Polyglot

During Character Creation - When choosing your background, if the background includes a skill you already have, rather than chose another skill, you instead learn an additional Language.

You gain an additional language every 4 levels after 1st (ie 5th, 9th; 13th; 17th;)

SPELLCASTING

You have learned to tangle and force the shape of the fabric of reality in discord to and in alignment to your wishes and as such spells are part of your repertoire. Its magic is something that you can use to co-opt and corrupt the efforts of others in situations. See chapter 10 of the PHB for the general rules of spellcasting and below for the Dirge spell list.

SPELLCASTING AND CLASS FEATURE ABILITIES

Intelligence is your spellcasting ability for your Dirge spells. Your magic comes from the ability to warp reality and force patterns, it is in part divine, and in part aberrant ability of your force of will bringing the world into more chaos. Use your Intelligence modifier when setting the saving throw DC for a dirge spell you cast and when making an attack roll with one.



Spell/Class Feature save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier









CANTRIPS

You know two cantrips of your choice from the Dirdge spell list. You learn additional Dirge cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Dirge table.

SPELL POINTS

The table above tells how many spell points you have to cast your spells. To cast one of these spells. you must expend one point per level of the Spell Slot of the spell you wish to cast. You regain half of all your expended spell slots when you finish a short rest, and all them on a long rest.

Spells Known of 1st Level and Higher

The Dirge table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a spell point of the spell's level or higher.

At the end of a long rest you must prepare the list of spells that are available for you to cast for the following period, choosing from the Dirge spell list below choose from the list a number of spells equal to your either; your Intelligence modifier or your proficiency modifier - whichever is lesser (minimum of one spell). The spells must be of a level for which you have the ability to cast. Preparing a new list of spells requires time spent in debate and reading: at least 1 minute per Spell Level for each spell on your list.

For example, if you are a 4rd-level dirge, you have 3 Spell points and up to 2nd tier level spells. With a Intelligence of 16, your list of prepared Spells can include six Spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Tasha's Piteous Sobbing, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You prepare the list of dirge spells that are available for you to cast, choosing from the dirge spell list. When you do so, choose a number of dirge Spells equal to your Intelligence modifier + your dirge level (minimum of one spell). The Spells must be of a tier level for which you can cast. (2nd Tier in the example)

RITUAL CASTING

You can cast any spell you know as a ritual if that spell has the ritual tag without using spell points.





CLASS FEATURES

Enervate

You discourage others through biting words, rebukes, and statistical probabilities of their failure and eventual death at a loved one's hands.

To do so, you use a reaction to choose one creature other than yourself within 60 feet of you who can hear YOU. That creature rolls your Enervation die, a 1d6 at 1st level, and ''subtracts'' the number rolled to one ability check, attack roll, or saving throw it makes. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature does damage. If the creature can't hear, or doesn't speak your language the enervation fails. Creatures that are immune to Charm, or are Constructs are immune.



You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Enervation die changes when you reach certain levels in this class; at 5th level (d8), at 10th level (d10), and finally at 15th level (2d6).