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(Homebrew) Class - The Scion

The document describes the Scion character class, which gains supernatural abilities from their family's legacy that is passed down through generations. As a Scion, you choose a heritage that grants additional powers related to mastery, might, or mysteries. Scions can summon magical tools and gadgets called legacies that increase in power as they level up based on their family's unique supernatural traditions.
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0% found this document useful (0 votes)
459 views11 pages

(Homebrew) Class - The Scion

The document describes the Scion character class, which gains supernatural abilities from their family's legacy that is passed down through generations. As a Scion, you choose a heritage that grants additional powers related to mastery, might, or mysteries. Scions can summon magical tools and gadgets called legacies that increase in power as they level up based on their family's unique supernatural traditions.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Class: The Scion

Clad in a suit of armor, an elf absent-mindedly walks into a


group of bandits. The elf does not even wince at the bandit chief
brandishing a pair of scimitars, demanding his money or his
Class Features
life. He makes a half-hearted gesture with his hand, and six As a scion, you gain the following class features.
spears materialize in thin air behind her and lunges themselves
into the bandits' heart. The elf walks away, with a sideway
Hit Points
Hit Dice: 1d6 per scion level
glance with a disgust at the now-deceased highwaymen...
Hit Points at 1st Level: 6 + your Constitution modifier
A tiefling sits in a throne, with her legs crossed and her head
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
tilted. A messenger in front of her is reading a letter from her
modifier per scion level after 1st
competitor, mentioning a thing or two of her recent
misbehavior in the high society and demanding her apology. Proficiencies
The messenger makes a small gulp as he sees the shade of Armor: None
ennui and contempt from the heiress' face and the shadow that Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
lurks behind her throne. He knows that all it takes is her nod Tools: None
for that shadow pounces from behind her, tearing him down,
limb by limb... Saving Throws: Constitution, Charisma
A human examnines a set of alchemical contraptions, now Skills: Choose two from Animal Handling, Arcana, Deception,
concocting a peculiar formula that glows in a variety of color. History, Intimidation, Persuasion
He searches through a thick, battered book, and reads a column Equipment
from a page, written in seven different handwritings. He takes You start with the following equipment, in addition to the
another look at the boiling formula, scratches out the last equipment granted by your background:
sentence, and adds his version of the new discovery. He knows
that decades letter, his sons and daughters will read this book, (a) a light crossbow and 20 bolts or (b) five darts
and one day his writing will be scratched out as well... (a) an explorer's pack or (b) a scholar's pack
Some acquire their power through immense amount of A dagger and a simple weapon of your choice
trainings, and some acquire by delving into the knowledge and
secrets of the unknown worlds. For scions, the power is a part
of their birthright, inherited from their parents, and their
Heritage of the Weird
parents, eventually escalating to the ancestor who made a Your extraordinary background grants you an unique legacy
supernatural family tradition. that affects your adventuring style. Choose one of the following
heritages: Heritage of Mastery, Heritage of Might, Heritage of

Creating a Scion Mysteries. Your choice grants you features at 1st level and again
at 6th, 10th, and 18th level.
The most important question you must ask yourself when
creating a scion is your family. A scion is defined by his or her
family, and the inheritance from the family. What is your family
Esoteric Legacy
like? What is the relationship between your family and you? Do As an heir to a supernatural heritage, you are granted a list of
you intend to keep your lineage, or do you want to rebel against extraordinary tools and gadgets known as the legacies as a part
your stuck-up parents, and to an extent, an ancestor whose of your birthright.
name you do not even know, yet managed to toss away their Each legacy is sorted in four ranks that represents its power:
burden to their descendants? Least, Lesser, Greater, Weird. At 1st level, you have access to one
In many cases, it is easy for a scion to hail from a noble Least legacy of your choice from the list at the end of the class
family, whose tradition may or may not include horseback description. You gain access to more legacies as you gain levels
riding, poetry, archery, alchemy, inbreeding, and mass sacrifice in this class: one Lesser legacy at 5th level, one Greater legacy
to Uifghx, also vaguely known as the Lord of Randomly Placed at 11th level, and one Weird legacy at 17th level.
Typeprints. However, not all scions are born with silver spoons; Your legacies are stored in a pocket dimension shared by
your family could be a moderate caravan who once befriended your heritage. As an action, you can summon one of your
a genie, a farmer who has a funny-looking statue hidden in the legacies from the pocket dimension and into your hands, or in
basement, or even a professional wanderer who have been an unoccupied space you can see within 5 feet of you.
almost all realms and multiverse known to mortals. You can also use an action to dismiss any of your summoned
legacies back to the pocket dimension. You can summon and
Quick Build dismiss any number of your legacies as a part of the same
You can make a scion quickly by following these suggestions. action.
First, Charisma should be your highest ability score, followed
by Constitution. (Scions who choose the Heritage of Might
make Strength or Dexterity higher than Charisma.) Second,
choose the noble background.

