The Ebonite

The Ebonite A looming giant of a man clad in steel stands over a fallen warrior. His blood soaked blade resonates with the blood spilled over the cold dirt. He offers a prayer to the night, then sets off, dust and wind behind him in the distance. A half-orc clad in black cloth stalks a caravan in the night. He whispers to a shard of black in his hands, and the caravan is consumed by darkness. Essence of life is drained into the shard, and he smiles, his task complete. The dark one still hungers, but it is sated for now. Her skin glistening in the moonlight, the elven youth maniacly chants proverbs to an ancient evil, all the while her blades dancing and passing judgment on those who would stand in her way. As they fall before her, a laughter can be heard in the distant ether. From whence they came, no one knows. But they all found him: the one, the end, Vel'Entahl, the void eternal. Through their deepening connection to him, they grow strong. They grow powerful, many, and hungry. All will fall before the primal of Ebon. A Touch of Madness An Ebonite is one who is beholden to the one true god, Vel. Ebon magic is a dark and corrupting source from behind the veil of realms, originating before the multiverse. It is the beginning and the end, and its master is the one before all else, Vel'Entahl. Ebonites harness the raw and horrible power of ebon magic to create magical effects, bend others to their will, and destroy those who refuse them. Using this powerful energy, Ebonites seek to grow more powerful, either to pursue their own selfish desires, or to bring about the end of the multiverse through the awakening of Vel. To the Ebonite, the annihilation of existence is the ultimate goal, though many believe they will have a hand in reshaping a new creation. Friends and Foes Ebonites live among us. Neighbors, friends, a local tavern owner. They are not particularly self-involved, and most gather either in secret or simply choose to pursue their religiosity in private. At a base level, they only must share their devotion to Vel. Many found Vel through tragedy. The death of a loved one, a harsh childhood, a crippling handicap. Others found the old god through reading and texts. Study leads to knowledge, and some of it is forbidden. Whispers in the dark reach out, and the eternal void is not choosy with its subjects. Still, there are those who live in isolation, their devotion leading them to sparse, empty barrens or near unlivable conditions. The most devoted have been said to meditate in the depths of the deep dark, fires of volcanoes, or even in the realm of the void itself. For an Ebonite, adventure calls, and they answer. Tasks must be accomplished if they are to please the old one. Blood must be spilled, souls siphoned, sheep herded into the flock. They live in the shadows among us, ready to strike, awaiting the end of the world. As a rule, Ebonites care little for money and wealth. The only thing that matters is Vel.

The Ebonite Level Proficiency Bonus Features Cantrips Known Vel Affinity 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Ebon Bond, Vel Affinity 2 1 1 — — — — — — — — 2nd +2 Conduit of Ebon 2 1 2 — — — — — — — — 3rd +2 Ebon Path 3 2 3 — — — — — — — — 4th +2 Ability Score Improvement 3 2 3 1 — — — — — — — 5th +3 Deepening Affliction 3 2 4 1 — — — — — — — 6th +3 Path Feature 3 2 4 2 — — — — — — — 7th +3 ─ 3 3 4 2 — — — — — — — 8th +3 Ability Score Improvement 3 3 4 3 — — — — — — — 9th +4 Undying Devotion 4 3 4 3 1 — — — — — — 10th +4 Herald of Ebon 4 4 4 3 1 — — — — — — 11th +4 Path Feature 4 4 4 3 2 — — — — — — 12th +4 Ability Score Improvement 4 4 4 3 2 — — — — — — 13th +5 ─ 4 5 4 3 3 — — — — — — 14th +5 Zealotrous Faith 4 5 4 3 3 1 — — — — — 15th +5 Path Feature 4 5 5 3 3 1 — — — — — 16th +5 Ability Score Improvement 4 5 4 3 3 2 — — — — — 17th +6 ─ 5 6 4 3 3 3 1 — — — — 18th +6 Paragon of the Old God 5 6 4 3 3 3 2 — — — — 19th +6 Ability Score Improvement 5 6 4 3 3 3 2 — — — — 20th +6 Path Feature 5 6 4 3 3 3 3 — — — — Creating an Ebonite Creating an Ebonite demands a backstory with at least one significant event that set you down the damned path toward Vel. Were you wronged by those who held power over you? Did you relish in the chaos of your first kill, accidental or otherwise? Were you driven mad by the ancient scrolls of the deep? Or perhaps you were born this way, marked by the old god as a herald of the end. Quick Build You can make an Ebonite quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Choose Strength as your next best score if you plan on being a forger. Second, choose the sage background. Third, choose a cantrip that deals damage, such as Firebolt and a defensive 1st-level spell, usch as Mage Armor. 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 Constitution modifier

