Nat19 Class - The Inscriptor
Nat19 Class - The Inscriptor
Literary Casters
The power of a literary caster is based on their perception of the
world and the extent of their imagination. They either cause the
existing world to change to match their specific written
interpretation, or they weave a new reality on top of the existing
one as their imagination dictates. Inscriptors can incite and invent
thoughts or behavior, conjure natural phenomena, change the
weather, create energy, and perform feats of great magic by
writing with a special arcane ink called expoentrum. This ink can
translate their words and intentions into a form understood by the
Weave and causes the Weave to adjust and change to produce
magical effects.
Because expoentrum writes on the fabric of the Weave itself, it
does not have to be applied to a physical object. A literary caster
can spell out words in the air and still have them take hold.
However, the caster will have a preferred method of writing, and
the closer the caster gets to writing in this way the more
authentically the Inscriptor can reproduce their craft, increasing
the purity of the effect.
Correfonts
The power of Inscriptors can come from various sources similar
to how other casters draw their magic from external patrons.
Their magic is not inherent to them, nor is the magical energy
they use to pen their imagined constructs into the world. Their
arcane ink gains power through the Correfonts, a cabal of
Inscriptor demigods who serve as historians and archivists residing in Vulta
de Congenio, a demi-plane in Mechanus where thorough records
As a troll stumbles through the battlefield, swiping at the heroes are kept of the mortal world, including its stories, legends, and
who stand in its way, one hero reaches past their trusted sword to tomes detailing possible futures. Employed by the Eidolon
pull a quill and small journal from their side. The dry tip of the So’kess in ancient times, these gods are like muses who have a
implement glows with a small mote of purple energy, and when particular fascination regarding books and records in terms of
pressed to paper produces arcane ink. The young elf, quill in subject, genre, and factual basis. It is thought that there is a
hand, describes the troll as a stumbling mess entangled in roots, Correfont for each imaginable type of media, gaining power and
and as they punctuate the paragraph, the beast falls, its legs form as that media becomes better respected and spread among
suddenly encased in thick wood tendrils. mortals.
A goliath lore keeper watches their allies leap a fissure in the The Correfonts form pacts with authors they feel possess great
earth, escaping a collapsing corridor. As the smallest of them, a potential and purpose but whose circumstances have pulled them
young halfling, stumbles on approach to the chasm, the goliath away from their literary pursuits, offering them power in exchange
marks a tale of their ally on the wall, recounting how they for some assurance that they will grow their talents and leave
overcame the odds and leaped through the air with the might of a stories, records, and lore in their wake by either writing or
bull and grace of an Elf. The words flicker with power, and just as inspiring it. They also derive a sense of pleasure from granting
described, the Halfling soars through the air, clearing the gap and authors the power to spin their imaginations into reality. When
landing against all odds. such a pact is formed, the Correfont grants the ability to create
Their silver scales reflecting light, a Dragonborn archivist special arcane ink that manifests their power, twisting and
stares at a vault door. On the other side, an item of dire need to manipulating the weave through their written words.
their party. Their allies are currently preoccupied, so the archivist A given Correfont will rarely form a pact with more than one
produces their ledger and takes stock of the heavy metal door, individual. They see their partners as their instruments and wish
accounting for it as unlocked and ajar. Punctuated by the sound to devote all of their focus to their success. However, they may
of ancient metal creaking, the formerly locked vault door swings occasionally select multiple. Like other otherworldly patrons, a
slowly ajar, conforming to the assessment. Correfont will sometimes also offer their pacts to those who
beseech them and make a deal in exchange for some service.
INSCRIPTOR | INTRO 1
Juan Pablo villafaña (Order #42637129)
The Inscriptor
— Spell Slots —
Level Bonus Features Cantrips Known Spells Known Number Level Inscriptions
1st +2 Authorial Intent, Font of Language, Pact Magic 2 2 1 1st -
2nd +2 Inscriptions, Narrative Twist 2 3 2 1st 1
3rd +2 - 2 4 2 2nd 1
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 Intent Feature 3 6 2 3rd 2
6th +3 Consultation (1/rest) 3 7 2 3rd 2
7th +3 - 3 8 2 4th 2
8th +3 Ability Score Improvement, Intent Feature 3 9 2 4th 3
9th +4 Consultation (2/rest), Reference Material 3 10 2 5th 3
10th +4 Draft Spell (6th) 4 10 2 5th 3
11th +4 - 4 11 3 5th 3
12th +4 Ability Score Improvement, Intent Feature 4 11 3 5th 4
13th +5 Draft Spell (7th) 4 12 3 5th 4
14th +5 Consultation (3/rest) 4 12 3 5th 4
15th +5 Draft Spell (8th) 4 13 3 5th 4
16th +5 Ability Score Improvement 4 13 3 5th 5
17th +6 Draft Spell (9th) 4 14 4 5th 5
18th +6 Consultation (4/rest) 4 14 4 5th 5
19th +6 Ability Score Improvement 4 15 4 5th 5
20th +6 Intent Feature 4 15 4 5th 6
2
INSCRIPTOR | CLASS FEATURES
Juan Pablo villafaña (Order #42637129)
Quick Build depleted. See chapter 10 of the player’s handbook for the
general rules of spellcasting.
When creating an Inscriptor quickly, take the following advice:
they use Intelligence as a representation of expressing their craft, Pact Spell Slots
so take Intelligence as your highest ability score, followed by The Inscriptor table shows how many pact spell slots you have,
either Charisma to represent their sense of personality or as well as what level those pact spell slots are. To cast one of
Wisdom to represent their sense of perception. Choose the your Inscriptor spells of 1st level or higher, you must expend a
Author background, choose the cantrips Message and Writ pact spell slot. You regain all expended pact spell slots when you
Seizure, and the 1st level spells Chaos Bolt and Identify. finish a short or long rest.
For example, when you are 7th level, you have two spell slots,
Class Features both of which are 3rd level. To cast the 1st-level spell ice knife,
you must spend one of those slots, and you cast it at 3rd level.
As an Inscriptor, you have the following class features. When you reach 9th level your spell slots become 5th level, and
so spells cast using them are all cast at 5th Level.
Hit Points
Spells Known of 1st Level and Higher
Hit Dice: 1d8 per Inscriptor level
Hit Points at 1st Level: 8 + Constitution modifier
At 1st level, you know two 1st-level spells of your choice from the
Inscriptor spell list.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
The Spells Known column of the Inscriptor table shows when
modifier per Inscriptor level after 1st.
you learn more Inscriptor spells. A spell you choose to learn must
Proficiencies be of a level no higher than the level of the Pact Spell Slot you
Armor: Light armor have access to.
Additionally, when you gain a level in this class, you can
Weapons: Daggers, darts, slings, quarterstaffs, hand crossbows,
choose one of the Inscriptor spells you know and replace it with
short bows, short swords another spell from the Inscriptor spell list, which also must be of a
Tools: Writing Implements level for which you have spell slots.
Saving Throws: Intelligence, Charisma
Skills: Choose three from Arcana, History, Insight, Investigation,
Spellcasting Ability
Perception, Persuasion, and Religion Intelligence is your spellcasting ability for your Inscriptor spells
and features. You use your Intelligence modifier when setting the
Equipment saving throw DC for your Inscriptor spells and when making an
You start with the following equipment, in addition to the attack roll with one.
equipment granted by your background:
Spell save DC = 8 + your proficiency bonus + your Intelligence
(a) twenty darts and one shortsword or (b) a quarterstaff, hand modifier.
crossbow and ten bolts
(a) a scholar’s pack or (b) a diplomat’s pack Spell attack modifier = your proficiency bonus + your Intelligence
Leather armor, any simple weapon, two daggers, writing modifier.
implements
Spellcasting Focus
Authorial Intent You must use writing implements (located in the item section of
1st-level Inscriptor feature this document) as your spellcasting focus, writing on surfaces or
You must choose an Authorial Intent, which is an expression of in the air to bring your magical effects into being. When
your style and integrity as a literary artist and represents your spellcasting you must always have one free hand to write with,
connection to your patron. The list of Authorial Intents you may even if other features would normally let you cast while your
choose from is at the bottom of this document, after class hands are occupied. You do not have to expend ink when casting
features and inscriptions. Your choice grants you features at 1st this way, as your magical power is expressed through arcane ink.
level and then again at 5th, 8th, 12th, and 20th.
Font of Language
1st-level Inscriptor feature
Choose a number of languages equal to your proficiency
bonus. You learn to write and read these languages, but not
speak them. Each time your proficiency bonus increases you
gain an additional language you can write and read this way.
Pact Magic
1st-level Inscriptor feature
The Inscriptor spell list is listed at the end of the Inscriptor
section.
You acquire magical and supernatural powers from a patron
who nurtures and encourages your imagination and literary
talents. This magic takes the form of using a writing utensil to
write descriptive phrases into existence through the means of
poetry, playwriting, novels, journaling, etc. Your magical power
takes the form of arcane ink, which runs dry when your reserve is
Second Draft
Choose one creature you can see. That creature’s initiative is
changed, moving it to one point higher than the creature
preceding it, or one point lower than the next creature who would
follow it. If that creature is unwilling, it can attempt an Intelligence
saving throw, resisting the effect on a successful save.
4
INSCRIPTOR | CLASS FEATURES
Juan Pablo villafaña (Order #42637129)
Authorial Intent
You have a purpose for which you raise your pen to write and a
form you prefer to write in. Some may write comedy, some may
write drama, and some may record history and facts. Your
Authorial Intent is the core of your creativity that drives you as a
literary caster, also serving as the bridge that connects you and
your patron, whether or not they are a Correfont or another
interested party. They may correspond to style, genre, specific
patrons, or formatting.