1
Table: The Scion
Proficiency

Level Bonus Feature Mana


1st +2 Heritage of the Weird, Esoteric Legacy (Least), Esoteric Thrall —
2nd +2 Mana 2
3rd +2 Esoteric Servant 3
4th +2 Ability Score Improvement 4
5th +3 Esoteric Legacy (Lesser), Empowered Legacy (2nd level) 5
6th +3 Heritage of the Weird feature 6
7th +3 Resonant Thrall 7
8th +3 Ability Score Improvement 8
9th +4 Empowered Legacy (3rd level) 9
10th +4 Heritage of the Weird feature 10
11th +4 Esoteric Legacy (Greater) 11
12th +4 Ability Score Improvement 12
13th +5 Empowered Legacy (4th Level) 13
14th +5 Esoteric Sidekick 14
15th +5 Transcendent Descendant 15
16th +5 Ability Score Improvement 16
17th +6 Esoteric Legacy (Weird), Empowered Legacy (5th level) 17
18th +6 Heritage of the Weird feature 18
19th +6 Ability Score Improvement 19
20th +6 Heir to the Weird 20

Legacy Attack Modifier and Save DC


Some of the features of your legacy require you to make an
Esoteric Thrall
attack roll, or require your target to make a saving throw to As a part of your legacy, you inherit a supernatural entity called
avoid or resist its effects. The attack modifier and save DC for the Esoteric Thrall that has served your ancestors and their
your legacy feature is calculated as follows: descendants, and now serves you.
Your thrall takes shape of one of the following creatures: a
Legacy attack modifier = your proficiency bonus + your badger, a bat, a cat, a crab, a frog, a hawk, a lizard, an owl,
Charisma modifier a quipper, a rat, a raven, a scorpion, a sea horse, a spider,
Legacy save DC = 8 + your proficiency bonus + your a weasel. The thrall uses the chosen creature's game statistics,
Charisma modifier except for the following modifications:

Legacy Spells It loses its Multiattack action, if it has one.


Some of your legacy features allow you to cast spells, which are It is an aberration, elemental, fey, fiend, or monstrosity
hereafter referred as your legacy spells. Unless noted (your choice) instead of its original creature type.
otherwise, your legacy spell is cast at the lowest possible level, It understands any languages you speak, but it cannot speak
and it does not require you to expend a spell slot or prepare on its own.
material components, but you use its casting time and other It uses your proficiency bonus rather than its own. In
rules as normal. You use your legacy attack modifier and save addition to the areas where it normally uses its proficiency
DC for your legacy spell's spell attack modifier and spell save bonus, it also adds its proficiency bonus to its Armor Class
DC. and to its damage rolls.

For every two scion levels you gain after 1st, your thrall gains
an additional Hit Die and increases its hit points accordingly.

2
When you cast a legacy spell with a range of touch, your
thrall can deliver the spell as if it had cast the spell. Your
Keeping Track of Proficiency
thrall must be within 120 feet of you, and it must use its
The Unearthed Arcana article "The Ranger, Revised" reaction to deliver the spell when you cast it. If the spell
provides a list of valuable tips on animal companions.
requires an attack roll, you use your legacy attack modifier
The following rule applies to your Esoteric Thrall:
for the roll.
When you gain your Esoteric Thrall at 1st level, its
proficiency bonus matches your at +2. As you gain
levels and increases your proficiency bonus, keep in Empowered Legacy
mind that your thrall's proficiency bonus improves as Beginning at 5th level, you can fuel your legacy with your font
well, and is applied to the following areas: Armor of magic, potentially heightening its power. When you cast a
Class, skills, saving throws, attack bonus, and damage
legacy spell, you can spend additional mana to increase the
rolls.
spell's level, provided that the spell has an enhanced effect at a
higher level. The spell's level increases by 1 for each additional
mana you spend.
Whenever you gain the Ability Score Improvement feature,
At 5th level, you can increase the legacy spell's level up to
your thrall's abilities also increases. Your thrall can increase
2nd level with this feature. The maximum spell level increases
one ability score of your choice by 2, or two ability scores of
your choice by 1. As normal, the thrall cannot increase an by one when you reach 9th level in this class (up to 3rd level),
and again at 13th (up to 4th level) and 17th level (up to 5th
ability score above 20 this way, unless its description specifies
level).
otherwise.
Your thrall obeys your commands as best it can. It rolls for
initiatives like any other creature, but you determine its Resonant Thrall
actions, decisions, attitudes, and so on. If you are incapacitated
Starting at 7th level, when you or your thrall is targeted by a
or absent, the thrall acts on its own.
spell, you can spend a number of mana equal to the spell's level
When the thrall drops to 0 hit points, it dissipates, leaving to make that effect targets both you and your thrall. You and
behind no physical form. To summon your thrall that has your thrall must be within 120 feet of each other to gain this
dropped to 0 hit points, instead of using a bonus action, you benefit.
must perform an 8-hour ritual, which can be performed during
Additionally, when you cast a legacy spell that targets a
a long rest. The ritual costs 25 gp worth of rare herbs and
creature or an object while your thrall is within 120 feet of you,
incenses.
you can spend a number of mana equal to the spell's level to
Your thrall shares your alignment and ideal, and its bond is target a creature or an object that your thrall can see, even if
always, "I am a servant to my master, and shall act as a servant you do not have a clear path to the target.
would do... For now."

