The Arcane Theme is the focus of arcane power and learning to weave its strings into magic in the world. Their time is spent either by practice or by study. An arcane character is powerful and usually insanely dangerous when prepared. However, they are limited by their physique and agility.
An unprepared arcane character can be an easy target, and should be dealt with quickly and without doubt. If the upper-hand lies in their hands, no one knows what they might have in store.
Arcane Cantrip Mastery
You gain Arcane Cantrip Mastery from the Arcane Feat list.
All you require is mastery of the basics, the rest is just for show.
- You learn two cantrips of your choice from the Arcane spell list.
Arcane Initiate
You gain Arcane Initiate from the Arcana Feat list.
Prerequisite: Intelligence 13 or highter
You uncover magical abilities, and gain the following benefits:
- You learn two cantrips of your choice from the Arcane spell list. Your spellcasting ability for these spells are Intelligence.
- You gain access to the Arcane Feats. Your spellcasting ability for your Arcane Feats are Intelligence.
Arcane Proficiencies
Choose two proficiencies of your choice from the following list:
Arcane Ritual Book
You gain Arcane Ritual Book from the Arcane Feats list.
Prerequisite: Intelligence 13 or higher, Arcane Ritual Casting
- When you choose this feat, you acquire a ritual book holding two arcane 1st-level spells of your choice. The spells you choose must have the ritual tag.
You don't need to have the spell prepared if you cast it as a ritual and you have the spell in your ritual book.
When you find an arcane spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be a ritual spell, on the arcane spell list, of a spell point cost you can cast and you need the time and skills to decipher and copy it.
- The process of copying a spell takes 2 hours and costs 50 gp per level of the spell. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
- When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
- If you copy a spell from your own ritual book you only need to spend 1 hour and 10 gp for each level of the copied spell.
If you lose your ritual book, you can transcribe the spells that you have learned or prepared into a new ritual book. If done by memory, this requires an Intelligence (Arcana) check against a DC of 10 + the transcribed spell level. On a failure, the transcribed spell is not completed correctly, which is known to you, and can't be attempted again until you have had a look at the spell in written form.
Arcane Ritual Casting
You gain Arcane Ritual Casting from the Arcane Feats list.
With deep preparation and patience, casting spells shouldn't drain you.
- You can cast Arcane spells as rituals if the spells have the ritual tag.
Arcane Spellcasting Feat
You gain an Arcane Spellcasting Feat, either Arcane Spellcasting or Arcane Power, whichever is next in the sequence.
Spellbook
You gain Spellbook from the Arcane Feats list.
Prerequisite: Intelligence 15 or higher, Ritual Book
You gain a spellbook containing the repository of the arcane spells you know.
- Your Ritual Book is turned into your Spellbook for purposes of containing your knowledge.
- Each time you learn a spell from an Arcane Spellcasting Feat, you can add one more Arcane spell of your choice to your spellbook.
When you find an arcane spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your spellbook. The spell must be on the arcane spell list, of a spell point cost you can cast and you need the time and skills to decipher and copy it.
- The process of copying a spell takes 2 hours and costs 50 gp per level of the spell. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
- When you copy a spell from a spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
- If you copy a spell from your own spellbook you only need to spend 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can transcribe the spells that you have learned or prepared into a new spellbook. If done by memory, this requires an Intelligence (Arcana) check against a DL of 10 + the transcribed spell level
. On a failure, the transcribed spell is not completed correctly, which is known to you, and can't be attempted again until you have had a look at the spell in written form.