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

Light Amor Weapons: Simple weapons, Ebon Shard

Simple weapons, Ebon Shard Tools: None Saving Throws: Intelligence, Wisdom

Intelligence, Wisdom Skills: Choose two from Persuasion, Deception, Intimidation, Athletics, Relgion, Survival

Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a light crossbow and 20 bolts or (b) any simple weapon

(a) an Ebon Shard

(a) a scholar's pack or (b) any dungeoneer's pack

Leather armor and a dagger Spellcasting As a student of ebon magic, your entire knowledge of spells is stored within the Ebon Shard you possess, which serves as a conduit between you and the god Vel. See chapter 10 for the general rules of spellcasting and the appendix at the end of this document for the Ebonite spell list. Cantrips At 1st level, you know two 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. Preparing and Casting Spells The Ebonite 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 slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Ebonite spells that are available for you to cast, choosing from the Ebonite spell list. When you do so, choose a number of Ebonite spells equal to your Intelligence modifier + Vel Affinity (rounded up, minimum of one spell). The spells must be of a level for which you have spell slots. This represents both the knowledge you bring to the partnership and the ancient power Vel chooses to share with you. For example, if you are a 3rd-level Ebonite, you have two 1st-level and one second level spell slot. With an Intelligence of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Chromatic Orb, 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 can change your list of prepared spells when you finish a long rest. Preparing a new list of Ebonite spells requires time spent in conduit with your Ebon Shard: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your ebonite spells and abilities, since your magic draws upon your ancient knowledge and skill. You use your Intelligence whenever a spell or ability refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Ebonite spell or ability you cast and when making an attack roll with one. Spellsave DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ebon Shard As an Ebonite you have acquired a shard of ebon through some trial or discovery. This shard is your physical connection to Vel. Without it, you are powerless, but with it, you are unstoppable. You must be physically touching the shard in order to cast spell. See the appendix at the end of this document for stats for your Ebon Shard. Using the shard. The Ebon shard replaces any spellbook, arcane focus, or component poush. It is all you need to cast your spells. However, should the shard be lost or destroyed, you will be unable to cast spells. Replacing the Shard. In the event the shard should be destroyed, you can replace it by spending 8 hours meditating and praying to Vel. You will be drawn to a latent shard in your vicinity. This trial is taxing, however, and for this reason it is imperative to keep the shard safe from harm and within your grasp. Vel Affinity At 1st level, you have struck an accord with the old god, Vel. This connection deepens as you progress and level up as an Ebonite. Your Vel Affinity level affects the number of spells you are able to prepare, as well as the potency of your Ebonite abilities. Ebon Bond Also at 1st level, you gain access to the Ebon Bond cantrip, as detailed in the appendix of this document. Only those with access to an Ebon Shard as well as a deep connection with the god Vel can use this cantrip. Therefore, it is exclusive to the Ebonite class. This cantrip does not count against your spells known or spells prepared. Conduit of Ebon When you reach 2nd level, your connection with Vel and ebon energy has deepened to the point where you can now telepathically communicate with your Ebon Shard. When you cast a spell of any kind, you may choose to cast the spell through your Ebon Shard, so long as the shard is witin 30 feet of you. Any limitations of the spell still affect you. You do not have to be able to see the Ebon Shard to use this effect. However, you cannot use this ability if you and the Ebon Shard are separated by more than 6 inches of stone or metal, or 1 foot of cloth, wood, or dirt. Ebon Path When you reach 3rd level, you choose the path that shapes the way you serve Vel. Choose the Path of the Seeker or the Path of the Forger, both detailed at the end of the class description.Your choice grants you features at 3rd level and again at 6th, 11th, 15th, and 20th levels. 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. Deepening Affliction Starting at 5th level, you have merged the power of ebon with your own, and can safrifice your own life essence in order to bolster your abilities. Whenever you use your action to make a melee attack or cast a spell that deals ebon damage, you can instead change the casting time to 1 bonus action. If you do, you immediately take damage equal to 2d8 minus your Vel Affinity, minimum 1. The damage increases by an additional 1d8 each time you choose to use it, and resets upon a long rest. Undying Fortitude Beginning at 9th level, you can call upon unnatural fortitude when your life is in peril. Whenever you would take damage that would reduce you to below 1/3 of your maximum health, you can can choose to activate this feature. If you do, gain temporary hit points equal to 5 times your Vel Affinity. As long as these temporary hit points remain, you can reduce any damage you take by an amount equal to your Vel Affinity. Once you have used this feature, you cannot do so again until you have finished a long rest. Herald of Ebon Starting at 10th level, Vel recognizes you as one of its favored followers. You gain resistance to necrotic damage, though this cannot reduce self-inflicted damage. In addition, whenever you are in the presence of a follower of Vel of 5th level or lower, they will obey your commands as long as they are able to understand you. They will obey your commands, regardless of danger or rationality. Finally, you have advantage on any charisma checks to persuade or intimidate other followers of Vel. Zealotrous Faith When you reach 14th level, your mind has become consumed by all that is Vel. You cannot be charmed, and have advantage against any attempts to read your thoughts or probe your mind. In addition, you gain advantage on history and religion checks regarding Vel or Ebonite culture. In any given place, you can find hidden temples to Vel with ease, and have advantage on investigation checks to find other Ebonites, shrines to Vel, or ebon artifacts, so long as you are aware of their existence.

