8. Vocation and School
As you get towards the end of Character Creation, you must choose a Vocation for your character. These vocations will primarily define your characters roll within the World of Vala. Each Vocation is an important part in upkeeping the World of Vala. To dedicate your life to a vocation, your character must first attend school within the World of Vala.
While some schools have a base requirement for admittance, anyone has the potential to attend these institutions of higher learning. To become fully fledged members of their vocation, individual characters must earn a degree at an institute of higher learning. While learning at an institute, students are walking the path to their future careers. Due to this, students must live up to the individual tenets of the school they want to attend. Failure to follow their ideas could get a player ejected from their school. Players can choose the following Vocations and the schools associated with them:
General Information on School and Vocation
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School Description: Located in Thera, the main goal of the OOO is to ensure the safety of Mortals first within the World of Vala. OOO operates beyond the international jurisdiction of every other nation. They are tasked with containing magical oddities. Many of these oddities pose a significant threat to safety and security either by physical, magical, or psychological harm. The order operates to maintain normalcy, so that citizens within this realm may live their daily lives without fear of the big things that lurk out in the world. The organization’s three main principles are shelters, suppress, and safeguard.
Shelter. OOO provides shelter for oddities. Shelters them from falling into the hands of civilians or criminals. OOO does this by extensive observation and surveillance and by acting to intercept such anomalies at the earliest opportunity.
Suppress. Containing or decommissioning the oddities
Safeguard. Protect mortals from all anomalies as well as the anomalies themselves until a time that we can fully understand the impact of the oddities.
Vocation Description: Agents refer to the suit wearing field operatives of OOO, either an undercover or embedded agent monitoring potential oddities activity, or an investigator/detective determining if OOO intervention is needed. Once they are assigned to a mission an Agent is expected to use their wits to determine what to do with an oddity. +2 to rolls that deal with Oddities. This increases by an additional +2 for every year an agent completes at OOO.
Vocation Tools: OOO Watch. It is a device that is affixed to every agent permanently. This device forces conflicting mana into the Agent’s body while also constantly healing them. Forcing the user to become a living paradox, both alive and on the verge of death. Allowing them to utilize the paradoxical mana agents are known for.
Attribute Increase: Upon choosing this school the player receives a +1 to Dexterity.
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School Description: Located in Hellion, The Gardens of Elysium represent a relatively new idea within the World of Vala. Religious Worship. While knowledge of the Gods has always been present, it was present with the idea that the Gods refused to mettle in mortal affairs. But, with the start of the Wrath Epoch, more mortals turned to the divines for help and guidance. Many of the divines came together to create the Garden’s of Elyisum where mortals can come to learn about divine service.
Vocation Description: As a vocation, angels are faith based servants for the divines. Just like their chosen divines they serve the domain that they choose to follow. Angels dedicate themselves to their divines domain and ensures the safeguard of that domain within the World of Vala.
Vocation Tools: Halo. Halos are gifted to Angels, once they join the Garden of Elysium. They glow with ethereal light as the halo takes on characteristics of the divine the angel falls under. If an angel hasn’t selected a Divine to follow, the halo will glow with a warm light. Angels cannot take off their halos but may hide them with a bonus action. +2 to rolls that deal with divinity. This increases by an additional +2 for every year an angel completes at the Gardens of Elysium.
Attribute Increase: +1 to Intelligence.
Higher-Classed Angel: While the majority of angel’s are considered equal peers there are two positions an angel can achieve: a Archangel and a Vessel.
Archangel: An archangel is a divine’s chosen champion. Being granted greater power over the Divines domain the Archangel is their tool to safeguard and spread their domain. To become an archangel an angel will have to build a friendship rank of 100 with their chosen divine.
Vessel: Vessels are mortals chosen by the divine to host their power when a divine wants to directly interact with the world without putting their physical body in danger. Vessels are chosen at random by the divines. Once you commit to a divine roll on the Vessel Table below.
Chosen Divine: Once admitted angels may choose the divine they would want to serve. You also may be chosen as a Once selected you may not change.
Angelo the God King of Chaos
Archangel Trait: When you roll for an attack roll, ability score, or contested, you can reroll the d20 and use the new roll.
Vessel Trait: You can use a reaction after being hit, to deal chaos damage to the creature that hit you. The damage is 2 multiplied by your level.
Angels Halo Description: The chaos halo is a dark purple halo that glitches into static before reforming.
Ivan the Vaconic God of Change
Archangel Trait: A melee weapon you are wielding transforms into a different melee weapon of your choice for the duration, the weapon has all the same effects. If the weapon leaves your touch, it reverts to its original form at the start of your next turn.
Vessel Trait: As a reaction, you or a creature you can see within 20 ft. makes a skill check or contested roll, roll 1d4. Add or subtract the result from the total.
Angels Halo Description: The change halo is the shape of a triangle signifying change.
Seneca the God of Rhetoric
Archangel Trait: You cause a character in an image or art piece (such as a painting, sculpture, ect.) to come to life and begin speaking. For the duration, the target can speak and understand a language you know, see and hear, and recall events that occurred in the past 24 hours as if the target could see and hear during that time. The target cannot remember events that occurred before or during its creation. The target takes on a personality and alignment befitting of the type of creature it represents.
Vessel Trait: As a reaction, you can flood an attacking enemies mind with rhetorical conundrums causing them incapacitated for 30 seconds.
Angels Halo Description: The rhetoric halo is ever-changing words surrounding the users head.
Vala the God of Creation
Archangel Trait: You can mold fire, wind, water, lightning, and earth. This spell can control all nature, and can be used offensively or in other more creative ways. You may mold naturally occurring aspects of the element of your choosing, allowing you to reshape or move no more than 1 square foot of plant, stone, soil, and ice, water, fire, air, or allowing you to deal 1d6 damage of your chosen element type.
Vessel Trait: When an enemy moves towards you or makes an attack roll against you can use your reaction to make the make a Wisdom contested roll against your Wisdom roll. On a failed save they cannot move toward you or target you for an attack until the end of their next turn.
Angels Halo Description: The creation halo has a glowing light that spirals on top the angels head in a constant state of creation.
Vano the God of Destruction
Archangel Trait: As an action, you fill one creature or object within 15 feet of you, with the pure energy of destruction. It must attempt a Constitution contested roll against your Wisdom roll. On a failure, it takes 1d12 divine damage. This ignores any immunities, resistances and vulnerabilities. Should it’s HP be reduced to 0 in this way, with your LM’s discretion, that object or creature may be erased from existence.
Vessel Trait: As a reaction, you may target a ranged attack against you with pure destruction, reducing the damage by 1d12.
Angels Halo Description: The destruction halo is one that is in a constant state of decay and seemingly in pieces.
Vanya the God of Temperance
Archangel Trait: As an action, you touch a creature to increase its resistance to damage. The target gains is covered in the light of your divine power and gain 20 temporary hit point for the duration.If you cast this spell multiple times, you can have up to three effects active at a time, and you can dismiss any one of them as an action.
Vessel Trait: As a reaction, you invoke a shield made of pure radiant energy to protect you from harm. The shield envelops your body like a translucent aura and sheds dim light in a 10-foot radius. For the duration, the shield provides you with total cover. The shield has a number of hit points equal to 10 + Your Level + Your Wisdom modifier and resistance to vaconic damage. Whenever an attack or other effect would deal damage to you, including the triggering attack, any damage is dealt to the shield instead; other effects, such as conditions or forced movement, are applied to you as normal. The reaction ends if the shield is reduced to 0 hit points. It takes an action to reactivate this reaction.
Angels Halo Description: The temperance halo is a light gray colored halo.
Adex the God of Wind
Archangel Trait: You gain the ability to change into a form made of translucent winds that take your form and image. As a bonus action, you can change into this form for 1 minute. When in this form you gain a flying speed equal to your walking speed, can occupy other creatures’ spaces, and have resistance to all forms of damage except Vaconic. You also have the ability to freely change your size up to one rank larger than your original size, and can go through any hole, regardless of size.
Vessel Trait: You can use your action to move a creature or object within 30 feet of you up to 15 feet. This distance decreases by 5ft for each size above Medium, and, if its size is Tiny, it can be moved up to 20 feet. An unwilling creature must make a Strength roll contested against your Wisdom roll.
Angels Halo Description: The wind halo is a gust of wind circulating on top the angels head and seemingly like a mini windstorm.
Azel the God of Earth
Archangel Trait: Aas an action, you can summon rock from the ground to surround you. You can You gain the following, lasting for one minute.
You gain 50 temporary hit points. When these temporary hit points reach 0, the effect ends.
Your size becomes Huge.
You do not gain the benefits of any armor or weapons you are wielding; they meld into your stone form.
However, your AC becomes 20 and gain immunity to slashing, piercing, and bludgeoning damage from non-magical weapons, and your unarmed attacks are now deal 3d12 divine-bludgeoning damage.
Vessel Trait: You move the ground underneath a number of creatures up to your level you can see. If unwilling, they must make a Dexterity roll contested against your Wisdom roll, or be moved 50 feet in any direction. Creatures moved in this cannot trigger reactions, depending on your movement.
Angels Halo Description: The earth halo is a modular, allowing the angel to pick between plant life, stone, or minerals.
Melissa the God of Hope
Archangel Trait: You can choose one creature that you hit with a weapon attack to be covered in paralyzing frost. Until the end of your next turn, this creature cannot move or be moved by any means except teleportation, and they gain vulnerability to bludgeoning, cold, and fire damage. If they have immunity to one of those damage types, if they do not become vulnerable to that damage type.
Vessel Trait: You gain immunity to cold damage. Additionally, when a creature within 30 feet of you that you can see takes a bonus action or reaction, you can use your reaction to force them to expend the triggering action, but not gain any of its effects. This trait grants two levels of exhaustion when activated.
Angels Halo Description: The hope halo it is a snowflake shaped halo.
