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Mercurial

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This article complies with version 0.94 of Runarcana RPG

After adjusting his utility belt, the Shuriman activates the spotlight on his forehead, a Piltover invention capable of illuminating more than 60 feet away, with several additional mechanisms that even allow him to see through some rocks. The newly discovered tomb may contain countless treasures, but surely, once word spreads, treasure hunters will emerge from beneath every grain of sand. Time is vital but even more important is how this time will be used, if an ancient trap claimed his life as soon as he entered, he would certainly have no stories to tell.

He jumps along a rope so thin that it is visible only through the layer of dust that has settled above it, advances through one of the chambers and finds an ancient inscription, it talks about a relic so powerful that it had to be separated in two, but nothing more about it. He advances through some floors underground and after many risks he finally reaches a heavy stone door that cannot be moved by his body. He runs the flashlight across the wall and finds a small hole through which a needle could be inserted. His bet is all or nothing, and he just places a mass in that spot, silently the door begins to move, in a calm and slow rhythm, as if covering that hole had cut off the air supply to some mechanism that kept the door closed. Before his eyes, he recognizes the mentioned relic, but not because of any ancient text or inscription, but because it is exactly the same as a photo he had seen in the newspaper, in which a Piltovan explorer posed after having found some relics, his name was Ezreal, and stood proudly with the pair's other gauntlet in hand.

The Mercurial is a Class with a huge range of utility and with a focus on cunning and the use of tricks, they make use of cunning and their ability to overcome obstacles, whether through their agility or their intelligence. Many of a Mercurial's characteristics depend on their training or the focus given to them, while some can become thieves specialized in robberies, escapes and big scams, others can follow the path of assassination or even embrace the search for information and disinformation through espionage.

Normally a mercurial has sufficient skill in different areas, being able to lead a double life if deemed necessary, they usually specialize in one of these areas and can even pursue a career as jewelers, locksmiths, among other professions that demand refined dexterity and intelligence, in addition to of cleverness so as not to be scammed.

Although each individual has their own inclinations, history and origin, they tend to be individuals who use their wit to solve and get out of problems, they can have an enigmatic character, preferring to act in secret or just have a discretion regarding their talents not well accepted socially.

It is not uncommon for them to organize themselves into guilds, or even cabals, while guilds usually have more than dozens of members, cabals will normally have a few, not exceeding a dozen, but this is not a rule. A cabal may well be made up of hundreds of individuals, while a guild may not even have enough members to fill a hand. Among the mercurial are thieves and assassins, however there can also be messengers, explorers, researchers, pirates, among many other models that can be followed such as spies, diplomats, specialized law enforcement agents, among others who act in accordance with the laws.

The most important thing about a mercurial is how skillful and clever he becomes to make his activities reach mastery, whether inside or outside the law.

On the Margins of Society

Every society has a main power around which it is structured, this power is responsible for maintaining laws and enforcing established social rules. However, around this power there is always a margin, regardless of what it is, there are those who live on the threshold and often have their activities linked to this life.

If the constituted power is the white area, and the parallel power is constituted in the shadows, there is a gray area, which interacts between the two fields as a kind of connector of these areas.

Law enforcement officers may need "under the table" services, or even some solutions may be provided at the edge of the law by law enforcement experts. In general, these figures who operate in this gray area are mercurials, people who can maintain a normal and exemplary life on a daily basis, but also maintain activities in parallel, such as a jeweler who robs nobles' houses and exchanges jewelry for replicas, or even a forger who may well act as a legitimate painter or sculptor in everyday life.

This parallel life is not just limited to members of the most disadvantaged social classes, it is common for immensely rich nobles to also have their illegal businesses here and there, some may have risen to legitimacy through activities outside the law.

No matter for what need or purpose, in addition to the main power, there is always an immense society on the margins in this gray area.

Experts

Mercurials are normally skilled in many areas, however they usually choose one to be their great specialty, perhaps a lock master, perhaps a spy or even a counter spy, and they may also be an art expert and appraiser and even a skilled doctor.

All of these activities do not require that whoever performs them be a mercurial, however, those who excel in their specialty and who go beyond, usually are, overcoming the barriers of knowledge and experimentation, truly going deep in search of a goal of excellence.

Certainly not all careers require the spotlight, however, someone's specialization in a certain area can make them a reference in that activity, whether they become a teacher or instructor, or even a leader of a school, academy, gym or just of a secret society.

Creating a Mercurial

When you create a Mercurial, consider how your character behaves under the law. Are you or have you ever been a criminal? Are you what you are because of greed or necessity? Are you being hunted by someone or a faction?

