Arcane Calls

Whether you were born with it, in contact with magic long enough, or contracted the magic in some other way, you are now innately magical. You can choose up to two of the following arcane calls when creating a character. After picking at least one arcane call, you automatically gain the Arcane Fate option for free.

When you learn a new cantrip through an arcane call you choose, you must choose one of the following ability scores: Intelligence, Wisdom or Charisma. You must use the chosen ability score as a spellcasting ability for the cantrips you gained through the racial features. If you ever gain levels in warmage class, you must use the same spellcasting ability for it.

Some of the calls may list an ability score as one of its prerequisites. This means that in order to be able to take this call, you must have a Minor or Major Ability Score Improvement, with which you have chosen that ability score.

Arcane Fate Prerequisite: At least one arcane call You are not seen as fully human anymore, and thus can be treated by some with suspicions. You gain disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks against such individuals. At DM's discretion, anyone's opinions on those with arcane calls may shift over time either way. Unusual Appearances Those who have been called by magic usually develop physical features that set them apart from regular humans. It could be something small as eyes of unnatural color or pointed ears, or something as big as having wings on your back or your hair being a small flame instead. Players are free to take inspiration from other settings and encouraged to come up with their own distinguishing looks, as long as they provide no mechanical benefits beyond those outlined in the Arcane Calls.

Aquatic Origin Cost: 1 legacy point You can breathe air and water, and you know the shape water cantrip.

Breathless Prerequisite: STR and CON

Cost: 1 legacy You do not need to breathe.

Brisk Figure Prerequisite: DEX

Cost: 1 legacy point Your base walking speed increases by 10 feet. This arcane call can't be taken if you have already taken the Quick option.

Chromatic Shifting Prerequisite: CON or WIS

Cost: 1 legacy point You can use your bonus action to change the appearance of your skin and the equipment you are wearing or carrying to be of any color or number of colors arranged in a pattern. This effect lasts until you use this ability again, or dismiss the effect (no action required). Additionally, you can concentrate for one minute to blend into your environment. While you remain motionless, you gain advantage on Stealth checks made to hide. You may attempt to hide even if you have no cover or obscurement. You can't use this ability to hide while you are being directly observed.

Cold Adaptation Cost: 1 legacy point You have resistance against cold damage, and you know the ray of frost cantrip.

Earthly Form Cost: 1 legacy point You know the mold earth cantrip. Additionally, you can move across difficult terrain made of earth or stone without expending extra movement.

Electric Ardor Prerequisite: CON

Cost: 1 legacy point You have resistance against lightning damage, and you know the shocking grasp cantrip.

Enchanting Soul Prerequisite: CHA

Cost: 1 legacy point You have a resistance against psychic damage, and you know the friends cantrip.

Etherstep Prerequisite: WIS

Cost: 1 legacy point As a bonus action, you can teleport up to 30 feet to an unoccupied space that you can see. Once you use this feature, you can't use it again until you finish a long rest.