Jsk Scion

Core Statistics
Class Type: Half-Caster

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points Gained Each Level: 1d10 (or 6) + your Constitution modifier

Ability Score Proficiencies: Constitution, Intelligence

Armour Proficiencies: Light Armour, Medium Armour, Heavy Armour

Weapon Proficiencies: Simple Weapons, Martial Weapons

Other Proficiencies: None

Skill Proficiencies
As a Scion, you can choose 2 skills from the following list to become proficient with.
 * Arcana
 * History
 * Insight
 * Investigation
 * Religion
 * Perception

Starting Equipment
As a Scion, you roll 4d4 and multiply the result by 10. You gain the total result as gold, and you can use this gold to purchase items of your choosing from the armour, weapons, and items lists.

Aegis
At 1st level,.

Focus
At 1st level,.

Spellcasting
At 1st level, you can choose two schools of magic to learn from: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation. Your choice of schools create the Scion spell list and cannot be changed. Your spellcasting ability for your Scion spells is Intelligence. Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier
 * Cantrips Known: You know 3 cantrips from the Scion spell list. You learn an additional cantrip at 4th and 10th level.
 * Prepared Spells: You have access to all the Scion spells of 1st-level, 2nd-level, 3rd-level, 4th-level, and 5th-level. During a long rest, you can prepare a number of spells equal to half your Scion level + your Intelligence modifier for the day.
 * Ritual Casting: As a Scion, you cannot cast a spell as a ritual.
 * Spell Slots: The Scion Feature Table shows you how many spell slots you have. You regain any expended spell slots when you finish a long rest.
 * Spellcasting Focus: You can use a weapon that you are proficient with as a spellcasting focus for your Scion spells.
 * Versatile Cantrips: During a long rest, you can choose one cantrip that you know and replace it with another cantrip you could learn at that level.

Spell Attack Modifier = your proficiency bonus + your Intelligence modifier

Spellstrike
At 2nd level, you've learned how to channel your magic through your weapon to deliver devastating direct hits. As a bonus action, you can imbue a weapon or that you are wielding with a spell of 1st-level or higher that you have prepared that has a casting time of 1 action or 1 bonus action. Imbuing a weapon using this feature expends a spell slot as if you were casting the spell normally. Your weapon remains imbued with the chosen spell until the start of your next turn, or until the spell's effects are triggered. If the stored spell is not triggered, then the magic is wasted. While imbued, your weapon attacks are considered magical for the purpose of overcoming resistance or immunity to nonmagical attacks.

When you hit a creature or object with your spellstrike, the spell stored within it is triggered after your weapon damage is dealt. The spell is cast on the target you hit. If the spell has an attack roll, it automatically succeeds. If the spell requires a saving throw, the target automatically fails its saving throw as your spellstrike bypasses it's defenses. If the spell can effect multiple creatures, it only effects the creature you hit with your spellstrike, and the effect of the spell is restricted to the target's space. If you score a critical hit with your spellstrike attack, the spell stored within your imbued weapon is treated as if it had also scored a critical hit, even if the spell does not use an attack roll.

If a triggered spell requires concentration to maintain its effect, you must still concentrate on the spell as if the spell had been cast normally.

Warden Duty
At 3rd level, you take on a duty that shapes your martial capabilities. Your choice grants you additional features at 3rd, 6th, 10th, and 14th level.
 * The Unknown,.
 * The Unknown,.
 * The Unknown,.

Character Improvement
At 4th, 8th, 12th, 16th and 19th level you can improve your character using one of the following options. You cannot increase an ability score above 20, unless your maximum for that score is greater than 20.
 * Increase one ability score by 2.
 * Increase two different ability scores by 1 each.
 * Learn a feat.

Extra Attack
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Unknown
At 7th level,.

Greater Spellstrike
At 11th level, your knowledge of using a weapon as a conduit to channel your magic allows you to evoke powerful spells with this method. Choose one 6th-level spell from the Scion spell list. You can cast this 6th-level spell once without expending a spell slot, but only by using your Spellstrike feature. You must finish a long rest before you can do so again.

At higher levels, you gain more Scion spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of these spells when you finish a long rest.

Unknown
At 18th level,.

Unknown
At 20th level,.