Ebonite Hands bloodied and covered in dirt, she scrapes away at the ground beneath her. She knows it is here somewhere. She can feel it, she can hear him, and she knows what must be done. Her eyes are wild with anticipation and a light not of her own mortality. She is Ebonite. She is a shade of Vel. The dwarf watches her closely. He has heard the voice too. It calls out to him, and he marches toward her, unwavering in his heavy plate. He raises a sharpened axe, and smiles, and as he brings it down upon her flesh he knows he has done well. There beneath the soil, the shard of Ebon glows with a purple luminescence. It will make a fine augment to his chestplate. An ancient elf appears from the thick fog, and the dwarf feels the bite of cold against his heart as whispers of the deep cackle in his mind. Vel did not favor him today. The elf takes up the shard, flicks it around and tosses it in his pack. Many hear the call, few return. Shades of Vel The Ebonite are the afterthoughts of a once powerful cult, now laying in ruin. These adventurers happened upon the powerful shards of Ebon in their travels and were forever changed by its power. Whispers of a lost god assault their minds, and their connection to him deepens every minute they hold their treasured shards in tow. They will descend into madness, they always do. A mixed Bag Ebonites are not necessarily one kind or another. Many began as fledgling adventurers, seeking fame and fortune as they aer wont to do. Some are great wizards and sorcerors who have turned to the Ebon arts. Others were once fierce warriors, tainted by the whispers they cannot rid themselves of. They have one thing in common: the Ebon Shard. As they travel the realms, they seek ways of deepening their connection to the shard that has granted them so much power, even if it ultimately leads to their doom. Only a select few have staved off the corruption long enough to ascend to the heights of their forefather, Areyn. Still, many will try, and most will fall to darkness. Creating an Ebonite Creating an Ebonite is as simple as asking yourself: where did I come upon this Ebon Shard? What led me to fall into its trap? Perhaps you were trying to save your town from Brigands when you happened upon a shard, and were able to defend them from harm. Or maybe you simply read of their power, and decided to quest to find one for yourself. Ebonites vary in their origin, but you were drawn to one aspect or another of Ebon, whether its the raw power, the knowledge of the ancients, or the unique quality of Ebon that lets it be forged into almost any type of armor or weapon. Regardless, your quest is always the same. Gain power over Ebon while avoiding the corruption of Vel. Quick Build You can make an Ebonite quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Constitution, or Strength if you plan on becoming a forger. Second, choose the acolyte, sage, or soldier backgronds. Third, choose the firebolt, mage hand, and light cantrips, along with the 1st level spells chromatic orb and identify.

The Ebonite Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Ebon Shard 3 2 2 — — — — — — — — 2nd +2 Ebon Archetype 3 2 2 — — — — — — — — 3rd +2 Deepening Conduit 4 3 3 ─ — — — — — — — 4th +2 Ability Score Improvement 4 4 4 2 — — — — — — — 5th +3 Ebon Attunement 4 4 4 2 ─ — — — — — — 6th +3 ─ 4 5 4 3 1 ─ — — — — — 7th +3 ─ 4 6 4 3 1 ─ — — — — — 8th +3 Ability Score Improvement 4 6 4 3 1 1 ─ — — — — 9th +4 Vel Divination 4 6 4 3 1 1 ─ — — — — 10th +4 ─ 4 7 4 3 2 2 ─ — — — — 11th +4 ─ 4 8 4 3 2 2 1 ─ — — — 12th +4 Ability Score Improvement 5 8 4 3 2 2 1 1 ─ — — 13th +5 Vel Devotion 5 9 4 3 2 2 1 1 ─ ─ — 14th +5 ─ 5 10 4 3 3 3 2 1 1 ─ ─ 15th +5 Corrupting Aura 5 10 4 3 3 3 2 1 1 ─ ─ 16th +5 Ability Score Improvement 6 11 4 3 3 3 2 2 1 1 ─ 17th +6 ─ 6 12 4 3 3 3 2 2 1 1 ─ 18th +6 Shard Mastery 6 12 4 3 3 3 3 2 1 1 ─ 19th +6 Ability Score Improvement 6 13 4 3 3 3 3 2 1 1 1 20th +6 Master of Ebon 6 14 4 3 3 3 3 2 2 1 1 Class Features As an Ebonite, you gain the following class features Hit Points Hit Dice: 1d8 per Ebonite level

