Scarcaster (5e Class)
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Not many civilized folks know of the mysterious individuals known as scarcasters. Some say they are a mysterious cult of worshipers to ancient gods, while others say they gain magic from ancestral spirits, and others still say it comes from nature itself. While all of these are true depending on the individual in question, it is universal that scarcasters are ferocious warriors with mystic powers, who fight like animals and draw power into their ritual scars.
Scarcasters are practitioners of ancient magic, which is drawn from powerful spirits. Through ritual scarification, they channel this power into their bodies and use it to fight like beasts; without weapons. The magic channels into their hands so they become claws and let all who face them know to beware of their wraith.
Many, however, make the mistake of comparing it to the rage of a barbarian. While they are similar on the surface, a barbarian’s rage ultimately comes from within themselves whereas a scarcaster is granted their power from a spirit that they pay homage to. They are not generous either, and thus the scarcaster must contact them regularly and give tribute. These spirits can only be contacted through concoctions made from powerful herbs, which cause those who ingest them to go into a trance-like state. Only the scarcasters know of how to brew such potions and make many others which temporarily enhance their abilities, adding to their already formidable power. Let this be a lesson to all that scarcasters are not to be underestimated.
Creating a Scarcaster
When making a scarcaster, think about what drove you to seek a spirit’s power. How did you come to learn of its existence? How long have you trained to use the power it’s granted? Did you learn on your own or were you taught by a fellow scarcaster? Do you know any others? What is your reasoning for becoming a scarcaster? Do you seek vengeance, to guard nature against civilization, or do you simply seek faith in a higher power other than the gods?
- Quick Build
You can make a Scarcaster quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom. Second, choose from the Hermit, Feral Child, or Outlander background.
As a Scarcaster you gain the following class features.
- Hit Points
Armor: Light armor, medium armor
Weapons: Blowguns, improvised weapons, simple melee weapons, slings, unarmed strikes
Tools: Herbalism kit and one wind instrument
Saving Throws: Strength, Wisdom
Skills: Choose four from Animal Handling, Athletics, Insight, Intimidation, Medicine, Nature, Perception, Religion, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
|Features||Primal Strikes||Scarcastings||Primal Movement|
|1st||+2||Primal Strikes, Unarmored Defense||1d4||—||—|
|2nd||+2||Primal Movement, Scarcasting||1d4||2||+10 ft.|
|3rd||+2||Ancient Spirit||1d4||3||+10 ft.|
|4th||+2||Ability Score Improvement||1d4||4||+10 ft.|
|5th||+3||Extra Attack, Sanguine Slash||1d6||5||+10 ft.|
|6th||+3||Ancient Spirit feature, Nature's Wrath||1d6||6||+15 ft.|
|7th||+3||Primal Movement (5 ft)||1d6||7||+15 ft.|
|8th||+3||Ability Score Improvement, Vicious Vitality||1d6||8||+15 ft.|
|9th||+4||Shaman's Brew||1d8||9||+15 ft.|
|10th||+4||Animalistic Offense||1d8||10||+20 ft.|
|11th||+4||Primal Movement (10 ft), Extra Attack (2)||1d8||11||+20 ft.|
|12th||+4||Ability Score Improvement||1d8||12||+20 ft.|
|13th||+5||Animistic Offense Improvement||1d10||13||+20 ft.|
|14th||+5||Ancient Spirit feature||1d10||14||+25 ft.|
|15th||+5||Primal Movement (15 ft)||1d10||15||+25 ft.|
|16th||+5||Ability Score Improvement||1d10||16||+25 ft.|
|17th||+6||Guardian of Nature||1d12||17||+25 ft.|
|18th||+6||Ancient Spirit feature||1d12||18||+30 ft.|
|19th||+6||Ability Score Improvement||1d12||19||+30 ft.|
|20th||+6||Embodyment of Nature||1d12||20||+30 ft.|
Beginning at 1st level, your pact with nature allows you to fight as the beasts do, using unarmed strikes instead of martial melee weapons, although improvised do benefit from this feature.
You gain the following benefits while you are unarmed or wielding only simple, or improvised melee weapons and you aren’t wearing armor or a shield:
- You can roll a d4 slashing damage in place of the normal damage of your unarmed strike or improvised weapon. This die changes as you gain scarcaster levels, as shown in the Primal Strikes column of the Scarcaster Table.