Mira the God of Lightning
Archangel Trait: As an action, you can choose a point you can see within 30 feet of you. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity roll contested against your Wisdom. A creature takes divine-lightning damage equal to 3d8 on a failed roll, or half as much damage on a successful one. Creatures that are submerged or wearing armor made of metal have disadvantage on the contested roll, and takes an additional 1d8 damage.
Vessel Trait: Whenever you activate a spell you are enveloped in a barrier of lightning until the end of your next turn. When a creature touches you, or immediately after a creature hits you with a melee weapon attack while you are enveloped in the barrier, it must succeed on a Constitution roll contested against your Wisdom roll. A creature takes lightning damage equal to your level + your Wisdom modifier on a failed roll, or no damage on a successful one.
Angels Halo Description: The lightning halo consists of beams of lightning constantly striking ontop your head.
Vepar the God of Water
Archangel Trait: As an action, one creature the archangel can touch must make a Dexterity contested roll against your Wisdom roll. On a failure, they are restrained and begin suffocating for 1 minute (concentration). At the end of each of its turns, the target can make a Strength contested roll against your Wisdom roll. On a success, the target is no longer restrained or suffocating. If the archangel is no longer touching the creature, they lose concentration on this spell.
Vessel Trait: As an action, you can flood yourself or an ally you can see within 30 feet with rejuvenating waters to restore hit points equal to 1d6 times your level. Then the waters leap to an enemy you can see within 30 feet of the previous target and deal water damage equal to 1d6 times your level. Then the waters leap a final time to a different ally within 30 feet of the enemy to restore hit points equal to 1d6 times your level. If there is no creature within range, the ability ends.
Angels Halo Description: The water halo is free flowing water shaped in a circle above you.
Zebar the God of Fire
Archangel Trait: As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your level. You create a magical bond among them for 1 minutes or until you use this effect again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or contested roll it makes. Each creature can add the d4 no more than once per turn.
Vessel Trait: you are immune to the effects of extreme heat, and are immune to fire damage. You also at this point begins to look slightly more elemental (a little red, orange or yellow in the eyes, hot and smoky to the touch, possibly a faint orange glow begins to show through your skin).
Angels Halo Description: The fire halo is made of fire, creating two horns of fire on the front side of the halo.
Ace the God of Order
Archangel Trait: You extend magical restraints, creating a glowing pillory of light. As an Action you choose a creature within 40 feet, make a ranged attack, if you hit the target is Restrained. At the start of the creature’s next turn, they can make Strength roll contested against your Wisdom roll, if they succeed they break free, if they fail they remain Restrained for the duration. This effect lasts up to 1 minute, if you fall unconscious, or until you use an Action to end it.
Vessel Trait: You can bolsters the combat abilities of you and each creature you choose within 30 ft. for a minute. Until the effect ends, each affected creature gains a +1 bonus to attack rolls, damage rolls, and contested rolls, as well as a +1 bonus to AC. The spell ends for a creature if that creature drops to 0 hit points..
Angels Halo Description: The order halo projects 8 spheres of magic radially aligned.
Baldur the God of Destiny
Archangel Trait: You are able to see and interpret the threads of fate and destiny. If you or an ally you see within 30ft of you would fail a contested roll, you can use your reaction to have you or them succeed instead. Alternatively, if an enemy you can see within 60ft of you would make their contested roll, you can use your reaction to have them fail instead.
Vessel Trait: You can sense danger before it happens. You can’t be surprised while you are conscious and other creatures don’t gain advantage on attack rolls against you as a result of being hidden. You also have a +3 bonus to your AC.
Angels Halo Description: The destiny halo has protruding spikes surrounding the ring.
Genevieve the God of Warfare
Archangel Trait: You can use precise control over your form to make yourself stronger and heartier. As a bonus action to increase your Strength and Constitution scores to 20 + your level, if it is lower. This increase lasts for 1 minute, or until you are knocked unconscious.
Vessel Trait: You are an adept in distributing your form’s vital organs around your body to keep yourself safe from harm. You are immune to the stunned condition, and critical hits made against you become normal hit.
Angels Halo Description: The warfare halo is tinged orange and radiates a soft warm light.
Grigor the God of War
Archangel Trait: As a bonus action, you call upon the aid of your god to unleash a powerful beam from the sky in a 30 foot radius centered on a point you choose within range. each creature which is hostile to you must make a Constitution contested roll against your Wisdom. On a failed roll, a creature takes 3d6 damage divine damage and is frightened. On a successful roll, it takes half as much damage and isn’t frightened. The creature may repeats the contested roll at the start of each of its turns and the effect ends if you are knocked unconscious. The frightened condition lasts for 1 minute or until the creature succeeds its contested roll, whichever comes first
Vessel Trait: As a bonus action, you can focus against a creature you can see within 10 feet of you. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Angels Halo Description: The warfare halo is composed of miniature explosions that make up the halo.
Indigo the God of Darkness
Archangel Trait: You can harness darkness, banishing light and dealing divine damage to your foes. As an action, , any magical light within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Wisdom contested roll against your Wisdom. A creature takes divine damage equal to 2d10 + your level on a failed roll throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
Vessel Trait: You can interpose divine darkness between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing a shadow to envelope its mark before it hits or misses.
Angels Halo Description: The darkness halo is a black disk that emanates darkness, lightly obscuring the angel’s face.
Malachi the God of the Forgotten
Archangel Trait: Every time you hit a creature with a attack, your attack deals 1 additional damage. If you do not hit a creature with a attack on your turn, this bonus damage is reset back to zero.
Vessel Trait: Whenever you are damaged, you can use your reaction to gain resistance to one of the damage types that damaged you until the start of your next turn.
Angels Halo Description: The forgotten halo is a cloudy a dark mist surrounding the head of the angel.
Rokander the God of Death
Archangel Trait: As an action, you can magically emit a powerful aura of energy for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Constitution roll contested against your Wisdom roll On a failed roll, it takes 2d10 divine damage, and it cannot regain hit points form any source until the start of its next turn. On a successful roll, it takes half as much damage.
Vessel Trait: You gain the ability to access the memories of the deceased. By preforming a 1 minute ritual on a corpse, you can gain insight into how that creature died. If you already witnessed that creature’s death, you instead gain another random memory from the corpse.
Angels Halo Description: The death halo is comprised of skeletal vertebrae and emanates a sickly neon green mana.
Xavier the God of Dreams
Archangel Trait: As an action, you may cast an illusory guise over yourself which appears as the greatest fear of each humanoid within 30 ft. of you that you choose. Each creature must make a Wisdom roll contested against your Wisdom roll or become frightened. They may attempt to make another contested roll at the beginning of each of their turns, ending this effect on a success. While frightened in this way, the target rolls 1d6 psychic damage at the beginning of each of its turns. On a roll of 4 or less, the target is unable to move or take actions. On a roll of 5 or higher, they may take actions as normal, though they are still restricted by the frightened condition. This guise lasts for one minute or until you choose to dismiss its effects.
Vessel Trait: As an action, you target a creature within 60 feet of you. That creature must succeed on a Wisdom roll contested against your Wisdom roll or immediately fall asleep, move up to half their movement speed in any direction of your choice and make a single weapon attack against a creature of your choice within range, after that they immediately reawaken. Unconscious creatures automatically fail their contested roll.
Angels Halo Description: The dream halo is made up of soft, fluffy white clouds, arranged in a circle.
Drakon the God of Love
Archangel Trait: You know a love that is not a desire, but a need; you know a love that’s purposeful, a love that’s precious, a love that’s yours. Memories of it teach you the true depths of your doctrine, granting you the power to bind hearts together eternally. You may select two willing creatures and perform a ritual. For the ritual to work, these people must care for each other on a truly deep level; their love can be romantic, platonic, familial, or of any other nature, but it must be sincere and it must echo deep into the core of their being. If these requirements are fulfilled, the ritual is successful and the creatures receive the following benefits:
You receive a +2 bonus to your AC if your partner is within 5 feet of you.
You cannot be magically compelled to harm your partner. If a spell or traits attempts to force you to, you become immune to it and its effects for the next 24 hours.
You and your partner share a telepathic link. You can communicate across any distance so long as you inhabit the same plane.
Vessel Trait: A wave of divine warmth emanates from you, assailing your foes’ minds with the overpowering compassion of gods and strangers: with the thankless, thoughtless, unconditional kindness that ties all existence together. As an action, you compel all creatures within 30 feet of you to make a Wisdom roll contested against your Wisdom. If they fail, they are charmed by you for the next minute. If a creature is normally immune to the charmed condition, they are still affected by this feature, but make their saving throw with advantage; on a failure, they are instead charmed for the duration of their next turn.
Angels Halo Description: The love halo is pink and shaped into a heart.
Ezra the God of Oaths
Archangel Trait: As an action, you make a ranged attack against every creature in a 60-ft range of you, dealing 10d10 divine damage on a hit, and you take 8d8 blood damage. The damage dealt to yourself cannot be reduced in any way.
Vessel Trait: As a Bonus Action, by releasing half of your current mana, you increase all your combat capabilities. You gain the following:
When you transform, you receive 3 points to increase any of your Strength, Dexterity, Constitution and Wisdom scores in any way.
Your aura radiates bright light for 5 feet and dim light for another 5 feet.
You must spend 1 times your level mana point at the end of each of your turns to maintain this form.
Angels Halo Description: The oath halo is teal and gives off a soft glow.
Ignis the God of Memory
Archangel Trait: One target you can see within range must make a Wisdom roll contested against your Wisdom roll. On a failed roll, it takes 4d8 psychic damage and you gain insight into its reasoning (if any), its emotional state, and something large that looms in its mind (such as something it worries over, loves, or hates). On a successful roll, the target takes half as much damage and none of the spell’s other effects occur.