1d8 per Ebonite level Hit Points at 1st Level: 8 + your Constituion modifier

8 + your Constituion modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constituion modifier per Ebonite level after 1st Proficiencies Armor: Shields, Light armor

Shields, Light armor Weapons: Simple weapons

Simple weapons Tools: None Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Religion, Perception, Arcana, History, and Insight Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) two simple weapons or (b) a martial weapon

(a) light crossbow with (20) bolts or (b) a shield

(a) an explorer's pack or (b) a dungeoneer's pack

an Ebon Shard Alternately, you can purchase your own starting equipment. At level 1, an Ebonite begins with 5d4 x 10 gp. Spellcasting Upon finding the glinting shard of ebon, you were bound by the presence emanating from within. This shard fuels your spells. It cannot be more than 30 feet from your person or it will return to you by any means. If you die, the shard will shatter. Your spells are stored within the shard, and require time to recall. You can only have a certain number of spells available at any given time. This is determined by your class and shard level. Cantrips do not count against this. Cantrips At 1st level, you know three cantrips of your choice from the Ebonite spell list. You learn additional Ebonite cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Ebonite table. You also gain the cantrip: Ebon Bond.

Ebon Bond Cantrip Casting Time: Bonus action

Bonus action Range: 5 to 240 feet.

5 to 240 feet. Components: S

S Duration: Instant You may cast Ebon Bond as a bonus action: return the shard to your person. A creature attempting to restrain the Ebon Shard must make a Strength saving throw against your spell save DC or be pulled toward you. If the shard is trapped by an inanimate object, the shard will pull the object toward you if the object is size medium or smaller. Spells Known of First Level or Higher You know two 1st-level spells of your choice from the Ebonite spell list. The Spells Known column of the Ebonite table shows when you learn more Ebonite spells of your choice. Each of these spells can be no higher than the highest spell level you know, as shown in the Spell Level column of the Ebonite table. For instance, when you reach 4th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Ebonite spells you know and replace it with another spell from the Ebonite spell list, which also must be no higher than your highest spell level known. Spellcasting Ability Intelligence is your spellcasting ability for your Ebonite spells, since you learn your spells through careful examination of the link between Vel and Ebon. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Ebonite spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Ritual Casting You can cast a spell as a ritual if that spell has a ritual tag, and you know the spell. You do not need to have the spell prepared. Spellcasting Focus Your Ebon Shard is your spellcasting focus. You cannot use anything else. If you lose your ebon shard, you must spend 4 hours meditating in order to force the shard from its location to your person. Ebon Shard Beginning at first level, you receive an Ebon Shard as your arcane focus. This shard is your connection to magic, and without it you cannot cast Ebon spells. Deep within the conduit is a connection to the god Vel, and through this connection you seek to gain power. The Ebon Shard is capable of becoming a more powerful arcane focus. To achieve this, the Ebonite must either fuse two or more Ebon Shards together, or absorb the essence of another powerful Ebonite into his shard. Both of these tasks take four hours of intense ritual meditation. Your Shard Level comes into play with many of your class features. A typical Ebonite will be able to achieve a Shard Level of four by the time he or she reaches 20th level. In addition to the positive effects of the Ebon Shard, you are also bound to the chaotic evil god, Vel. Any time your use an Ebonite spell exclusive to your class, you must make a DC 10 Wisdom save or suffer from one level of Vel Corruption. This DC is reduced by two per shard level. Each level of Vel Corruption increases the DC by two. Ebon Archetype When you reach 2nd level, you choose an Ebon Archetype, shaping your practice of the Ebon arts through one of three subclasses: the Evoker, the Forger, or the Keeper, all detailed at the end of theclass description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Deepening Conduit Beginning at 4th level, you can regain spell slots when you short rest. The combined level of spell slots recovered in this way cannot exceed your Shard level + Intelligence modifier. Ebon Attunement Beginning at 5th level, whenever you cast a cantrip that successfully targets an enemy and deals damage, you may make an melee attack against that enemy (as a bonus action) if you are within range. You may do this INTmod times per long rest. Vel Divination Beginning at 9th level, you gain Vel Divination. Once per day, you may release your mind to Vel without threat of corruption. If you do so, you gain the following effects: You gain a vision of the location of the nearest Ebon Shard. You can also sense the general direction of the shard.