- When you use the attack action with an unarmed strike or an improvised weapon on your turn, you can make one unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
At 2nd level, you have a natural bond with the wild, and with that bond comes a great power, seeded within you. Your access to this power is represented by a number of scarcastings. Your scarcaster level determines the number of castings you have, as shown in the Scarcastings column of the Scarcaster table.
You can spend these points to fuel various scarcastings. You start knowing three such scarcastings: Claws of the Beasts, Wild Senses, and Mask of the Beast. You learn more scarcastings as you gain levels in this class.
When you spend a scarcasting, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended scarcastings back into yourself. You must spend at least 30 minutes of the rest meditating to regain your scarcastings.
Certain scarcasting actions require your target to make a saving throw to resist the action's effects. The saving throw is calculated as follows:
- Scarcasting save DC =
8 + your proficiency bonus + your Wisdom modifier
Claws of the Beasts
Immediately after you take the Attack action on your turn, you can spend 1 scarcasting to make an unarmed strike as a bonus action. You can only use this scarcasting once per turn.
Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield or weapon. This bonus increases when you reach certain scarcaster levels, as shown in the Scarcaster table.
At 7th level, you gain a climbing speed equal to your walking speed and you add 5 ft to your long jump. This increases to 10 ft at 11th level and 15 ft at 15th level.
At 3rd level, you choose an ancient spirit to devote your worship to, who grants you power in return. Choose between the Spirit of the Hunt, Spirit of the Elements, Spirit of the Root, Spirit of the Faerie, or Spirit of the Ancestor detailed at the end of the class description. The spirit you choose grants you features at 3rd level and again at 6th, 14th, and 18th level.
Ability Score Increase
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn. This increases to three at 11th level in this class.
Starting at 5th level, you can spend 1 scarcastings to induce bleeding on a target you hit with a primal strike for 1 minute, if it is a creature and not a construct or undead. While bleeding, the target suffers damage equal to 1d8 + your proficiency bonus at the start of your turn. You may spend additional scarcastings to increase the dice rolled (max 4). You can only use this feature on one strike per turn or use this on a target not already affected by the strike.
Starting at 6th level, your primal strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Starting at 8th level, you make spend 2 scarcastings to make an unarmed strike using your mouth. If you hit with the bite, you deal piercing damage equal to 1d4 + your Strength modifier and you gain temporary hit points (minimum of 1) equal to the damage dealt. You cannot use this feature again until your second turn after using it.
Starting at 9th level, you gain enough experience with plants to start brewing special potions to enhance your abilities. The effects of these potions are minimal at first, but you can spend scarcastings to increase their potency. Drinking each potion is an action unless stated otherwise. At the DM's discretion, the components should be available at an herbalist's shop. Provided you have the components, you gain a level of exhaustion to brew one of the following potions:
- Troll Blood. Despite the name, troll blood is not one of the ingredients in this potion. It instead uses black sage, fennel, pine bark, willow leaves, and Devil's club. Drinking this potion allows you to heal 5 hit points at the start of your turn for 1 minute. When you expend a scarcasting into the brew, the hit points you heal increases by 5 (max 15).
- Turtle's Sheild. This strong, viscous potion uses buckeye, marsh-mallow, arnica, and neem as its ingredients. Drinking this potion grants you resistance to bludgeoning, piercing, and slashing damage from nonmagical weapon attacks for 1 minute. When you expend a scarcasting into the brew, the duration of the resistance is extended by an additional 12 seconds (max 48). If you expend two scarcastings into the brew, the resistance is extended to magical attacks.
- Dream Walker. Dream Walker is a powerful psychedelic potion used to place those who drink it in a trance-like state which lasts 1 minute. Scarcasters use this potion to contact their patron spirits more directly than through simple prayer. Not just anyone can use this potion and only in dire situations should it be taken straight, as its ingredients are poppy, nightshade, psilocybin mushrooms, foxglove, wolf's bane, willow bark, henna, and hemlock. When you drink the diluted potion, you enter a trance, during which you may contact your spirit, as if you had cast divination. If the DM rolls under 25 percent, should you use this potion again before finishing your next long rest, instead of a random reading the spirit refuses to answer the question(s) and the trance ends. You may not use this potion more than twice per long rest. When you expend a scarcasting into the brew, you may stay in the trance an additional minute (max 3, 6 at 15th level), during which you gain an additional question. If you drink the potion straight, you may ask two additional questions or request your spirit to intervene (rolling as you would for a cleric), but must make a death save for each question you ask. If you succeed on three death saves, but ask more than three questions, you can still die from failing three saves.
