Chapter 4: Character Classes

Choose a class. Each class has a number of feats you can choose. When you choose a class, you gain their two core feats, as well as their HP and any proficiencies or techniques they provide.

Feat Icons
Core FeatCore Feat
Spellcasting FeatSpellcasting Feat
Rare FeatRare Feat

When you level up, you can either take a feat from your class or from another class, as long as you have you have at least one core feat from that class—if you don’t, you need to take a core feat from that class first. Some feats require others, either a specific feat or a type of feat (like a spellcasting feat). You can only take rare feats starting at Heroic tier.

Artificer

Cunning · 15 HP

Artificers treat magic as an applied science waiting for physical form. While scholars debate theory, an artificer routes arcane energy through clockwork gears and conductive wire. They approach problems with grease on their sleeves and tools in hand, convinced that any obstacle yields to a solid blueprint and honest craftsmanship.

Their work is tactile and inventive. They house spells within physical conduits and modular assemblies, activating enchantments through levers and spring-loaded releases. From deployable field machinery that anchors a defensive perimeter to quick repairs that keep broken gear functioning, an artificer bridges the divide between engineering and sorcery. When an expedition stalls, they reach into their kit and assemble a solution on the spot.

Arcane Cannon Core Feat

You build your own arcane cannons—compact engines you can assemble in the middle of a fight and direct as you go. You’re proficient with light and medium armor and with shields. You’re also proficient with blacksmith’s tools.

Use the Assemble Cannon technique to build a cannon in an unoccupied space within 30 feet. You can have a number of cannons active at once equal to your Prowess. A cannon remains for 1 minute, until it is more than 120 feet from you, or until it is reduced to 0 HP, whichever comes first. A cannon acts only when you direct it: its attack rolls use your +CUNNING, and it makes no ability checks of its own. It adds no ability to its damage thresholds.

You direct a cannon with the Control Companion technique.

Casting mending on a cannon restores 3 HP to it.

Magical Infusions Core Feat Spellcasting Feat

You’ve studied how to imbue everyday objects with magic, building gizmos and gadgets that carry the power of the arcane. Your spellcasting ability is +CUNNING, and you cast from the arcane spell list. You’re proficient with tinkerer’s tools and two other tools of your choice.

You always know just the right fix, granting you the mending charm. It is always readied. Then, choose 3 domains from the arcane spell list, at least one of which must be Pyromancy, Electromancy, or Geomancy. Whenever you take the Level Up downtime activity, you can swap one of those three domains for another of your choice from the arcane spell list, provided you still know at least one of those three.

Your inventiveness knows no bounds, letting you ready non-rare charms for any of the domains you know. You have a charm pool equal to +SPELL. As part of your daily preparations, you can change all of your readied charms—when you take the Prepare downtime activity, you can change two of your readied charms.

Unlike other spellcasters, you don’t conjure your magic directly. Instead, every domain you know and every charm you ready is a trinket you build and imbue with magic—you choose what these trinkets look like. You activate them to cast your spells, combining them to create magical effects. To facilitate this, you’ve built a unique holster—a bandolier, a gauntlet, a toolbelt—that lets you use the trinkets you need as part of the action to cast a spell. Your trinkets serve as your focus.

A number of times equal to +SPELL plus your Prowess, you can spend 1 AP to conjure a piece of adventuring gear worth 4 gold or less; it vanishes when you reset your spent uses, which you can do as part of your daily preparations.

When you craft adventuring gear as a Work on a Project, reduce its countdown by 2 (minimum 1).

Runecrafter

You’re an expert at carving runes to enhance weapons, armor, and items.

As part of your daily preparations, you can fashion a number of common runes equal to your Prowess and set each into an eligible item belonging to you or a willing ally. An item can hold one of these runes even if it has no open rune slots. Runes last until you do this again.

When you craft a rune as a Work on a Project, reduce its countdown by 2 (minimum 1).

Barbarian

Power · 27 HP

Barbarians live on raw momentum and physical dominance. They do not pace themselves or measure distance across a battlefield; they throw their full weight into every collision, trusting thick muscle and stubborn will to outlast whatever stands before them. Pain is an unavoidable condition of combat, and a barbarian embraces that reality, using incoming punishment to stoke a ferocious inner fire.

When that fury breaks loose, their body becomes an unstoppable siege engine. Blows that would shatter an ordinary soldier slide off their flesh, met with violent counter-strikes that send adversaries tumbling backward. They do not bother with complex stratagems or defensive caution. A barbarian breaks stalemates by overwhelming the opposition with furious, unrelenting force.

Brutal Strike Core Feat

You know how to hit an enemy where it hurts. You’re proficient with martial weapons, and you know a number of techniques equal to twice your Prowess. You can have a number of them readied equal to your Prowess, and can use a learned technique only while it’s readied. Choose a number of melee weapons you’re proficient with equal to your +POWER; you gain mastery with them, and can change your selection as part of your daily preparations.

Whenever you attack a creature with an unarmed attack or melee weapon, you can apply sundered to yourself (if you don’t already have it) to increase your attack roll by +1 step, choosing to do so after you’ve seen the result. This can’t turn a strong hit into a critical hit.

Additionally, on a hit with an unarmed attack or melee weapon, you can mark 1-fatigue to choose one of the following:

  • Add your +POWER to the damage roll as an additional bonus
  • Push the target 10 feet away from you, then close the gap without triggering reactions
  • Apply slowed to the target

Rage Core Feat

You can draw upon your inner fury to drive yourself in battle. You’re proficient with light and medium armor. You’re also proficient with your choice of blacksmith’s tools, cook’s tools, or a musical instrument. Spend 1 AP to start raging: while raging you are empowered and invigorated, you have resistance to physical damage as long as you aren’t wearing heavy armor, and the duration of the frightened and charmed conditions on you is halved, rounded down. Spend 1 AP on subsequent turns to keep your rage going, for up to a minute. When your rage ends, mark 1-exhaustion.

Bard

Luck · 15 HP

Bards know that whoever controls the narrative controls the outcome. To a bard, every negotiation and desperate escape is an unfolding tale that begs for an editor. They step into that role with swagger and biting wit, manipulating the mood of a room until hostile crowds hesitate and terrified allies stand tall. Words and music are their tools, bending perception until listeners believe what they hear over what their own eyes reveal.

They live on the razor edge of fortune, trusting luck to carry them through situations where careful planning falls flat. A bard throws themselves into impossible gambles with absolute confidence, turning sheer audacity into a weapon. By altering the tone of an encounter as it happens, they draw panic out of foes and coax extraordinary bravery from their companions, proving that an opportune story overturns any disadvantage.