Your patron may ask you to perform specific tasks for them,
write certain stories, or simply observe particular types of events.
Their motivations vary, but the core of their nature and interest
aligns with your Authorial Intent to help give shape to the
imagined constructs and magical phenomenon you weave into
existence.
Unless stated otherwise, any effects from your Authorial Intent
features that call for a saving throw use the same DC as your
Inscriptor spell DC.
Chapter Spells
Each Authorial Intent includes a list of chapter spells reflecting
your study and attention to detail regarding your genre. When
you reach the level listed for each, you learn the corresponding
spell as an Inscriptor spell, which doesn’t count against your
Inscriptor spells known.
Patron Selection
As is reinforced many times, the selection of one’s patron is a
defining feature of the Inscriptor, perhaps more so than when
taking a pact as a Warlock. An Inscriptor’s patron has a very
specific relationship with them, almost always having only a
single Inscriptor at a given time. They can be gods, demigods,
demons, Correfonts, Eidolons, etc.
They are also patrons in a classic sense: they want to see the
talent of the Inscriptor grow, benefit from their work, use them to
increase their own popularity, etc. An archfiend trying to create
support in the world might use a Correfont to create propaganda
that draws people to their cult. A lesser fiend may try to raise
themselves to a greater status by spreading myths about
themselves as a god or greater entity than they truly are. They
could also literally serve as employers to their Inscriptor, offering
them compensation for good stories or entertainment.
At the end of this document is a list of Correfonts and their
fascinations, which serve as easy patrons to an Inscriptor. You
may consult that list when determining which might employ you,
or use them as a reference to create new ones. If you are not
using a Correfont as a patron, remember that their interest in you
should be divested from tasks and goals that could just as easily
be accomplished by a Warlock.
Extra Attack
8th-level Adventure feature
When you take the Attack action on your turn, you can attack
twice instead of once.
Finest Hour
12th-level Adventure feature
You can spin a story of triumph among your allies. As an
action, you may expend a use of consultation and choose a
number of creatures within 30 feet of you equal to your
proficiency bonus. Those creatures gain temporary hit points
equal to your Inscriptor level which they lose when they complete
a short or long rest. While they have these temporary hit points,
every time they make an attack roll or saving throw they roll 1d4
and add the result to the roll.
Ultimate Stakes
20th-level Adventure feature
With the aid of your patron, you imagine yourself to be an
invincible hero beyond reproach, withstanding all punishment,
and write as much into reality. Once per long rest, you may cast
the spell invulnerability (no spell slot or material components
required). The spell can only target you, regardless of any other
items, effects, or features. While under its effects, when you take
the Attack action you may attack three times instead of once.
6
INSCRIPTOR | AUTHORIAL INTENT
Juan Pablo villafaña (Order #42637129)
Comedian
Comedian Features
A writer of stories involving the folly of its subjects, almost always Level Features
for comedic purposes. Your understanding of people, their
1st Slapstick
motivations, their obsessions, and your willingness to accept the
duality of tragedy and humor lets you exploit others using your 5th I Don’t Get It
reality-warping skills. 8th Death Duck
12th Prop Comedy
Slapstick
20th Comedy of Errors
1st-level Comedian feature
When a creature you can see moves more than 10 feet without Chapter Spells
stopping, you may use your reaction and spend one of your
narrative twists to force them to make a Dexterity saving throw. Level Chapter Spell
On a failure, they fall prone and are stunned until the start of their 1st Tasha’s Hideous Laughter
next turn. 3rd Enthrall
I Don’t Get It 5th Mass Healing Word
5th-level Comedian feature 7th Charm Monster
You cannot be charmed or frightened. 9th Bigby’s Hand
Prop Comedy
12th-level Comedian feature
Once per long rest, you can cast either dominate person or
animate objects, requiring no spell slot or material components.
When doing so, you may spend a use of consultation to increase
the spell’s level by the value it would normally add to a pact spell
slot created with it. If you spend a use on consultation when
casting dominate person, you may cast dominate monster
instead.
Comedy of Errors
20th-level Comedian feature
You can use an action to begin writing an extensive story of
hubris, happenstance, and misfortune, which lasts up to 1 minute
as long as you use your bonus action on each of your turns and
concentrate on it as if it was a spell. At the end of each turn you
fail to use your bonus action to do so, you must make a
concentration check to maintain it, with a DC equal to 10 + the
number of times you have made a concentration check for this
use of the effect.
For as long as you write this reality-warping farce, all creatures
within 30 feet of you are under its sway. On each turn, the first
attack each hostile creature makes automatically misses. All
attacks they make have disadvantage, and all attacks made
against them have advantage. Attacks made from outside this
radius against targets within it are treated as originating within it.
Once used, you cannot use this feature again until you
complete a long rest unless you expend a use of consultation
when activating it.
10
INSCRIPTOR | AUTHORIAL INTENT
Juan Pablo villafaña (Order #42637129)
Forbiddance
You seek ancient tomes and forgotten lore. You have long
studied a variety of languages and know how to sort through new
ones. Your primary interests are in chronicling or protecting
valuable information that has fallen out of public knowledge, and
so your talents revolve around the comprehension of language,
protection of your mind, and sealing or unsealing anything that
stands in your path.
Omnilingual
1st-level Forbiddance feature
You can understand and speak any language as long as you
have at some point seen the script that language is written in.
Furthermore, when you see that an effect such as glyph of
warding (i.e. something that contains a triggerable spell effect)
you become aware of the spell stored within and what it would
target if triggered.
Unknowable Mind
5th-level Forbiddance feature
You are resistant to psychic damage and have advantage on
Intelligence saving throws. Creatures cannot read your mind or
communicate with you telepathically unless you allow them to,
and you are aware when creatures attempt to do so.
Truesight
Forbiddance Features
12th-level Forbiddance feature
You can see through mysteries and attempt to obscure the Level Features
truth. You gain truesight out to 60 feet, allowing you to see 1st Omnilingual
through illusions, become aware of hidden doors and passages, 5th Unknowable Mind
see the true form of creatures, and view invisible or ethereal 8th Lock and Key
creatures and effects within that range. 12th Truesight
Words of Power 20th Words of Power
20th-level Forbiddance feature
Chapter Spells
You know the written form of powerful words which, if uttered,
can inflict their unique properties upon the world. When casting Level Chapter Spell
any spell with “writ” or “power word” in its name at 5th level or 1st Sanctuary
lower, you can expend a use of consultation instead of spending
3rd Silence
a pact spell slot, but this causes the spell to be cast at its base
level. If the spell has a level of 6th, 7th, or 8th, you can cast the 5th Bestow Curse
spell using a pact spell slot of any level as if it were of a slot level 7th Banishment
equal to the spell’s base level. 9th Modify Memory
Additionally, when you gain this feature you can learn any two
spells with “writ” or “power word” in their name, which count as
Inscriptor spells for you and do not count against your Inscriptor
spells known.
Informed Account
Historian Features
8th-level Historian feature
You are adept at issuing orders and suggestions to those Level Features
around you, utilizing your knowledge about warfare learned from 1st Researcher
historic documents. You can take the Help action as a bonus 5th Invasive Research
action on your turn by writing the intention of your action, and 8th Informed Account
when you do you can target any creature within 60 feet that you
12th Categoric Truth
can see to use it on. When you attempt to Help a creature, you
can Help them regardless of your familiarity with the type of 20th Sabotage Record
ability or skill check they are using, as you can write about their
Chapter Spells
success in broad terms.
When you take the Help action you can spend one of your Level Chapter Spell
narrative twists to target a number of creatures equal to your 1st Identify
proficiency bonus, aiding each of them individually. 3rd See Invisibility
5th Intellect Fortress
7th Ossenheimer’s Archive
9th Legend Lore
12
INSCRIPTOR | AUTHORIAL INTENT
Juan Pablo villafaña (Order #42637129)
Mythology
You study bestiaries or write about great and powerful beasts.
You know enough to subvert their abilities or to emulate them.
Where most people would stand in awe of their majesty, you take
note of their particularities and form descriptive paragraphs that
evoke their magnificence. By doing so you can imagine them into
being, coming to your aid.
Hide Enchantment
1st-level Mythology feature
When not wearing armor, you can choose to calculate your
armor class as 10 + your Dexterity modifier + your Intelligence
modifier by writing about yourself using qualities you would
normally associate with the hides of mythical beasts, such as a
dragon’s scales.
Private Eye
8th-level Mystery feature
You gain devilsight out to 120 feet, allowing you to see in
magical and non-magical darkness as if it were bright light.
Likely Suspect
12th-level Mystery feature
You can obscure your true intentions, quickly penning an
alternate ending for the effects you create. If you target a
creature with an effect that requires them to make a saving throw
and they succeed their first save, you may choose to have the
effect ignore them and choose a second target within that spell’s
range to target instead, treating them as if they had been the
target instead. You can only change your target once. If you used
any effects that change how your initial target made that save
(such as a bard’s cutting words) the result of those effects do not
affect the second target’s save.
If you cast a spell that targets multiple creatures, you can only
use this effect once per target, may only make any given creature
a new target once per spell, and the spell must allow you to
choose targets specifically (such as by destructive wave) rather
than targeting creature through a sphere, cube, cone or another
area of effect (such as by fireball).
Impossible Escape
20th-level Mystery feature
You are able to vanish from sight, leaving no trace behind. As a
bonus action, you can teleport up to your movement speed,
turning invisible as by the invisibility spell (requiring no
concentration) until the start of your next turn. When you do so,
everything you are carrying is taken with you, and if you are
restrained by nonmagical restraints or are grappled you may
escape them as part of the bonus action.
