Table of Contents

Scholar

You’re clever, powerful, and mysterious. You delve into the practice of religious ecstasies, together with any related ideologies, ethics, rites, myths, and legends to tap eldritch energy. Scholars are often at odds with Zealots for their divergent world views. You gain arcane spellcasting.

Level Proficiency Bonus Class Features
1+2Starting HP, scholar equipment; Basic proficiencies from chosen archetype; Gain arcane spellcasting
2+21/rest, reduce damage from one attack by INT modifier as a Quick action; Gain one skill
3+2Gain one feature from your chosen archetype
4+2Add +1 to an ability score of your choice; Draw 3 cards from the special features deck, choose 1 to apply
5+3Gain one different feature from your chosen archetype; Gain magic item creation proficiency
6+3Add +1 to an ability score of your choice; Gain one skill
7+3Gain one different feature from your chosen archetype
8+3Add +1 to an ability score of your choice; Draw 3 cards from the special features deck, choose 1 to apply
9+4Gain one different feature from your chosen archetype; Pick one known spell up to spell level 3 to be a cantrip for you

Scholar Basics

Scholar Archetypes

Druidism

Words, singing and poetic speech are magical to the Celts. An order known as the druids in mythic Earth learned from the fey that certain forms of poetry or verse are used for accomplishing effects. A druidic spell would thus be accomplished by reciting verse or retelling a story.

You gain Herbalism, Stealth and Survival skills. You may choose to gain a Lore skill an area of your choice from Animals, Geography, Plants, Monsters, or Spirits.

Druids' magical tradition is largely one passed in a spoken tradition. Druids can speak a number of additional Celtic languages equal to their INT bonus. Choose from Breton, Gaelic, Irish, and Welsh. Druidic dogma forbids Druids from entrusting their magic lore to writing and so there are no texts in this tradition.

You are proficient with shields. You are proficient in creating rune tools.

Druids may choose to learn a number of unique spells available only to them known as verses.

Druidic Archetype Features (choose at 3rd, 5th, 7th, and 9th level)

Hermeticism

Hermeticism is a mystical tradition based primarily upon writings of Hermes Trismegistus who instructs disciples with various teachings of the hidden wisdom of the ancients. Occultists search for hidden motes of mystical power and collect them into a tradition that is rich and varied.

You know the Investigation and Persuasion skills. You may choose two more areas of Lore (Animals, Astrology, Plants, Monsters, Artifacts, Geography, Law, Math, History, Spirits). You may add your proficiency bonus to any attempt to identify a magical item or magical trap. You have the Create Scroll and Create Potion proficiency.

You have the Create Scroll and Create Potion proficiencies.

Occultists are scholars of antiquity. You know Latin, as well as a number of ancient languages equal to your INT bonus chosen from the list of ancient languages. Each Occultist begins play with a copy of the Digesta Hermetica, a basic treatise on Hermetic thought (Greek, uncommon, 0.2 Load).

Hermetic Occultists may choose to learn a number of unique spells available only to them known as formulae. An occultist must have his copy of the Digesta Hermetica or another book from the Hermetic Corpus in order to learn a hermetic formula.

Hermetic Archetype Features (choose at 3rd, 5th, 7th, and 9th level)

Kabbalism

Kabbalism is a magic of the written word, specifically those written in the Torah. Kabbalists  automatically know Hebrew, as well as a number of ancient languages. They pull their power from these writings, and are often in search of new books to use for prophecy and power.

You gain the Investigation and Persuasion skills. You are proficient with light armor and shields. You have the Create Scroll proficiency. You know Hebrew, as well as a number of ancient languages equal to your INT bonus chosen from the list of ancient languages. A Kabbalist begins play with a copy of the Sefer Yetzirah, a foundational Kabbalistic text (Hebrew, uncommon, 0.2 Load)

Kabbalists may learn a number of unique spells available only to them known as charms. A Kabbalist must have his copy of the Sefer Yetzirah, or any other Kabbalistic text, in order to learn a Kabbalistic Charm.

Kabbalist Archetype Features (choose at 3rd, 5th, 7th, and 9th level)

Runecaster

The runic soothsayers of the North are wise men who act as advisors and judges to the Nordic peoples. They hold knowledge about old battles and situations, and their wisdom is valuable to the chiefs. Their magic is called on through their ancient Norse scripts.

You gain the Intimidation and Survival skills. You are proficient with light armor and shields. You are proficient in creating rune tools. You know Norse to craft the ancient magic sigils of your forefathers.

Soothsayers may learn a number of unique spells available only to them known as runes. Since the rune tradition is entirely passed on from teacher to student, there is no required written texts in this tradition.

Runic Archetype Features (choose at 3rd, 5th, 7th, and 9th level)

Sufism

A sufi is an Islamic mystic whose ascetic practices involve wearing wool and putting themselves into powerful devotional contemplations that allow them to transcend the limits of regular human capabilities. They make a showing of their faith by routinely piercing and slashing their bodies with knives, needles, and swords.

You gain the Intimidation skill. You gain proficiency with martial weapons. You have the Create Potion proficiency. You know Arabic to interpret the mysteries of the Quran. Each Sufi begins play with a copy of the Quran (Arabic, common, 1 Load).

The Sufi may learn a number of unique spells available only to them, known as trances. The Sufi must be in possession of a copy of the Quran to add a trance to his spells learned.

Sufi Archetype Features (choose at 3rd, 5th, 7th, and 9th level)

Zoroastrianism

In Zoroastrianism, light represents wisdom while darkness represents ignorance. Ignorance and darkness are the absence of wisdom and light. Indeed, a contemplation of the fire reveals all the values and principles at the heart of Zoroastrianism sorcery. That symbolism extends itself to the magical forces a sorcerer can control. Zoroastrians are very adept at commanding radiance and fire, as well as channeling the fire within them as a charismatic leader of men.

You gain the Insight and Persuasion skills. You may reroll any die that comes up a 1 on spells that do fire or radiant damage, but you must take the result of the reroll.

Zoroastrians all know how to read Avestan and Sanskrit in order to comprehend the verses of the Gathas. Each Zoroastrian begins play with a copy of the Yasna, the foundational text of the tradition (Avesta, uncommon, 0.2 Load).

Zoroastrians may learn a number of unique spells available only to them known as hymns. A Zoroastrian must have a copy of the Yasna to add a hymn to his spells known.

Zoroastrian Archetype Features (choose at 3rd, 5th, 7th, and 9th level)