How Many Did You Say There Were? Core Feat

You’re always telling the story of this fight, even as it happens, and the details shift in the retelling. When you first see a creature, you learn its type and its tier. You’re proficient with a musical instrument of your choice and the disguise kit.

You can revise the story a number of times equal to your Prowess, recovering all expended uses as part of your daily preparations. When you do, spend 1 AP and mark 2-fatigue, then make a Luck roll and choose one:

“There were hardly any of them.”
A creature you can see becomes weakened. On a strong hit, instead, its difficulty drops by one tier—an Easy-tier creature is removed from the encounter. On a miss, a duplicate of a creature you can see appears with half its hit points.
“By the end, they were terrified of us.”
A creature you can see becomes frightened of you. On a strong hit, instead, each creature within 10 feet of a point you can see becomes frightened of you. On a miss, an ally you can see becomes frightened of a creature of your choice.
“You should’ve seen what they did.”
An ally you can see becomes empowered. On a strong hit, they’re also inspired, and must spend the resulting Luck Point before the end of the encounter. On a miss, the GM gains a Doom.

Luck of the Draw Core Feat

Fortune is the only weapon you’ve ever really trusted. You gain proficiency with precise weapons, and can use +LUCK in place of +FOCUS for attack and damage rolls with them. You also gain proficiency with light armor. When an attack targets your +CUNNING, you can choose to use your +LUCK in place of it for your DT against that attack, a number of times equal to your Prowess, regaining all uses as part of your daily preparations. You know a number of techniques equal to your Prowess plus one. You can have a number of them readied equal to half your Prowess, rounded up, and can use one of these technique only while it’s readied.

Increase your maximum number of Luck Points by 2.

When you roll damage with a precise weapon, you can spend a Luck Point to maximize one of the weapon’s damage dice, treating it as its highest possible result.

Finally, choose a non-rare technique. It is always available to you, and you can swap it for a different technique as part of your daily preparations.

Cleric

Luck · 12 HP

Clerics serve as mortal conduits for divine will. Where others see random luck or coincidence, a cleric recognizes the steady hand of providence guiding events. Their conviction is an active calling that leads them directly into hardship, carrying sacred rites and righteous purpose into the darkest corners of the world.

In the midst of crisis, they channel miraculous power to sustain their companions. Sickness breaks and wounds close at their touch, while restless undead and fiendish horrors recoil before their authority. They remain unyielding anchors for their companions, meeting physical danger with steady composure and calling down sacred judgment whenever innocence is threatened.

Channel Divinity Core Feat

You gain the ability to channel your deity’s might through you. You can channel divinity a number of times equal to your Prowess. You regain one use when you take the prepare downtime activity, and recover all spent uses as part of your daily preparations. When one of your channel divinity options attacks a creature, you attack with your +LUCK. Your Holy Symbol is a conduit that represents your deity.

Divine Light
Spend 2 AP and present your Holy Symbol to a creature you can see within 30’ of you. They heal 1d8 HP.
Divine Wrath
Spend 2 AP and present your Holy Symbol to a creature you can see within 30’ of you. Make a +LUCK vs POWER attack; on a strong hit they take 2d8 radiant or necrotic (whichever matches the domain you chose for Divine Vessel, or your choice if you don’t have that feat) damage, half as much on a weak hit.
Cleanse
Spend 2 AP and present your Holy Symbol to a creature you can see within 30’ of you, ending one condition affecting them.
Turn Undead
Spend 2 AP, mark 2-fatigue, and present your Holy Symbol to censure Undead creatures of your choice within 30’ of you. Make a +LUCK vs FOCUS attack against each of them; on a strong hit, they become frightened of you until they take damage or until you become stunned or unconscious. On a weak hit, frightened instead ends at the end of their next turn. While frightened this way, they must spend all of their AP on their turn moving as far away from you as possible by the safest available path.

You can also offer words of guidance a number of times equal to your Prowess, recovering all spent uses as part of your daily preparations. As a reaction to a creature making a skill check, but before they roll, you can bless them, letting them add 1d4 to their roll. If they roll a miss, this use isn’t expended.

Divine Vessel Core Feat Spellcasting Feat

Choose a deity; you are a vessel for their will on the material plane, channeling their favor into magic. What others name luck, the faithful know as the hand of their god—your spellcasting ability is +LUCK.

Your deity grants you either the Necromancy or Thaumaturgy domain—once chosen, you cannot then take the other one. Then, choose 3 more domains from the divine spell list. Whenever you take the Level Up downtime activity, you can swap one of those three domains for another of your choice from the divine spell list.

You channel your deity’s power, allowing you to ready non-rare charms for any of the domains you know. You have a charm pool equal to +SPELL plus your Prowess plus 2. As part of your daily preparations, you can change all of your readied charms. If you learn a rare charm as a level-up option, you can include it among the charms you ready.

You’re proficient with light and medium armor and shields. You’re also proficient with the healing kit and apothecary’s tools.

Druid

Focus · 12 HP

Druids guard the ancient balance between growing settlements and untamed wilderness. They belong to circles that revere the natural cycles of growth and decay, reading shifts in weather and earth with practiced intimacy. To a druid, the wild holds no malice; it is a living whole that demands respect, and they answer with fierce defense whenever that balance is broken.

Primal currents answer their call across forest and fell. They mend withered land with quiet rites, understanding the medicinal and lethal properties of every leaf and spore. When diplomacy fails and physical danger looms, they set aside their humanoid shapes to run on four legs, soaring on broad wings or rending threats with predatory fangs.

Druidic Circle Core Feat Spellcasting Feat

Your deep connection with nature has drawn you to a Druidic circle where you have learned how to tap into the energy of living things to cast spells. Your spellcasting ability is +FOCUS. You’re proficient with the healing kit and apothecary’s tools.

Your circle teaches you to become one with the flora and fauna around you, granting you the Druidcraft domain. Then, choose 3 more domains from the primal spell list. Whenever you take the Level Up downtime activity, you can swap one of those three domains for another of your choice from the primal spell list.

Through your circle, you learn to ready non-rare charms for any of the domains you know. You have a charm pool equal to +SPELL plus your Prowess plus 2. As part of your daily preparations, you can change all of your readied charms. If you learn a rare charm as a level-up option, you can include it among the charms you ready.

Wild Shape Core Feat

You gain the ability to shape-shift into a beast. Choose 5 Easy-tier beasts that are not swarms and do not have a fly speed—these are the forms you know. You can change one of your known forms by taking the Work on a Project downtime activity (countdown 2).