Weapon Feat
Level | Half Theme | Full Theme |
---|---|---|
1st | Armor Feat | Armor Feat |
Cunning Action | Feat | |
Weapon Feat | Cunning Feat | |
Prof. | Cunning Proficiencies | Cunning Proficiencies |
Cunning Proficiencies | Cunning Proficiencies | |
2nd | Feat | Feat |
3rd | Expertise | Cunning Feat |
4th | Feat | Feat |
5th | Cunning Action | Feat |
6th | Feat | Feat |
7th | Cunning Proficiencies | Cunning Proficiencies |
8th | Feat | Feat |
9th | Cunning Feat | Expertise |
10th | Feat | Feat |
11th | Feat | Cunning Action |
12th | Feat | Feat |
13th | Cunning Proficiencies | Cunning Proficiencies |
14th | Feat | Feat |
15th | Expertise | Cunning Feat |
16th | Feat | Feat |
17th | Feat | Cunning Action |
18th | Feat | Feat |
19th | Cunning Proficiencies | Cunning Proficiencies |
20th | Feat | Feat |
The Cunning Theme is succinctly the knowledge theme. When you lack strength and might or spells and magic, you might have to deploy simple cunning. The theme describes inventiveness, ingenuity and resourcefulness used to survive and succeed as an adventurer.
A cunning character is often skilled in many things, and highly skilled in a few, resulting in specialists that excel.
Additionally, their quick-thinking also allows a wider array of actions.
Armor Feat
Choose one Armor Feat of your choice, as long as you have the prerequisites.
Cunning Proficiencies
Choose two proficiencies of your choice.
Theme Feat
Choose one Feat of your choice from one of your Themes, as long as you have the prerequisites.
Weapon Feat
Choose one Weapon Feat of your choice, as long as you have the prerequisites.
Cunning Action (I)
Your quick thinking allow you to move and act quickly. You can take a quick action on each of your turns in combat to perform one of the following, or any other Cunning Action that you gain from other features.
- As a quick action, you can take the Dash action.
- As a quick action, you take the Disengage action.
- As a quick action, you can take the Hide action.
Cunning Action (II)
- As a bonus action, you gain advantage on your next attack roll on the current turn.
- You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
- As a bonus action, you may attempt to free yourself from a Grapple.
- As a bonus action, you can take the Overrun action.
- As a bonus action, you can take the Tumble action.
Cunning Action (III)
- You gain an additional reaction each turn.
- As a bonus action, you may perform an attack.
- This cunning action may only be used once per turn.
Cunning Action (IV)
- You gain an additional bonus action each turn.
The Divine Theme is the mirroring of ideals onto the world. Through channeling divine power a divine character can be everything from a saint riding into battle for the unfortunate to chaos incarnate ravaging the world. Or they might be a healer nurturing and taking care of nature, or a apostle whom spread the word of the apocalypse.
Whatever drives a divine aligned character, they should not be trifled with or seen as a trivial matter. Their unpredictability lies in how deep divine power can be. However, depending on the deity's power, the oath or the internal drive, divine power is always limited. A god of only thunder, does not grant gifts of life and knowledge. That's where their unpredictability ends.
Acolyte or Divine Purpose
The choice determines how your divine magic is expressed; by the internal drive of your will or by faith.
- Choose either the Acolyte feat or the Divine Purpose feat.
Religious experiences uncover your divine abilities, and gain the following benefits:
- You learn two cantrips of your choice from the Divine spell list. Your spellcasting ability for these spells are Wisdom.
- You gain access to the Divine Feats. Your spellcasting ability for your Divine Feats are Wisdom.
You uncover your internal drive and its divine purpose granting you abilities, and the following benefits:
- You learn two cantrips of your choice from any Divine domain. Your spellcasting ability for these spells are Charisma.
- You gain access to the Divine theme feats. Your spellcasting ability for these feats are Charisma.
Divine Cantrip Adept
You gain Divine Cantrip Adept from the Divine Feat list.
Channel Divinity
You gain Channel Divinity from the Divine Feat list.
You gain the ability to channel divine energy directly from your deity, your oath or any other divine source to fuel magical effects.
- You learn one Channel Divinity options of your choice from your Divine Domains.
- When you use your Channel Divinity, you choose which effect to create.
- You must then finish a short or long rest to use your Channel Divinity again.
Channel Divinity Enhancement
You gain Channel Divinity Enhancement from the Divine Feat list.
Your gain increased flexibility of divine measures and abilities. You gain the following benefits:
- You learn one Channel Divinity options of your choice.