Starting at 10th level, you can understand and communicate verbally with beasts, as though you had cast speak with animals. This feature has the same limitations as speak with animals, except that you must make a Persuasion check (DC 10 + the animal’s intelligence score) if you ask them to perform a task or favor. At 13th level, you may add your proficiency bonus to the roll.
Guardian of Nature
At 17th level, you may spend 4 scarcastings to become resistant to any spells or magical effects cast from an unnatural source, such as a wizard or a magical trap, for a minute. While in this state, you have advantage on any saving throws caused by such effects and any damage taken from them is halved.
Embodiment of Nature
At 20th level, when you roll for initiative and have no scarcastings remaining, you regain 4 scarcastings. Additionally, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 5 years.
Spirit of the Hunt
The spirit you worship is a mighty animal, who sought you out and granted you their power. Such spirits are often called upon by hunters, as they can make any far more formidable than the animals the bare likeness to. By choosing this spirit, you become a hunter in the truest sense.
- Spirit Animal
At 3rd level, you choose your animal spirit and gain its feature. You must make or acquire a physical object-an amulet or similar adornment- that incorporates parts of your spirit animal. When you choose your spirit animal, you can only gain higher-level features from that specific animal (e.i. only features gained from the wolf spirit, etc.).
Your spirit animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a jackal in place of a wolf. If your DM allows, you may also use an entirely unrelated animal that you feel is still appropriate for the features (such as a rhinoceros in place of a bear or a hyena in place of a wolf).
Bear Spirit. You are a strong, fearsome hunter. You have advantage on Strength (Athletics) checks made to grapple a creature or to escape a grapple and you may make a grapple check as a bonus action. Additionally, you may expend 2 scarcastings to grapple a Large creature. You do not have advantage to grapple a Large creature.
- Hunter's Aspect
At 6th level, your spirit grants you an additional magical boon, based upon the animal it embodies. You must choose the same as the animal you selected at 3rd level.
Bear Spirit. Your spirit grants you the might of a powerful bear. Your Primal Strikes score a critical hit on a 19 or 20. In addition, you may expend 2 scarcastings as a bonus action to move your full movement towards a target you can see and attack them. When you move through another creature's space using this action, that creature must succeed a Strength saving throw or be pushed back 5 feet and knocked prone.
Leopard Spirit. Your spirit grants you the prowess of the graceful leopard. Once per turn, you can expend 2 scarcastings to deal an extra d6 x quarter your Scarcaster level rounded down of damage to one creature you hit with an attack from your Primal Strikes. You must declare you are doing this before the attack is rolled.
Wolf Spirit. Your spirit grants you the great hunting abilities of the wolf. When you cast hunter's mark, you may expend additional scarcastings to cast it at higher levels (1 for each level above 1st-level, up to a max of 5). When you do so, you deal an additional d6 of damage for each level above 1st-level.
- Bastial Embodiment
At 14th level, your spirit grants you an additional magical boon, based upon the animal it embodies. You must choose the same as the animal you selected at 3rd level.
Bear Spirit. Your spirit grants you the endurance of a mighty bear. As a reaction to getting hit with an attack, you can spend 8 scarcastings to reduce the damage by a quarter of your hit die per level. You must take a long rest before you can use this feature again.
Leopard Spirit. When you move at least 20 feet straight toward a creature and then hit it with your Primal Strikes on the same turn, it must succeed a Strength saving throw or be knocked prone. If the target is prone, you may make an attack with your Primal Strike or attempt to grapple it as a bonus action. If you hit it with multiple attacks, the target only makes the saving throw once after the total damage is rolled.
