<div class="menu-right"> <div class="dropdown"> <button class="dropbtn"><img src="https://upload.wikimedia.org/wikipedia/commons/thumb/b/b2/Hamburger_icon.svg/20px-Hamburger_icon.svg.png"></button> <div class="dropdown-content"> <a href="Welcome" class="internal-link">Welcome</a> <div class="sub-dropdown"> <a href="The Veil" class="internal-link">The Veil</a> <div class="sub-dropdown-content"> <div class="sub-dropdown"> <a href="Malidys" class="internal-link">Malidys</a> <div class="sub-dropdown-content"> <a href="Serenthos" class="internal-link">Serenthos</a> <a href="Ulthera" class="internal-link">Ulthera</a> <a href="Isle of Ibara" class="internal-link">Isle of Ibara</a> <div class="sub-dropdown"> <a href="Species" class="internal-link">Species</a> <div class="sub-dropdown-content"> <a href="Artiel" class="internal-link">Artiel</a> <a href="Bosin" class="internal-link">Bosin</a> <a href="Capling" class="internal-link">Capling</a> <a href="Celion" class="internal-link">Celion</a> <a href="Danali" class="internal-link">Danali</a> <a href="Dracion" class="internal-link">Dracion</a> <a href="Dylus" class="internal-link">Dylus</a> <a href="Felion" class="internal-link">Felion</a> <a href="Formel" class="internal-link">Formel</a> <a href="Hapon" class="internal-link">Hapon</a> <a href="Lagomon" class="internal-link">Lagomon</a> <a href="Lox" class="internal-link">Lox</a> <a href="Lutrine" class="internal-link">Lutrine</a> <a href="Murlings" class="internal-link">Murlings</a> <a href="Procytra" class="internal-link">Procytra</a> <a href="Rhynin" class="internal-link">Rhynin</a> <a href="Scion" class="internal-link">Scion</a> <a href="Suinine" class="internal-link">Suinine</a> <a href="Tamus" class="internal-link">Tamus</a> <a href="Testox" class="internal-link">Testox</a> <a href="Ursine" class="internal-link">Ursine</a> <a href="Vulis" class="internal-link">Vulis</a> </div> </div> <!--<a href="Directions" class="internal-link">Geography</a> --> <div class="sub-dropdown"> <a href="Technology">Technology</a> <div class="sub-dropdown-content"> <a href="Cel Cannon" class="internal-link">Cel Cannon</a> <a href="Cel Rifle" class="internal-link">Cel Rifle</a> <a href="Cixer" class="internal-link">Cixer</a> <a href="Cliver" class="internal-link">Cliver</a> <a href="Malwing" class="internal-link">Malwing</a> <a href="Matik" class="internal-link">Matik</a> </div> </div> </div> </div> <div class="sub-dropdown"> <a href="Orion" class="internal-link">Orion</a> <div class="sub-dropdown-content"> <a href="Eiluan" class="internal-link">Eiluan</a> <a href="Koehlas" class="internal-link">Koehlas</a> <a href="Renedar" class="internal-link">Renedar</a> <a href="The Shattered Isles" class="internal-link">The Shattered Isles</a> <a href="Nimrunes" class="internal-link">Nimrunes</a> </div> </div> <div class="sub-dropdown"> <a href="Sylious" class="internal-link">Sylious</a> <div class="sub-dropdown-content"> </div> </div> </div> </div> <div class="sub-dropdown"> <a href="Campaigns">Campaigns</a> <div class="sub-dropdown-content"> <div class="sub-dropdown"> <a href="Prime Horizons">Prime Horizons</a> <div class="sub-dropdown-content"> <a href="Rules" class="internal-link">Homebrew Rules</a> <div class="sub-dropdown"> <a href="Characters">Characters</a> <div class="sub-dropdown-content"> </div> </div> </div> </div> <div class="sub-dropdown"> <a href="The Mountain's Thunder">The Mountain's Thunder</a> <div class="sub-dropdown-content"> <div class="sub-dropdown"> <a href="Campaigns/The Mountain's Thunder/Players/Party" class="internal-link">Characters</a> <div class="sub-dropdown-content"> <a href="Kaelysis" class="internal-link">Kaelysis</a> <a href="Maire" class="internal-link">Maire</a> <a href="Uhltric Wyldefire" class="internal-link">Uhltric</a> <a href="Viktor Janiver" class="internal-link">Viktor</a> </div> </div> </div> </div> </div> </div> </div> </div> </div> # Artistan ###### Core Artistan Traits >[!infobox|wfull n-th background-green] >Property | PropMod | > ---|---| > **Primary Ability** | Intelligence | > **Hit Point Die** | D8 per Artistan level | > **Saving Throw Proficiencies** | Dexterity and Intelligence | > **Skill Proficiencies** | *Choose 3 skills* (see chapter 1) | > **Weapon Proficiencies** | Simple weapons | > **Tool Proficiencies** | *Choose 1:* Disguise Kit, 1 Musical Instrument, Painter's Supplies, or Potter's Tools (see chapter 6) | > **Armor Training** | Light Armor | > **Starting Equipment** | *Choose A, B or C:* (A) Leather Armor, 2 Daggers, Spear, explorer's pack, any 1 Artisan's tools, and 10 GP; (B) Leather Armor, Dagger, Quarterstaff, explorer's pack, any 1 musical instrument, and 10 gp; or (C) 90 GP | The Artistan is a master of art. They use their artistic capabilities to enact the will of the Avatars, called the Mystic. Each medium enacts the mystic in different ways. Not all who create art are able to enact the Mystic. The perfection of an Artistan comes from meticulous and careful practice in replicating reality. Sculptors must perfect each detail of an object. Sketchers much recreate each detail of a space <!