- You can use your Channel Divinity an additional time between rests. When you finish a short or long rest, you regain your expended uses.
You can select this feat multiple times.
Divine Proficiencies
Choose two proficiencies of your choice from the following list:
Skills | ||
---|---|---|
Alchemy | Animal Handling | Brawn |
Coercion | Deception | Economics |
Geography | History | Medicine |
Religion | Society | |
Tools | ||
Beautician's Supplies | Calligrapher's Supplies | Jeweler's Tools |
Painter's Supplies | Potter's Tools | Sewing & Weaver's Tools |
Smith's Tools | ||
Other | ||
Languages |
Divine Spellcasting Feat
You gain a Divine Spellcasting Feat, either a Divine Spellcasting or a Divine Power, whichever is next in the sequence.
Divine Ritual Casting
You gain Divine Ritual Casting from the Divine Feat list.
- You can cast Divine spells as a ritual if that spell has the ritual tag and you have the spell prepared.
Weapon Feat
Level | Half Theme | IP | Full Theme | IP |
---|---|---|---|---|
1st | Innate Source | 1 | Innate Feat | 2 |
Innate Feat | Innate Power | |||
Feat | Feat | |||
Theme Feat | Tough Feat | |||
Prof. | Innate Proficiencies | Innate Proficiencies | ||
2nd | Feat | 2 | Feat | 4 |
3rd | Theme Feat | 3 | Innate Power | 6 |
4th | Feat | 4 | Feat | 8 |
5th | Innate Feat(*) | 5 | Innate Feat(*) | 10 |
6th | Feat | 6 | Feat | 12 |
7th | Theme Feat | 7 | Innate Power | 14 |
8th | Feat | 8 | Feat | 16 |
9th | Theme Feat | 9 | Theme Feat | 18 |
10th | Feat | 10 | Feat | 20 |
11th | Innate Feat(*) | 11 | Innate Feat(*) | 22 |
12th | Feat | 12 | Feat | 24 |
13th | Theme Feat | 13 | Innate Power | 26 |
14th | Feat | 14 | Feat | 28 |
15th | Theme Feat | 15 | Theme Feat | 30 |
16th | Feat | 16 | Feat | 32 |
17th | Innate Feat(*) | 17 | Innate Feat(*) | 34 |
18th | Feat | 18 | Feat | 36 |
19th | Theme Feat | 19 | Innate Power | 38 |
20th | Feat | 20 | Feat | 40 |
The Innate Theme is the deep wellspring of power within yourself, either by harnessing the energy of ki, innate arcane powers granted to you by your bloodline or by any other power manifesting within you, either divine, occult or otherwise. This wellspring is represented by innate points, which allow you to create a variety of effects.
Those practicing within the innate theme, psionics, are often seen with suspicion. Not only are they few and far between, they are also often unpredictable and hard to anticipate...
Innate Feat
Choose one feat of your choice from the Innate Feats list, as long as you have the prerequisites and as long as it is not a Power feat (Body, Psychic or Elemental, etc). (*)
Innate Power
Choose one Power Feat of your choice from the Body, Psychic or Elemental Power lists, as long as you have the prerequisites.
Innate Proficiencies
Choose two skill proficiencies of your choice from the following list:
Skills | ||
---|---|---|
Acrobatics | Animal Handling | Arcana |
Athletics | Brawn | Coercion |
Deception | Engineering | Investigation |
Nature | Occultism | Druidism |
Psionics | Religion | Sleight of Hand |
Stealth | Warfare | |
Tools | ||
Painter's Supplies | ||
Tools | ||
Performances |
Theme Feat
Choose one Feat of your choice from one of your Themes, as long as you have the prerequisites.
Tough Feat
You gain the Tough I feat from the Constitution Ability Feat list.
Hearty and healthy, you gain the following benefits:
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.
Innate Source
Innate source describes the
Innate Points (IP)
You have innate points equal to your Charisma modifier (with a minimum bonus of 1), and you gain one additional point every time you level up. When you spend an innate point, it is unavailable until you finish a long rest, at the end of which you regain all your expended innate points.
