(Homebrew) Class - The Scion
(Homebrew) Class - The Scion
Creating a Scion                                                     Mysteries. Your choice grants you features at 1st level and again
                                                                     at 6th, 10th, and 18th level.
The most important question you must ask yourself when
creating a scion is your family. A scion is defined by his or her
family, and the inheritance from the family. What is your family
                                                                     Esoteric Legacy
like? What is the relationship between your family and you? Do       As an heir to a supernatural heritage, you are granted a list of
you intend to keep your lineage, or do you want to rebel against     extraordinary tools and gadgets known as the legacies as a part
your stuck-up parents, and to an extent, an ancestor whose           of your birthright.
name you do not even know, yet managed to toss away their               Each legacy is sorted in four ranks that represents its power:
burden to their descendants?                                         Least, Lesser, Greater, Weird. At 1st level, you have access to one
   In many cases, it is easy for a scion to hail from a noble        Least legacy of your choice from the list at the end of the class
family, whose tradition may or may not include horseback             description. You gain access to more legacies as you gain levels
riding, poetry, archery, alchemy, inbreeding, and mass sacrifice     in this class: one Lesser legacy at 5th level, one Greater legacy
to Uifghx, also vaguely known as the Lord of Randomly Placed         at 11th level, and one Weird legacy at 17th level.
Typeprints. However, not all scions are born with silver spoons;        Your legacies are stored in a pocket dimension shared by
your family could be a moderate caravan who once befriended          your heritage. As an action, you can summon one of your
a genie, a farmer who has a funny-looking statue hidden in the       legacies from the pocket dimension and into your hands, or in
basement, or even a professional wanderer who have been              an unoccupied space you can see within 5 feet of you.
almost all realms and multiverse known to mortals.                      You can also use an action to dismiss any of your summoned
                                                                     legacies back to the pocket dimension. You can summon and
Quick Build                                                          dismiss any number of your legacies as a part of the same
You can make a scion quickly by following these suggestions.         action.
First, Charisma should be your highest ability score, followed
by Constitution. (Scions who choose the Heritage of Might
make Strength or Dexterity higher than Charisma.) Second,
choose the noble background.
                                                                                                                                  1
Table: The Scion
             Proficiency
                                                                          For every two scion levels you gain after 1st, your thrall gains
                                                                        an additional Hit Die and increases its hit points accordingly.
                                                                                                                                 2
                                                                        When you cast a legacy spell with a range of touch, your
                                                                        thrall can deliver the spell as if it had cast the spell. Your
   Keeping Track of Proficiency
                                                                        thrall must be within 120 feet of you, and it must use its
   The Unearthed Arcana article "The Ranger, Revised"                   reaction to deliver the spell when you cast it. If the spell
   provides a list of valuable tips on animal companions.
                                                                        requires an attack roll, you use your legacy attack modifier
   The following rule applies to your Esoteric Thrall:
                                                                        for the roll.
      When you gain your Esoteric Thrall at 1st level, its
   proficiency bonus matches your at +2. As you gain
   levels and increases your proficiency bonus, keep in              Empowered Legacy
   mind that your thrall's proficiency bonus improves as             Beginning at 5th level, you can fuel your legacy with your font
   well, and is applied to the following areas: Armor                of magic, potentially heightening its power. When you cast a
   Class, skills, saving throws, attack bonus, and damage
                                                                     legacy spell, you can spend additional mana to increase the
   rolls.
                                                                     spell's level, provided that the spell has an enhanced effect at a
                                                                     higher level. The spell's level increases by 1 for each additional
                                                                     mana you spend.
   Whenever you gain the Ability Score Improvement feature,
                                                                        At 5th level, you can increase the legacy spell's level up to
your thrall's abilities also increases. Your thrall can increase
                                                                     2nd level with this feature. The maximum spell level increases
one ability score of your choice by 2, or two ability scores of
your choice by 1. As normal, the thrall cannot increase an           by one when you reach 9th level in this class (up to 3rd level),
                                                                     and again at 13th (up to 4th level) and 17th level (up to 5th
ability score above 20 this way, unless its description specifies
                                                                     level).
otherwise.
   Your thrall obeys your commands as best it can. It rolls for
initiatives like any other creature, but you determine its           Resonant Thrall
actions, decisions, attitudes, and so on. If you are incapacitated
                                                                     Starting at 7th level, when you or your thrall is targeted by a
or absent, the thrall acts on its own.