Mana Esoteric Sidekick


When you reach 14th level, you gain the following benefits:
Starting at 2nd level, your heritage grants you a pool of of
magical energy known as mana. Your scion level determines the When your thrall is subjected to an effect that allows it to
number of mana you have, as shown in the Mana column of the make a saving throw to take half damage, it instead takes no
Scion table. damage on a successful save, and half damage on a failed
Some of your scion features and legacy features require you save.
to spend a number of mana to fuel its power. You regain all When an attacker that your thrall can see hits it with an
mana you spent when you finish a short rest or long rest. You attack, you can spend 1 mana to allow your thrall to halve
must spend at least 30 minutes of the rest stabilizing the the damage it takes from the triggering attack.
magical energy within you to regain mana.
Transcendent Descendant
Esoteric Servant At 15th level, your extraordinary heritage grants you a peculiar
When you reach 3rd level, you can coordinate your thrall to level of longevity and vitality. For every 10 years that pass, your
perform a nuber of feats. You gain the following benefits: body ages only 1 year.
Additionally, you only need half as much food or water to
While your thrall is within 120 feet of you, you and your survive, and you can hold your breath for a number of hours
thrall can communicate telepathically with each other. equal to 1 + your Constitution modifier, to a minimum of 30
When your thrall is within 120 feet of you, you can use an minutes.
action to perceive through your thrall's senses until the end
of your next turn or until your thrall moves out of 120 feet
away from you. While perceiving through your thrall's Heir to the Weird
senses, you benefit from any special senses your thrall has, At 20th level, as a true heir of your heritage, you are bestowed
but you are blinded and deafened to your own with right to designate a new legacy for next generations.
surroundings. When you finish a long rest, you can choose a magic item that
When you take the Attack action on your turn, you can forgo requires attunement and add it to your list of legacies. You must
one of your own attacks to allow your thrall to make one have the magic item on your person when you add it to your
attack with its reaction. legacy.
3
You ignore all class, race, and level requirements on the use Otherworldly Thrall
of the magic item you added to your legacy. You are always When you reach 10th level, your thrall's unusual nature
attuned to the magic item you added to your legacy, and it does improves its fortitude. Your thrall gains proficiency in all saving
not count against the number of magic items attuned to you. If throws and immunity against poison damage, becomes
the magic item allows you to cast a spell, the spell counts as immune to disease and poison, and its hit point maximum
your legacy spell. You must otherwise conform to all other rules cannot be decreased.
concerning magic items.
You can add only magic item added to your legacy at a time. If Esoteric Valet
you attempt to add a new magic item, you must first remove the By 18th level, your thrall's ability scores each increase by 2, and
previous magic item from your list of legacy. its maximum for all ability scores is now 22.
While you are within 30 feet of your thrall, you gain a +1

Heritages of the Weird bonus on ability checks, attack rolls, damage rolls, saving
throws, Armor Class, and your legacy save DC.
The scon's power comes from their ancestors, and their Additionally, when you and your thrall are on the same plane
heritages and legacies. The scion's heritage represents the of existence, you can spend 6 mana as an action to teleport into
deeds and misdeeds done and undone by ther predecessor, an unoccupied space within 10 feet of your thrall.
now bequeathed upon the scion.

Heritage of Mastery Heritage of Might


The Heritage of Might represents your family's history of war,
The Heritage of Mastery represents the ancestors' quest to violence, and bloodshed. As a descendant of the veterans of
befriend or subjuate otherworldly entities. For a want of battles as vast as the multiverse itself, you inherit the collection
comfort, satisfaction, pure joy, or even some unspeakable, of tools of war, either tailor-made for your ancestor's requests,
skewed desires, the ancestors have enthralled supernatural bestowed by the power that be, or taken by force from the
creatures under the familiy's name, handing them down in nemesis.
generation as their servants — and now the thrall is at the
scion's mercy. Legacy of Might
When you choose this heritage at 1st level, your hit point
Legacy of Mastery maximum increases by 1. Whenever you gain a scion level after
Starting at 1st level when you choose this heritage, and again at 1st, your hit point maximum is increased by 1.
10th level, you gain one additional legacy of your choice. These Additionally, as long as you are not wearing armor, your
legacies do not count against the number of legacies you own, Armor Class becomes 10 + your Dexterity modifier + your
but you must conform to the rank requirements for each legacy Charisma modifier. If you are proficient in shields, you can
for your scion level. wield a shield and gain this benefit.

