Scion (5e Class)
From D&D Wiki
- 1 Scion
- 1.1 Class Features
- 1.2 Esoteric Heritages
- 1.3 Legacies of the Weird
- 1.4 Multiclassing
A scion is defined by his/her family. A typical scion's heritage might be complicated, often involving magical experiments, ominous cult history and pacts with an obscure entity or two, and a deep, esoteric secret and arcana that is passed throughout the ancestry. People will whisper rumors concerning the family's mansion, the family heirloom, that strange butler who is never seen without a dark shade, and even some vague specuations involving Uifghx, also vaguely known as the Lord of Randomly Placed Typeprints.
A person, of any race, gender, age, and background, inherits the legacies that is descended down for centuries, even millennia. The legacies are what makes a scion unique, powerful, and overall weird.
- Quick Build
You can make a scion quickly by following these suggestions. First, Charisma should be your highest ablility score, followed by Constitution. Second, choose the noble background.
As a scion you gain the following class features.
- Hit Points
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: One artisan's tool or musical instrument of your choice
Saving Throws: Constitution, Charisma
Skills: Choose two skills from Animal Handling, Arcana, History, Insight, Persuasion, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a dagger or (b) a light crossbow and 20 bolts
- (a) a diplomat's pack or (b) a scholar’s pack
- A tool you are proficient in
- A pouch containing 10 gp
|1st||+2||2||—||Legacy of the Weird|
|2nd||+2||2||2||Mana, Esoteric Heritage|
|4th||+2||3||4||Ability Score Improvement|
|6th||+3||3||6||Esoteric Heritage feature|
|8th||+3||4||8||Ability Score Improvement|
|10th||+4||4||10||Esoteric Heritage feature|
|12th||+4||5||12||Ability Score Improvement|
|14th||+5||5||14||Esoteric Heritage feature|
|16th||+5||6||16||Ability Score Improvement|
|18th||+6||6||18||Esoteric Heritage feature|
|19th||+6||6||19||Ability Score Improvement|
|20th||+6||6||20||Heir to the Weird|
Legacy of the Weird
You are defined by your ancestors, and works and achievements made by your ancestors. As a scion, your birthright includes a portion of the legacy from your ancestors, which you inherently knows its usage and utilize for your adventures.
At 1st level, you have two legacies of your choice from the list below. You gain one additional legacy when you reach 3rd level, and again at 7th, 11th, and 15th level.
As normal, your legacies rest in a pocket dimension shared by your heritage, where they await your summons. As a bonus action, you can summon one of your legacies from the pocket dimension and into your hands, or in an unoccupied space within 5 feet of you. You can have only one legacy summoned at a time.
Additionally, as a bonus action, you can dismiss one of your legacies into the pocket dimension. You can also summon another legacy in your pocket dimension as a part of the same bonus action.
Each legacy has a list of special properties that you can use in your adventures. Some of the features of your legacy require your target to make a saving throw to resist its effects. The save DC for this saving throw is calculated as follows:
- Legacy save DC = 8 + your proficiency bonus + your Charisma modifier
Starting at 2nd level, the magical energy granted by your legacy forms a resolve of mana. Your scion level determines the number of mana you have, as shown in the Mana column of the Scion table.
You regain all expended mana when you finish a short rest or long rest.
Also starting at 2nd level, choose one of the following heritage you inherit: Heritage of Mysteries or Heritage of Servants. Your choice grants you features at 2nd level, and again at 6th, 10th, 14th, and 18th level.
At 3rd level, you can channel your magical capacity into your legacy, manifesting a powerful effect at a cost. You gain access to features from your legacy that are indicated as "Esoteric Overchannel". Each feature specifies the number of mana needed to activate the effect.
Once you use one of the Esoteric Overchannel feature from your legacy, the legacy is immediately dismissed into the pocket dimension and becomes temporarily unavailable for you, and you cannot summon the legacy until you finish a long rest. When you finish a long rest, you can summon the legacy as normal again.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature.
When you reach 5th level, you can have up to two legacies, rather than one, summoned at the same time. When you reach 15th level, this limit increases to three legacies.
At 9th level, your link to your family's pocket dimension is empowered. As a bonus action, you can spend 1 mana to summon and/or dismiss any number of your legacies. The number of legacies summoned and dismissed need not to be equal, but you must follow the limits of legacies you can summon at the same time.