Vessel Trait: As an action, you attempt to subtly reshape the memories of one creature you can see that isn’t hostile toward you. The target makes a Wisdom roll contested against your Wisdom roll. On a failed roll, you can affect the target’s memory of an event that it experienced within the past hour that lasted no more than 10 minutes. You can change its memory of the details of the event, so long as the new details are logical. If you concentrate on this spell for 2 minutes, the target’s memory remains altered indefinitely. If the spell ends early, the creature realizes that you used magic to alter its memory and becomes hostile toward you.
Angels Halo Description: The memory halo is a white mist surrounding the head of the angel.
Kaz the God of Villains
Archangel Trait: As a bonus action, you may create an up to 5-foot mana barrier around yourself. Until the end of your next turn, within the barrier, you gain a +20 to your damage threshold and damage reduction against harmful effects outside the barrier, and all such effects that would target other creatures inside the barrier target you instead and other creatures and objects can’t move into the barrier without you allowing it. You can activate this barrier as a reaction.
Vessel Trait: You can use your reaction to deflect or catch the missile when you are hit by a ranged attack. When you do so, the damage you take from the attack is reduced by 1d12 + your Dexterity modifier + your Level.
Angels Halo Description: The villain halo is made up of studded silver spikes.
Lance the God of Revelry
Archangel Trait: You can grace your companions with one of many elixirs. You can use your divinity as an action to magically create up to 10 gallons of an alcoholic beverage, such as beer, ale, mead, rum, etc. The magic in this alcohol grants any drinker advantage on the next Charisma (Persuasion) or Charisma (Deception) they make in the next 5 minutes. This magic dissipates from the alcohol after 8 hours.
Vessel Trait: Whenever you make a check using Charisma, you can add your Wisdom modifier to the result. You can do this after you see the roll, but before you know if it’s successful or not.
Angels Halo Description: The revelry halo is comprised of beautiful golden bells that chime as you walk.
Meldor the God of the Forge
Archangel Trait: You touch a forge and infuse it with the power of the elements, creating a magical forge that can create any non-magical and magic items made of metal, wood, stone, or any other natural material. The forge can create any item that you can imagine as long as you have welded the weapon before. The created items have the same quality as if they were crafted by a master artisan.
Vessel Trait: You are able to add +2 to melee attack rolls but not damage, or you may choose to forego dealing damage with a melee attack and instead reduce the target’s AC by 1 per landed hit.
Angels Halo Description: The forge halo is comprised of heated metal from the forge.
Alvar the God of Fear
Archangel Trait: You cause the fearful voices in an enemy’s head to amplify. When you roll divine or psychic damage, you can use your reaction to deal maximum damage, instead of rolling.
Vessel Trait: Your mere presence causes discomfort and uncertainty. You gain proficiency on Intimidate checks In addition, you may add your Wisdom bonus instead of your Charisma bonus to any Intimidate (Charisma) checks you make.
Angels Halo Description: The fear halo is comprised of inky black liquid dripping from the halo circle.
Soul the God of Cruelty
Archangel Trait: You conjure chains made of fragmented souls, tearing through the boundary between life and death. Choose up to two creatures you can see within range. Each target must succeed on a Wisdom roll contested against your Wisdom roll or take 2d10 divine or soul damage and become restrained by the spiritual chains until the end of its next turn. On a successful roll, a target takes half damage and isn’t restrained.
Vessel Trait: As a action, you may touch two humanoids that can understand you, they must roll a Wisdom contested roll against your Wisdom roll.. On a failure, choose a emotion such as Anger, Love, Disappointment, or even bloodlust. Then both creatures will roll a flat d100, the person who rolled lower then the winner will now feel whatever emotion you picked strongly to the winner. The loser will act as if they had always felt this emotion to the winner, however for example if you choose bloodlust and your in public, the loser will not just kill the winner unless they are evil. The loser’s personality does not change. The loser will also act as if they do not know they have had this cast upon them, even though the winner will. This effect lasts for 30 seconds. When the spell ends everything will return to normal and the loser will remember they had this cast upon them.
Angels Halo Description: The cruelty halo is comprised of chains.
Eve the God of Rage
Archangel Trait: As a full turn action, you unleash all your might and increase your muscle mass to a extreme, becoming stronger, but slower. You gain the following effects:
Your size increases by one category
Your Dexterity score decreases by -4, and your Strength and Constitution scores both increase by +4.
Costs 1 times your Level Mana.
Vessel Trait: You let yourself get carried away by the irrational rage of the heat of battle, grabbing your target and slamming it against the ground/wall. Once per turn, as part of a unarmed strike, the target must make a Athletics or Acrobatics contested roll against your Strength or Wisdom roll, if it fails the contested roll, both of you and the target are in the Grappling/Grappled Condition, with you being the grappler.
Angels Halo Description: The rage halo is red and has a slight tremor as if containing rage.
Sethara the God of Heroes
Archangel Trait: You conjure chains made of fragmented souls, tearing through the boundary between life and death. Choose up to two creatures you can see within range. Each target must succeed on a Wisdom roll contested against your Wisdom roll or take 2d10 divine or soul damage and become restrained by the spiritual chains until the end of its next turn. On a successful roll, a target takes half damage and isn’t restrained.
Vessel Trait: You are able to sacrifice your own health in order to deal more damage. You may sacrifice any number of HP. Add that sacrificed HP to your next attack. When scoring a critical hit, you may choose to take 1 levels of exhaustion to double the amount of damage dice you roll.
Angels Halo Description: The hero halo is a vibrant bright purple that radiates a white light.
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School Description: Located in Alexandria, The Arcanum was created over one-hundred years ago by Adesina Talon, Avery Pheonix, and Ambroise Veparbain. After a catastrophe that almost led to the end of the world, these three master druids came together to ensure the creation of the Arcanum. The Arcanum’s primary goal is to ensure that there is a constant stream of Druids prepared to protect the natural world. While other colleges of magic have cropped up over the course of the last one hundred years, the Arcanum is considered one of the most prestigious because of the wide range of focuses that students may undertake.
Vocation Description: As a vocation, Druids are the magical protectors of the world. They utilize their bonds with their spirits in order to insure the magical balance of the world above anything else. They are intensely dedicated to the spirits and the realm they call home.
Vocation Tools: Druid Cloak. Druids are granted white cloaks as a sign of their station as a druid. These cloaks have a mind of their own and attempt to keep the druid safe as much as they can. +2 to rolls that deal with nature. This increases by an additional +2 for every year an druid completes at the Arcanum.
Druidic Bonds: Druidic Bonds are the most common magical bond within the World of Vala. It is the bond used by druids. These bonds are inherently symbiotic: benefitting both the Druid and the Spirit they bond themselves to.
Crafting a Druidic Bond: To craft Drudic Bonds, players must first find a willing spirit to bond with. Players and the spirit must decide on the terms of their druidic contract before solidifying it. Individuals in a Druidic Bonds gain the following benefits:
They both gain the ability to communicate with each other from any distance as long as they are in the same plane of existence. Communication does not need to be verbal and can occur mentally.
The Druid may utilize the Spirit’s mana to perform various actions (Casting Spells, Runic Creation, etc.)
The Druid can add an additional modifier (Assistance Modifier) based on the Tier of their Spirit. When the Druid is helping a Spriit make a roll, the Spriit may add +2 to whatever role they get.
Druidic Bond Formula: To complete the bond Druids must roll a contested Charisma roll against the Chosen Spirits Charisma roll in order to convince them to complete the magical ritual.
Spirit Tier: While spirits are separated into tiers, the Sprit power is limited by the power of the Druid. This is to ensure the Druid isn’t overwhelmed by the power of the Spirit. If a lower level Druid bonds with a higher leveled spirit, that’s spirit capacity for power will be lowered until the Druid is strong enough to handle the strength. Low-Tiered Spritis are easier to bond with but have a lower capacity of power compared to higher tiers.
Tier 1 (Spirit Level 1-5)
Bond Modifier: +0
Assistance Modifier: +1
Tier 2 (Spirit Level 6-10)
Bond Modifier: +5
Assistance Modifier: +2
Tier 3: (Spirit 11-14)
Bond Modifier: +10
Assistance Modifier: +3
Tier 4: (Spirit 15-20)
Bond Modifier: +15
Assistance Modifier: +4
Tier 5 (Spirit 21+)
Bond Modifier: +20
Assistance Modifier: +5
Starter Spirit: You receive a starter spirit that is bonded with you when join the Arcanum. It starts out at your level and serves as your entry into the Druidic World.
Attribute Increase: Upon choosing this school the player receives a +1 to Wisdom.
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School Description: Located in Hellion, the College of Heroes aims to teach students everything they need to know to become excellent heroes in service of the community.
Vocation Description: As a vocation, a hero inspires hope. Although the title of hero can be applied to many individuals, these heroes in specific are the warriors of destiny; chosen by the light for their courage and conviction. Regardless of their allegiance, the heroes are truly capable individuals who fight with resolve for their beliefs, opposing injustice and assisting those in need.
Miracle: Within the World of Vala, the roles of “Heroes” & “Villains” are slightly different from the norm. Both Heroes and Villains receive their powers from the God associated with their Job. This is not worship of a particular God; these Heroes and Villains are chosen based on if they fit the criteria for both. Once selected, the prospective Hero or Villain will get one chance to accept their new position of power. If they decide not to take on the responsibility, then their life will return to normal. If they choose to take on the role, they will lose access to spells, runes, and other forms of magic. But, they will gain access to a random power that they may cultivate and utilize in the advancement of their role as either a Hero or a Villain. Miracles are categorized as Common, Uncommon, Rare, and Legendary. Common Miracles are the more mundane and less applicable miracles. Uncommon are the more useful but still not optimal miracles. Rare miracles that offer multiple bonuses and grant the user extreme power. Legendary miracles place a character beyond most mortal limitations.
Magicrafting Miracles: Because Miracles grant such high levels of power. They limit your overall magic potential. Depending on the categorization of your Miracle.