--and the performer must capture each emotion of a story.--> Unlike a bard, the artistan finds the mystic in the art. The mystic is the will of the Avatars, communicated through the perfection of art. To a bard, magic can flow through a medium such as music. To an artistan, the mystic flows upon culmination of a perfected song. Artistans come from a life of art. Whether your character comes from a family of artist, or they are the first artist in countless generations, a master of art usually comes from a long life of practice and perfection. However, some artistans appear to have a given talent from birth, believed to be gifts of the avatars to help others. ### Becoming An Artistan... ###### As a Level 1 Character * Gain all the traits in the Core Artistan Traits table. * Gain the Artistan's level 1 features, which are listed in the Artistan Features table. ###### As a Multiclass Character * Gain the following traits from the Core Artistan Traits table: Hit Point Die, proficiency in one skill of your choice, proficiency with one Tool of your choice listed in the Tool Proficiencies of the table, and training in Light Armor. * Gain the Artistan's level 1 features, which are listed in the Artistan Features table. ### Artistan Class Features As an Artistan, you gain the following class features when you reach the specified Artistan levels. These features are listed in the Artistan Features table. ###### Artistan Features >[!infobox|wfull] >Level | Proficiency | Class Features | Cantrips Known | >:----:|:----:|----|:----:| > 1 | +2 | Expertise, Artistan Subclass | - | > 2 | +2 | Spellcasting | 2 | > 3 | +2 | Evolved Cantrips | 3 | > 4 | +2 | Ability Score Improvement | 4 | > 5 | +3 | Subclass Feature | 5 | > 6 | +3 | Improved Cantrips | 6 | > 7 | +3 | Evolved Cantrips (2), Expertise | 6 | > 8 | +3 | Ability Score Improvement | 7 | > 9 | +4 | Subclass Feature | 7 | > 10 | +4 | - | 7 | > 11 | +4 | Evolved Cantrips (3) | 8 | > 12 | +4 | Ability Score Improvement | 8 | > 13 | +5 | Subclass Feature | 8 | > 14 | +5 | - | 8 | > 15 | +5 | Evolved Cantrips (4) | 9 | > 16 | +5 | Ability Score Improvement | 9 | > 17 | +6 | Subclass Feature | 9 | > 18 | +6 | Evolved Cantrips (5) | 9 | > 19 | +6 | Epic Boon | 9 | > 20 | +6 | Mastered Cantrips | 10 | #### Level 1: Expertise You gain Expertise in two of your skill proficiencies of your choice. Arcana and Performance are recommended if you have proficiency in them. At Artistan level 7, you gain Expertise in two more of your skill proficiencies of your choice. #### Level 1: Artistan Subclass You gain an Artistan Subclass of your choice. The Inker, Sculptor, or Sketcher subclasses are detailed after this class's description, in the Mystic Medium section. A subclass is a specialization that grants you features at certain Artistan levels. For the rest of your career, you gain each of your subclass's features that are of your Artistan level or lower. #### Level 2: Spellcasting You learn two cantrips of your choice from the Artistan spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known Column of the Artistan table. Whenever you gain an Artistan level, you can replace one of your cantrips with another cantrip of your choice from the Artistan spell list. See chapter 7 *(PHB)* for the rules on spellcasting. The information below details how you use those rules with Artistan spells, which appear in the Artistan spell list later in the class's description. ***Spellcasting Ability.*** Intelligence is your spellcasting ability for your artistan spells, so 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 an Artistan spell you cast and when making an attack roll with one. #### Level 3: Evolved Cantrips You can amplify your cantrips, increasing their potency and strength. Choose a cantrip evolution from the list of evolutions outlined in the "Cantrip Evolution Options" section later in this class's description. When you cast a cantrip, you can apply any or all of your Cantrip Evolutions if you are able. Whenever you gain an Artistan level, you can replace one of your cantrip evolutions with another one for which you quality. You can't replace an evolution if it's a prerequisite for another evolution that you have. You can't pick the same evolution more than once unless its description says otherwise. At higher levels, you can choose additional evolutions: one at 7th, 11th, 15th, and 18th level. #### Level 4: Ability Score Improvement You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you quality. You gain this feature again at Artistan levels 8, 12, and 16. #### Level 6: Improved Cantrips Your knowledge of the mystic expands your limitations. You gain a cantrip from any spell list. This cantrip does not count towards your known cantrips, and can't be exchanged whenever you gain a level in the Artistan. Instead, whenever you gain the ***Evolved Cantrip*** feature you can choose to gain another cantrip from any spell list, and choose to exchange any of your previous cantrips gained