                                                                     spell, you can spend a number of mana equal to the spell's level
   When the thrall drops to 0 hit points, it dissipates, leaving     to make that effect targets both you and your thrall. You and
behind no physical form. To summon your thrall that has              your thrall must be within 120 feet of each other to gain this
dropped to 0 hit points, instead of using a bonus action, you        benefit.
must perform an 8-hour ritual, which can be performed during
                                                                        Additionally, when you cast a legacy spell that targets a
a long rest. The ritual costs 25 gp worth of rare herbs and
                                                                     creature or an object while your thrall is within 120 feet of you,
incenses.
                                                                     you can spend a number of mana equal to the spell's level to
   Your thrall shares your alignment and ideal, and its bond is      target a creature or an object that your thrall can see, even if
always, "I am a servant to my master, and shall act as a servant     you do not have a clear path to the target.
would do... For now."
Heritages of the Weird                                                 bonus on ability checks, attack rolls, damage rolls, saving
                                                                       throws, Armor Class, and your legacy save DC.
The scon's power comes from their ancestors, and their                    Additionally, when you and your thrall are on the same plane
heritages and legacies. The scion's heritage represents the            of existence, you can spend 6 mana as an action to teleport into
deeds and misdeeds done and undone by ther predecessor,                an unoccupied space within 10 feet of your thrall.
now bequeathed upon the scion.
Champion of the Heritage                                              A spell scroll you created by transcribing from your Codex
When you reach 18th level, when you make a ranged weapon            gains the following benefits:
attack with your Weaponized Arsenal feature, the weapon's
normal range and long range are tripled for the attack, and            The scroll uses your legacy save DC and legacy attack
targeting a creature within 5 feet of you does not impose              modifier, instead of its normal statistics.
disadvantage on the attack roll.                                       The scroll is exceptionally difficult to others. When a
   Additionally, when you make a ranged weapon attack with             creature other than you would attempt to cast a spell from
your Weaponized Arsenal feature, the bludgeoning, piercing,            the scroll, it must first make an Intelligence (Arcana) check
and slashing damage you deal with the attack ignores the               against your legacy save DC. On a failed save, the spell
target's resistance, and treat its immunity as resistance.             automatically fails, and the spell disappears the scroll with
                                                                       no other effect. A creature automatically succeeds on the
                                                                       check if you have spent at least 8 hours to instruct it the
Heritage of Mysteries                                                  secret formula to decipher your scrolls.
The Heritage of Mysteries represents your family's pursuit for
magical knowledge. Throughout the generations, members of
                                                                    Esoteric Archivist
                                                                    Beginning at 6th level, your understanding on your heritage's
your family have conducted various magical experiments, with
                                                                    magical researches allows you to empower your legacy spells.
a mixture of triumphant breakthroughs and fatal accidents. As a
                                                                    As long as you have your Codex on your person, you gain the
scion, you inherit what your family has learned from such
                                                                    following benefits:
researches — marvelous and dangerous, but incomplete. It is
your duty to add yet another page in these endless records.
                                                                                                                                   5
   You add your Charisma modifier to the damage rolls for
   your legacy spells (minimum of 1).                                  List of Legacies
   When you cast a legacy spell from your Codex, you can               The legacies are presented in alphabetical order.
   choose to treat it as having the ritual tag, and cast it as a
   ritual. Each time you do so, you must spend a number of             The Alhazred Transcript
   mana equal to the spell's level, and the spell takes 1 hour         Least legacy
   longer than normal, instead of 10 minutes.
   When you cast a spell that has a duration of 1 minute or            A piece of old, battered parchment with curious words
   longer from a spell scroll, you can spend 1 mana to double          scribbled on it. The writings squirm on the surface, constantly
   its duration, to a maximum duration of 24 hours.                    changing its contents. A successful DC 15 Intelligence (Nature)
   When you cast a spell from a spell scroll, you can spend 1          or Wisdom (Survival) check reveals that the parchment is made
   mana to double the range of the spell, or make its range 30         out of skin of a humanoid creature of unknown species, and the
   feet if it has a range of touch.                                    words are written in blackened blood.
