The Relic Bearer In a time of great adventure and conflict, the Bulwark of Wisdom and Strength that Is the Relic Bearer is Ready to step Forward and Unleash His Relic's Great Power Upon the World. A Homebrew Class by Daniel Trentacoste Contact me at pregosauces22@gmail.com Or on reddit at Rhogarbrassdrake Made on homebrewery.naturalcrit.com

The Relic Bearer A warrior stakes a large totem deep into the dirt and pulls off a battered helmet. The campaign has been long and brutal, but there is still a ways to go. The totem shines in the sunlight, revealing a faint mystical glow emanating from the relic. With his precious relic at his side, the bearer and his companions feel reinvigorated and ready to presson. An old missionary carries an old holy banner into battle. Signaling the charge, he thrusts the banner up, then into the earth. He wears no armor and is clad in robes, but carrying his religious relic instills him with a sense of invulnerability. He throws himself into the fray, protected by holy energy. No matter the situation, the totem bearer is a bulwark of protection for himself and his allies. Their backgrounds are diverse. Some specialize in the arcane, while others learn to utilize their relic in combat. Others use their relic to spread a religious message, and gaining the favor of the gods in the process. Well Trained No matter who they are serving or to what end, the Relic Bearer is well trained in all types of armor and weapons. Many do not use weapons, instead relying on their armor and relic to deflect and dish out blows. Most wield their relic in combat as a unique and unpredictable weapon. Others rely on whatever they see fit, carrying the relic in one hand and a mace in the other. Their training has made them stalwart and fearless. They stay in the middle of the fight, inspiring allies and taking blows. The Relic The relics that these unique adventurers carry differs from relic bearer to relic bearer. Most carry banners enchanted with mystical energies; many often knit these banners themselves with enchanted materials. Some carry ancient totems that emanate archaic power. Some prefer excentric totems, such as large religious symbols or icons. Though unique in appearance, all relics possess great power that the bearer can call upon to enhance himself and his allies. Expected to Lead Relic Bearers are praised for taking up their ancient banners, for it is a duty that few have the determination to do. Common folk idolize them as folk heroes and several oral histories have documented their vetures. To be a Relic Bearer puts one on the fast-track to glory, but it is no simple task. They are expected to guide their party when morale drops low, and must always be in the middle of the fray with their banner planted, defending its message or what it represents. If a Relic-Bearer fails to do this they may be banished from their order.

Relic Bearer Level Proficiency Bonus Features Relic Abilities Known Relic Bonus Damage Relic Uses Before Rest 1st +2 Relic Warrior, Harness the Relic 3 0 1 2nd +2 Fighting Style 3 0 1 3rd +2 Swearing Allegiance, Order Abilities 3 0 1 4th +2 Ability Score Improvement 3 0 1 5th +3 Extra Attack 3 0 1 6th +3 ─ 5 +d4 2 7th +3 Order Ability 5 +d4 2 8th +3 Ability Score Improvement 5 +d4 2 9th +4 Relic Proficiency 5 +d6 2 10th +4 Respite 5 +d6 2 11th +4 Order Feature 7 +d6 3 12th +4 Ability Score Improvement 7 +d6 3 13th +5 ─ 7 +2d6 3 14th +5 Through Thick and Thin 7 +2d6 3 15th +5 Order Feature 7 +2d6 3 16th +5 Ability Score Improvement 9 +2d6 4 17th +6 ─ 9 +3d6 4 18th +6 Order Feature 9 +3d6 4 19th +6 Ability Score Improvement 9 +3d6 4 20th +6 Power Unleashed 9 +3d6 - Creating A Relic Bearer As you create your Relic Bearer, keep in mind how your character relates to society or a particular order for which he carries the banner or totem, or whatever it is you want the relic to be. Do they wish to spread the message of a particular god? Are they trying to find glory? Are they trying to make amends or seek vengeance? Do they simply wish to use a brutal totem to smite their foes? What drove them to be a Relic Bearer? As a soldier who generally spends their time in the middle of combat waving their banner to inspire their allies, its best to find a party to build around the Relic Bearer’s strengths and weaknesses. These allies can be in it for the reward, or because they believe in the Relic Bearer’s goals. Quick Build You can make a Relic Bearer quickly by following these suggestions. First, choose Constitution and Wisdom as your highest attributes. Then Strength is recommended, or Dexterity if you would like to use range weapons while the relic is harnessed. Choose intelligence if you wish your Relic Bearer to join the Order of Incantation. Lastly, choose the Acoyte, Folk Hero, Soldier or the Outlander background. Class Features As A Relic Bearer, you gain the following class features: Hit Points Hit Points: 1d10 per Relic Bearer Level Hit Points at first Level: 1d10 + your Constitution Modifier Hit Points at Higher Levels: 1d10( or 6) + your constitution modifier per Relic Bearer level after 1st. Proficiencies Armor: All Armor Weapons: Simple Weapons, Martial Wepons Tools: Artisan's Tools Saving Throws: Wisdom, Strength Skills: Choose three from Athletics, History, Intimidation, Preception, Persuasion, Religion, insight, investigation, or Survival. Equipment You start with the following equipment, in addition to the equipment granted by your background: Your relic. A martial or two simple weapons. A simple ranged weapon with 20 ammo. Light or medium armor. An Explorer's Pack.