by this feature for a new one. The new one can be of the same or a different spell list. #### Level 19: Epic Boon You gain an Epic Boon feat (see chapter 5, *PHB*) or another feat of your choice for which you qualify. #### Level 20: Mastered Cantrips At 20th level, your cantrips utilize their maximum potential. You can choose an additional cantrip evolution. Additionally, you choose two Cantrip Evolutions to become mastered. A Cantrip Evolution can only be mastered if it has ***Mastered*** text undernearth its description. ### Cantrip Evolutions The following options are available to your Cantrip Evolution feature. The options are presented in alphabetical order. #### Blade Slinger *Prerequisite: Level 7+* You honed your skills in weaving combat and spell casting into one fluid motion. When you take the Attack action on your turn, you can use a bonus action to cast a cantrip with a casting time of an action. You can use it a number of times equal to your spellcasting modifier, and you regain all expended uses when you finish a long rest. ***Mastered.*** You master your blade slinging. You can cast Blade Slinger a number of times equal to double your spellcasting modifier, instead of the original amount. Additionally, when you take the Attack action on your turn, you can take an additional attack or cast an additional cantrip. The additional cantrip cannot gain any benefit from Cantrip Evolutions. #### Blast Radius *Prerequisite: Split Target, Level 11+* Your practice in splitting a cantrip has allowed you to spread the effect to an even larger area. When you cast a cantrip with the range of at least 5 feet and targets only one creature, you can change the cantrip to target all creatures within a 10-foot cube. Blast Radius cannot be used in conjunction with Split Target. ***Mastered.*** You master your Blast Radius, increasing the area to a 20-foot cube. #### Close Quarter Specialist *Prerequisite: Stabilization, Overpower, Level 15+* Your delicacy in controlling the mystic improves your ability to strike harder. When you hit a creature with a cantrip within 30 feet of you, you deal 2d10 additional damage. The cantrip must target only one creature. ***Mastered.*** You become a master in close quarters. The range of Close Quarter Specialist increases to 60 feet and the damage increases to 5d10. #### Controlled Discharge You've learned to focus your energy, building up a more powerful spell. When you cast a cantrip, you can choose to Concentrate, up to 1 minute, on the cantrip instead of casting it, allowing you to hold onto the cantrip. While concentrating on a cantrip this way you can cast other spells as normal as long as they don't require concentration. On a subsequent turn, you may use an action to release the cantrip. The cantrip gains damage equal to 1d4 multiplied by the number of turns you've started while concentrating on the cantrip. The cantrip must have a casting time of an action and must deal damage. #### Cruel Opportunist *Prerequisite: Elusive Spell, Level 7+* You focus your mystic to capitalize on an opponent's failure. When an opponent fails a saving throw from a cantrip you cast, their next saving throw within a minute is made with disadvantage. When an opponent fails a saving throw from which Cruel Opportunist gave them disadvantage, they take 1d6 psychic damage. A creature cannot get disadvantage from Cruel Opportunist when they already have disadvantage from Cruel Opportunist. #### Deadly Accuracy *Prerequisite: Weak Spot, Level 18+* When you Critically Hit with a cantrip, you add 1d6 times your spellcasting modifier to the damage roll. Damage this way is not doubled from the Critical Hit. ***Mastered.*** You master Deadly Accuracy, changing the damage die from 1d6 to 1d10. #### Distant Touch *Prerequisite: Stabilization* When you cast a cantrip with a range of touch or melee, you can cast that cantrip up to 15 feet away. #### Efficient Overload *Prerequisite: Overpower, Level 7+* Your ability to channel mystic energy is more effective. Cantrips that deal damage gain additional damage equal to your level. ***Mastered.*** You mastered your Efficient Overload. Cantrips that deal damage gain additional damage equal to your spellcasting score. #### Elementalist Your strength in the mystics allows you to alter the damage your cantrips deal at will. If a cantrip deals cold, fire, lightning, or thunder damage, you can choose to change its type to a different one. The new type must be one of the four previously listed damage types. #### Elemental Improvements *Prerequisite: Elementalist, Level 11+* You further your manipulation of the elements. If a cantrip deals acid, force, necrotic, poison, psychic, or radiant damage, you can choose to change its type to a different one. The new type must be one of the six previously listed damage types. ***Mastered.