Wolf Spirit. Your spirit grants you the stamina of the rugged wolf. You ignore natural difficult terrain and treat exhaustion as though it is one level lower (minimum of 1). When you reach level six exhaustion, make a Constitution saving throw with disadvantage. If you succeed, you return to level five exhaustion. The DC is 16 and increases by 2 for each time you make the save after the first.
- Mark of the Beast
At 18th level, your spirit grants you such favor that you can summon an avatar to aid you in battle, with a small modicum of their power, expending 8 scarcastings to do so.
It must be the same as the animal spirit you selected at 3rd level. These avatars have the same attacks and features as the animal they embody, but double the damage dice, an Intelligence and Charisma score of 10, understand all the languages you understand, are immune to nonmagical bludgeoning, piercing, and slashing damage, their attacks are magical, and they have advantage on saving throws against spells and other magic effects. The avatar uses your proficiency bonus for attacks, saving throws, and checks, has an AC equal to 10 + your proficiency bonus + your Wisdom modifier, and hit points equal to 5 x your Scarcaster level. It acts on a separate initiative of you, which you roll upon their summoning.
In addition, each avatar has the features listed below:
Bear Avatar. The bear avatar uses the statistics of a polar bear, modified for the above-mentioned features. The bear avatar's hit points are equal to 10 x Scarcaster level, and its attack dice are tripled rather than doubled. The avatar is resistant to magical bludgeoning, piercing, and slashing damage, as well as nonmagical damage. The bear also has an aura that causes any hostile creature to make a Wisdom saving throw to attack a friendly creature within 30 ft of it. On a failed save, the target must either lose the attack or direct it at the avatar.
Leopard Avatar. The leopard avatar can turn invisible as a bonus action, becoming hidden from any creature that cannot see invisible things, and deals an extra 5d6 damage to any creature it hits with the first attack after it becomes invisible, unless that creature can see invisible creatures or cannot be surprised. Any friendly creature within 30 feet of the avatar, including you, has advantage on Dexterity saving throws. If the saving throw allows the creature to take half damage on a successful save, they instead take no damage on a success and half damage if they fail.
Wolf Avatar. The wolf spirit summons two wolf avatars. When one of the wolves takes damage, both of the wolves each take half of the damage. Each friendly creature, including you, within 30 feet of either of the wolves gains a bonus on saving throws equal to your Wisdom modifier (minimum bonus of +1). If a creature is within range of both wolves, the bonuses do not stack.
The avatar only lasts for 1 minute and it cannot be summoned again until you take a short or long rest.
Spirit of the Elements
The spirit you worship is an ancient being of elemental power, who seeks a body to channel their energy through. The elements in their purest forms are your strength and a direct connection to the Elemental Planes is granted through this pact. By satiating this spirit, you are given power beyond which most can even imagine.
- Elemental Claws
At 3rd level, your Primal Strikes become empowered with elemental energy. This manifests itself in the form of additional damage or effects, depending on which plane your spirit comes from. The effects are as follows:
Your Primal Strikes now deal an additional 1d6 + Wisdom modifier of fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 1d8 fire damage at the start of each of its turns. The number of dice increases to 2 at 6th level, 3 at 14th level, and 4 at 18th level.
Your Primal Strikes now deal bludgeoning damage instead of slashing, and deal your Primal Strike Damage Die + Strength modifier + Wisdom modifier. If the target is a creature, it becomes covered in earth and has its movement reduced by 5 feet until the start of its next turn. The number of feet the target’s movement is reduced by increases to 10 at 6th level and 15 at 14th level. At 14th level, you may expend a Scarcasting to increase the movement reduction by 5 (reducing the target’s movement speed to a minimum of 10 feet). In addition, you spend to Scarcastings to make the target roll a Strength saving throw or be knocked prone.
Your Primal Strikes now deal an additional 1d6 + Wisdom modifier of bludgeoning damage. At 6th level, you can expend 2 scarcastings to force a creature you hit to make a Strength saving throw. On a failed save, the creature takes an additional d6 of bludgeoning damage and is knocked prone. On a success, the creature takes half the additional damage and is not knocked prone.
Your Primal Stikes now deal an additional 1d6 + Wisdom modifier of bludgeoning damage. When you hit a creature, you can use 1 scarcasting to create and freeze water around it. For 30 seconds, that creature is restrained and cannot move.