14
INSCRIPTOR | AUTHORIAL INTENT
Juan Pablo villafaña (Order #42637129)
Playwright
You write sketches, plays, speeches, and other forms of writing
meant to be performed and followed by others. Your talents lay in Stage Direction
encouraging and directing others, allowing you two write their 8th-level Playwright feature
lines, change their characteristics, endow them with qualities that You quickly write lines and directions for an ally you can see
befit their role, or motivate them. When you write it is in the form within 60 feet of you. You may expend a bonus action and a use
of descriptive stage directions, granting your subjects the ability of consultation to give your target an extra action, which they
to follow the script or inject their own personality and go off-book, must take on the next turn they begin when they are not
provided it is in service to the text. incapacitated and within the next minute. This action can be used
to take the Attack, Dash, Disengage, or Dodge actions, or to cast
Take the Stage a spell that normally would require 1 action or bonus action to
1st-level Playwright feature cast.
You add your proficiency bonus to initiative checks you make. They cannot use this extra action if they took a second action
on that turn through another feature like action surge, nor can
Motivation they take an extra action from such features after using this one.
5th-level Playwright feature
You can bring protection to creatures willing to bend to your Reliable Talent
impulses, guiding them from harm. Once per short or long rest, 12th-level Playwright feature
as an action you can choose a number of willing creatures up to You have memorized your part and the motions involved, and
your proficiency bonus (including yourself) that you can see. can perform them perfectly. When you make a skill check using a
Those creatures are charmed by you (even if they are normally skill you are proficient with and roll less than a 10 on the d20, you
immune) for 1 minute. You can use a bonus action on your turn to can treat the d20 as if you had rolled a 10 instead.
grant all creatures charmed by you this way temporary hit points
equal to 1d10 + your Inscriptor level. Encore
Furthermore, when one of these creatures fails a saving throw 20th-level Playwright feature
or misses with an attack roll, you can use your reaction to spend You can spend a use of consultation to cast any spell you have
a narrative twist, granting that creature a bonus to that type of seen cast or have yourself cast since you completed your last
save or attacks with that weapon, feature, or spell equal to your long rest, requiring no spell slot or material components. This
Charisma modifier until the start of your next turn. This bonus is spell is cast at the level you saw it cast at.
included in the failed roll, possibly changing its result.
You must concentrate on this effect as if it were a spell.
Playwright Features
Level Features
1st Take the Stage
5th Motivation
8th Stage Direction
12th Reliable Talent
20th Encore
Chapter Spells
Level Chapter Spell
1st Command
3rd Moonbeam
5th Feign Death
7th Hallucinatory Terrain
9th Seeming
Suave
1st-level Romance feature
You subtly endow yourself with more charming mannerisms
and qualities through your writing by drawing upon knowledge
from your craft. Whenever you make a Charisma-based check or
saving throw and roll a d20 result of 9 or lower, you can treat the
d20 result as a 10 instead.
Attentive
5th-level Romance feature
If a creature allied within 30 feet of you is reduced to 0 hit
points or suffers a critical hit, you may use your reaction to cast a
spell with a casting time of 1 action or faster, targeting either
them or the creature who damaged them.
Lovers to Enemies
8th-level Romance feature
You can spend a narrative twist as an action to cast charm
person at a level equal to your regular pact spell slots.
While you have at least one creature charmed, you may use
your action to cause all creatures you have charmed to become
stunned instead by overloading their minds with contradictory
thoughts for the duration they are charmed. Creatures stunned
this way must make an Intelligence saving throw at the end of
each of their turns, ending the effect on a success.
Miraculous Recovery
12th-level Romance feature
By writing about the good health of a subject, you may expend
one use of consultation to cast greater restoration, requiring no
spell slot or material components.
Until Death
20th-level Romance feature
Once per short or long rest, you can spend 1 minute bonding
two willing creatures who share a strong affection for one another
Romance Features through a small ceremony you must all be present for. While
Level Features bonded this way, neither can fall until both do. As long as they are
1st Suave both within 60 feet of one another and one has at least 1 hit
point, neither falls unconscious when they reach 0 hit points,
5th Attentive
neither can be killed outright by effects or damage, and neither
8th Lovers to Enemies can be moved to another plane against their will.
12th Miraculous Recovery When the bonded creatures are at 0 hit points they can
20th Until Death continue acting normally without making death saving throws, but
any damage they take is dealt to their bonded partner as
Chapter Spells irreducible psychic damage. When both are reduced to 0 hit
Level Chapter Spell points they fall unconscious and make death saves as normal.
Any succeeded or failed death saves one makes is reflected in
1st Cure Wounds
the other, possibly causing both to stabilize or die. If one is
3rd Calm Emotions stabilized, so is the other, and if one regains consciousness the
5th Life Transference other does as well.
7th Charm Monster If you perform the bonding ceremony again or the creatures
9th Greater Restoration complete a short or long rest while in a state of anger or distrust
that creates discord between them, the existing bond ends.
16
INSCRIPTOR | AUTHORIAL INTENT
Juan Pablo villafaña (Order #42637129)
Vestias’ Scribe
Those who serve this Authorial Intent may have only one patron:
the god of magic herself, Vestias (or her equivalent). Vestias
supports those who seek to uncover old magics or engage their
minds to write new spells. She would welcome those who think in
a way that lends itself to the expansion of the arcane, granting an
understanding of the forces of magic to her scribe. Access to this
power leaves an Inscriptor closer to the world of traditional magic
than their contemporaries.
Chapter Spells
Level Chapter Spell
1st Detect Magic
3rd Magic Weapon
5th Counterspell
7th Otiluke’s Resilient Sphere
9th Scrying
Arcane Font
1st-level Vestias’ Scribe feature
You have a deft understanding of magic, breaking down the
barriers between their sources. You may choose one of the
following classes: Ranger, Sorcerer, Warlock, Wizard. When you
gain levels as an Inscriptor, you can learn spells from the chosen
class’s spell list as if they were Inscriptor spells.
Arcane Savant
5th-level Vestias’ Scribe feature
You may attune to a Wizard’s spellbook as if it were a magic
item, consuming one of your attunement slots. If you do, each
time you complete a long rest you may prepare a number of
spells (of a level you have pact spell slots for) written in the
spellbook equal to your Intelligence modifier, which you can then
cast using pact spell slots as if they were Inscriptor spells. You
lose access to these spells the next time you prepare new ones
or become unattuned from the book.
Furthermore, you can cast your choice of the spells you Weave God’s Pen
prepared this way a number of times per short or long rest equal 20th-level Vestias’ Scribe feature
to half your proficiency bonus (rounded down), but they are cast Being a benefactor of the most powerful voice in the arcane
at base level when cast this way. world, you are able to briefly call upon supreme arcane energy.
As an action once per long rest, you can become a conduit for
Diefic Consultation Vestias’ influence for 1 minute. During this period you gain a fly
8th-level Vestias’ Scribe feature (hover) speed of 60 feet, and at the start of each of your turns in
When you use consultation to create a pact spell slot, that slot this time you choose to either gain a pact spell slot of 3rd level
is always at least equal in level to your regular pact spell slots, (known as a deity slot, but otherwise functioning as a pact spell
regardless of your proficiency bonus. slot) or to increase the level of a deity slot by 1 slot level
(maximum 9th).
Magic Resistance Once per turn on your turn, you can spend a deity slot to cast a
12th-level Vestias’ Scribe feature spell without requiring an action as long as that spell has a
Blessed by the god of the arcane, you have advantage on casting time of 1 action or 1 bonus action. When the effect ends,
saving throws against spells and magical effects, and are you lose all deity slots you have and gain 1d10 temporary hit
resistant to damage from them. points for each.
Avoidance
Nightmare Guide 12th-level Wakefield feature
1st-level Wakefield feature Your future is foretold through pages and notes that you find
You have little experience with writing or outlining your desires when you awaken from sleep or rest. Their messages are unclear
so you rely upon nightmares and dreams to shape your abilities. and vague, and rarely understandable until the events they
describe come to fruition. Using split-second reactions informed
You do not learn Inscriptor spells when you take levels in this
class. Instead, every time you complete a long rest you can by these cryptic pages you are able to avoid danger. When you
prepare a number of spells you have the pact spell slots to cast make a saving throw against any effect where succeeding would
from the Inscriptor spell list equal to your Inscriptor level plus your result in taking half damage, you take no damage on a successful
save and half as much damage on a failed one.
Intelligence modifier, much in the same way a Cleric prepares
their spells. Flicker Future
While you rest you have dreams or nightmares of the effects of
20th-level Wakefield feature
those spells, and can use that familiarity to cast them as if writing
You have learned to predict and discern your future from the
a manuscript describing them, narrating the effects around you
dreams, nightmares, notes, and clues you experience. You
from a 1st-person perspective. Next time you complete a long
harness this knowledge, and serve as an editor who writes and
rest you lose your prepared spells and can prepare new ones.
shifts your own future. You can cast the foresight spell once per
Your chapter spells and spells learned through features or
long rest, targeting only yourself and requiring no spell slot or
Inscriptions are always considered prepared and do not count
components.
against your limit of prepared spells.
