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The Scion The Scion The Scion The Scion

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0% found this document useful (0 votes)
333 views9 pages

The Scion The Scion The Scion The Scion

Uploaded by

Alexandre Crow
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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The Scion

Scion
"Do not fear the shadows for I walk amongst them protecting
the innocent from those who oppose the powers of good."
— Argost, Scion of Lathander
The mammoth devil stands before the adventurers, he has
attempted to claim the city for the nine hells and the only that
stand a change of stopping him is this group. In the front line
stand a man wearing only a robe, a shield and a sword, this
man knows what he is up against and so in a swift movement
we channel a divine spark withing him marking the objective
with a golden sigil that allows him to know where he is at all
times helping him know when to strike at all times.
Undetected, the high elf stares at it's target from the rafters
he knows these men and women are dissidents of the church
and so she waits for their leader to show up, it is a just a
matter of time and just as he shows up she uses the shadows
to appear right behind him and stab him killing him instantly.
Now she just need to remember the way out or else she is
dead.
Some say scions are not made but born, other speak of
these divine agents as mere myth as they are swift, deadly
and use the power of their god to become legendary being
capable of stopping those who oppose their sacred task.
Scions do not depend on an oath or in hours of praying,
they study both martial techniques that allow them to be
incredibly talented with all weapons and holy scriptures that
help them channel the power of the gods. Additionally, the
knowledge they posses comes from the teaching of many
wise men who became legends and so they attained their
magical capabilities from study and meditation powered by
their sacred blood.
Holy or unholy agents Dreams to a greater purpose
Unlike other divine agents these men and women cannot Some scions have their sacred tasks revealed to them by
hide their alignment inside the moral spectrum as their thanks to dreams, they dream of dark futures where evil has
powers are a reflection of where they stand here, it has been destroyed good or even of some forgotten relic that will
known that some evil scions serve churches that promote empower their god to become the one and only rules of the
acts of kindness it is rare to see such an agent. pantheon. Whatever they strive to achieve it is all in the name
Legends speaks that some scholars who dedicated their of their deity and while some churches try to twist the
time to studying the holy or unholy scriptures of their patron meaning of these divine messages into something that favors
gods allows them to channel into that repository of them, the dreams always show them what path they must
knowledge to become a scion for their church. So many follow and so they study their dreams to understand the
suspect that the hours reading and meditating is that, trying message sent by their divine parents.
to connect to that ancient repository of knowledge that many
scions have created over the years. Creating a Scion
Finally, some say that the hours of study for some scions is
what allows them to channel the power of celestial beings, When creating a scion character, think about what deity or
fiends or even the same elements that created the world but church is the one you serve and how do you serve this order
whatever the origin all agree that scions are a force to be because this will help you chose what sacred task to chose
reckoned with. down the line.
Once this is done think about your characters motivations.
Did your god chose you or did you study to become a scion?
How was your training like? What are your dreams like, are
they visions of a dark future or something to seek? What
types of tasks are you sent to by your order? Did someone try
to distort the meaning of your dreams to turn you into a
weapon?

2
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The Scion
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Chosen Warrior, Unarmored Defense — — — — — —
2nd +2 Sacred Sigil, Fighting Style, Spellcasting 2 2 — — — —
3rd +2 Divine Talent, Sacred Task 3 3 — — — —
4th +2 Ability Score Improvement 3 3 — — — —
5th +3 Extra Attack 4 4 2 — — —
6th +3 Grace and Woe 4 4 2 — — —
7th +3 Sacred Task Feature 5 4 3 — — —
8th +3 Ability Score Improvement 5 4 3 — — —
9th +4 — 6 4 3 2 — —
10th +4 Improved Chosen Warrior 6 4 3 2 — —
11th +4 Improved Sacred Sigil 7 4 3 3 — —
12th +4 Ability Score Improvement 7 4 3 3 — —
13th +5 — 8 4 3 3 1 —
14th +5 Divine Form 8 4 3 3 1 —
15th +5 Sacred Task Feature 9 4 3 3 2 —
16th +5 Ability Score Improvement 9 4 3 3 2 —
17th +6 — 10 4 3 3 3 1
18th +6 Divine Assistance 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Sacred Task Feature 11 4 3 3 3 2