Relic Warrior Beginning at 1st level, you gain proficiency in the use of your legendary relic as a weapon that emanates great power. The relic is a strength weapon that can be wielded in one or both hands. It is a great weapon that deals 1d8 if wielded in one hand or 1d12 when wielded in both hands. Can be wielded in one hand with another weapon in the other. It also grants 1 AC. Also, as you grow stronger, so does your relic. At level 6 the relic does an extra 1d4 damage. At level 9 it changes to 1d6. At levels 13 and 18 the totem grows stronger with ancient energy, adding a d6 to your total damage rolls for each level reached. Harness the Relic At first level, the bearer can choose to harness his legendary relic's power, and choose a relic ability they know as their action. You can choose three relic abilities at level one. You can only use one relic ability at a time, using another effect cancels an on-going effect. You must stand with the relic to protect and harness its mystical effects, and cannot move (unless you have the Relic Proficiency feature), but can attack with one or two handed weapons as normal, including the relic. You can draw another two effects from the relic abilities list at level 6, level 11, and level 16. The Relic The Relic Can be used as a weapon and for relic abilities simulatenously. You may either use the relic for the attack action during your turn, or use your action to use the Harness the Relic ability. You may then attack with the relic while an effect is ongoing. Relic Weapon Versatile Martial Melee Weapon

+1 to Armor Class

1d12 damage if two handed/ 1d8 if one handed: +1d4 (lvl.6), +1d6(lvl.9), +2d6(lvl.13), +3d6(lvl.17) The Relic you choose emits an aura of ancient power that you can utilize in combat as well as channel to buff yourself and your allies. The relic may still be enchanted further. If you take a feature that allows you to reroll weapon damage rolls, then you may do so for all additional damage dice as you level up. The relic cannot be destroyed by enemies, but the Relic Bearer must stay near it to harness its effects; unless you have a feature that says otherwise. The relic can be knocked down or disrupted, but the enemy doing so must make a wisdom saving throw. The DC equals 8 + the Relic Bearer's wisdom + proficiency modifer. If they fail, nothing happens. The Relic generally is able to be planted into the ground in order to use relic abilities, but it may be whatever suits your character's backstory. It could be an ancient tome that possesses innate power, where its mystical power may be harnessed as a weapon. Or perhaps some sort of eccentric icon or religious symbol. Relic Abilities Beacon of Silence: You harness your relic's energies to prevent noise. For the duration, no sound can be created within or pass through a 15-foot-radius sphere centered on the relic. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. Beacon of Truth: The relic creates a magical zone that guards against deception in a 15-foot-radius sphere centered on the relic. Until the ability ends, a creature that enters the abilty’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the ability and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth. DC equals 8+ your proficiency modifer + your wisdom modifier. Burst of Light: To defend their party, the bearer can emit a blast of light from the relic. When an enemy with eyes within 30 feet of the Relic Bearer makes a weapon attack against you or an ally up to 15 feet away from you, you can use your reaction to plant the banner and impose disadvantage on the attack. Calming Coalescence: You attempt to suppress strong emotions in a group of people. Each humanoid in a 15-foot-radius sphere centered on the relic bearer must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this ability ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise. DC equals 8+ your proficiency modifer + your wisdom modifier. Deafening Shrill: The relic emits a deafening blast that seeks to rend the hearing from its foes. All enemies within 30 feet must make a dexterity saving throw, on a fail they become deaf util they can pass the test and take 1d6 force damage. On a success, the enemy is able to resist the effect and nothing happens. DC equals 8+ your proficiency modifer + your wisdom modifier. Deny the Witch: As a reaction, the Relic Bearer can choose to plant the the relic when an enemy casts a spell within 30 feet that requires a spell attack roll and targets anyone within 15 feet. The banner launches a blast of energy, seeking to rend the spell from the air. The enemy has disadvantage on their spell attack roll.