*** You master your Elemental Improvements. If a cantrip deals damage, you can change it's type to any of the six listed in Elemental Improvements or four listed in Elementalist. Additionally, when you deal damage with a cantrip, you can choose to apply one of the following conditions: Blinded, Charmed, Deafened, Frightened, Poisoned, or give them one point of exhaustion. This can only be used a number of times equal to your spell casting modifier and you regain all uses after you finish a long rest. #### Elusive Spells You practice manipulating the mystic, allowing your cantrips to come when the enemy least expects it. When you cast a cantrip that requires the target to make a saving throw, you can roll 1d4 and subtract it from the opponent's total. This can be done after finding out the results of the roll, potentially changing a success to a failure. You can use Elusive Spells a number of times equal to your spellcasting modifier and regain all uses when you finish a long rest. #### Imbued Attack *Prerequisite: Level 11+* You channel the mystic through your weapons. When you use the attack action to make a weapon attack, choose a cantrip that only targets one creature. If you hit with the weapon attack, you deal additional damage equal to the cantrip's damage. ***Mastered.*** You master your Imbued Attack, allowing you to apply any or all Cantrip Evolutions to your attack, as though you had cast a cantrip. #### Overpower You learn to channel more energy into your cantrips. Cantrips that deal damage gain additional damage equal to your spellcasting modifier. #### Performing Arts *Prerequisite: Spell Slinger OR Blade Slinger, Quick Performer, Level 15+* When casting a cantrip as a bonus action from Blade Slinger or Spell Slinger, you can weave in a spell from Quick Performer. The opponent must succeed on a Wisdom saving throw against your spell save DC. If the opponent fails, you choose if they are blinded or deafened until the end of your turn. Whether the target fails or succeeds the saving throw, you can then cast a cantrip as a bonus action as you normally would from Blade Slinger or Spell Slinger. #### Power Surge *Prerequisite: Efficient Overload, Blast Radius, Level 18+* You push all the mystic energy you have into a single cantrip, creating one massive effect. When you cast a cantrip, you can choose to double all effects you would gain from your Cantrip Evolutions. If you do, you gain a point of exhaustion and cannot use Power Surge again until you finish a long rest. The cantrip must have a casting time of an action and must target only one creature. #### Precision You can focus yourself, steadying your attack. When you cast a cantrip with a casting time of an action that requires you to make an attack roll, you can use a bonus action to gain advantage on the attack roll. #### Quick Performer When you cast a cantrip that does not have a spell saving throw or attack roll in order to cast, you can choose to cast it as a bonus action. The cantrip must have a casting time of an action. #### Reactive Blast Your rapid instincts allow you to cast a cantrip when someone tries to flee. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of an action and must target only that creature. #### Spell Slinger *Prerequisite: Level 7+* Your mastery in channeling the mystic has allowed you to produce cantrips in quick succession. When you cast a cantrip as an action on your turn, you can use a bonus action to cast an additional cantrip. You can use it a number of times equal to your spellcasting modifier, and you regain all expended uses when you finish a long rest. ***Mastered.*** You master your spell slinging. You can cast Spell Slinger a number of times equal to double your spellcasting modifier, instead of the original amount. Additionally, when you cast a cantrip as an action on your turn, you can cast an additional cantrip. The additional cantrip cannot gain any benefit from Cantrip Evolutions. #### Split Target You learn to channel enough energy into your cantrips to allow them to spread out, dealing damage to multiple targets. If a cantrip has a range of at least 5 feet, you can choose a second target for your cantrip to hit that is within 5 feet of the first target. The cantrip must have a casting time of an action and must target only one creature. If a cantrip requires you to make an attack roll, you must make a new one for the second target. Additionally, if the cantrip requires the target to make a saving throw, the new target must make a saving throw separate from the initial target. #### Stabilization You learn how to control your cantrips to remain stable beyond normal limits. If a cantrip has a range of at least 5 feet, the range of that cantrip is doubled. #### Weak Spot *Prerequisite: Precision, Level 11+* Through careful study, you've learned where most creatures are vulnerable and exploit it. Your attack rolls with cantrips can score a Critical Hit on a roll of 19 or 20 on the d20. ### Artistan Spell List This section presents the Artistan spell list. The spells are organized by spell level and then alphabetized and each spell's school of magic is listed. In the Special column, *C* means the spell requires Concentration. ###### Cantrips *(Level 0 