Paragon of the Old God By 18th level, you have reached the pinnacle of corruption. You gain the following boons: Your Vel Affinity increases by a number equal to your Intelligence modifier.

You gain a permanent +2 to any rolls made while you have temporary hit points.

Your Intelligence increases by 2, up to a maxmimum of 22. You are considered proficient in deception and persuasion. If you are already proficient, you may double your proficiency bonus for these checks. Ebon Paths The corruptive influence of Vel spreads through every Ebonite, fueling their drive for power and igniting their passion for the old god. To some, Ebon is a raw power, unchained and flowing - a blight to be unleashed upon the world around them. Others seek to harness the power of Ebon by forging arms and artifacts that they use in battle. Path of the Seeker For some Ebonites, the path of Ebon is one of unbridled wrath and destruction. These Ebonites are quick to act, violent and explosive. To them, to show power is just as important as to have it. Untapped Arcana Starting when you choose this path at 3rd level, you can tap into the latent ebon power within you. Whenever you cast a spell that deals ebon or necrotic damage, you can choose to empower the spell. If you do, you take damage equal to your Vel Affinity and can choose one of the following effects: You may add an additional damage dice to the damage roll. This increases to 2 damage dice at level 11.

You may impose disadvantage on the saving throw to any number of creatures affected by the spell. You may do this a number of times equal to your Vel Affinity. You regain all uses of this feature after a long rest. Seeker of the Dark At 6th level, you have honed your studious ways and are adept at communing with Vel and other dark entities. You can cast the Comprehend Languages as a ritual, requiring no material components, so long as you have your Ebon Shard. In addtion, whenever you deal ebon or necrotic damage to a creature, you instantly know if it is a fiend, abberration, demon, or devil. Forbidden Arcana When you reach 11th level, you gain the ability to amplify your spells through terrible pacts with the old god. Whenever you cast a spell of first level or higher, you may choose the cast the spell using your life essence. If you do, your hit point maximum is reduced. Use the following equation to determine the maximum hit point reduction you suffer: Hit Point Maximum Reduction = (1d12 * spell slot level expended) Minimum Hit Point Maximum Reduction = spell slot level expended + your Vel Affinity You do not need to have a spell slot available to use this feature. You recover any hit points lost this way after a long rest. You cannot cast a spell higher than 6th level using this feature. Aura of Ebon By 15th level, you have developed an aura of chaotic energy due to your deepening affliction. The aura extends 30 feet from you. You have advantage on attempts to intimidate any creatures within range. As a bonus action, you may choose to attempt to sap the life force from a creature within range. If you do, the target must succeed on a Constitution saving throw against your spell save DC or suffer 2d8 damage. You may choose to gain temporary hit points equal to the damage dealt this way. Call of the Voidbringer At 20th level, you have mastered all there is to learn regarding Vel and ebon. You looked into the deepest darkness and returned with... something else. Your phyiscal form changes to match. Your skin may have darkened, eyes gone pitch black, or perhaps you have grown one or more appendeges of questionable origin. You age at a reduced rate, and your Ebon Shard now takes the form of either a large and completed orb or some other shape to represent your mastery of the school. You can acitvate the Call of the Voidbringer to completely give yourself to Vel. You take an action to begin to bleed your life essence into your Ebon Shard. For the next minute, whenever you would gain temporary hit points, you instead heal for the amount instead. You may add your Vel Affinity to any damage rolls you make during this time. In addition, any damage you deal is considered either ebon or necrotic for the purposes of overcoming resistances, your choice. At the end of this minute, you suffer one level of exhaustion as the immense strain on the body and mind takes its toll on you. Once you have used this feature, you must complete a long rest before using it again.