Esoteric Companion Esoteric Arsenal


Also starting at 1st level, your esoteric thrall is further At 1st level, you gain access to a pocket dimension, from which
empowered with your magical bloodline. Your thrall can take you can fetch a variety of weapons.
shapes of one of the creatures from the Additional Esoteric As a bonus action, you can summon up to two nonmagical
Thrall Shapes table, in addition to the normal list of creatures. melee weapons from your pocket dimension, which
materializes in your empty hand. You can summon and
Table: Additional Esoteric Thrall Shapes maintain up to two weapons this way; when you summon the
Challenge third weapon when you already have two, the first weapon is
Rating Shape automatically dismissed.
Baboon, deer, eagle, goat, hyena, jackal, octopus, You are proficient in any weapon you summon with this
0
vulture feature while you are wielding it. Any weapon you summoned
Camel, giant rat, giant weasel, mastiff, mule, with this feature returns to the pocket dimension if it is more
1/8 than 5 feet away from you at the end of your turn or if you die.
poisonous snake, pony
You can dismiss one or more weapons on your turn (no action
Boar, constrictor snake, draft horse, elk, giant
1/4 required).
badger, panther, riding horse, wolf
Throughout the adventure, you can add up to three magic
melee weapons to your Esoteric Arsenal. You perform a special
Eldritch Ringmaster ritual while you hold the weapon you would add to the Esoteric
Beginning at 6th level, when you use an action to take the Arsenal. The ritual takes 1 hour, which can be done during a
Attack action or cast a legacy spell, if your thrall can see you, it short rest or long rest. You then dismiss the item into the
can use its reaction to make a melee attack. pocket dimension, and retrieve it with this feature. You cannot
Your thrall's attack counts as magical for the purpose of add an artifact or a sentient weapon this way. The weapon
overcoming resistance and immunity against nonmagical added this way ceases to be a part of your Esoteric Arsenal if
weapons. you die or if you perform a 1-hour ritual to break the bond.
Additionally, once on each of your thrall's turn when it hits a When the bond breaks, the weapon appears at your hand if it
creature with an attack, it can add one additional damage die to was in the pocket dimension.
the damage roll.
4
Weaponized Arsenal Legacy of Mysteries
Also starting at 1st level, when you take the Attack action on When you choose this heritage at 1st level, you learn the
your turn, you can make a special ranged weapon attack with a prestidigitation and two cantrips of your choice from any class's
weapon summoned from your Esoteric Arsenal by magically spell list (the two need not be from the same list). These
throwing the weapon. cantrips are legacy spells for you.
The weapon must not have the heavy or two-handed
properties for the purpose of making this attack. If the weapon Esoteric Codex
does not have the thrown property, the weapon is considered to At 1st level, you gain a grimoire called the Codex that holds the
magical formulae and researches from your heritage. When you
have the thrown property for this attack, and it has the normal
range of 20 feet and long range of 60 feet. gain the Codex, it contains two 1st-level spells from any class's
spell list (the two need not be from the same list).
You use your Charisma, instead of Strength or Dexterity, for
the attack and damage roll for this attack. Immediately after the While you have the Codex on your person, you can cast a
attack, the weapon returns to to the pocket dimension, spell in the Codex as ritual, provided that the spell has the ritual
tag. You cannot cast the spells except this way, unless you have
regardless of whether it hits or misses the target.
learned them by some other means.
When you reach 2nd level in this class and gain the Mana
feature, when you use your action to take the Attack action or On your adventures, you can add other spells to your Codex.
cast a legacy spell, you can spend 1 mana to make one ranged When you find such a spell, you can add it to the Codex if the
weapon attacks with this feature. You can make this feature as a spell's level is equal to or lower than your scion level divided by
part of the same bonus action that you summon the weapon four (rounded up) and if you can spare the time to transcribe
the spell. For each level of the spell, the process takes 2 hours
from your Esoteric Arsenal.
and costs 50 gp for the rare inks required to inscribe it.
Esoteric Warrior
Beginning at 6th level, the nonmagical weapons summoned Esoteric Scribe
Also starting at 1st level, you gain access to an alternate method
from your Esoteric Arsenal count as magical for the purpose of
overcoming resistance and immunity to nonmagical attacks and of casting a spell that you and your ancestors have researched.
damage. You treat the spells in your Codex as your spell list when you
cast a spell from a spell scroll.
Additionally, whenever you take the Attack action on your
turn, you can make two weapon attacks, instead of one attack, You can create a spell scroll by transcribing a spell from your
Codex. Transcribing a spell from your Codex into a scroll is
provided that each attack is made with a legacy or a weapon
significantly easier than other spells: Consult the table below
summoned with your Esoteric Arsenal.
for the time and cost required when you create a spell scroll
Otherworldly Arsenal from your Codex.
Starting at 10th level, when you summon a weapon from your
Esoteric Arsenal, you can spend 1 mana to grant a +1 bonus to
Table: Creating a Spell Scroll from the Codex
the attack rolls and damage rolls you make with the summoned Spell Level Time Cost
weapon until it is dismissed. 1st 2 hours 50 gp
If a magic weapon you added to your Esoteric Arsenal 2nd 4 hours 100 gp
already grants you bonus to attack rolls and damage rolls, the
bonus does not stack; you only apply one of the bonus,
3rd 8 hours 250 gp
whichever is higher. 4th 1 day 500 gp
When you reach 18th level, the bonus increases to +2. 5th 3 days 1,000 gp

