Spellscarred A hunchbacked dwarf, relegated to the church towers because of his disfigured nature, uses his incredible strength to rescue a begger who has been wrongly convicted and sentenced to death. A human mother sees a cart racing toward her child, helpless in the road. She knows she cannot make it in time, but she runs toward her child, anyway. Blue flame licks the ground behind her as she moves at an impossible speed. When the child's eyes open, they are in their mother's arms, safe, on the other side of the street. A dragonborn is stopped in an alleyway at night. His attackers, all elves, can see perfectly well in the dark. The elves learn all too late that the dragonorn's eyesight is all but perfect. Individuals bearing a spellscar can be normal in every sense of the word. The magical radiation that transformed them can lie dormant for an entire lifetime. However, when one spends time exploring and experimenting with the energy that crawls beneath their skin, they begin the path of the Spellscarred. Creating a Spellscarred When creating a Spellscarred character, think about what caused the arcane cancer to transform their body. Were they cursed as a child by a spiteful witch? Did they live too close to a powerful arcane event, such as a god of magic dying? How do people react to the blue lines and acrane symbols covering your body? Are you an outcast, or an exemplar of arcane might? Why did you explore your new powers when you could have left them alone and lead a normal life? What lead you to use your powers as an adventurer? Were you driven out of your home by people who feared you, making adventuring your only way of sustaining yourself? Did you leave in order to seek out knowledge of your condition? Quick Build You can build a spellscarred quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Strength and Constitution. Second, choose the Hermit background. Class Features As a spellscarred, you gain the following features. Hit Points Hit Dice 1d10 per spellscarred level

1d10 per spellscarred level Hit Points at 1st Level 10 + your Constitution modifer

10 + your Constitution modifer Hit Points at Higher Levels 1d10 (or 6) + your Consitution modifer per spellscarred level after 1st Proficencies Armor: None

None Weapons: Simple weapons

Simple weapons Tools: None Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose three from Arcana, Athletics, Perception, Insight, Intimidation, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: any simple weapon

2 handaxes

(a) a dungeoneer's pack or (b) a scholar's pack Spellscar At 1st level, you have been touched by some form of arcane raditation. This has made you something other than a humanoid. This spellscar can present itself in a number of ways. You gain one of the following features of your choice. You gain another one at 5th level. If a spellscar requires a saving throw, calculate the DC as follows: Spellscar Save DC = 8 + your proficency bonus + your Intelligence modifier. Warded Skin As a reaction when an enemy makes an attack roll against you, blue sigils snake across you body. You may add a bonus to your AC equal to your Consitution modifier until the start of your next turn. You also gain vulnerability to bludgeoning, piercing, and slashing damage until the start of your next turn. Spellfire Wave As an action, blue flames ripple across the ground in all directions from your feet. You, and creatures within 10 feet of you must make a Constitution saving throw. On a failed save, a creature other than you take 1d8 fire damage and is pushed 10 feet away from you, or on a successful one the creature takes half as much damage and is pushed 5 feet. On a failed save, you are knocked prone. Necromantic Sustenance As an action, blue flames envelope your body, infusing you with a surge of borrowed vitality. You gain a number of temporary hit poits equal to 1d4 + your Intelligence modifier. If these temporary hit points remain after 1 minute, they are lost, and you take an amount necrotic damage equal to the unused amount of temporary hit points. Longstep As a bonus action, blue flames are left in your wake as your steps become longer. Your speed is increased by 10 feet until the start of your next turn. In addition, opportunity attacks against you are made at disadvantage until the start of your next turn. However, on your next turn your speed is halved. Spellsight Also at 1st level, you may see normally in magical and non-magical darkness in a range of 30 feet. Your eyes glow with a blue backlight while you use this ability. You may switch this sight on or off as a bonus action. In addition, once per long rest, you may cast detect magic at its lowest level as an action.

