Summist Despite the constant competition and contradictions of tomes from the Old World, all arcanologists universally agree: only creatures with a fount, a natural connection to The Dream, can will magic into being. As a result, mortals can only cast magic by replicating the sigils that have been observed before. None know how founts grant access to The Dream as it seems to be different with every creature. Theory suggests that once a creature with a fount starts to invoke their powers, anyone who observes it could (with the proper training) tap into that power. Magical Plagiarists Summists merely imitate the ability to create magic. They observe rituals, study them for secrets, experiment with them, and commit the various forms to memory as a scribal excercise called summae. Through practice, they learn to perform specific and discrete effects by using an external template of enchanted inks and quill. All summists voraciously study and commit their summae to memory, gradually peeking through the doorway to The Dream. While some younger students hope of one day awakening themselves through their summae, many experienced summists would tell you this isn't possible, for they know that it's not enough to just mimic the gestures of a sigil to be woke. Regardless, many summists become adventurers with the hope of encountering more natural magic in the wild to gleam the decipher the path to true power- or at the very least, make a name for themselves among the academic elite by discovering and transcribing new sigils for later generations. Class Features As a summist, you gain the following class features. Hit Points Hit Dice: 1d8 per summist level

1d8 per summist 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 summist level after 1st Proficiencies Armor: light armor

light armor Weapons: simple weapons and sidearms.

simple weapons and sidearms. Tools: calligrapher's supplies, painter’s supplies

calligrapher's supplies, painter’s supplies Saving Throws: Intelligence, Wisdom

Intelligence, Wisdom Skills: Choose two from Arcana, History, Insight, Investigation, Nature, Perception, Performance, and Religion

Creating a Summist As you create your summist character, consider where they hail from and why they are studying arcanology. Are they on a quest for personal power? Do they have a family tradition to uphold, or are they the first to be able to receive this training for some reason? Are they searching for an answer that requires such a brutal, life-long undertaking? Were they classicaly trained in a university or did they learn from an unorthodox mentor? Was there an event in their past that drew them to learn arcanology? How will the skills of a summist serve their work, their adventurering career, their families, their relationships? Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a sword cane or (b) a cinquedea

two copper pence and (a) a shortbow with 20 arrows or (b) and a light crossbow with 20 bolts

(a) a scholar's pack (b) a diplomat's pack or (c) a priest's pack

an arming doublet, calligrapher's supplies, and inkhorn.

The Summist Level Proficiency

Bonus Features Summa

Points Studeo

Known 1st +2 Studeo, Breadth of Knowledge ─ 1 2nd +2 Related Studies, Summae 2 2 3rd +2 Curricula Vitae 3 2 4th +2 Ability Score Improvement 3 2 5th +3 Extra Attack, Cognizance 4 3 6th +3 Arcane Literacy 4 3 7th +3 Curriculum feature 5 3 8th +3 Ability Score Improvement 5 3 9th +4 Arcane Identification 6 4 10th +4 Dyadic Core 6 4 11th +4 Curriculum feature 7 4 12th +4 Ability Score Improvement 7 4 13th +5 Use Any Item 8 4 14th +5 Curriculum feature 8 4 15th +5 Sigil of Negation 9 4 16th +5 Ability Score Improvement 9 4 17th +6 Accent Mastery 10 4 18th +6 Curriculum feature 10 4 19th +6 Ability Score Improvement 10 4 20th +6 Master Summist 10 4