When you have a legacy summoned and both you and the legacy are on the same plane of existence, you can use a bonus action to summon it to your location. The summoned legacy teleports instantly to your hand, or appears in the nearest unoccupied space within 5 feet of you.
Starting at 17th level, you are attuned to your weird legacies to the point that you lose some features that define yourself as a mortal creature. For every 10 years that pass, your body ages only 1 year. Additionally, you cannot be aged magically, and you need only half as much as food or water to survive.
Heir to the Weird
By 20th level, you fully embrace your legacy as a part of yourself. You can have up to four legacies summoned at a time.
Additionally, when you finish a short rest or long rest, you can choose one of your legacies. Until you finish a short rest or long rest again, you gain benefits of the chosen legacy and can use its features even if you do not have it summoned. You cannot use the chosen legacy's Esoteric Overload feature if you do not have it summoned.
You are defined by your family, and even when they are dead, your ancestors still haunt you through the shape of the Heritage. Your heritage represents the deeds and misdeeds of your ancestors, now burdended upon you, for or against your desire to do so. You cannot escape what you are, as long as you are a chip off your ancestors... And, as always, it is purely up to you to prove that you are like your ancestors... or not.
Heritage of Mysteries
- Legacy Magic
Starting at 2nd level when you choose this heritage, you can channel the esoteric power from your legacy to fuel your spells.
- Codex. At 2nd level you inherit a grimoire called the Codex, the book of magical knowledge that was succeeded from your ancestors to their descendants, then to you. The Codex reveals you a series of magical formula, but it is limited by your capability.
- The Codex contains four 1st-level wizard spell of your choice when you first inherit it. Your Codex is the repository of the spells you know.
- The Codex counts as your legacy, but does not count against the number of legacies you have or can summon at a time. To summon your Codex, instead of a bonus action, you must perform an 1-hour ritual, which can be performed during a short rest or long rest. The ritual costs 50 gp worth of rare herbs and incenses.
- Preparing and Casting Spells. The Heritage of Mysteries Legacy Magic table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of spells of 1st level or higher from your Codex, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
- You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your Codex equal to half your scion level plus your Charisma modifier, rounded down (minimum of one spell). Each of these spells must be of a level no higher than what is shown in the table's Slot Level column for your level.
- You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent studying your spellbook and memorizing the incancations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability. Charisma is your spellcasting ability for your spells from the Codex, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a scion spell you cast and when making an attack roll with one.
- Spell save DC = 8 + your proficiency bonus + your Charisma modifier
- Spell attack modifier = your proficiency bonus + your Charisma modifier
- Ritual Casting. You can cast a spell in your Codex as a ritual if that spell has the ritual tag. You do not need to have the spell prepared, but you must have your Codex on your person.
- Learning Spells of 1st Level and Higher. When you gain a scion level, a wizard spell of your choice appears in your Codex for free. The spell must be of a level no higher than what is shown in the table's Slot Level column for your level.
- On your adventures, you can add spells to your Codex. When you find such a spell, you can add it to the book if the spell's level is equal to or less than your scion level divided by four (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare ink needed to inscribe it.
- Codex Mirabilis
Also starting at 2nd level, you can use your mana to replenish a portion of your magical capability. While the Codex is on your person, you can use a bonus action to regain one expended spell slot from your Legacy Magic feature. The table below shows the cost of creating a spell slot of a given level.
Spell Slot Level Mana Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7
- Codex Magna
Starting at 6th level, the Codex reveals you a deviation of magical formula, which you can utilize to twist your legacy spells to suit your needs. You learn one Metamagic option from the list available to the sorcerer class. While the Codex is on your person, you can use this Metamagic option to your spells in the Codex, and you spend your mana instead of sorcery point to fuel your Metamagic.
When you reach 14th level, you learn another Metamagic option of your choice. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
- Codex Gigas
At 10th level, the Codex provides a limited supply of mana. While the Codex is on your person, you can use an action to regain 4 mana. Once you use this feature, you must finish a long rest before you can use it again.