The Spellscarred Level Proficiency Bonus Features 1st +2 Simple Spellscar, Spellsight 2nd +2 Arcane Maifestation 3rd +2 Spelleater 4th +2 Ability Score Improvement 5th +3 Simple Spellscar 6th +3 Arcane Manifestation Feature 7th +3 Blueflame Body 8th +3 Ability Score Improvement 9th +4 ─ 10th +4 Arcane Manifestation Feature 11th +4 Complex Spellscar 12th +4 Ability Score Improvement 13th +5 ─ 14th +5 Arcane Manifestation Feature 15th +5 Suspended Animation 16th +5 Ability Score Improvement, Complex Spellscar 17th +6 ─ 18th +6 Supress Reality 19th +6 Ability Score Improvement 20th +6 Arcane Manifestation Feature Arcane Manifestation At 2nd level, your abilities become more refined and you have some semblance of control over the arcane tumors in your body. Choose either the Spellchanged Manifestation, or The Mutated Manifestation. Your choice grants you features at 2nd level, and again at 6th, 10th, 14th, and 20th level. Spelleater Beggining at 3rd level you gain a measure of resistance to the effects of spells. When you are targeted by a spell attack, or subjected to a saving throw from a spell effect blue flames impose themselves between you and an oncomming spell, you may use your reaction to add gain a bonus to your AC or saving throw equal to your Intelligence modifier. If the spell misses you, or you succeed on the saving throw, you may regain a number of hit points equal to the spell level + you spellscarred level. If you do not, you may store the energy of the spell for use on your next attack; if you do so, the next time you hit with an attack for the next minute, you deal an additional amount of damage equal to the level of the spell you absorbed. The damage type is the type of the attack you hit with. Once you use this feature, you must finish a short or long rest before you use it again. 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, ar 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. Unravel Enchantment Starting at 5th level, your touch causes instability in magic. As an action, you may cast dispel magic on one creature, object, or magical effect that you can touch. If the spell is successful, all creatures in a 10-foot radius must make a Dexterity saving throw as the energy stored in the unraveling spell is released. On a failed saving throw, a creature takes 1d4 of force damage per level of spell dispelled, or half as much on a successful one. Once you use this feature, you cannot do so again until you finish a short or long rest. Blueflame Body At 7th level, you can fill your veins with purging blue spellfire. As an action, you can take force damage equal to one half your level - your Consitution modifier to end one effect that is causing you to be charmed, frightened, paralyzed, petrified, poisoned, or stunned.

Complex Spellscar At 11th level, you have gain a greater insight into the Spellscar that marrs your body. You gain one of the following features of your choice. You gain an additional option at 16th level. Spellfire Guardians You summon creatures of oil and flame to aid your allies. As an action, you may cast conjure animals at its lowest level. Instead of fey creature, the creatures you summon are considered elementals. When any of the summoned creatures take damage, you take force damage equal to one fourth of the damage the summoned creature took. One you use this feature, you must finish a long rest before you use it again. See the Weave You eyes burn with blue fire as you see past reality and into the spell weave. As an action, you cast divination at it lowest level without needing material components. If you do so, you take psychic damage equal to half your level. You may use this feature a number of times equal to your Intelligence modifier, regaining all expended uses when you finish a long rest. Muddle the Mind A mantle of blue fire crowns your head, and that of those around you. As an action, you cast confusion at its lowest level centered on yourself. Once you use this feature, you must finish a short or long rest before you use it again. Distort Perception If a flash of blue fire, the you vanish or split apart. As an action, you cast either invisibility or mirror image at their lowest level without needing material components. You may use this ability a number of times equal to your Constitution modifier, regaining all uses when you finish a long rest. Suspended Animation At 15th level, you no longer feel the effects of the world around you. Your body ages only 1 year for every 10 that passes, and you no longer need to eat or drink. Supress Reality At 18th level, you may cast levitate at will, without the need for verbal or material components. Arcane Manifestations Spellscars vary by the individual, and manifest in unique and strange ways. Controlling a spellscar is a mentally rigorous task that requires much meditation and focus to achieve. Mutated Manifestation The Mutated Spellscarred have discovered how to use their spellscar to augment their physical bodies in unatural ways. They spend much of their time honing their abilities by sparing and are often quite physically capable. Bonus Proficencies When you choose this manifestation at 2nd level, you gain proficency in light and medium armor, and martial weapons. Fighting Style When you adopt this manifestation at 2nd level, you learn a fighting style as your combat specialty. Choose one of the following options. You can't take a fighting style more than once, even if you later get to choose again. Dueling When you are weilding a melee weapon in one hand, and no other weapons, you gain +2 to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property to gain this benefit. Tunnel Fighter You excell at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that last until the start of your next turn. While in this stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make an opporunity attack against a creature that move more than 5 feet while within your reach. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage roll of the second attack. Mutations When you choose this manifestation at 2nd level, you learn mutations that are fulled by Mutation Points. Mutations. You learn two mutations of your choice, which are detailed under "Mutations" below. Many Mutations enhance an attack in some way. You can use only one augmentation per attack. You learn two additional mutations of your choice at 6th, 10th, and 14th level. Each time you learn a new mutations, you can also replace one mutation you know with a different one. Mutation Points You have a number of mutation points equal to your Constitution modifer + one half your spellscarred level. Each mutations has a point cost, which you spend these points on. You regain all expended points when you finish a long rest. If you run out of mutation points and attempt to use a mutation, the ability is still activated; however, instead of spending mutation points, roll 1d12 per mutation point the augmentation would normally require. You take that ammount of force damage. Saving Throws Some of your mutations require your target to make a saving throw to resist the mutation's effect. The saving throw is the same as your spellscar save DC: 8 + your proficency bonus + your Intelligence modifier