Studeo Starting at 1st level, a summist's path begins with choosing their fields of study called studeo. Studeo is personalized research, far beyond the general studies of arcanology. Each studeo is centered on a core sigil for the summist to continuously research in order to decipher more power from. At 1st level, choose one studeo, detailed at the end of the class description. When you gain certain summist levels, you gain knowledge of new studeo, as shown on the Studeo Known column of the Summist table. You can only be attuned to one studeo at a time, switching between them as a bonus action. Additionally, when you gain a level in this class, you can choose one of the studeo you know and replace it with another studeo. Core Sigils Each studeo has an associated Core Sigil, each with a foundational ability for the studeo. You can use this feature to invoke the effects of the Core Sigil for a studeo you know. You can only have the effects of one Core Sigil active at a time. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Accent Sigils Each studeo has a list of accent sigils─modifications to its core sigil─that you gain at the summist levels noted in the studeo's description. These accent sigils require you to spend summa points to use which you gain at 2nd level. You need at least one hand free to use accent sigils. Some accent sigils modify a specific attack. You can only use one such accent sigil per attack. Summae Abilities Your ability to utilize summae is tied to your research and ability to replicate complex sigils; as such, Intelligence is the key ability for studeo. Some of your studeo features require for your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Summae save DC = 8 + your proficiency bonus +

your Intelligence modifier Manuscript You have a specialized spellbook called a manuscript containing all of your studeo research. If you lose your manuscript, you can recreate it using a 1-hour ritual, destroying the previous manuscrpt as failsafe sigils burns the manuscript to ashes. This also occurs upon the death of a summist. Breadth of Knowledge Also at 1st level, your intense studies of magical research grants you proficiency in one Intelligence-based skill of your choice. Your breadth of knowledge can assist with skill checks with your associated skill, depending on different levels of specificity. Choose the topic you want, and discuss with your DM which of these categories it falls into. General Recall. Surface-level encyclopedic knowledge on a very general topic. Works for every ability check for the skill you chose. Possible topics are Arcana, History, Nature, and Religion. Specialized Recall. Focuses on a certain topic that still isn't extremely narrow, striking a balance between breadth and depth. Possible topics include a certain monster type (such as abberations or dragons), a historical era, the ecology of some type of environment (such as mountains or swamps), a god and the various organizations and traditions associated with them, etc. Specific Recall. Focuses on a very narrow topic, going into great depth at the expense of general utility. Possible topics include a specific monster (such as displacer beasts or red dragons), a historical figure, a narrow family of animals (such as felines), a particular cult to one god, etc. When you fail a skill check related to the topic of your curricula vitae, you may spend 1 minute attempting to recall your studies. If the DC for recalling the information is equal to or less than automatic success value listed in the table below for your tome type, you remember the information. Level of Recall Automatic Success General 8 + your Intelligence modifier Specialized 12 + your Intelligence modifier Specific 15 + your Intelligence modifier Related Studies Summists tend to know a little bit about everything. Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus Summae Starting at 2nd level, you gain the ability to modify your studeo's core sigils with arcane geometery that utilizes the power in specialized effects, called summae. Your access to this mystical energy is represented by a number of summa points. Your summist level determines the number of points you have, as shown in the Summa Points column of the Summist table. You can spend these points to fuel various accent sigils granted by your studeo. When you spend a summa point, it becomes unavailable. When you take an Use an Object action to refer to your manuscript, you can use your bonus action to refresh your memory and regain any expended summa points. Curricula Vitae At 3rd level, your life's work guides and informs you as you pursue the advanced professions of a summist. Choose to study the Curriculum of the Confessor, the Curriculum of the Magister, or Curriculum of the Ovad. Your choice of Curriculum Vitae grants you features at 3rd level, and again at 7th, 11th, 14th, and 18th levels. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Cognizance Also at 5th level, you can add your Intelligence modifier to initiative rolls and your AC during surprise rounds. Arcane Literacy At 6th level, you have enough experience reading all sorts of magical texts to read most mystical cyphers easily. You may use any spell scroll, regardless of whether or not you have accesas to its spell list. Arcane Identification Beginning at 9th level, you are able to understand the sigils and spells that others use at a glance. Identify is added to your manuscript as a ritual, if you do not have it already. You also have the ability to use The Sight at will, which functions as per Detect Magic. While using The Sight, you can use the Arcana skill to determine the type of founts a creature is attuned to and the Insight skill to determine if they are Bound (i.e. someone who gains magic from a patron such as a Warlock or Maledictor). Also, you have advantage on Intelligence (Arcana) and Intelligence (Religion) checks to identify the nature of spells, rituals, and magic items.