Dissipate Darkness: The relic bearer can channel the relic's energies to illuminate the area. Until the spell ends, the relic sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. Emit Flame: The bearer influences the relic to spout fouth a sphere of flame. All targets within 15 feet must make a dexterity throw. If they fail, they take 3d6 points of fire damage. The damage increases to 4d6 at level 9, and 5d6 at level 13. On a success, the damage is halved. DC equals 8+ your proficiency modifer + your wisdom modifier. Enfeebling Grasp: Enemies begin to feel weaker as you channel the relic's energy. All enemies within 15 feet that make a strength attack while this ability is active halve damage dealt from strength attacks. Enthralling Mist: The relic bearer calls fourth soothing energies from their relic, which emits pink vapors that seeks to charm foes. All enemies within 15 feet must make a wisdom saving throw. On a fail, the target is charmed. On a success, nothing happens. DC equals 8+ your proficiency modifer + your wisdom modifier. Extinguish or Enhance Flame: You harness the relic to control fire. You choose nonmagical flame that you can see within range and that fits within a 10-foot cube. You affect it in one of the following ways: • You instantaneously expand the flame 10 feet in one direction, provided that wood or other fuel is present in the new location. • You instantaneously extinguish the flames within the cube. • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. Hasteful Blessing: The relic emits an aura of swiftness. All allies within 15 feet gain 10 to their speed for one turn. Instill Bloodshed: Harnessing the relic counts as the player's action. All allies and the relic bearer within 15 feet around the relic gain advantage on attack rolls. The bearer cannot move once the banner is planted. Moving the banner cancels the effect. Instill Courage: Harnessing the relic counts as the player's action. You and all allies within 15 feet around the banner are immune to being frightened. The bearer cannot move once the relic is planted. Moving with the banner cancels the effect. Instill Fear: Harnessing the Relic counts as the player's action. The relic bearer slams the banner into the earth, emitting an arcane force that terrifies those in the vicinity. all enemies within 15 feet must make a wisdom save. On a pass, nothing happens. On a fail, the target becomes frightened. Instill Grit: The relic makes nearby allies stubborn, allowing them to resist enemy blows. All allies within 15 feet, including you gain resistance to slashing, piercing, and bludgeoning damage. You cannot move once the relic is planted. Moving with the banner cancels the effect. Instill Inspiration: Harnessing the relic counts as the player's action. The Relic Bearer swings the relic around and begins to chant an inspiring tune. All allies within 15 feet of the banner including the relic bearer are granted a d6 inspiration dice which can be used in the same fashion as bardic inspiration. Lightning Strike: The Relic calls down a beam of energy on a targeted area. Everyone within 5 feet of the strike must make a dexterity saving throw. On a fail, the targets take 4d8 damage. On a success, the damage is halved. This increase to 6d8 at level 13, and 8d8 at level 17. DC equals 8+ your proficiency modifier + your wisdom modifier. Phalanx of Faith: Harnessing the relic counts as the player’s action. The banner emits a powerful burst of energy that enrthralls nearby enemies to attack the Relic Bearer. The relic bearer gains 1 to their AC while the banner is planted. Also, all enemies within 15 feet make a wisdom saving throw. On a fail, they must move toward the relic bearer and attack him on their turn. On a pass, the enemy can attack as normal. DC equals 8+ your proficiency bonus + your wisdom modifier. The enemy must keep making saving throws until the effect ends, or until they suceed. Moving cancels the action as normal. Regenerating Aura: The bearer channel's the relic's mystical energies, releasing an aura of regeneration. All allies within 15 feet of the relic bearer are healed 1d6 points + your wisdom modifier of damage on each of their turns until the banner ability is cancelled. At level 9 this increase to 1d8, and at level 13 this increases to 1d10. Relic Eye: The relic lets you see what it sees. For the duration, you see invisible creatures and objects as if they were visible within 30 feet, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent. Sensor: Until the ability ends, the relic serves as an alarm that alerts you whenever a Tiny or larger creature touches or enters an area within 30 feet of you. When you use the ability, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds and can be heard from within 60 feet. Spell Siphon: When an enemy casts a spell requiring a dexterity throw within 30 feet of you, the bearer can use their reaction to deflect the spell with the banner. You and any allies affected get a bonus to the initial saving throw equal to your Wisdom modifier. Used before the saving throw is rolled. Sunder Earth: The bearer slams the relic into the earth, sending a shockwave to hinder their enemy's movement. All enemies within 15 feet make a dexterity save, on a successful save they can move normally. On a fail, the enemy is knocked prone and takes 1d6 damage. DC equals 8+ your proficiency bonus + your wisdom modifier. Whirlwind: The relic emits a large gust of wind. A line of strong wind 30 feet long and 5 feet wide blasts from the relic in a direction you choose for the abilty’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 10 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. DC equals 8+ your proficiency modifer + your wisdom modifier. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. As a bonus action on each of your turns before the ability ends, you can change the direction in which the line blasts from you.

