JRDS
2016-06-11, 07:59 AM
Arcane Tradition: Divine Magus
THIEVES? AN INTERESTING CONCEPT. Did we steal the essence of the Divine, or was it given to us freely, that we might lead our people into a new age?
-Seht, Sotha Sil's Last Words...
Arcane Traditions
There are arcane traditions of all sorts, from Elves that sing and swing swords to produce arcane effects, to abjurers that focus on the creation of shields and protective wards. There are a few hidden traditions though, secret to all save a few lucky - or unlucky - individuals. The practice of the Divine Magus is one such tradition.
First practiced by the Wizard known as Seht, a conjurer of extreme skill, being a Divine Magus is learning how to manipulate the energies of the Divine as a Wizard manipulates the Arcane energies that pervade the world. First creating tools through which he could take control of and shape Divinity, Seht transformed himself and his closest companions into demi-gods. In this form, he focused his energies toward helping his people prosper. When his time eventually came, he took a place beside Boccob in the God of Magic's Library of Lore.
A chosen few are like Seht once was, and dream of manipulating Divine energy as their brethren Wizards manipulate Arcane energy. They have the blessing of being able to follow Seht's path, accessing Divinity and creating tools to help them become Divine Magi.
Divine Magi in the World
It is very rare for a Divine Magus to meet another Divine Magus, for their work is of utmost secrecy. If anyone realized what they were trying to do - manipulate the nature of the Divine - they would likely be killed as dangerous heretics. Even worse, someone with evil intentions might realize the possibilities, and attempt to become a maleficent Divine Magus.
The secrets to becoming a Divine Magus are only discovered after strenuous researching into the Occult, and after many ritual divinations on the subject. Prayers to Seht and to a lesser extent Boccob are thought to be helpful, but are not strictly necessary. Seht and his status as a demi-god is almost completely unknown save to those attempting to become a Divine Magus, and those heavily steeped in the religious lore of the Church of Boccob.
Being a Divine Magus is a sacred and dangerous duty as walking down this path means that you are always being watched by some Divinity. Usually Seht watches over Divine Magi, to make sure that their path does not turn to one of evil. Should it do so, he will attempt to destroy them. First by sending emissaries such as various Angels and other Celestials, and if necessary showing up himself to strike down the errant Divine Magus.
A potential reason for a Divine Magus to go adventuring is to stop an evil Divine Magus from getting any more powerful. It's also a good reason for a cleric or paladin to set out; an evil Divine Magus is an affront to the gods.
Divine Magus
Divine Familiar
At 2nd level, you learn the spell Find Familiar if you do not already know it. When you cast the spell, you can chose to have your familiar be a Lantern Archon, which is a small smote of sentient divinity. Additionally, you learn Celestial as a bonus language. When you reach level 10, every time you are healed, your Lantern Archon is healed for half.
Divine Inspiration
At 2nd level, you learn 1 spell of 1st level from the Cleric Spell List that must be from the Abjuration, Conjuration, or Transmutation Spell Schools, and 1 Cleric Cantrip of any Spell School. From now on when you gain access to a new spell level and you are adding two new spells due to your level up, you can add a single spell from the Cleric Spell List of the new spell level. This spell counts as one of the two you learn due to leveling up, and must be from the Abjuration, Conjuration, or Transmutation Spell Schools.
The Cleric spells Divine Magi learn via Divine Inspiriation are considered Divine Spells, as are spells cast by Clerics, Druids, Paladins, and Rangers, from their respective spell lists. Spells and abilities used by Celestials also count as Divine Spells. This note is here in order to classify Divine Spells, which can be manipulated when the Divine Magus becomes level 14.
Divine Tools
At 6th level, you can create a Divine Tool out of some silver, gold, and Divine essence. The process takes 9 hours and 50 gold worth of silver and gold. You can only have one Divine Tool, and creating a new one destroys the old one. If you have your old one on hand, you can destroy it when you create a new one, which means you do not have to pay the 50 gold to create a new one. You are always aware of the location of your Divine Tool in relation to yourself.
A Divine Tool acts as a spell focus, and has other benefits depending on the type of tool created:
Guard of God's Weave: A golden glove that cannot be pierced, ripped, or tarnished. While wearing this glove, the cost of components for spells that you have learned from the Cleric Spell List via your Divine Inspiriation are reduced by 50%. Additionally, should you take radiant or necrotic damage, the damage is reduced by 1 per dice. This reduction is applied before resistances or vulnerabilities.