18
INSCRIPTOR | AUTHORIAL INTENT
Juan Pablo villafaña (Order #42637129)
Inscriptor Spell List
Mirror Image Greater Invisibility Programmed Illusion
Cantrips (0 Level) Nystul’s Magic Aura Hallucinatory Terrain Scatter
Shrieking Mars Mordenkainen’s Electric Arc Sunbeam
Blade Ward Scorching Ray Mordenkainen’s Force Missile Tasha’s Otherworldly Guise
Chill Touch See Invisibility Mordenkainen’s Shield Maidens Word of Recall
Dancing Lights Silence Ossenheimer’s Archive
Encode Thoughts Skywrite Phantasmal Killer
Friends 7th Level Spells
Suggestion Polymorph
Guidance Tasha’s Mind Whip Raulothim’s Psychic Lance Crown of Stars
Message Writ Block Watery Sphere Dream of the Blue Veil
Mind Sliver Writ Bombardment Writ Consecration Forecage
Vicious Mockery Writ Erase Writ Horror Mirage Arcane
Writ Seizure Writ Slumber Mordenkainen’s Magnificent
5th Level Spells Mansion
1st Level Spells 3rd Level Spells Power Word Clarity
Awaken Power Word Dispel
Alarm Ashardalon’s Stride Chughlihn’s Ink Void Power Word Pain
Bane Blink Control Winds Power Word Stillness
Bless Call Lightning Creation Prismatic Spray
Cernunnos Eye Clairvoyance Dream Unweave*
Chaos Bolt Counterspell Notetaker’s Gamble Wakefield’s Suffocating
Color Spray Create Food and Water Mislead Darkness
Comprehend Languages Dispel Magic Modify Memory
Detect Magic Elemental Weapon Passwall
Find Familiar 8th Level Spells
Enemies Abound Power Word Break
Grease Glyph of Warding Power Word Forget Antipathy/Sympathy
Identify Haste Rary’s Telepathic Bond Control Weather
Jump Lightning Arrow Redmane’s Furious Yell Demiplane
Longstrider Melf’s Minute Meteors Scrying Feeblemind
Mage Armor Power Word Misfortune* Skill Empowerment Luciel’s Grandbolt
Shield Power Word Repel Synaptic Static Maddening Darkness
Sleep Sending Teleportation Circle Maze
Thunderwave Shamwood Stakeout Therpientis’ Stunning Mimicry Mind Blank
Transfer Vice* Speak with Dead Valm’s Irritating Question Power Word Lethargy*
Writ Heroism Spirit Shroud Wall of Light Power Word Stun
Tidal Wave Writ Cannon Power Word Truth
2nd Level Spells Tongues Telepathy
Water Walk
Writ Entropy
6th Level Spells
Alter Self
Arcane Lock Writ Forensic 9th Level Spells
Arcane Gate
Augury Circle of Death Artemina’s Hunting Bow
Barkskin 4th Level Spells Eyebite Gate
Darkvision Fizban’s Platinum Shield Mordenkainen’s Disjunction
Earthbind Aphris’s Fixed Gaze Flesh to Stone Okei’s Plaything
Enhance Ability Banishment Harm Power Word Kill
Enlarge/Reduce Compulsion Magic Jar Psychic Scream
Flame Blade Confusion Mass Suggestion True Polymorph
Gentle Repose Fabricate Mental Prison Weird
Magic Mouth Freedom of Movement Mordenkainen’s Phantom Yokai Possession*
Magic Weapon Giant Insect Guardian
Mind Spike
Spells marked with * are from the Hanyou 2022 document, belonging to the daemoturgy school.
20
INSCRIPTOR | INSCRIPTIONS
Juan Pablo villafaña (Order #42637129)
Sequel Series d8 Personality Trait
Requirements: 12th-level Inscriptor, 3 inscription marks 1 I try to make my work more entertaining by finding games
You may use your action to expend a pact spell slot to cast two within it.
spells that are on your Inscriptor spell list. The two spells you cast 2 I love secret codes and hidden messages. I like to invent my
must have a casting time of 1 action or faster, neither can be a
own.
cantrip, only one may be a spell that requires concentration, and
3 I get overly excited when I think I’ve found a hint to some
the level they are cast at must have a combined total equal to or
less than the level of the pact spell slot you expended. hidden truth.
4 I’m enthusiastic about being the first to reach the conclusion
Therpientis’ Command of a new lead.
Requirements: Playwright Inscriptor, 4th-level Inscriptor 5 When I find one descriptive account of something, I want to
You can cast the command spell (requiring no spell slot) a reference it against another.
number of times equal to your proficiency bonus, regaining spent 6 I like sorting things and having them in an easily
uses when you complete a long rest. You can spend one
referenceable place.
narrative twist when doing so to cast it as a bonus action instead.
7 The older information is, the more exciting I find it. Old books
Somatic Cursive get me riled up.
You do not have to perform the verbal components of any spell 8 When I meet someone with a storied past, I enjoy asking
you cast as long as the spell has somatic components. Instead of them about their life and history.
speaking, writing the words suffices.
d6 Flaw
Test of Memory 1 I want my name to be associated with discoveries I’m a part
Requirements: 2 inscription marks of.
When you cast a spell that requires a Wisdom or Charisma 2 I’m secretive about the important leads I’ve found.
saving throw, you can force the target to make an Intelligence 3 I’m overly inquisitive about what other people are hiding.
save in place of that spell’s first save instead.
4 I try to sneak away anything I consider good reading material
The Chase Begins until I’m done with it.
5 I tend to mark pages in a somewhat destructive way.
You may spend one narrative twist as a bonus action to place
yourself under the effects of the expeditious retreat spell, 6 I don’t think anyone except me can fully understand my work.
requiring no concentration.
d6 Ideal
Writ Punctuation 1 Education. Access to knowledge and the means to make
Requirements: 8th-level Forbiddance Inscriptor, 2 inscription use of it are fundamental rights. (Good)
marks 2 Relativism. The failures of our forefathers should not be
You can cast any spell that normally has a casting time of 1 read morally. Many evil men would be seen as heroes if they
action with “Writ” or “Power Word” in its name as a bonus action, came out on top. (Evil)
as long as you don’t cast any other spells using a pact spell slot 3 Absolute. The facts are unfeeling and unchanging. You
on the same turn.
can’t argue with the past. (Neutral)
4 Control. History is written by the winners. If you want to
Backgrounds maintain the truth you need influence. (Chaotic)
5 Order. History must be chronicled and kept safe. (Lawful)
When choosing to create your character, you may choose any of
the following backgrounds and may roll from their characteristic 6 Discovery. History hides a great many secrets. We must
tables. never stop looking to the past. (Any)
Archivist d6 Bond
1 I have a fellow archivist who shares my enthusiasm, and we
You have worked in an archive of ancient knowledge or artifacts,
either sorting, filing, or curating them. You understand your share discoveries.
archive inside and out and have learned useful tidbits about its 2 My archive had a valuable tome that was stolen, and I was
materials that are useful to any adventurer. asked to retrieve it.
Skill Proficiencies: Investigation, History 3 My previous superior disappeared under mysterious
Languages: Two of your choice
circumstances.
Tool Proficiencies: Writer’s Implements
4 A relative gave me an old book written in codes before they
Equipment: A set of common clothes, a small notepad, and
pen, 5 candles, a pouch containing 15 gold, writer’s implements passed away. I seek the knowledge to understand it.
5 I was hired by an outside party to infiltrate the archive I work
Feature: Research Material for and to find a particular hidden tome for them.
You are well-connected to a great source of information where 6 An object held in your archive always caught your eye but
you can look up and investigate almost anything. This can be a
was at one point bought by an anonymous buyer.
church, grand library, local noble’s personal collection of
archives, a secret cache of books in a dusty old castle, or another
great source of inspiration and reading material.
INSCRIPTOR | BACKGROUNDS 21
Juan Pablo villafaña (Order #42637129)
d8 Personality Trait
1 I like to take notes on everything I see to use as inspiration
later.
2 I sometimes use unnecessarily flowery language when
describing things.
3 I’m always looking for strikes of inspiration, suddenly pulling
out a notebook to write when it does.
4 When I’m nervous, I make the motions of writing letters with
my fingers or anything I can find.
5 I have a special ritual I perform before I start writing.
6 I chronicle everything important to me in the books I carry
with me. You can find everything I think in these tomes.
7 I tend to base my writing on things happening around me,
sometimes dictating my observations as if reading them from
a mental book.
8 I love exchanging notes with other creative individuals and
searching for the overlap between us.
d6 Flaw
1 I’m always instigating situations I might find entertaining.
2 I sometimes oversimplify other people as if they were one-
dimensional.
3 I have a difficult time separating fiction from reality.
4 I become irate if I can’t finish reading or writing something I
started.
5 When I find another creative person I feel immediately
competitive.
6 I can never settle on a final draft of my work. It never feels
complete.
d6 Ideal
1 Inspiration. A good story can lift a person up and out of the
darkness. (Good)
2 Manipulation. The honest truth is not sacred. Influence
stands head and shoulders above it. (Evil)
3 Legacy. I want my work and name to stand the test of time.
(Neutral)
4 Propaganda. The written word can be a subtle political tool,
worming ideas into the reader’s head. (Chaotic)
5 Perspective. People need reassurance in their lives. I can
help them see the good in what they have. (Lawful)
Author 6 Passion. Fantasy informs reality and vice versa. (Any)
You are a writer of stories, novels, poems, or other forms of
fiction or non-fiction work. You make or made your living this way,
d6 Bond
putting pen to paper and seeing what came of it. 1 I have a writer who mentored me, who I want to impress and
Skill Proficiencies: Perception, Performance make proud.
Languages: One of your choice 2 My work is impacted by a plagiarist who poorly imitates my
Tool Proficiencies: Writer’s Implements
style and work.
Equipment: A set of common clothes, a journal with 100 blank
3 There is an impassioned editor who believes in my work, and
pages, a satchel with 15 gold, a copy of a book, poem or other
often tells me the harsh truth.
work that inspires you, writer’s implements
4 I like to write in a specific restaurant. The owners know me
Feature: Clues and Ciphers well.