- Innate points pool = your Charisma modifier (min. 1) + your level - 1
Flexible Casting
You can use your innate points to gain additional spell points on your turn, or sacrifice spell points to gain additional innate points on your turn. The created spell points or innate points vanish at the end of a long rest. The conversion rate is 1 innate point equal to your proficiency bonus in spell points.
Flexible Maneuvers
You can use your innate points to fuel various maneuvers and features. You can spend innate points to use a martial maneuver. When a maneuver is used this way, by expending innate points, there is no restriction of maneuvers per turn. The cost in innate points is equal to the martial maneuver tier of the maneuver used.
Innate Spellcasting
An innate spellcaster can use themselves as a spellcasting focus when casting spells. When doing so they use Charisma as their Spellcasting ability modifier instead of another defined Spellcasting ability modifier.
Additionally, an innate spellcaster never have to worry about preparing magic, instead any spell they learn is always prepared, read more about this in the chapter on Spellcasting.
Flexible Spells & Features
When you gain a spell or feature that deals damage, you can select a different damage type from the corresponding list. The change is permanent and decided when you gain the spell or feature.
You may also opt to change a spell or feature that grants you resistance or immunity to damage to another type.
If a feature grants you both a damaging ability and resistance or immunity you must choose the same damage type for both.
Physical | Elemental | Special |
---|---|---|
Slashing | Fire | Radiant |
Piercing | Cold | Necrotic |
Bludgeoning | Acid | Psychic |
- | Poison | Force |
- | Lightning | Thunder |
Class Direction
Level | Half Theme | Full Theme | |
---|---|---|---|
1st | Armor Feat | Armor Feat | |
Armor Feat | Armor Feat | ||
Weapon Feat | Tough Feat | ||
Weapon Feat | Weapon Feat | ||
Prof. | Martial Proficiencies | Martial Proficiencies | |
2nd | Feat | Feat | |
3rd | Fighting Style | Martial Feat | |
4th | Feat | Feat | |
5th | Improved Combat Action | Martial Feat | |
6th | Feat | Feat | |
7th | Martial Feat | Martial Proficiencies | |
8th | Feat | Feat | |
9th | Martial Feat | Fighting Style | |
10th | Feat | Feat | |
11th | Martial Feat | Improved Combat Action II | |
12th | Feat | Feat | |
13th | Martial Proficiencies | Martial Feat | |
14th | Feat | Feat | |
15th | Fighting Style | Martial Feat | |
16th | Feat | Feat | |
17th | Martial Feat | Improved Combat Action III | |
18th | Feat | Feat | |
19th | Martial Feat | Martial Proficiencies | |
20th | Feat | Feat |
The Martial Theme represents the mastery of physical and martial prowess. Those with this theme put hours upon hours of time on honing their reflexes, weapon proficiencies, maneuvers and martial cunning.
A martial character is a foe to be reckoned with, especially in long drawn battles. Their resources rarely drain as fast as a caster, and usually end in death before they're completely out of stamina. Their biggest drawback however lies in the ordinary, which is what they mostly are.
They are extraordinarily ordinary, which means they won't resurrect anyone, fly through the skies by will or call upon spirits, gods or eldritch powers to strike down their enemies.
Armor Feat
Choose one Armor Feat of your choice, as long as you have the prerequisites.
Improved Combat Action
You gain Improved Combat Action from the Martial Feat list.
As an exception, the Full Martial theme may gain the feature up to 3 times (I, II, III).
Prerequisite: Fighting Style, 5th level
- Your combat action costs 2 AP instead of 3, i.e it now costs a Minor Action.
Fighting Style
You gain Fighting Style from the Martial Feat list.
You learn to fight with a specific fighting style, and gain the following benefits:
- You gain the benefits of a Fighting Style of your choice.
- When you have more than one Fighting Style, you can change which one is active between them with a bonus action.
You can select this feat multiple times. You can't take a Fighting Style option more than once, even if you later get to choose again.