Knife of a Keen Mind: A golden knife that cannot be bent, broken, or tarnished. While wielding this knife, the DC for Concentration checks you make to maintain your spells are reduced by half of your proficiency bonus, rounded down to the nearest whole number. If you attack someone with this knife, you use your Intelligence as your attack ability score, and it acts as a dagger that deals an additional 1d4 radiant damage.
Hammer of Sundering: A golden mallet that cannot be broken or tarnished. When you or your familiar casts a spell that forces an ability check, and the target of the spell fails their save, you can use your bonus action to cause the target's respective ability score to drop by 1 point. This effect lasts for a number of rounds equal to your Intelligence Modifier, and can stack with itself. Attacking with this mallet deals 1d2 bludgeoning damage and 1d2 radiant damage. You use your Intelligence as your attack ability score when attacking with this mallet.
Divine Form
At 10th level, you have become successful at weaving Divinity throughout your body. You gain resistance to radiant and necrotic damage, and immunity to disease and exhaustion. Additionally, you no longer suffer the negative effects of aging, and cannot die from old age.
Divine Manipulation
At 14th level, you can use your Divine Tool to manipulate a Divine Spell that has been cast on you by someone else. You can do this as a reaction when the spell is cast on you, as a bonus action, or as a regular action.
Guard of God's Weave: When you are the target of a spell of Divine origin that is level 5 or lower, you can attempt to absorb the energy of the spell by rolling an Intelligence check against their spellcasting DC. If you succeed, then the spell no longer affects you and you regain a spell slot of the same level or lower of the spell you absorbed, and you are healed by 1d6 per level of the spell.
Knife of a Keen Mind: When you are the target of a spell of Divine origin, you may expend a spell slot of equal level (maximum level 5) to attempt to turn the spell back on the caster. You do this by rolling an Intelligence check against their spellcasting DC. If you succeed, then the spell no longer affects you and instead affects the original caster of the spell as though you had cast it on them, using your spellcasting ability.
Hammer of Sundering: When you are the target of a spell of Divine origin, you may expend a spell slot of equal level (maximum level 5) to attempt to sunder the spell and it's connection to the caster. You do this by rolling an Intelligence check against their spellcasting DC. If you succeed, then the spell no longer affects you and the original caster of the spell cannot cast that spell again for 1d4 rounds. If they are concentrating on the spell as you pull the energy away from them, they must make a Concentration check against your spellcasting DC. Furthermore, as an action, you can break one effect caused by a Divine Spell. Doing so requires you to spend a spell slot equal to the spell that caused the effect you are breaking.
Lantern Archon
Small smotes of sentient divinity, Lantern Archons are not usually devoted to any one god or cause. Instead they look to serve the greater good. Typically, they do this by playing a supportive role in the good-aligned planes. In the case of serving Divine Magi, Lantern Archon serve a dual purpose; they try to influence the Wizard toward performing good acts, and they watch over the Wizard and report to Seht.
Lantern Archons are not just balls of light; at their core is a crystal-like object that is the actual body of the Lantern Archon. Though they have no hands, they can psychically manipulate up to 10 lbs of material, so long as that material stays within 5 ft of them.
Lantern Archon
Tiny Celestial, Neutral Good
Armor Class 13
Hit Points 10(3d4 + 3)
Speed fly 60 ft.
Str
Dex
Con
Int
Wis
Cha
6 (-2)
17 (+3)
13 (+1)
11 (+0)
14 (+2)
12 (+1)
Skills Acrobatics +5, Insight +4, Religion +2
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities radiant, poison
Condition Immunities poisoned, grappled, exhaustion, blinded, petrified, prone
Senses darkvision 120 ft, passive Perception 12
Languages Common, Celestial
Challenge 1 (200 XP)
Illumination. The Lantern Archon sheds magical bright light within a 5-foot radius and dim light for an additional 5 feet. The bright magical light disperses magical darkness, but the dim light does not. The Lantern Archon can suppress the light to dim light for 5ft only, but this requires concentration.
Magic Resistance. The Lantern Archon has advantage on saving throws against spells and other magical effects.
Actions
Actions
Increased Illumination. The Lantern Archon can concentrate to increase it's illumination, creating bright magical light for 15ft and dim light for 30 ft. The bright magical light disperses magical darkness, but the dim light does not.