Champion of the Heritage A spell scroll you created by transcribing from your Codex
When you reach 18th level, when you make a ranged weapon gains the following benefits:
attack with your Weaponized Arsenal feature, the weapon's
normal range and long range are tripled for the attack, and The scroll uses your legacy save DC and legacy attack
targeting a creature within 5 feet of you does not impose modifier, instead of its normal statistics.
disadvantage on the attack roll. The scroll is exceptionally difficult to others. When a
Additionally, when you make a ranged weapon attack with creature other than you would attempt to cast a spell from
your Weaponized Arsenal feature, the bludgeoning, piercing, the scroll, it must first make an Intelligence (Arcana) check
and slashing damage you deal with the attack ignores the against your legacy save DC. On a failed save, the spell
target's resistance, and treat its immunity as resistance. automatically fails, and the spell disappears the scroll with
no other effect. A creature automatically succeeds on the
check if you have spent at least 8 hours to instruct it the
Heritage of Mysteries secret formula to decipher your scrolls.
The Heritage of Mysteries represents your family's pursuit for
magical knowledge. Throughout the generations, members of
Esoteric Archivist
Beginning at 6th level, your understanding on your heritage's
your family have conducted various magical experiments, with
magical researches allows you to empower your legacy spells.
a mixture of triumphant breakthroughs and fatal accidents. As a
As long as you have your Codex on your person, you gain the
scion, you inherit what your family has learned from such
following benefits:
researches — marvelous and dangerous, but incomplete. It is
your duty to add yet another page in these endless records.
5
You add your Charisma modifier to the damage rolls for
your legacy spells (minimum of 1). List of Legacies
When you cast a legacy spell from your Codex, you can The legacies are presented in alphabetical order.
choose to treat it as having the ritual tag, and cast it as a
ritual. Each time you do so, you must spend a number of The Alhazred Transcript
mana equal to the spell's level, and the spell takes 1 hour Least legacy
longer than normal, instead of 10 minutes.
When you cast a spell that has a duration of 1 minute or A piece of old, battered parchment with curious words
longer from a spell scroll, you can spend 1 mana to double scribbled on it. The writings squirm on the surface, constantly
its duration, to a maximum duration of 24 hours. changing its contents. A successful DC 15 Intelligence (Nature)
When you cast a spell from a spell scroll, you can spend 1 or Wisdom (Survival) check reveals that the parchment is made
mana to double the range of the spell, or make its range 30 out of skin of a humanoid creature of unknown species, and the
feet if it has a range of touch. words are written in blackened blood.
The Alhazred Transcript is written in three different
Eldritch Savant languages of your choice. As long as you have the Alhazred
When you reach 10th level, you can cast a spell from a spell Transcript is on your person, you can read, speak, and
scroll even if the spell is not in your Codex. You cannot cast a understand the languages written on the parchment. Whenever
spell from a spell scroll if the spell's level is higher than your you make an Intelligence or Charisma check using one of the
scion level divided by four, rounded down. languages on the parchment, your proficiency bonus is doubled
When you cast a spell from a spell scroll, you can spend 3 if it applies to the check.
mana to use your legacy save DC and legacy attack modifier for Whenever you finish a short rest or long rest, you can replace
its normal statistics. The mana cost is reduced to 1 if the spell is any number of languages on the parchment with different
in your Codex, provided that the scroll is not transcribed from languages of your choice.
your Codex. After you reach 2nd level in this class and gain the Mana
Additionally, when you cast a spell that has a casting time of feature, while you have the Alhazred Transcript on your person,
1 action from a spell scroll, you can spend 2 mana to change the you can spend 2 mana to cast sleep. When you cast the spell this
casting time to 1 bonus action for this casting. way, if an affected creature remains unconscious for the spell's
full duration, it takes psychic damage equal to 2d8 + your
Keeper of the Esoteric Lineage proficiency bonus + your Charisma modifier when the spell
At 18th level, while you have your Codex on your person, you ends.
can instantly transcribe a spell from your Codex into a spell
scroll, and immediately use the scroll to cast the transcribed The Crystal Skull
spell. Each time you do so, you must spend a number of mana Weird legacy
equal to 1 + the transcribed spell's level, which replaces the
gold cost for transcribing the spell into a spell scroll. A skull of a humanoid creature of unknown race or origin. The
most prominent oddity of the skull is that it is made entirely
out of white, crystalline substances, which glistens in myriad
Esoteric Legacies spectrum.
While you have the Crystal Skull on your person, you can use
Least legacies a bonus action to cause the Crystal Skull to cast light from its
The Alhazred Transcript eyes, shining bright light out to a 30-foot cone and dim light out
Gale Edge to 30 feet beyond that. You can dismiss the light as a bonus
Ming Scepter action. The bright light of the Crystal Skull reveals the true form
The Square Hammer of any shapechanger or creature concealed by illusion or
Wildthorn Garb transmutation magic.
While you have the Crystal Skull on your person, you can
Lesser legacies spend 2 mana to cast guiding bolt, or 4 mana to cast spirit
The Diodati Formula guardians. When you cast spirit guardians this way, the
Gaean Husk guardian appears as a deformed, crystalline skeleton of an
Seven-League Boots unknown humanoid, and it deals psychic damage instead of
necrotic or radiant, regardless of your alignment.
Shahal Ring
While you have the Crystal Skull on your person, you can
Greater legacies spend 6 mana as an action to cause the Crystal Skull to cast a
burst of bright light out to a 60-foot cone. Each creature in the
Dark Moon Cuirass
light must make a Constitution saving throw. On a failed save,
Tome of Hamunaptra
the creature becomes blinded and stunned until the end of your
The Unfathomable Idol
next turn, and becomes outlined for 1 minute. Any attack roll
Weird legacies against the outlined creature has advantage if the attacker can
see it, and an outlined creature cannot benefit from being
The Crystal Skull
invisible, and it cannot conceal its true form with shapeshifting
Everblaze Shard
ability, illusion or transmutation magic.
The Worldstrider