                                                                           The Alhazred Transcript is written in three different
Eldritch Savant                                                        languages of your choice. As long as you have the Alhazred
When you reach 10th level, you can cast a spell from a spell           Transcript is on your person, you can read, speak, and
scroll even if the spell is not in your Codex. You cannot cast a       understand the languages written on the parchment. Whenever
spell from a spell scroll if the spell's level is higher than your     you make an Intelligence or Charisma check using one of the
scion level divided by four, rounded down.                             languages on the parchment, your proficiency bonus is doubled
   When you cast a spell from a spell scroll, you can spend 3          if it applies to the check.
mana to use your legacy save DC and legacy attack modifier for             Whenever you finish a short rest or long rest, you can replace
its normal statistics. The mana cost is reduced to 1 if the spell is   any number of languages on the parchment with different
in your Codex, provided that the scroll is not transcribed from        languages of your choice.
your Codex.                                                                After you reach 2nd level in this class and gain the Mana
   Additionally, when you cast a spell that has a casting time of      feature, while you have the Alhazred Transcript on your person,
1 action from a spell scroll, you can spend 2 mana to change the       you can spend 2 mana to cast sleep. When you cast the spell this
casting time to 1 bonus action for this casting.                       way, if an affected creature remains unconscious for the spell's
                                                                       full duration, it takes psychic damage equal to 2d8 + your
Keeper of the Esoteric Lineage                                         proficiency bonus + your Charisma modifier when the spell
At 18th level, while you have your Codex on your person, you           ends.
can instantly transcribe a spell from your Codex into a spell
scroll, and immediately use the scroll to cast the transcribed         The Crystal Skull
spell. Each time you do so, you must spend a number of mana            Weird legacy
equal to 1 + the transcribed spell's level, which replaces the
gold cost for transcribing the spell into a spell scroll.              A skull of a humanoid creature of unknown race or origin. The
                                                                       most prominent oddity of the skull is that it is made entirely
                                                                       out of white, crystalline substances, which glistens in myriad
Esoteric Legacies                                                      spectrum.
                                                                          While you have the Crystal Skull on your person, you can use
Least legacies                                                         a bonus action to cause the Crystal Skull to cast light from its
The Alhazred Transcript                                                eyes, shining bright light out to a 30-foot cone and dim light out
Gale Edge                                                              to 30 feet beyond that. You can dismiss the light as a bonus
Ming Scepter                                                           action. The bright light of the Crystal Skull reveals the true form
The Square Hammer                                                      of any shapechanger or creature concealed by illusion or
Wildthorn Garb                                                         transmutation magic.
                                                                          While you have the Crystal Skull on your person, you can
Lesser legacies                                                        spend 2 mana to cast guiding bolt, or 4 mana to cast spirit
The Diodati Formula                                                    guardians. When you cast spirit guardians this way, the
Gaean Husk                                                             guardian appears as a deformed, crystalline skeleton of an
Seven-League Boots                                                     unknown humanoid, and it deals psychic damage instead of
                                                                       necrotic or radiant, regardless of your alignment.
Shahal Ring
                                                                          While you have the Crystal Skull on your person, you can
Greater legacies                                                       spend 6 mana as an action to cause the Crystal Skull to cast a
                                                                       burst of bright light out to a 60-foot cone. Each creature in the
Dark Moon Cuirass
                                                                       light must make a Constitution saving throw. On a failed save,
Tome of Hamunaptra
                                                                       the creature becomes blinded and stunned until the end of your
The Unfathomable Idol
                                                                       next turn, and becomes outlined for 1 minute. Any attack roll
Weird legacies                                                         against the outlined creature has advantage if the attacker can
                                                                       see it, and an outlined creature cannot benefit from being
The Crystal Skull
                                                                       invisible, and it cannot conceal its true form with shapeshifting
Everblaze Shard
                                                                       ability, illusion or transmutation magic.
The Worldstrider
                                                                                                                                 6
Dark Moon Cuirass                                                     Everblaze Shard
Greater legacy                                                        Weird legacy
A magical chain mail made out of curious metallic alloy in            A burnt, pitch-black hooded lantern with a piece of sulfur
numerous shades of gray and black. A successful DC 15                 within in. The sulfur is lit ablaze, and the fire cannot be put out
Intelligence (Investigation) check reveals that the armor             by any means. The lantern completely locks out the heat and
emanates a faint light in the spectrum of rainbow when                light of the sulfur while the hood is lowered.
exposed to bright light.                                                 If the area of bright light from the Everblaze Shard would
  You are always proficient in the Dark Moon Cuirass while you        overlap with an area of darkness created by a spell of 5th level
are wearing it. The Dark Moon Cuirass does not have the               or lower, the spell that created the darkness is dispelled.