Path of the Forger The Path of the Forger is one of discipline and control. Unlike their counterparts, the Forger believes that ebon is something to control, harness, and use to their benefit. Many Forgers are not quite as fanatic as their Seeker brothers, opting to fashion armor or weapons out of their ebon shards instead of a traditional arcane focus. Though it is unusual, some Forgers may imbue multiple pieces of equipment with ebon energy. Imbue Armament Starting when you choose this path at 3rd level, you may imbue a single piece of armor or weapon with the power of your Ebon Shard. The shard is fused with the weapon, and the weapon or armor becomes bonded with you permanently. You gain proficiency in any weapon or armor you imbue, including shields. If you would choose to unimbue an item and imbue a different one, you must take 8 uninterrupted hours to do so, during which time the original item is destroyed beyond repair. In addition, you are considered proficient with Blacksmith's Tools if you are not already. Control Essence Also at 3rd level, you lose the ability to perform the Ebon Bond Cantrip. Instead, you may use a bonus action to call your imbued weapon or armor to yourself, equipping it as part of the casting. Enchanted Forging At 6th level, you can choose to imbue a piece of equipment with ebon energies, causing it to become magical. You can choose the same item you picked at 3rd level or a different one. Weapon. Damage becomes magical for the purposes of overcoming resistances. +1 to attack and damage rolls. Armor or Shield. +1 to AC while equipped. Remnants of Ebon Beginning at 11th level, the powerful Ebon energies within your shard begin to exhibit greater effects as your attunement to Vel grows. You may choose one of you imbued armaments to gain one of the following effects: Weapon. You can attack twice, instead of once, whenever you take the attack action on your turn. Armor. Whenever you are hit by a melee attack, you can use your reaction to erupt with ebon energy. Any creatures you choose within 10 feet of you must make a Dexterity saving throw against yout spell save DC, taking 2d8+ your Vel Affinity + your Intelligence modifer on a failed save, or half as much on a successful one. Shield. Whenever you are hit by a melee attack, you may use your reaction to cast the Shield spell, requiring no material components. You must have a spell slot available in order to use this feature. Master Blacksmith At 15th level, you have honed your ability to imbue multiple armaments. You may imbue a number of armaments equal to 1 + half your Intelligence modifier (rounded down), minimum 1. These items do not require the use of an attunement slot if you equip them. However, they do require the use of an attunement slot if another creature attempts to use them. In addtion, the effects of your Enchanted Forging feature are doubled. Ebonforged When you reach 20th level, your mastery of Ebon arms and smithing is unparallelled. You can choose one of your imbued armaments, and by spending at least 24 hours and 10,000 gold worth of blacksmithing materials, you can trasform it into a legendary ebon artifact. The item immediately gains the Legendary tag, as well as the following benefits: The item becomes a +3 item.

The item takes on an appearance of your choosing.

The item is inscribed with arcane runes depicting your name as creator. In addition, you may choose one of the following Legendary effects: Voidbringer : This item has 1d4 charges, recovering 1d4 charges at midnight. You can expend a charge when you hit with a melee attack in order to add ebon or necrotic damage (your choice) equal to 1d8 + your Vel Affinity.

Chaos Blade : Your critical strike range with this weapon is increased by 1.

Aftershock : When you miss with this weapon, you still deal damage equal to your Vel Affinity.

Abyss Armor : If a melee or ranged attack hits you, you may immediately use your reaction to teleport to an unoccupied space you can see within 30 feet. If as a result of using this feature you move into a space within 5 feet of an enemy, they must mave a Dexterity saving throw against your spell save DC or be knocked prone.

