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Acolyte

De Runarcana Wiki
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This Article is in accordance with the version 0.94 of Runarcana RPG

Finally, the long awaited day had arrived. The acolyte had been waiting for it since his ordination, knowing that, on that date, once again, the Black Mist would spread beyond the Shadow Isles. It would reach the beaches of Bilgewater, just as it had fifteen years ago when that evil smoke entirely consumed his family.

However, unlike fifteen years ago, the acolyte carried the understanding of the space between life and death, the knowledge of the flow of everything that exists and, more importantly, he knew how to restore that flow and this time he would not have to be saved by his mentor (and sometimes hangwoman) like a helpless puppy.

When the first signs of the mist appeared on the horizon, he looked again at the bronze-adorned stone idol he carried with him and closed his eyes in prayer to Nagakabouros, but not to ask for help or strength, but to understand his role at that moment and be able to fulfill his hole in continuing what had had its flow blocked, destroying the mist that imprisoned the souls of the dead and giving them movement again.

Acolytes are beings connected to the spirit world who channel their powers through their faith in conjunction with the weaving of the magical web and the emanations of that plane. Producing healing miracles of the most diverse orders, from simple wound cures to even the regeneration of lost limbs, they even say that a few are able to restore those who lost their lives not long ago.

Each Acolyte achieves its power through the connection with a spiritual entity or even a concept to which people place their faith, its magical manifestation is the channeling of spiritual energy in search of a certain cure, be it from allies, animals, or even the world itself.

The Legend of Healing

The legends about this path say that it started when a celestial being decided to make his home on the earthly plane, walking through Runeterra and preaching actions and a word of healing to the illnesses caused by the differences and ignorance of living beings. This celestial being was in all realms and in each of them the tradition was maintained, connecting to the characteristics of that land.

The knowledge passed by this celestial being was not limited to the healing of mortals, but was expanded by its practitioners who also learned to heal animals, plants, and the earth itself, channeling these outer forces in an increasingly skillful and different way.

In each of these rites, the healing traditions are maintained, however, each has a different focus on how to provide this healing for all, whether by re-establishing the natural cycle of life or even through faith in a saving figure.

Religion and Cult

Although acolytes in some cases connect to spiritual entities, whether they are deities or not, in many cases they can only connect to certain powers worshiped in Runeterra. This connection does not always mean that a cult or a religion is established around it. In some cases such as the Spiritual Rite, there is a structure that connects to the Rite, which is an expression of the spirituality of a cult, however, the Forge Rite is an example of a Rite that is not structured as a cult in the way traditionally seen.

In practice in Runeterra, this means that although there may be religious from different backgrounds, they are not always Acolytes, this can vary immensely from region to region, with an Acolyte from the Ionian Nature Rite being significantly different from one originating in a remote region of Demacia for example.

Creating an Acolyte

When creating an Acolyte, think about how your character acts about nature and celestial entities, does your character have any religion or participate in a cult? Does he protect nature above all?

Depending on the region your character has grown up in, some of these questions can be easily answered, for example, an Acolyte of Bilgewater would normally follow the Spiritual Rite; while an Acolyte of Zaun would follow the Storm Rite.

Quick Build

You can build an Acolyte quickly by following these suggestions. First, put your highest ability score on Wisdom, followed by Charisma. Second, choose the Religious or Wanderer Past.

The Acolyte
Level Features Known Cantrips Mana Points Maximum Spell Level
1st Spellcasting, Rite 3 4 1st
2nd Rite Feature, Liturgy 3 6 -
3rd - 3 10 2nd
4th Enhancement 4 12 -
5th Rite Feature 4 16 3rd
6th Rite Feature, Liturgy 4 18 -
7th - 4 22 4th
8th Rite Feature, Enhancement 4 24 -
9th - 4 28 5th
10th Quintessential Intervention 5 30 -
11th Rite Feature 5 34 6th
12º Enhancement 5 36 -
13th - 5 40 7th
14th Rite Feature 5 42 -
15th - 5 46 8th
16th Enhancement 5 48 -
17th Rite Feature 5 52 9th
18th Liturgy 5 54 -
19th Enhancement 5 56 -
20th Rite Feature 5 60 -

Class Features

As an Acolyte, you gain the following Class Features.

Hit Points

Hit Dice: 1d8 per Acolyte level

Hit Points at 1st level: 8 + your Constitution modifier

Hit Ponts at Higher Levels: 1d8 (or 5) + your Constitution modifier per Acolyte level beyond 1st

Proficiencies

Armors: Light and medium armors, buckles and light and heavy shields

Weapons: Simple weapons

Crafts: None

Saving Throws: Wisdom and Charisma

Skills: Choose two between History, Insight, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your Past:

  • (a) a mace or (b) a light hammer
  • (a) scale mail, (b) leather armor or (c) chain mail (if you are proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest's pack or (b) dungeoneer's pack
  • A light shield and a holy symbol

Spellcasting

As a channeler of spiritual power, you can cast Acolyte spells. See Chapter 10 for general spellcasting rules and spells lists.

Full Spellcasting

The acolyte is a full spellcaster, this means that starting from the 2nd level, when he gains an element he can also gain the Mystery to which the element belongs. While other spellcaster only gain access to new elements when they only receive access to new elements, needing access to new mysteries to gain access to their spell list, when an Acolyte gains a level, if they have gained an element, be it through enhancements or other characteristics, they can choose an element they have access to and gain access to it's Mystery.

Spells Lists

You gain access to the Acolyte spell list. Through some Heritages, Enhancements, or even through Apprenticeship, you can learn new Magic Mysteries, granting you additional spell lists.

You cannot use another Class's spell list to learn or replace a spell when leveling up in this Class.

Cantrips

You know three cantrips, of your choice, from the spell lists you have access to. You learn additional cantrips from these lists, of your choice, at higher levels, as shown in the Known Cantrips column of The Acolyte table.

Mana

The Acolyte table shows the amount of Mana Points you have available to cast your spells. To cast a spell, you must spend an amount of Mana Points equal to the spell's level as explained in Chapter 10: Magic. You recover half your Acolyte level (minimum 1) + your Wisdom modifier in Mana Points upon completing a short rest and all your Mana Points upon completing a full rest.

For example, if you want to cast the 1st-level spell cure wounds you must spend 2 Mana Points to cast it, but if you want to cast it as a higher-level spell, instead of the 2 points, you must spend an amount of Mana Points equal to the desired level, such as 3 points to cast it as a 2nd-level spell or 5 to cast it at 3rd-level.

Preparing and Casting Spells

You prepare your list of available spells by selecting them from the spell lists you have access to. You select a number of spells equal to your Wisdom modifier + your Acolyte level (minimum 1). These spells must have a level equal to or less than your Maximum Spell Level.

For example, if you're a 3rd-level Acolyte with Wisdom 16, your prepared spell list might include 6 spells, combining 1st and 2nd-level spells, in any order.

When you cast the spell, you don't remove it from your prepared spells list, and you can cast it again if you have enough Mana Points. You can modify your prepared spell list when a long rest ends. Preparing a new Acolyte spell list requires time spent in prayer and meditation: at least 1 minute per spell level, for each spell prepared.

Spellcasting Ability

Wisdom is your ability for spellcasting, as your magic comes from your spirituality and the devotion you have to your deity. You use your Wisdom whenever a spell refers to your spellcasting ability. Also, you use your Wisdom modifier to set the spell save DC for the Acolyte spells you cast and when you make an attack roll with an Acolyte spell.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast any Acolyte spell you know and is prepared as a ritual if it has the ritual descriptor.

Spellcasting Focus

You can use a holy symbol (found in Chapter 6: Equipment) as the spellcasting focus for your Acolyte spells.

Rite

At 1st level, you choose to follow one of the Acolyte Rites. Choose from the Spiritual Rite, the Stars Rite, the Forge Rite, the Tides Rite, the Nature Rite, the Sepulture Rite or the Storm Rite, all detailed at the end of this Class' description. Your choice will grant you features at the 1st level and again at the 2nd, 5th, 6th, 8th, 11th, 14th, 17th, and 20th level.

Rite Spells
Each Rite has a list of spells – the Rite Spells – that you acquire at the levels specified by your Rite. When you gain a Rite Spell, you always have it prepared, and that spell doesn't count for the maximum number of prepared spells. If you have a Rite Spell that doesn't appear on the Acolyte spell list, it's still an Acolyte spell for you.