Transforming requires 1 AP and a use of your wild shape; you can do so a number of times equal to your Prowess, recovering 1 expended use when you take the Prepare downtime activity and all expended uses as part of your daily preparations. When you transform, all of your equipment merges into your body and you take on the statistics and traits of the beast, replacing yours, while retaining your +FOCUS and +LUCK scores, your HP, and your fatigue and exhaustion. Any conditions you have carry over, and you gain temporary hit points equal to your Prowess plus your Focus. Any techniques you know that can be used with unarmed attacks can be used in your wild shape form, provided its anatomy allows.

While transformed, you can speak but cannot cast spells, and others view you as the animal you’ve become. You can change into another of your known forms for 1 AP without spending a use of your wild shape, though doing so grants no additional temporary hit points. You remain transformed until you revert for 1 AP, are rendered unconscious, or die.

Fighter

Power · 21 HP

Fighters turn martial combat into an exact science. While other combatants depend on bursts of wild fury or mysterious magic, a fighter trusts relentless drill and situational awareness. Every strike and parry is deliberate, honed over years of practice until weapon and warrior move as one.

Disciplined versatility sets a seasoned fighter apart. They read the flow of an engagement instantly, swapping weapon loadouts and fighting stances to counter whatever formation the enemy presents. When chaos erupts and formations collapse, their physical conditioning and tactical grit keep them upright, grinding down opponents through steady, relentless pressure.

Adrenaline Rush Core Feat

You’re proficient with light, medium, and heavy armor, and with shields. Choose a piece of armor you’re proficient with; you gain mastery with it, and can change your selection as part of your daily preparations.

In the heat of battle, you can push yourself further than other combatants. You gain a number of adrenaline points equal to your Prowess, which you can spend to power extraordinary feats in combat. You can spend an adrenaline point to do one of the following:

Bulk Up
Regain a number of hit points equal to your +POWER when you Regroup.
Pump Up
Give yourself temporary hit points equal to your +POWER.
Second Wind
Reduce the AP required to Regroup by 1.
Brace
When you use the Brace technique, spend an adrenaline point in place of its fatigue cost.

Using an adrenaline point takes 1 AP unless it’s a reaction. You recover all spent adrenaline points as part of your daily preparations. You can only use one adrenaline point per turn.

When you spend an adrenaline point, you gain +1 DT until the start of your next turn.

Martial Master Core Feat

You’re proficient with martial weapons, and you maintain three weapon loadouts rather than the usual two. You’re also proficient with your choice of carpenter’s tools, weaver’s tools, or a musical instrument. Choose a number of weapons equal to your Prowess with which you’re proficient: you gain mastery with them, and you can change your selection as part of your daily preparations.

You learn a number of non-rare techniques equal to twice your Prowess. You can have a number of them readied equal to your Prowess plus one, and can use a learned technique only while it’s readied. When you take the Prepare downtime activity, or as part of your daily preparations, you can swap one readied technique for another you’ve learned.

Choose two fighting styles, which you can change as part of your daily preparations:

Armored
+1 DT while wearing light, medium, or heavy armor.
Great Weapon Fighting
When you roll damage for an attack with a melee weapon with the two-handed or versatile property that you’re wielding with two hands, treat a 1 or a 2 on the damage die as a 3.
Archery
Gain +2 on attack rolls made with ranged weapons.
Two-Weapon Fighting
When you attack a creature with the attack granted by an agile weapon, the attack with your secondary weapon includes your ability score in its damage.

You’re also more adept at learning techniques and teaching the ones you know—reduce the countdown required to teach a technique by 2 (minimum 1), and the countdown to learn a technique from a scroll by 2 (minimum 1).

The Seven Blade Forms

You have mastered the art of fighting with a single weapon, granting you access to the Seven Blade Forms.

You know a number of forms equal to your Prowess, and can swap one for another as part of your daily preparations. Forms focus on how you wield a single weapon—you cannot enter a form if you weild anything but a single weapon in your hands, and each form has a different weapon grip it can be used with, either a one-handed or two-handed weapon. You can only be in one form at a time, and you can enter, switch, or end your form by spending 1 AP. If you change your grip or otherwise stop meeting its requirements, your form ends. While in your form, you gain its benefits and can use its technique.

Mūla
Either grip. This foundational form uses broad arcs and sweeping movements to keep groups of enemies from crowding you. Creatures don’t gain advantage on attack rolls against you from flanking. You gain the Steady Guard technique: when a creature within your reach attacks you after another creature has already attacked you this round, you can use your reaction and mark 1-fatigue to resolve that attack at -1 step.
Dvandva
One hand. This dueling form relies on nimble footwork and measured thrusts to slip past the guard of a single creature. Whenever you get a strong hit against a creature with your melee weapon, hold 1-precision against it; whenever you miss it, lose 1-precision. Gain +1 on attack rolls against that creature for each precision you hold, up to +3. You lose all precision when you attack another creature, gain precision against another creature, or leave Dvandva. You gain the Mind the Gap technique: when a creature within your reach attacks you, you can use your reaction and mark 1-fatigue to move 5 feet, staying within its reach, and hold 1-precision against it.
Dhṛti
Either grip. This defensive form has your attacker tire themselves out against your steadfast guard. Whenever a melee attacker fails to score a strong hit against you, they mark 1-fatigue as you block their advance. You gain the Close Guard technique: spend 1 AP and mark 1-fatigue to become protected until the end of the next round; this ends early if you make an attack.
Plavana
Either grip, must not be wearing heavy armor. This mobile form has you bounding and leaping around your opponent to strike from unexpected angles. You can pass through hostile creatures’ spaces, your jumps always count as having a running start, and opportunity attacks against you are made with disadvantage. You gain the Vaulting Strike technique: spend 2 AP and mark 1-fatigue to choose a creature within your reach and move up to 10 feet, ending with it still within your reach and not in the space you started in, then Strike it with advantage.
Pratighāta
Two hands. This aggressive form turns blocked blows into punishing counterattacks. When you Brace against a melee attack, you can Strike the attacker as part of the same reaction. You gain the Redirect technique: when a creature hits you with a ranged weapon attack, you can use your reaction and mark 3-fatigue to have the attack hit another creature of your choice within your reach instead, comparing the attacker’s damage roll to that creature’s thresholds.
Samatva
One hand. This balanced form focuses on smooth, effortless motions that leave your hands and attention free to cast. Your weapon damage rolls don’t add your ability score. The first time you Cast a Spell each turn, reduce its fatigue cost by 1 (minimum 1). You gain the Centered Guard technique: when a creature within your reach damages you and you must make a Focus roll to maintain concentration, you can use your reaction and mark 1-fatigue to make that roll with advantage.
Raudra
Either grip. This ferocious form drops your guard to attack with raw fury, driving fear into the enemy. You become sundered while in Raudra. Whenever a creature within your reach hits you, or you hit a creature, you hold 1-fury, up to your Prowess. At the start of your turn, mark 1-fatigue for each fury you hold. Spend fury one-for-one to reduce the AP cost of Strike by 1 (minimum 1 AP). You lose all fury when you leave Raudra. You cannot enter Raudra if you are already sundered. You gain the Dread Blow technique: spend 2 AP and mark 2-fatigue to Strike a creature; on a hit, it becomes doomed. Spend fury one-for-one to reduce the fatigue cost.