You are well versed in recognizing narrative clues, codes, 5 My publisher has a very direct relationship with me, always
anagrams, and other such literary devices into written words.
hounding me for my next work.
When you encounter a piece of writing or artistic depiction that
has a code or hidden meaning, you are able to tell there is an 6 A particular critic seems to have a relentless obsession with
intention to it. You have advantage on ability checks made to me, be it good or bad.
discern hidden meanings and ciphers, as well as discovering the
meaning behind anything with less than literal symbolism.
22
INSCRIPTOR | BACKGROUNDS
Juan Pablo villafaña (Order #42637129)
Researcher d8 Personality Trait
1 I commit to everything I do with everything that I have.
Concerned with discovery, you are a seeker of knowledge. You
2 I always feel fatigued, but seem to be at my best when I’m
may scour ancient libraries, investigate old ruins, and test new
tired.
technology to see what it uncovers. You relish in finding
connections, paths to great truths, uncovering ancient 3 I like spending my spare time playing games of tactical skill.
conspiracies, or being a part of major social change. 4 When I’m following a train of thought it’s all I talk about.
Skill Proficiencies: Investigation, Perception 5 I love sharing what I learn with others and hearing their
Languages: One of your choice thoughts.
Tool Proficiencies: Writer’s Implements
6 I seek to test and apply what I learn at every possible
Equipment: A set of common clothes, a blank journal with 100
opportunity.
empty pages, a satchel containing 15 gp, writer’s implements
7 If I can’t make something work, I try to find someone who
Feature: Photographic Memory can.
You have a perfect memory for images and written words. You 8 I mutter loudly while taking notes, but often don’t realize it.
can always remember descriptions of things you see, can
describe them in vivid detail, and recall the exact verbiage of d6 Flaw
everything you’ve read.
1 I become obsessed with a train of thought once I’m on it.
2 I become paranoid that curious parties are going to steal my
work.
3 I’m overly confident in my hunches, sometimes ignoring
common sense.
4 I often waste time double and triple-checking things that
might be dead ends.
5 I get carried away and often forget my own limits.
6 I’m easy to goad into challenges of ingenuity and intelligence.
d6 Ideal
1 Responsibility. All doors opened should be held open for
responsible people to walk through. (Good)
2 Status. I wish to find the path that leads to sitting above all
others. (Evil)
3 Progress. A breakthrough in any field is a cause for
celebration. (Neutral)
4 Transparency. There is no justice in hiding knowledge and
progress. (Chaotic)
5 Duty. All findings should be vetted, tested, and shared
responsibly. (Lawful)
6 Trust. Information is power. I must be diligent about who is
trusted with it. (Any)
d6 Bond
1 You heard a legend once that led you out to seek a great
truth.
2 You work with another diligent researcher with less of a mind
for discovery.
3 You once had a team of compatriots but separated due to
ethical differences.
4 You work for an organization that funds your research.
5 Someone close to you once vanished while investigating a
particular conspiracy.
6 You have a private patron who requests your services
personally.
INSCRIPTOR | BACKGROUNDS 23
Juan Pablo villafaña (Order #42637129)
Undiscovered Talent d8 Personality Trait
1 I like to think about my branding and try new images from
Dejected, too green, or unwilling to commit to your art, you are a
time to time.
performer, artist, or musician who has not been publicly
2 I like high places and seeing above the heads of others.
recognized for your abilities. You seek a greater calling that will
either thrust you into the public eye or give meaning to your work. 3 I enjoy drawing attention to myself.
Skill Proficiencies: Insight, Performance 4 I like to retreat to quiet places to work.
Languages: One of your choice 5 I push my way through anxiety with a smile.
Tool Proficiencies: Writer’s Implements or 1 musical 6 I gravitate to people with influence.
instrument of your choice 7 I have a fearless approach to taking criticism and feedback.
Equipment: A set of common clothes, 1 week of rations, a
8 I want to try everything once.
satchel containing 10 gold, writer’s implements
d6 Ideal
1 Warmth. I want to inspire and bring joy to others through my
work. (Good)
2 Conceit. The depth of my work is beyond the understanding
of others. (Evil)
3 Harmony. Art flows through you naturally. You cannot force
inspiration. (Neutral)
4 Excitement. I want to show the world what’s locked away
in my misunderstood heart. (Chaotic)
5 Seeker. I won’t miss out on a big opportunity when it’s
presented to me. (Lawful)
6 Satisfaction. My work doesn’t need to be widely accepted.
It’s my own personal expression. (Any)
d6 Bond
1 I have a special tool I use to perform my craft, given to me by
someone special.
2 There is a particular venue I hope my work is one day
featured in.
3 I have a supportive friend who tries to push me to improve
myself.
4 I’m employed at a job that steals my attention away from my
passion.
5 A teacher takes great interest in my work and offers advice.
6 My greatest work was left to me by someone, and I swore to
complete it.
24
INSCRIPTOR | BACKGROUNDS
Juan Pablo villafaña (Order #42637129)
New Spells
Proficiency bonus
Saving throw proficiencies (not modifiers)
Skill proficiencies (not modifier)
The following spells are all available on the Inscriptor spell list but Special senses
may also be used by other classes as well. You may choose the
following options when selecting spells for your character. The target must then make a Charisma saving throw. If they fail
their save, you learn those properties about your target.
Artemina’s Hunting Bow At higher levels. When casting this spell at 2nd level or higher,
9th-level Conjuration spell you can choose one additional option from the list to learn for
Casting Time 1 action each slot level above 1st.
Range Self Chughlihn’s Ink Void
Components V, S 5th-level Conjuration spell
Duration Concentration, up to 1 hour Casting Time 1 action
You conjure into existence a longbow made of twisting vines and Range 150 feet
branches functioning as a magical longbow that only you can use Components V, S
for the spell’s duration. As an action on your turn (and once when
you conjure the bow), you can draw the bowstring and conjure
Duration Instantaneous
three mithril arrows, each of which you can fire at a creature A small glob of ink appears at your fingertips, then flies at a point
within 600 feet as a ranged spell attack. On a hit, each arrow within range that you choose. It explodes in a 30-foot-radius
deals 2d10 piercing damage and 2d10 poison damage. sphere of pitch-black ink and writhing vermin, which sticks to their
The first time a creature is hit by one of these arrows on their skin like adhesive paint. All creatures within range must make a
turn, they must make a Strength saving throw. On a failure, vines Constitution saving throw, taking 10d6 poison damage and are
erupt from the arrow and bind them in place, and the target is blinded on a failed save, or half as much damage on a successful
restrained until the spell ends. If a creature is huge or larger, it save. At the end of each blinded creature’s turns, they can
must be hit by two arrows on the same turn before it must make reattempt the Constitution saving throw, ending the effect on a
the Strength save. success. Any creature who rolls a d20 result of 5 or lower on
Creatures restrained this way may attempt to escape as an either Constitution save, and fails, suffers one level of
action, making a Strength check against your spell DC. exhaustion.
At higher levels. When you cast this spell at 6th level or higher,
Aphris’s Fixed Gaze choose one of the following options for each slot level above 5th:
4th-level Divination spell
Casting Time 1 action The poison damage increases by 1d6.
You become fixated on any creatures you choose within range as Casting Time 1 action
long as you can see them. Until the spell ends, you always know Range Self
the direction of and distance to those creatures, and if they are Components V, S, M (a miniature metal lance)
within 120 feet you can sense their exact location. Those
creatures cannot benefit from the effects of invisibility or hiding
Duration Concentration, up to 10 minutes
against you. A radiant bolt of light gathers in your palm and bursts into the
If you choose only one target, alongside this spell’s usual shape of a twisting white quartz spear. This spear remains in your
effects they must make a Charisma saving throw. On a failure, possession for the spell’s duration. As a bonus action on your
they become cursed by your adoration for the spell’s duration. turn, you can charge the spear with radiant and celestial energy,
Until it ends, all attack rolls and saving throws you make against and unleash their combined force as a 50-foot-line originating
them have advantage, and no effects or conditions can give you from you. All creatures in that line must make a Dexterity saving
disadvantage on those rolls. throw, taking 5d6 radiant damage and 5d6 necrotic damage on a
failed save, or half as much on a successful one.
Cernunnos Eye You can also use the spear to make a melee spell attack as an
1st-level Divination spell action, targeting any creature within 10 feet, dealing either 6d6
Casting Time 1 bonus action radiant damage or 6d6 necrotic damage (you choose when
Condition immunities
Current armor class
Current hit points (rounded to the nearest multiple of 25)
Damage vulnerabilities
Damage immunities and resistances
Movement types and speeds
INSCRIPTOR | SPELLS 25
Juan Pablo villafaña (Order #42637129)
Mordenkainen’s Disjunction For the spell’s duration, you can cast those spells as if you had
9th-level Abjuration spell prepared them.
Casting Time 1 action At higher levels. When you cast this spell at 3th level or higher,
Range 30 feet
you can choose one additional spell to prepare for each slot level
above 2nd.
Components V
Duration 1 hour Mordenkainen’s Phantom Guardian
6th-level Conjuration spell
One target within range that you choose is assailed with magical
Casting Time 1 action
energy that reduces their magical items to their most basic
components. The target must make a Charisma saving throw. If Range Self
they fail, all magic items they are carrying or attuned to are Components V, S, M (a diamond worth at least 1000 gp)
rendered mundane and lose their magical properties for 1 hour,
and all spells they are benefiting from or concentrating on end. If
Duration 1 hour
any of the items on their person is an artifact or of legendary You manifest an ethereal guardian who watches over you,
rarity, they have advantage on the saving throw and may preventing you from being harmed. You gain 60 temporary hit
reattempt the Charisma saving throw at the start of each of their points, which you lose when the spell ends (and conversely, the
turns. On a success, those specific items regain their magical spell ends if you lose them). While this guardian watches over
properties. you, you can see invisible creatures, creatures hiding in the
This spell can be cast even within an antimagic field or similar ethereal plane, you can take reactions against effects or attacks
magic-suppressing effect, but if it is then its target has advantage you cannot see, and you cannot be knocked prone or grappled.