Weapon Size Fighting Styles
Dueling Fighter
Dueling Fighter
You specialize in fighting with One-Handed weapons and gain the following benefits while the fighting style is active:
- When you are wielding a weapon in one hand and no other weapons in the other, you can add half your proficiency bonus to damage rolls with that weapon.
- You can choose three maneuvers that you gain as weapon maneuvers when you have no other weapon in your other hand. You can change these during a long rest.
You gain the following maneuvers:
Melee Combat Action Maneuvers
Ranged Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Great Weapon Fighting
Great Weapon Fighting
You specialize in fighting with Great or Two-Handed weapons and gain the following benefits while the fighting style is active:
- Whenever you roll the highest number on a damage die for an attack you make with a great weapon, you can roll another die of the same size and add it to the total. With a martial weapon or better, you gain the effect on the two highest numbers.
- Additionally, whenever you kill an enemy with a great weapon, you may make an additional attack against another enemy within 2 meters of you and 2 meters of the target for a melee weapon, or within 1 meter of the target for a ranged weapon.
You gain the following maneuvers:
Melee Combat Action Maneuvers
Ranged Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Two-Handed Fighting
Two-Handed Fighting
You specialize in fighting with Two-Handed weapons and gain the following benefits while the fighting style is active:
- When you roll a 1 or 2 on a damage die for an attack you make with a two-handed weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
You gain the following maneuvers:
Melee Combat Action Maneuvers
Ranged Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Two-Weapon Fighting
Two-Weapon Fighting
You specialize in fighting with two weapons at the same time and gain the following benefits while the fighting style is active:
- When you engage fight with, you can add your ability modifier to the damage of the second attack.
You gain the following maneuvers:
- Disarming Attack
- Distracting Strike
- Goading Attack
- Maneuvering Attack
- Precise Attack
- Tripping Attack
Melee Combat Action Maneuvers
Ranged Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Versatile Fighter
Versatile Fighter
You specialize in fighting with Versatile weapons and gain the following benefits while the fighting style is active:
- When switching from One-handed to Two-handed with a Versatile weapon, opponents contesting a maneuver with Strength (Athletics) or Dexterity (Acrobatics) have disadvantage.
When switching from Two-handed to One-handed with a Versatile weapon, opponents contesting a maneuver with Wisdom (Insight) have disadvantage.
If successful when switching, the maneuver is performed at one tier higher. If the tier is already at tier three, the performed maneuver has advantage.
You gain the following maneuvers:
Melee Combat Action Maneuvers
Ranged Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Weapon Category Fighting Styles
Axeman
Axeman
You specialize in fighting with axe weapons and gain the following benefits while the fighting style is active:
- When you succeed a Disarming Attack or Restraining Attack maneuver, you may make a free grapple action.
You gain the following maneuvers:
- Commander's Strike
- Disarming Attack
- Distracting Strike
- Goading Attack
- Maneuvering Attack
- Menacing Attack
- Power Attack
- Precise Attack
- Pushing Attack
- Tripping Attack
Melee Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Bowman
Bowman
You specialize in fighting with drawn weapons and gain the following benefits while the fighting style is active:
- Whenever you have advantage on an attack roll using a drawn weapon, you can reroll one of the dice once.
You gain the following maneuvers:
Melee Combat Action Maneuvers
Ranged Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Crusher
Crusher
You specialize in fighting with bludgeoning weapons and gain the following benefits while the fighting style is active:
- You ignore the disadvantage of using the Power Attack maneuver.
You gain the following maneuvers:
- Commander's Strike
- Distracting Strike
- Goading Attack
- Maneuvering Attack
- Menacing Attack
- Power Attack
- Pushing Attack
- Tripping Attack
Melee Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Halberdier
Halberdier
You specialize in fighting with polearm weapons and gain the following benefits while the fighting style is active:
- After performing a maneuver and when determining a contested check and if you hit, you can spend endurance points to increase your maneuver attack roll.