Artistan Spells)* >[!infobox|wfull] >Spell | School | Special | >----|---|---| >*[[Acid Splash]]* | Evocation | - | >*[[Chill Touch]]* | Necromancy | - | >*[[Dancing Lights]]* | Illusion | C | >*[[Finger Guns]]*\*| Evocation| - | >*[[Fire Bolt]]* | Evocation | - | >*[[Frostbite]]* | Evocation | - | > *[[Light]]* | Evocation | - | >*[[Mage Hand]]* | Conjuration | - | >*[[Magic Stone]]* | Transmutation | - | >*[[Mending]]* | Transmutation | - | >*[[Message]]* | Transmutation | - | >*[[Minor Illusion]]* | Illusion | - | >*[[Poison Spray]]* | Necromancy | - | >*[[Prestidigitation]]* | Transmutation | - | >*[[Ray of Frost]]* | Evocation | - | >*[[Shocking Grasp]]* | Evocation | - | >*[[Starry Wisp]]* | Evocation | - | >*[[Thunderclap]]* | Evocation | - | >*[[True Strike]]* | Divination | - | >>\**From Valda’s Spire of Secrets* # Mystic Mediums Artistans call upon the mystic through different artistic mediums, the specialization of which allows for different effects to manifest. The craft needs to be perfected to enact the mystic, and thus most Artistans spend their entire lives practicing and perfecting their craft. ### Inker An inker specializes in the practice of tattoos and other body art to enact the mystic. They utilize perfecting details which allow the tattoos to bestow altering and materializing effects. #### Level 1: Bonus Proficiency You gain proficiency with Tattoo Supplies. #### Level 1: Inking >[!statblocks|right] ># Mystic Beast Tattoo >*Up to a Medium Beast, unaligned* >___ >**Armor Class**: 12 (natural armor) >**Hit Points**: 10 (2d6 + Constitution modifier plus 1d6 + Constitution modifier per tattoo level) >**Speed**: 20 ft. plus an additional 5 ft. times this creature's Dexterity modifier >___ >| STR | DEX | CON | INT | WIS | CHA | >|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| >|14 (+2)|13 (+2)|12 (+1)|3 (-4)|10 (+0)|9 (-1)| >___ >**Condition Immunities**: Charmed >**Senses**: passive Perception 10 >**Languages**: Understands the languages of its creator but can't speak >___ >***Immutable Form.*** The Mystic Beast Tattoo is immune to any spell or effect that would alter its form. >### Actions >***Multiattack.*** *(Requires Level 5 Mystic Beast Tattoo)* The Mystic Beast Tattoo makes two claw attacks. > >***Claw.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 8 (2d6 + 2) slashing damage. >[!infobox|left] ># Minor Buff Table >| Buff | Description | >| ------------- | ---------------------------------------------------------------------------- | >| *Enduring* | You gain advantage on saving throws made with ones you are proficient with. | >| *Fortifying* | You gain 2d6 temporary hit points. | >| *Glimpsing* | You gain darkvision out to 120 feet. | >| *Jumping* | You can teleport up to 60 feet to a point you can see. | >| *Sharpening* | You gain advantage on skill checks made with skills you are proficient with. | >| *Shielding* | You gain a 1d6 bonus to your armor class. | >| *Strengthening* | You gain a +2 bonus to your damage rolls. | >| *Striding* | Your movement speed increases by 15 feet. | >| *Quickening* | You gain a 1d4 bonus to your attack rolls. | An inker enacts the mystic through tattoos. You can spend a long rest to attempt to create a mystic tattoo on yourself. These utilize specialized tools, Tattoo Supplies, which are required when inking and often have a cost associated with them. A mystic tattoo can be activated as a Bonus action on the bearer's turn, and requires the bearer to touch the tattoo in order to active. Each mystic tattoo effect has an associated Target DC linked to it in order to complete the tattoo. Each time you finish a long rest and attempt to create a mystic tattoo, you must roll a Tattoo Supplies skill check. If your roll meets or beats the Target DC of the effect, you successfully create the tattoo. If you fall short, add half of your roll to the next attempt at creating this mystic tattoo. Each long rest put into a Mystic Tattoo costs 25 gp of supplies. For example, you choose to create a Minor Buff (Jumping) from the list below. The Target DC, listed at the end of the effect, is 13, so you roll a Tattoo Supplies skill check and get an 11. It isn't enough to complete the tattoo, so you write down half of your results (5), and the next long rest decide to continue working on the Mystic Tattoo. You roll an 8 on your skill check, and since 8 plus 5 equals 13, you successfully create the tattoo and, because the tattoo took two long rests to complete, you would mark off 50 gp. You can focus on a maximum of 10 mystic tattoos at one time. You may choose to stop focusing on a mystic tattoo at any time, causing the effect to disappear. A mystic tattoo with no effect is just a regular tattoo. When creating a mystic tattoo, choose a mystic effect from the list below. * ***Beast.