- Codex Ultimatum
When you reach 18th level, when you cast a spell from your Codex, you can spend 2 mana to cast it as a 5th-level spell without expending a spell slot. Once you cast a spell this way, the spell is temporarily erased from your Codex, and you cannot cast it again until you finish a long rest. When you finish a long rest, the erased spell reappears in your Codex.
Heritage of Servants
Your ancestors have seen the entire multiverse, and met every living, dead, and even undead souls living within it. For a want of comfort, satisfaction, pure joy, or even perverted desires, your ancestors have decided to enthrall them under the family's name, handling them as their servants.
Your ancestors are long gone, your family may now deny such inhumane behaviors, but you know it is all in the blood, and all you need to trigger that innate hunger for dominance is even pettier than you hope.
- Scion's Thrall
Starting at 2nd level when you choose this heritage, you inherit a thrall, a spirit that takes an animal form, that has served your ancestors and their descendants, and now serves you.
You can choose your thrall's shape from the list, or your DM might choose a creature of which your thrall takes shape of, based on your background and your family's history. In general, your DM can assign a creature with a challenge rating no higher than 1 as your thrall, but there are exceptions.
Your thrall uses the chosen creature's game statistics, except for the following modifications:
- It is an aberration, elemental, fey, fiend, or monstrosity (your choice) instead of its original creature type.
- It uses your proficiency bonus, rather than its own.
- It gains proficiency in all skills and saving throws you are proficient in. As long as you are conscious, you add your Charisma modifier to your thrall's ability checks that involves any skill it is proficient in (a minimum of +1).
- It loses its Multiattack action, if it has one.
- It understands any languages you speak, but it cannot speak on its own unless it takes a form that is capable of speech.
The thrall obeys your orders to the best of its ability. In combat, it rolls its own initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapaciated or absent, your thrall acts on its own.
For each level you gain after 1st, your thrall gains an additional Hit Die and increases its hit points accordingly.
Whenever you gain the Ability Score Improvement class feature, your thrall's abilities also improve. Your thrall can increase one ability score of your choice by 2, or it can increase two ability scores of your choices by 1. As normal, your thrall cannot increase an ability score above 20 using this feature unless its description specifies otherwise.
As long as your thrall is within 100 feet of you, you can communicate telepathically with your thrall and perceive through its senses.
The thrall counts as your legacy, but does not count against the number of legacies you have or can summon at a time. When the thrall drops to 0 hit points, it dissipates, leaving behind no physical form. To summon your thrall, instead of using a bonus action, you must perform an 8-hour ritual, which can be performed during a long rest. The ritual costs 250 gp worth of rare herbs and incenses.
- Empowered Thrall
Your thrall is no ordinary creature; empowered by your mana, its capability is empowered beyond natural capacity. At 2nd level, your thrall gains two option of your choice from the list below. Your thrall gains another option of your choice when you reach 6th level and again at 10th, 14th, and 18th level.
- Aggressive Thrall. As long as you are conscious, you add your Charisma modifier to your thrall's attack rolls and damage rolls (a minimum of +1).
- Defensive Thrall. As long as you are conscious, you add your Charisma modifier to your thrall's AC and saving throws it is proficient in (a minimum of +1).
- Ferocious Thrall. When your thrall takes the Attack action on its turn, you can spend 2 mana to make it attack twice, instead of once. Your thrall must be within 100 feet of you to gain this benefit.
- Fortified Thrall. When you choose this option, your thrall's hit point maximum is increased by your scion level. Additionally, whenever you gain a scion level afterwards, your thrall's hit point maximum increases by 1.
- Protective Thrall. When a creature you can see targets you with an attack while your thrall is within 5 feet of you, you can spend 1 mana as a reaction. You swap places with your thrall, and your thrall becomes the target of the attack instead of you.
- Quick Thrall. As long as you are conscious, you add your Charisma modifier to your thrall's initiative rolls. Additionally, when your thrall is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, you can spend 2 mana to have your thrall automatically succeed on the saving throw, and take no damage from the effect.
- Resilient Thrall. When you choose this option, your thrall gains proficiency in one saving throw of your choice.
- Resistant Thrall. When your thrall takes damage from bldugeoning, piercing, or slashing damage, you can spend 1 mana to grant your thrall resistance to that damage type for that attack. Your thrall must be within 100 feet of you to gain this benefit.