Why did you become a Mercurial? Is someone paying you to get a lost item? Or do they want you to assassinate a leader of an enemy nation?

Quick Build

You can build a Mercurial quickly by following these suggestions. First, put your highest ability score in Dexterity, followed by Intelligence or Charisma if you want to rely more on social interactions. Second, choose the Criminal or Mercenary Past.

The Mercurial
Level Sneak Attack Characteristics
1 1d6 Specialization, Sneak Attack, Cabal
2 1d6 Cunning Action
3 2d6 Specialization, Cabal Feature
4 2d6 Enhancement
5 3d6 Cabal Feature
6 3d6 Specialization
7 4d6 Evasion, Cabal Feature
8 4d6 Enhancement
9 5d6 Cabal Feature
10 5d6 Enhancement
11 6d6 Cabal Feature
12 6d6 Enhancement
13 7d6 Cabal Feature
14 7d6 Blind Sense
15 8d6 Elusive Essence
16 8d6 Enhancement
17 9d6 Cabal Feature
18 9d6 Stroke of Luck
19 10d6 Enhancement
20 10d6 Cabal Feature

Class Features

As a Mercurial, you gain the following Class features.

Hit Points

Hit Dice: 1d8 per Mercurial level

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

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Mercurial level

Proficiencies

Armor: Light armor

Weapons: Simple weapons, hand crossbows, long swords, rapiers and short swords

Crafts: Locksmith Craft

Saving Throws: Dexterity and Intelligence

Skills: Choose four from Acrobatics, Athletics, Acting, Deception, Stealth, Intimidation, Intuition, Investigation, Perception, Persuasion and Sleight of Hand

Equipment

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

  • (a) a rapier or (b) a short sword
  • (a) a short bow and a quiver with 20 arrows or (b) a short sword
  • (a) burglar set, (b) dungeon delver set, or (c) an adventurer set
  • Leather armor, two daggers and locksmith tools

Specialization

At 1st level, you choose one of your skills that you are proficient in, or a Craft. Thus, by receiving a specialty in that skill or Craft, the specialty causes your proficiency bonus to be doubled on any attribute check you make with that skill or Craft.

At 3rd level, you can choose one more of your proficiencies (in skills or Crafts) to gain this benefit.

At 6th level, you can choose two more of your proficiencies (in skills or Locksmith Craft) to gain this benefit.

Sneak Attack

Starting at 1st level, you know how to subtly attack and exploit your enemies' distraction. Once per turn, you can add 1d6 to damage rolls against any creature you hit, as long as you have advantage on the attack roll. The attack must be with a finesse or ranged weapon.

You do not need to have advantage on attack rolls if another enemy of your target is within 5 feet of it, as long as that enemy is not Incapacitated and you do not have disadvantage on attack rolls.

The amount of additional damage increases as you gain levels in this Class, as shown in the Sneak Attack column of The Mercurial table.

Cabal

At 1st level, you choose a "group" that you connect with, even if only philosophically. Choose between the Runic Ace Cabal, the Assassin Cabal, the Spy Cabal or the Explorer Cabal, all detailed at the end of this Class's description. Your choice will grant you features at 1st level and again at 3rd, 5th, 7th, 9th, 11th, 13th, 17th, and 20th levels.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can only be used to perform the Disengage, Fire, or Hide actions.

Enhancement

When you reach 4th level and again at 8th, 10th, 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 2. choose, by 1. By default, you cannot raise an ability score above 20 with this feature. Alternatively, you can choose one of the General Enhancements from Chapter 5: Customization - Enhancements.

Evasion

Starting at 7th level, you can nimbly dodge certain area effects, such as the flaming breath of a hellish dragon or an ice storm spell. When you are targeted by an effect that requires a Dexterity saving throw to take half damage, you take no damage if it succeeds, and only half damage if it fails.

Blind Sense

At 14th level, if you are able to hear, you are aware of the location of any hidden or Unseen creature within 10 feet of you.

Elusive Essence

At 15th level, you gain great willpower, gaining proficiency in Wisdom saving throws. Furthermore, you become so cunning that rarely anyone lays a hand on you, as long as you are not Incapacitated, no attack roll has an advantage against you.

Stroke of Luck

At 18th level, you have an incredible talent for succeeding when you need it most. If your attack misses a target in range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

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

Cabal

Although Mercurials have many similar characteristics, each origin and training ends up guiding their specializations towards different paths, meaning that two Mercurials can differ greatly in their capabilities at higher levels. The Cabal you choose reflects your training and focus, not necessarily your profession, but it outlines the people you come into contact with and where you get your education.