Monk

Power · 15 HP

Monks cultivate an internal reservoir of energy, treating body and spirit as a single honed weapon. Through rigorous ascetic discipline, they unlock physical capabilities that bypass the need for forged armor or heavy blades. Their philosophy seeks balance and harmony, using stillness of mind to defuse hostility before fists are raised.

When peaceful resolution fails, that quiet focus ignites into startling speed. A monk moves faster than incoming steel, striking with bare knuckles and projecting kinetic shockwaves across open ground. By drawing deeply on their internal power, they ascend into heightened states of physical grace, teleporting past barricades and delivering rapid blows that overwhelm adversaries before defenses form.

Ascension Core Feat

You channel your inner energy inward, surging into heightened states of power.

Unarmored Defense. While you wear no armor and wield no shield, add your Power to your damage thresholds.

Aura of Ascension. While ascended, your power blazes around you, shedding bright light in a 10-foot radius and dim light for another 10 feet. When an enemy that can see you starts its turn within 30 feet, make a +POWER vs POWER attack against it.

Strong Hit
It is frightened of you until the start of its next turn.
Weak Hit
It holds its nerve this time, but is subject to the aura again the next time it starts its turn within range.
Miss
It steels itself and becomes immune to your aura until the end of the combat.

Ascension. You can spend 1 AP to raise your ascension level by 1, to a maximum equal to your Prowess; ascending grants the benefit of your current level and every level below it, and you remain ascended until you lower it. At the start of your turn, you can lower your ascension level by any amount, to a minimum of 0, at no cost. At the end of each of your turns while ascended, mark 1 fatigue.

Level 1
You are hastened.
Level 2
You are protected.
Level 3
You are quickened.
Level 4
You are empowered.
Level 5
Your movement is teleportation: when you move, you arrive at your destination without crossing the space between, passing any obstacle and ignoring terrain, and moving this way doesn’t trigger reactions.

Martial Artist Core Feat

You’ve made a weapon of your own body, striking with hand and foot as readily as any blade, and learned to send that force across the battlefield.

Martial Arts. Your unarmed strikes are simple weapons with the agile property, dealing 1d6 physical damage and having the pinpoint mastery. You gain mastery of your unarmed strikes and know a number of techniques equal to twice your Prowess. You can have a number of them readied equal to your Prowess, and can use a learned technique only while it’s readied. Your speed increases by 10 feet. You’re proficient with your choice of brewer’s tools, weaver’s tools, or a musical instrument.

Energy Blast. Whenever you make an unarmed attack, you can instead make it as an energy blast: an agile ranged attack with the graze mastery and a range of 120’. You gain mastery of your energy blast.

Flurry of Blows. When you hit a creature with an unarmed strike or energy blast, you can spend 1 fatigue to make two additional attacks against it, then mark 1 more fatigue for each attack beyond those two, up to a total number of additional attacks equal to your Prowess. Each additional attack is an unarmed strike or an energy blast and, like the agile property’s extra attack, adds no ability score to its damage.

Occultist

Cunning · 15 HP

Occultists scavenge the fringes of knowledge, unearthing secrets that polite society chose to bury. They belong to no sanctioned colleges and pledge themselves to no priesthoods. Instead, they collect bizarre curiosities and bargain with strange entities, assembling a personal archive of power from what others feared to touch.

Shrewd opportunism guides an occultist’s practice. They bind magic into eccentric trinkets, pulling spells from wildly different traditions as immediate necessity dictates. They place grim curses on those who cross them, harvesting vigor from defeated foes and reading omens in the dark. Where conventional scholars see madness, an occultist sees leverage.

Eldritch Invocations Core Feat

Forbidden knowledge leaves its mark. The fragments you’ve gathered — half-remembered rites, names better left spoken aloud, diagrams that rearrange themselves when you look away — settle into you as eldritch invocations. You know a number of invocations equal to your Prowess, chosen from the list below, and can replace one with another when you take the Level Up downtime activity.

See in Darkness
You have Darkvision, and your sight pierces magical darkness as readily as ordinary darkness.
Read Any Writing
You can read and understand any written language.
Warded
You can spend 1 AP and mark 1-fatigue to gain the effect of the armor charm cast on yourself, without an upcast, treating your +CUNNING as your +SPELL if you don’t have one.
Beast-Tongue
You can spend 1 AP to gain the effect of the speak with animals charm cast on yourself, without an upcast.

That same forbidden lore lets you turn a creature’s own fate against it. Spend 1 AP and mark 3-fatigue to lay a curse on a creature you can see for 1 minute. You can do this a number of times equal to your Prowess, and recover all spent uses as part of your daily preparations. While the creature is cursed:

  • you add your Prowess to your damage rolls against it;
  • your attack rolls against it score a critical hit on a strong hit;
  • when it dies, you gain temporary hit points equal to your +CUNNING.

The curse ends early if the cursed creature dies or you fall unconscious.

You’re proficient with light armor.

Esoteric Spellcasting Core Feat Spellcasting Feat

Your magic isn’t born in you or drilled into you—it’s gathered. You hunt down occult trinkets, study them until they give up their stories, and coax the magic sleeping inside into waking. You call these trinkets your esoterica, and a caster’s whole art, for you, is laying hands on the right one at the right moment. Your spellcasting ability is +CUNNING. You’re proficient with jeweler’s tools.

You begin knowing a total number of domains and non-rare charms castable with those domains equal to +SPELL plus your Prowess plus 3, each drawn from any spell list—your magic answers to no single tradition.

You don’t ready your esoterica ahead of time. You have a charm pool equal to +SPELL plus 2, and the first time each day you cast a charm you know, it takes a place in your charm pool. Once your charm pool is full, you can only cast what’s in it. You can reset your charm pool as part of your daily preparations.

You add to your esoterica during downtime. Take the Work on a Project activity to uncover where a new trinket lies, and take it again to decode how the magic bound in it is roused; completing both teaches you a domain or charm of your choice from any spell list, on the same terms as those you already know.