Ebon Steel : Damage caused by critical strikes against you is reduced by your Vel Affinity. You have resistance against nonmagical bludgeoning, piercing, and slashing damage. In addtion, you have advantage against effects that would knock you prone.

Armor of Dread: You project an aura that inspires fear and unsease. The aura extends 30 feet from you. You have advantage on attack rolls against creatures that are frightened of you. Whenever a creature makes a melee or ranged attack against you, it must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of their next turn. Once a creature makes this save, they are immune to the effects of Armor of Dread for 24 hours.

Shield of Want . Whenever an attack misses you by less than 4, you may choose to gain temporary hit points equal to your Vel Affinity. If you choose not to, you may gain hit points equal to half this amount instead.

Shadow Bulwark : As an action, you may gain resistance to all types of damage until the beginning of your next turn. You can choose to extend this effect using your action on subsequent turns. Your movement speed becomes 0 while using this feature, and you have advantage against any affect that would cause you to lose your footing.

Void Absorbtion: When you take damage from a spell effect, you can choose to store some of that damage within your shield (this does not reduce the damage you take from the spell). You may absorb an amount equal to 5 times your Vel Affinity. As an action, you can choose to expel this energy. You project a beam in an area 15 feet wide and 120 feet long. Each creature must make a Dexterity saving throw against your spell save DC, taking 8d6 necrotic or ebon damage (your choice) on a failed save, or half as much on a successful one. The damage is increased by 4d6 if you have absorbed the maximum. Once you have used this feature, you cannot use it again until you finish a long rest. Appendix A: Ebonite (New) Spells Ebon Bond Conjuration Cantrip Casting Time: 1 bonus action

1 bonus action Range: 250 feet

250 feet Components: M, S (an ebon shard)

M, S (an ebon shard) Duration: Instantaneous You tap into the bond you share with your ebon shard. You may command the shard to move up to 60 feet. The shard moves along the path of least resistance to reach the target point. A creature attempting to prevent the shards movement must make a Strength saving throw against your spell save DC. On a failure, the creature takes 1d6 bludgeoning damage and is pulled 10 feet in the direction the shard is traveling, and releases the shard. Commune with Darkness 1st-level Divination Casting Time: 1 action (Ritual)

1 action (Ritual) Range: Self

Self Components: V,S

V,S Duration: Concentration, up to 10 minutes. You beseech the old god Vel for guidance. For the duration, you can detect ebon magic within 120 feet of you. If it is an object, you see its location exactly, though it may be behind a wall or other object. You are deaf and blind to all other things during this time, though you may still move. Drain Essence 2nd-level Necromancy Casting Time: 1 bonus action

1 bonus action Range: 30 feet

30 feet Components: S

S Duration: Instant You reach out and attempt to drain the life force from a target. Make a ranged spell attack against a creature in range. On a hit, you deal 3d4 ebon or necrotic damage (your choice). You gain temporary hit points equal to the damage dealt. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd. Wave of Ebon 3rd-level Evocation Casting Time: 1 action

1 action Range: Self (30 foot cone)

Self (30 foot cone) Components: V, S

V, S Duration: Instant You state a command word and wave your had. A dark wave of energy slowly spreads in a 30 foot cone originating at your location. Each creature within the area must make a Constitution saving throw. On a failure, they are slowed. At the end of their next turn, any creature slowed by this spell takes 8d6 ebon or necrotic damage (your choice) and the slow is removed. A creature that makes the save is unaffected by the slow or the damage. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Spellblade 4th-level Evocation Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V

V Duration: Concentration, up to 1 minute. You speak a command word, igniting your weapon with ebon energy. For the duration, when use the attack action to make a melee attack, you may use your bonus action to cast a Cantrip. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, its Duration becomes 10 minutes. Word of Vel 5th-level Necromancy Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V

V Duration: Concentration, up to 1 hour. You speak a command word, a garbled utterance in the language of the old god. Choose a creature within range. The target must make a Wisdom saving throw against your spell save DC or become exposed to the Word of Vel. On a failed save, the target is blinded, deafened, and frightened of you until the end of its next turn. You can use your action on subsequent turns to extend the effect, though the affected creature can make a Wisdom saving throw to end the effect. If you target an undead creature or abberration, the creature is instead considered to be under the Charmed Monster spell if it fails its save.