6
Dark Moon Cuirass Everblaze Shard
Greater legacy Weird legacy

A magical chain mail made out of curious metallic alloy in A burnt, pitch-black hooded lantern with a piece of sulfur
numerous shades of gray and black. A successful DC 15 within in. The sulfur is lit ablaze, and the fire cannot be put out
Intelligence (Investigation) check reveals that the armor by any means. The lantern completely locks out the heat and
emanates a faint light in the spectrum of rainbow when light of the sulfur while the hood is lowered.
exposed to bright light. If the area of bright light from the Everblaze Shard would
You are always proficient in the Dark Moon Cuirass while you overlap with an area of darkness created by a spell of 5th level
are wearing it. The Dark Moon Cuirass does not have the or lower, the spell that created the darkness is dispelled.
Strength requirement, and it does not impose disadvantage on While you have the Everblaze Shard on your person, you can
Dexterity (Stealth) checks while you are wearing it. use an action to magically ignite one flammable object you
While you are wearing the Dark Moon Cuirass, you gain touch.
proficiency in the Stealth check. When you take the Hide action While you have the Everblaze Shard on your person, you can
while wearing the Dark Moon Cuirass and in darkness, your spend 2 mana to cast hellish rebuke, or 4 mana to cast fireball.
proficiency bonus for the Dexterity (Stealth) check is doubled. When you have the Everblaze Shard on your person and your
While you are wearing the Dark Moon Cuirass, you can spend thrall is within 30 feet of you, you can spend 6 mana to
3 mana to cast invisibility, or 4 mana to cast nondetection on transform your thrall into an fire elemental for 1 minute, after
yourself. which it reverts to its normal form. The thrall also reverts to its
normal form early when it drops to 0 hit points.
The Diodati Formula
Lesser legacy Gaean Husk
Lesser legacy
A glass vial with peculiar writings sculpted on its surface. The
vial is surprisingly durable, and the writings are illegible in any A magical hide armor made out of the skin and hide of an
language. A creature that has the Intelligence score of 4 or unidentifiable, but undoubtedly ancient beast.
lower can understand that the writings on the surface are sign You are always proficient with the Gaean Husk, and it does
of warning. not have the Strength requirement while you are wearing it.
As an action, you can spend 2 mana to fill the Diodati formula While you are wearing the Gaean Husk, you grow claws,
with a strain of translucent potion. You can then transfer the fangs, spines, horns, or a different natural weapon of your
potion to an empty vial of glass. The potion loses its magical choice. Your unarmed strikes deal 1d4 bludgeoning, piercing, or
properties after 1 hour or when it is spilled out of the vial slashing damage (as appropriate to the natural weapon you
except for drinking or transferring into another vial. chose), and you can use your Dexterity instead of Strength for
A humanoid creature can use a bonus action to drink the attack and damage rolls of your unarmed strikes. The natural
potion created by the Diodati Formula. When ingested, the weapon counts as magical for the purpose of overcoming
creature enters a magical trance that lasts for 1 hour or until it resistance and immunity against nonmagical weapons.
is incapacitated. While in the trance, the creature gains the When you would take bludgeoning, piercing, or slashing
following benefits: damage while you are wearing the Gaean Husk, you can spend
1 mana as a reaction to gain resistance against the triggering
It gains temporary hit points equal to your scion level + your
damage type until the end of your next turn. Magical weapons
Charisma modifier (minimum of 1). It loses all temporary
or silvered weapons ignore this resistance.
hit points gained this way when the trance ends.
When you drop to 0 hit points while you are wearing the
It gains advantage in Strength saving throw and Strength
Gaean Husk, you can spend 1 mana to make a Constitution
saving throws.
saving throw. The DC equals 10 or 5 + the damage taken,
Its walking speed increases by 10 feet, and it ignores the
whichever is higher. On a successful save, you drop to 1 hit
heavy property of any weapons it is wielding and the
point instead.
Strength requirement for any armor it is wearing.
It ignores the penalty from exhaustion, although it still dies
at six levels of exhaustion.
Gale Edge
Least legacy
While in the trance, the creature cannot cast a spell or
A steel scimitar with exquisite, streamlined decorations
concentrate on a spell or similar effects.
engraved on its blade. The scimitar is perpetually engulfed in a
When the trance ends, the affected creature cannot move or
faint breeze.
take actions until after its next turn, and it cannot benefit from
You are always proficient with the Gale Edge while you are
the potion again until it finishes a short rest or long rest. The
wielding it. While you are wielding the Gale Edge, you gain a
creature must also succeed on a DC 15 Constitution saving
new attack option that you can use with the Attack action. This
throw or suffers one level of exhaustion.
special attack is a ranged weapon attack with a normal range of
60 feet and long range of 18o feet. You are proficient with it,
and you add your Charisma modifier to its attack and damage
rolls. Its damage is slashing, and its damage die is 1d6.

7
After you reach 2nd level in this class and gain the Mana While you are wearing the Seven League Boots, you can
feature, when you use your action to take the Attack action or spend 3 mana to cast misty step. When you cast the spell this
cast a legacy spell, you can spend 1 mana to make one special way, you emanate a burst of shockwave in a 5-foot radius
attack with the Gale Edge. centered on your destination. Each creature in the area must
make a Strength saving throw. On a failed save, a creature takes
Hand of Glory thunder damage equal to 2d6 + your proficiency bonus + your
Least legacy Charisma modifier and is knocked prone. On a successful save,
a creature takes half damage and is not knocked prone.
A pale, shriveled, dismembered hand of an unknown humanoid
creature. The hand is mostly inactive, but it makes a sudden Shahal Ring
twitch when exposed to presence of magic. Lesser legacy
You can use the Hand of Glory as a thieves' tools. You are
always proficient with it when you use it this way. A polished silver ring decorated with three diamonds. The
While you have the Hand of Glory on your person, you gain diamonds reflect light into a peculiar shape, as if you are
darkvision out to a range of 60 feet. If you already have wearing a gauntlet of pure light on the hand you are wearing
darkvision, its range increases by 30 feet. You can also see the Shahal Ring.
normally in darkness, both magical and nonmagical, to a range While you are wearing the Shahal Ring and not wearing
equal to your darkvision. heavy armor, you have immunity to damage from the magic
While you have the Hand of Glory on your person, you can missile spell, and you add your Charisma modifier to your
use an action to examine a faint aura around one creature or Armor Class (minimum of +1). If you are wearing medium
object you can see within 30 feet of you that bears magic, and armor, the bonus added this way cannot exceed +2.
you learn its school of magic, if any. When you are targeted by a spell of a level no higher than
After you reach 2nd level in this class and gain the Mana your scion level divided by four (rounded up) while wearing
feature, while you have the Hand of Glory on your person, you the Shahal Ring, you can spend a number of mana equal to the
can spend 1 mana as an action to touch a creature or object. spell's level as a reaction to negate the spell's effect on yourself.
Any cantrip that affects the target immediately ends. If a spell of If you can see the spell's caster within 60 feet of you, you can
1st level or higher is affecting the target, you can also suspend then deflect the spell into a bolt of magic back to the caster, as a
the spell's effect against the target until the end of your next part of the same reaction. Make a ranged spell attack against
turn, provided that the spell's level is equal to or lower than the caster. On a hit, the bolt deals force damage equal to 2d4 +
your scion divided by four, rounded up. your Charisma modifier + the deflected spell's level.