Strength requirement, and it does not impose disadvantage on             While you have the Everblaze Shard on your person, you can
Dexterity (Stealth) checks while you are wearing it.                  use an action to magically ignite one flammable object you
  While you are wearing the Dark Moon Cuirass, you gain               touch.
proficiency in the Stealth check. When you take the Hide action          While you have the Everblaze Shard on your person, you can
while wearing the Dark Moon Cuirass and in darkness, your             spend 2 mana to cast hellish rebuke, or 4 mana to cast fireball.
proficiency bonus for the Dexterity (Stealth) check is doubled.          When you have the Everblaze Shard on your person and your
  While you are wearing the Dark Moon Cuirass, you can spend          thrall is within 30 feet of you, you can spend 6 mana to
3 mana to cast invisibility, or 4 mana to cast nondetection on        transform your thrall into an fire elemental for 1 minute, after
yourself.                                                             which it reverts to its normal form. The thrall also reverts to its
                                                                      normal form early when it drops to 0 hit points.
The Diodati Formula
Lesser legacy                                                         Gaean Husk
                                                                      Lesser legacy
A glass vial with peculiar writings sculpted on its surface. The
vial is surprisingly durable, and the writings are illegible in any   A magical hide armor made out of the skin and hide of an
language. A creature that has the Intelligence score of 4 or          unidentifiable, but undoubtedly ancient beast.
lower can understand that the writings on the surface are sign           You are always proficient with the Gaean Husk, and it does
of warning.                                                           not have the Strength requirement while you are wearing it.
   As an action, you can spend 2 mana to fill the Diodati formula        While you are wearing the Gaean Husk, you grow claws,
with a strain of translucent potion. You can then transfer the        fangs, spines, horns, or a different natural weapon of your
potion to an empty vial of glass. The potion loses its magical        choice. Your unarmed strikes deal 1d4 bludgeoning, piercing, or
properties after 1 hour or when it is spilled out of the vial         slashing damage (as appropriate to the natural weapon you
except for drinking or transferring into another vial.                chose), and you can use your Dexterity instead of Strength for
   A humanoid creature can use a bonus action to drink the            attack and damage rolls of your unarmed strikes. The natural
potion created by the Diodati Formula. When ingested, the             weapon counts as magical for the purpose of overcoming
creature enters a magical trance that lasts for 1 hour or until it    resistance and immunity against nonmagical weapons.
is incapacitated. While in the trance, the creature gains the            When you would take bludgeoning, piercing, or slashing
following benefits:                                                   damage while you are wearing the Gaean Husk, you can spend
                                                                      1 mana as a reaction to gain resistance against the triggering
   It gains temporary hit points equal to your scion level + your
                                                                      damage type until the end of your next turn. Magical weapons
   Charisma modifier (minimum of 1). It loses all temporary
                                                                      or silvered weapons ignore this resistance.
   hit points gained this way when the trance ends.
                                                                         When you drop to 0 hit points while you are wearing the
   It gains advantage in Strength saving throw and Strength
                                                                      Gaean Husk, you can spend 1 mana to make a Constitution
   saving throws.
                                                                      saving throw. The DC equals 10 or 5 + the damage taken,
   Its walking speed increases by 10 feet, and it ignores the
                                                                      whichever is higher. On a successful save, you drop to 1 hit
   heavy property of any weapons it is wielding and the
                                                                      point instead.
   Strength requirement for any armor it is wearing.
   It ignores the penalty from exhaustion, although it still dies
   at six levels of exhaustion.
                                                                      Gale Edge
                                                                      Least legacy
  While in the trance, the creature cannot cast a spell or
                                                                      A steel scimitar with exquisite, streamlined decorations
concentrate on a spell or similar effects.
                                                                      engraved on its blade. The scimitar is perpetually engulfed in a
  When the trance ends, the affected creature cannot move or
                                                                      faint breeze.
take actions until after its next turn, and it cannot benefit from
                                                                         You are always proficient with the Gale Edge while you are
the potion again until it finishes a short rest or long rest. The
                                                                      wielding it. While you are wielding the Gale Edge, you gain a
creature must also succeed on a DC 15 Constitution saving
                                                                      new attack option that you can use with the Attack action. This
throw or suffers one level of exhaustion.
                                                                      special attack is a ranged weapon attack with a normal range of
                                                                      60 feet and long range of 18o feet. You are proficient with it,
                                                                      and you add your Charisma modifier to its attack and damage
                                                                      rolls. Its damage is slashing, and its damage die is 1d6.