Extra Attack At 6th level, you can attack twice, instead of oncev whenever you take the Attack action on your turn. The number changes to three when you reach 14th level in this class. Changable System Beggining at 10th level, when you finish a short rest, you recover mutation points equal to one quarter of your spellscarred level + your Intelligence modifier. Mutant At 20th level, you become so in tune with your spellscar that you can augment your body, nearly at will. As an action, you may recover all of your expended Mutation Points. Once you use this feature, you cannot do so again until you finish a long rest. Mutations The mutations are presented in alphabetical order. Blurring Strikes. Your hands blur as you swing your weapon at incredible speed. As an action, you may spend 1 mutation points to deal bludgeoning damage equal to your Consitution modifier to any creature that begins it's turn adjacent to you, or moves adjacent to you until the start of your next turn. You may extend the duration of this mutation by taking force damage equal to your Consitution modifier at the beggining of your turn. Call of the Spellscar. An intangible force pull your foes closer before a wave of spellfire washes over them. As an action, you can spend 1 mutation points to cause all creatures within 10 feet of you to make a Charisma saving throw. On a failed save, the creature is move 5 feet closer to you. Creatures who are immune to being charmed automatically pass this saving throw. Then, all creatures within 5 feet of you make a Dexterity saving throw or take fire damage equal to your Consitution modifier + your Intelligence modifier fire damage, or half as much damage of a successful save. At the start of your turn, you may spend 2 mutation points to have all creatures within 5 feet of you repeat the above Dexterity saving throw. Cursed Grasping Air. Bands of twisting force grasp your enemies and pull them closer to one another. As an action, you may spend a mutation point to cause up to two enemies that you can see withing 60 feet of you make a Strength saving throw. On a failed saving throw, you may move the target up to 10 feet in a direction. If the target ends this movement adjacent to another creature that failed this saving throw, both creatures are knocked prone. When you activate this mutation, you may spend an additional mutation point to target an additional creature. You may do this a number of times equal to half your spellscarred level. Disturbing Visage. Your spellscar flares and frightens those around you. When you hit a creature with an attack, you can spend a mutation point to attempt to frighten them. The target makes a Wisdom saving throw or becomes frightened of you until the end of your next turn. If the creature fails, You may spend an additional 3 mutation points to cause that creature to move its speed away from you on its next turn. The creature ends its movement if it cannot move further away from you. It will not move into an obviously dangerous space. Hideous Thether. Spellfire links you and a target together. As an action, you may spend 1 mutation point to attempt to grapple a creature within 15 feet of you. If you succeed on this grapple check, the creature cannot move farther than 15 feet away from you until the end of your next turn. You may spend 1 mutation point at the start of your turn to maintain this mutation. Horrific Maw Bite. Your jaw distends and your teeth glow with blue flame. Whenever you make an attack, you may spend 1 mutation point to change the damage die to 2d6. If the attack hits, you may take force damage equal to your Consitution modifier to automatically grapple the target. If you do, all attacks you make as long as the grapple persists are made with 2d6 damage die. Larger than Life. You limbs elongate into veritable whips made of blue spellfire. You may spend 2 mutation points to increase your melee range by 5 feet. You may spend additional mutation points to further increase your range, 5 feet per 1 point spent, up to a maximum of half your spellscarred level. At the start of your turn, you may take force damage equal to your Consitution modifier to maintain this mutation. Overwhelming Presence. Your disturbing figure causes any enemy to only focus its sight on you. When you hit a creature with a melee attack you can spend a mutation point to cause that creature to make a Wisdom saving throw. On a failed save, that creature has disadvantage on attacks against creatures other than you until the end of your next turn. If the target fails its saving throw, you may spend an additional 3 mutation points to cause the creature to fall prone on its next turn, as it cowers before you. Scar-Carving Strike. Blisters rise on your hand and burst, spilling your burning blood onto the target. You may spend 1 mutation point to add your Consitution modifier fire damage to a melee attack that you hit with. In addition, the next successful attack against the target before the end of your next turn deals additional fire damage equal to your Consitution modifier. At the start of your turn, you may take force damage equal to your Consitution modifier. If you do, you may add your Consitution modifier to any melee attack you make until the start of your next turn. Spell Slam. You attempt to throw your target to the ground. When you hit a creature with an attack, you can spend a mutation point to cause the target to make a Strength saving throw. On a failed save, the target is knocked prone. Spellfire Dragon's Breath. You inhale and breath the blue spellfire that burns within you. As an action, you may spend a mutation point to breath spellfire in a 15-foot cone. Each creature in the cone must succeed on a Dexterity saving throw or take 1d6 fire damage. You may spend 1 mutation to add 1d6 to the amount of damage dealt, up to a maximum of one-half your spelscarred level.