At higher levels. If this spell is cast at 7th level or higher, you
on their saving throw.
gain an additional 10 temporary hit points for every slot level
Mordenkainen’s Electric Arc above 6th.
4th-level Evocation spell
Mordenkainen’s Shield Maidens
Casting Time 1 action 4th-level Conjuration spell
Range 30 feet Casting Time 1 action
Components V, S, M (a glass rod and piece of fur) Range Self
Duration Instantaneous Components V, S, M (a small figure of yourself with two crystal
Electrical energy arcs from your fingertips at four creatures you shields tied to it worth 100 gp each, which the spell consumes)
choose within range who must each make a Dexterity saving
throw. On a failure, they take 7d8 lightning damage.
Duration Concentration, up to 1 minute
At higher levels. When you cast this spell at 5th level or higher, You conjure two phantom shield maidens who stay at your side
you may target one additional creature for each slot level above for the spell’s duration, granting disadvantage on attacks made
4th. against you from within 30 feet. Furthermore, while under this
spell’s effect you can use your reaction to replicate the effects of
Mordenkainen’s Force Missile the shield spell, but those effects end at the end of the turn you
4th-level Evocation spell invoke it.
Casting Time 1 action At higher levels. If you cast this spell at 5th level or higher, the
Range 30 feet range of the spell doubles for each slot level above 4th (60 feet at
Components V, S
5th, 120 feet at 6th, 240 feet at 7th, etc).
Range Self While you have that action contained, the creature cannot
Duration 1 hour
they have disadvantage on attack rolls made using it). You
immediately gain a full understanding of the action and its effects
upon containing it. You can use that action once (as the action
You recall information necessary to cast spells you don’t currently
type it describes itself as), releasing the contained manifestation
have access to. Choose two spells you are capable of preparing
and targeting a creature within its range.
over a long rest but you don’t currently have prepared.
26
INSCRIPTOR | SPELLS
Juan Pablo villafaña (Order #42637129)
When used against another creature the spell ends, and the archive’s contents, shifting all of its text to one of the sources it
action is carried out as if it were used by the creature it originated copied down. You may also use an action to cycle through an
from. internally held list of them from shortest to longest. This archive
remains like this for 1 week, at which point you can maintain the
Okei’s Plaything effect for another week by casting the spell again. If you cast the
9th-level Transmutation spell spell on this book once a day for 30 days, the effect becomes
Casting Time 1 action permanent.
Range Touch If any of the sources of text contain more text than the blank
Components V, S, M (a featureless wooden figurine book is capable of displaying, the information abruptly cuts off at
the point where it would overflow.
resembling the creature type of the target, which the spell
consumes)
Power Word Break
Duration Until dispelled 5th-level Evocation spell
Casting Time 1 action
Swirling magic surrounds a target you choose within range,
twisting and shifting their physical form. The target must make a Range 30 feet
Charisma saving throw, taking 8d8 psychic damage on a failed Components V
save as they begin to turn into a toy. They lose any movement
speeds they have except swimming and walking speeds, and
Duration Instantaneous
cannot make more than one attack each turn. At the end of each You utter a word of power that destroys the weaponry and armor
of their turns, they must make another Charisma saving throw of others. Choose up to 6 targets within range, which must be a
against the effect, taking the damage again if they fail. After three nonmagical weapon, piece of armor, door, construct, or other
failures, the target and all its possessions are turned into a toy. nonliving objects. If the item is a creature or is being held or worn
After three successes, the effect ends and they return to normal. by a creature they must make a Constitution saving throw, and if
A creature turned into a toy is cursed and remains that way they are successful the item is unaffected. On a failure (or
until this spell is dispelled. If remove curse is cast on them it automatically if it didn’t need to make the save), the targets break
functions like dispel magic, requiring an ability check against this and become useless, ripping apart violently. If the item had hit
spell’s save DC. A creature turned into a toy is fully conscious, points, such as a creature, door, wall, etc., it takes 10d10 force
but loses all of its traits, features, and statistics except its damage on a failed save, or half as much damage on a
Intelligence, Wisdom, and Charisma scores. They are treated as successful one.
At higher levels. When you cast this spell using a spell slot of
having no proficiencies, class levels, or creature type except
being considered a tiny construct with 1 hit point and AC equal to 6th level or higher, it can target two additional targets and deals
this spell’s save DC. They cannot take actions or movement of 1d10 additional force damage for every slot level after 5th. If this
any kind, and cannot take damage from spells or magical effects. spell is cast at 7th level or higher, targets with 100 hit points or
They have blindsight out to 10 feet and can hear anything that fewer automatically fail their Constitution saving throw.
occurs within 30 feet of them. They cannot speak, but if a Power Word Clarity
creature communicates with them telepathically or reads their
7th-level Enchantment spell
mind they can communicate through those methods. If the toy is
destroyed the creature’s form is restored and the effect ends. The Casting Time 1 action
effects of this spell do not end due to effects like antimagic fields. Range 60 feet
If the toy possesses items you wish to retrieve, you may use an Components V
action to pull the item from the toy and return it to its original
form. Doing so breaks any attunement the creature had with that
Duration 1 minute
item. You speak a word of power, targeting up to six creatures within
If a creature is restored from being a toy, they resume the range. Your targets gain truesight, allowing them to see through
state, age, hit points, and condition it had when transformed, and illusions, see secret doors, hidden switches, invisible creatures,
if they were restored by breaking the toy they take 10d10 psychic and discern the true form of shapeshifters or creatures that have
damage. been transformed by magical means. The range of this truesight
extends out to the range of any special vision type they have
Ossenheimer’s Archive (such as darkvision, blindsight, devilsight, etc.,), with a minimum
4th-level Transmutation spell (ritual) of 30 feet.
Casting Time 1 minute Power Word Dispel
Range 10 feet
Components V, S, M (a book with enough blank pages to 7th-level Abjuration spell
Casting Time 1 action
match the largest book within range)
Duration Until dispelled Range 60 feet
Components V
You present the material component of this spell, a blank journal,
and focus your magical energies on it. All books and text within
Duration 1 minute
the spell’s range, except spellbooks, spell scrolls and the You speak a curse word of power and target one creature within
contents of magical items or artifacts, are copied into the journal, 60 feet. That creature must make an Intelligence saving throw.
all layered on top of one another. The page dimensions are On a failed save, all magical effects targeting them or that they
adjusted to fit the dimensions of the blank book used, so the text are benefiting from end immediately. If they have 100 hit points or
might not appear on the same number of pages as its source. In fewer, all such effects originating from a 7th level or lower spell
doing so, the journal is transformed into a magical item. end immediately even if they succeed. Additionally, if they fail, for
You and the creatures whose name you write onto the first 1 minute they cannot be targeted by any beneficial magical
page of the book can use an action to change the newly created
INSCRIPTOR | SPELLS 27
Juan Pablo villafaña (Order #42637129)
effects that do not have a duration of instantaneous, and cannot Power Word Stillness
activate magical items that require attunement, nor can they 7th-level Enchantment spell
attune to new items. The target may reattempt the Intelligence
saving throw at the end of each of their turns, ending the effect Casting Time 1 action
on a success. Range 60 feet
Your DM may deliberate on what effects are considered Components V
beneficial, keeping in mind this spell’s nature is as a curse meant
to discern what would be most detrimental.
Duration Instantaneous
At higher levels. If you cast this spell at 8th level or higher its You speak a word of power that causes a creature to be made
duration changes. At 8th level: its effects last for 1 hour with still, their body and mind freezing not only physically, but also in
subsequent saves to end the effect occurring every minute, and space and time. If the target has 100 hit points or fewer, they are
its duration becomes permanent. At 9th level: subsequent saves rendered still. Otherwise, this spell has no effect.
only take place at the end of every long rest. While a creature is made still, its movement speed is reduced
to 0 and it cannot take actions or reactions. They cease aging,
Power Word Forget cannot be moved, do not require air or food, and nothing on their
5th-level Enchantment spell body can be moved without moving the rest of the creature’s
Casting Time 1 action body as if they were held relative to each other in space. The
Range 60 feet creature becomes resistant to all damage and cannot be made
the target of any other spell or magical effect (the spell’s effects
Components V can be targeted, however, such as by dispel magic). Any magical
Duration Instantaneous effects the creature is currently affected by are suspended until
the effects of this spell end.
Choose up to three creatures within range that you can see who A target who has been made still can make a Charisma saving
are concentrating on spells or effects that require concentration. throw at the end of each of their turns, ending the effect on a
You speak a word of distortion and cloud their minds, forcing success. If they fail these saving throws for 1 minute or more they
them to make an Intelligence saving throw. On a failure they lose cease making them at the end of each turn and instead make
concentration immediately, take 3d12 psychic damage, and if them every 24 hours.
they were concentrating on a spell cannot cast that spell again.
Every time that creature completes a long rest they can reattempt Power Word Truth
the Intelligence saving throw with advantage, ending the effect 8th-level Enchantment spell
and regaining use of the spell on a success.
If this spell is cast using a spell slot of 7th level or higher, Casting Time 1 action
creatures with 100 hit points or fewer automatically fail their initial Range Self (30-foot-radius)
Intelligence saving throw. Components V
Power Word Repel Duration Concentration, up to 1 minute
3rd-level Evocation spell You speak a word of power that forces the world around you to
Casting Time 1 action drop all lies and obfuscations. All illusory effects and illusion
the radius of the sphere increases by 10 feet for every slot level
above 5th.