Liturgy

At the 2nd level, you can channel liturgy directly from your mystic source, using it as fuel for magical effects. You start with two effects: Preserve Life and an effect determined by your Rite. Some Rites confer additional effects as you level up, as stated in the description of each Rite. When you use your Liturgy, you choose which effect you want to create. You need to finish a short or long rest to use this feature again. Some effects require saving throws. When you use one of these effects, the DC equals yours spell save DC.

Sacred Calling

Not all acolytes act the same regarding their faith. Some seek to study spirituality by knowing and deepening it, while others propagate their faith through miracles and works, some dedicate themselves to protecting the faith, fighting when necessary. Upon reaching 2nd level in this class, you must choose between:

  • Protector. You are dedicated to protecting the word. You gain Proficiency with Martial Weapons and Heavy Armor. You can use your Liturgy to imbue your body with your faith by spending an Liturgy, for a number of rounds equal to your proficiency bonus, your weapon attacks deal your base Pulse dice in additional force damage.
  • Studious. You dedicate yourself to studying the word. You gain proficiency with two skills of your choice from: Arcana, History, Nature, Persuasion and Religion. When you make a check for those skill, you gain a bonus equal to your Wisdom modifier. You can use your Liturgy to cast an unprepared spell with its mana cost reduced by 1, or reduce the mana cost of an already prepared spell by an amount equal to half your proficiency bonus (the cost cannot be reduced to less than 1). You can do this for a number of rounds equal to the base Pulse dice per use of Liturgy.
  • Worker. You are dedicated to spreading the word. You gain one cantrip of one Spiritual Mystery of your choice, and you gain one additional use of your Liturgy per Long Rest. You can use your Liturgy to imbue your magic with your faith, spending an Liturgy, for a number of rounds equal to your proficiency bonus, your spell attacks deal your base Pulse dice in additional force damage.

Liturgy: Preserve Life

Starting at the 2nd level, you can use your Liturgy to heal the wounded. Using an action, you use your holy symbol to summon energy that can recover a total of 5 times your Acolyte level in hit points. You choose any creatures within 30 feet of you and divide those points between them. This trait can only heal creatures to up to half their maximum hit points. You cannot use this feature on undead or construct.

Enhancement

When you reach the 4th level and again at the 8th, 12th, 16th, and 19th level, you can increase one ability score, of your choice, by 2 or you can increase two ability scores, of your choice, by 1. By default, you cannot raise an ability score above 20 with this trait. Alternatively, you can choose one of the General Enhancements in Chapter 5: Customization - Enhancements.

Quintessential Intervention

After the 10th level, you can ask an entity that you worship to assist you in an arduous task. Begging for help requires an action. You need to describe what you're looking for and make a percentage dice roll. If the result is less than or equal to your Acolyte level, it will intervene. The GM chooses the nature of the intervention. The effect of any Acolyte spell or domain spell is appropriate as a result. If your entity intervenes, you are prevented from using this feature again for 7 days. Otherwise, you can use it again after finishing a full rest.

At the 20th level, your intervention requests work automatically, without the need for a dice roll.

Rites

The Rites are concentrations of similar models of relationship with the spiritual, such as the Forge Rite, common in Freljord, where skilled warsmiths exchange knowledge among themselves, besides their experiences in channeling the liturgies referring to that Rite. It would be correct to say that the Rites are religious structures, however, most of them do not have a defined hierarchy or even a great priest, but even that is not a rule followed to the letter.

Spiritual Rite

Rite Spells
Acolyte Spells Spells
1st false life, protection from evil and good
3rd minor restoration, zone of truth
5th magic circle, remove curse
7th banishment, freedom of movement
9th hallow, major restoration

The material world is directly connected to the spiritual world, with what happens in each one reflecting on the other. The transit between the two is a natural part of existence and the flow of everything that exists is constant, in an eternal transformation without settling on a certain point. This is the flow of life, its opposite is the stagnation of life, one of these stagnations are the undead, creatures that interrupt the flow of their existence, therefore, they are sworn enemies of the Acolytes of the Spiritual Rite, who channel their liturgy to returning these creatures to the stream of their existence, restoring peace to the cursed and destroying the cursers.

Spiritual Idol

By choosing this Rite at 1st level, you receive a spiritual idol, which is a weapon that represents your faith in some deity, spirit or concept. You gain proficiency with your idol and it can be used as your spellcasting focus. Choose one of the following options:

  • Cult of Ancestors. Throughout Runeterra there are cults for the Ancient, in Ionia, they are symbolized by the Lotus, which represents spirituality and the elevation of spirits, in other regions the manifestations follow local precepts. The Cult of Ancestors' Spiritual Idol is a long spear made of wood, metal, and hair.
  • Cult of Masks. Death is part of existence, the Masks Cult spreads across Runeterra linked to a pair of reapers masks normally worshiped in the region. The Cult of Masks' Spiritual Idol is a short bow made of wood, feathers, and bones.
  • Cult of Nagakabouros. On the Blue Flame Isles, the Buhru manifested the Spiritual Rite through a spiritual deity called Nagakabouros, an entity that values the natural flow of life and all that exists. The Cult of Nagakabouros' Spiritual Idol is an elder god idol, made of bronze, wood, and stone.

Blessing of the Spirit

Also at level 1, the spirit you follow has a more constant presence in your life. Using an action, you notice the presence of undead within 120 feet of you for 1 minute, you can also notice any form of stagnation of a spirit (such as targets of the immobilize person spell). You can use this trait a number of times equal to your Acolyte level + your Wisdom modifier (minimum of 1) per full rest.

Additionally, you receive access to the spell list of the Mystery of Divination.

Liturgy: Turn Undead

At the 2nd level, you can use your Liturgy to scold the undead near you. Using an action, you raise your Spirit Idol and every undead that can see or hear you within 30 feet of you must make a Wisdom save. On a failure, the creature is expelled for 1 minute or until it takes damage. An expelled creature must use its turn to escape as best it can, and in no way can come closer than 30 feet of you on its own will. It can't use reactions either, it can only use the Dash action or try to escape an effect that prevents it from moving. If there's nowhere to go, the creature can use the Dodge action.

Propagate the Faith

Reaching the 2nd level represents an even stronger commitment to your faith. You gain one of the following characteristics, according to your choice at 1st level:

  • Cult of Ancestors. The consciousness of mortality makes you learn how to make better use of opportunities. You can add your Wisdom modifier to the damage of attacks with your Spiritual Idol.
  • Cult of Masks. You learn to use the openings your companions make. You have advantage on attacks with you Spiritual Idol against target that are within 5 feet of an ally.
  • Cult of Nagakabouros. To perpetuate the rhythm of all things, you learn to use your spirituality for your protection. As long as you're not donning heavy armor, you can add your Wisdom modifier to your AC.

Destroy Undead

Destroy Undead
Acolyte Level Destroys Undead of CR
½ or lower
1 or lower
11º 2 or lower
14º 3 or lower
17º 4 or lower

After the 5th level, the energy channeled by the Liturgy affects the undead on their essence. When an undead fails the saving throw against your Turn Undead feature, it is instantly destroyed if its Challenge Rate is less than or equal to the Destroy Undead table value, according to your Acolyte level.

Ethereal Strike

At the 6th level, you can summon your Spiritual Idol's power to cast a spectral representation of it. You gain one of the following characteristics:

  • Cult of Ancestors. Using an action, you can summon a bolt on a 15-foot line starting from you. The first creature on that line must make a Dexterity saving throw with DC equal to your spell Dc. On a failure, the creature suffers 1d10 + your proficiency bonus of necrotic damage, ignoring a degree of resistance if it hits an undead. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per long or full rest. At the 12th level, that damage increases to 2d10 and undead have disadvantage on the saving throw; at the 18th level the damage increases to 6d10, the range increases to 45 feet and you add your Wisdom modifier to the damage.
  • Cult of Masks. Using an action, you can imbue a number of arrows equal to your Wisdom modifier with the energy of the Mother of Masks. When you make a succesful attack with an arrow, it explodes in spiritual energia, dealing 1d6 + your proficiency bonus of necrotic damage, ignoring a degree of resistance if it hits an undead. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per long or full rest and the arrows remain empowered until your next full rest. At the 12th level, that damage increases to 2d8 and at the 18th level it increases to 3d10 and you add your Wisdom modifier to the damage.
  • Cult of Nagakabouros. Using an Action, you summon a tentacle on a 15-foot line starting from you. Each creature on that line must make a Dexterity saving throw with DC equal to your spell DC. Upon failure, each creature suffers 1d8 + your proficiency bonus of necrotic damage, ignoring a degree of resistance if it hits an undead. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1) per long or full rest. At the 12th level, that damage increases to 2d10 and undead have disadvantage on the saving throw, at the 18th level the damage increases to 3d12, the range increases to 30 feet and you add your Wisdom modifier to the damage.