*** You create the outline of a beast, which comes alive when activated. When you active the Beast tattoo, you summon an animal companion that will help fight for you for 1 hour or until it's hit points reach 0. You can choose to add to this tattoo, leveling it up, however it's maximum level cannot never exceed the tattoo bearer's level. Each time you level up this beast, you must reach the Target DC, spending multiple long rests if necessary. Each time Tattoo is leveled up, you can add 1 stat point to any stat the Beast has. **Target DC: 17** * ***Minor Buff.*** You create a unique pattern that, when activated, grants the bearer a buff which is chosen when making the tattoo. See the Minor Buff table for reference on what buff can be granted. Minor buffs of the same name do not stack. The tattoo faintly glows when active. An activated buff lasts for one minute and cannot be used again until the bearer completes a long rest. **Target DC: 13** * ***Object.*** You create a tattoo of a mundane object. The tattoo must be the size of the object. The bearer can withdraw the object from their skin, removing the tattoo but leaving a thin outline of where the item belongs. On a subsequent turn, the bearer can use a Bonus action to return the item to it's location, causing it to melt back into the skin and becoming a tattoo once again. **Target DC: 15** #### Level 5: Imbued with Magic You learn to imbue your mundane objects with a bit of arcane energy. When you withdraw a mundane object, you can imbue it with a cantrip you know. While the object is withdrawn, it gains the effects of the cantrip. For example, a weapon weaved with Ray of Frost would deal an extra 1d8 Cold damage, and the target's speed would be reduced by 10 feet until the start of your next turn. The cantrip imbued does not use a separate attack roll or save to succeed, depending solely on the object's normal usage. #### Level 5: Shared Art You can create mystic tattoos on other people. A mystic tattoo on another person counts towards the number of tattoos you are focusing on. Additionally, when creating a mystic tattoo on someone else, you can choose a minor buff from the Minor Buff table. This buff only applies to you and activates when an the mystic tattoo bearer activates their tattoo. Your buff lasts 1 minute or until the mystic effect ends on the bearer, whichever is shortest. You can only have one buff activated this way at a time. If a second buff would be activated, you can choose to keep the current one or end it early and take the new one. Ending it early does not effect the bearer. #### Level 9: Bigger is Better When creating a Mystic Tattoo, you can spend multiple days working on a single tattoo, making a large Mystic Tattoo. The Target DC for this tattoo is 35. Upon completion, choose a major buff from the Major Buff table. The gold cost are doubled for this tattoo. So one long rest costs 100 gp, two long rests costs 200 gp, etc. Additionally, you can now activate two tattoos as a Bonus action on a turn, instead of one. ###### Major Buff | Buff | Description | | ------------- | ---------------------------------------------------- | | *Cleansing* | You lose all conditions. This buff ends immediately. | | *Cooperating* | You gain two Minor Buffs. | | *Growing* | You increase your size by up to two categories. | | *Healing* | You heal 6d8 hit points. This buff ends immediately. | | *Shrinking* | You reduce your size by up to two categories. | #### Level 13: Arcane Catcher You learn to create a mystic tattoo that can hold arcane energy, even storing it for later use. This mystic tattoo uses 500 gp worth of materials and can hold a 5th level or lower spell. A spell caster can target the tattoo when casting the spell, causing the arcane energy to store within the tattoo. The spell can only target a single target and must have the casting time of 1 action. The bearer can then use an action to cast the spell as though they were the caster. They use their spell casting ability from their class, or Intelligence if they are not a spell caster. #### Level 17: Full Potential When you activate a mystic tattoo, you double all effects. This applies to effects granted from Shared Art. Additionally, the maximum number of mystic tattoos you can focus on increases to 15. ### Sculptor A sculptor sees life through shapes, angles, and details. You channel your mystic in the sculpting of clay, wood, stone, or other malleable materials allowing you to transform the material into a real object. #### Level 1: Bonus Proficiency You have proficiency with your choice of Woodcarver's Tools or Mason's Tools. #### Level 1: Sculpting The art of sculpting enacts the mystic to transform a sculpted piece of art into something else. A sculptor need only design a perfect replica of an object they have seen or interacted with. You can spend part or all of a short or long rest carving an object out of a piece of wood, stone, clay or other malleable material. There are three tiers of object which can be created. Tier one takes 1 hour to make and cannot have a cost greater than 1 silver piece. Tier two takes 4 hours to make and cannot have a cost greater than 1 gold piece. Tier three takes 8 hours to make and cannot have an cost greater than 1 platinum piece. The object can be