Runic Ace Cabal

Some essences are touched by runes since their birth, awakening hidden capabilities in them in the most variable ways, in some cases what is awakened is the magic of that creature, in other cases they are powers channeled directly from these runes.

It is not exactly known whether it is a specific rune or some other intermediate power, or even a stellar configuration that causes this, but some people are born favored by powers of luck (and bad luck) in a mystical oscillation of that existence that is known as the Runic Ace.

You are a manifestation of “Chance,” although you may not know exactly what that means at first, you realize as you gain levels in this Class that you are capable of affecting the probabilities around you.

Runic Prodigy

At 1st level, you are able to channel this runic energy through some feats:

Runic Ammunition
You are able to cast and fire your signature runic ammunition. When receiving this characteristic you must define the format and type of damage it causes (blunting, cutting or piercing), for example, you can define your ammunition to be marbles that cause blunt damage, cards that cause cutting damage or feathers. that deal piercing damage.
You are proficient with this ammunition, it is considered a ranged weapon, deals 1d6 of the chosen damage type, and has the following properties: finesse, throw (range 20/60 feet). Additionally, you can make an attack with this weapon as a bonus action.
You must spend 1 uninterrupted hour to conjure this ammunition, you conjure a total of 50 pieces of ammunition that are absorbed by your arms and can be fired through attacks, intuitively you always know how much ammunition you still have available. Ammunition lasts until the next full rest or after being used for an attack. You can have a maximum ammunition of 50 multiplied by half your proficiency bonus.
Runic Charge
The rune that favors you allows you to have a source of resources:
You gain 4 points of Runic Charge at 1st level and then 1 more point at levels 4, 7, 10, 13, 16 and 19. Your Runic Charge points are converted into dice for some effects, these dice are d6 at 1st level and become d8 at level 5, d10 at level 11, and d12 at 17.
You can use these points for some resources, you start by knowing three of them. You can learn additional features as you gain levels in this Class, gaining a feature at 3rd, 6th, 10th, 14th, and 18th levels.
You regain all spent charge when completing a long or full rest. Choose three of the following options:
  • Rogue Throw. If you know the location of a creature that you cannot attack, you can use your action to spend 1 Runic Charge and make an attack roll against the creature. The Rune Ammunition can attack the creature by arching it from above and below, turning at a 90-degree angle, or leaping from the environment to reach unusual angles. Rogue Throw increases the normal and maximum distance of your Runic Ammunition by a number of feet equal to 5 times your Runic Charge die result.
  • Decoy. As an action, you can spend 1 Runic Charge point and fire ammunition that multiplies, creating a distraction. By doing so, you can perform a Stealth check with advantage and have your Runic Charge die added to the result.
  • Slender. As a bonus action, you can spend 1 Runic Charge point to take the Dodge action.
  • Fleeting. As an action, you can spend 1 point of Runic Charge to perform a trick that dazzles bystanders. Each hostile creature within 10 feet of you is immediately distracted by your performance, and must succeed on a DC 8 Intelligence saving throw + your Runic Charge die result, or they have disadvantage on all ability checks, saving throws and or attack rolls until the start of your next turn, and the next attack roll against the creature before the start of your next turn has advantage.
  • Imbue. When using your Attack action, you can spend 1 point of Runic Charge to gain advantage on all attack rolls this turn made with your Runic Ammunition. Additionally, your first attack made with your Runic Ammunition adds your Runic Charge die to the attack and damage roll. Additional damage dealt this way counts as energy damage.
  • Lucky Move. Immediately after you fail an attack roll, you can spend 1 Runic Charge point to fire a shot at your target's face. You must make a DC 20 Dexterity saving throw - the result of your Runic Charge die. If successful, you automatically hit another creature of your choice that you can see within range of your Runic Ammunition.
  • Wrong Judgment. When a creature you can see makes an attack roll, saving throw, or ability check, you can use your reaction and spend 1 Runic Charge to stop its attempt. Roll a Runic Charge die and subtract the result from the creature's roll. You may choose to use this feature after the creature makes the roll, but before the DM determines whether or not the roll in question is successful.
  • Put your foot in. As a free action, you can spend 1 Runic Charge point to take the Disengage action.
  • Torrent. As an action, you can spend 1 point of Runic Charge to attack a number of targets you can see within 20 feet of you equal to your Dexterity modifier (minimum of 1) using your Runic Ammunition. When doing so, you must make a single attack roll for all targets.
  • Triple. As an action, you can spend 1 point of Runic Charge to fire a Rune Round that splits into three in a 30-foot cone from you, each round traveling in a line, one in the center and one at each end of the cone. stopping at the first target it hits. Each target must make a DC 8 Dexterity saving throw + your proficiency bonus + the result of your Runic Charge die. On a failed save, the target takes damage from your Runic Ammunition. On a success, the ammunition continues to travel down the line until it hits a target that fails the save or reaches its limit range, whichever comes first.