Dyadic Core Starting at 10th level, you can attune to two different studeo at once, allowing you to access all core and accent sigils for those studeo. Use Any Item By 13th level, you ignore all class, race, and level requirements on the use of magic items. Sigil of Negation Starting at 15th level, you may spend 1 or more summa points as an reaction to create a sigil of negation to defend against magical attacks. This functions as globe of invulnerability, targeting only yourself but only if the targeted spell is of a level equal to or lower than the number of summa points expended. If insufficient points are expended, they instead grant a bonus to your AC or any saving throws allowed by the spell, equal to the number of summa points spent. Accent Mastery At 17th level, you regain all expended uses of your Accent Sigils when you finish a short or long rest. Master Summist At 20th level, your lifelong research culminates with you becoming the master of a studeo. Choose any one studeo you follow. All accent sigils from that studeo cost 2 less summa points than required (minimum of 1).



Sigils in the world of Seronia Although studeo simply link to various abilities, the lore behind their core sigils offers a much deeper connection to Old World magic of Seronia's history. Each sigil is intertwined with the powerful, often supernal entity that created it, and holds a story behind its creation and use. Typically these stories involve a patron distributing a small connection to their fount of magical power to servants who would not have magic otherwise. E.g. an Elysium core sigil could have been made by a court magister commissioned by a king to outfit their soldiers with combat magic, while a Xibalba sigil might have been given to cultists of Nergal to help fight the forces of good supernals. With the help of your DM, consider how you acquired each of your sigils, and if there are any relevant stories behind them that you would know. Also, higher education is not the only avenue to discover sigils. There are NPCs in Seronia, often members of organizations backed by powerful patrons or supernals that are taught sigils while in service to them. There are also ruins across Seronia where forgotten lore can be rediscovered. Mechanically, this can take the form of giving a creature like a cultist or thug a sigil that mimics a single cantrip that thematically fits their organization or a treasure that functions like a spell scroll or charged item. Non-summists can rarely handle more than one sigil on them at a time.

Curriculum of the Confessor A Confessor is a divine dreadnought, encased in equal proportions of steel and blessed (or profane) sigils. You promote your church's religion by whatever your tenents demand, often by using your summae to reap the battlefield tirelessly. Sigil of Reaping At 3rd level, when you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Intelligence modifier + your summist level (minimum of 1 temporary hit point). Bonus Proficiencies Also at third level, you gain proficiency with medium armor and shields. Avow Faith At 7th level, when you make an Intimidation or Persuasion check, you can add your Intelligence modifier to the roll instead of your Charisma modifier. Additionally, as an action, you can exude your imposing presence by avowing your faith. Creatures of your choice within 60 feet of you must succeed on a Charisma saving throw against your summae save DC or become aware of your presence. For the next 10 minutes, you have advantage on all Wisdom and Charisma checks made against those creatures. Once you use this action, you must finish a short or long rest before you can use it again. Sigil of Sustaining Beginning at 11th level, when you are reduced to 0 hit points but not killed outright, you can expend 1 summa point (no action required) to have 1 hit point instead. Each time you use this ability, it costs an additional summa point to reactivate it. This cumulative effect resets at the end of a long rest. Rebuke Heretics Starting at 14th level, when a creature fails the initial saving throw imposed by one of your accent sigils, they become frightened of you until the end of your next turn. Bestowed Cognomen At 18th level, you adopt a title befit a legendary confessor and gain permanent benefits associated with that title. Choose one of the following benefits: The Conqueror. You can add twice your Intelligence modifier to the damage rolls of any melee weapon you wield or accent sigil you cast. The Great. Increase one ability score of your choice by 2. Your maximum for that score is now 24. The Holy. You learn the beacon of hope and revivify spells, which count as innate spells for you, and you can cast them at will, without expending a spell slot. The Invincible. You no longer need to eat, drink, or sleep. A critical hit against you becomes a normal hit. You have resistance to bludgeoning, piercing, and slashing damage The Wise. Choose four of your skill proficiencies. You gain expertise with them, which means your proficiency bonus is doubled for any ability check you make with them. Curriculum of the Magister The Magisters uphold the traditions of War Wizards from The Old World, serving as sigil-enhanced shock troops for their chosen nation. As a magister, you're known for your deadly weapon skills, helping you enforce the law of your kingdom- or at least your version of it. Inscribed Weapons When you choose this curriculum at 3rd level, you inscribe your weapons with powerful sigils that cause strikes to cause magical ripples that echo your intent. Whenever you make a melee weapon attack against a creature and miss, you can cause the creature to take force damage equal to your Intelligence modifier. Additionally, during your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn. Combat Training Additionally at 3rd level, your magister training includes studies on dueling. You gain proficincy in all one-handed martial melee weapons. Weapon Reading At 7th level, you can analyze the residual information ingrained onto used weapons. Over the course of 1 minute, you can analyze a weapon you are touching. At the end of the minute, you glean one of the following things (DM's choice): A clear picture of the weapon's last wielder as it drew the weapon for combat.