made up of natural parts, but must not be completely naturally occuring. For example, you could sculp a dagger with a red ruby imbedded into it's hilt, however you could not sculp just a red ruby. When making the sculpture, you can choose to wait to complete it until a later time. If completion happens in combat, it requires an action, after which the sculpture transforms into the object at the end of your turn. The maximum size of an object is **Half of your Character Level + your Intelligence modifier** in feet on all sides. This means, if you are level 6 and your Intelligence modifier is +3, your object cannot be greater than 6 feet in any direction. When the sculpture takes damage, the mystic releases and the object returns back to whatever material it was made from. #### Level 5: Miniature Sculpture You learn to create sculptures smaller than the object, which scale up in size upon completion. When making a sculpture, you can choose to make a miniature version of an object. Upon completion, the sculpture will change into the full size version of the object. The size limitation of the object applies to its full scale, not its miniature size. #### Level 9: Arcane Weave As your talent improves, you learn to weave a bit of magical elements into your mystic crafts. When you create an object with Sculpting, you can imbue it with a small buff. When you use the Sculpting feature, select a buff from the list below. * **Blaze.** You can activate the object to ignite in a blaze of fire. Anyone touching the object takes 2d6 fire damage at the start of any turn it possesses the object. The sculpture emits light up to 20 feet, and dim light an additional 20 feet. The item burns for one minute before returning to its original material. * **Break.** With a programmed command word, you can cause the imbued object to shatter, scattering pieces in all directions. Any creature within 10 feet of the Sculpting must succeed on a Dexterity Saving throw or take 2d6 piercing damage for each tier. * **Freeze.** You can activate the object to freeze, causing an aura of cold to emit from the object. Anyone touching the object takes 2d6 cold damage at the start of any turn it possesses the object. If the sculpture is used as a weapon, it immediately breaks upon impact, ending the Freeze effect early and shattering the object into pieces. * **Strength.** When activated, the imbued object deals an extra 1d6 damage for each tier. This buff lasts one minute. This damage is added even if the sculpture is being used as an improvised weapon. * **Truth.** When activated, the imbued object gains a bonus to attack rolls made with it. For a tier one object you gain a 1d4 bonus, which improves to 1d6 at tier two, and 2d4 at tier three. This bonus is added even if the sculpture is being used as an improvised weapon. #### Level 9: Quality Craft Your gold piece values are doubled when sculpting. Additionally, any damage dealt by your scupltures are considered magical. >[!statblocks|right] ># Iron Construct >*Up to a Large Construct, unaligned* >___ >**Armor Class**: 18 (natural armor) >**Hit Points**: 80 (10d10 + 30) >**Speed**: 30 ft. >___ >| STR | DEX | CON | INT | WIS | CHA | >|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| >|20 (+5)|9 (-1)|17 (+3)|3 (-4)|11 (+0)|1 (-5)| >___ >**Damage Resistance**: Fire, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks >**Damage Immunities**: Poison, Psychic >**Condition Immunities**: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Unconscious >**Senses**: darkvision 60 ft., passive Perception 10 >**Languages**: Understands the languages of its creator but can't speak >___ >***Immutable Form.*** The construct is immune to any spell or effect that would alter its form. > >***Magic Resistance.*** The construct has advantage on saving throws against spells and other magical effects. > >### Actions >***Multiattack.*** The Iron Construct makes two slam attacks. > >***Slam.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 8 (1d6 + 5) + 1d6 for each size category above tiny bludgeoning damage. #### Level 13: Iron Construct When you create a tier three sculpture, you can choose to make an Iron Construct. If you sculpt a miniature Iron Construct, the construct will grow by one size category. Upon completion, the construct will gain limited sentience. Roll initiative for the construct, which has its own turns. It obeys any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they will follow you and attempt to defend you from hostile actions. The construct uses the following stat block and lasts for 8 hours, after which it will break, turning back into the original material. #### Level 17: Master Sculpter You've honed your craft, allowing for the creation of tier four objects. A tier four object takes 16 hours to make and cannot have a costs greater than 10 platinum pieces. #### Level 17: The Crux You can create a Crux, often in the form of an amulet or earring. A Crux is a tier four object. Upon completion the emblem immediately takes effect, protecting