Paladin

Power · 21 HP

Paladins live by solemn oaths forged into the core of their identity. They do not merely support worthy causes; they bind their daily conduct to explicit tenets, drawing immense spiritual authority from their unwavering dedication. Encased in heavy plate and carrying proven steel, a paladin leads the front rank of any struggle against injustice.

On the battlefield, a paladin anchors the line as an unshakeable bulwark. An aura of pure conviction shields nearby allies from dread, while the paladin punishes any aggressor who strikes at those under their protection. When holy indignation demands a reckoning, their weapons ignite with devastating energy, channeling their sworn oath into strikes that shatter malicious foes.

Oath Core Feat

You are proficient with light, medium, and heavy armor, and with shields. You’re also proficient with your choice of blacksmith’s tools, leatherworker’s tools, or a musical instrument. Choose a piece of armor you’re proficient with; you gain mastery with it, and can change your selection as part of your daily preparations.

You swear an oath—a set of tenets, in your own words, that bind how you live and fight, such as “Shield those who cannot shield themselves” or “Never let a cruelty go unanswered.” You hold tenets equal to your Prowess, and swear another each time your Prowess increases. Your oath is a score equal to the number of tenets you currently uphold, starting at your Prowess; while it is above 0 you are oathbound.

When you break a tenet, your oath drops by 1 and the GM gains 1 Doom. To restore that tenet, atone for it as a Work on a Project, countdown 4; when the project resolves, the tenet is restored, your oath rises by 1, and you may reword it.

If your oath reaches 0 you become an oathbreaker: mark 1 exhaustion. While oathbroken you cannot clear that exhaustion, and you cannot atone for tenets one at a time. To recover, swear an entirely new oath and atone for all its tenets as a single Work on a Project, countdown 4 per tenet; when it resolves, your oath returns to your Prowess and the exhaustion clears.

Smite
When you hit a creature with a melee weapon attack, you can mark 1-fatigue to add 2d8 of one type—radiant, necrotic, lightning, or fire—to the attack’s damage, choosing the type each time, then mark 1 additional fatigue for each further d8. The number of d8s cannot exceed your oath, so while your oath is 0 you cannot Smite. Choose whether to Smite after the attack hits, before you roll damage. On a strong hit, if you spent at least 2 fatigue on your Smite, the target is also frightened of you until the end of its next turn.
Aura of Conviction
For you and allies of your choice within 5 feet for each point of your oath, the duration of the Frightened, Charmed, and Doomed conditions is halved, rounded down.

Sworn Shield Core Feat

You are proficient with martial weapons, and you know a number of techniques equal to twice your Prowess. You can have a number of them readied equal to your Prowess, and can use a learned technique only while it’s readied. Choose 2 weapons you’re proficient with; you gain mastery with them, and can change your selection as part of your daily preparations.

Bulwark
While you’re wearing heavy armor or wielding a shield, you can’t be moved against your will or knocked prone.
Retributive Guard
When a creature within your reach damages an ally adjacent to you, you can use your reaction to make a melee weapon attack against that creature.

Psion

Power · 12 HP

Psions unlock the sovereign power of the mind, reshaping reality through pure intent. While other casters rely on vocal incantations or physical reagents, a psion exerts direct mental pressure upon the world. Their power originates in a sudden awakening—a breakthrough where the perceived boundaries of thought dissolve, revealing that matter and space bend to focused will.

In combat, they use the strength of their mind to crush their opposition without saying a word. In dire moments, a psion loosens consciousness from physical flesh, letting their mind soar free of bodily limits to unleash spells at the speed of thought.

Psionics Core Feat Spellcasting Feat

You shape magic with the raw force of your mind, casting spells through thought where others need word and gesture. Your spellcasting ability is +POWER. You cast your psionic spells without verbal or material components.

Choose a discipline:

Telepathy
You always know the Telepathy domain and the commune charm.
Telekinesis
You always know the Telekinesis domain and the mage hand charm. When you cast mage hand, you can make the spectral hand invisible; while it is invisible, you cannot upcast it to attack.

The charm your discipline grants is always readied. Whenever your discipline’s charm, or one of its domain’s core charms, is included in a spell or upcast, you can reduce the fatigue required to cast that spell by 1, to a minimum of 0.

When you gain this feat, choose 3 more domains from the psionic spell list. Whenever you take the Level Up downtime activity, you can swap one of those three domains for another of your choice from the psionic spell list.

You’re able to warp your inner power to your will, letting you ready non-rare charms for any of the domains you know. You have a charm pool equal to +SPELL plus your Prowess plus 1. As part of your daily preparations, you can change all of your readied charms. If you learn a rare charm as a level-up option, you can include it among the charms you ready.

Untethered Mind Core Feat

You can loose your mind from the body that anchors it. The flesh falls still while your thoughts rise free, working your magic unhindered by a body’s pace.

You can untether your mind a number of times equal to your Prowess, recovering all spent uses as part of your daily preparations. To do so, spend 1 AP: your body drops unconscious and your mind rises to hover just above it. While untethered you are invigorated and quickened, and the unconscious condition can only be cleared by ending this stance. You can end it at the start of your turn: doing so removes invigorated and quickened, and your AP for that turn is reduced by 1. You’re proficient with your choice of glassblower’s tools, mason’s tools, potter’s tools, or a musical instrument.

While untethered:

  • Your spells still originate from your body — it murmurs their verbal components and twitches through their somatic ones. You must have your focus, and you cannot cast a spell whose material component has a listed cost.
  • Instead of spending AP to cast a spell, you pay its AP cost in fatigue, 1 fatigue per 2 AP (rounding up). You can’t spend more fatigue on casting in a round than your AP total (rounding up).
  • Add your +SPELL to the damage rolls of your spells.
  • The only techniques available to you are Cast a Spell and Regroup, which costs its usual 3 AP and requires no fatigue.
  • You have truesight out to 30 feet.

Ranger

Focus · 15 HP

Rangers patrol the perilous borderlands where civilization frays into wild frontier. They possess a deep, practical understanding of wilderness survival, tracking footprints across stony passes and reading signs in bent grass that others walk past. The untamed world is their home, and they move through its most punishing environments with quiet, assured competence.

They operate in tandem with a devoted animal companion, trusting their bonded partner to guard their flank and coordinate on the assault. Once a ranger selects a target, they fix their attention upon that quarry, studying its habits and closing distance with patient persistence. Through accurate archery and agile blade work, they bring down dangerous game and keep remote frontiers secure.

Animal Companion Core Feat

You’re proficient with light and medium armor.