A glimpse of a magical ability the last wielder used while wielding the weapon.

Whether the last wielder used the weapon with malicious, honorable, protective, or some other form of intent.

A glimpse of the last creature felled by this weapon. Once you have used this feature, you can't do so again until you finish a short rest or long rest. This process drains the magical imprint left on the weapon, so once you have used this feature on a given weapon, you can't use it on that weapon again until it has seen use in combat. Keen Inscription At 11th level, you add your Intelligence modifier (minimum of +1) to the damage of your Inscribed melee weapon attacks. Additionally, you can take the Dash action as a bonus action. Sigil of Devotion At 14th level, you are proficient in all saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 summa point to reroll it and take the second result. Perfect Inscription At 18th level, your Inscribed Weapon ignores resistance of its damage type and deals an addition 4d6 force damage on critical hits. Perfect Inscription does not stack with any similar class features, magical abilities, or items.

Curriculum of the Ovate Masters of the primal magics granted by the Anima Mundi, translated as "World's Soul," the Ovate serve as peaceful protectors for the increasingly disappearing wildlands. Sigil of Healing Starting at 3rd level, you have a pool of magical healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your summist level × 10. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in the pool. Instead of healing the creature, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Hands, expending hit points separately for each one. When you use your Extra Attack class feature, you can replace one of the attacks with a use of this feature. This feature has no effect on undead and constructs. Tranquil Tongue Also at 3rd level, you gain proficiency in the Performance or Persuasion skill (choose one). Verdant Emissary Starting at 7th level, you are under the constant effects of the speak with animals and speak with plants spells. In addition, whenever you make a Charisma check to calm violent emotions or to counsel peace, you have advantage on the roll. You must make this entreaty in good faith; it doesn't apply if proficiency in the Deception or Intimidation skill applies to your check. Sigil of Peace At 11th level, as an action, you can touch a creature, and it must make a Wisdom saving throw with a DC equal to 8 + your proficiency bonus + your Intelligence modifier. The target automatically succeeds if it's missing any of its hit points. If the target fails the save, it can't attack for 1 minute. During that time, it also can't cast spells that deal damage or that force someone to make a saving throw. This effect ends if the target is attacked, takes damage, or is forced to make a saving throw or if the target witnesses any of those things happening to its allies. Sigil of Protection At 14th level, you can gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose. As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action. Soul Recovery At 18th level, you have fully reconnected your soul to the Anima Mundi, unlocking the divine power within it. You have resistance to damage from weapon attacks, you can no longer die from old age, and your soul cannot be stolen, trapped or destroyed, nor can you be unwillingly raised as an undead, except by divine intervention. In addition, as a bonus action when you have less than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum. Once you use this feature, you can't use it again until you finish a long rest.