anyone who holds the Crux. You can only have one Crux at a time. Attempting to create a second Crux always fails. >[!aside|left] >##### The Crux >*Wondrous Item, Artifact* > >When the bearer of the Crux falls to 0 hit points, the mystic within the Crux releases, cracking the Crux and destroying it, and returns the bearer to half hit points. For one minute they gain a +4 bonus to their Armor Class and Resistance to all damage. When a Crux activates, the Arcane Weave on the Crux imbues the bearer with its magical element. If the Crux is imbued with **Break**, the Crux acts as normal, protecting the bearer from the damage. If a Crux is imbued with **Blaze** or **Freeze**, the bearer lights on fire or freezes, respectively, but doesn't take damage from the weave. ### Sketcher Where an inker sees life as art, and a sculptor sees shapes and angles, the sketcher sees life in potential. A sketcher uses their reality as their medium, crafting a vision they see for a beneficial future. As with all Artistans, details are key, and especially so with the sketcher's art for its accuracy can seemingly influence the future. #### Level 1: Bonus Proficiency You have proficiency with Drawer's Supplies. #### Level 1: Designed Prophecy The sketcher uses perfect depictions to alter a glimpse of the future. They draft exact replicas, creating a scene through their sketch, and use their intentions to guide the Mystic. You can spend part or all of a short or long rest working on a sketch. This sketch must be of a familiar place, either seen or described in great detail. As you create the sketch, you change something about the scene, altering it to create an outcome. The Mystic acts on the intentions you put into your sketch. When describing the scene to your DM, let them know what your intended outcome is and how your character feels while making the sketch. The Mystic will not act on violent or harmful intentions to any person within a sketched scene. #### Level 5: Mystic Fate You learn to capitalize in every environment, not just ones you've sketched. When you complete a long rest, you can roll 2d20 and choose one of the outcomes. Until the end of your next long rest, when you roll a d20, you can choose to use the chosen d20's value instead of rolling. The chosen outcome can be used a number of times equal to your proficiency bonus. #### Level 9: Preparations The Mystic shines favorably upon your impressive use. When you find yourself within a scene you've sketched, whether you are in the sketch or not, you cannot be surprised and have advantage on initiative rolls. Additionally, in the first round of combat, your movement speed increases by 15 feet and armor class increases by 2. This bonus ends at the start of the second round of initiative. #### Level 9: Mysticism You can create a sketch of a location allowing you to see into this location. You can use a sketch of a location to view it, as though casting the Scrying spell targeting a location and using the sketch as the material instead of the listed material. Once you use Mysticism, you must complete a long rest before you can use it again. #### Level 13: Influenced Fate When you use your Mystic Fate, you can choose to keep both outcomes. When you use Mystic Fate, you can choose to use either outcome. Additionally, you can use your Mystic Fate on opponents or allied d20 rolls. If you do, you must choose to change the roll before you know if the roll is a success or failure. >[!aside|left] >##### Protected Realm A protected realm acts like a demiplane. A Scry spell cannot be used to look into or out of a protected realm. Objects that are created with the protected realm cannot be removed, however objects may be left within the protected realm. > >A protected realm is only destroyed when the sketch is destroyed. At that time, all objects within the protected realm are expelled into a random plane, determined by the DM. #### Level 17: Protected Realm You can craft a protected realm using a sketch. When you make a sketch, you can choose to create one that is not of a location you know. If you use Mystic Connection on this sketch, it creates a protected realm, described in the note below. #### Level 17: Mystic Connection Your skills with the Mystic allow you to transport you and your allies from one place to another with ease. Using a sketch as a focus, you can use an action to create a portal from your current location to the location in the sketch. A creature need only touch the sketch to transport. This portal requires Concentration and lasts up to one minute or until you pass through the portal, bringing the sketch with you to the other side. You can also choose to transport you and your allies to the sketch of the protected realm. You arrive in a small demiplane based off of the sketch. If you use Mystic Connection when you are already in a protected realm, a portal opens to your last location. Mystic Connection can be used a number of times equal to your spell casting ability modifier. You regain all uses when you complete a long rest.