Power up

At level 3, you can magically power up your Runic Ammunition. Whenever you conjure a new batch of Runic Ammunition, you can spend 1 point of Runic Charge to energize it; all ammunition in the batch now deals magical damage instead of simple damage. The lot remains energized until the next full rest.

Additionally, as a bonus action, you can spend 1 point of Runic Charge to enchant two munitions from the energized lot with one of the options below. At 9th level, when enchanting ammunition, you can apply 2 effects to the same ammunition.

  • Stunning. When you hit a creature with your Runic Ammunition, it must succeed on a DC 13 Constitution saving throw + the result of your Runic Charge die, or be Stunned until the end of your next turn. You can spend 1 additional Runic Charge point to roll a Runic Charge die and subtract the result of the creature's saving throw.
  • Enchanting. When you hit a creature with your Rune Ammunition, it must succeed on a DC 13 Charisma saving throw + the result of your Rune Charge die, or become Charmed until the end of your next turn. You can spend 1 additional Runic Charge point to roll a Runic Charge die and subtract the result of the creature's saving throw. You can only have one Charmed creature at a time.
  • Poisoned. When you hit a creature with your Runic Ammunition, it must succeed on a DC 13 Constitution saving throw + your Runic Charge die result, or take an additional 1d8 Intoxicating damage and become Intoxicated until the end of your next turn. On a success, the creature only takes damage from the attack and additional damage. You can spend 1 additional Runic Charge point to roll a Runic Charge die and subtract the result of the creature's saving throw.
  • Flaming. When you hit a creature with your Runic Ammunition, the target catches fire and becomes Scorched, taking your Runic Charge die result as incinerating damage at the start of each of your own turns.
  • Bloodthirsty. When you deal damage with your Runic Ammo against a creature, it must make a Constitution saving throw DC 13 + the result of your Runic Charge die. On a failed save, the creature becomes Bleeding, taking 1d4 damage at the start of each of its own turns. You can spend 1 additional Runic Charge point to roll a Runic Charge die and subtract the result of the creature's saving throw.

Quick Hands

When you reach the 5th level, you can fire your ammunition with greater speed. Your Rune Ammo increases damage category by 1 and throw distance becomes 60/120 feet.

Extra Attack

From the 7th level onwards, no one can compare to your speed, you truly understand what it means to be “fast”. You can attack twice, instead of once, when you use the Attack action during your turn. The number of attacks increases to three when you reach 18th Mercurial level

Duel Time

Reaching 9th level, you provoke an enemy so that they feel compelled to duel you. As an action, you can make a Persuasion check opposed by the target's Insight check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the save and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and cannot make attacks of opportunity against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or if you end your turn more than 60 feet from your target.

Combat Specialization

At level 11, you learn to manipulate your Runic Ammunition even after it has already been thrown. When you miss an attack with your Runic Ammunition against a target within range, you can spend 1 point of Runic Charge to turn the miss into a hit.

Rune Recharge

At 13th level, your ammunition seems to never end. Whenever you score a critical hit with your Rune Ammunition, it returns to your hands. Furthermore, at the end of a fight you can recover some of your ammunition, roll a Runic Charge die and add the result to the amount of Runic Ammunition you have, as long as it does not exceed your limit.

Higher Intuition

Starting at 17th level, your intelligence is enhanced to the point that your mind is not easily influenced by trickery, optical illusions, and spells. When you make an Intelligence, Wisdom, or Charisma saving throw, you can spend 1 Runic Charge point to add the result of your Runic Charge die to the saving throw. Additionally, as long as your allies are listening to you and if you wish, they can add this bonus to their save.

Ace in the Sleeve

When you reach 20th level, you are blessed with luck in a way beyond the supernatural. When you fail an ability check or saving throw, you may spend 2 Runic Charge points to reroll. Additionally, your Runic Ammunition increases its damage category by 1, its critical range decreases by 1, the damage dice multiplier on a critical hit increases by 1, and whenever you throw a Runic Ammunition, if it hits a target, the ammo applies its damage and effects twice.