- Elemental Essence
When you reach 6th level, you become learn to manifest the elemental power of your elemental spirit. A manifestation requires you to spend scarcastings each time you use it.
You know two elemental manifestations, which you choose based on what elemental plane your spirit comes from, which are detailed below. You learn one additional manifestation at 14th and 18th level.
Casting Elemental Spells. Some elemental manifestations allow you cast spells. See chapter 10 of the PHB for the general rules of spellcasting. To cast one of these spells you use its casting time and other rules, but you don't need to provide material components for it.
You can cast additional scarcastings to increase the level of an elemental manifestation spell that you cast, provided that the spell has an enhanced effect at a higher level, such as fireball does. The spell's level increases by 1 for each additional scarcasting you spend. For example, if you use Pyromantic Burst to cast hellish rebuke, you can spend 2 scarcastings to cast it as a 1-level spell (the manifestation's base cost is 1 plus 1).
The maximum number of scarcastings you can spend to cast a spell in this way (including the base scarcasting cost and any additional scarcastings you spend to increase its level) is determined by your scarcaster level, as shown in the Spells and Scarcastings table below.
|Scarcaster Levels||Maximum Scarcastings for a Spell|
- Elemental Manifestations
The elemental manifestations are presented in alphabetical order. Remember, you can only use manifestations that are related to the plane of the spirit you worship (e.i. only fire manifestations for a fire spirit). If a manifestation requires a level, you must be that level in this class to learn that manifestation.
Alter Rock (18th Level Required). You can spend 5 scarcastings to cast stone shape.
Blizzard Blast (18th Level Required). You can spend 6 scarcastings to cast cone of cold.
Breath of Water (14th Level Required). You can spend 4 scarcastings to cast water breathing.
Burning Barrier (18th Level Required). You can spend 5 scarcastings to cast fire shield.
Climb Mountain. You can spend 3 scarcastings to cast spider climb, targeting yourself. The spell only applies to structures made of stone or earth.
Delicate Decent. You expend 2 scarcastings to cast feather fall.
Elemental Fury (18th Level Required). You can expend 6 scarcastings to cast conjure elemental. You can only summon an elemental associated with your spirit's plane.
Frozen Ground. You can expend 3 scarcastings to create a frozen patch of ground within a point you can see within 60 feet of you. The ground within a 20-foot radius of that point becomes icy and slippery and becomes difficult terrain. Each creature that walks across it must a Dexterity or fall prone.
Gale Force Fist. When you use your turn to attack, you can spend 2 scarcastings to force that creature and any creatures in a 30-foot line behind it to make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus 1d10 bludgeoning damage for each additional scarcasting you spend, and you can push a creature up to 20 feet away or knock it prone. On a successful save, the creature takes half damage, and you don't push it or knock it prone.
Hungry Flames. You can expend 3 scarcastings to expel a 30-foot cone of flame from your mouth. Each creature in the cone must succeed a Dexterity saving throw or take 3d10 fire damage and be set on fire for 1 minute or until it or another creature uses its action to put the fire out. While on fire, a creature takes 1d10 fire damage at the start of each of its turns. On a successful save, a creature takes half damage and is not caught on fire.
Granite Skin (18th Level Required). You spend 5 scarcastings to cast stoneskin, targeting yourself.
Heavy Air (14th Level Required). You can spend 4 scarcastings to cast slow.
Jagged Earth. You can spend 3 scarcastings to cast spike growth.
Pyromantic Burst. You can spend 2 scarcastings to cast hellish rebuke.
Quick Sand. You can expend 3 scarcastings to create a 10-foot radius area of deep mud. Each creature that steps into the area must succeed a Dexterity saving throw or sink into the mud, becoming restrained. A creature restrained in this manner can use its action to escape but can only use half its movement and must remake the save if they start their next turn within the area of mud.
Shape of Water (18th Level Required). You can spend 5 scarcastings to cast control water.
Searing Blasts. You can spend 2 scarcastings to cast scorching ray.
Smelting Will. You can spend 2 scarcastings to cast heat metal.
Water Stride (14th Level Required). You spend 4 scarcastings to cast water walk.
Whirlwind Wall (14th Level Required). You can spend 4 scarcastings to cast wind wall.