Fighting Style At second level, you adopt a fighting style as your specialty. Choose one of the following. You can't take a fighting style 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. Defense: While you are wearing armor, you gain a +1 bonus to AC. 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 yielding with two hands, you can re-roll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. 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. Two Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Swearing Allegiance When you reach third level, you can give your allegiance to one of three orders: The Order of Legends, The Order of Providence, or the Order of Incantation. All are detailed at the end of the class description. The Order you choose grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level. Ability Score Improvement When you reach 4th level, and again at 8th,12th,16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Relic Proficiency At 9th level, you have trained enough with your icon to learn how to harness its power on the go. After using the Harness the Relic ability, in your next turn you may move or take the attack action without canceling the relic's ongoing effect. You may also attack with relic as your weapon as normal. The relic ability is canceled if you are knocked to 0 hit points, or when the fight ends. Respite At 10th level, resting with your relic offers the party solace as it emits ancient energy to ward off enemies. The party gains advantage on perception checks during a short or long rest. The relic bearer must remember to do this or the party can be ambushed as usual. Through Thick and Thin You press on to complete your mission no matter the odds. At 14th level, you can no longer become frightened, and have advantage on saving throws against charm effects. Power Unleashed At 20th level, the Relic's true potential is unlocked: You may harness as many effects from the relic as you wish. You may continue to use relic abilties as your action and stack the effects as well. Relic Bearer Orders Relic Bearers align to orders that they think can forward their goals and aspirations. Within the order, they learn unqiue skills that aid them in achieving their goals. Order of Legends The Order of Legends consists of gloryseekers and treasure hunters. Knowing they cannot find glory on their own, they carry the banner to inspire their fellow adventurers. They train with other fighters to hone their capabilities in combat and to reach peak athleticism. Relic Bearers within this order generally get along, but often rival eachother in quests for loot or other ancient relics. Rugged At 3rd level, your campaigns and ventures have made you a seasoned adventurer. You can add your proficency bonus to survival and athletics skill checks. Relic Maneuvers At 3rd level, your relic assists you in combat, allowing you to perform superhuman feats. You learn maneuvers that are fueled by special dice called superiority dice. Maneuvers. You learn three maneuvers of your choice, which are detailed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 11th, and 15th leveI. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th leveI and one more at 15th leveI. Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Maneuver Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Maneuvers Commander’s Strike: When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll. Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. Distracting Strike: When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. Evasive Footwork: When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving. Feinting Attack: You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll. Goading Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. Lunging Attack: When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll. Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your com rades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. Rally: On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Wisdom modifier. Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. Cleave Attack: When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack. Trip Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. Relic Grasp At 3rd level, the Relic Bearer can grapple their targets with advantage. Enhanced Athlete Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus. It also now costs you no extra movement to climb In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. Additional Fighting Style At 11th level, you may choose another fighting style from the fighting style class feature. Relic Mastery You have meditated with your relic for some time. At 11th level, you may now use your Harness the Relic ability as a bonus action. If you do this, you must take a short or long rest before doing so again.

Impeccable Eyesight At 15th level, you gain an additional 30 feet to your eyesight, and can see up to 30 feet in dark light. You also gain advantage on perception rolls. Cannot Be Bested Through thousands of hours of training and firsthand combat encounters, few can best you. At 18th level, you can re-roll 3 saving throws before taking a long rest. You may choose the higher result from the roll. Order of Incantation The order of incantation uses the arcane to forward their goals. They train with wizards to hone their craft and use powerful magics to carve out paths and destroy their foes. Though magicians, they stride headstrong into battle the same as other relic bearers, although with a magical trick up their sleeve. Many relic bearers use their relic like a wizard's scepter, channeling spells directly through it. Arcane Knowledge At 3rd level, you comprehend the arcane better than most. You gain your proficiency bonus on arcana and nature skill checks. Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spelllist. Cantrips. You learn three cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. Spell Slots. The Order of Incantation Spellcasting table shows how many spell slots you have to cast your spells of 1st leveI and higher. To cast one of these spells, you must expend a slot of the spell's leveL or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st level spell shieId and have a Ist level and a 2nd level spell slot available, you can cast shieId using either slot. Order of Incantation Spellcasting Table Level Cantrips Known Spells Known 1st 2nd 3rd 4th 3rd 3 3 2 — — — 4th 3 4 3 — — — 5th 3 4 3 — — — 6th 3 4 3 — — — 7th 3 5 4 2 — — 8th 3 6 4 2 — — 9th 3 6 4 2 — — 10th 4 7 4 3 — — 11th 4 8 4 3 — — 12th 4 8 4 3 — — 13th 4 9 4 3 2 — 14th 4 10 4 3 2 — 15th 4 10 4 3 2 — 16th 4 11 4 3 3 — 17th 4 11 4 3 3 — 18th 4 11 4 3 3 — 19th 4 12 4 3 3 1 20th 4 13 4 3 3 1