28
INSCRIPTOR | SPELLS
Juan Pablo villafaña (Order #42637129)
Shamwood Stakeout Valm’s Irritating Question
3rd-level Conjuration spell 5th-level Enchantment spell
Casting Time 1 minute Casting Time 1 minute
Range 10 feet Range Touch
Components V, S Components V, S, M (a blank page, which records the question
Duration 8 hours and answer)
A spectral watchman appears in a space within the spell’s range, Duration Instantaneous
invisibly watching over the area. You may describe criteria to it for You ask a question of a creature you can touch, and if they can
anything it should watch out for while it exists. While it remains, understand your words they are compelled to answer, though not
as long as you are within 1 mile of the invisible watchman it will necessarily in a language you understand. If they give an honest
alert you to anything suspicious it sees in the most basic terms answer to the question you become aware they have spoken the
possible, such as “enemy”, “lurker”, monster”, etc. It rolls Wisdom truth. If they tell a misleading answer or attempt to lie they must
(Perception) checks using your spellcasting ability modifier plus make an Intelligence saving throw, taking 8d10 psychic damage
your proficiency bonus as its modifier for the skill check and has on a failure as their mind is wracked with guilt and pain. If they
a passive Perception equal to your spell save DC. It has succeed the save the spell recognizes them as having spoken
darkvision out to 120 feet, and is blind beyond that range. the truth.
If you are sleeping when you are alerted by it, you are instantly If the spell’s target would have no idea how to answer truthfully
awoken. If you would be surprised by enemies normally but are or is compelled by another effect to lie against their will, the spell
awoken by them, you may act normally instead. reveals this fact and they suffer no consequence regardless of
If any creature can see invisible creatures, it can attack the their answer.
invisible watchman as if it had an AC equal to your spell save DC, At higher levels. If cast at 6th level or higher, you may ask one
and all saving throws it makes are made using your spellcasting additional question for every slot level above 5th, and no two
ability plus your proficiency bonus. It never takes damage from questions can be identical or the same question with different
effects that it succeeds saves against. If it takes any damage the wording. When you do, the target must make the saving throw
spell ends early. the first time they attempt to mislead or lie, and take the full 8d10
psychic damage the first time they fail. If they fail and continue to
Shrieking Mars
lie, each subsequent lie provokes another Intelligence save,
2nd-level Illusion spell except only dealing 2d10 psychic damage on a failure.
Casting Time 1 action
Range 30 feet Wakefield’s Suffocating Darkness
Duration Concentration, up to 1 minute another Intelligence saving throw. On a failure, the creature
moves up to half its movement speed toward a creature you
You target one creature within the spell’s range who must make choose and is puppeteered to attack a creature within their reach
an Intelligence saving throw. On a failed save they briefly forget as a melee spell attack from you (they are not considered blinded
your exact appearance and characteristics, and begin for this as long as you can see the target). On a successful hit,
hallucinating that they see dozens of other iterations of you their target must make an Intelligence saving throw or also be
spread around the area, all with slightly varying descriptions. For affected by this spell and be coated in the same darkness until
the spell’s duration, they have disadvantage on all attacks they this spell ends.
make against you, and cannot willingly target you with ranged If an affected creature begins their turn in the radius of magical
attacks, spells, or special effects that don’t require a melee light or is subjected to a magical effect that briefly causes a large
attack. flash of light (such as a fireball, prismatic spray, etc.,) they may
The first time on each turn you force them to make a saving reattempt the Intelligence saving throw, ending the effect on itself
throw or hit them with an attack then they may reattempt the on a successful save.
Intelligence save, ending the effect on a success. At higher levels. When you cast this spell at 8th level or higher,
you may target one additional creature for each slot level above
7th.
INSCRIPTOR | SPELLS 29
Juan Pablo villafaña (Order #42637129)
Writ Block month at 7th, 1 year at 8th, and becomes permanent until used at
2nd-level Enchantment spell 9th. If cast at 5th level or higher it no longer requires
rolls as if nothing was improving or penalizing them. you create two more rounds per slot level above 5th.
At higher levels. When you cast this spell at 3rd level or
higher, you may choose one additional target within range for Writ Consecration
every slot level above 2nd. 4th-level Evocation spell
30
INSCRIPTOR | SPELLS
Juan Pablo villafaña (Order #42637129)
and up to 100 years at 9th. Furthermore, the radius of the Writ Horror
projection increases by 5 feet for every slot level above 3rd. 4th-level Enchantment spell
Writ Entropy Casting Time 1 action
3rd-level Illusion spell Range 60 feet
Casting Time 1 action Components S
Range 60 feet Duration Instantaneous
Components S You write a passage about a creature you can see within 60 feet
Duration Instantaneous finding you terrifying. The creature must then make an
Intelligence saving throw. On a failure, they become frightened of
You write a passage describing a blast of eldritch energy and you for 1 minute. While frightened of you, you may use a bonus
choose a point within 60 feet, causing an otherworldly illusion of a action to write another passage about terrorizing them while they
blast of cosmic power erupting. All creatures in a 15-foot-radius can see you, causing them to make another Intelligence save. If
surrounding that point must make an Intelligence saving throw, they fail this additional save, they take 2d12 psychic damage and
taking 8d6 psychic damage on a failed save. Any creatures who must use their reaction to move their movement speed away from
fail also feel slowed by a cold void-like presence hanging over you. The creature may reattempt the Intelligence save at the end
them, and cannot take the Dash action or make more than one of each of their turns, ending the effect on a success.
weapon attack (regardless of features) on a given turn until the At higher levels. When you cast this spell at 5th level or higher,
start of your next turn. Creatures who can see through illusions you can target one additional creature for each slot level above
(such as creatures with truesight) automatically succeed their 4th. You may choose between using your bonus action to
saving throw against this effect. terrorize a single target or your action to terrorize them all, but not
At higher levels. When you cast this spell at 4th level or higher,
both on the same turn.
the radius of the sphere increases by 5 feet, and the psychic
damage increases by 1d6 for every slot level above 3rd. Writ Seizure
Illusion cantrip
Writ Erase
2nd-level Necromancy spell Casting Time 1 action
Casting Time 1 action Range 30 feet
Range 60 feet Components S
Components S Duration Instantaneous
Duration Instantaneous You conjure a narrative within the mind of a target within range,
forcing them to experience the sensation of physical pain. That
You copy down a passage describing the exact health of a target must make an Intelligence saving throw, taking 1d10
creature you can see within 60 feet, and that passage attempts to psychic damage on a failed save.
enforce that state. The target must make an Intelligence saving The spell’s damage increases to 2d10 when you reach 5th
throw. If they fail, they lose all temporary hit points they currently level, can target up to 3 creatures within range when you reach
have and take 2d8 psychic damage. 11th level, then its damage increases again to 3d10 when you
At higher levels. When you cast this spell at 3rd level or
reach 17th level.
higher, the spell’s psychic damage increases by 1d8 and you can
target one additional creature for each slot level above 2nd. Writ Slumber
2nd-level Enchantment spell
Writ Heroism
1st-level Enchantment spell Casting Time 1 action
Casting Time 1 action Range 120 feet
Range 30 feet Components S
Components S Duration Concentration, up to 1 minute
Duration Concentration, up to 1 minute You write a line of arcane text and choose one creature within
120 feet that you can see. That creature must make an
You write a short phrase describing the heroic antics of an allied Intelligence saving throw. On a failed save, they are
creature you can see within 30 feet, and you gain three points of Incapacitated for 1 minute, during which time they fall into a
ascribed heroism corresponding to your target. waking slumber. While under this effect all attacks made against
Any time before the spell ends, if you witness that creature them have advantage, and they automatically fail all Dexterity
make a saving throw you may spend one point of ascribed saves and Perception checks.
heroism and write a short addendum to the phrase, allowing them The creature is not unconscious and does not fall, but they
to roll another d20 and use it in place of the d20 result that they become unfocused and weary. They can be communicated with,
rolled if the result is higher. You may only do so once per failed but are capable only of short sentences which are mostly
save and must choose to do so before the DM announces if the incoherent. At the end of the target’s turn, they can repeat the
save failed or succeeded. When you run out of ascribed heroism Intelligence save, ending the effect on a success.
the spell ends. If the creature takes damage or is shaken as an action, this
At higher levels. When you cast this spell at 2nd level or
effect ends immediately. When the creature recovers from this
higher, you gain 1 extra point of ascribed heroism and can target effect they remember everything they witnessed.
1 additional creature within range for each slot level above 1st. At higher levels. When casting this spell at 3rd level or higher,
You may use any points of ascribed heroism you have for any of you can target one additional creature for each slot level above
your targets. 2nd.
INSCRIPTOR | SPELLS 31
Juan Pablo villafaña (Order #42637129)
Updated Spell Lists
You may reference the following lists when determining which spells you might take regarding their level, school, and which classes may
take them.
32
INSCRIPTOR | SPELLS LISTS
Juan Pablo villafaña (Order #42637129)
Items Feats
Inscriptor’s Tome (+1, +2, +3) Any creature taking ability score increase may choose to instead
Wondrous item, uncommon (+1), rare (+2), very rare (+3) take one of these feats if they meet the prerequisites. When a
(requires attunement by an Inscriptor) creature meets the prerequisites for a feat, but later no longer
qualifies for it at a later period, they lose access to its benefits
This elegantly bound book contains 300 pages of fine paper (apart from ability score increases) until they qualify again.
which replenishes itself endlessly for the creature attuned to it.