Quick Build Equipment


You can make an Scion quickly by following these You start with the following equipment, in addition to the
suggestions. First, Dexterity should be your highest ability equipment granted by your background:
score, followed by Intelligence. Second, choose the faction
agent background. (a) a martial weapon and a shield or (b) two martial
weapons
(a) a priest’s pack or (b) an dungeoneer's pack
Class Features Leather armor, a holy symbol and five javelins.
As a Scion, you gain the following class features
Chosen Warrior
Hit Points You learn two cantrips of your choice from the cleric spell list.
Hit Dice: 1d10 per scion level They count as scion spells for you, and Intelligence is your
Hit Points at 1st Level: 10 + your Constitution modifier spellcasting ability for them. Whenever you gain a level in this
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution class, you can replace one of these cantrips with another
modifier per scion level after 1st cantrip from the cleric spell list.
Proficiencies At 10th level, whenever you take the Attack action on your
Armor: Light Armor, shield turn you can now cast one of your cantrips in place of one of
Weapons: Simple weapons, Martial weapons your attacks.
Tools: None Unarmored Defense
Saving Throws: Constitution, Intelligence
Skills: Choose two from Acrobatics, Athletics, History, While you are not wearing any armor, your Armor Class
Insight, Investigation, Nature, Persuasion and Religion equals 10 + your Dexterity modifier + your Intelligence
modifier. You can use a shield and still gain this benefit.

3
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Sacred Sigil Two-Weapon Fighting
Upon reaching 2nd level, you learn how to use the power When you engage in two-weapon fighting, you can add your
granted by your divine heritage to censure those who oppose ability modifier to the damage of the second attack.
you. As a bonus action, you can expend a spell slot to place a Protection
seal on a target within 30 feet for 1 minute. You can do this a When a creature you can see attacks a target other than you
number of times equal to your Intelligence modifier. You that is within 5 feet of you, you can use your reaction to
replenish all your seals after a long rest. impose disadvantage on the attack roll. You must be wielding
When you hit a sealed target with an attack, you may a shield.
consume one seal to inflict 1d6 plus another 1d6 for each
spell level, the damage dealt is necrotic if your alignment is
evil, radiant if your alignment is good and lightning if your Playing a Scion
alignment is neutral. Additionally, If you are within 30 feet of
the target, you heal one point of damage for each die of Alignment is very important to scions and so take into
damage your seal inflicts. account flavoring your abilities in a way that this is reflected.
Additionally, as a bonus action, you can force the creature Evil sacred sigils should be full of negative energy while good
to make a dexterity saving throw against your spell save DC, should be full of radiant energy, additionally if a player changes
if the affected creature fails it's saving throw it can't benefit alignment their abilities should reflect this.
from being invisible or hidden.
The seal color depends on your alignment, if you are good
the color of seal on the creature is golden, if you are neutral it Spellcasting
is light blue and if you are evil the color is dark red.
At 11th level, every time you attack a creature that has a By 2nd level, you have learned to use your divine heritage to
seal on it the attack deals an additional 1d6 damage and grant you divine magic to cast spells.
must be of the same type as the one that would be dealt if the
seal was consumed. This can only be done while you have Spell Slots
unspent seals. The Scion table shows how many spell slots you have to cast
your scion spells. To cast one of your spells of 1st level or
Fighting Style higher, you must expend a slot of the spell's level or higher.
You regain all expended spell slots when you finish a long
At 2nd level, you adopt a particular style of fighting as your rest.
specialty. Choose one of the following options. You can't take For example, if you know the 1st-level spell shield of faith
a Fighting Style option more than once, even if you later get and have a 1st-level and a 2nd-level spell slot available, you
to choose again. can cast shield of faith using either slot.
Archery Spellcasting Ability
You gain a +2 bonus to attack rolls you make with ranged Intelligence is your spellcasting ability for your scion spells,
weapons. since their power derives from the study of players and
Blind Fighting
knowing how to use your divine power. You use your
Intelligence whenever a spell refers to your spellcasting
You have blindsight with a range of 10 feet. Within that range, ability. In addition, you use your Intelligence modifier when
you can effectively see anything that isn't behind total cover, setting the saving throw DC for a scion spell you cast and
even if you're blinded or in darkness. Moreover, you can see when making an attack roll with one.
an invisible creature within that range, unless the creature
successfully hides from you. Spell save DC = 8 + your proficiency bonus + Intelligence
modifier.
Defense Spell attack modifier = your proficiency bonus + your
While you are wearing armor, you gain a +1 bonus to AC. Intelligence modifier
Dueling Replacing Known Spells
When you are wielding a melee weapon in one hand and no Scions can decide that they can replace their known spells by
other weapons, you gain a +2 bonus to damage rolls with that spending 2 hour for each level of the spell they wish to learn,
weapon. the previous spell is forgotten by them and are not able to
cast it in anyway possible.
Interception The time spent represents amount of time needed by the
When a creature you can see hits a target, other than you, scion so they can meditate and study the new spell in order to
within 5 feet of you with an attack, you can use your reaction master it, but in addition to this they must have a scroll,
to reduce the damage the target takes by 1d10 + your spellbook or any other written way of studying the spell. The
proficiency bonus (to a minimum of 0 damage). You must be source of the spell becomes unusable after this, turning the
wielding a shield or a simple or martial weapon to use this page into dust.
reaction.