Ming Scepter The Square Hammer


Least legacy Least legacy

A magical quarterstaff decorated with brass and gold. The staff A magical light hammer. You feel a slight jolt to your fingers
is made out of a bar of steel, but it is surprisingly lightweight when you wrap your fingers around its handle. A creature that
and has a warm touch. succeeds on a DC 15 Intelligence (History) or Intelligence
You are always proficient with the Ming Scepter when you (Religion) check can recognize the sigil on the hammer's head:
wield it. When you attack with this Ming Scepter, you can use An archaic rune that represents the old god of thunder, storm,
your Dexterity instead of Strength for attack and damage rolls, and war.
and it counts as having the reach property while you are The Square Hammer has a normal range of 60 feet and long
wielding it with both hands as per versatile property. range of 180 feet instead of the light hammer's normal range
When you use your action to take the Attack action, you can and long range, and it returns to your hand immediately after
make one attack with the Ming Scepter. you make a ranged weapon attack with it by throwing it. When
After you reach 2nd level in this class and gain the Mana you hit a creature with the Square Hammer, you deal an extra
feature, when you use your action to take the Attack action or lightning damage equal to your Charisma modifier (minimum
cast a legacy spell, you can spend 1 mana to make two attacks of 1).
with the Ming Scepter. When you reach 2nd level and gain the Mana feature, you can
spend 1 mana as an action to throw the Square Hammer in a
Seven-League Boots line 120 feet long and 5 feet wide. Make a separate ranged
Lesser legacy weapon attack roll for each creature in the line, and deal
damage with the Square Hammer on a hit as normal. The
A pair of magical leather boots. It is indistinguishable from a Square Hammer returns to your hand when it reaches the end
pair of ordinary leather boots except for its sole, which is of the line.
heavily weathered yet surprisingly durable.
While you are wearing the Seven-League Boots, you can
spend 1 mana to take the Dash action as a bonus action. Until
the end of your turn when you use this feature, your walking
speed is increased by an additional 10 feet, and your jumping
distance is doubled.

8
Tome of Hamunaptra Wildthorn Garb
Weird legacy Least legacy

And old grimoire, decorated in a style often found among the A magical studded leather armor.
ancient civilizations that prospered in the hot, arid deserts. The You are proficient in the Wildthorn Garb while you are
cover is metallic, with a bas-relief of a humanoid skull at the wearing it. When a creature within 5 feet of you hits you with a
center, and the hieroglyphic scriptures beneath it. A successful melee attack while you are wearing the Wildthorn Garb, the
DC 15 Intelligence (History) check reveals the translation: attacker takes piercing damage equal to 1 + your Charisma
"Death is only the beginning." modifier (minimum of 1).
While you have the Tome of Hamunaptra on your person, you While you are conscious and wearing the Wildthorn Garb,
can spend 2 mana to cast inflict wounds, or 4 mana to cast the ground in a 5-foot radius centered on yourself grows hard
animate dead. spikes and thorns. The area becomes difficult terrain for
While you have the Tome of Hamunaptra on your person, you creatures hostile creatures to you, and when a hostile creature
can spend 5 mana to summon undeads in an unoccupied space moves into or within the area, it takes piercing damage equal to
you can see within 30 feet of you. Choose one of the following 1 + your Charisma modifier for every 5 feet it travels (minimum
options for what appears: four skeletons, two ghouls, or a of 1).
mummy. When you reach 2nd level and gain the Mana feature, you can
The summoned undead lasts for 1 minute or when it drops to spend 2 mana to cast entangle. When you cast the spell this
0 hit points, after which it crumbles into dust. Roll initiative for way, an affected creautre takes piercing damage equal to 1 +
the summoned undeads, which have their own turns. your Charisma modifier each time it fails on the Strength saving
The summoned undeads are unfriendly toward you and your throw against the spell (minimum of 1).
companions. The undead is under the DM's control and acts
according to its nature on each of its turns, which might result The Worldstrider
in attacking you or your companion if it thinks appropriate to Weird legacy
do so.
A pair of magical boots. The boots are made of crude, dark
If the summoned undead attacks you or your companion or
metal and enforced with adamantine parts, and the soles are
designate them with its feature, it must make a Wisdom saving
made of mithral.
throw. On a failed save, the undead must choose a different
While you are wearing the Worldstrider, difficult terrain does
target, or the attack misses and the feature fails and has no
not slow your movement, and you are considered one size
effect.
larger for the purpose of avoiding or resisting being shoved or
The Unfathomable Idol grappled.
Greater legacy While you are wearing the Worldstrider, you can spend 2
mana to cast earth tremor, or 4 mana to cast erupting earth.
A statuette made out of what seems to be a peculiar, greenish When you are wearing the Worldstrider and your thrall is
crystal, depicting an otherworldly creature squatting on a within 30 feet of you, you can spend 6 mana to transform your
broken pillar. The outline eludes the understanding of mortal thrall into an earth elemental for 1 minute, after which it
eyes, and there is a string of writings sculpted at the bottom of reverts to its normal form. The thrall also reverts to its normal
the statuette. A creature that understands Deep Speech can form early when it drops to 0 hit points.
recognize its meaning: "We may sleep for now, yet we shall
never die. We will awake in the depth, when the stars are right."
While you have the Unfathomable Idol on your person, you
can communicate telepathically with any creature you can see
within 60 feet of you. You do not need to share a language with
the creature for it to understand your telepathic messages, but
it must be able to understand at least one language.
While you have the Unfathomable Idon on your person, you
can spend 2 mana to cast command, or 4 mana to cast arms of
Hadar.
While you have the Unfathomable Idol on your person, you
can spend 5 mana and chosen a creature you can see within 30
feet of you. The chosen creature must succeed on a Wisdom
saving throw or falls unconscious for 1 minute or until your
concentration is broken (as if concentrating on a spell). At the
end of each of its turn, and each time it takes damage, the
affected creature can repeat the saving throw, ending the effect
on a successful save. On three consecutive fails, the creature
stays unconscious for the next 8 hours without requiring your
concentration. A remove curse or greater restoration cast on the
target removes this effect.