Common Miracle- Heroes/Villains with a Common Miracle can only use Magical Effects Tier 4 and Below. For Magicrafting purposes your Common Miracle is considered Tier 4.
Uncommon Miracle- Heroes/Villains with a Uncommon Miracle can only use Magical Effects Tier 3 and Below. For Magicrafting purposes your Uncommon Miracle is considered Tier 3.
Rare Miracle- Heroes/Villains with a Rare Miracle can only use Magical Effects Tier 2 and Below. For Magicrafting purposes your Rare Miracle is considered Tier 2.
Legendary - Heroes/Villains with a Common Miracle can only use Magical Effects Tier 1 and Below. For Magicrafting purposes your Legendary Miracle is considered Tier 1.
Vocation Tools: Hero Ring. Heroes are granted a ring as a sign of their station as a hero. While keeping a secret identity isn’t mandatory it is recommended. Heroes may use the ring to transforms into their costumes. +2 to rolls that deal with hero work. This increases by an additional +2 for every year an angel completes at the school.
Attribute Increase: Upon choosing this school the player receives a +1 to Charisma.
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School Description: Located in Alexandria, despite being a Community College, South Alexandria is a magnificent place for student to learn combat magic. The students at SACCM are trained to become Knights.
Vocation Description: As a vocation, Knights are relics from a more traditional era. In recent times, Knights were little more than mercenaries who solved problems and performed missions for a fee. These missions can include performing manual labor, acting as escorts, gathering secret information, retrieving stolen items, and carrying out assassinations, among others. However, due to the start of the Wrath Epoch, many Knights have returned to the service of their nation of origin, as they were before, to ensure their homeland is safe from the many threats that aim to tear the World of Vala apart. The Knights of the new generation are reminding people why they were the world’s most prominent peacekeepers for thousands of years. +2 to rolls that deal with knight work. This increases by an additional +2 for every year an knight completes at the community college.
Vocation Tools: Knights Soul Weapon. Once accepted into the college, Knights create a soul weapon, a reflection of their heart. Each knight carries a soul weapon, and each soul weapon is unique: far from mere weapons, the magical items are reflections of a knight’s power and soul while being sentient beings themselves. The very nature of soul weapons is complex: they cannot simply be classified as weapons, powers, extensions of their wielders, or separate beings; they are all of those at the same time.
Attribute Increase: Upon choosing this school the player receives a +5 to HP every level.
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School Description: Located in Nocterra, the Imperial Academy of Magic utilizes more unsavory types of magic to push the boundaries and limitations of mortal magic as well as safeguard the realm of darkness known as the Void. Students train at this school to become magical researchers known as Magicians.
Vocation Description: As a vocation, Magicians see themselves as the ultimate practitioners of magic, and only wish to continue to push past the boundaries of magic. Magicians are often eager and impatient to become the powerful master of the arcane they believe themselves to be. With the disappearance of Rokander, magicians have taken on a new role within the World of Vala. With no one to ferry souls through the void and into the great cycle, Magicians travel the world to help the lost souls of the dead reach the afterlife. Aside from being guides to the lost souls, they are also their judges, and juries. Magicians alone posses the power to read their lives and decide whether they are to pass on to Somewhere, or be put to sleep and recycled into life again on the material Vala.
Vocation Tools: Magician Void Helmet. Once accepted into the academy, Magicians are granted a Void Helmet. This helmet allows the user to travel into the void freely and without suffering any of the adverse effects of the plane. These masks are powered by magitech and are often made of metal and neon lights. +2 to rolls that deal with magician work. This increases by an additional +2 for every year an magician completes at the imperial academy.
Attribute Increase: Upon choosing this school the player receives a +2 to Natural AC.
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School Description: Located in Verdun, sits as a masquerade for it’s true intentions. Teaching Villainy. This school gathers young and upstart villains for the purpose of giving villains the tools to attempt to recreate the world in their image. In order to attend this school students must have already unlocked a Miracle.
Vocation Description: As a vocation, Villains exist as agents of chaos. Villains at their core are not necessarily bad or evil, instead they were professional disruptors. They observe the state of the world and attempt to control aspects of it to their own benefits. Most find weak spots in society, loopholes in rules and regulations and the unintended consequences of these things, and then exploit them. Exploit them for their own advantage. +2 to rolls that deal with villain work. This increases by an additional +2 for every year an villain completes at the Valentina Academy.
Miracle: Within the World of Vala, the roles of “Heroes” & “Villains” are slightly different from the norm. Both Heroes and Villains receive their powers from the God associated with their Job. This is not worship of a particular God; these Heroes and Villains are chosen based on if they fit the criteria for both. Once selected, the prospective Hero or Villain will get one chance to accept their new position of power. If they decide not to take on the responsibility, then their life will return to normal. If they choose to take on the role, they will lose access to spells, runes, and other forms of magic. But, they will gain access to a random power that they may cultivate and utilize in the advancement of their role as either a Hero or a Villain. Miracles are categorized as Common, Uncommon, Rare, and Legendary. Common Miracles are the more mundane and less applicable miracles. Uncommon are the more useful but still not optimal miracles. Rare miracles that offer multiple bonuses and grant the user extreme power. Legendary miracles place a character beyond most mortal limitations.
Magicrafting Miracles: Because Miracles grant such high levels of power. They limit your overall magic potential. Depending on the categorization of your Miracle.
Common Miracle- Heroes/Villains with a Common Miracle can only use Magical Effects Tier 4 and Below. For Magicrafting purposes your Common Miracle is considered Tier 4.
Uncommon Miracle- Heroes/Villains with a Uncommon Miracle can only use Magical Effects Tier 3 and Below. For Magicrafting purposes your Uncommon Miracle is considered Tier 3.
Rare Miracle- Heroes/Villains with a Rare Miracle can only use Magical Effects Tier 2 and Below. For Magicrafting purposes your Rare Miracle is considered Tier 2.
Legendary - Heroes/Villains with a Common Miracle can only use Magical Effects Tier 1 and Below. For Magicrafting purposes your Legendary Miracle is considered Tier 1.
Vocation Tools: Villain Mask. Villains are granted a domino mask as a sign of their station as a villain. While keeping a secret identity isn’t mandatory it is recommended. Once you put on the Villain Mask it transforms you into your costume and your alter ego.
Attribute Increase: Upon choosing this school the player receives a +1 to Charisma.
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School Description: Located in Kirin, the School of Vaconic Mastery was made up of vaconics whose main objective was to ensure the domination and security of Vaconics over other mortals.
Vocation Description: As a vocation, Warlocks, are expected to safeguard Vaconics over all others. To ensure that Vaconics can live a life of freedom as well as to bring more of their kind into the fold and booster their numbers. Warlocks are the main force of the nation of Kirin and act as a standing army against it’s foes. +2 to rolls that deal with warlock work. This increases by an additional +2 for every year an warlock completes at the school of vaconic mastery.
Vocation Tools: Warlocks Crown of Misery. Once accepted into the school, Warlocks are gifted a crown that allows their leader, Misery Foglore, to both communicate with them but also to shut down any vaconic rampage a warlock might be going though. It takes her a minute to stop your rampage. This occurs to allow a Warlock to feel free to use their Vaconic Mutation.
Attribute Increase: Upon choosing this school the player receives a +1 to Strength.
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School Description: Located in Spheris, the University of the Weird aims to provide a solid education for Vaconics. Giving Vaconics the tools to use their gifts responsibly and for the greater good of all.
Vocation Description: As a Vocation, a Witch is dedicated to promote the peaceful coexistence between Vaconics and other mortals. To showcase that vaconics and their power isn’t something that should be feared but instead understood. Witches take missions to protect and safeguard Vaconics from both the danger of their power but the actions of people who would want to use their power incorrectly. +2 to rolls that deal with witch work. This increases by an additional +2 for every year a witch completes at the university.
Vocation Tools: Witch’s Broomstick . Once accepted into the university, witches are given a broomstick to allow them to get around and travel to their missions freely and quickly. The broom is sentient and detests combat, while in combat you have a movement speed of 50ft. While outside of combat and traveling to a destination the broomstick moves about 500ft. (about a mile every 10 seconds)
Attribute Increase: Upon choosing this school the player receives a +1 to Constitution.
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School Description: Located in Ikarus, the Wizard’s collective aims to solve the mysterious of the magical world while showcasing the domination of mortals over spirits. The collective teaches that the World of Vala was made to be manipulated by mortals, wizards who leave from this school believe that the world is there to command and explore the magic that runs through it.
Vocation Description: As a Vocation, wizards aim to solve conundrums in the magical world. They push the boundry of what mortal magic can accomplish and they are often hired as researchers, magical tutors, and teachers, but they are primarily called to solve magical mysteries. They accomplish all of this while bending the world to their whim. +2 to rolls that deal with witch work. This increases by an additional +2 for every year a Wizard completes at the collective.
Vocation Tools: Wizards Wand. Once accepted into the collective, wizards are given a wand. Once receiving a wand a wizard casts all magic through the use of this tool. While initially given a basic wand wizards may enchant and customize their wand to grant different effects when a spell is cast through it. While utilizing your wand in Magicrafting it is considered a Tier 3 spell. While crafting with your wand it is considered a Tier 4 material.
Attribute Increase: Upon choosing this school the player receives an additional +5 to Mana for every level starting at Level 1.
Vocation Traits
While attending a school, you earn innate traits once you pass a full semester. There are 8 possible traits you can learn at each institution. Players have access to the trait at the beginning of a new semester. Players must be careful choosing a school because they must endeavor to represent the morals found at the specific location. If they do not, they may be expelled from a school, lose access to all traits at that school, and be barred from easily attending other institutions of higher learning.
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First Semester: Conference Room. One of the first things that is taught to agents is how to create a conference room. The Conference Room is essentially its own environment with effects determined by the castor. In the real world it occupies a certain amount of space, a 20x20x20x20-foot tesseract. While it takes the form of a solid tesseract in the real world, within the room it becomes a seemingly endless space with a movable space of 200x200x200x200 feet.