Whispy While. You can spend 2 scarcastings to cast misty step.
Spirit of the Root
The spirit you worship is tied to one of the beings who were long before the birds and beasts: a plant. These spirits are protectors, guardians of ancient lands they inhabit, and can be just as wrathful as they can be generous. Under the worship of this floral being, you have the power to protect your allies like a mighty oak.
- Binding Brambles
Starting at 3rd level, you may spend 2 scarcastings to wrap magical vines around a target you hit. That creature is restrained for 1 minute must use its action to make a Strength check against your scarcasting save DC to free itself. You may expend an additional scarcasting to bind a larger creature (1 scarcasting for each size larger than Medium). You can use this scarcasting on only one creature a turn until 6th level where a second creature can be affected.
At 14th level, you can expend 5 scarcastings to create a 30-foot radius sphere of these magic vines, within 60 feet of you. For 30 seconds, the area with the vines is difficult terrain, which you are immune to, and each creature in the area when you cast the scarcasting must succeed on a Strength saving throw or be restrained by the entangling plants until the effect ends. A creature restrained by the plants can use its action to make a Strength check against your scarcasting save DC. On a success, it frees itself.
- Oaken Shield
At 6th level, you may expend 2 scarcastings to increase your or a target's AC for an hour, as though you had cast barkskin. You may also expend 3 scarcastings to cast either cure wounds or revivify. You may not use both on the same turn.
- Master Shaman
At 14th level, you become familiar with all types of plants and can create different potions using the Shaman's Brew feature. In addition to those listen with the Shaman's Brew, you may also create the following potions:
- Hare's Haste. This potion is clover green, watery liquid that is almost so easy to swallow, one only has to tilt their head back and let it loosely flow down their throat. The recipe for this potion is ginseng, sage, rosemary, and hawthorn. When you drink this potion, you gain the effects of haste, for 1 minute. This includes the wave of lethargy that occurs after the effect ends.
- Long Step. This potion is light grey, with a tangy aftertaste and a smooth texture, and is made of black cohosh, konjac, and horsetail. Drinking this potion increases your speed by 15 feet for an hour.
- Messaging. This potion is clear and watery, with almost no tastes whatsoever. Ground-ivy and kratom are used for this potion. Drinking this potion allows you to send a short message to a creature you are familiar with, as though you had cast sending. The magic in this potion is volatile though, meaning the potion must be drunk within a minute after brewing it. If it is not drunk within that time, it loses its power and nearly becomes watery liquid.
- Parrot's Throat. This potion is a blue liquid with a red sheen to it. Oregano, hyssop, licorice root, and lemon are the ingredients of this potion. After you drink this potion, you gain the effects of tongues and can fake the voice of anyone you have heard speak. Any creature that can't see you must roll equal to or higher than your scarcasting save DC on a Wisdom (Perception) check to perceive the voice as imitation. If your true form is disguised (such as from polymorph or seeming), creatures have disadvantage on the check.
- Shielded Mind. This potion is a thick, dark purple liquid, which can be difficult to swallow and has an aftertaste reminiscent of fish. This potion contains ground extract of Ginko leaves, snowdrop flowers, lavender, and sage. After drinking this potion, you can't be targeted by any divination magic or perceived through magical scrying sensors for 1 hour.
- Spirit Eyes. This potion is pink and fizzy, flowing smoothly as it is swallowed. To create this potion, use eyebright, cornflower, and false sowthistle. When you drink this potion, you gain truesight for 1 minute. When the effect ends, your eyes become puffy, giving you disadvantage on Wisdom (Perception) checks related to sight, until your next turn.
- Tacker's Gift. This potion is a cloudy blue potion that has an unpleasant aftertaste, similar to the taste of cold coffee. This potion requires peppermint, flaxseed, chaparral, and hoodia to be made. When you drink this potion, you gain advantage on Wisdom (Survival) checks made to track a creature for a minute. Additionally, you gain the effects of either locate creature or locate object, but cannot have both effects at the same time.
As stated in the Shaman's Brew, the components should be available at an herbalist's shop, at the DM's discretion, and drinking these potions is an action.