Drawing on your deep connection to nature, you gain an animal companion. Choose one of the provided stat blocks for a land, sea, or sky companion. It obeys your commands, and you direct it with the Control Companion technique. While you cannot speak directly with your companion, your bond is deep enough that you two can understand each other at a surface level.

Your animal companion dies if it drops to 0 HP. If it has died within the last hour, you can spend 2 AP and mark 3-fatigue to touch it and restore it to life with full hit points after 1 minute. If it has been longer than an hour, you can concentrate over it for 10 minutes and mark 1-exhaustion to immediately bring it back to life with full hit points. Otherwise, whenever you tend to wounds or clear fatigue, for every 1 supply you spend to heal yourself, heal your animal companion, too, and recover the appropriate amount of fatigue.

You can never have more than one companion.

Hunter's Mark Core Feat

You’re proficient with agile and ranged weapons, and you know a number of techniques equal to your Prowess plus one. You can have a number of them readied equal to half your Prowess, rounded up, and can use a learned technique only while it’s readied. Choose a number of weapons you’re proficient with equal to your Prowess; you gain mastery with them, and can change your selection as part of your daily preparations. You’re also proficient with the climbing kit and drafter’s tools.

Set your sights on a target. You can spend 1 AP and mark 1-fatigue on your turn to mark a creature you can see as your quarry for 1 minute. Once per turn while it’s marked, you deal an additional 1d6 physical damage to it when you hit it with a weapon attack, and you have advantage when trying to sense it. If your quarry drops to 0 hit points before the duration ends, you can immediately mark 1-fatigue to name a new creature as your quarry. When you first mark a creature, you can mark 3-fatigue instead of 1 to extend the duration to 10 minutes, or 5-fatigue to extend it to 1 day.

While you’re a capable hunter no matter where you find yourself, where you’ve honed your skills is where you feel the most at home. Choose two of the following areas as your favored terrain:

  • Urban areas
  • Rural civilized areas
  • Ocean
  • Tundra
  • Taiga
  • Wetland
  • Temperate Rainforest
  • Temperate Deciduous Forest
  • Tropical Rainforest
  • Tropical Seasonal Forest
  • Grassland
  • Savanna
  • Hot Desert
  • Mountains

When you’re in your favored terrain, reduce the fatigue cost of marking a creature by 1.

Rogue

Cunning · 15 HP

Rogues operate on cunning and timing, refusing to engage on terms dictated by an enemy. Where other combatants trade blows in the open, a rogue searches for a hidden angle or an unguarded shadow. They study their environment with sharp eyes, spotting escape routes and defensive gaps that less observant travelers overlook.

Relentless preparation drives their lethal craft. A rogue carries a wide repertoire of practical skills, relying on foresight and contingency plans to resolve unforeseen crises. The instant an opponent stumbles or turns their attention elsewhere, the rogue drives home a strike of devastating precision, ending the fight before the foe realizes an opening existed.

Savant Core Feat

When you gain this feat, gain two additional talents, then choose two of your talents and gain expertise in each. Whenever you gain a talent by reaching a new tier of play, choose one of your talents and gain expertise in it as well. If you retrain a talent you have expertise in, the new talent does not retain that expertise.

Choose a number of weapons equal to your Prowess that you’re proficient with—you gain mastery with them, and can change your selections as part of your daily preparations.

A number of times equal to your Prowess, when you make a skill check but don’t have an applicable talent, you can draw on your broad experience and make it as though you did. You recover all spent uses as part of your daily preparations.

Your maximum Luck Points increase by 1. You can also spend a Luck Point to declare that you planned for this exact moment ahead of time—a trap set in just the right place, or a piece of equipment you made sure to acquire beforehand—and have it pay off now. The GM may ask you to spend an additional Luck Point for an especially valuable payoff, or veto the declaration, in which case you don’t spend the Luck Point.

Sneak Attack Core Feat

You’re proficient with light armor and with weapons that have the agile property, and you know a number of non-rare techniques equal to your Prowess plus one. You can have a number of them readied equal to half your Prowess, rounded up, and can use a learned technique only while it’s readied. You’re also proficient with the lockpicking kit and the disguise kit.

Once per turn, when you hit a creature with a ranged or agile weapon you’re proficient with, the attack deals an extra 1d6 physical damage per Prowess. You can mark fatigue up to your Prowess to deal a further 1d6 for each fatigue marked. You can only do this when you have an opening on the target: you have advantage on the attack roll, you’re prepared, you’re empowered, or another enemy of the target is within close range of it.

By spending 2 AP, you can steady your aim, becoming Prepared as you study a target’s defenses for a weak point.

Sorcerer

Power · 12 HP

Sorcerers carry the fire of magic directly in their blood. While scholars spend decades deciphering arcane theory, a sorcerer inherits power from an ancestral encounter with draconic sovereigns or planar entities. Magic is not a skill they practice; it is an inborn pulse that hums beneath their skin, waiting for an emotional spark to break free.

Because their power is an innate inheritance, they shape it through sheer instinct and willpower. They twist spells into strange new forms on the fly, manifesting conduits out of thin air and pouring effortless force into every enchantment. That connection comes with a wild, demanding temperament, constantly urging the sorcerer to let ancestral fury take the reins when the pressure mounts.

Magic Bloodline Core Feat

The magic in your blood is yours by birth, not study — so you bend it in ways a trained caster cannot.

Choose a bloodline if you don’t already have one: celestial, fey, infernal, djinn, or draconic. You gain one trait of your choice from the lineage tied to it — tendoji for celestial, elf for fey, inferni for infernal, jinnati for djinn, or dracona for draconic.

You gain one trait of your choice from the matching lineage, tied to your chosen bloodline.

You know 3 metamagic charms, twisting your magic as you cast it. They don’t count against the charms you know, and you can swap one of them when you take the Level Up downtime activity. Metamagic charms can only be learned and used through a feat like this one.

As part of the Retrieve Item technique, you can manifest an arcane conduit drawn from your bloodline — conjured to hand though it isn’t in your loadout or even on your person — shaped to your heritage: a celestial orb, a fey wand of twig or bone, a djinn rod, or an infernal dagger. A draconic sorcerer instead manifests claws: a conduit with the assail property dealing damage as a dagger.

You’re proficient with light armor. You’re also proficient with your choice of jeweler’s tools or a musical instrument.

Sorcery Core Feat Spellcasting Feat

Your magic is an inheritance rather than a study, running in your blood from some power in your ancestry. Your spellcasting ability is +POWER.

When you gain this feat, choose a bloodline if you don’t already have one: celestial, fey, infernal, djinn, or draconic. Your bloodline sets your spell list — celestial and infernal cast from the divine list, fey from the primal list, and djinn and draconic from the arcane list.