Studeo Studeo are collections of writings and research on specialized subjects. Within these studeo, there are core sigils that come up in the stories, observations, folk lore, and other historical archives of the subjects detailed. By piecing together clues and fragments collected during adverturing and research, summist are able to mimic some of the abilities of the patrons and connections to The Dream, Anima Mundi, and other sources of magical power. Feel to come up with your own name's for books and scrolls found tied to the history of Seronia. Presented are seals for powerful organiziations, planes of existence, and lost civilizations. Seal of Elysium "There are no fruit-tenders in Elysium who were not poison-eaters here below." excerpt from 10,000 Souls. Ideal: Camaraderie. Your allies are your family, and those bonds are more precious than anything the world can muster. Cherish them and look out for them, for they will make you your best self. Core Sigil: Rallying. As an action, you create a sigil of valor that sends jolts through the body of your allies. Any allied creature within 30 feet can use their reaction to move up to their speed without provoking opportunity attacks. This ability's range increases by 30 feet when you reach 5th level (60 feet), 11th level (90 feet), at 17th level (120 feet). Accent Sigils Magnetism (2nd Level). When you hit a creature with a weapon attack, you can use your bonus action and spend 1 summa point to place a sigil of mental magnetism. The next attack it makes before the start of your next turn has disadvantage if it is against someone other than you. Bolstering (5th Level). As an action, you can spend up to 5 summa points to bolster both you and an ally. You and an ally of your choice within 30 feet of you gain 1d8 temporary hit points for each summa point you spent. These temporary hit points last 1 minute, until you use this accent sigil again, or until you refresh your memory to regain your summae. Unification (11th Level). Whenever you hit a creature with a melee weapon attack, you can use your bonus action and spend 3 summa points to call in an assault. A single allied creature of your choice within 30 feet of you can use their reaction to make a weapon attack against that same creature. Solidarity (17th Level). Whenever you see a creature reduce an allied creature to 0 hit points, you can use your reaction and spend 4 summa points to move up to your speed and make an attack against the attacking creature. On a hit, the attack deals damage as normal and the allied creature regains hit points equal to your level. Seal of The Crimson Court "To live life on the sidelines, bored and discontent, is to not really live life at all." excerpt from Lessons From Lempo's Court. Ideal: Passion. Your heart must burn like the infernal sun. Do not live idly and let opportunities pass you by. Be invested in every action you choose to take, and use the fire in your soul to guide you. Core Sigil: Searing. On your turn you can choose to cloak any weapons you are wielding in flame for the next minute (no action required), or until you lose your concentration (as if you were concentrating on a spell). For the duration, whenever you make a melee attack with those weapons on your turn, your reach is 5 feet greater than normal and your attacks deal fire damage instead of their normal damage. Your reach increases by an additional 5 feet at 5th level, and again at 11th and 17th levels. Accent Sigils Pyroclastic (2nd Level). When you take the Dash action on your turn, you can spend 1 or more summa points to ride the wave of a hellblaze. At the end of your turn, each creature within 5 feet of you must make a Dexterity saving throw. On a failure, it takes 1d8 fire damage for each summa point you spent, or half as much on a success. Infernal Echo (5th Level). When a hostile creature you can see leaves your reach, you can use your reaction and spend 2 summa points to briefly become a living flame. You can move up to your speed as part of this reaction. If you end this movement within reach of the creature that triggered this reaction, you can make a melee weapon attack against it, dealing an additional 1d6 fire damage on a hit. Lempo's Blessing (11th Level). At the start of your turn, you can spend 2 summa points to engulf yourself in beautiful flames. Until the start of your next turn, you are immune to fire damage, and creatures take 1d8 fire damage any time they make a melee attack against you. Crossfire (17th Level). As an action, you can spend up to 5 summa points (minimum of 3), choosing one creature within 100 feet of you for each point you spent. Each creature must make a Charisma saving throw. If a creature fails, it take 4d6 radiant damage as its spirit is overcome by a searing flame. A creature can choose to fail this saving throw. A 5-foot wide line of fire then erupts between each creature (not including the creature's space) that failed their saving throw to each other creature that failed their saving throw. If a creature is in at least one line of fire, it must make a Dexterity saving throw. On a failure, that creature takes 8d6 fire damage.