At the start of your turn you mat take force damage equal to your Consitution modifier. If you do, you may activate this mutation again as an action. If you do, you do not expend any spell points; instead, you take force damage equal to the amount of mutation points you initially spent on the mutation. Spellmother's Embrace. Spellfire encircles your body, ready to leap to the next enemy that attempts to harm you. You may spend any number of mutation points, up to a maximum of half your spellscarred level, to gain temporary hit points equal to two times the amount of mutation points spent. While you have these hit points, when any creature that hits you with a melee weapon attack, they take fire damage equal to the amount of mutation points spent. As a bonus action on your turn, you may spend mutation points to recover these temporary hit points. These temporary hit points are added to the current amount, provided they are from this mutation. You cannot exceed the amount of temporary hit points you initially gained from this mutation. Strange Shifting Wave. A wave of pain washes out from you, teleporting friend and foe alike. As an action, you may spend a mutation point to teleport each creature within 30 feet of you up to 5 feet to an unoccupied space on the ground. An unwilling creature may make a Charisma saving throw to resist this effect. When you activate this mutation, you may spend an additional mutation point to increase the teleportation range by 5 feet. You may do this a number of times equal to half your spellscarred level. Submission of the Earth. You drive your foe into the flaming maw that has opened in the ground at your command. As an action you may spend 3 mutation points to cause a creature within 5 feet of you to make a Strength saving throw, or become restrained until the start of your next turn. At the start of your turn, you may take force damage equal to your consitution modifier to maintatin this mutation. Rabid Chain of Steel. The fever of your spellscar infects your enemies. When you hit an enemy with a melee attack, you may spend a mutation point to cause the creature to make a Charisma saving throw. On a failed save, the creature makes a melee attack against a creature that has not been attacked since the start of your turn. If the creature hit, you may spend an additional mutation point to cause the creature to make the above Charisma saving throw. On a failed save, the creature is subject to this mutation. You may do this a number of times equal to half your spellscarred level. Spellchanged Manifestation A spellschanged creature has gained insight into the powerful substance known as spellfire. The spellchanged has spent numerous hours contemplating, examining, and experimenting with this mysterious energy until they felt conifident in their ability to control it. This confidence will soon be tested. Weave's Defence When you choose this Manifestation at 2nd level, you gain the ability to subtly influence the weave around yourself. As an action, if you aren't wearing armor or wielding a shield, you may increase your armor class to 13 + Dexterity modifier. This effect lasts for 1 hour, or until you dismiss it as an action. You may use this feature a number of time equal to your Intelligence modifier, regaining all expended uses when you finish a long rest. Spellcasting When you choose this manifestation, you gain some insight into the weave and how to cast spells by pulling energy from it. Spell Slots The spellchanged 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. Spells Known of 1st Level and Higher You know two 1st-level spells ofyour choice from the spellchanged spell list. The Spells Known column of the spellchanged table shows when you learn more spellchanged spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this c1ass, you can learn one new spell of 1st or 2nd level. In addition, when you find a spellchanged spell of 1st level or higher, you can add it to your spells known, if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. Learning a new spell involves reproducing the basic form of the spell, then deciphering the unique system of notation used by whoever wrote it. You must practice the spell until you understand it completely, until you understand its sounds, gestures, and its interaction with the weave itself, then transcribe it into you spellscar. For each level of the spell, the process takes 2 hours and costs 5 hit points. Hit points lost this way cannot be healed for 1 week. The cost represents material components you expend as you experiment with the spell to master it, as well as the process and pain it takes to write the spell into your being. Once you have spent this time and money, you know the spell and can cast it like others you know. Spellcasting Ability Intelligence is your spellcasting ability for your spellchanged spells, since your magic draws on your insight into the weave. 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 a spellchanged spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficency bonus + your Intelligence modifier. Spell attack modifier = your proficency bonus + your Intelligence modifier.