4
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Writing down spells Additionally, your eyes change color depending of your
Any Scion can have their spells known written down in any alignment, golden if you are good, red if you are evil, or light
scroll by spending 1 hour and costs 50 gp. per level of the blue if you are neutral. This allows you to gain darkvision for
spell they are writing down. In addition to this they must up to 60 feet, if you already have darkvision you can expand it
succeed an Intelligence (Religion) skill check against a DC 10 by additional 60 feet.
+ the spells level to write down the spell without any error. Finally, you have advantage on Wisdom (Perception)
checks to notice disguised, hidden, or invisible creatures.
Spell Focus
You can use holy symbol as a spellcasting focus for your scion Divine Assistance
spells. When you reach 18th level, depending of your alignment you
may summon an extraplanar being to assist you on your
Divine Talent divine tasks. Once per long rest, as an action you may cast
By 3rd level, choose one skill in which you are proficient, your the assigned spell at 6th level without spending a spell slot
proficiency bonus is doubled for any ability check you make and material components.
that uses the chosen proficiency. Alignment Spell
Sacred Task Good Summon Celestial
Upon reaching 3rd level you pledge your soul to the service of Neutral Summon Elemental
an your divine heritage and are welcomed into their embrace Evil Summon Fiend
finally becoming a scion of your deity. You gain the Channel
Divinity ability and choose either Beguiler, Avenger or Magus
as your specialty each of which are detailed bellow.
Your choice grants you features at 3rd level and again at
7th, 15th level, and 20th. Multiclassing and the Scion
Furthermore, you are a considered a high ranking official If you use the optional multiclassing rule in the
in your church and will be accorded fine treatment and Player's Handbook, here's what you need to know
hospitality into any church of your deity you travel to. if you choose Scion as one of your classes.
Ability Score Improvement Ability Score Minimum. As a multiclass character
you must have at least an Intelligence score of
When you reach 4th level, and again at 8th, 12th, 16th, and 13 to take a level in this class, or to take a level
19th level, you can increase one ability score of your choice in another class if you already are a Scion.
by 2, or you can increase two ability scores of your choice by Proficiencies Gained. If Scion is not your initial
1. As normal, you can't increase an ability score above 20 class, you only gain proficiency with Light
using this feature. Armor, Shield, Simple Weapons and Martial
Weapons.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Grace and Woe
Starting at 6th level, as bonus action you may consume a seal
on an enemy to gain advantage on your next attack against
that creature or when an the creature attacks, as a reaction
you can consume the seal to impose disadvantage to the
attack. This ability can be used before the attacker hits or
misses and after the attack is rolled. The usage of this ability
does not trigger the damage dealt by the consumption of the
seal.
Divine Form
Upon reaching 14th level, once per long rest as an action you
may assume a form that resembles your alignment, for 1
hour you sprout a set of wings, white if you are good, brown if
you are neutral, or black if you are evil, you now gain a flying
speed of twice your movement. To use this speed, you can't be
wearing medium or heavy armor.