You gain two Vel Divination die. The dice is a d6, and can be used toward an ability check, saving throw, or attack roll.

For the next 10 minutes, you are aware of the presence of Ebon magic as if the spell "Detect Ebon" had been cast. Vel Devotion Beginning at 13th level, you can activate Vel Devotion once per day, as a reaction. If you do, you gain temporary hit points equal to your maximum hit points. At the end of each of your turns, you lose 1/4 of the health gained this way, rounded down. If you reach 0 hit points within 1 minute of activating Vel Devotion, you do not making any death saving throws and instead die immediately.

Corrupting Aura Beginning at 15th level, your bond to Vel is apparent to all around you. You gain profiency in the Intimidate skill. You may activate your corrupting Aura an amount of times equal to your shard level. If you do, you gain expertise in the Intimidate skill, and any creature you successfully intimidate has disadvantage against all saving throws against you. This effect lasts 1 minute. Shard Mastery Beginning at 18th level, your Ebon Shard is empowered. You can now use your Ebon Bond cantrip to pull objects of up to large size, and creatures who attempt to restrain your shard automatically fail and are knocked up to ten feet in a direction of your choosing. Up to Shard Level times per day, you may tap into the Ebon Shard. If you do, you may cast a spell of your choosing as a bonus action. Master of Ebon At 20th level, you are no longer bound by Vel. You are no longer subject to Vel Corruption. Vel Devotion now takes eight turns to fully diminish. You may negate an ebon spell or attack directed at you by expending spell slot of 6th spell slot or higher, up to Shard Level times per day. This ability cannot negate a spell of 9th level. Ebon Archetypes The study of Ebon magic is ancient, but specific. All Ebonites are conduits of the god Vel, but not all worship him. Some simply wish to tap into the deep well of knowledge and power of Ebon magic, and some are devout zealots who wish to spread his chaotic corruption across the realms of the living. Yet all Ebonites fit into three distinct groups, or archetypes. These are the Evokers, the Forgers, and the Keepers. Evoker Evokers are the most common type of Ebonites. These powerful spellcasters seek to shape and control the world around them, using Ebon magic to fuel their elemental powers. Generally, these are wizards and sorcerers who have sought to augment their powers with the might of Ebon. They also tend to fall the quickest to the corruption of Vel, who offers untold power for deepening their faith. Unbridled Beginning when you select this archetype at 2nd level, whenever you cast a spell that deals damage, you can reroll any number of damage dice (and take the greater). You can reroll dice equal to your INTmod + Shard Level before long resting. Affinity Starting at 6th level, you may choose an elemental affinity. Whenever you deal damage of that element, you may add (1d6 + INTmod + Shard Level) to the damage roll. You can do this up to (INTmod + Shard Level) times before completing a long rest. This damage increases by 1d6 at level 12, and again at level 18. Reckless At 10th level, your superior knowledge of magic has enabled you to warp the elements to your will. Whenever you cast a spell for which you have affinity, and the spell is targeted, you may instead cast the spell in a 20 foot radius around a point. If you do, the damage is halved, and the DC for your Vel Corruption save is increased by 2. Wrathful At 14th level, you have mastered your archetype. You gain affinity with with Ebon spells, and any time you are targeted by a spell for which you have an affinity, the damage is halved. In addition, the DC for your Vel Corruption when using an Evocation feature or a spell for which you have affinity is reduced by 2. Forger Forgers are a rarer breed. These Ebonites are generally warriors of turmoiled lands, searching for a way to augment their physical prowess with the power of magic. For these men and women, the magic of Ebon and connection to Vel is usually secondary. The most important aspect of their quest is to find a way to increase their already impressive physical capabilities. However, falling to Vel's Corruption is not rare, as forgers are sometimes blind to the warning signs that spellcasters may perceive. Master of Arms Beginning when you select this archetpye at 2nd level, you gain proficiency in all weapons and armors. In addition, you gain proficiency in blacksmith's tools, and are capable of augmenting your own weapons and armor, given ample time and a forge. Ebonforged Starting at 6th level, when may forge your Ebon Shard into either your armor or your weapon. You do not lose the effects of Ebon Bond if you do so. You can choose one of the armor or weapon modifications outlined here, or perhaps you can ask your DM if you have additional ideas for modifications:

Armor Modifications Name Effect Ebon All physical damage is reduced by 1d4. This effect is increased by 1d4 at levels 10 and 14. This effect cannot reduce damage below 1. Thorns Melee attacks against you cause 1d4. This effect is increased by 1d4 at levels 10 and 14. Dread Once per short rest, as a reaction, you may shroud yourself+5ft radius in darkness. All attacks suffer -2 on rolls (including yours). Enemies caught within or who enter must succeed on a Wisdom save or immediately use their reaction to move as far away from you as possible. Masterwork Your armor graints you an addition 1 AC. Fleet Your movement speed is increased by 5 when wearing your armor. Weapon Modifications Name Effect Phantom You can attack with +5ft reach and +1 to your attack roll. You may do this INTmod + shard level times. You recover 1d4 charges on a short rest, or all charges on a long rest. Corrupted You can attack with +1d6 necrotic damage INTmod + shard level times. You recover 1d4 charges on a short rest, or all charges on a long rest. This damage increases by 1d6 at 12 and 18. Echo Once per shard level, per battle, after successfully making an attack, you may deal the damage to another enemy within 15 feet of the target. If an enemy is killed by echoing strike, the attack may echo again. You may not echo an attack onto a target that you have damaged already this turn. Cleaving Your attacks are able to strike an additional enemy within 5ft of the target for half damage. You may do this IntMOD + Shard Level times, recovering 1d4 charges on a short rest or all charges on a long rest. Masterwork You gain +1 to attack rolls and your weapon cannot be weakened or destroyed. Master Ebonsmith Upon reaching 10th level, you may choose an additional modification. You may choose up to two modifications total. Both can be in your armor or weapon, or one of each. Upon gaining this feature, you may reforge your current modifications as well. If you wish to reforge once more, you must spend gold equal to your level x 100 and spend 8 hours reforging your modifications. Velforged At 14th level, your craft and connection to Vel has allowed you to create works of art. Your ebonforged items are classed as very rare. Your weapon cannot be disarmed or altered in anyway unless you will it (or die). If an attempt to disarm your weapon is made and the attempt would fail, you may instead disarm your opponent automatically, barring features that prevent this. If you would be critically hit, or an attack would leave you with below 1/4 (rounded down) of your maximum hit points, you can instead choose to have the attack deal half damage. You may do this once per shard level, per day. Keeper Perhaps the most universally respected and feared of the Ebonites are the keepers of the tomes. Keepers are by far the least likely to have been corrupted by the dark magics of Vel, primarily due to their love of knowledge solely for its own sake. Keepers are less worried about the power of a spell, and much more interested in the intricacies of its inception and the manipulation of its ways. They are generally scholars of some sort, and though they may fall into the ways of the chaotic god, they are generally less likely to do anything innately evil or destructive. Observant Beginning when you select this archetype at 2nd level, you are unbound by the typical restrictions of most spellcasters. You may learn an unlimited amount of spells. In addition, any time you gain a level, you instantly learn two new spells from the Ebonite spell list. These spells are always considered ready and available, so long as you are in physical contact with your Ebon Shard. Genesis At 6th level, your knowledge of the machincations of spellcasting has reached a new plateau. You may create a spell of 3rd level or lower, at the DM's discretion. If you do, this spell counts as an Ebonite spell. This spell cannot be cast at a higher level. This spell can be taught to another spellcaster by taking 8 hours to train them. Spellshifting Beginning at 10th level, you are able to alter the threads of magic to suit your needs. You may take an action to expend a spell slot in order to gain spellslots of a lower level. The spell slots gained are equal to (or less than) half the level of the spell, rounded down. The total level of the spells cannot exceed the expended spell slot For instance, if I expend a spell slot of 5th level, I can gain a 4th level spell and a 1st level spell, but not two 3rd level spells. You cannot expend a 9th level slot to use this ability. Spell Evolution At 14th level, your mastery of spells is unparallelled. At the DM's discretion, you may alter your created spell to be of 6th level or lower. If another caster has learned the spell, you must take an additional 8 hours to teach them the new spell. They may choose to not learn the new spell, in which case they retain knowledge of the old version.