Harsh Lesson

Upon reaching level 8, you can boost your movement through spiritual energy. You can use an Attack action to jump up to 10 feet towards an hostile creature and make an attack with your Spiritual Idol, dealing 1d8 extra damage.

Additionaly, you gain access to the spell list of the Mystery of Light.

Ethereal Receptacle

After the 11th level, physically manifesting your faith becomes something usual to you. You can use your bonus action to create a spiritual manifestation as a Receptacle of spiritual power in an unoccupied space within 15 feet of you. Each receptacle has an AC of 10 and 10 hit points. Receptacles stay in a place for 1 hour, until they are destroyed or if you move 40 feet away from them. You can create a number of receptacles equal to your proficiency bonus + your Wisdom modifier per full rest.

When you use the Harsh Lesson skill, if you have a receptacle within 10 feet of your target, the receptacle will cause damage equal to your Ethereal Strike skill on all creatures in the defined range on the target's direction.

Test of Spirit

At the 14th level, you become able to use the spiritual energy of a target to test their essence and judge their actions. You can use your bonus action to make a ranged attack to pull the spirit of a creature within 15 feet of you. You are considered proficient with this attack. If you hit, you create a spiritual copy of the creature hit that stays 5 feet from you, this copy has the same amount of hit points as its respective owner and the spirit owner takes half of all damage done to his spirit. Range attacks made by the Masks Cult against that spirit don't have disadvantage due to distance. If there is a Receptacle within 10 feet of the spirit copy at the moment of it's creation, the receptacle will be able to cause damage equal to your Ethereal Strike skill on all creatures within the described range on the direction of the spirit. You can only create one copy at a time.

If the creature moves more than 30 feet away from the spirit, it dissipates, this causes a 10-foot reduction in speed until the end of the creature's next turn. You can use this ability a number of times equal to your Wisdom modifier (minimum of 1) per short or full rest.

Leap of Faith

At the 17th level, you can channel a huge quantity of spiritual energy through your faith. You use an action to channel spiritual energy using all the power within your Spiritual Idol and manifesting it according to your 1st level choice:

  • Culto of Ancestors. You use your arm to push every creature of your choice within 20 feet of you towards an empty space outside that range. Creatures that don't want to be moved must succeed a Strength saving throw with Dc equal to your spell Dc. For 1 minute that area becomes difficult terrain for all creatures ecept you and half of the damage caused by you is turned into hit points divided between those inside the area however you decide.
  • Cult of Masks. You raise your arm momentarily capturing the line between life and death, smitting the ground to create a 30 foot area around you that lasts for 5 rounds. For the duration, all the creatures that are inside the area can't have their hit points reduced to zzero regardless of the source of damage. For the duration, you have an extra attack. At the end of your turn on the 5th round, all of your allies are healed by 10% of their max health.
  • Cult of Nagakabouros. You jump in the air and smite the ground below you as you land, using the power of your Spiritual Idol to create Receptacles within 15 feet of you, you can create a number of Receptacles equal to your proficiency bonus + your Wisdom modifier per full rest with this feature. Additionally, you receive an extra attack for the next minute and Receptacles created in this way disappear after the next minute.

You can use this feature once per full rest.

Restore the Flow

At the 20th level, you understand the natural flow of things and know the most effective way to restore it. As a bonus action, you can cast the spells lesser restoration and greater restoration as 2nd and 5th level spells, respectively, without spending points of Mana, a number of times equal to your Wisdom modifier (minimum of 1) per full rest. When you cast those spelss this way, you can use them on a creature that is within 30 feet of you. Besides that, when a creature is affected by a spell lesser restoration and greater restoration that you have cast, they also gain the effects of the spell Freedom of Movement. Additionaly, all damage against undead is considered disruptive.

Stars Rite

Rite Spells
Acolyte Level Spells
1st cure wounds, healing word
3rd help, prayer of healing
5th mass healing word, revivify
7th dome of dreaming, death ward
9th mass cure wounds, major restoration

The daughter of the Stars, Soraka, is considered by many to be the ancestor of all Runeterra's Rites. Her presence on the Earth plane was the trigger for the care for the healing of living beings to be codified and transmitted through the Rites, which multiplied to heal the many wounds beyond those of rational beings. However, the Stars Rite has remained in existence through all this time, employing special care in curing the ills of the living, but with the power to channel the essence of the stars when necessary to hurt.

Additional Proficiency

When you choose this rite at the 1st level, you gain proficiency in Medicine. If you already have, you receive specialization.

Life Disciple

Also at 1st level, your healing spells are more effective. You promote continuity of life through your hands, using a bonus action or action, with a touch, you can heal a target for 1d6 + your proficiency bonus hit points. You can use this ability a number of times equal to twice your proficiency bonus per long rest. Your healing spells are also more effective, whenever you use a spell to restore hit points to a target, that target additionally heals 2 + the spell's level in hit points.

Additionaly you gain access to spell list of the Mystery of Ethermancy.

Liturgy: Imbue Mana

Starting from the 2nd level, you can use your Liturgy to restore the mana within every living being. Using an action, you raise your holy symbol to restore the mana of a creature within 15 feet of you, recovering mana points equal to half of your Acolyte level (minimum of 2).

True Healing

Also at the 2nd level, you have a direct inclination to healing and rescuing the creatures adn lives of Runeterra, when you use healing abilities, you are not only healing the body but also the spirit of your targets. When you use Class features, Origin traits, spells or Runes that recover hit points of a creature, you can add you can add hald of you Wisdom modifier + your proficiency bonus to that healing.

Additionaly, whenever you roll dice to restore hit points of a creature, if you roll 1 or 2, you can roll the dice again and you must use the new result even if it is 1 or 2 again. You can normaly restore hit points of a construct as well.

Besides that, you can use your Liturgy to speed up the natural healing power of creatures. When you use Liturgy: Preserve Life, you can choose to heal 4 creatures within 60 feet of you, including yourself. When you do that, each creature heals 4 times your Acolyte level in hit points.

Star Call

At the 5th level, you call upon the energy of the stars to punish your enemies. Using an action, you make a star fire in a spot within 30 feet of you, each creature within a 10 feet of the spot must make a Dexterity saving throw with DC is the same as your spell DC. The creature suffers radiant damage equal to 3d8 + your proficiency bonus on a failure, the damage is reduced to half on a success. You heal a number of hit points euqla to half the damage caused. You can use this feature a number of timies equal to your Wisdom modifier (minimum 1) per full rest.

The damage from this feature increases as you gain levels on this class, increasing by 1d8 at the 9th (4d8), 13th (5d8), and 17th(6d8) Acolyte level. When you reach the 11th level this damage becomes luminary.

Excessive Healing

Starting from the 6th level, your healing power leaves a protective trail. Whenever you restore hit point of an ally, any value that exceeds their maximum hit points becomes temporary hit points that last 10 minutes or until they are spent.

Blessed Healer

At the 8th level, your healing power can reach even the deepest illness. When you restore hit points from a creature you can choose to also remove a condition, disease or poison that is affecting them. You can use this feature a number of times equal to your Wisdom modifier (minimum 1) per full rest.

Additionaly, you gain access to the spell list of the Mystery of Crystal.

Astral Infusion

At the 11th level, you learn to sacrifice part of your life energy to heal a creature. Using a bonus action, you can spend a number of hit dice to restore a number of hit points of an ally within 30 feet of you equal to the result of the dice + your Acolyte level. When you do that, you suffer half of the rolled hit dice as danage (minimum 1) that can't be mitigated nor taken from temporary hit points. You can use this feature a number of times equal to your proficiency bonus per long rest.

Equinox

At the 14th level, neutralizing a sonorous energia with the same opposite charge takes no effort from you. You always have the spell silence ready and it doens't count to the maximum of spells that you can prepare per full rest. You can cast this spell using a bonus action or reaction whena creature within reach starts to cast a spell.

Besides that, you can the silence spell without spending points of mana a number of times equal to your Wisdom modifier (minimum of 1) per full rest. When you cast the spell this way, the range becomes 200feet, the radius becomes 30 feet and creatures within it gain immunity to vibrational damage.