Assassin Cabal

You focused your training on the macabre art of death. Those who devote themselves to this Cabal are diverse: hired killers, bounty hunters and even priests specially trained in exterminating the enemies of their deities. Subterfuge, poison, and disguises help you eliminate your opponents with deadly efficiency.

Additional Proficiency

When you choose this Cabal at 1st level, you gain proficiency with the Artist Craft - Makeup Artist and the Apothecary Craft. Furthermore, this Cabal specializes in the use of Assassin Weapons, which are daggers, small chakrans, darts, short swords and katars, which have demonstrated greater performance in assassinations throughout the ages.

Blade Edge

Starting at 3rd level, you have access to some specific abilities that reflect your training. Choose one of the following options:

Dagger Cyclone. Your normal and maximum throw distance with Assassin Weapons increases by 10 feet. Additionally, you can use your action to make a melee attack roll on a target, on a hit you make a spinning attack. Each creature in range of your weapon must make a DC 8 Dexterity saving throw + your proficiency bonus + your Dexterity modifier. A creature takes damage from your attack on a failed save, or half as much damage on a successful one. The target hit by the melee attack is not affected by the spin attack.
Poison Edge. You can use your bonus action to apply poison to your Assassin Weapons. Additionally, you gain expertise with the Apothecary Craft, and when creating or extracting a type of poison, you can create a number of doses equal to your Intelligence modifier (minimum of 1) at no additional cost.
Blade Threshold. When you make an attack against a creature using Assassin Weapons, it gains 1 Wound mark, when you reach 3 marks, your next attack against that creature has the damage of your weapon maximized. When this happens, the counter resets and the creature must make a DC 8 Constitution saving throw + your proficiency bonus + your Intelligence modifier. On a failed save, the creature becomes Bleeding, taking 1d6 damage at the start of each of its own turns.

Uncanny Dodge

At level 5, when a hostile creature you can see hits you with an attack, you can use your reaction to halve the damage taken.

Lurk

Upon reaching 7th level, you learn more effective ways to ambush your target. Choose one of the following options:

  • Vitriolic Signature. You have a predilection for a specific poison, knowing improved ways to use it and expand its potential. When you receive this characteristic, you choose a specific poison, when you use that poison the DC of your save increases by half your proficiency bonus, the duration time on your Assassin Weapon increases to 2 minutes and the damage dealt adds your attack modifier. Intelligence. Additionally, upon reaching levels 11, 15 and 19 you can choose a new poison and change an already chosen poison.
  • Invisibility. As a bonus action, you gain the effects of the invisibility spell at the start of your next turn. While Invisible in this way, your walking speed increases by 10 feet. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) per full rest.
  • Shunpo. As a bonus action, you can teleport within 5 feet of a target or a thrown Assassin Weapon that you can see within 30 feet of you. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) per full rest. When you teleport in this manner and reduce a creature to 0 hit points during this round, you can use this feature again until the end of your next turn without expending a use of this ability. Additionally, if you have the Dagger Cyclone skill, you can use your reaction to perform the spinning attack described in the skill.

Silently Deadly

At 9th level, you have trained to make almost no noise while stalking your targets. You gain advantage on Stealth checks that involve sound and cannot be detected by creatures that have seismic sense while in stealth. Additionally, you gain 60 feet of darkvision, if you already have darkvision it increases by 30 feet.

Charge Attack

Starting at 11th level, you learn to hit enemies outside your reach. When you use your Attack action to attack a hostile creature outside your range with a Assassin Weapon, you can leap 10 feet toward the target. This jump is not considered part of your speed and bypasses difficult terrain. If the attack hits the target, you can add the damage from your Sneak Attack and, regardless of the roll, the damage is considered a critical hit. You can use this feature a number of times equal to your Dexterity modifier (minimum of 1) per full rest.

Armor Gap

Reaching level 13, you gain enough skill to know where to attack your opponent to deal the most damage. Your critical range with Assassin's Weapons decreases by 1, your damage category and the critical multiplier of your Assassin's Weapons increases by 1.

Ghostly Lurk

At 17th level, no target can hide from your sight. Your Sneak trait gains one of the following improvements:

  • If you have the Vitriolic Signature trait, all poisonous and Intoxicating damage you deal is maximized.
  • If you have the Invisibility characteristic, you can use your invisibility instantly and can use it as a reaction when being targeted by an attack.
  • If you have the Shunpo feature, you have no usage limits for this feature.

Additionally, you can choose a new Lurk trait, but it does not receive the benefit of Ghostly Lurking.