When creating a conference room, a character makes a predetermined room as an action. The room acts as a barrier preventing enemies from leaving, but won’t stop anyone from entering. The room isn’t a technique users can just throw out. It costs 2 mana to utilize and 2(Your Level) mana to upkeep every turn it is active (every turn in initiative) and inflicts one level of exhaustion when used. If the room is broken in any way, it inflicts another level of exhaustion. Only one room can exist in a specific space, they can’t overlap. If a room is already active and another user tries to use their own, they must make a Wisdom roll contested against the other creatures’ Wisdom roll, with the losers having their room broken.
Players may use the Magicrafting system to add different magical components to their conference room but for the sake of magicrafting Conference Rooms starts at Tier 2 initially.
Once players receive their conference room they will get the option to choose one of the following effects. Once chosen players cannot change their semester effect.
Closed Door Meeting. The conference room can’t be entered easily. It has an Armor Class of 15, it has a Damage Threshold equal to the casters level, it’s immune to to any nonmagical damage, and has a number of hit points equal to three times the casters level.
Break Time. Upon activating your conference room, targets you’ve selected in your conference room lose one level of exhaustion and recover hit points equal to 2(Your Level) every turn.
Overworked. Upon activating your conference room, targets you’ve selected in your conference room gain one level of exhaustion and lose hit points equal to 2(Your Level) every turn.
Second Semester: Conference Room Additional Effect 1. Choose a new effect for your conference room. Once chosen players cannot change their semester effect.
Boss Time. Creatures of your choice within your conference room must make a Wisdom roll contested against your Wisdom at the start of every turn within your conference room or be Charmed or Frightened (your choice).
Office Cleanse. As a bonus action, while in your conference room, you can cleanse yourself of any condition you’ve suffered prior to or while inside your conference room. However, if you’ve obtained any levels of exhaustion, you can only cleanse one level of exhaustion at a time with this ability.
“Dont Shoot the Messenger.” You cannot be targeted with ranged attacks while within your conference room.
Third Semester: Conference Room Additional Effect 2. Choose a new effect for your conference room. Once chosen players cannot change their semester effect.
Working through Lunch. Targets of your choice within you conference room cannot benefit from healing spells, effects, or traits.
Passing the Buck. Targets of your choice within your conference room suffer (YourLevel)d4. The damage type will be one that you currently resist. They take this damage at the start of each of your turns.
Breaking new Ground. As a bonus action, you shake the ground under targets of your choice within your room. Chosen targets must succeed on a Dexterity roll contested against your Wisdom roll or fall prone and take a number of d6’s of bludgeoning damage equal to your level.
Fourth Semester: Conference Room Additional Effect 3. Choose a new effect for your conference room. Once chosen players cannot change their semester effect.
“I’m taking point on this.”. Whenever targets of your choice are casting a spell, they must make a contested Wisdom roll against your Wisdom roll. On a failure, the targets spell fails and has no effect.
Earnings Prediction. Upon activating your room, your brain runs at high speeds making predictions of soon to come actions and events. Roll three d20s and record the numbers rolled. You can replace any roll made by a creature that you can see within your domain. These rolls are lost upon finishing a long rest or using your conference room.
Recovery Room. Upon activating your room, you recover a number of d6’s of hit points equal to your level and you gain the benefits of a short rest. When you close your room or your domains duration meets its end, you gain this benefit again. Creatures you designate as an ally, also gain this benefit when you room.
Fifth Semester: Conference Room Additional Effect 4. Choose a new effect for your conference room. Once chosen players cannot change their semester effect.
Training Wheels. As a bonus action, you target creatures of your choice within your room. A cord of energy or object of the room tethers the target to you. Whenever you take damage, the target must make a Constitution roll contested against your Wisdom roll. On a failed roll, you take half the damage (rounded down), and the target takes the remaining damage. This tether lasts for a number of damage instances that you take equal to your level.
Trapped at the Watercooler. As a bonus action, objects appear that ensnare creatures of your choice within your domain. The targets must succeed on a Strength roll contested against your Wisdom roll or be restrained by the objects until the end of their next turn. A Large or larger creature has advantage on this contested roll. If the target succeeds on the save, the objects fade/shrivel/break away.
Stunted Movement. Targets of your choice within your domain have their movement speed and the range of their teleportation abilities or spells halved.
Sixth Semester: Conference Room Additional Effect 5. Choose a new effect for your conference room. Once chosen players cannot change their semester effect.
Duel. You select one creature within your room for a one on one duel. You and the target now stand in a circle 5 feet apart at all times within your room and cannot leave the circle until you finish the duel. You and the target are given an appropriate weapon for the theme of the duel and are placed into a separate initiative with only each other. At the start of this initiative both you and the target make a single attack roll at each other, treating each others Armor Class as 10 + Wisdom modifier instead of traditional Armor Class. Furthermore, you and the target cannot be effected by attacks and spells outside of the circle. You and the target can receive a number of strikes equal to your Constitution Modifier. And whoever lands the last strike on their opponent first wins the duel. If you win, you recover a number of lost hit points equal to twice your level, and the losers hit point maximum is reduced by a number equal to twice your level. If you lose, you gain nothing as your room closes, and the target recovers a number of lost hit points equal to your level.
Upwards Momentum. Creatures within your room must move up to their full movement every turn without backtracking. If a creature doesn’t use all their movement or backtracks in a turn, they are teleported to a location of your choice.
Corporate Retreat. All targets within your domain cannot intentionally commit violence within your domain. If a target attempts to commit violence within your domain, they instead hit only themselves with their violent action.
Seventh Semester: Conference Room Additional Effect 6. Choose a new effect for your conference room. Once chosen players cannot change their semester effect.
Clocking-In. Creatures within your room are placed in a spot of your choice for the rooms duration. If a creature attempts to leave this spot, they are immediately teleported back to this location and they have disadvantage on the next roll they make.
Human Resource. Creatures within your room must speak only the truth. If a creature within your room intentionally speaks a lie, you heal for 1d12 hit point and their hit point maximum is reduced by 1d12 until they finish a long rest.
Psych Eval. You can use your room to enter your targets minds either transfering or stealing information from their minds. When you strike a target you can flood their mind with 1 year worth of information Stunning them until the end of their next turn. Alternatively, you can copy and store 1 years worth of memories from your target into your own mind.
Eighth Semester: Conference Room Additional Effect 7. Choose a new effect for your conference room. Once chosen players cannot change their semester effect.
Stock Trading. Creatures within your room (except you) must roll three d6’s at the start of each of their turns.
If a creature rolls none of the same numbers on their dice, .you gain advantage on your next roll.
If a creature rolls two of the same number on their dice, you gain the benefits of a long rest
If a creature rolls three of the same number on their dice, you do not lose HP or mana for 30 seconds.
If a creature refuses to roll their dice at the start of a turn, then your next attack against that creature will be critical regardless of the roll you make.
Additionally, if a creature rolls three of the same number on their dice twice during the rooms duration, they are teleported outside of the room.
Write Up. Upon activating your room, you accuse creatures of your choice within your domain of a crime that they may or may not have committed. The Accused must use their turn to make a Charisma (Persuasion) or a Charisma (Deception) contested against your Wisdom to make a convincing argument of their innocents of the crime they’ve been accused of. If they fail the roll they are sentenced. The sentenced creature subtracts 1d4 from their next roll, they are disarmed of their weapons and cannot cast spells for the duration of the room, their armor class is reduced by 5 for the duration of the room, and your next attack that lands against the sentenced creature does triple damage.
Open Meeting. When you activate your room, you may choose to not create a barrier. Your maximum room expansion range increases to 250 ft., with the center at the middle, but you may expand your room with a smaller range if you wish. As a Bonus Action, you may change the range of your domain (250 ft max). Your room cannot be destroyed unless you receive 1/3 of your maximum hit points in damage. On a failure, the room is destroyed. Due to not having a barrier, your room is much easier to escape.
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First Semester: Divine Talisman. As an agnel you are able to produce Talismans, warding runes that can be plastered onto an object or used to attack. During a long rest, you can prepare the talisman using ink or your own blood, to create a single Talisman. When you finish a long rest you can imbue a number of talisman up to your level + your Divinity roll. One Talisman can be plastered on an object to ward unwanted creatures using an action. If plastered on the ground or wall, it affects a 5 feet x 5 feet square, centered on the talisman. If an unwanted creature attempts to touch the object the Talisman is attached to they make a Dexterity contested roll against your Divinity (Intelligence) roll.On a failure they take divine damage equal to 5 x Your Current level, and are pushed back 10 feet from the object. On a success they take half the damage but are still pushed back. You may use a talisman as an attack by throwing it with a maximum range of 20 ft. The damage deal is 3 x your current level
Second Semester: Soul Channel. You can perform a ritual to channel a dead creature’s soul or deity into your body. To channel a person’s soul, you must know their name and what they look like. For deities, you need only know their name. You must spend at least 1 minute in concentration, after which the connection is established. For the next 10 minutes, that soul or deity will use your mouth to speak. Other people can ask the soul or deity up to 5 questions regarding present or future events, or for more specific guidance concerning a problem. How the question is answered is up to LM discretion, and they are under no obligation to answer truthfully. This connection can end early by your choice, or if your body reaches 0 hit points.
During this ritual, the soul or deity may attempt to wrest control over your body. You then must make a Charisma roll contested roll against their Wisdom roll. Failure means that the soul or deity takes full control over your body for the remainder of the ritual and you can no longer end this by your choice. After which, you have no memory of what they were using your body to do. During the time, the LM (if it was a NPC) or player (if it was a dead player’s character) is in full control of your character. While in control, instead of yours, they instead have the proficiencies they had in life while using your body, and can use any of your traits as they please. You are aware of attempts to take control, and can choose to end the connection immediately on a successful save to prevent more attempts.