5
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Compel: As an action, you can choose a target. If their
Sacred Tasks Constitution is less than yours they must make a Wisdom
Divinity is withing every scion and as such ever since they are save. If they fail, they attack their closest ally. If their
born they dream of a something they have to do and a path Constitution is equal to or higher than yours this ability
they must follow. Every scion follows a strict life of study, has no effect.
meditation and devotion to their task but each takes a Furious Consumption
different path, some use the shadows to pursue their task, At 7th level, as an action you can consume a seal on an target
others use magic to channel the judgment of their god, and within 30 feet. Every ally adjacent to that enemy may use
finally, some use their martial prowess to smite those who their reaction to immediately attack that enemy.
oppose their god.
Blessing of Fury
Task Spells Starting at 15th level you gain an extra attack against an
Each task has a list of associated spells. You gain access to enemy with one of your seals on it.
these spells at the levels specified in the task description.
Once you gain access to a task spell, you always have it Avenging Form
prepared. Task spells don't count against the number of spells Starting at 20th level you can transform yourself into a
known and cannot be changed. creature from another plane of existence for one minute.
If you gain a task spell that doesn't appear on the scion Your size becomes large. Your Strength becomes 26(+8) and
spell list, the spell is nonetheless a scion spell for you. your Constitution becomes 24 (+7). You emanate an aura of
fear forcing every creature that starts their turn within 20 feet
Channel Divinity of you to make a Wisdom saving throw against your scion
Your task allows you to channel divine energy to fuel magical spell save DC or be frightened for 1 minute. Affected targets
effects. Each Channel Divinity option provided by your task can repeat the saving throw at the end of each of their turns,
explains how to use it. ending the effect on on a success.
When you use your Channel Divinity, you choose which Your depending of your alignment your type changes, if you
option to use. You must then finish a short or long rest to use are evil you become a fiend, if you are good you become a
your Channel Divinity again. celestial, and elemental if you are neutral. You may use this
Some Channel Divinity effects require saving throws. ability once per long rest.
When you use such an effect from this class, the DC equals
your scion spell save DC. Beguiler
Avenger For some scions their sacred task requires them to pursue
their enemies from the shadow, beguilers are agents of the
Avengers are the might and strength of each order, they are church who attack those who oppose them. Most beguilers
soldiers trained to protect that which is most holy or that are surrounded by myths since most strike from the shadows
which most be guarded from all those that desire to defile the and will commit whatever needs to be done from the
church. As such, Avengers are tasked to be mighty warriors shadows for their god.
and are always seen to be stoic and not flexible int their
objectives. Task Spells
Scion Level Spells
Task Spells
Scion Level Spells 3rd Disguise Self, Expeditous Retreat

3rd Bane, Inflict Wounds 5th Darkness, Alter Self

5th Blindness/Defness, Scorching Ray 9th Blink, Gaseous Form

9th Haste, Lighting Bolt 13th Confusion, Freedom of Movement

13th Fire Shield, Wall of Fire 17th Modify Memory, Passwall

17th Flame Strike, Dispel Evil and Good


Bonus Proficiencies
When you choose this sacred task at 3rd level, you gain
Bonus Proficiencies proficiency with Stealth skills and Thieves' Tools.
When you choose this sacred task at 3rd level, you gain
proficiency with medium armor. Channel Divinity
You gain the following two Channel Divinity options. See the
Channel Divinity Sacred Task class feature for how Channel Divinity works. _
You gain the following two Channel Divinity options. See the
Sacred Task class feature for how Channel Divinity works. _ Shadow Dance: Using the shadow you teleport to up to
20 feet to an occupied space that you can see.
Sanctify Weapon: As an action, you can imbue your
weapon with positive energy if you are good, negative if
you are evil, and neutral if you are neutral. For 1 minute,
you add your Intelligence modifier to attack rolls made
with that weapon.