You gain the following maneuvers:
- Commander's Strike
- Disarming Attack
- Goading Attack
- Maneuvering Attack
- Menacing Attack
- Power Attack
- Precise Attack
- Pushing Attack
- Tripping Attack
Melee Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Marksman
Marksman
You specialize in fighting with loaded weapons and gain the following benefits while the fighting style is active:
- You halve the loading time on weapons of which you are proficient with.
You gain the following maneuvers:
- Commander's Strike
- Distracting Strike
- Goading Attack
- Maneuvering Attack
- Menacing Attack
- Precise Attack
- Tripping Attack
Ranged Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Spearman
Spearman
You specialize in fighting with pointed weapons like spears, and gain the following benefits while the fighting style is active:
- The Lunging Attack maneuver do not cost a maneuver action.
You gain the following maneuvers:
Melee Combat Action Maneuvers
Ranged Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Swordsman
Swordsman
You specialize in fighting with bladed weapons and gain the following benefits while the fighting style is active:
You gain the following maneuvers:
- Commander's Strike
- Disarming Attack
- Distracting Strike
- Goading Attack
- Maneuvering Attack
- Power Attack
- Precise Attack
Melee Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Special Fighting Styles
Defense
Defense
You specialize in fighting defensively and gain the following benefits while the fighting style is active:
- You gain a
+1
bonus to base AL.
You gain the following maneuvers:
Melee Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Martial Arts
Martial Arts
EJ KLAR
You specialize in fighting with your body, both in grapples and with fists, and gain the following benefits while the fighting style is active:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
- You can add your proficiency bonus to the damage of your unarmed strikes.
1 + Strength or Dexterity modifier + Proficiency bonus
- When you make unarmed strikes, you may forego
You gain the following maneuvers:
- Disarming Attack
- Distracting Strike
- Maneuvering Attack
- Precise Attack
- Pushing Attack
- Tripping Attack
Melee Combat Action Maneuvers
Ranged Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Protection
Protection
You specialize in fighting to protect your allies and gain the following benefits while the fighting style is active:
- The Avert Blow maneuver do not cost a maneuver action.
You gain the following maneuvers:
- Commander's Strike
- Disarming Attack
- Distracting Strike
- Goading Attack
- Maneuvering Attack
- Pushing Attack
- Tripping Attack
Melee Combat Action Maneuvers
Reaction Maneuvers
Quick Action Maneuvers
Superior Technique
Superior Technique
You specialize in fighting with great and varied technique and gain the following benefits while the fighting style is active:
- You gain a tier in all maneuvers.
You gain the following maneuvers: All.
Martial Feat
Choose one feat of your choice from the Martial Feat list, as long as you have the prerequisites.
Martial Proficiencies
Choose two proficiencies of your choice from the following list:
Tough Feat
You gain Tough I from the Constitution Ability Feat list.
Hearty and healthy, you gain the following benefits:
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.
Weapon Feat
Level | Half Theme | Full Theme |
---|---|---|
1st | Occult Feat | Armor Feat |
Occult Spellcasting Feat | Occult Cantrip Mastery | |
Pact Magic | Occult Feat | |
Weapon Feat | Tough Feat | |
Prof. | Occult Proficiencies | Occult Proficiencies |
2nd | Feat | Feat |
3rd | Occult Feat | Occult Spellcasting Feat |
4th | Feat | Feat |
5th | Occult Spellcasting Feat | Occult Feat |
6th | Feat | Feat |
7th | Occult Feat | Occult Spellcasting Feat |
8th | Feat | Feat |
9th | Occult Spellcasting Feat | Occult Feat |
10th | Feat | Feat |
11th | Occult Feat | Occult Spellcasting Feat |
12th | Feat | Feat |
13th | Occult Spellcasting Feat | Occult Feat |
14th | Feat | Feat |
15th | Occult Feat | Occult Spellcasting Feat |
16th | Feat | Feat |
17th | Occult Spellcasting Feat | Occult Feat |
18th | Feat | Feat |
19th | Occult Feat | Occult Spellcasting Feat |
20th | Feat | Feat |
The Occult Theme is the intersection of the worldly, material and rational with the otherworldly, ethereal and strange. The powers of the occult are seldom explainable and even more so scientific. Occult powers can be drawn upon from many sources, ranging from spirits, ghosts and unexplained phenomenon, to curses and blessings and finally old gods and powers from the places beyond the planes.