- Teleporting Thrall. When your thrall rolls for initiative, you can spend 2 mana to have it teleport up to 30 feet in an unoccupied space it can see. The thrall must be within 100 feet of you to gain this benefit.
- Esoteric Thrall
At 18th level, your thrall is an embodiment of your birthright. Your thrall's ability scores each increase by 2, and its maximum for all ability scores becomes 22.
Additionally, as long as you are within 10 feet from your thrall and both you and your thrall are not unconscious, you gain a +1 bonus to your AC and all ability checks, attack rolls, damage rolls, and saving throws.
Legacies of the Weird
- Ceremonial Dagger
A dagger with a rusted blade and a handle ornamented with exotic carvings and decorations. Unlike its appearance, the blade is still very, very sharp, and the blade vibrates gently when a drop of blood touches it.
- You are always proficient with the dagger while you wield it. The dagger counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- When you make a ranged weapon attack by throwing the dagger, you can spend 1 mana to use Charisma instead of Strength or Dexterity for the attack and damage rolls of the attack. After the attack, the dagger teleports into your hand, regardless of whether you hit or miss the target.
- Esoteric Overload. As an action, you spend 2 mana to throw the dagger to a creature you can see within 60 feet of you. The dagger turns into a magical projectile and hits the target, dealing 4d4 force damage. A shield spell blocks the dagger and negates all damage from it. When you use this feature, the dagger vibrates madly and glows into a white missile, and evaporates into thin air after it hits (or fails to hit) the target.
- Crystal Skull
A disfigured skull, presumably belonged to an unknown humanoid creature. This otherwise ugly and insignificant skull is unique in one simple way: Instead of bones and marrows, it is made entirely out of glistening crystal.
- The skull can be used as an arcane focus. If you have the Legacy Magic feature, you can use the skull as a spellcasting focus for your spells from the Codex.
- As an action, you can cause the skull emanate peculiar light for 1 hour or until you dismiss it with an action. Bright light shines from the skull in 10-foot radius, and dim light shines 10 feet beyond that. Completely covering the skull with something opaque blocks the light. You do not need to have the skull on your person to use this feature, but you must know the exact location of the skull within 120 feet of you.
- As a bonus action, you can spend 1 mana to deliver your voice through the skull. You do not need to have the skull on your person to use this feature, but you must know the exact location of the skull within 120 feet of you.
- Esoteric Overload. As a bonus action, you spend 2 mana to cause the skull emanate a blinding flash, temporarily shining bright light in 60-foot radius and dim light up to additional 60 feet. Each creature within the bright light must succeed on a Wisdom saving throw or becomes blinded for 1 minute. You do not need to have the skull on your person to use this feature, but you must know the exact location of the skull within 120 feet of you. When you use this feature, the skull is gone when the flash ends, nowhere to be found.
- Ivory Marble
A marble carved out of ivory, or at least a tusk of a creature. When you dip the marble into a bowl of milk, the milk slowly drains away, and the marble gleams with excellent brilliance.
- Whenever you make a Charisma check when interacting with beasts while you have the marble on your person, your proficiency bonus is doubled if it applies to the check.
- While you have the marble on your person, you can comprehend and verbally communicate with beasts, as if you were under the speak with animals spell.
- As an action, you can spend 1 mana and present the marble to one beast creature you can see within 30 feet of you. The target must succeed a Wisdom saving throw against your legacy save DC. On a failed save or becomes charmed to you for 1 hour or until your concentration is broken (as if concentrating on a spell). While charmed this way, the creature obeys any verbal commands you issue to it (no action required by you) as long as they do not violate its alignment or is directly harmful to it.
- Esoteric Overload. As an action, you spend 3 mana to summon one beast of challenge rating of 2 or lower in unoccupied spaces that you can see within 30 feet of you. The summoned beast is friendly to you and your allies. The beast rolls its own initiative and has its own turns. It obeys any verbal commands that you issue to it (no action required). If you do not issue any commands to the beast, it defends itself from hostile creatures but otherwise takes no action. The summoned beast lasts for 1 minute or until its hit points drop to 0 or it dies, after which it dissipates into thin air. When you use this feature, the marble shattters into numerous fragments, and you can hear a faint growls and howls of beasts in the air.