Your chosen bloodline grants you access to the bloodline’s spell list.

You know a total number of domains and non-rare charms castable with those domains equal to your Power plus your Prowess plus 3, drawn from your bloodline’s list. The magic in your blood is fixed: you don’t ready spells, and you can cast any of them. Whenever you take the Level Up downtime activity, you can swap one domain or charm you know for another you qualify for, and whenever your Power or Prowess permanently increases by 1, add another domain or non-rare charm to what you know.

Your blood does the work your study never had to. Whenever you cast a spell using a domain or charm this feat gave you, reduce its fatigue by 1, to a minimum of 0. Domains and charms you know from anywhere else are cast at their full cost.

Summoner

Focus · 12 HP

Summoners command the battlefield from a position of strategic oversight. They treat skirmishes as intricate tactical puzzles, studying the habits and planar weaknesses of beasts and extraplanar entities. They bypass the chaos of frontline melee by calling forth loyal creatures from other realms, binding them into disciplined cohorts that execute complex maneuvers under direct command.

Coordination replaces brute force under a summoner’s direction. A summoner anticipates enemy movements several steps in advance, positioning minions to seal off escape routes or sending a heavy champion to smash through enemy lines. By drilling their summoned allies and maintaining clear authority, they dictate the pace of combat while remaining safely behind a vanguard of tooth and claw.

Field Command Core Feat

You’ve drilled the creatures under your command until they fight the way you do. You’re proficient with precise weapons. You’re also proficient with your choice of cook’s tools or a musical instrument. You know a number of techniques equal to twice your Prowess, can have a number of them readied equal to your Prowess, and can use a learned technique only while it’s readied.

You can use the Control Companion technique more than once on your turn, and it doesn’t cost additional AP when you use it again. A creature you direct can use any technique you have readied as well as its own, attacking with its own natural weapons.

A creature you control is a summon, a companion, a familiar, or anything else acting under your direction.

Spot
Spend 1 AP and mark 1-fatigue to name a creature you can see. Creatures you control become prepared to attack it.

Choose two drills. You can trade one for another when you take the Level Up downtime activity.

Screen
Creatures you control know the Take the Hit technique, and you’re their leader.
Relay
You can direct creatures you control that you can’t see, as long as they’re within 120 feet of you.
Deploy
Before the first turn of a combat, one creature you control moves up to its speed.
Evade
The Dodge technique costs a creature you control 1 AP.
Reposition
One creature you control moves up to half its speed whenever you use Spot.

Summoning Core Feat

When you take this feat, you choose the kind of creature you summon and whether you summon a single champion or a group of minions. Neither choice can be changed.

Kind
A beast, a celestial, a dragon, an elemental, a fiend, an ooze, or an undead. An elemental is air, fire, ice, stone, or storm. An ooze is acid or poison.
Shape
One champion, or two minions. Stat blocks for every kind in both shapes are provided with this feat.

Spend 3 AP and mark 2-fatigue to summon, placing your summons in unoccupied spaces you can see within 30 feet. As each one appears it can use a technique that costs 1 AP, and you don’t spend the AP for it. You can summon a number of times equal to your Prowess, regaining one use when you take the Prepare downtime activity and all spent uses as part of your daily preparations. Summoning again dismisses any summons you already have out.

They act only when you direct them with the Control Companion technique. They have their own hit points, DT, and fatigue, and they roll their own attacks and ability checks.

They’re your allies. When one of them misses with an attack roll, the spotlight passes, the same as when you miss. Spend a Luck Point to power any move of theirs that costs Doom.

A summon appears with full hit points and is healed by the Tend Wounds downtime activity like any other ally. It stays until it drops to 0 HP, until you dismiss it for 1 AP, or until you fall unconscious, and a summon more than 120 feet from you at the end of your turn is banished. However one leaves, it returns where it came from, and summoning it again spends another use.

Wizard

Focus · 12 HP

Wizards approach the arcane weave with intellectual rigor and boundless curiosity. To a wizard, the arcane weave is a rational, orderly system governed by consistent laws waiting to be unlocked. They spend years in libraries and laboratories, testing theories and recording formulas within the pages of a meticulously maintained spellbook.

This scholarly devotion yields unmatched versatility. Wizards continually expand their repertoire with new domains and charms, adapting their spellcasting for the task at hand. Accompanied by a familiar spirit that extends their senses and shares the mental strain of concentration, a wizard approaches danger with calculated precision and an answer for every contingency.

Arcane Scholar Core Feat Spellcasting Feat

You’re a magical academic, studying the mechanical minutia of spellcasting, breaking down the arcane weave into its constituent parts and building it back up again. Your spellcasting ability is +FOCUS. You’re proficient with alchemist’s tools.

When you gain this feat, you gain a spellbook if you don’t already have one. Think of your spellbook as your personal tome of all of your spellcasting knowledge—how domains and charms work, notes you’ve taken on the weave and the arcane, and of course, how to perform the domains and charms you know. Add a number of domains and non-rare charms castable with those domains equal to twice your Prowess plus twice your Focus, drawn from the arcane spell list. Whenever your Focus or Prowess permanently increases by 1, add another two domains or non-rare charms from the arcane spell list to your spellbook.

You have a charm pool equal to +SPELL plus your Prowess plus 3. As part of your daily preparations, you can change all of your readied charms from the domains and charms in your spellbook—when you take the Prepare downtime activity, you can change one of your readied charms.

You can add any domain or charm from the arcane spell list to your spellbook, either by copying it from a spell scroll or learning it from another wizard. Doing so requires special ink, with domains costing 200g, charms costing 100g + 100g per fatigue and 200g per AP, or 200g if it is a ritual without an AP cost. This cost is doubled for rare spells. If your spellbook is destroyed, you can recreate it by taking the Work on a Project downtime activity during an Extended Rest and paying a material cost of 100g. Be creative with your spellbook! It doesn’t need to be a dusty old tome; it may be tattooed onto you, or stitched into your robes.

Find Familiar Core Feat

You gain the service of a familiar, a minor celestial, fey, or fiend spirit bound to your service that takes the shape (and uses the stat block) of a tiny, Easy-tier, non-swarm beast.

Your familiar obeys your commands, and you direct it with the Control Companion technique. It cannot cast spells, use the Strike technique, or use advanced or rare techniques.

You can telepathically communicate with your familiar from up to 100 feet away. While it is within this range, you can spend 1 AP on your turn to see and hear through its senses until the start of your next turn. While doing so, you are blinded and deafened to your own surroundings.

On your turn, you can cast one of your spells through your familiar; the spell’s range becomes touch, originating from your familiar’s space.