Third Semester: Sacred Dances. With the start of your Third Semester you begin to learn Sacred Dances. Using an action, you can start your sacred dance and select a ritual that you know. Target up to 3 creatures within 60 feet of you and grant them either the blessing or curse of the ritual, as listed below. If the target moves farther than 60 feet away from you, they lose the effects of blessings or curses. The Sacred Dance and its effects end after one minute since it started or when you stop dancing, either by your choice (no action required by you) or if you become unconscious, paralyzed, grappled or your movement speed is reduced to zero. During the Sacred Dance you are able to change a ritual into a different one. The effects of the old one will cease in the place of the new one. Every time you learn a new ritual the number of creatures you can target increases by 1.
Sacred Dance - Divine Lands. Your deity grants you the Divine Lands Ritual. Giving you the ability to bless or curse an area.
Blessing:Targeted creatures are gains a +5 feet bonus to its movement speed, ignore terrain penalties if they move on the ground, and gain 2d8 hit points.
Curse: Targeted creatures must make a Dexterity roll contested against your Divinity (Intelligence) roll. If the creature fails its contested roll, they become restrained. However, they can use their action to make a Strength contested roll against the same Divinity roll. On a success, they are freed.
Fourth Semester: Sacred Dance - Fortuna. Your deity grants you the Fortuna Ritual. Giving you the ability to change the fortune of creatures around you.
Fifth Semester: Sacred Dance - Crop Fertility. Your deity grants you the Crop Fertility Ritual. Giving you the ability to change the weather. This effect greatly improves the surrounding area’s crops and vegetation within half a mile away from you. Rain comes down falling, dousing off all surrounding fires in a 200 foot cube centered on you. This can’t be used to get rid of magical fires.
Blessing: Targeted creatures are freed from any natural weather penalties and they have advantage on the next ability check, attack roll, or contested roll they make.
Curse: Targeted creatures must make a Constitution saving throw against your Divinity (Intelligence). If that creature fails its contested roll, they are affected by a wind storm. As long as the enemies remain targeted by you in consecutive rounds, a failure means that they receive cumulative penalties each time they fail
Sixth Semester: Sacred Dance - Plentiful Harvest. Your deity grants you two different sacred dances: Plentiful Harvest & Festival.
Blessing: Targeted creatures have their exhaustion level decreased by 1 and they regain 1d12 + your Intelligence modifier hit points.
Curse: Targeted creatures must make a Constitution roll contested against your Divinity (Intelligence) roll. If that creature fails its saving throw, they take 2d12 divine damage and gain one level of Exhaustion.
Seventh Semester - Festival. This ritual can only be performed outdoors, or in spaces where the ceiling is at least 100 feet high. You conjure fireworks that shoot into the sky, flying within a 200 foot cube centered on you, turning the area into difficult terrain. Darkness turns to dim light, and dim light to bright light in this area. At the start of a creature’s turn, you may force that creature to do a Dexterity roll contested against your Divinity (Intelligence) roll. On a failure, it takes 2d12 divine damage, and half as much on a successful roll.
Blessing: Targeted creatures receive elemental magic resistance.
Curse: Targeted creatures must succeed on a Constitution roll contested against your Divinity (Intelligence) roll. If a creature fails its saving throw, it takes 4d6 cold damage, and half as much on a success.
Eighth Semester: Divine Barrier. Using an action you can create a barrage of divine energy around you lastine one minute. This barrage starts in a sphere with a 10 feet radius centered on you, and moves with you. The radius increases by 10 feet at the start of each of your turn up to a maximum of 60 feet. When a creature enters this space or starts their turn in it, you can force that creature to make a Dexterity roll contested against your Divinity (Intelligence) roll. On failure, they take 10d6 divine damage, or half as much on a success. You gain one level of exhaustion upon activation of this technique.
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First Semester: Druidic Sight - Spirit Goggles. A Druidic technique that allows the user to feel the presence of other creatures, even if they are hidden or too far away to be seen naturally.
You gain +4 in the Perception skill.
As an Action, you magically enhance your vision up to 60ft. The user may see through normal and magical darkness, see invisible creatures and objects, perceive the original form of a creature transformed by magic, and identify the individual aspects of an individual’s magic.
You add your Wisdom modifier to your Initiative rolls.
Second Semester: Druidic Reinforcement. A Druidic technique that allows the user to use their connection to the world around them to create invisible armor around them providing potentially incredible offensive and defensive capabilities. When activated as an action you gain the following benefits for 1 minute:
Increase your Constitution by 1.
As a free action you can imbue your attack with Druidic Reinforcement, adding 2d8 on the damage and now your attacks count as magic to overcome immunities.
When a creature attacks you, you can use a reaction to block the attack with Druidic Reinforcement, halving the damage and gaining a bonus of +2 to your AC, that lasts until the end of your next turn.
Third Semester: Druidic Soul. A Druidic technique that allows the user to open their soul to the world. To open the soul allows druids to soothe spirits but also showcase their willpower and intentions to the world. You gain the following benefits:
As an action, you can attempt to exert your will on creatures you can see in a 15-foot cone that can see you. The creature is forced to make a Wisdom roll contested against your Wisdom roll. On a failed roll, the target is stunned until the end of your next turn. A creature who succeeds on this save against this trait is immune to it for the next 24 hours. While stunned creatures will be in a calmed state and you will have advantage on charisma checks against them.
Fourth Semester: Druidic Sense. As a bonus action you may use your connection to the world to “feel” your surroundings and predict the movements of your enemies. This ability will last for 4 rounds in which your AC will increase by 4.
Fifth Semester: Druidic Perception Master. Having an extraordinary mastery of mixing druid teachings with your natural senses. As an action you can activate this trait, when you activate this trait you cannot be hit by any attacks, but while this skill is active you cannot attack, so when you stop using your ability as a bonus action you gain advantage on your first attack, but you have exhausted your sense becoming slow making you have disadvantage on hitting for 2 of your turns, after the 2 turns you have no disadvantage on your attack, you also cannot use this trait while on the debuff for this effect.
Sixth Semester: Druidic Reinforcement Mastery. You have trained your Druidic Reinforcement to the fullest being as effective as possible.
Druidic Blast. You have been trained in your Druidic Reinforcement long enough to gain the ability to fire a blast of spirit magic at someone dealing 3d8 spirit damage. This blast of spirit magic has a range of 30 meters.
Internal Destruction. You can use your druidic reinforcement to internally attack a creature. By doing this, you can automatically get a critical on your target as long as they are within 30 meters of you. You can only use this ability 3 times before taking a long rest.
Seventh Semester: Druidic Pressure. Druidic Pressure. If used with a sufficient degree of power, Druidic pressure is capable of damaging inanimate objects and structures in the user’s vicinity. By using a burst of drudic magic the user is able to break objects and buildings around them with enough force, along with hurting those in the same vicinity. Upon use of this ability the targets in a 60ft area must make a dexterity roll contested against your Wisdom roll. On a failure the targets take 5d8 + Wisdom damage from the debris that is then broken or moved by the ability.
Eighth Semester: Mastered Druidic Soul. Your soul has reached a point of the utter extreme that it may now forcefully impact the world with ever destructive impacts via infusion. At will; you can imbue your limbs or an item(s) of your choice with your soul. Doing so coats them with such a rampant force of magic which can shatter unbreakable defenses and bring heel to all. Whatever you choose will deal 2d12 + Wisdom modifier and Strength or Dexterity of the whatever damage type the soul-Infused item normally deals that will openly ignore all immunities, resistances or reductions that a creature or a target may have towards your attacks. It will deal maximum damage to structures and unattended objects when it strikes. This will last for 1 minute which it can only be done once per day.
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First Semester: Heroic Aura. Allies within your presence are invigorated by your determination. You and friendly creatures within 30 feet gain a bonus to all rolls equal to your Charisma modifier.
Second Semester: Heroic Haste. Combatting injustice requires swift action, which you excel at. You gain a bonus to your Initiative rolls equal to your Strength + Dexterity modifier.
Third Semester: Heroic Image. Your presence inspires hope, and your words ring with honest purity. Friendly creatures within 30 feet gain advantage on their attack rolls.
Fourth Semester: Hidden Power. If a friendly creature that you can see is knocked unconscious, you gain the following benefits for the next 1 minute:
You regain half your total hit points (if this healing should exceed your total hit points add the excess as temporary hit points)
Increase your strength, dexterity, constitution and charisma values by a value equal to your level.
You gain resistance to all damage
Fifth Semester: Heroic Protector. If in the previous or current round an enemy has damaged an ally or yourself. You may add your Charisma modifier to attack rolls against this enemy.
Sixth Semester: Power Unleashed. You gain the following benefits: You gain an additional extra attack and Whenever you make a successful attack roll, restore 2 hit points.
Seventh Semester: Heroic Resolution. You become immune to the blinded, charmed, deafened, frightened, incapacitated, paralyzed, petrified, poisoned, and stunned conditions. Additionally, spells and other magical effects cannot put you to sleep, and you become immune to the effects of exhaustion.
Eighth Semester: Pro-Hero. Through your sheer willpower and dedication to save others you can make miracles happen. Through extensive training you can sense immediate danger with lightning speed. You can no longer be surprised as a result of not being able to see the danger. You can also use a reaction to do one of the following.
If a creature that is within the distance remaining in your movement as of the end of your last turn is being attacked by a melee or ranged attack specifically targeting them, you can move to them and shove them out of the way by 5ft, taking their place. You become the target of the attack, which counts as a critical hit if it hits you.
If a creature that is within the remaining distance of your movement as of the end of your last turn is targeted within an AOE attack you can move a space within 5ft of them to obstruct the attack and shield them from the brunt of its effects. They gain advantage on their contestd roll and take no damage on a successful roll or half damage on a failed save. You gain disadvantage on the contested roll and take three-fourths damage on a successful save, rather than half. If you were to take no damage on a success, you instead take half damage.