Seal of The Broken Blade "He witnessed the planting of the Godtree. He was there at the first battle of The Schism. and yet, even then his blade was heavy with rust." excerpt from In Service of Votan. Ideal: Order. Everything has a cause and an effect. The world may appear chaotic, but a clean layer of order underlies it all. The more you discover and understand this order, the greater a warrior and the more fulfilled an individual you will become. Core Sigil: Primed. If you are not surprised, immediately after initiative is rolled, but before anyone acts, you can move up half your your speed and make a single weapon attack. This attack deals double damage to objects and structures. If you are surprised, you can instead use this signature art to no longer be surprised. Accent Sigils Prescience (2nd Level). When you are hit by an attack, you can use your reaction and spend 2 summa points to gain an AC bonus equal to your Intelligence modifier against that attack, potentially causing it to miss. The Black Path (5th Level). As an action, you can spend 3 summa points and pick a hostile creature within 20 feet of you. You can teleport to an unoccupied space within 5 feet of that creature, and make a melee weapon attack against any creature in a 5-foot wide line from your original location to your new location. If a creature damaged by this accent sigil has an amount of hit points less than or equal to your summist level at the end of your turn, it drops to 0 hit points. Duty (11th Level). When you take the Dodge action, you can immediately use your bonus action and spend 1 summa point to enter a time-slowing stance. Until the start of your next turn, your speed drops to 0, you can't be knocked prone or moved, and whenever a creature within 5 feet of you makes an attack, you can immediately make a melee attack against it. The Relic (17th Level). As an action, you can spend 4 summa points to target up to five different targets within 60 feet of each other. You make a single weapon attack against them. On hit, this attack deals an additional 2d8 force damage. Seal of The Disciples of Zedek "The world is full of monsters and those that would exploit the weak. The Shining One's disciples take it upon themselves to become symbols of hope by bringing down great threats for all to see." excerpt from Five Traitor Kings. Ideal: Heroism. People deserve peace and happiness, and so you take it upon yourself to be a tool for their delivery. Overwhelming odds are a welcome challenge, for you must be a beacon of inspiration for as long as there is a soul left to be saved. Core Sigil: Hope. While you can see at least one ally, and you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Each time you use this feature beyond the first after a long rest, you gain a level of exhaustion. When you finish a long rest, all exhaustion levels gained this way goes away. Accent Sigils Toppling (2nd level). You can forgo a weapon attack on your turn and spend at least 1 summa point to attempt to topple a creature within reach of your weapon, maximum of short ranged distance. The target must make a Strength saving throw. On a failure, the target falls prone and takes 1d8 bludgeoning damage for each summa point spent. If the target is Large or larger, it has disadvantage on this saving throw and instead take 1d10 bludgeoning damage for each summa point spent. Courage (5th Level). Whenever a creature attempts to frighten you or a non-hostile creature within 10 feet of you, you can use your reaction and spend 3 summa points to make it so every non-hostile creature within 10 feet of you can't be frightened until the start of your next turn. Revolution (11th Level). As an action, you can spend 3 summa points and make a melee attack against every creature within 5 feet of you. If any of these creatures is Large or larger, it takes additional damage equal to your weapon's damage die. Kingu's Downfall (17th Level). As an action, you can spend 5 summa points to cause a giant glowing weapon (normally a warpick) to appear. This weapon crashes down in a 60 foot-tall, 10 foot radius cylinder centered on a point you can see within 60 feet of you. Any creature in the area must make a Charisma saving throw or take 5d12 radiant damage, or half of that damage on a success. If a creature is Large or larger, it takes an additional 2d12 damage.

