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.

Glintsight
At 1st level, you are surpassed by none other when it comes to understanding wondrous weapons. You gain the following benefits.
 * When you see a weapon and it is not hidden by any means (a sheathe, etc), you instinctively know if the weapon is magical or not. You do not learn any additional details about the weapon.
 * When you familiarize yourself with a wondrous item that is a weapon during a rest, you learn if the weapon is cursed or not. You do not learn the details of the curse.
 * The amount of wondrous items you can attune to is increased by one, as long as you are attuned to at least one wondrous item that is a weapon.

Rune Weapon
At 1st level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short or long rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons at once, and can summon one or both of the weapons with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Your rune weapon can be adorned with runes of power, enhancing its properties and granting you additional abilities when wielding it. You start with three such runes, which can be chosen from the Rune List. You can add additional runes to your rune weapon as you gain levels in this class (see the Runes Known column of the Scion Feature Table). You can perform the ritual that creates a rune weapon again on a rune weapon to apply runes that you know to it. These runes can be changed by performing the ritual again. Runes are applied to all of your rune weapons, and separate rune weapons cannot have different runes applied to them.

Spellcasting
As a Scion, you have accelerated access to high level spell slots, and a malleable spell list. 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
 * 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 (a minimum of one spell).
 * 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 an arcane focus as a spellcasting focus for your Scion spells.

Spell Attack Modifier = your proficiency bonus + your Intelligence modifier

Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
 * Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
 * Blessed Warrior: You learn two cantrips of your choice from the Cleric spell list. They count as Scion spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Cleric spell list.
 * Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
 * Defense: While you are wearing armor, you gain a +1 bonus to AC.
 * Druidic Warrior: You learn two cantrips of your choice from the Druid spell list. They count as Scion spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list.
 * Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
 * Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
 * Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
 * Might and Magic: When you make an attack that uses your Strength or Dexterity modifier for the attack and damage rolls, you can add your spellcasting modifier to the attack and damage rolls. The combined modifier added to your attack and damage rolls using any combination of your ability score modifiers cannot exceed +5. If the two ability scores you use for your attack and damage rolls are 20 or higher, the combined modifier for your attack and damage rolls becomes +6, instead of +5.
 * Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
 * Superior Technique: You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
 * Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spellstrike
At 2nd level, you've learned how to channel your magic through your rune weapon to deliver devastating direct hits known as spellstrikes. As a bonus action, you can imbue a rune weapon with a spell of 1st-level or higher that you have prepared and that has a casting time of 1 action or 1 bonus action. Imbuing a rune 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.

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. If the spell has an area of effect, it only effects 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.

Warp
At 2nd level, you can wrap yourself in magic and instantaneously teleport to a new location. There are two different methods of warping, which use either your bonus action or your speed (your choice). You can use this feature a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a long rest.
 * Bonus Action Warp: As a bonus action, choose an unoccupied location that you can see within 30 feet of you. You teleport to the new location.
 * Speed Warp: You can expend some or all of your speed this turn to warp (no action required). The distance that you warp is equal to the speed that you expended. You can only warp to an unoccupied location that you can see. You regain any expended speed at the start of your next turn.

Path to Power
At 3rd level, you expand your magical repertoire by adding another school of magic to your spell list. Your choice grants you additional features at 3rd, 6th, 10th, and 14th level.
 * The Animancer, specializing in necromancy magic.
 * The Archon, specializing in divination magic.
 * The Conjurer, specializing in conjuration magic.
 * The Evoker, specializing in evocation magic.
 * The Magician, specializing in illusion magic.
 * The Mesmer, specializing in enchantment magic.
 * The Metamorph, specializing in transmutation magic.
 * The Sage, specializing in abjuration magic.

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.

Martial Versatility
At 4th level, and whenever you reach a level in this class that grants the Character Improvement feature, you can replace a fighting style you know with another fighting style available to Scions. This replacement represents a shift of focus in your martial practice.

Spell Loop
At 18th level, when you score a critical hit with a spellstrike, you can choose to regain the spell slot you expended to imbue your weapon with a spell. Once you have regained a spell slot using this feature, you cannot do so again until you have finished a long rest.

Draw Power
At 20th level, you can take a moment to replenish some of your magical reserves. When you take the Dodge action, you can focus on your rune weapon and extract magic from it as long as you are wielding it. You regain all expended uses of your Warp feature. Once you've used this feature, you cannot use it again until you have finished a long rest.