Supreme Healing

After the 17th level, there are almost no limits to your healing powers. Instead of rolling one or more dice to recover hit points with a spell,you use the highest possible result on the dice. For example, instead of healing 2d6 hit points, you always heal 12 hit points.

Restore Life

After reaching the 20th level, you can alter destinies in an almost divine manner. Using an action, you touch a dead creature that isn't dead for more than a century and is not an undead. If the soul of the creature is willing and free, the target comes back to life with all their hit points.

This feature neutralizes any poisons and cures any diseases tha would normally affect the creature at the time of death. However it doesn't remove magic diseases, curses or similar effects; if they have not been removed before the use of this feature, they go back to affecting the creature when they come back to life. Deadly wounds are closed and any lost body parts are restored.

Coming back from the dead is an ordeal. The target suffers a penalty of -4 on all attack rolls, saving throws and ability checks. Every time the target finishes a full rest, the penalties are reduced by 1 until they disappear.

Using this trait to bring back a creature that has died within a year or more is extremely taxing on yourself. Until you finish a full rest, you can't cast spells and will have disadvantage on all attack rolls,,ability checks and saving throw. You can use this trait once per full rest.

Additionaly, using an action, you can cat the spell regeneration without spending points of mana a number of times equal to your Wisdom modifier (minimum of ') per full rest.

Forge Rite

Rite Spells
Acolyte Level Spells
1st igneous devastation, identify
3rd magic weapon, heat metal
5th erebus, modify weapon
7th fabricate, magmatic aegis
9th animate objects, bend armors

The Forge Rite was the slowest to form among all others, while those responsible for this rite reached the understanding that the wounds of living beings were often like the wounds of what they forged. The forge strives the personality and directs the acolyte's intent to make his existence something neat, like a temper hammered daily in the search for an ideal.

Additional Proficiency

When you choose this rite at the 1st level, you gain proficiency with heavy armor and the Armorer and Weaponsmith Crafts.

Forge's Blessing

Also at the 1st level, you gain the ability to turn a mundane item into something special imbued with magic. Usinf an action, you touch a non-magical simple weapon, martial weapon, armor or shield and imbue it with spiritual energy. When you do that, the item becomes magical until the end of your next full rest or until you die, gaining half of your proficiency bonus as a bonus to your AC (if it's an armor o shield) or a bonus to your attack and damage rolls (if it's a weapon).

You can use this feature once per full rest. You gain an additional use of this trait at the 5th (2 uses), 11th (3 uses) and 17th (4 uses) levels. After the 8th level, shields and armors affected by this features give resistence to physical damage and weapons start to cause magical damage.

Additionaly, you gain access to the spell list of the Mystery of Transmutation.

Liturgy: Artisan’s Blessing

After the 2nd level, you can use your Liturgy to create simple metal items. Through a one hour long ritual, you create a non-magical item that needs to include some metal: A simple or martial weapon, an armor, 10 pieces of ammunition, a set of tools or other metallic object (see Chapter 6: Equipment, for examples of these items). The creation is completed at the end of the ritual, assembling in an unoccupied space of your choice on a surface within 5 feet of you.

What you create cannot be worth more than 100 gp. As part of this ritual, you need to have metal, which can include coins with the same value as the creation. The metal irreversibly transforms your creation at the end of the ritual, magically forming even non-metal parts of the creation. The ritual can create a duplicate of a non-magic item that contains metal, such as a key, if you have the original during the ritual.

The Voice of the Forge

Also at the 2nd level, you become deeply adept to the Forge, learning with each hammer blow how to forge your items and your soul. As you gain levels as an Acolyte, The Voice of the Forge gives you the followinf traits:

  • Wearing the Apron. You gain Proficiency with the Colector (Miner) Craft and Specialty with the Amorer or Weaponsmith Crafts.
  • Blacksmith. At 5th level, when creating items, as described in the Creating Items rule in Chapter 8: Adventuring, you add 1 GP/day to your craft limit. You add 1 GP/day again upon reaching the 10th, 15th and 20th levels of this subclass. Items you make with the Amorer or Weaponsmith Crafts have their market value reduced by 10% for the purposes of crafting costs and time required. That way, a Plate Armor that costs 1500 GP that would only cost 750 GP to craft, now has a rafting value of 675 GP. Additionally, you gain Specialty with the unchosen Craft from Wearing the Apron.
  • Enhanced Forge. At level 9, you gain 3rd level in the Weaponsmith and Armourer Crafts. Your evolution in these Crafts happens again at Acolyte levels 15 and 18, when you gain respectively 5th and 6th levels in the Crafts.
  • Expert Boiler. At level 15, you learned to utilize your knowledge to take weapon and armor creation one step further. Armor and Weapons created by you gain an additional bonus, once per long rest, the wielder of an armor or weapon created by you can use his bonus action to activate the special effect of your creation for the next minute.
    • Weapons. When using this feature, the wielder gains a bonus to his damage rolls equal to half your Wisdom modifier at the time the weapon was created.
    • Armors. When using this feature, the wearer gains a DR bonus equal to half your Wisdom modifier at the time the armor was created.
  • Master of the Forge. Upon reaching 20th level, you have become a renowned master of weapons and armor, your creations are legendary and in demand, all weapons you create now deal magic damage. In addition, all armor you create has resistance to simple physical damage.

Living Forge

Starting from level 5, you phave scorching flames within you that never be put out, giving you some benefits. You gain the following characteristics:

  • Weapons you wield and armors you don cannot be affect by spells like heat metal.
  • While you're wearing armor made of metal, you can add half of your Wisdom modifier to your AC, this bonus counts as Enhanced Defense.
  • You have advantage on saving throws against the Cold.
  • You gain resistance against fire damage. At the 10th level, you gain resistance to incinerating damage and at the 15th level you become immune to that type of damage.

Forge's Soul

At the 6th level, your understanding of the forge allows you to understand and externalize your soul. Using a bonus action, you emanate an aura of flammes within a 20 feet radius of you for the next minute. At the beginning of each of your turns, each hostile creature within the aura has to make a Constitution Saving Throw with DC equal to your spell DC. On a failure, the creature takes 2d6 fire damage, reduce to half on a success. Each hostile creature that make an melee attack against you must also make the saving throw.

Additionaly, while the aura is active, ranged attack made against you suffer a penalty equal to half your Acolyte level + your Constitution modifier (minimum of 1). You can deactivate the aura at any moment with a free action.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per full rest.

The damage from this feature increases 1d6 when you reach the 10th level (3d6), 14th level (4d6) and 18th level (5d6). After the 10th level, the damage from this feature becomes incinerating.

Fire Impact

At the 8th level, you learn to infuse your attacks with the incandescent power of the forge. Once per turn, you can imbue an attack with a metal weapon with energy. In doing so, your next attack with that weapon deals an additional 2d8 + your Wisdom modifier of incinerating damage. Additionaly you gain access to the spell list from the Mystery of Metal.

The damage from this feature increases 1d8 when you reach the 12th level (3d8), the 16th level (4d8) and the 20th level (5d8).

Bellows Breath

After the 11th level, you learn to exhale your inner flammes in a destructive way. Using an action, you expel a 15 foot cone starting from you, each creature within that area must make a Dexterity saving throw with DC equal to your spell DC. On a failure, the creature suffers 4d6 of incinerating damage and starts Burning, taking 4d6 incinerating damage at the beginning of each of their turns. On a success, the damage is reduce to half. You can use this feature a number of times equal to your Constitution modifier (minimum of 1) per full rest.

The damage from this feature is increased by 1d6 when you reach the 16th level (5d6) and the 20th level (6d6). Additionaly, at the 16th level, a creature that fails the saving throw is affected by Feebleness while Burning.

Blessing of the Forge God

At level 14, you learn to awaken a magical weapon or armor, causing them to become enhanced versions of their former selves. When using your Blessing of the Forge feature, you can, once per long rest, perform a 1-hour ritual and spend 100 gp on materials to awaken a weapon or armor, amplifying its existing powers in a limited way. A creature must attune to the item in order to use all of its properties and while the item is under the effect of the blessing, it takes on a different aspect than the original, something more refined or seemingly more powerful.

An awakened item receives additional benefits of the master's choice, a +1 sword can become a +2 sword while blessed, while armor that grants resistance to fire damage can grant an immunity to fire damage while equipped instead.

Each item can only have one blessing, and you can have a maximum number of blessed items equal to your Proficiency bonus. As a bonus action, you can remove the blessing from an item you have blessed, even if it is far from you or even in another Realm of Existence.