Occult users use magical powers in some capacity, but some more than others. This ranges from hex warriors that curse their enemy before they cut them down with their bonded weapons, to warlocks and witches that perform rituals and powerful magic. What signifies a person with occult powers, is most often their inability to really be fully drained of their powers. As long as they have it, it is either cast with full power or not at all.
Armor Feat
Choose one Armor Feat of your choice, as long as you have the prerequisites.
Occult Cantrip Mastery
You gain the Occult Cantrip Mastery feat from the Occult Feat list.
Occult Feat
Choose one feat of your choice from the Occult Feats, as long as you have the prerequisites.
Occult Spellcasting Feat
You gain an Occult Spellcasting Feat, either an Occult Spellcasting or an Occult Power, whichever is next in the sequence.
Occult Proficiencies
Choose two skill proficiencies of your choice from the following list:
Skills | ||
---|---|---|
Alchemy | Coercion | Deception |
Engineering | Geography | History |
Investigation | Medicine | Nature |
Occultism | Stealth | |
Tools | ||
Brewer's Supplies | Cook's Utensils | Glassblower's Tools |
Herbalist's Tools | Potter's Tools | Tattooist's Tools |
Woodcarver's Tools | ||
Others | ||
Languages | Performances |
Pact Magic
You gain the Pact Magic feat from the Occult Feat list.
Prerequisite: Intelligence 13 or higher; or Charisma 13 or higher
You uncover occult powers, and gain the following benefits:
- You learn two cantrips of your choice from the Occult spell list. Your spellcasting ability for these spells is either Intelligence or Charisma
- You gain access to the Occult Feats. Your spellcasting ability for your Occult Feats is Intelligence or Charisma.
Tough Feat
You gain the Tough I feat from the Constitution Ability Feat list.
Hearty and healthy, you gain the following benefits:
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.
Weapon Feat
Level | Half Theme | Full Theme |
---|---|---|
1st | Armor Feat | Armor Feat |
Primal Feat | Feat | |
Tough Feat | Primal Feat | |
Weapon Feat | Theme Feat | |
Prof. | Primal Proficiencies | Primal Proficiencies |
2nd | Feat | Feat |
3rd | Theme Feat | Primal Feat |
4th | Feat | Feat |
5th | Primal Feat | Theme Feat |
6th | Feat | Feat |
7th | Theme Feat | Primal Feat |
8th | Feat | Feat |
9th | Primal Feat | Theme Feat |
10th | Feat | Feat |
11th | Theme Feat | Primal Feat |
12th | Feat | Feat |
13th | Primal Feat | Theme Feat |
14th | Feat | Feat |
15th | Theme Feat | Primal Feat |
16th | Feat | Feat |
17th | Primal Feat | Theme Feat |
18th | Feat | Feat |
19th | Theme Feat | Primal Feat |
20th | Feat | Feat |
The Primal Theme describes the powerful relationship a character can have with the natural world around them. Gaining power from the spirits, beasts, lands or plants around. The variety of sources a primal character can channel from makes them versatile and most often rather odd.
While sourcing their power from all the primal sources, most choose one or a few. This can take the form of warrior of great might channeling beastial powers, or magical casters controlling vines and vegetation to their advantage. The Primal domains are many, but are generally divided into these seven: Elementus, Caelum, Fauna, Flora, Fungi, Spiritus and Terra.
Armor Feat
Choose one Armor Feat of your choice, as long as you have the prerequisites.
Primal Feat
Choose one Primal Feat of your choice, as long as you have the prerequisites.
Primal Proficiencies
Choose two proficiencies of your choice from the following list:
Theme Feat
Choose one Feat of your choice from one of your Themes, as long as you have the prerequisites.
Tough I Feat
You gain the Tough I feat from the Constitution Ability Feat list.
Hearty and healthy, you gain the following benefits:
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.