Body Count

Upon reaching 20th level, your ability to assassinate does not become legendary because no one survives to tell about it. When you reduce a creature to 0 hit points, you regain hit points equal to the d20 result of the attack that reduced the creature to 0 hit points, and in addition, you can also take an additional action and your walking speed is restored.

Spy Cabal

Information is power. But stealing information is only effective when the stolen information can be used to its fullest, without anyone knowing that it was stolen. For this to happen, those who are trained in the Spy Cabal learn to use the most varied resources, including magic. Clouding the minds of opponents, causing weaknesses, being able to create and exploit weaknesses, although the Spy can do this to defend his life, this is only done as a last resort, because once an invasion is detected, all plans can change and a Impeccable work becomes the biggest mistake.

Conjuração

Mercurial Spellcaster
Level Known
Cantrips
Known
Spells
Mana
Points
Maximum
Spell Level
1st 2 - - -
2n 2 - - -
3rd 2 3 4
4th 2 4 6 -
5th 3 4 8 -
6th 3 4 9 -
7th 3 5 10 -
8th 3 6 13
3 6 14 -
10th 4 7 15 -
11th 4 8 16 -
12th 4 8 17 -
13th 4 9 20
14th 4 10 21 -
15th 4 10 22 -
16th 4 11 23 -
17th 4 11 24 -
18th 4 11 25 -
19th 4 12 28
20th 4 13 30 -

When you choose this Cabal at 1st level, you acquire the ability to cast spells. See Chapter 10 for general spellcasting rules and Mercurial spell lists.

Spell Lists

You gain access to Mercurial's spell list. Through some Heritages, Enhancements or even through learning, you can learn new Mysteries of Magic, granting you additional spell lists.

You cannot use a spell list from another Class to learn or replace a spell when you level up in that Class.

Cantrips

You learn three cantrips: magic hands and two other 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 Cantrips Known column of the Mercurial Spellcaster table.

Mana

The Mercurial Spellcaster table shows the amount of Mana points you have available to perform your spells. To cast a spell, you must spend an amount of Mana points corresponding to the spell's level as explained in Chapter 10: Magic. You regain your Intelligence modifier in mana points when you complete a long rest and all your Mana points when you complete a full rest.

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

Spells Known of 1st Level and Higher

At 3rd level, you learn three 1st-level spells of your choice from the spell lists you have access to.

The Known Spells column in the Mercurial Spellcaster table shows when you learn more spells from these lists, of your choice. Each of these spells must be of a level equal to or lower than your Maximum Spell Level, as shown in the table. For example, when you reach 8th level in this Class, you can learn a new 1st- or 2nd-level spell.

Additionally, when you gain a level in this Class, you can choose a spell you know and replace it with another spell from a spell list you have access to, which must also be equal to or less than your Maximum Spell Level.

Spellcasting Attribute

Intelligence is your attribute for spellcasting, as your magic comes from your attunement with nature. You use your Intelligence whenever a spell refers to your spellcasting attribute. Additionally, you use your Intelligence modifier to set the saving throw DC for the Mercurial spells you cast and when you make an attack roll with a Mercurial spell.

DC for your spells = 8 + your proficiency bonus + your Intelligence modifier
Spell Attack Modifier = your proficiency bonus + your Intelligence modifier

Additional Proficiency

Also at 1st level, you gain proficiency with the Craft of Forger and the Craft of Artist - Makeup Artist.

Inspect Weaknesses

From level 3 onwards, you better understand how to find weaknesses, whether in opponents, objects or even routines carried out by organizations. You receive proficiency in Investigation, if you already have proficiency you receive specialty. When observing a target for at least 1 minute, you can make an Investigation test with a DC defined by the GM to obtain some information, the information is a detail of your choice about the target, you receive this information but do not know its veracity.

Target Weakness. Depending on the degree of your success, the Master may define that you have an advantage in saving throws, protecting yourself from some attacks made by this target. You can obtain any of the following information about your target:
  • Armor Class
  • Dimensions
  • Damage Immunity
  • Condition Immunity
  • Weight
  • Hit points
  • Damage Resistance
  • Senses
  • Creature Type
  • Vulnerability to Damage
If your target is an object, you have advantage on tests made to obtain information about it.
Routine Weakness. You can obtain information about guard shifts and the people involved, gaining advantage on Charisma tests against creatures related to this routine.

When you reach 10th level, you can discover 1 new piece of information about the same target or routine and 1 more when you reach 16th level. The validity period of the information is at the discretion of the Master.