- Haunting Growth
At 18th level, you gain the power to manifest the terrible wrath of nature. When you hit a creature, you may expend 10 scarcastings to force it to make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the effect ends. If it fails its save three times, it permanently turns to a woody plant and is subjected to the petrified condition, except that instead of being resistant to all damage, it is vulnerable to fire damage. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
Spirit of the Faerie
The spirit you worship is a cunning Archfey, who uses you as an engine of entertainment on the Material Plane. Scarcasters who worship Archfey are not unlike warlocks who do the same, except in the nature of their pact. Whatever their purpose is for choosing them, they have taught you to master the art of trickery.
- Friend of the Faerie
Starting at 3rd level, you can speak, read, and write in Sylvan. Additionally, you know whenever any Fey creatures are within 60 feet of you and may add your proficiency bonus to skill checks related to them. If it is a skill you are already proficient in, your bonus is doubled if the check is related to Fey creatures. Additionally, you can expend a scarcasting to cast vicious mockery.
- Fairy Flash
At 6th level, your archfey master has granted you a few extra tricks. When you hit a creature, you may expend 2 scarcastings to outline it in blue, green, or violet light (your choice). For 1 minute, that creature sheds dim light in a 10-foot radius, can't benefit from being invisible, and any attack rolls against it have advantage. You may only use this scarcasting on two creatures, and a 3rd at 14th level.
Additionally, you can expend 4 scarcastings to cast counterspell or conjure woodland beings. At level 14, you can expend 6 scarcastings to cast conjure fey and expend additional scarcastings to increase the spell level (1 for each level above 6th) at 18th level.
- Luck of the Fey
At level 14, your fey overlord has granted you a certain degree of his luck. You can expend 4 scarcastings reroll a d20, should you roll a 1. You must take the new roll and can only use this scarcasting once per turn.
- Archfey's Gift
At level 18, you have earned such favor with your archfey that they have invested a great power within you. As a bonus action, you can spend 8 scarcastings to create a 60 foot cloud of blue, green, or violet light (your choice) that lasts for 1 minute. Each friendly creature within the cloud, including you, has advantage on saving throws against spells and other magical effects that affect its will, such as a dominate spell and attacks against them have disadvantage, while they are within the cloud. Additionally, attacks against hostile creatures within the cloud have advantage. This does not stack with the single creature effect detailed in Fairy Flash.
Spirit of the Ancestor
The spirit you worship is a great ancestor from your family line. Be they a great hero asked to help give purpose or a wronged sibling who wants to make right, scarcasters who worship ancestors are guardians of their communities. With the help of the ancestor in question, you are purposed to protect those close to you.
- Grave Feeling
Starting at 3rd level, your Primal Strikes deal an additional 1d6 + Wisdom modifier of necrotic damage. The number of dice increases to 2 at 6th level, 3 at 14th level, and 4 at 18th level. Additionally, at 14th level, undead or other creatures that are immune or resistant to necrotic damage are not to the additional necrotic damage of your Primal Strikes.
- Protector of the People
Starting at 6th level, you can spend 2 scarcastings to add 2 to the AC or saving throw a target of your choice within 60 feet of you, as a reaction. You can spend an additional scarcasting to increase the addition by 1 (maximum of 3, 5 at 14th level). Additionally, at 14th level, you can spend 2 more scarcastings to make the effect last 1 minute. You may not do this as a reaction.
- Not Dead Yet
Starting at 14th level, you may add half your Constitution modifier, rounded down (minimum of 1), to death saving throws. At 18th level, you may add 10 scarcastings to reroll a death saving throw, taking the new roll. If you succeed, the DC for subsequent death saves increases by 2. You cannot use this on the same death save twice. You also cannot use this feature while under the effects of the Dream Walker Potion.
- Ancient Blood
At 18th level, you can spend 8 scarcastings to temporarily summon the ancestor you worship for 1 minute. This avatar surrounds you, adding 2 to your AC and saving throws. In addition, any ally within 60 feet of you gains adds 1 to their AC and + 2 to saving throws. When hostile undead within 60 feet of you attack a friendly creature, you can use your reaction to impose disadvantage on the attack. If an ally dies within the radius, you gain an additional +2 to damage for each dead ally (max +6) and have advantage on attack rolls against the creature that killed said ally until either the ally is revived or the creature is killed.
- PHB pg. 95