Seal of The Brethren of Iniquity "It is too often that people chain themselves to the earth and become prisoners of a life they never really enjoyed." excerpt from The Magpie's Flight. Ideal: Freedom. Life is but a small breeze, fleeting upon the chaotic winds of the universe. Do not waste it carrying undue burdens that leave you crushed. Lift these burdens from yourself and those around you, and reflect on how much more joyous it is to live free. Core Sigil: Gale. As a bonus action, you whip a wild gust around your body and briefly become as the wind. For the next minute, you have advantage on Dexterity saving throws, and whenever a creature misses you with an attack, you can move 5 feet without provoking opportunity attacks. Accent Sigils Hyperborean (2nd Level). You can use your action and spend up to 5 summa points to unleash a cone of rushing air from your weapon. The size of the cone is equal to 10 times the amount of summa points you spent. Each creature in the cone must make a Strength saving throw or be pushed backwards until they reach an unoccupied space at the end of the cone. Rion's Scar (5th Level). You can use your action and spend any amount of summa points to swing your weapon and unleash a blade of air forward. Pick 3 creatures you can see within 60 feet of you. Each target must be within 5 feet of at least one other target, and none of them can have cover from you. Each of these targets must succeed on a Dexterity saving throw. On a failure, a creature takes 1d8 magical slashing damage for each summa point you spend, or half as much on a success. Cardea's Flight (11th Level). As a bonus action, you can spend 3 summa points to become invisible and able to move through the space of any creature, as well as through 1 inch gaps without expending additional movement until the start of your next turn, or until you attack a creature or force it to make a saving throw. Malen's Maw (17th Level). As a bonus action, you can spend 3 summa points to create a 10 foot radius sphere of whirling air that follows you, which lasts until the end of your next turn. While within the sphere, creatures of your choice can ignore difficult terrain, and you can impose disadvantage on any ranged attack that targets a creature inside of the sphere. Additionally, if a creature starts its turn inside the sphere, you can increase its speed by 10 until the end of its turn. Seal of The Jeweled Feywild "How can one truly claim to be living when they adhere to the constraining lines of conventional thought?" excerpt from Hunting The Mercurial Wolf. Ideal: Chaos. Stagnation is the enemy of growth, so it is up to you to make sure that the world is constantly changing. Adapt to the situations you bring about, and through that act you will find completeness. Core Sigil: Quicksilver. As an action, you create an illusory duplicate of yourself. This effect lasts 1 minute and requires you maintain concentration as if concentrating on a spell. The illusion appears in an unoccupied space within 10 feet of you that you can see. A duplicate has the same AC as you and disappears whenever it takes any damage from an attack, spell or magical effect. As a bonus action on your turn, you can move any one duplicate created by this art up to 30 feet to a space you can see. A duplicate can only fly this way if you also have a fly speed. Alternatively, you can use your bonus action to destroy a duplicate and teleport to its space, provided you can see the duplicate. The amount of duplicates you can make with this ability increases to 2 at 5th level, 3 at 11th level, and 4 at 17th level. Accent Sigils Mirrors (2nd Level). You twirl the world about a creature, disorienting its perception of your position. When a creature moves within 5 feet of you, you can use your reaction and spend 1 summa point to force that creature to make an Intelligence saving throw. On a failure, you can teleport to any space within 5 feet of the creature, and the next attack it makes against you before the end of the turn is made at disadvantage. Translocation (5th Level). As an action, you can spend 3 summa points to force a creature you can see within 30 feet of you to make a Charisma saving throw. On a failure, you teleport into a space that creature occupies and cause that creature to teleport into your space. If there is no room for the you or the creature where the other stands, this technique fails. Battle Madness (11th Level). When a hostile creature misses you with a melee attack, you can use your reaction and spend 3 summa points to force that creature to repeat the same attack against another creature (other than itself) of your choice. Enthrall (17th level). As a bonus action, you can spend 4 summa points and attempt to alter a creature's perception of the battlefield. A creature of your choice within 30 feet of your must make an Intelligence saving throw to see through the illusion you foist on it. On a failed saving throw, the creature can't make reactions until the start of its next turn, and immediately makes a melee weapon attack against a creature of your choice within its reach.