Doublethink

At the 5th level, you are able to compartmentalize your thoughts and the facts of your daily life, locking them for access by third parties. You have advantage on Deception checks, if you used Inspect Weaknesses on that target, it makes the opposed Intuition check with disadvantage to detect that you are lying.

Additionally, when you are the target of spells or skills that attempt to force information from you, you can add your Intelligence modifier to your saving throws to resist. If you succeed in a safeguard to resist this, instead of the information not being collected, you can enter false information at your discretion. Additionally, you have advantage on checks to detect lies and infiltrate thoughts, whether magically or otherwise.

Invisible Magic

Starting at 7th level, you are able to cast a spell with a casting time of one action, using a bonus action. You are able to ignore the verbal and somatic components of this spell. You can do this a number of times equal to half your proficiency bonus per full rest. Additionally, when you cast a cantrip that deals damage, you can make an additional attack.

Create Weakness

At level 9, you are able to use your arcane energy to impose a weakness on a target. As an action, a target you can see within 120 feet of you must make a Constitution saving throw DC equal to your spell save DC. On a failure, the target gains vulnerability to one damage type (except true damage) or disadvantage against a condition of your choice for the next minute; the target can repeat the saving throw at the end of each of its turns to end this effect. This trait requires concentration to maintain, as does the concentration of your spells. You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) per full rest.

Additionally, you can use a bonus action to choose a willing ally within 60 feet of you; each hostile creature that can see or hear that ally must make a Wisdom saving throw DC equal to your spell save DC. On a failed save, the creature has disadvantage to attack any target other than its ally for the next minute. You can use this feature a number of times equal to your Charisma modifier (minimum of 1) per full rest.

Deceive

Upon reaching 11th level, you are able to direct your arcane energy to alter a target's superficial thoughts and memories. You can cast the spell modify memory as a 5th-level spell without spending Mana points, you can use this spell in this way a number of times equal to half your Intelligence modifier (minimum of 1) per full rest.

Convincing Lie

Starting at level 13, your lies have their own lies stored. You can use the Deceive characteristic on more than one target at the same time, using just one use of the characteristic, you know exactly who resisted this modification and, if you want, you can make a new attempt against the target by spending 3 Mana points. You can target a number of additional targets equal to half your Intelligence modifier (minimum of 1). If any target has previously been affected by Inspect Weaknesses, that target makes the saving throw with disadvantage.

Additionally, when someone casts remove curse or greater restoration on a target to recover a memory you have altered, the caster must make an ability check using their spellcasting attribute. The DC is equal to 10 + your proficiency bonus + your Intelligence modifier. On a failure, the memory remains unchanged and the caster is unaware that the spell did not work.

Dark Clarity

From the 17th level onwards, your mind has traveled sufficiently through the dark plane, meaning that your mind is not easily influenced by tricks, optical illusions and magic. When you make an Intelligence, Wisdom, or Charisma saving throw, you can spend 2 Mana points to add your spell attack modifier to the saving throw. Additionally, as long as your allies are listening to you and if you wish, they can add this bonus to their save.

Additionally, you are always under the effect of the spell see the invisible, but you cannot see in the Spiritual Realm. If you want to see in the Spiritual Realm, you can spend 1 Mana point to receive the full benefit of the spell for 1 hour. You gain advantage in tests to detect counterfeit documents, objects or any type of thing.

Imbue Shadow

Once you reach level 20, you can manipulate arcane shadow energy as naturally as breathing. Your Sneak Attack damage now works with your attack spells, and when you score a critical hit, you can deal your Sneak Attack damage as additional shadow damage. Alternatively, you can choose to have your weapon or spell attacks deal shadow damage instead of their original damage.

When using the Disengage action, you gain the effects of the invisibility spell until the end of your next turn.

Explorer's Cabal

Discover buried catacombs, get involved with ancient curses and overcome the most unlikely situations with ease. Your courage and daring have no limits and you prefer to solve things improvised, relying partially on your talent, but much more on your luck and knowledge. Explorers are usually interested in the strangest and most random things, such as advanced cartography, hextech mechanics, ancient stories of Runeterra, among other knowledge. Explorers typically serve as professional treasure hunters, dungeon delvers, and investigators. In addition to improving your agility and stealth, you learn useful skills for exploring ancient ruins, reading unusual languages, and using magical items you normally couldn't.

No Barriers

When you choose this Cabal at 1st level, you learn two additional languages of your choice from the list of common languages in Chapter 4: Detailment - Languages. Also, choose 4 more languages, you are not able to speak, write or read them, but you are able to identify them, whether listening or reading. Upon reaching levels 7, 13 and 19 you can learn a language of your choice (you can speak, read and write it).