THIEVES? AN INTERESTING CONCEPT. Did we steal the essence of the Divine, or was it given to us freely, that we might lead our people into a new age?
-Seht, Sotha Sil's Last Words...
Arcane Traditions
There are arcane traditions of all sorts, from Elves that sing and swing swords to produce arcane effects, to abjurers that focus on the creation of shields and protective wards. There are a few hidden traditions though, secret to all save a few lucky - or unlucky - individuals. The practice of the Divine Magus is one such tradition.
First practiced by the Wizard known as Seht, a conjurer of extreme skill, being a Divine Magus is learning how to manipulate the energies of the Divine as a Wizard manipulates the Arcane energies that pervade the world. First creating tools through which he could take control of and shape Divinity, Seht transformed himself and his closest companions into demi-gods. In this form, he focused his energies toward helping his people prosper. When his time eventually came, he took a place beside Boccob in the God of Magic's Library of Lore.
A chosen few are like Seht once was, and dream of manipulating Divine energy as their brethren Wizards manipulate Arcane energy. They have the blessing of being able to follow Seht's path, accessing Divinity and creating tools to help them become Divine Magi.
Divine Magi in the World
It is very rare for a Divine Magus to meet another Divine Magus, for their work is of utmost secrecy. If anyone realized what they were trying to do - manipulate the nature of the Divine - they would likely be killed as dangerous heretics. Even worse, someone with evil intentions might realize the possibilities, and attempt to become a maleficent Divine Magus.
The secrets to becoming a Divine Magus are only discovered after strenuous researching into the Occult, and after many ritual divinations on the subject. Prayers to Seht and to a lesser extent Boccob are thought to be helpful, but are not strictly necessary. Seht and his status as a demi-god is almost completely unknown save to those attempting to become a Divine Magus, and those heavily steeped in the religious lore of the Church of Boccob.
Being a Divine Magus is a sacred and dangerous duty as walking down this path means that you are always being watched by some Divinity. Usually Seht watches over Divine Magi, to make sure that their path does not turn to one of evil. Should it do so, he will attempt to destroy them. First by sending emissaries such as various Angels and other Celestials, and if necessary showing up himself to strike down the errant Divine Magus.
A potential reason for a Divine Magus to go adventuring is to stop an evil Divine Magus from getting any more powerful. It's also a good reason for a cleric or paladin to set out; an evil Divine Magus is an affront to the gods.
Divine Magus
Divine Familiar
At 2nd level, you learn the spell Find Familiar if you do not already know it. When you cast the spell, you can chose to have your familiar be a Lantern Archon, which is a small smote of sentient divinity. Additionally, you learn Celestial as a bonus language. When you reach level 10, every time you are healed, your Lantern Archon is healed for half.
Divine Inspiration
At 2nd level, you learn 1 spell of 1st level from the Cleric Spell List that must be from the Abjuration, Conjuration, or Transmutation Spell Schools, and 1 Cleric Cantrip of any Spell School. From now on when you gain access to a new spell level and you are adding two new spells due to your level up, you can add a single spell from the Cleric Spell List of the new spell level. This spell counts as one of the two you learn due to leveling up, and must be from the Abjuration, Conjuration, or Transmutation Spell Schools.
The Cleric spells Divine Magi learn via Divine Inspiriation are considered Divine Spells, as are spells cast by Clerics, Druids, Paladins, and Rangers, from their respective spell lists. Spells and abilities used by Celestials also count as Divine Spells. This note is here in order to classify Divine Spells, which can be manipulated when the Divine Magus becomes level 14.
Divine Tools
At 6th level, you can create a Divine Tool out of some silver, gold, and Divine essence. The process takes 9 hours and 50 gold worth of silver and gold. You can only have one Divine Tool, and creating a new one destroys the old one. If you have your old one on hand, you can destroy it when you create a new one, which means you do not have to pay the 50 gold to create a new one. You are always aware of the location of your Divine Tool in relation to yourself.
A Divine Tool acts as a spell focus, and has other benefits depending on the type of tool created:
Guard of God's Weave: A golden glove that cannot be pierced, ripped, or tarnished. While wearing this glove, the cost of components for spells that you have learned from the Cleric Spell List via your Divine Inspiriation are reduced by 50%. Additionally, should you take radiant or necrotic damage, the damage is reduced by 1 per dice. This reduction is applied before resistances or vulnerabilities.