Plauge Lash At 6th level, your spellfire can seep into the wounds of your foes, and steal their vital force. When you deal fire damage with a Spellscarred feature or spell, you may have one creature affected make a Consitution saving throw or become plauged for one minute. Whenever the plauged creature takes damage, it takes an additional amount of fire damage equal to your Intelligence modifier. You can use this feature a number of times equal to your Consitution modifier, regaining all expended uses whenever you finish a long rest. Spellchanged Spellcasting Table Spellscarred Level Spell Known 1st 2nd 3rd 4th 5th 2nd 2 2 ─ ─ ─ ─ 3rd 3 3 ─ ─ ─ ─ 4th 3 3 ─ ─ ─ ─ 5th 4 4 2 ─ ─ ─ 6th 4 4 2 ─ ─ ─ 7th 5 4 3 ─ ─ ─ 8th 5 4 3 ─ ─ ─ 9th 6 4 3 2 ─ ─ 10th 6 4 3 2 ─ ─ 11th 7 4 3 3 ─ ─ 12th 7 4 3 3 ─ ─ 13th 8 4 3 3 1 ─ 14th 8 4 3 3 1 ─ 15th 9 4 3 3 2 ─ 16th 9 4 3 3 2 ─ 17th 10 4 3 3 3 1 18th 10 4 3 3 3 1 19th 11 4 3 3 3 2 20th 11 4 3 3 3 2 Line in the Burning Sand At 10th level, you create a living snake of burning spellfire. A 15-foot long snake in conjured in a space you can see within 60 feet. You can move this snake up to 20 feet as a bonus action on your turn. This snake can move through a creature's space. If the snake moves through a creature's space, the creature takes 2d8 fire damage. If it ends its movement in a creature's space, it is moved to the nearest unoccupied space. The snake has his points equal to 2 times your spellscarred level, and has an AC equal to 13 + your Intelligence modifier. The snake lasts for up to 1 minute, or until you dismiss it as a bonus action. Once you have used this feature you cannot use it until you finish a long rest. Contagion Flame At 14th level, you wash blue flame over your foe, and it won't go out. Your foe becomes a burning beacon that burns their allies. As an action, you cause a creature you can see within 30 feet to make a Dexterity saving throw. On a failed save, the creatue takes fire damage equal to 3d8 + your Intelligence modifier, and is set aflame for 1 minute. The creature can repeat this saving thow at the end of each of its turns, taking 3d8 + your Intelligence modifier fire damage on a failed save, or half as much damage of a successful one, ending the effect on a successful saving throw. If the creature succeeds on this inital saving throw, the creature takes half damage and is not set aflame. While the creature is on fire, any creature that begins its turn adjacent to the creature, must make a Dexterity saving throw or be subjected to the effects of ths feature. You can use this feature a number of times equal to your Consitution modifier. You regain all expended uses of this feature when you finish a long rest. Metamorphosis of Spellflame At 20th level, you can cause a creature to feel the pain you have felt since being exposed to radiation that first transformed you. As an action, you cause a creature make a Constitution saving throw or transform into a beacon of spellflame. On a failed saving throw, the creature takes 5d8 fire damage and behaves as if it is under the effects of a confusion spell. Its melee attacks deal an additional 1d8 fire damage, and the creature may repeat the saving throw at the end of each of its turn, taking 5d8 fire damage on a failed save and half as much damage and ending the effect on a successful one. On a successful inital saving throw, the creature takes half as much fire damage and is not under the effects of a confusion spell. If a creature is reduced to 0 hit points by the effects of this spell, it dissolves into blue flame. Once you use this ability, you must finish a short or long rest before using it again.