9
Roleplaying Options Multiclassing
As an additional way to add more flavor to your character, you On the DM's discretion, you can multiclass in the scion class, as
can consider the following roleplaying option when playing a described in Player's Handbook (page 163-165). If you do so,
scion character. the following rules are applied.

Inheritance Prerequisites
Not all scions have inherited their legacy because, well, they are To qualify for a scion class, you must meet the ability score
scions of the family. Sometimes a scion was unwilling to inherit proficiency for the scion class, as shown in the table below.
the family treasures; sometimes the inheritance was only
temporary, for a specific purpose; and sometimes, however Table: Multiclassing Prerequisite
rare, that the scion is unaware that they even have a birthright. Class Ability Score Minimum
1d8 Inheritance Scion Charisma 13
You are the rightful successor of your heritage. You
1
inherited your legacy as a part of your birthright. Proficiency Bonus
When you multiclass into the scion class, you gain the following
You are tasked to represent your family, either in quests proficiencies as shown in the table below.
for glory or social and political issues. Your legacy is
2
bestowed upon you as a proof that your words are your Table: Multiclassing Proficiencies
family's words.
Class Proficiencies Granted
Your family has fallen before you can properly claim
Scion None
3 your birthright. Your legacy is all that is left that
remotely reminds you of your family's past glory.
You were not supposed to succeed your heritage, but
4 your legacy has chosen you, against the will of other
members of your family (and perhaps yours).
You have rebelled against your own heritage. Your
5 family has disowned you, but not before you took the
legacy and left the family with it.
You have failed your family, and in return, you must pay
for your misdeeds that dishonored your family. Your
6
legacy was borrowed from your family as a tool for your
quest for redemption.
You were reluctant to follow your family's deeds, but
7 you were forced to inherit your legacy. Wherever you
flee from your birthrights, the legacy will find you.
You were unaware of your birthrights and anything
related your family until recently. Your legacy was
8
bestowed upon you only recently, much to your
surprise.

10
Credits
All contents are created by Weirdo Whoever unless noted
otherwise. Special thanks to D&D Wiki, NaturalCrit Tome of Hamunaptra
Homebrewery tool, and GM Binder for providing the templates Inspired by the 1999 film The Mummy, which is one of my most
for my imaginations. favorite films of all time. (A very personal opinion, but it is the
The scion class is one of my most favorite homebrew project pinnacle of the 90's horror action flick.)
so far. According to the Weirdo Whoever Plays D&D article, I've
been working on this class for four years. Seven-League Boots
Inspired by a rather famous pair of boots of the same name,
Disclaimer found in many European folkores.
Just in case: The Scion class is completely unrelated to the class
of the same name as posted on the Giant in the Playground Shahal Ring
forum. I am just as surprised to see how uncanny the concept The name and gimmick comes from the magic item Mirror of
and even the namesake are the same, as that moment I found Shahal from the manga/anime Dragon Quest: The Adventure of
this class four years ago. I would like to assure yet once more, Dai.
that any similarities are pure coincidence.
The Square Hammer
Special Thanks Inspired overall by Mjö lnir from Norse mythology, but the
Million thanks to u/SamuraiHealer — your feedbacks were namesake is specifically taken by the Ghost song of the same
extremely valuable for the brew. name because, why not?

Esoteric Legacies The Unfathomable Idol


Many legacies are inspired or at least stolen directly from many
Inspired by the short story "The Call of Cthulhu" by H. P.
other works, to the point they deserve a separate column for
Lovecraft.
credits:

The Alhazred Transcript Other Shout-Outs


If you are familiar with my brews, you will know by now that
The namesake is from Abdul Alhazred from H. P. Lovecraft's Weirdo Whoever cannot write a single homebrew without
works. Which practically makes this particular piece parchment cramming in references:
may or may not be a page from the (in)famous Necronomicon. The bit with "Uifghx, the Lord of Randomly Place Typeprints"
is taken word-for-word from a minor joke (which I actually
The Crystal Skull loved, obviously) from the tabletop roleplaying game Trail of
Inspired by the real crystal skulls, but I must admit that I was Cthulhu by Pelgrane Press.
also watching that Indiana Jones flop when I came up with this
one. (Take my word for it — it's not worth your time. Even that
stupid fridge scene wasn't worth it.)

Dark Moon Cuirass


The namesake is a reference to the Pink Floyd album The Dark
Side of the Moon; the description attempts (but spectacularly
fails) to refer the famous album cover. (In case you're
interested: Try "Eclipse".)
The gimmick is inspired by the Ebony Mail as introduced in
the videogame The Elder Srolls V: Skyrim.

The Diodati Formula


Inspired by the novella Strange Case of Dr. Jeyll and Mr. Hyde.
For the namesake, I must thank Lord George Gordon Byron,
Percy Bysshe Shelly, Mary Godwin, John William Polidori, Claire
Clairmont, and those cold, stormy and eventful nights between
June 10 to November 1, 1816.

Hand of Glory
Apparently the concept is an old European folklore, but I'm
pretty sure many people, including myself, would be more
familiar with the version from the Harry Potter novels.

Ming Scepter
The namesake is from Ming the Merciless from Flash Gordon
franchise, but the weapon itself is more of a reference to Ruyi
Jingu Bang from the novel Journey to the West.

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