Disciple of Fire

at the 17th level your soul leaves it's mark on anything you put your will into. Every weapon that you make or is affected by any Class feature raises their damage scale by 1, reduce their critical margin by 1 and raises the damage dice multiplier for their critical hit by 1. When uma of those weapons deal a critical hit it exhales an explosion of white flames, causing your Acolyte level as additional disruptive damage. Additionaly, all armors that you make or that are under the effect of any of your Class features offer your resistance to incinerating damage to the usar while also giving advantage on saving throws against the Extreme Cold.

Call of the Forge God

After the 28th level, the Forge God allows the sparks of the forge to come to your aid. Using an action, you summon an elemental ram entirely made of fire. This elemental acts at the end of your turn, has Strength 18, Dexterity 12 and Constitution 22, while also having the same Intelligence, Wisdom and Charisma values as you. The elemental has twice your life points, Large size, 40 feet of movement, 15 AC, immunity to all conditions (except Feebleness and Exhaustion), resistance to physical and immunity to incinerating damage, but has a vulnerability to glacial damage.

The elemental disappears after 1 hour, when it's hit points reach 0, when you die or you use your bonus action to dismiss it. It obeys all of your commands and, if you are unable to give any command, it does it's best to protect you.

The elemental can attack twice in one turn, one with it's horns and one with it's hooves, both using it's Strength modifierr on the attack and damage rolls. The horns deal 3d8 + 4 crushing damage while the hooves deal 1d8 + 4 smashing damage and 3d8 incinerating damage. Your proficiency bonus is added to the rolls of the elemental.

Each enemy creature that starts it's turn within 10 feet of the elemental suffers 2d8 incinerating damage, while allies heal 2d8 hit points.

You can use this feature once per long rest.

Tides Rite

Rite Spells
Acolyte Level Spells
1st create or destroy water, protection from evil and

good

3rd water gush, minor restoration
5th water walk, water breathing
7th freedom of movement, control water
9th mass cure wounds, greater restoration

The Tides Rite may have originally arisen among the Marai, a tribe of Vastaya who live at the bottom of the sea. If there is a search for healing on each rite's behalf, the tidal rite seeks the healing of the seas, oceans and the life that exists within it, oftenly opposing other forms of life that exist in the depths.

Sea Aptitude

When you chose this Rite at 1st lecel, you start to have an understanding of the tide. You gain a swimming speed of 30 feet, if you already have that type of movement, it is increased by 15 feet. Besides that, you can hold your breath for 1 additional hour while underwater before having to amke any check.

Surging Tides

Also at level 1, the fluidity of your magic allows you to speed up certain flows. When you influence an ally with a non damaging resource, you can use your reaction to give them an additional speed of 10 feet for the next minute. This effect does not stack with itself. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per full rest.

Additionaly, you gain access to the spell list of the Mystery of Water.

Liturgy: Tides' Blessing

After the 2nd level, you can use your Liturgy to give more swiftness to an ally's movements. Using a bonus action you o grant Tide's Blessing to an ally that you can see within 30 feet of you, the next 3 weapon attacks of that ally are deal an additional damage of 1d6 + your Wisdom modifier.

The damage from this feature increases by 1d6 when you reach the 6th level (3d6), the 10th level (4d6) and the 14th level (5d6) and the 18th level (6d6). When you reach the 10th level, the attack's damage becomes magical.

Tame the Flow

Also at level 2, you can keep and manipulate an almost invisible layer of water around your body while you're conscious. Whenever you suffer bludgeoning, smashing, fire or incinerating damge, you reduce that damage by an amount equal to your Wisdom modifier.

Additionaly, in case you are Bruning, you can use your reaction to put off the flames as long as they don't require magical water. Alternatively, you can use this feature on an ally spending 1 Mana point. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per full rest.

After the 10th level, your Wisdom modifier to reduce damage using this feature is doubled. You can also extinguish flammes of a Burning effect that requires magical water.

Ebb and Flow

At level 5 you learn to summon a gush of water able to heal allies and hurt enemies. Using an action, choose a target within 15 feet of you, if it's an ally, they heal 2d6 hit points and you can redirect the gush of water to a new target within 15 feet of the healed creature. If it's a hostile creature, they must succeed a Dexterity saving throw with DC equal to your spell DC. On a failure, the target takes 2d6 piercing damage and you can redirect the gush of water to a new target within 15 feet of the damaged creature. On a success, the creature only the damage is halved. You can redirect the gush up to 3 times. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per full rest.

The damage and healing from this feature increases by 1d6 when you reach the 6th level (3d6), the 10th level (4d6) and the 14th level (5d6) and the 18th level (6d6). When you reach the 10th level, this feature's damage becomes Incisive.

Tidecaller

At the 6th level, manipulating the water becomes something completely natural to you, enabling you to treat it as a solid material. You can cast the spell "create or destroy water" as a 2nd-level spell without expending mana a number of times equal to your Wisdom modifier (minimum of 1) per full rest. When you cast this spell this way, the water you conjure is considered seawater, and you can use a bonus action to shape it in one of the following ways:

  • Water Bow. You can use the water to make a ranged attack against a creature within 60 feet of you. On a hit, you deal 3d8 bludgeoning damage and the creature must make a Strength saving throw with DC equal to your spell DC. On a failed save, the creature becomes Prone.
  • Aquatic Armor. You make yourself completely enveloped in water, gaining resistance to fire damage. Melee attacks against you have disadvantage and ranged attacks made against you that are beyond the weapon's normal range automatically miss. You can breathe normally while wrapped in this way. You can maintain this armor for 1 minute or until you are Incapacitated. At the end of the duration, the water drops to the ground.
  • Fetters of Water. You send a small portion of water to trap a creature within 15 feet of you. The creature must make a Strength saving throw DC equal to your spell DC. On a failed save, it gets encased in ice, being Restrained for the next minute. On a success, the water returns to you. A creature Restrained by these fetters can repeat the saving throw at the start of each of its turns, ending the condition on a success. At the end of the duration, the water drops to the ground.
  • Private Pool. You create a 3-foot tall area covered in water at your feet in a 10-foot radius around you, this water moves with you. This area is considered difficult terrain for creatures that don't have a swimming speed. This area lasts until you become Incapacitated.
  • Aquatic Tendrils. You use your water to create tentacles of water that serve as extensions of your own arms. Your unarmed strikes now deal 2d6 bludgeoning damage and have a range of 15 feet. These tentacles last for 1 minute or until you dismiss them with a free action.

Additionally, you learn the Sylvan language and become a friendly figure to all sea creatures that see you, and you can convince them to help you as you would with any other NPC. You can also spend 1 minute in concentration to call on to sea creatures within 1 mile of you, the amount of creatures that will answer your call is up to the Game Master.

Besides that, as long as you have access to a source of running water or the ocean, you can regain your Wisdom modifier in additional Mana points during a long rest.

Protective Aura

Starting at 8th level, you emanate the magical energy of water. Using an action, you start emitting a protective aura in a 15-foot radius around you for the next minute, you and your allies have advantage on Wisdom saving throws, and resistance to all simple damage while within that area. That aura moves with you. You can use this feature a number of times equal to half of your Wisdom modifier (minimum of 1) per full rest.

Additionaly, you gain access to spell list of the Mystery of Hemomancy.

Upon reaching 16th level, each creature within that aura gains resistance to all magic damages and the aura's radius becomes 30 feet.

Water Prison

At the 11th level, you use the water around you to condense it into a huge bubble able to trapp many creatures. Using an action, you use the seawater you have in the form of a water bubble at a point within 30 feet of you, each creature within 10 feet of that point must make a Dexterity saving throw with DC equal to your Dexterity sepll DC. On a failure, the creature suffers 4d8 bludgeoning damage and becomes trapped in the bubble. On a success, the creature only suffers half of the damage. The bubble can only trap 1 Large creature or 4 Medium or maller creatures. The bubble lasts for 1 minute and floats 5 feet above the ground. A creature trapped in the bubble can be seen normally, but it has full cover, in addition to being unable to breathe and being Restrained. At the start of each of its respective turns, a trapped creature must make an Athletics check with DC equal to your spell DC. On a success, the creature is freed.

A creature within 5 feet of the bubble can use its action to pull a trapped creature out of the bubble. To do so, the creature must succeed on an Athletics check with DC equal to your spell DC.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per full rest.