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First Semester: Soul Weapon. The primary weapon of a knight, the Soul Weapon, is a weapon which deals 1d10 soul damage. The weapon form is dependent on the user’s want when it is forged. Although the specific appearance is dependant on the wielder as it is an imprint of their soul, most knights have their soul weapon primarily take the form of sword. Knights are not limited to just the form of a sword, they may have their soul weapon take the form of any weapon. Though initially formless, the spirit inside the weapon is molded by the user’s soul, eventually becoming its own being. If your soul weapon is destroyed, it can be reformed during a long rest. As a knight it is considered dishonorable to use any weapon but your Soul Weapon. You gain a number of traits that are useable as long as you’re wielding your soul weapon.
Fight Tempo. Your attacks are more potent when you can fall into a perfect rhythm in combat. Whenever you hit a creature with an attack that you had hit the previous round, you gain a +3 to damage against that creature for the next round. This effect stacks with itself, up to a maximum of +12 damage. The effect is reset if you attack any other creature.
Second Semester: Knight’s Strength. You gain +2 to your Strength score. Additionally, you count as one size larger for all intents and purposes, though your actual size doesn’t change.
Third Semester: Soul Weapon - Initial Release. Through intense training and work on your skill with your weapon your soul weapon has developed its own personality. You must come up with a name for your weapon and from this point on you’re considered true knight partners. As a bonus action for 15 mana you call your weapons name, invoking its power and activate your Initial Release for 1 minute. In this form your weapon shifts appearance again and may even become a different type of weapon if you choose but you can’t change the weapon form after you settle on one. Your soul weapon now has a number of HP equal to five times your level. While on you it uses your AC, otherwise its AC is 11. Your soul weapon gains 1 ability that you may select on the Initial Release table. This ability is only available when you are in your initial release.
Knight’s Speed. You gain +2 to your Dexterity score. Additionally, you gain additional reactions equal to half of your dexterity modifier, rounded down. Your speed permanently increases by 20 feet.
Fourth Semester: Knight’s Body. You gain +2 to your Constitution score. Additionally, your hit point maximum cannot be reduced. You are immune to effects that would cause instant death
Fifth Semester: Eternal Knight. Your reputation as a knight proceeds you and tales of your deeds spread far and wide or, at the very least, you are competent at what you do. If your total for a Wisdom check is less than your Wisdom score when talking to any high ranking official and any friendly creature, you can use that score in place of the total. Additionally, your Wisdom or your Strength score (your choice) is increased by +2.
Sixth Semester: Unstoppable. You will reach them always you ignore difficult terrain, and your speed is not reduced when climbing or swimming, Additionally, you can move through a creature’s space, forcing them to make a contested athletics check or be knocked prone.
Seventh Semester: Executor. You no longer fight, you execute. If you hit a prone creature with an attack, it becomes a critical hit. When you kill an enemy, all creatures that can see you become frightened of you until the end of your next turn.
Eighth Semester: Soul Weapon - Final Ascension. Your weapon and you are one in the same. Your thoughts and emotions, your very wills are intertwined allowing you to draw forth the maximum power your weapon is capable of. You now gain critical hits with rolls of 19 or 20. While in initial release, as a bonus action you utter the phrase “Ascend, (Weapon’s Name)” to unleash the power within for 30 additional mana for 1 minute. In this form your weapon shifts appearance again and may even become a diffrent type of weapon if you choose but you can’t change the weapon form after you settle on one. Your weapon has all of the same statistics as you. You gain the following benefits while you are in your ascended form:
Your maximum HP is doubled and you regain 5 HP per your level.
You now gain critical hits with rolls of 17 - 20.
You gain an ultimate ability from the ultimate ability table that can only be used during your Ascension and takes an action to activate.
Once the time runs out for this ability you gain two levels of exhaustion.
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First Semester: Void Host. You have worked so closely with the dark magic of the void that you become a host to a portion of it. It bonded with you, taking root inside your body. It is not visible or intractable by any corporeal creature. The void can only be seen by a creature who can detect magic. The Void and you, the host, are now in every sense of the word Linked. You both occupy the same space, move together and take damage in concert. You also have between you and your Void an intimate shared thoughts telepathic connection that permits instantaneous Internal Communication between both parties. The Void can act independently of you and is able to see, speak and write using respectively your sight, mouth and hand. Otherwise, in order to perform such tasks, the Void must form a small external protuberance shaped as a mouth, eye and hand but which can serve no other purpose such to inflict damage. It can do so, at any time without provoking a transformation. The very deep nature of this bonding creates an impenetrable annoying mind static which makes it impossible for the Void’s and host’s thoughts to be telepathically scrutinized without their consent by any other. As a host of the living void you can also see spirits and wayward souls and the monsters they create. You are given the ability to sublimate them. Sublimation gives you the following benefits:
Sublimation: When you slay a soul, you can decide to release their consciousness from their soul and from their tethers of the world and allow them to go to Somewhere, the heaven created by Angelo Barberi. Alternatively, you may decide to send their consciousness through the Void, allowing them to be reborn alongside their soul, thereby restricting them to the world for another cycle.
Second Semester: Void Transformation. Your void envelops your body including your clothing and armor. You can transform as a bonus action but the transformation lasts for 1 min before it ends and you gain 1 level of exhaustion. While transformed you gain the following benefits.
You gain a number of temporary hit points equal to your normal hit points during your transformation. These hit points cannot be influenced by spells, items, or traits. If these temporary hit points are depleted your transformation ends.
You are immune to disease in both the transformed and host state.
You gain vulnerability to fire damage in the transformed state and disadvantage on rolls versus fire damage in the host state.
Your AC is equal to 10 + Your Constitution Modifier + Your Wisdom Modifier.
Your speed increases by 20ft.
Your unarmed strikes deal 1d8 void damage.
Third Semester: Enlarge. While transformed your size doubles in all dimensions and its weight is multiplied by eight. This growth increases your size by one category. If there isn’t enough room for you to double your size, you occupy the maximum possible size of the space available. Until the transformation ends, you also have advantage on Strength checks and Strength contested rolls. In addition, all of your attacks have an additional 5ft of reach.
Fourth Semester: Void Roar. While transforming you can let out a roar with the help of your Void to frighten nearby creatures as an action. This technique can also be used as an action. Each creature of the your choice that is within 60 ft. of the you and aware of you must succeed on a Wisdom roll contested aginst your Wisdom roll or become frightened for 1 minute. A creature can repeat the contested roll at the end of each of its turns, ending the effect on itself on a success. If a creature’s contested throw is successful or the effect ends for it.
Fifth Semester: Void Weapons. As a bonus action you can grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d10 void-bludgeoning, void-piercing, or void-slashing damage.
Sixth Semester: Void Fangs. While in your transformed state you develop natural Void Fangs. You can make an attack to use the fangs and bite a target. It is considered a melee weapon attack with a reach of 10ft. On a hit you deal 1d12 void damage to this target.
Seventh Semester: Void Prescience. The connection between you and the void has become so strong that it allows you to see the Void’s precognition while in your transformed state. You can’t be surprised while you are conscious.
Eighth Semester: Extended Transformation. Pull upon the Void to do its bit in helping you in combat, as a bonus action, 2 additional pairs of arms grow from your transformed body, this gives you better control in melee and obviously more attacks, once per turn when you perform the Attack action and make a melee attack, you can make a grapple or thrust attempt as part of that same action, using these extra arms, also, when a creature within 5 feet of you makes an attack against an ally other than you, you can use your reaction to make a shove attack or an unarmed attack against the attacking creature. This ability lasts for one minute at a time.
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First Semester: Unstoppable Charm. Your appearance is stunning, naturally or with some artificial means, and your social skills are unmatched. You are breathtakingly beautiful or handsome and you gain a +2 flat bonus to all Deception and Persuasion rolls. You also gain the same flat bonus to any Performance roll as long as you are visible to your crowd.
Second Semester: Cunning. You can use your quick thinking and natural agility to take an extra bonus action on each of your turns in combat.
Third Semester: Silver Tongue. You develop your conversational skill to better deceive others. When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one creature you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) roll contested by the target’s Wisdom (Insight) roll. If your roll succeeds: Any attack the targeted creature makes against you is made with disadvantage. Any attack or ability check you make against the targeted creature is made with advantage Both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 2 minutes. You can use it outside of combat. If your check passes, you also have the ability to make any mortal who is neither hostile nor friendly towards you now be considered friendly. Along with this, if your check fails, the target can’t be deceived by you in this way for 1 minute, rather than 2 minutes.
Fourth Semester: Diplomacy. You master the arts of diplomacy. If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If the creature is enraged, hostile, or opposed to you, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 100 feet of you and for 1 minute thereafter.
Fifth Semester: Blameless. You have mastered the art of shifting blame off of yourself, and often onto other people. You have advantage on Charisma (Deception) Checks to convince someone of your innocence. If your check passes you can roll a Charisma (Deception) check contested by a Charisma (Persuasion) check to shift the blame to another creature of your choosing.
Sixth Semester: Overlord. You can spend 1 minute inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier.
Seventh Semester: Rabble Rouser. You have mastered the ability to get people to follow you. In a settlement of village size or larger you can attract a number of commoners equal to 5 times your Charisma modifier who will serve you loyally and even fight for you, at no cost besides basic lifestyle expenses. You may use a bonus action on each of your turns to command the commoners to take one of the following actions in addition to their movement: Attack, Dash, Disengage, Dodge, Help, Hide, Search, or Use an Object. The commoners add your dexterity bonus to their AC, attack rolls, and damage rolls, and your level to their HP.
Eighth Semester: Villain’s Luck. You can activate the following effects each once per combat: Immediately after you roll initiative, you can choose to roll again and can use either the new result or the initial one. When you miss an attack roll, you can choose to hit instead. When you fail an ability check, you can choose to instead treat the roll as 20.