                                                                                                                                   7
   After you reach 2nd level in this class and gain the Mana             While you are wearing the Seven League Boots, you can
feature, when you use your action to take the Attack action or        spend 3 mana to cast misty step. When you cast the spell this
cast a legacy spell, you can spend 1 mana to make one special         way, you emanate a burst of shockwave in a 5-foot radius
attack with the Gale Edge.                                            centered on your destination. Each creature in the area must
                                                                      make a Strength saving throw. On a failed save, a creature takes
Hand of Glory                                                         thunder damage equal to 2d6 + your proficiency bonus + your
Least legacy                                                          Charisma modifier and is knocked prone. On a successful save,
                                                                      a creature takes half damage and is not knocked prone.
A pale, shriveled, dismembered hand of an unknown humanoid
creature. The hand is mostly inactive, but it makes a sudden          Shahal Ring
twitch when exposed to presence of magic.                             Lesser legacy
  You can use the Hand of Glory as a thieves' tools. You are
always proficient with it when you use it this way.                   A polished silver ring decorated with three diamonds. The
  While you have the Hand of Glory on your person, you gain           diamonds reflect light into a peculiar shape, as if you are
darkvision out to a range of 60 feet. If you already have             wearing a gauntlet of pure light on the hand you are wearing
darkvision, its range increases by 30 feet. You can also see          the Shahal Ring.
normally in darkness, both magical and nonmagical, to a range            While you are wearing the Shahal Ring and not wearing
equal to your darkvision.                                             heavy armor, you have immunity to damage from the magic
  While you have the Hand of Glory on your person, you can            missile spell, and you add your Charisma modifier to your
use an action to examine a faint aura around one creature or          Armor Class (minimum of +1). If you are wearing medium
object you can see within 30 feet of you that bears magic, and        armor, the bonus added this way cannot exceed +2.
you learn its school of magic, if any.                                   When you are targeted by a spell of a level no higher than
  After you reach 2nd level in this class and gain the Mana           your scion level divided by four (rounded up) while wearing
feature, while you have the Hand of Glory on your person, you         the Shahal Ring, you can spend a number of mana equal to the
can spend 1 mana as an action to touch a creature or object.          spell's level as a reaction to negate the spell's effect on yourself.
Any cantrip that affects the target immediately ends. If a spell of   If you can see the spell's caster within 60 feet of you, you can
1st level or higher is affecting the target, you can also suspend     then deflect the spell into a bolt of magic back to the caster, as a
the spell's effect against the target until the end of your next      part of the same reaction. Make a ranged spell attack against
turn, provided that the spell's level is equal to or lower than       the caster. On a hit, the bolt deals force damage equal to 2d4 +
your scion divided by four, rounded up.                               your Charisma modifier + the deflected spell's level.
A magical quarterstaff decorated with brass and gold. The staff       A magical light hammer. You feel a slight jolt to your fingers
is made out of a bar of steel, but it is surprisingly lightweight     when you wrap your fingers around its handle. A creature that
and has a warm touch.                                                 succeeds on a DC 15 Intelligence (History) or Intelligence
   You are always proficient with the Ming Scepter when you           (Religion) check can recognize the sigil on the hammer's head:
wield it. When you attack with this Ming Scepter, you can use         An archaic rune that represents the old god of thunder, storm,
your Dexterity instead of Strength for attack and damage rolls,       and war.
and it counts as having the reach property while you are                 The Square Hammer has a normal range of 60 feet and long
wielding it with both hands as per versatile property.                range of 180 feet instead of the light hammer's normal range
   When you use your action to take the Attack action, you can        and long range, and it returns to your hand immediately after
make one attack with the Ming Scepter.                                you make a ranged weapon attack with it by throwing it. When
   After you reach 2nd level in this class and gain the Mana          you hit a creature with the Square Hammer, you deal an extra
feature, when you use your action to take the Attack action or        lightning damage equal to your Charisma modifier (minimum
cast a legacy spell, you can spend 1 mana to make two attacks         of 1).
with the Ming Scepter.                                                   When you reach 2nd level and gain the Mana feature, you can
                                                                      spend 1 mana as an action to throw the Square Hammer in a
Seven-League Boots                                                    line 120 feet long and 5 feet wide. Make a separate ranged
Lesser legacy                                                         weapon attack roll for each creature in the line, and deal
                                                                      damage with the Square Hammer on a hit as normal. The
A pair of magical leather boots. It is indistinguishable from a       Square Hammer returns to your hand when it reaches the end
pair of ordinary leather boots except for its sole, which is          of the line.
heavily weathered yet surprisingly durable.