Sea Cub

At level 14, you can conjure a torrent of water in the shape of a sea creature. Using an action, each hostile creature in a 60-foot-long, 15-foot-wide line from you must make a Constitution saving throw with DC equal to your spell DC. On a failure, the creature suffers 6d10 crushing damage, becomes knocked Prone and Feeble for 1 minute. On a success, the creature only takes half damage. A creature affected by Feebleness in this way can repeat the saving throw at the start of each of its turns, ending the condition on a success.

Each ally in that line heals 6d10 hit points and takes half of the dice result as temporary hit points.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per full rest.

Tidal Wave

At the 17th level, you dam up violent water magic within you. You always have the spell tsunami prepared, it doesn't count towards the maximum spells you can prepare per full rest, and you can cast it without spending mana points once per full rest. When you cast this spell this way, the initial damage becomes 8d10, decreases by 1d10 for each subsequent round and water floods the entire area the tsunami passes through during the next minute, this area is considered difficult terrain for creatures that have no swimming speed.

Great Wave

When you reach the 20th level, your connection to water and the elemental magic that surrounds it reaches a full level. You can cast the spell water gush as a 3rd-level spell without expending mana a number of times equal to your Wisdom modifier (minimum of 1) per long rest.

Besides that, whenever you deal damage to a hostile creature using a Class feature or a Mystery of Water or Hemomancy spell, you recover 2d8 + your Wisdom modifier hit tpoints. Any excess hit points recovered in this way become temporary hit points that can stack.

Nature Rite

Rite Spells
Acolyte Level Spells
1st goodberry, purify food and drin
3rd grow thorns, locate animals or plants
5th plant growth, speak with Plants
7th hallucinatory terrain, root swamp
9th commune with nature, awakening

Nature is not limited to fauna, but expands through flora and even subtle reality, reaching even the spiritual essence of rocks. The Nature Rite is focused on healing the earth and the plants, using the soil itself as the greatest device to manifest natural liturgies when needed. Where there is corruption in the land, an Acolyte of Nature will seek to restore harmony, demonstrating that even flowers have their thorns.

Additional Proficiency

When you choose this Rite at 1st level, you gain proficiency in Nature, if you already have that proficiency, you gain specialty. Additionally, you gain proficiency with the Apothecary Craft.

Voice of Nature

Also at level 1, you learn to interpret and decipher all the signs that nature exposes, identifying what most people don't notice, be it through animals or through subtle changes in the climate.

Nature has many ways of transmitting information, animals fleeing, birds in flight or even the wind itself can bring a lot of information about what is happening in a region, carrying remnants of fires, smells and even sounds, you know how to interpret all of these signals, getting a general sense of events in an area. You also learn the Sylvian language.

Besides that, animals can understand your speech and you gain the ability to decipher their noises and movements. Most animals lack the intelligence to convey or understand sophisticated concepts, but a friendly beast can convey what it has seen or heard in the recent past. This feature doesn't grant you friendship with beasts, although you can combine this feature with gifts to curry favor with them as you would with any NPC.

Additionaly, you gain access to the spell list of the Mystery of Flora.

Liturgy: Nature's Aid

At the 2nd level, you can use your Liturgy to summon a creature to your aid. As an action, you summon a stone or vine elemental, at your choice, to a point you can see within 30 feet of you. This creature's CR is equal to half of your Acolyte level (minimum 2). This elemental acts at the end of your turn, acting on its own to help you as best it can. The elemental disappears after 1 hour or after dropping to 0 hit points.

Mahogany Touch

Also at the 2nd level, your magical energy is inherently tied to nature, giving you and all your summons an appearance similar to trees, or as if you were made of wood. You and all your summoned creatures are always under the effect of the barkskin spell.

Your AC and that of your summoned creatures cannot be less than 17 at the 5th level, 18 at the 11th level, and 19 at the 17th level.

Root Enchanter

At the 5th level, you learn secrets about the roots, thus amplifying the power of certain spells. Choose from the following spells: conjure thorns, create sapling or constricting vine. You always have the chosen spell prepared, and it doesn't count towards the maximum spells you can prepare per full rest. In addition, the chosen spell has the following additional effect:

  • Conjure Thorns. You can cast this spell as a 3rd-level spell without expending Mana points a number of times equal to your Wisdom modifier (minimum of 1) per full rest. When casting this spell this way, each creature that fails the saving throw takes 5d6 piercing damage and must make a Constitution saving throw. On a failure, the creature takes 1d10 + your Wisdom modifier poison damage and gets Intoxicated for the next minute, being able to repeat the saving throw at the end of each of its turns to end this condition. On a success, the creature cannot be Intoxicated by this spell for 24 hours.
  • Create Sapling. You can cast this spell as a 3rd-level spell without expending mana a number of times equal to your Wisdom modifier (minimum of 1) per full rest. When casting this spell this way, the sapling has a walking speed of 40 feet, chases the nearest hostile creature within 50 feet of it and, when it explodes, each creature that fails the saving throw takes 4d6 force damage, its speed is reduced by 15 feet until the start of its next turn and, at the start of its next turn, it must make a Constitution saving throw. On a failure, the creature takes 4d6 force damage.
  • Constrictor Vine. You can cast this spell without expending mana a number of times equal to your Wisdom modifier (minimum of 1) per full rest. When you cast this spell this way, each creature that fails the saving throw takes 4d6 poison damage and becomes Poisoned, taking 1d6 poison damage at the start of each of each of its turns.

Upon reaching 10th level, the damage dealt by the chosen spell becomes magical. Additionally, you can choose a new spell when you reach the 11th and the 17th level.

Powerful Summoner

Starting at the 6th level, your summons are stronger than normal, being tougher and more powerful. When summoning an elemental, beast or plant, it gains the following benefits:

  • The summoned creature adds your proficiency bonus to the damage dealt.
  • The summoned creature gains resistance to simple physical damage, if it already has it, it gains resistance to magical physical damage. At 17th level, the summoned creature gains resistance to all simple damage.
  • The summoned creature adds your proficiency bonus to it's hit points for each Hit Dice it has. That is, if you are at the 6th level as an Acolyte and you summon a creature that has 8d10 hit points, it adds 24 (8x3) hit points.
  • All damage dealt by the summoned creature becomes magical.

Verdant Growth

At level 8, you have the green touch, being able to make vigorous plants appear extremely quickly. You gain access to the spell list of the Mystery of Summoning. Additionally, choose one of the following options:

  • Bush Formation. You learn to grow plants anywhere to protect yourself and your allies from harm. Using an action, choose a point you can see within 20 feet of you, plants grow within 10 feet of that point and remain for the next minute. Allies within this area cannot be seen from the outside and cannot be affected by any spell from the Mystery of Divination or sensed by scrying magic sensors, and they can normally see what happens outside this area. Each hostile creature that is in that area or starts its turn there must make a Dexterity saving throw with DC equal to your spell DC. On a failure, the creature is Restrained for the duration of this feature, being able to make a Strength saving throw with DC equal to your spell DC at the start of each of its turns to end this condition.
  • Garden of Thorns. You learn to use floral magic to create a special seed, controlling the type of plant that will bloom and accelerating its growth. Using a bonus action, you conjure a seed at a point within 15 feet of you and, at the start of your next turn, the seed blossoms into a Thorn Spitter or Vine Lasher at your choice. It acts at the end of your turn and obeys all your commands.
  • Nature's Grasp. You learn to summon roots buried deep within the earth to make them twist and rush toward your enemies. As an action, you conjure 3 roots in three 60 feet long and 5 feet wide lines starting from you in a direction of your choice, these roots run in parallel to each other, stopping at the first hostile creature they hit. It must make a Dexterity saving throw with DC equal to your spell DC. On a failure, the creature takes 5d6 crushing damage and is Restrained for the next minute. On a success, the creature takes half damage, and the root continues to travel the line until it hits a target that fails the saving throw or reaches its maximum range, whichever comes first. A target Restrained by this feature can make a Strength saving throw with DC equal to your spell DC at the end of each of its turns to end this condition.

You can use this feature a number of times equal to half of your Acolyte level per full rest.