Additionally, you gain the ability to climb faster than normal. Climbing has no additional travel cost for you. Additionally, when you move at least 10 feet immediately before a jump, the range you can jump increases by a number of feet equal to your Dexterity modifier.

Advanced Knowledge

At level 3, you can tune your intuition and perception in an extraordinary way, remembering building plans, gear diagrams, etc. You can use your bonus action granted by the Cunning Action to make a Sleight of Hand check, use your locksmith's tools to disarm a trap or pick a lock, take the Use an Object action, or reload a weapon with the Ability property. Additionally, you receive proficiency in Sleight of Hand, if you already have proficiency you receive specialty in that skill, additionally you receive proficiency with a Craft of your choice.

Thanks to this knowledge and perception, supported by your intuition that tunes you to the existence of traps, you can cast the find traps spell nonmagically, ignoring any components. Once you have used this spell, you must take a full rest before using it again. If an ally activates or disarms a trap that you have not located, you recharge the use of this spell. At 11th level, your range with this spell expands to 300 feet, and you know the precise direction of any traps detected by this spell.

Additionally, you gain proficiency with one of the following: repeating crossbows or firearms. At 7th level, you may choose another of these weapons to gain proficiency with. Crossbows, repeating crossbows, and firearms are considered weapons with Complex Mechanisms. When using a weapon that has Complex Mechanisms that you have proficiency in, you add your Intelligence modifier to the damage dealt. Additionally, your critical range for attacks with these weapons decreases by 1.

Supernatural Dodge

At 5th level, when a hostile creature you can see hits you with an attack, you can use your reaction to halve the damage taken.

Mental Schemas

From 7th level onwards, once per turn, when making an attack with a complex mechanism, if you hit, you can make a new attack against the same target. Additionally, you are able to cast the spell detect magic in a non-magical way, managing to find signs of magic in objects or people. You can do this a number of times equal to half your Intelligence modifier per full rest. When you reach 13th level, you can use this feature a number of times equal to your Intelligence modifier per full rest.

Quick Learning

Starting at 9th level, you have recognizable abilities to gather new information and commit to studying. You always know when someone is lying to you (or just doesn't know the answer).

While you are in an unfamiliar or unfamiliar region or city, you can spend 10 gp and 3 hours studying to give you advantage on related Arcana, History, Nature, or Religion checks about the city or region for the next week. You also know which creatures are native to the region. Additionally, you have advantage on Stealth checks if you do not move more than half your speed in a turn.

Reliable Talent

At 11th level, you have refined your skills to the point of perfection. Whenever you make an ability check to which you can add your proficiency bonus, you treat a d20 result of 9 or lower as a 10.

Additionally, you can choose a skill that you have proficiency in to receive specialty.

When using Complex Mechanism weapons with which you have proficiency, the bonus damage from the Intelligence modifier is doubled and the damage dice multiplier on a critical hit for attacks with these weapons increases by 1.

Catacomb Explorer

When you reach level 13, you have already been exposed to a wide variety of poisons and toxins, creating a natural resistance to them, which is why you have an advantage in Constitution safeguards to resist the Poisoned and Intoxicated conditions. Additionally, you gain resistance to poison damage.

Additionally, you can cast the identify spell nonmagically, ignoring any components. You can cast this spell a number of times equal to your Intelligence modifier (minimum of 1) per full rest. You also ignore all Class, Origin, and level requirements for using any magical item.

When using a charge from a magical item to deal damage, you can roll 1d10 + your Intelligence modifier, if the result is 10 or higher, the charge is not spent. At the 20th level of Mercurial, you roll 1d4, if the result is 2 or higher, the charge is not spent.

Explorer Reflexes

At 17th level, you become adept at ambushing and quickly escaping from dangerous situations. You take one turn on your initiative and another on initiative order 10, whichever comes first. You cannot use this feature when you are surprised.

Life Experience

By the time you reach 20th level, you have seen everything and experienced everything, you have been to almost every place imaginable, and perhaps even other Realms of Existence, including... you have a story about it. When you make an ability check or a Craft (except item creation), even if you are not proficient with it, you can choose to automatically succeed, as long as it is possible. You can use this feature a number of times equal to your Proficiency bonus per full rest.

Additionally, when you use a Complex Mechanism weapon or a magical item charge to deal damage, you must roll 1d4, if the result is 4, the damage is doubled. Besides, you can't be surprised.