  While you are wearing the Seven-League Boots, you can
spend 1 mana to take the Dash action as a bonus action. Until
the end of your turn when you use this feature, your walking
speed is increased by an additional 10 feet, and your jumping
distance is doubled.
                                                                                                                                  8
Tome of Hamunaptra                                                     Wildthorn Garb
Weird legacy                                                           Least legacy
And old grimoire, decorated in a style often found among the           A magical studded leather armor.
ancient civilizations that prospered in the hot, arid deserts. The        You are proficient in the Wildthorn Garb while you are
cover is metallic, with a bas-relief of a humanoid skull at the        wearing it. When a creature within 5 feet of you hits you with a
center, and the hieroglyphic scriptures beneath it. A successful       melee attack while you are wearing the Wildthorn Garb, the
DC 15 Intelligence (History) check reveals the translation:            attacker takes piercing damage equal to 1 + your Charisma
"Death is only the beginning."                                         modifier (minimum of 1).
   While you have the Tome of Hamunaptra on your person, you              While you are conscious and wearing the Wildthorn Garb,
can spend 2 mana to cast inflict wounds, or 4 mana to cast             the ground in a 5-foot radius centered on yourself grows hard
animate dead.                                                          spikes and thorns. The area becomes difficult terrain for
   While you have the Tome of Hamunaptra on your person, you           creatures hostile creatures to you, and when a hostile creature
can spend 5 mana to summon undeads in an unoccupied space              moves into or within the area, it takes piercing damage equal to
you can see within 30 feet of you. Choose one of the following         1 + your Charisma modifier for every 5 feet it travels (minimum
options for what appears: four skeletons, two ghouls, or a             of 1).
mummy.                                                                    When you reach 2nd level and gain the Mana feature, you can
   The summoned undead lasts for 1 minute or when it drops to          spend 2 mana to cast entangle. When you cast the spell this
0 hit points, after which it crumbles into dust. Roll initiative for   way, an affected creautre takes piercing damage equal to 1 +
the summoned undeads, which have their own turns.                      your Charisma modifier each time it fails on the Strength saving
   The summoned undeads are unfriendly toward you and your             throw against the spell (minimum of 1).
companions. The undead is under the DM's control and acts
according to its nature on each of its turns, which might result       The Worldstrider
in attacking you or your companion if it thinks appropriate to         Weird legacy
do so.
                                                                       A pair of magical boots. The boots are made of crude, dark
   If the summoned undead attacks you or your companion or
                                                                       metal and enforced with adamantine parts, and the soles are
designate them with its feature, it must make a Wisdom saving
                                                                       made of mithral.
throw. On a failed save, the undead must choose a different
                                                                          While you are wearing the Worldstrider, difficult terrain does
target, or the attack misses and the feature fails and has no
                                                                       not slow your movement, and you are considered one size
effect.
                                                                       larger for the purpose of avoiding or resisting being shoved or
The Unfathomable Idol                                                  grappled.
Greater legacy                                                            While you are wearing the Worldstrider, you can spend 2
                                                                       mana to cast earth tremor, or 4 mana to cast erupting earth.
A statuette made out of what seems to be a peculiar, greenish             When you are wearing the Worldstrider and your thrall is
crystal, depicting an otherworldly creature squatting on a             within 30 feet of you, you can spend 6 mana to transform your
broken pillar. The outline eludes the understanding of mortal          thrall into an earth elemental for 1 minute, after which it
eyes, and there is a string of writings sculpted at the bottom of      reverts to its normal form. The thrall also reverts to its normal
the statuette. A creature that understands Deep Speech can             form early when it drops to 0 hit points.
recognize its meaning: "We may sleep for now, yet we shall
never die. We will awake in the depth, when the stars are right."
   While you have the Unfathomable Idol on your person, you
can communicate telepathically with any creature you can see
within 60 feet of you. You do not need to share a language with
the creature for it to understand your telepathic messages, but
it must be able to understand at least one language.
   While you have the Unfathomable Idon on your person, you
can spend 2 mana to cast command, or 4 mana to cast arms of
Hadar.
