Mystic Circle
Your organization is an association of arcane practitioners whose agents include wizards, sorcer- ers, scribes, and sages. Not all your associates cast magic—your order needs guards and spies as much as anyone else—but every member of your mystic circle respects the power of the magical arts. The collections of scrolls and tomes in your libraries contain knowledge that others seek, and unearthing the secrets of your enemies isn’t so different from uncovering forbidden spells.
Officer Titles
- Augur- You have a second sight that grants you limited precognition. You add your Intelligence modifier to your initiative rolls. Additionally, if you and any of your allies within 60 feet of you are surprised when you roll initiative, you can choose for you and your allies to not be surprised, and for a number of enemies equal to the number of characters in your party to be surprised instead. You must finish a long rest before you can use this feature again.
- Bewitcher- You have advantage on Charisma (Performance) checks. At the end of a long rest, choose one enchantment or illusion spell you can cast that requires concentration. That spell does not require concentration until the end of your next long rest.
- Medium- When learning or preparing spells, all necromancy spells are available to you, regardless of whether they are on your class’s spell list. Additionally, you can channel the waning life force of a dying creature to aid an ally. When a creature you can see with a challenge rating of 1 or higher dies within 60 feet of you, another creature of your choice that you can see within 60 feet of you regains hit points equal to 1d4 × the dead crea- ture’s challenge rating.
- Shade- You gain proficiency in the Stealth skill. While in darkness or dim light, you can turn invisible as an action. Anything you wear or carry is invisible as long as it is on your person. This invisibility ends after 1 hour or if you enter an area of bright light. You must finish a long rest before you can use this feature again.
- Spellsword - You gain proficiency with martial weapons. Whenever you hit a creature with a melee attack, you reduce that creature’s speed to 0 until the start of your next turn.
Specializations
Arcane Order
You are a public institution of magic, seeking to expand the understanding of the cosmic forces which ebb and flow through reality. You might be an arcane academy, a great library, or an assembly of notorious mages. Local lords approach you for counsel, unless you prefer to stay neutral in mundane affairs.Skill Bonus | Defense Bonus |
---|---|
Lore: 1 | Resources 1 |
- Your Staff is Broken- As an action, take any number of power dice from your domain’s pool and target an enemy spellcaster. That caster must succeed on an Intelligence saving throw against a DC equal to the total of the power dice or lose the ability to cast spells in any way for 24 hours. This power doesn’t break the target’s concentration on a spell already cast, or prevent the target from taking actions that are part of an ongoing spell that the target has already cast (such as call lightning).
- Find True Name- As a domain action, you make a Lore test against an opposed domain’s Communications. On a success, you learn the true name of one of that domain’s spellcasting officers of the GM’s choice, and during the next battle, that officer has disadvantage on saving throws against the Your Staff is Broken domain power.
- Midnight Oil- If you prepare spells and you succeed on any Lore test made as a domain action, you can then use a domain reaction to make a DC 12 Lore test. On a success, the number of spells that all officers of your domain are able to prepare the day of the next battle increases by 1.
- Wards of Protection Against Missiles- If your domain’s Communications level is 2 or higher at the end of deployment, choose a number of units equal to your domain size. The first time during the battle that each chosen unit would be hit by an Attack test from an opposed artillery or aerial unit, that Attack test fails.
Secret Cabal
Your organization is clandestine. People might know you exist, but your work stays hidden to protect your members, keep your studies confidential, or better allow you to pull strings from behind the scenes. No matter what the reasons for your secrecy, one thing is certain: You look out for your own first and foremost.Skill Bonus | Defense Bonus |
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Espionage: +1 | Communications: +1 |
- Elemental Bargain- As an action, take a power die from your domain’s pool and conjure an elemental with a challenge rating equal to or lower than the number on the die. The creature appear in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter. Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first.
- Curse of Vitiation- If your domain’s Commu- nications level is 2 or higher at the start of a battle, choose one lieutenant from an opposed domain. That lieutenant has disadvantage on saving throws during the battle.
- We Were Never Here- As a domain action, make a Lore test against an opposed domain’s Communications. On a success, your domain’s Communications level increases by 1 and the opposed domain’s Communications level decreases by 1.
Theatrical Troupe
Magic and artifice have always gone hand in hand, and the art of spellcasting makes for some impres- sive stage effects. Whether you are a performance company with an established base of operations or a band of entertainers travelling far and wide, you endeavor to make magic accessible to all! Your organization doesn’t believe in keeping sorcery hidden away in secluded towers, underground lairs, or exclusive clubs. Showing magic to the world encourages others to take up the art, dispels fears of spellcasting, and can bring joy to the common folk.Skill Bonus | Defense Bonus |
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Diplomacy: +1 | Operations: +1 |
- Magic Misdirection- As an action, take a power die from your domain’s pool and make a Charisma check contested by one creature of your choice that you can see. Add the number on the power die to your check. On a success, the creature is charmed by you until the end of your next turn. While charmed in this way, the creature sees its allies as enemies, and it must use its action before moving on its turn to make a melee weapon attack against an ally it can reach. If the creature has no allies within reach, it takes no action on its turn.
- Combat Anthem- As a domain action, make a DC 12 Operations test. On a success, during the next battle, you can choose a number of units your domain controls equal to your domain size. Any opposed unit has disadvantage on Morale tests while adjacent to any selected unit, and any allied unit has advantage on Power tests while adjacent to any selected unit.
- You Didn’t Hear This From Me- bAs a domain action, make a DC 12 Diplomacy test. On a suc- cess, whenever you succeed on a Diplomacy test to muster a unit through an alliance, your domain’s Communications level increases by 1 until the end of the intrigue.
Skills | Defenses |
---|---|
Diplomacy: 0 | Communications: 12 |
Espionage: 1 | Resolve: 10 |
Lore: 2 | Resources: 11 |
Operations: -1 |
Domain Power
Universal Energy Field- As an action, take a power die from your domain’s pool and recover a number of spell slots with a combined level equal to the number on the power die. None of the slots you recover can be 6th level or higher. Alternatively, as a bonus action, you can take a power die from your domain’s pool and charge one weapon you are holding with magical energy. Choose one of the following damage types: acid, cold, fire, or lightning. Until the start of your next turn, the weapon deals extra damage of the chosen type equal to the number on the power die.
Domain Features
Unravel Sorcery- As a domain action, make a DC 13 Lore test. On a success, your domain’s spellcasters weave an ancient spell to create a special unit of magical constructs called an Ersatz Infantry. These constructs could be golems, animated suits of armor, or clockwork soldiers.
Forgotten Rites of Animation- Once per intrigue as a domain bonus action, you can make a Lore test against an opposed domain’s Communications
to learn about the magical abilities of one of that domain’s officers. On a success, you learn what spells the target knows and has prepared, and you have advantage on saving throws against spells and other magical effects used by that officer until the end of the intrigue.
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