6
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Compel: As an action, you can choose a target. If their Task Spells
Dexterity is less than yours they must make a Wisdom Scion Level Spells
save. If they fail, they attack their closest ally. If their
Dexterity is equal to or higher than yours this ability has 3rd Arms of Hadar, Magic Missile
no effect. 5th Augury, Dragon's Breath
Immobilizing Consumption 9th Animate Dead, Fireball
At 7th level, as an action you can consume a seal on an target 13th Phantasmal Killer, Polymorph
within 30 feet. The target must make a Wisdom save or
become restrained until the end of your next turn. 17th Conjure Elemental, Dominate Person

Blessing of Shadow Channel Divinity


Upon attaining 15th level, you become invisible to any You gain the following two Channel Divinity options. See the
creature with one of your seals on it. Sacred Task class feature for how Channel Divinity works. _
Shadow Form Judgment: As a bonus action, you may cast any spell that
Starting at 20th level you may use an action to become a would normally have a casting time of one action as part
Greater Shadow for one minute. of this action.
You gain damage resistance to acid, cold, fire, lightning, Compel: As an action, you can choose a target. If their
thunder; bludgeoning, piercing, and slashing from Intelligence is less than yours they must make a Wisdom
nonmagical weapons. You gain Incorporeal Movement of up save. If they fail, they attack their closest ally. If their
to 50 feet. Intelligence is equal to or higher than yours this ability has
You can move through other creatures and objects as if no effect.
they were difficult terrain. You take 5 (1d10) force damage if Arcane Consumption
you end your turn inside an object. Starting at 7th level, as a bonus action you may consume a
Your weapon attacks deal damage depending on their seal to force the creature to automatically fail the next saving
alignment, necrotic if your alignment is evil, radiant if your throw.
alignment is good and lightning if your alignment is neutral,
and a successful attack drains 1d4 strength from the target. Blessing of Fire
The target dies if this reduces its Strength to 0. Otherwise, Starting at 15th level, when an enemy with a seal on them
the reduction lasts until the target finishes a short or long attacks you, they immediately take a amount equal to your
rest. If a humanoid of any alignment other than yours dies Intelligence modifer as fire damage per seal. This does not
from this attack, a new shadow rises from the corpse 1d4 consume the seals.
turns later and accompanies you until the next long rest.
You regain the use of this ability after a long rest. Arcane Form
Starting at 20th level you can assume the form of an Fiendish
Magus Archmage if you are evil, a Celestial Archmage if you are
Scions tasked to become magus are powerful spellcasters good, or a Magic Elemental for one minute. While in this
who use their seals to improve their arcane might. They are form, you may use your reaction to absorb a spell that targets
seen as fearsome agents of the church and capable of doing a only you. The spell has no effect, and you regain a spell slot
lot of damage. equal to the level of the spell cast on you.
You may use this ability again once you finish a long rest.
Bonus Proficiencies
When you choose this sacred task at 3rd level, you gain
proficiency with Arcana and Medicine skills.
Spell List
Hex Suggestion Banishment
1st Level Fire Whip* Blight
Armor of Agathys Shield of Faith
3rd Level Death Ward
Charm Person Counterspell Dimension Door
Command 2nd Level Dispel Magic Evard's Black Tentacles
Compelled Duel Aura of Vitality Fear
Comprehend Languages Cloud of Daggers Flame Arrows 5th Level
Cure Wounds Darkness Sphere of Damnation* Contact Other Plane
Detect Evil and Good Enthrall Remove Curse Dispel Evil and Good
Detect Magic Flame Blade Revivify Hold Monster
Divine Favor Hold Person Spirit Guardians Immolation
Hail of Thorns Maddening Sigil* Vampiric Touch Mist of Sacrilege*
Hellish Rebuke Protection from Poison Swift Quiver
Heroism Ray of Enfeeblement
4th Level
Aura of Self-doubt*