   While you have the Unfathomable Idol on your person, you
can spend 5 mana and chosen a creature you can see within 30
feet of you. The chosen creature must succeed on a Wisdom
saving throw or falls unconscious for 1 minute or until your
concentration is broken (as if concentrating on a spell). At the
end of each of its turn, and each time it takes damage, the
affected creature can repeat the saving throw, ending the effect
on a successful save. On three consecutive fails, the creature
stays unconscious for the next 8 hours without requiring your
concentration. A remove curse or greater restoration cast on the
target removes this effect.
                                                                                                                                  9
Roleplaying Options                                                  Multiclassing
As an additional way to add more flavor to your character, you       On the DM's discretion, you can multiclass in the scion class, as
can consider the following roleplaying option when playing a         described in Player's Handbook (page 163-165). If you do so,
scion character.                                                     the following rules are applied.
Inheritance                                                          Prerequisites
Not all scions have inherited their legacy because, well, they are   To qualify for a scion class, you must meet the ability score
scions of the family. Sometimes a scion was unwilling to inherit     proficiency for the scion class, as shown in the table below.
the family treasures; sometimes the inheritance was only
temporary, for a specific purpose; and sometimes, however            Table: Multiclassing Prerequisite
rare, that the scion is unaware that they even have a birthright.       Class     Ability Score Minimum
1d8 Inheritance                                                         Scion     Charisma 13
     You are the rightful successor of your heritage. You
 1
     inherited your legacy as a part of your birthright.             Proficiency Bonus
                                                                     When you multiclass into the scion class, you gain the following
   You are tasked to represent your family, either in quests         proficiencies as shown in the table below.
   for glory or social and political issues. Your legacy is
 2
   bestowed upon you as a proof that your words are your             Table: Multiclassing Proficiencies
   family's words.
                                                                        Class     Proficiencies Granted
   Your family has fallen before you can properly claim
                                                                        Scion     None
 3 your birthright. Your legacy is all that is left that
   remotely reminds you of your family's past glory.
   You were not supposed to succeed your heritage, but
 4 your legacy has chosen you, against the will of other
   members of your family (and perhaps yours).
   You have rebelled against your own heritage. Your
 5 family has disowned you, but not before you took the
   legacy and left the family with it.
   You have failed your family, and in return, you must pay
   for your misdeeds that dishonored your family. Your
 6
   legacy was borrowed from your family as a tool for your
   quest for redemption.
   You were reluctant to follow your family's deeds, but
 7 you were forced to inherit your legacy. Wherever you
   flee from your birthrights, the legacy will find you.
   You were unaware of your birthrights and anything
   related your family until recently. Your legacy was
 8
   bestowed upon you only recently, much to your
   surprise.
                                                                                                                             10
Credits
All contents are created by Weirdo Whoever unless noted
otherwise. Special thanks to D&D Wiki, NaturalCrit                   Tome of Hamunaptra
Homebrewery tool, and GM Binder for providing the templates          Inspired by the 1999 film The Mummy, which is one of my most
for my imaginations.                                                 favorite films of all time. (A very personal opinion, but it is the
  The scion class is one of my most favorite homebrew project        pinnacle of the 90's horror action flick.)
so far. According to the Weirdo Whoever Plays D&D article, I've
been working on this class for four years.                           Seven-League Boots
                                                                     Inspired by a rather famous pair of boots of the same name,
Disclaimer                                                           found in many European folkores.
Just in case: The Scion class is completely unrelated to the class
of the same name as posted on the Giant in the Playground            Shahal Ring
forum. I am just as surprised to see how uncanny the concept         The name and gimmick comes from the magic item Mirror of
and even the namesake are the same, as that moment I found           Shahal from the manga/anime Dragon Quest: The Adventure of
this class four years ago. I would like to assure yet once more,     Dai.
that any similarities are pure coincidence.
                                                                     The Square Hammer
Special Thanks                                                       Inspired overall by Mjö lnir from Norse mythology, but the
Million thanks to u/SamuraiHealer — your feedbacks were              namesake is specifically taken by the Ghost song of the same
extremely valuable for the brew.                                     name because, why not?
Hand of Glory
Apparently the concept is an old European folklore, but I'm
pretty sure many people, including myself, would be more
familiar with the version from the Harry Potter novels.
Ming Scepter
The namesake is from Ming the Merciless from Flash Gordon
franchise, but the weapon itself is more of a reference to Ruyi
Jingu Bang from the novel Journey to the West.