Vel Corruption All Ebonites are subject to the corruption of Vel. Any time an Ebonite uses one of their class features or casts an Ebonite specific spell, they must make a Wisdom save or be afflicted by Vel Corruption. Each rank of Vel Corruption causes the DC of the next save to increase by 2. Some archetypes are more prone to corruption than others. For instance, any of the Evoker features will cause a VC save, but Forgers who craft Ebon Armor will not be subject to a VC save, as they are not using an action or bonus action to utilize their feat. The base DC for a Vell Corruption save is 10. Each Shard Level reduces this DC by 2. Vel Corruption can only be purged by spending 4 hours meditating without direct contact with your Ebon Shard. The effects of Vel's corruption stack. Vel Corruption Rank Effect 1 You gain disadvantage on saving throws against spells that are not Ebon 2 You suffer a -2 penalty to all attack rolls, and a -1 penalty to AC. 3 You are unable to be targeted by any beneficial spells that are not Ebon 4 Every 10 minutes, you suffer from a different form of short term madness. 5 You succumb to Vel's Corruption and become permanently mind controlled. Ebonite Spell List In addition to the standard spell list for Wizards, Ebonites gain access to a few unique spells. These spells require attunement to an Ebon Shard, and will always prompt a Vel Corruption save, unless the Ebonite is level 20. Ebon Bond Cantrip Casting Time: Bonus action

Bonus action Range: 5 to 240 feet.

5 to 240 feet. Components: S

S Duration: Instant If your shard is not within 5 feet, you may cast Ebon Bond as a bonus action: return the shard to your person. A creature attempting to restrain the Ebon Shard must make a Strength saving throw against your spell save DC or be pulled toward you. Detect Ebon 1st-level divination Casting Time: 1 action

1 action Range: Self

Self Components: S

S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of Ebon magic within 60 feet of you. If you sense Ebon magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears Ebon magic. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Convovation 2nd-level evocation Casting Time: 1 bonus action

1 bonus action Range: 30 feet

30 feet Components: S

S Duration: Instantaneous You cast your shard up to 30 feet away, then pull yourself towards it at a speed equal to twice your movement speed. While you are being pulled toward the shard, you may take the attack action, or cast a spell that does not require concentration. Miasma 4th-level ecovation Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Concentration, up to 10 minutes A choking darkness expels from your Ebon Shard. The miasma spreads in a 20 foot radius around the shard, and can be as much as 20 feet high. When the miasma appears, each creature within its area (other than you) must make an Constitution saving throw against your Spell Save DC. On a failed save, a creature takes 4d6 Ebon damage, and are afflicted by a fit of coughing. At the start of their next turn, and on each following turn, the creature takes an additional 2d6 Ebon damage and has their movement speed halved. Enemies can use their action to attempt an Intelligence save to end the effect. Creatures that succeed their initial saves take half damage, but suffer no other effects. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d6 for each slot level above 4th. Velshade 7th-level conjuration Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Concentration, up to 1 hour You create an Ebon construct at a desired location within 30 feet. This construct is a spitting image of yourself or someone you know very well; the DM must have a stat block for the desired target. Its stats mirror those of the person it is imitating. The shade has disadvantage on all saving throws, and takes an additional 3d4 from all attacks and spells. It's initiative matches that of the party member it is imitating. The Velshade can replicate any attack, action, or spell of the person it is imitating, but cannot cast a spell of greater than 5th level. If the Velshade is destroyed, the person it is imitating must make a DC 12 Widsom saving throw or take 3d8 psychic damage, or half as much on a successful save. On your turn, you may dismiss the Velshade as your action.