inflexible in their objectives.
Avenger Spells
You gain avenger spells at the scion levels listed.
| Scion Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Avenger Bonus Proficiencies
When you choose this sacred task at 3rd level, you gain proficiency with heavy armor and the Persuasion skill.
Avenger Channel Divinity: Sanctify Weapon
As an action, you can imbue your weapon with magical energy. For 1 minute, that weapon becomes a magic weapon and earns a bonus to its attack rolls equal to your Intelligence modifier.
Avenger Channel Divinity: Channel Sigil
As a bonus action you may expend a use of your Channel Divinity to place your Sacred Sigil on a creature within 30 feet of you as if you had used a spell slot of half your proficiency bonus (rounded up).
Furious Consumption (Level 7)
At 7th level, as an action you can consume a seal on an target within 30 feet. Every ally adjacent to that enemy may use their reaction to immediately attack that enemy.
Blessing of Fury (Level 15)
Starting at 15th level, once per round, whenever you take the Attack action against a creature with one of your seals, you can make one additional attack against that enemy.
Awakened Form (Level 20)
Starting at 20th level, once per long rest, you can spend you action to awaken your divinity allowing you to transform into a creature from another plane of existence for one minute, gaining the following abilities:
Your size grows by one size category and your weapons also grow to match its new size. While these weapons are enlarged, your attacks with them deal 1d4 extra damage.
Your Strength becomes 27(+8) and your Constitution becomes 25 (+7).
Your speed increases by 10 feet and can take the dash action as a bonus action.
Resistance against bludgeoning, piercing, and slashing attacks.
Inquisitor
Inquisitor (Level 3)
Inquisitors are agents of the church who pursue their enemies from the shadows, they are surrounded by myth since most never show their face publicly feeding to the story that they will commit whatever atrocity needs to be done.
Inquisitor Spells
You gain task spells at the scion levels listed.
| Scion Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Inquisitor Bonus Proficiencies
When you choose this sacred task at 3rd level, you gain proficiency with the Sleight of Hand skill and thieves' tools
Inquisitor Channel Divinity: Shadow Dance
As a bonus action, whenever you are in dim light or darkness you can teleport to up to 30 feet to an unoccupied space you can see that is also in dim light or darkness.
Inquisitor Channel Divinity: Channel Sigil
As a bonus action you may expend a use of your Channel Divinity to place your Sacred Sigil on a creature within 30 feet of you as if you had used a spell slot of half your proficiency bonus (rounded up).
Immobilizing Consumption (Level 7)
At 7th level, you can use your action to force a creature with a seal make a Wisdom saving throw against your spell save DC, if it fails it becomes restrained until the end of your next turn. This does not consume the seal.
Blessing of Shadows (Level 15)
Upon attaining 15th level, you become invisible to any creature with one of your seals on it.
Shadow Form (Level 20)
Starting at 20th level, once per long rest you may use an action to become incorporeal for 1 minute, gaining the following abilities:
Flying speed of 50 feet.
All attacks against you are at disadvantage.
Resistance against acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing nonmagical attacks.
You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
Your weapon attacks deal damage of the type of your Planar Source, and a successful attack drains 1d4 strength from the target. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
Magus
Magus (Level 3)
Some scions are tasked to become Magus and thus forgo some martial prowess to become mighty spellcasters who use their seals to improve their arcane abilities. They are seen as fearsome agents of the church capable of great feats of destruction turning them into terrifying opponents.
Magus Spells
You gain task spells at the scion levels listed.
| Scion Level | Spells |
|---|---|
3rd | |
5th | |
9th | |
13th | |
17th |
Magus Bonus Proficiencies
When you choose this sacred task at 3rd level, you gain proficiency with Arcana and Medicine skills.
Magus Channel Divinity: Channel Spell
You spend your Channel Divinity to cast a spell as a bonus action. You can only cast a spell this way if it has a normal casting time of 1 action.
Magus Channel Divinity: Channel Sigil
As a bonus action you may expend a use of your Channel Divinity to place your Sacred Sigil on a creature within 30 feet of you as if you had used a spell slot of half your proficiency bonus (rounded up).
Arcane Consumption (Level 7)
Starting at 7th level, as a bonus action you may consume a seal to force the creature to automatically fail the next saving throw against the next spell you cast this turn.
Blessing of Fire (Level 15)
Starting at 15th level, as a reaction to when an enemy with a seal hits you with an attack, you can spend your reaction to force the seal to do 1d6 plus your Intelligence modifier fire damage. This does not consume the seal.
Transcendence (Level 20)
At 20th level you have learned how the raw source of magic intertwines with the power of the gods, this understanding allows you to enter a state of enlightenment for one minute. Once per long rest you can enter this state as an action and while in it you can cast Counterspell at it's lowest without spending a spell slot, you can add your Intelligence modifier to all Saving Throw rolls against spells that target you and when you cast a spell that deals a type of damage from the following list, you can change the damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.