Spells known of first level or higher. You know three 1st level wizard spells of your choice. The Spells Known column of the Order of Incantation Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a leveI for which you have spell slots. For instance, when you reach 7th level in this c1ass, you can learn one new spell of 1st or 2nd leveI. The spells you learn at 8th, 14th, and 20th leveI can come from any school of magic. Whenever you gain a leveI in this c1ass, you can replace one of the wizard spells you know with another spell of your choice from lhe wizard spelllist. The new spell must be of a leveI for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level. Spellcasting Ability. Wisdom is your spellcasting ability for your wizard spells, since you apply magic to practical situations to aid yourself in battle or your adventures. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell Save DC= 8 + your proficiency bonus + your Wisdom modifier Spell Attack Modifier = your proficiency bonus + your Wisdom modifier Perceptive Strike At 3rd level when you land an attack with your relic, you may discern one resistance or vulnerability of your enemy. Mystical Multitasking Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action, or the Harness the Relic ability. Also, your relic now passively gives you a bonus 20 feet to your spells' range, as you are able to use your relic's mystical energies to enhance your spells' power. Catalyst At 11th level, you can infuse your relic with a powerful spell while attacking with it. As an action, you can imbue the relic with one spell you can cast or is already active, then make a single attack with that weapon. If that attack hits, all spell attack rolls for the imbued spell hit automatically and are considered part of the single weapon attack. The target takes weapon damage, and is subject to the effects of the spell. If the attack has advantage, the saving throw against the spell has disadvantage. If the attack misses, the spell has no effect. Area spells originate from the target's space. The spell must be of first level or higher, have a casting time of 1 action, or require an action to activate an already active concentration spell. Spell Accuracy At 15th level, your journeys have given you extraordinary accuracy with your spells. You gain a +5 attack bonus to spell attacks in addition to what it already was. Arcane Relic At 18th level, you can use your relic to emit two spells or cantrips simultaneously, and then use your Harness the Relic ability. You must take a long rest to use this ability again. Order of Providence Though the smallest of the three orders, Relic Bearers who join the Order of Providence devote themselves to an ideal or religion much bigger than themselves. Many give themselves fully to their higher power, allowing the gods to shape their life (and even body) as they see fit to aid the bearer in their quest. There are many factions and divisions within the Order of Providence because the pantheons of gods people believe in. Some worship evil deities for power, some worship holy deities for strength and clarity, others worship simply to understand how the world works. Most carry holy symbols for their relic, and unleash the power of the gods through their relic in combat to aid them. Scribe At 3rd level, your religious studies have granted you impeccable knowledge of the different forms of worship around the world. You gain your proficiency bonus on religion and history skill checks. Prayer You drop to all-fours, grasping your relic, and pray to your gods for power. At 3rd level, you can pick a prayer to recite to your gods, picking from the prayers from below, and gain the following effect. It takes about five minutes to pray. This feature may not be used in combat and lasts until your next rest. You may also partake in flagellation, lowering your health equal to your character level and taking damage equal to your level. Doing so allows you to add your proficiency bonus to whichever skill or save you enhanced, even if you were already proficient in that skill. Prayer of Elusiveness: Gain advantage on acrobatics and sleight of hand checks. Prayer of Empathy: Gain advantage on Charisma Saving Throws. Prayer of Guidance: Gain advantage on Perception and Investigation checks. Prayer of Knowledge: Gain advantage on Intelligence and Wisdom Saving Throws. Prayer of Might: Gain advantage on Strength and Dexterity Saving Throws. Prayer of the Missionary: Gain advantage on Persuasion and Intimidation checks. Prayer of Protection: Gain advantage on Constitution Saving Throws. Prayer of the Resourcesful: Gain advantage on Medicine and Nature checks. Prayer of Selfishness: Gain advantage on Performance and Deception checks.