- Ring of Ogeantis
A silver ring with a small pearl decorated with coral. The ring has a peculiar glint of greenish-blue shade, and when you take the ring to your ear, you can hear a faint sound of a gigantic wave crushing over the beach.
- As long as you are wearing this ring, you gain a swimming speed equal to your walking speed, can breathe underwater, and have advantage on Strength (Athletics) checks made to swim.
- As an action, you can spend 1 mana and present the ring on your finger. A blast of air burst out from the pearl on the ring, slashing through a line of 60 feet long and 5 feet wide like a harpoon. Each creature in the line must make a Dexterity saving throw against your legacy save DC. A creature takes 2d6 slashing damage on a failed save, or half as much damage on a successful one.
- Talisman of Hamunaptra
A golden talisman decorated with a skull, two cobras, and a bird of unidentified species. When you take the talisman to your ear, you can hear a faint, slithering, incomprehesible whispers.
- Whenever you make a Charisma check when interacting with undeads while you have the talisman on your person, your proficiency bonus is doubled if it applies to the check.
- When an undead creature you can see targets you with an attack while you have the talisman on your person, you can use a reaction to impose disadvantage on the creature's attack roll.
- As an action, you can spend 1 mana and present the talisman to a pile of bones of a Medium or Small humanoid whithin 10 feet of you, raising it as a skeleton that is permanently under your control. The skeleton rolls its own initiative and has its own turns. It obeys any verbal commands that you issue to it (no action required). If you do not issue any commands to the skeleton, it defends itself from hostile creatures but otherwise takes no action. The skeleton lasts for 1 minute or until your concentration is broken (as if concentrating on a spell), after which it crumbles into dust.
- Esoteric Overload. As an action, you spend 3 mana and present the talisman. Each undead creatures that can see the talisman within 30 feet of you must make a Wisdom saving throw against your legacy save DC, as if resisting against being turned. On a failed save, the creature takes 4d8 radiant damage and is frightened of you for 1 minute. If the creature with challenge rating of 1 or less fails the saving throw, it is instantly destroyed and crumbles to dust instead. When you use this feature, the talisman crumbles into sand.
- Timeless Parchment
A piece of parchment so old and rugged, yet is curiously resistant to all attempt to rip, burn, or otherwise disfigures or destroys it. When you write any script on this parchment, the writing vanishes within a minute, and you can see random letters and sentences appearing and disappearing on the surface.
- Whenever you finish a short rest or long rest while you have the parchment on your person, choose two languages of your choice. Until the next time you finish a short rest or long rest, you can speak, read, and write the chosen languages.
- When you read a written words of any language while you have the parchment on your person, the direct translation of the writing appears on the surface of the parchment. The translation is in any language you can read. The DM can ask you to make an Intelligence check if the writing was written in archaic language, obscure dialects, or codes to see if you understand the translation.
- As an action, you can spend 1 mana and present the parchment to a creature you can see within 30 feet of you. The creature must make an Intelligence saving throw against your legacy save DC. On a failed save, the creature becomes cursed for 1 hour or until your concentration is broken (as if concentrating on a spell). While cursed this way, the creature becomes illiterature and cannot read any writings.
- Unfathomable Idol
An obsidian statuette of obscure design, perhaps depicting an old god known before the true gods arrived the multiverse. Sigils and scripts of unknown language is carved all over the idol, which means the following statement in Deep Speech: "We may be gone for now, we may be asleep for now, but we may be never dead, for death is but a nought to us."
- While you have this idol on your person, you can speak Deep Speech. Although it is very uncommon to see Deep Speech in written forms, you can read and write Deep Speech written in any scripts you can read or write.
- While you have this idol on your person, you can telepathically speak to a creature you can see within 30 feet of you. You do not need to share a language with the creature for it to understand your telepathic message, but it must be able to understand at least one language.
- As an action, you can spend 1 mana and present the idol. You then focus on a creature you can see within 30 feet of you, projecting a mind-boggling psionic power channeled from your mana. The creature must make a Wisdom saving throw against your legacy save DC. The creature takes 2d8 psychic damage on a failed save, and half as much damage on a successful one. Aberrations automatically succeed on the saving throw and take no damage instead.
Prerequisites. To qualify for multiclassing into scion, you must meet these prerequisites: Charisma 13.
Proficiencies. When you multiclass into scion, you gain the following proficiencies: None.