When you cast a spell, you can instead store it in your familiar, paying its AP and fatigue cost up front and specifying a trigger condition. The stored spell remains held until its trigger occurs, then resolves immediately, originating from your familiar’s space. Your familiar can store only one spell at a time, and a stored spell is lost if your familiar is reduced to 0 HP.

Your familiar also helps you maintain spell concentration: when you use the Concentrate on a Spell technique, your first use of it can sustain two spells as the burden of concentrating on it is split between you and your familiar.

If your familiar is reduced to 0 HP, it vanishes, leaving behind anything it was wearing or carrying. You can summon it back with full HP, or change its form, when you take the Prepare downtime activity during a short or long rest, or as part of your daily preparations. You can also spend 1 AP on your turn to temporarily dismiss your familiar to a pocket dimension or summon it from that dimension to an unoccupied space within 10 feet of you.

Arcane Archer

You have learned to merge marksmanship with arcane theory, letting you conjure arcane arrows that fly from your bowstring.

You gain proficiency with the longbow, and gain mastery with the shortbow and longbow. While you wield a shortbow or longbow, it gains the conduit and assail properties, and its assail property lets you cast effect charms as a ranged Strike. Instead of physical arrows, you can conjure and loose a magical arrow when you draw your bow, dealing force damage with it.

When you have channeled a domain through a bow, you can fire spells cast with that domain from it, using the bow’s range instead of the spell’s normal range. You can only fire spells through the bow while channeling a domain, and only spells cast with that channeled domain. Firing a spell this way deals the spell’s damage and effects, not the weapon’s damage.

Finally, you learn the Curving Shot technique, and can use it with spells fired from your bow as long as it targets only a single creature.

Arcane Ward

You bind protective magic into a tangible lattice of force, shielding yourself and nearby allies from incoming harm.

As part of your daily preparations, you weave an arcane ward with a number of charges equal to your +SPELL (minimum 1).

As a reaction when you or a creature within 30 feet takes damage, you can spend 1 charge from your ward to reduce the damage taken by 1 step.

Whenever you cast an abjuration spell that costs at least 1 fatigue, your ward regains 1 spent charge, up to its maximum charges.

If you spend your last ward charge, it overloads and explodes. Make a +SPELL vs POWER attack. You and all creatures within 10 feet of you take 2d6 force damage on a strong hit, or half damage on a weak hit. This attack cannot change the spotlight. Once it explodes, the ward is destroyed and cannot be used again until you reshape it as part of your daily preparations.

Expanded Familiar

Your bond with your familiar deepens, transforming your companion into an arcane relay that extends your senses and the reach of your spellcraft.

Your familiar can also take the shape (and use the stat block) of an Easy-tier celestial, dragon, fey, or fiend.

The range of your telepathic communication and sensory sharing with your familiar extends to 300 feet. Spending 1 AP to see and hear through its senses no longer blinds or deafens you to your own surroundings.

While seeing and hearing through your familiar’s senses, any spell you cast can originate from your familiar’s space, using that spell’s normal range, area of effect, and line of sight measured from the familiar rather than yourself.

You learn the Familiar Transposition technique: on your turn, you can spend 1 AP to magically swap places with your familiar, provided you can see each other and are within 60 feet of one another.

Signature Spell

Most spellcasters assemble their magic piece by piece in the heat of combat, but your favorite spells are second nature.

Choose a number of spells equal to half your +SPELL plus one (minimum 1) to make your signature spells. Each signature spell is built from one domain you know and any compatible charms you know, obeying the standard limit of one charm per tag.

Your signature spells are always readied and do not count against your charm pool. Their composition is set—you cannot cast the individual domains or charms on their own or mix them with other charms unless you ready those components separately in your charm pool.

Whenever you take the Level Up downtime activity, you can rebuild any of your signature spells using any domains and charms you know.

Spell Duelist

You have trained your reflexes and arcane senses for direct confrontation against rival spellcasters, mastering the art of the magical duel.

You always have the counterspell and reaction charms readied, and they do not count against your charm pool.

When you cast a spell that includes the counterspell charm, its fatigue cost is reduced by 1 (minimum 1 fatigue).

When you cancel a spell being cast with the counterspell and reaction charms, the casting creature takes damage equal to your +SPELL (minimum 0). This damage is of the domain’s damage type, or physical if the domain has no damage type.

You can mark fatigue equal to half the counterspell cost (minimum 1) to redirect a spell that targeted only you to a creature of your choice within its original range.

Archmage Rare Feat

Your relentless pursuit of magical theory transcends the boundaries of traditional arcane academia, allowing you to study and adapt magic from any tradition.

Provided you have someone to teach you or a source to copy from (such as a spell scroll), you can add domains and charms from any spell list—arcane, divine, primal, or psionic—to your spellbook, letting you prepare and cast them like the rest of your spells. Adding these spells to your spellbook follows standard scribing rules and costs. You cannot add metamagic charms to your spellbook this way.

This study has expanded your casting capabilities, increasing your charm pool by your +FOCUS.

Grand Magister Rare Feat

You have dedicated your study to the deep theory of a single praxis of magic, mastering its nuances.

Choose a praxis to specialize in when you gain this feat: Abjuration, Conjuration, Enchantment, Evocation, or Transmutation. A spell belongs to your praxis when its effect charm does.

Your dedication grants you the following benefits:

  • Praxis Mastery: When you cast a spell belonging to your praxis, reduce its fatigue cost by 1 (minimum 1 fatigue). In addition, your charm pool increases by half your +SPELL (minimum 1).
  • Expanded Repertoire: You learn 1 rare charm of your praxis that can be cast with a domain you know. You also learn 2 metamagic charms of your choice; you can only use these metamagic charms when casting spells that belong to your praxis.
  • Praxis Specialty: When you cast a spell belonging to your praxis, you can activate a specialty benefit tied to it. You can activate this benefit a number of times equal to your Prowess, and you recover all spent uses when you complete your daily preparations:
    • Abjuration: You or a creature you can see within 30 feet of you gains temporary HP equal to your +SPELL.
    • Conjuration: You teleport up to 25 feet to an unoccupied space you can see, and one willing creature within 5 feet of you can teleport to an unoccupied space adjacent to your destination.
    • Enchantment: One target of the spell rolls with disadvantage on their next attack roll or ability check made before the end of their next turn.
    • Evocation: The spell deals additional damage equal to your +SPELL on a hit.
    • Transmutation: Choose one creature you can see within 30 feet of you: either increase their speed by 20 feet, or reduce their speed by 20 feet (to a minimum of 0), until the end of their next turn.