7
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Mist of Sacrilege
New Spells 5th-level abjuration
Aura of Self-doubt Casting Time: 1 action
4th-level abjuration Range: Self (20-foot radius)
Casting Time: 1 action Components: V
Range: Self (10-foot radius) Duration: Concentration, up to 1 minute
Components: V A red mist full of negative energy surrounds you with a 30-
Duration: Concentration, up to 1 minute foot radius. Until the spell ends, the mist moves with you,
Your very presence radiates insecurity on those that would centered on you. Each creature in the mist (except you) takes
oppose you. Each hostile creature in the aura must succeed a 1d6 necrotic damage at the beginning of each of your turns,
Charisma saving throw at the start of their turn or suffer a and you heal an amount equal to the total damage inflicted to
penalty to their attack rolls equal to your spell casting ability all creatures.
modifier. Sphere of Damnation
Fire Whip 3rd-level conjuration
1st-level evocation Casting Time: 1 action
Casting Time: 1 bonus action Range: 120 feet
Range: 30-foot radius Components: V, S, M (a piece of sulfur)
Components: V, S, M (the forked tongue of a serpent) Duration: Concentration, up to 1 minutes
Duration: Concentration, up to 1 minutes You concentrate your divine energy to create a sphere of
You produce a whip of fire that you can use as a weapon. This negative energy on the Mundane world. You conjure a 15-foot
whip lasts until the spell ends. It counts as a simple melee radius sphere of darkness, brimstone, and blasting heat,
weapon with which you are proficient. It deals 1d10 fire centered on a point within range and lasting for the duration
damage on a hit and has the finesse, reach and light of the spell. The sphere made out of negative energy that
properties. In addition, when you hit a creature with an attack resonates with echoes of damned souls that can be heard by
from this whip the creature must succeed a strength saving anyone within 30 feet of the cloud.
throw or be restrained. While the creature is restrained, at No light, even magical light, can illuminate the area and
the start of it's turn you deal 1d10 fire damage to the target any creatures fully within the area are blinded. The cloud
and it can use it's action attempting to break free by trying to warps the timescape and the area is difficult terrain. Any
succeed on a strength saving throw. You cannot attack creature that starts its turn in the area takes 2d6 fire damage.
another creature if you have a creature restrained. Any creature that ends its turn in the area must succeed on a
Wisdom saving throw or take 2d6 psychic damage as the
Maddening Sigil voices of the damned cloud their mind.
2nd-level enchantment
Casting Time: 1 action
Range: 30-foot radius
Components: V, S, M (a pouch of desecrated wood ashes)
Duration: Concentration, up to 1 minutes
You mark a creature with a divine sigil that infects their mind
with maddening images, causing them to loose control of
their body and become obedient to your commands. Chose a
creature you can see within range, it must succeed on a
Charisma saving throw or be charmed by you for the
duration. While under your sway, a red sigils can be seen on
the target's eyes.
The charmed target must use their action before moving
on each of its turns to make a weapon attack against a
creature other than itself that you command it to. The target
can act normally on their turn if you choose no creature or if
the target is not within range of their weapons.
On your subsequent turns, you must use your bonus action
to maintain control over the target by command it to attack a
target, if this is not done the spell ends. The target can make
a Charisma saving throw at the end of each of their turns. On
a success, the spell ends.

8
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The Scion
By Drunken Yoda
An intelligence based half-caster for those who seek to
be divine agents that strike down those who oppose
them.

Art Credits
Daejun Park (Gae Go) - Manora.
Watercolour Stains - Flamableconcrete.
BattleMage, Fury of the NorthMen - StuArtStudios.
CharaFun - Vincent Gradt.

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WWW.GMBINDER.COM

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