Chapter I
Scion
Born with magic in their veins these aberrant souls must master powers they never asked for.
Class Ledger
Health Gain Per Level
+4
Armor Mastery
None
Talent Pool
BasicArcane
Mastery Notes
Skill Mastery Pool
any of your choice from 2
Weapon Mastery Pool
two of your choice from any basic

Class Features, Levels 1-5
Level 1: Sourcerer
You gain mastery level one with arcanum.
Your spells known is 4 from any doctrine. Whenever you gain a level in scion, you learn one additional spell from any doctrine. You cannot learn ritual spells.
Your spellcasting attribute is Will.
Whenever leveling up beyond 1st level in Scion would provide you a weapon mastery increase, you may use that mastery to instead increase your arcanum mastery level.
Level 2: Font of Magic
Your mana is increased by 2X your Scion Level.
Level 3: Wellspring
You are your own source of magical power, allowing you to reset your capacities with ease.
Each time you rest, you regain an amount of expended mana equal to half your mana total (rounded down).
Level 4: From the Source
You gain a major benefit to concentration checks made while channeling.
When you finish channeling a spell, you gain temporary hp equal to the potency of the spell.
Level 5: Magical Resistance
Resistance checks you make against spells gain a minor benefit.
Whenever you succeed a resistance check against another creature's spell, if that spell was not pure, you regain 1 mana.
Starting Equipment
- Each weapon selected from your mastery selection
- Rural or Urban survival kit
Path Specializations
At level 6, your character may ascend into one of the advanced path classes below.
No published path classes are currently linked to this starting class.