Seeds of Power

At the 11th level, you can enchant seeds with fantastic properties, which empower a creature when ingested. Through a 1-hour ritual, you can enchant a seed with one of the following options:

  • Healing. When you consume this seed, you recover 8d10 + your Wisdom modifier in hit points, the excess hit points are converted in temporary hit points.
  • Explosion. Instead of consuming this seed, you can use your bonus action to throw it at the feet of a creature within 20 feet of you. The creature must make a Strength saving throw with DC equal to your spell DC. On a failure, the creature takes 8d10 + your Wisdom modifier crushing damage.
  • Fortification. By consuming this seed, your body is strengthened. Your Strength, Dexterity, and Constitution scores increase by an amount equal to half your proficiency bonus until the end of your next turn.
  • Roots. By consuming this seed, you gain the ability to control roots. Choose a creature you can see within 60 feet of you. It must make a Dexterity saving throw with DC equal to your spell DC. On a failure, roots envelop the creature, leaving it Restrained. These roots work like handcuffs, although they cannot be opened.

As part of this ritual, you must have 20 gp worth of materials for each seed you enchant and you must define the enchantment's effect when starting the ritual. A creature must use its bonus action to consume a seed. You can keep a number of enchanted seeds equal to half your Acolyte level and they lose their magical properties at the end of your next full rest.

Nature's Protection

Starting at the 14th level, the nature spirits you commune with protect you when you are at your most helpless state. When you take damage that reduces you to 0 hit points or become Incapacitated, you can use your reaction to cast the spell conjure animals as a 5th-level spell without expending mana points and ignoring any components. The summoned creatures use their turns to protect you in the best way they can. When the spell is cast this way, it lasts for 1 hour, or until you die, and requires no concentration; you can dispel it at any time using a free action.

You can use this feature once per full rest.

Return Blessing

At level 17, receiving so many blessings along with understanding nature creates a feeling of retribution within you. You always have the spell wood golem's protection prepared, it doesn't count towards the maximum spells you can prepare per full rest and you can cast it without spending mana a number of times equal to half your Wisdom modifier (minimum of 1) per full rest. When you cast this spell this way, you can cast it on any creature you can see within 60 feet of you. A creature affected by this spell also gains the benefits of Mighty Summoner.

Additionally, you and all creatures within 60 feet of you are immune to the blight spell and you can use your action to dispel the 250-foot area of a spell around you that is affecting natural terrain, like the hallucinatory terrain spell.

Master of Roots

Upon reaching the 20th level, you channel primal power in a way akin to a deity. Maybe it's a coincidence, maybe you're the reincarnation of some great hero of the past, but nature is familiar with you. You always have the primitive bloom spell prepared and it doesn't count toward the maximum spells you can prepare per full rest. You can channel this spell for 1 round, making it activate at the start of your next turn and increasing the damage dealt to 15d6. Besides that, the attacks made by this spell deal 7d6 damage of a type of your choice, and the hit points regained become your spellcasting ability modifier in d10 instead of d6.

Additionally, this spell doesn't require concentration for you, however you can't cast it again until the end of your next long or full rest.

Sepulture Rite

Magias de Rito
Acolyte Level Spells
1st inflict wounds, ray of sickness
3rd augury ray of enfleeblement
5th animated dead, vampiric touch
7th phantasmal killer, protection against death
9th contact other plane, antilife shell

The Sepulture Rite may have been a rite developed completely apart from all others, it also seeks healing but not only of the living, but also of those tormented between the world of the living and the world of the dead, possibly also come to interacting with those who have not achieved eternal rest. Oftenly the Sepulture Rite ends up using the energy of the world of the dead or even the undead for its purposes, however, this can come at a high price because for, as they say, if you gaze long enough into the abyss, the abyss will gaze back into you.

Ochnun
The dead have a language of their own called Ochnun, however learning that language is impossible through study.

This language can only be learned by a living being as it is exposed to the energies of the underworld.

A downside to this is that those who speak this language are more visible to the dead, having a kind of presence in the world of the dead similar to a perenial and fleeting glow which intensifies as levels of this class are reached.

Occult Knowledge

When choosing this Rite at 1st level, you learn the occult lore of the spirits and the dead. You can speak the Spiritual language and you have the spare the dying cantrip, this cantrip does not count as one of your known cantrips and works on constructs normally.

Starting at 2nd level, your connection to the realm of the dead deepens and you can understand the Ochnun language. At 7th level, you can speak that language.

Unveiled Vision

Also at 1st level, you can get information from the netherworld. As long as you have access to a creature's remains, you can perform a 10-minute ritual, during which you cannot leave the remains' side. At the end of that period, you contact that creature's soul, causing it to appear floating above the remains of the creature you performed the ritual on.

That soul is present for up to 5 minutes and can communicate in the languages the creature had in life. You can ask this creature up to 2 questions, the answers are usually brief, enygmatic or repetitive and the body is under no compulsion to answer or even tell the truth.

A soul cannot be summoned this way for the next month. Vesides that, starting at 3rd level when you are able to cast the "speak with dead" spell, you can contact a corpse every 5 days instead of 10 and you are able to tell whether the dead person is lying or omitting information.

Additionaly, you gain access to the spell list of the Mystery of Necromancy.

Liturgy: Shepherd of Souls

Summon Undead
Acolyte Level Summons Undead of CR
2nd ¼ or lower
5th ½ or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 ou menor

Starting from the 2nd level, you can use your Liturgy to provide temporary bodies for souls willing to help you. Using an action, you can create the corpse of an undead of CR listed for your level as shown on the Summon Undead table. This feature lasts for 1 minute or until the undead is reduced to 0 hit points, after which the body decays. You can summon a number of undead equal to your Wisdom modifier at a time.

Dark Shroud

Also at the 2nd level, the necromantic energies do not affect you in the same way as others. You gain resistance to necrotic damage. Upon reaching 11th level, you gain immunity to this damage.

Rest In Peace

At level 5, the funeral rites are so engraved in your mind that you can perform them without even thinking. You always have the spell gentle repose prepared, this spell does not count towards the maximum spells you can prepare per full rest. When you cast this spell, you can use it within a range of 30 feet, and it can affect a number of corpses equal to your Wisdom modifier.

Additionaly, using an action, you can cast the spell peaceful rest without spending points of mana a number of times equal to your Wisdom modifier (minimum of 1) per full rest.

Additionally, you are able to control undead that were not summoned by you. When you use your Liturgy: Shepherd of Souls, all undead that have a CR equal to that of the Summon Undead table within 60 feet of you obey all of your commands for the next minute. If they are already controlled by another creature, you must make a check with your Spellcasting Attribute opposed by the Spellcasting Attribute of the creature controlling the undead, if it fails, you take control of the undead. If the creature doesn't have a Spellcasting Attribute, it must use its Wisdom modifier.

Last Rites

Starting at level 6, the tool to eternal rest is in your hands. You can use a bonus action to fill a weapon in your hand with necrotic energy and when you do, for a number of rounds equal to your proficiency bonus, your attacks with that weapon deal an adittional 2d8 necrotic damage. You can do this a number of times equal to your Wisdom modifier per full rest. If the target is reduced to 0 hit points with this attack, its soul must make a saving throw with DC equal to your spell DC, if it fails, it returns as an undead more similar to its living form with its CR within that of your Liturgy: Shepherd of Souls. You can use this feature a number of times equal to your Wisdom modifier before taking a full rest.

The damage from this feature increases by 1d8 upon reaching 10th level (3d8), 14th level (4d8), and 18th level (5d8).

Dark Procession

At level 8, the souls of the tormented are at your disposal. Using an action, you conjure the twisted, dying bodies of souls that couldn't cross over to the afterlife, causing them to unite and create a wall at a point you can see within 20 feet of you, the wall is circular with 20 feet in diameter, 10 feet in height and is 3 feet thick. That wall has the same AC as you and 2d6 multiplied by your Acolyte level in hit points.

Hostile creatures that are within 5 feet of the wall or start their turns within that reach must make a Dexterity saving throw with DC equal to your spell DC. On a failure, the dying bodies stretch out their arms and trap an affected creature, leaving it Restrained. A creature Restrained in this way can make a Strength saving throw with DC equal to your spell DC at the end of each of its respective turns, ending that condition on a success. If the wall is destroyed, all Restrained creatures are released.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per full rest. You can only have one wall active at a time, if you cast it again with an active wall, the previous one is destroyed.

Additionaly, you gain access to the spell list of the Mystery of Darkness.

Mourning Mist

At the 11th level, your presence in the realm of the dead affects you even more, you are able to retain some of that realm's mist and are able to use it for attacks. You can spend 10 minutes on a ritual to summon the mist from the realm of the dead and, when you do, you conjure a number of globules of mist equal to your proficiency bonus. These globules disappear at the end of a full rest, and you cannot have more globules stored than your Wisdom modifier per full rest.