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First Semester: Warlock Initial Release. As a bonus action, you access a fraction of the power within to activate your Warlock Initial Release. Entering into this state reveals you as a Vaconic to anyone that can see you and anyone who can detect magic or see magic may make an Insight check. The DC equals the Vaconics Wisdom score to detect. While in this state your appearance becomes feral as you are covered in a bubbly sickly black cloak of mana and you gain the following benefits:
All spells you know are reduced mana costs by 20.
Your movement speeds are increased by 30 feet.
You have advantage on Strength and Dexterity checks and contested rolls.
This state ends if you choose to do so as an action, or if you are knocked unconscious.
Gain 1 level of exhaustion for every turn your initial release is activated. Vaconics also lose 1 point of Vaconic Control every time they activate it.
Second Semester: Vaconic Initial Release Improvement. While activated your attacks deal an additional 1d10 vaconic damage.
Third Semester: Vaconic Roar. As a bonus action, our vaconic nature gave you the ability to make an inhuman scream, that gives you +1 to one of your scores and gives a -1 to one of your opponent’s scores. After you give the roar, every creature in a 30ft radius must make a Charisma roll contested against your Wisdom roll, on a success they can stand their ground and act normally, on a failure they get frightened and will do their first action with disadvantage.
Fourth Semester: Vaconic Regeneration. As an action, at will once per round, you course mana through your body, weaving it through wounds to heal you. You regain a number of HP equal to the number of mana spent.
Fifth Semester: Vaconic Steps. The air around you attempts to avoid your Vaconic presence. You can move your normal walking speed through the air as if you were flying. However, if something were to paralyze you, or cause your movement speed to fall to zero, you will begin to fall, this includes going unconscious. You must have at least 5 mana to use this trait.
Sixth Semester: Vaconic Speed. You learn how to move between places at incredible speeds, impossible to track with the naked eye. As a bonus action you can spend 5 mana points to teleport somewhere within your movement speed range that you can see.
Seventh Semester: Vaconic Ruin. As an action you expend all of your mana save for 1, you can fire a burst of vaconic magic in a a radius of 100ft centered at the castor, in which every creature must make a dexterity saving throw. On a failure, the creature takes 7d12 + your Constitution modifier vaconic damage and are knocked prone. On a success they take half damage and are not knocked prone. This attack deals twice as much damage to constructs or buildings.
Eighth Semester: Full Warlock Release. You complete let loose. As an action you access all of your Vaconic power for 1 minute. The world recoils from your awesome, but destructive power. But to activate such power you have to sacrifice much. Upon activation you lose 30 vaconic control and after the 30 seconds end you gain 5 levels of exhaustion. They gain the following benefits in addition to the benefits of the initial release.
Your movement speed further increases by an additional 10 x your Dexterity modifier feet.
Your unarmed strikes deal an additional 5d12 vaconic damage.
You have access to an unlimited amount of mana to pull from for your spells and traits.
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First Semester: Witch Initial Release. As a bonus action, you access a fraction of the power within to activate your Witch Initial Release. Entering into this state reveals you as a Vaconic to anyone that can see you and anyone who can detect magic or see magic may make an Insight check. The DC equals the Vaconics Wisdom score to detect. While in this state your appearance becomes serene as you are covered in a bubbly soft white cloak of mana and you gain the following benefits:
All spells you know are reduced mana costs by 5.
Your movement speeds are increased by 10 feet.
At the start of your turn, you regain a number of hit points equal to your Constitution modifier.
You have advantage on Strength and Dexterity checks and contested rolls.
This state ends if you choose to do so as an action, or if you are knocked unconscious.
Gain 1 level of exhaustion for every turn your initial release is activated. Vaconics also lose 1 point of Vaconic Control everytime they activate it.
Second Semester: Witch’s Barrier. As a reaction, an invisible barrier of vaconic force appears and protects you. Until the start of your next turn, you have a +1 bonus to AC, including against the triggering attack. You can spend additional mana points to increase the bonus to your AC, for each additional 5 mana points you use, you gain another +1 bonus to AC. For 10 mana points you can increase the AC of those within 30ft of you by 5.
Third Semester: Vaconic Seal. As an action you can use your Vaconic Mana to target an enemy to restrain them. This costs 3 mana the target will have their arms restrained behind their back by your mana. The target must make a Dexterity roll contested against your Wisdom roll. If they pass they are not impacted by your seal if they fail they are immediately impacted. They can continue to make dexterity contested rolls until they escape.
Fourth Semester: Vaconic Regeneration. As an action, at will once per round, you course mana through your body, weaving it through wounds to heal you. You regain a number of HP equal to the number of mana spent.
Fifth Semester: Vaconic Arms. As a bonus action while cloaked in your vaconic mana as a transformation you can extend your mana past your hand, creating even more bestial appendages. You reach extends by 50 ft.
Sixth Semester: Commune with the World. As an action, you briefly become one with the world and gain knowledge of the plane you are on. The power gives you knowledge of the land within 1 mile of you. In caves and other natural underground settings, the radius is limited to 300 feet. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:
terrain and bodies of water
prevalent plants, minerals, animals, or peoples
powerful divines, vaconics, daemons, and other creatures.
influence from other planes of existence
buildings
Seventh Semester: Protection from Vano. You create a defensive sphere in a 10 ft. radius around your body that is a shimmering white globe of energy. Any spell 4th tier or lower lower cast from outside the barrier can’t affect creatures or objects within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. In addition, you have resistance to all damage. The barrier lasts until the beginning of your next time and must wait 1 minute to use this effect again.
Eighth Semester: Full Witch Release. You become one with your power, as your vaconic mana seemingly purifies vaconic taint in the area. As an action you access all of your Vaconic power for 1 minute But to activate such power you have to sacrifice much. Upon activation you lose 30 vaconic control and after the minute you gain 2 levels of exhaustion. You gain the following benefits in addition to the benefits of the release:
You gain a +5 bonus that can be applied either to weapon attack and damage rolls or spell attack rolls. In addition, the first attack against you each round has disadvantage.
For the duration, you feel the impressions and general emotional state of certain creatures. When you use this power and as your action on each turn until the power ends, you can focus your mind on any one creature that you can see within 30 feet of you. You initially learn the surface emotion–confused, content, happy, nothing, and scared. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s feelings. If you probe deeper, the target must make a Wisdom roll contested against your Wisdom roll. If it fails, you gain insight into what is causing this feeling. If it succeeds, the effect ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence roll contested by your Wisdom roll; if it succeeds, the effect ends.
You have access to an unlimited amount of mana to pull from for your spells and traits.
For the duration, you understand the literal meaning of any spoken language that you hear.
A mental technique of picking up impressions and traces of information about the object touched and the events that have surrounded it. This power allows the user to view events as if they were there, including the sights, sounds, and feelings, both emotional and physical, that the wielder of the object experienced. This power is easier to use on personal objects that were used frequently. Objects that were used once or by several people often make the use of this power difficult, though it was still possible.
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First Semester: Wizard Armament: You allow a piece of your soul to inhabit your wand. This becomes your Wizard Armament. The armament can appear- or disappear out of thin air in an empty space next to you at will, appearing as a slightly glowing almost ethereal object floating in the air around you. The armament is a piece of your soul, and will follow commands. Wizards use this armament to force the surrounding world to bend to their will. If your armament is destroyed it reforms 1d4 days later.
Armament Command: Follow Up. Whenever you attack a target with a melee, ranged, or spell attack within 30ft., you can use your bonus action to attack with your armament. You may choose to imbue your armament with a spirit around you dealing the appropriate damage. If this attack prior to your command was successful your command will automatically hit. If not, you must roll to hit your target.
Second Semester: Armament Command: Haunt/Aid. You can use your bonus action to command your wizard armament to impose disadvantage or advantage on the next attack of target creature within 30ft, until the end of their next turn.
Third Semester: Instinctive Charm. When a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom roll contested against your Wisdom On a failed roll, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful roll, the attack continues as normal. You must choose to use this reaction before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.
Fourth Semester: Forced Telepathy. You can communicate telepathically with a creature no more than 100ft away from you for up to 1 minute. Additionally, while you are communicating you perceive through their senses, and you can forcibly take control of the recipients voice or speak through the recipient in your own voice, even if the recipient is normally incapable of speech.
If the target creature is unwilling, they have to succeed a charisma roll contested against your Wisdom roll in order to resist the possession..
If the creature has a lower charisma modifier than you, they have disadvantage on the contested roll.
A creature is unaware that you are perceiving through them until you say something to them or through them.
While you are communicating you cannot move your on body.
Fifth Semester: Minor Possession. You can possess a creature with lower than 5 intelligence for 3 minutes up to 300ft away. During the possession you perceive through the creature and control it as if it was yourself. Any damage the creature sustains while you are possessing it you will also take damage. All traits can still be used during the possession such as spells or armaments. Additionally at the start of combat you can use a reaction to end the possession.
Sixth Semester: Command: Soul Warp. Whenever you hit an enemy with your wizard armament, you can use your bonus action to tag the creatures soul and warp to an empty space 5ft from the creature.
Seventh Semester: Command: Takeover. Using a bonus action force your soul to consume the power of the latent power of the spirits around the user. The user can use this power to empower yourself or another creature until the end of their turn.
The target must be within 30 ft.
The target can add a 1d20 roll to either a skill roll, attack roll, or damage roll.
Eighth Semester: Command Overtake. You can overwhelm a creature, and possess it completely using a fraction of your power. Using this trait requires great focus and stresses your soul, so it can only be used one per long rest without major drawbacks. While the creature is overtaken, you have a link with it as long as the two of you are on the same plane of existence. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. If used more than once the drawbacks get increasingly and exponentially worse as the strain tears away at your soul.
Additional Uses; You take 1d20 damage that cannot be healed back for 1d6 days. The d20 and d6 goes up by 1 for every additional use.