Knife of a Keen Mind: A golden knife that cannot be bent, broken, or tarnished. While wielding this knife, the DC for Concentration checks you make to maintain your spells are reduced by half of your proficiency bonus, rounded down to the nearest whole number. If you attack someone with this knife, you use your Intelligence as your attack ability score, and it acts as a dagger that deals an additional 1d4 radiant damage.
Hammer of Sundering: A golden mallet that cannot be broken or tarnished. When you or your familiar casts a spell that forces an ability check, and the target of the spell fails their save, you can use your bonus action to cause the target's respective ability score to drop by 1 point. This effect lasts for a number of rounds equal to your Intelligence Modifier, and can stack with itself. Attacking with this mallet deals 1d2 bludgeoning damage and 1d2 radiant damage. You use your Intelligence as your attack ability score when attacking with this mallet.
Divine Form
At 10th level, you have become successful at weaving Divinity throughout your body. You gain resistance to radiant and necrotic damage, and immunity to disease and exhaustion. Additionally, you no longer suffer the negative effects of aging, and cannot die from old age.
Divine Manipulation
At 14th level, you can use your Divine Tool to manipulate a Divine Spell that has been cast on you by someone else. You can do this as a reaction when the spell is cast on you, as a bonus action, or as a regular action.
Guard of God's Weave: When you are the target of a spell of Divine origin that is level 5 or lower, you can attempt to absorb the energy of the spell by rolling an Intelligence check against their spellcasting DC. If you succeed, then the spell no longer affects you and you regain a spell slot of the same level or lower of the spell you absorbed, and you are healed by 1d6 per level of the spell.
Knife of a Keen Mind: When you are the target of a spell of Divine origin, you may expend a spell slot of equal level (maximum level 5) to attempt to turn the spell back on the caster. You do this by rolling an Intelligence check against their spellcasting DC. If you succeed, then the spell no longer affects you and instead affects the original caster of the spell as though you had cast it on them, using your spellcasting ability.
Hammer of Sundering: When you are the target of a spell of Divine origin, you may expend a spell slot of equal level (maximum level 5) to attempt to sunder the spell and it's connection to the caster. You do this by rolling an Intelligence check against their spellcasting DC. If you succeed, then the spell no longer affects you and the original caster of the spell cannot cast that spell again for 1d4 rounds. If they are concentrating on the spell as you pull the energy away from them, they must make a Concentration check against your spellcasting DC. Furthermore, as an action, you can break one effect caused by a Divine Spell. Doing so requires you to spend a spell slot equal to the spell that caused the effect you are breaking.
Lantern Archon
Small smotes of sentient divinity, Lantern Archons are not usually devoted to any one god or cause. Instead they look to serve the greater good. Typically, they do this by playing a supportive role in the good-aligned planes. In the case of serving Divine Magi, Lantern Archon serve a dual purpose; they try to influence the Wizard toward performing good acts, and they watch over the Wizard and report to Seht.
Lantern Archons are not just balls of light; at their core is a crystal-like object that is the actual body of the Lantern Archon. Though they have no hands, they can psychically manipulate up to 10 lbs of material, so long as that material stays within 5 ft of them.
Lantern Archon
Tiny Celestial, Neutral Good
Armor Class 13
Hit Points 10(3d4 + 3)
Speed fly 60 ft.
Str
Dex
Con
Int
Wis
Cha
6 (-2)
17 (+3)
13 (+1)
11 (+0)
14 (+2)
12 (+1)
Skills Acrobatics +5, Insight +4, Religion +2
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities radiant, poison
Condition Immunities poisoned, grappled, exhaustion, blinded, petrified, prone
Senses darkvision 120 ft, passive Perception 12
Languages Common, Celestial
Challenge 1 (200 XP)
Illumination. The Lantern Archon sheds magical bright light within a 5-foot radius and dim light for an additional 5 feet. The bright magical light disperses magical darkness, but the dim light does not. The Lantern Archon can suppress the light to dim light for 5ft only, but this requires concentration.
Magic Resistance. The Lantern Archon has advantage on saving throws against spells and other magical effects.
Actions
Actions
Increased Illumination. The Lantern Archon can concentrate to increase it's illumination, creating bright magical light for 15ft and dim light for 30 ft. The bright magical light disperses magical darkness, but the dim light does not.