Using an action, you can hurl a globule of mist at a point you can see within 25 feet of you. Creatures in a 15-foot cone starting at the chosen spot must make a Constitution saving throw. On a failure, an affected creature takes 6d6 + your Wisdom modifier necrotic damage, is slowed by 15 feet and is marked for the next minute.

Creatures you've summoned have advantage on attack rolls against targets marked by this feature.

Maiden of Wailing

At the 14th level, you can use the wail of the dead as a force to your advantage. Using an action, you summon a spectral entity on a point you can see within 30 feet of you, it is considered a Large undead. She acts at the end of your turns and obeys all your commands. That entity remains active for 10 minutes, until it is reduced to 0 hit points or until you dismiss it as a free action.

The maiden has 30 feet speed, half your hit points, the same AC, Attributes, resistances, and vulnerabilities as you. She can make two ranged attacks per turn, each attack taking the form of bolts of energy that deal 5d6 necrotic damage against a target within 30 feet of the maiden. If the maiden hits a creature marked by your Mourning Mist feature, for every 10 points of damage she deals, you heal 1d10 hit points, or half as much in mana points (minimum of 2).

Additionally, as a bonus action, the maiden can force all hostile creatures within 30 feet of her to make a Wisdom saving throw. On a failed save, an affected creature is Frightened by the Maiden for the next minute.

You can summon this entity a number of times equal to half your Wisdom modifier (minimum of 1) per full rest. You can only have one of these entities active at a time.

Envestment of the Dead

Starting at 17th level, walking through both worlds has empowered your body to channel a potent charge of necrotic energy. Using an action, you can channel the power of the Realm of the Dead to protect you and amplify your destructive power for the next minute a number of times equal to half your Proficiency bonus per full rest. By doing so, you receive the following benefits:

  • You gain absortion to necrotic damage;
  • You gain resistance to radiant damage, simple and magical;
  • You are under the effect of your Last Rites trait for the duration;
  • Creatures that fail their Shadow Globules saving throw are Paralyzed until the end of your next turn;
  • You are under the effect of the cause fear spell to all hostile creatures within 100 feet of you for the duration;

Additionally, for every 10 years that pass, your body only ages 1.

Necromantic Protection

Upon reaching the 20th level, you can extend your dark shroud to the creatures around you. The animate dead and revivify spells are always prepared for you and do not count towards the maximum spells you can prepare per day.

Additionally, you can cast the "animate dead" and "revivify" spells as 3rd-level spells without expending mana points, you can use those spells this way a number of times equal to your Wisdom modifier (minimum of 1) per full rest.

Besides that, you and any undead you summon gain immunity to necrotic damage, resistance to radiant damage, cannot be affected by mind control spells and have advantage against attempts to turn them away.

Storm Rite

Magias de Rito
Acolyte level Spells
1st thunderwave, crakling bolt
3rd gust of wind, levitate
5th lightning, fly
7th sky splitter, freedom of movement
9th control the winds, storm devourer

Among all the rites formed, the Storm Rite is the most recent one, it was formed in large part thanks to an air elemental called Janna who protects the underprivileged denizens of Zaun, however, even in Piltover there is oppression and wounds that suffocate its inhabtants. The Storm Acolytes are the harbingers of something even more turbulent than a hurricane, healing society through its lightnings and winds, seeking to blow away all illnesses.

Tailwin

When choosing this Rite at 1st level, the wind always favors your movements. You gain a bonus of 5-foot multiplied by your proficiency bonus to your speed. Additionally, allies moving towards you gain half this bonus to their respective speeds.

Storm Protection

Also at the 1st level, you can use the winds to aid in protection. When you or a creature you can see within 30 feet of you are targeted by an attack, you can use your reaction to grant a temporary shield. This shield grants 2d8 + 2 times your Acolyte level in temporary hit points. You can use this feature a number of times equal to your Wisdom modifier (minimum 1) per full rest.

Additionaly, you gain access to the spell list of the Mystery of the Storm.

Liturgy: Stormy Wrath

At the 2nd level, you can use your Liturgy to wield the storm's power with unbridled ferocity. When you deal Lightning, Thunder, Plasma or Vibrational damage, you can use your Liturgy to double the damage dealt.

Barefoot

Also at the 2nd level, no matter how much you walk, you are always a few millimeters from the ground, decreasing your conductivity. You gain resistance to lightning damage and advantage against knockback.

Howling Gale

At level 5, small and precise pressure controls are made possible by your ability to manipulate elemental energy. Using an action, you create in a point within 5 feet of you a punctual change in temperature and pressure, creating the "seed" of a small tornado. You can cultivate this seed a number of turns equal to your proficiency bonus.

At any moment during your turns, you can use a bonus action to unleash a tornado in a 20-foot-long, 5-foot-wide line starting where the seed was created. Creatures in that line must make a Dexterity saving throw with DC equal to your spell DC. On a failure, an affected creature takes 2d6 slashing damage, knocking a Medium or smaller creature 10 feet into the air and, after falling, it gets knocked prone. On a success, it only takes half damage. For each round beyond the 1st that you spend growing this seed, the tornado increases by 10 feet in length and 5 feet in width, the damage also increases by 1d6 and launches a creature one size category larger an additional 10 feet in height.

Lightning Strike

Starting at the 6th level, your blows reverberate with powerful thunderous energy. Whenever you deal Thunder damage, simple or magical, to a creature up to one size category larger than you or smaller, you can choose to push it up to 10 feet away from you, that creature must make a Strength saving throw with DC equal to your spell DC. On a failure, the creature is knocked Prone.

Additionally, once per turn, you can imbue your next attack with lightning damage, dealing an additional 1d8 lightning damage. This feature's damage increases by 1d8 at the 10th level (2d8), 14th level (3d8) and 18th level (4d8).

Electrostatic Aura

At the 8th level, you are able to perceive the subtlest differences in the electrical and vibrational fields around you. Using an action, you cast an aura in a 10-foot radius multiplied by your proficiency bonus around you, you know the exact location of all creatures in that area, regardless if they are invisible, buried or flying. Besides that, while this aura is active, you can add your proficiency bonus to your AC. This aura lasts indefinitely, and you must maintain concentration to keep it active (as with your spells).

Additionaly, you gain access to the spell list of the Mystery of Enchantment.

Storm Affinity

Starting at the 11th level, you have a greater affinity with the elements of a storm, with the storm's elements having greater synergy with your body. When you take lightning, thunder, plasma or vibrational damage, if the source is not a spell, you restore one mana point. If it is a spell, you regain mana equal to the spell's level. This effect can happen a maximum of once per round and a total of times equal to your proficiency bonus per long rest. Additionally, you must choose a manifestation of the storm from the following:

  • Lightning. Whenever you deal lightning damage to a creature, simple or magical, an additional target of your choice within 15 feet of your original target must make a Constitution saving throw with DC equal to your spell DC. On a failure, the target takes half the lightning damage dealt to your original target.
  • Vibrational. You gain a barely perceptible vibrational barrier around you, melee and ranged attacks made against you have their damage reduced by an amount equal to your proficiency bonus. This barrier gives you advantage on Stealth checks that rely on sound.

Winds of War

At the level 14, the winds that surround you innately protect you, hampering any attackers. The spell gust of wind is always prepared for you and doesn't count towards the maximum spells you can prepare per day. Allies have advantage on the saving throw to resist this spell.

When a creature comes within 15 feet of you, you can use your reaction to cast the "gust of wind" spell without spending mana a number of times equal to your Wisdom modifier per full rest. When you do that, if a creature that fails the saving throw is also knocked Prone.

Additionally, when you're targeted by an attack, you can use your reaction to summon a tornado of your Howling Gale feature as if it had been channeled for 2 turns. In doing so, all damage dealt to you by a creature that is inide the line of the tornado is reduced by an amount equal to the damage dealt by the tornado.

Child of the Storm

Upon reaching level 17, the slightest breeze is enough for you to take flight. As long as you are not underground or indoors, you gain flying speed equal to your walking speed.

Additionaly, you gain immunity to Plasma damage.

Control the Winds

At level 20, the wind is under your command at all times. The control the winds spell is always prepared for you and does not count towards the maximum spells you can prepare per day. You can cast this spell as a 5th-level spell without expending mana points a number of times equal to your Wisdom modifier per full rest. In addition, allies have advantage on saving throws and checks to resist this spell's effects, and their attacks have no disadvantage for being in this spell's area.