While attuned to this book, your Inscriptor spells gain a bonus to Copycat
spell attack rolls and their spell save DC based on the rarity of Prerequisite: Inscriptor
the book. It can be used to hold their inscriptions, and when a You are capable of emulating the feats of those around you by
spell is cast by writing on its pages the book will float near you as writing about them as if you had performed them. You gain the
you inscribe your spell text. following benefits:
Journal of Inspiration
You may increase one Ability score of your choice by 1 (up to
Wondrous item, very rare (requires attunement by an Inscriptor) a maximum of 20).
When you are forced to make a saving throw using an Ability
This journal can be used to rapidly pen down twists and notes.
score you do not have proficiency in, but one of your allies
While you are attuned to it, you regain half of your narrative twists
within 30 feet does and you’ve seen them make said type of
(rounded down) when you complete a short rest.
saving throw, you may use your reaction to add your
Ossenheimer’s Pen proficiency bonus to that saving throw.
Wondrous item, rare (requires attunement by an Inscriptor)
Detail Oriented
This quill can float on its own as it dictates your speech. While
Prerequisite: proficiency with writing implements
you are attuned to it, you can have it write the text of your spells
You are capable of writing out any task you need performing
and inscriptions without having to hold it, performing the somatic with enough detail that anyone can follow your instructions. If you
components on your behalf and allowing you to make use of both
spend 10 minutes writing out how to perform a very specific task
of your hands. However, all spells and features cast using it that
(such as cooking a specific meal, picking specific locks, etc.,) that
require penmanship, narrative twists, or consultations are treated
involves a skill check you have proficiency in. The creature who
as having a verbal component. spends an extra minute reading your instructions before
Writing Implements attempting that skill check can then add your proficiency bonus to
Adventuring Gear (tool), common their check, unless they were already adding their proficiency
bonus and would have a higher modifier as a result.
Writing implements may be chosen when taking proficiency in a When you write these instructions, they must describe an
tool. If you are proficient with writing implements, you may add action the Help action could aid with, must be a task that can be
your proficiency bonus to any check you make that involves completed in less than an hour, and the creature using them must
penmanship, forgery, knowledge of writing, and technical skills reference them each time they make the check. Once used to
associated with story writing or book-keeping. It contains several make a check, the instructions cannot be interpreted as
empty books that can be used as journals, storybooks, records, pertaining to any other situation (even if they are similar).
etc., and a series of quills and pens for various delicate purposes.
Friendly Inscription
Prerequisite: Inscriptor with inscriptions
You can share the benefits of one of your inscriptions with
another creature. When you complete a long rest you may
expend a pact spell slot to write several pages describing
changes you’d make to a willing creature within 30 feet of you.
When you finish, they may benefit from the effects of one
inscription you have that has no requirements. They retain this
benefit until you die, choose to destroy the pages you wrote, or
you use this feature to give another creature this benefit. If the
inscription requires a use of a narrative twist, it can be used
without it once per long rest.
Rules as Written
Prerequisite: Inscriptor
You can use your attachment to the written word to benefit your
spellcasting. You gain the following benefits:
34
INSCRIPTOR | CORREFONTS
Juan Pablo villafaña (Order #42637129)
Mars and enamored with talent capable of weaving a compelling,
Mars is a gladiatorial demigod who once belonged to a different dramatic story.
pantheon but was exiled once he lost his standing among them.
Valm
He has the stature of a fire giant with skin like coal and eyes as
hot as the sun. His library is a grand labyrinth with knowledge of Valm resembles an ancient elf, with aged paper-like skin and dry
ancient wars, battles, and heroes inscribed on its walls in both hair. He speaks in a dry, irritated voice and is highly impatient. He
the written word and pictographic form. He constantly arranges has an untempered curiosity, wanting to know all secrets and
phantom soldiers to recreate great ancient battles from his throne everything about everything. He has been known to interrogate
room which sits overlooking a massive arena. He is verbose, mortal beings over innocuous details until they starve, though he
quick to anger and quick to celebrate, and seeks knowledge of dislikes when others waste his time. His library is a cluttered
great heroes and historical moments in war. He would stoke the bank-like library with layers of locks, vault doors, and seals that
flames of conflict to reach his goals. protect his findings. His prime fascination is secrets forgotten by
mankind.
Okei
Wakefield
A whimsical shapeshifter who trots around wearing golden robes
with deep green accents. They are a vainglorious multi-armed Reclusive among their peers, Wakefield is a formless entity who
halfling most of the time who manages to look down even on exists only as a booming but reassuring voice, appearing often to
those taller than him. He is fascinated in the foley of mortals, mortals as a great guiding light in the darkness. Its library is an
enjoying stories of their errors and tragedies. He takes great joy immaterial storehouse of memories, visions, and records in a
in watching them fail, thinking the world of man is nothing but a dense dark fog, taking shape only when exposed to light. It
grand comedy written for the gods. His library is attached to a chronicles dreams and subconscious thoughts, hoarding the
theater, in which he has a special box where he watches illusory unspoken and formless. Inscriptors who follow Wakefield are
projections of the many novels, plays, and tragedies he collects. chosen not based on their work, but upon their potential and
imagination. It would not be unreasonable to suspect that
Ossenheimer Wakefield is more than a mere Correfont.
Ossenheimer is a living grimoire with psychic abilities. Rumored
to once have been one of the world’s greatest mages, he
abandoned his old identity when he was elevated to the role of
demigod. His silver and gold body never tarnishes and features a
face with a bushy mustache on the front that is both vague and
expressive. Ossenheimer often comes across as stuffy and holes
himself up in his library which resembles a grand classic library:
well lit and cared for, with shelves stretching into the infinite sky.
His fascination is history, and he takes a particular interest in
piecing together lost knowledge from before the age of the Grand
Primaries as if he seeks something of himself that he has lost.
Redmane
An adventurous lion man who dresses like a pirate captain with a
great mane from which he derives his name. He is fierce and
always seeking exciting tales, and so collects accounts of
voyages, heroic journeys, great triumphant quests, and
individuals so great they became legends. He often tries to push
his subjects and Inscriptors to adventure and become part of the
stories he so greatly loves. His library is a twisting tower rising in
the middle of an infinite desert.
Shamwood
Shamwood has all the intrigue of a private investigator. He is a
dry, low-voiced phantom who wears the clothes of a working man
underneath an ethereal jacket that enchants his appearance to
be difficult to remember. Though he is human-like in appearance,
he has milky, ghostlike eyes. His library resembles the back
rooms of a private investigator’s office, with various cabinets filing
away accounts of mysteries, crimes, unsolved conspiracies, and
information on both men and gods that could be considered
sensitive material or blackmail. His Inscriptors often serve as
agents, granting him knowledge of the mysterious and the
scandalous.
Therpientis
A whimsical poet who has a shifting appearance that can change
from moment to moment. Their primary appearances are a
gorgeous harlot with flowing silver hair, and a robust operatic
man with a well-trimmed beard. They dress in finery, and can
often be found reciting poetry or creating various copies of
themselves to perform scripts they have found. Their fascinations
are poetry, scripts, sonnets, and musical lyrics. They are verbose
INSCRIPTOR | CORREFONTS 35
Juan Pablo villafaña (Order #42637129)
Running Inscriptors Inscriptors in Somnus Domina
Inscriptors are considered heretics at all levels by the Academy.
Inscriptors have a very particular place in the world. They are The magic-fearing society of Retia already dislikes casters who
academics in part like Wizards, draw power from natural aptitude can perform magic above a certain level of power and has a
like Sorcerers, and rely on the power of a benefactor like particular distaste for Warlocks and Sorcerers due to their
Warlocks. They come in many forms and sometimes hide in plain mysterious motives and natural talent respectively. Their fear is
sight. This section offers some advice on integrating them into a born from ancient doomsday prophecies which paint magic as
campaign. unnatural, and the Academy seeks to squash its influence before
Cultural Relevance it can rip Retia apart, as it indirectly did the Somonian Empire.
Inscriptors are entirely distrusted, however. Their magic bends
Society might not have a place for Inscriptors, but they wander the world to one’s personal perception, and their unbridled sense
regardless. The following brief notes describe some details of of imagination causes the Academy to live in fear of what their
their presence in the world. minds might produce if their power grows.
Furthermore, they are the only known type of caster immune to
Acceptance the Scholar: the Academy’s means of limiting magical power. The
Depending on their craft, Inscriptors may be seen in many Scholar is a programmed curse that is similar in nature to an
different ways. Those who write about cosmic horror will bring Inscriptor’s literary casting, and so the two types of arcane power
are sympathetic to one another. Rather than interrupt each other,
terrifying abominations into the world, and so seem more
they overlap and co-exist. To this end, Inscriptors are more than
threatening than those who draw their power from comedy novels
or plays about romance. The primary consideration is what their simply imprisoned by the Academy: they are tried and killed with
magic looks like, and how others would react to it based on little recourse. The only saving grace they hold is that, due to
their rarity, much of the Academy cannot immediately tell the
assumptions they could draw about the mind it springs from.
difference between a Wizard and an Inscriptor unless they have
Aspirations studied them extensively or closely watched their means of
casting.
Inscriptors will usually have goals related to their art. If they are
novelists they might be looking for inspiration or be trying to bring Plot Hooks
their imagined world to life. If poets, they could have some
specific subject they’re seeking or might be hoping to find a
worthwhile muse. For Players
You might need a seed to draw on for your Inscriptor - to get the
Competence gears turning about your origins or goals. Consider the following:
Inscriptors are rarely mild-mannered. It is most common for them
Lost Art
to either be crippled by performance anxiety or to think they are a
national treasure that should be celebrated. The power to bring Your Correfont wishes for you to track down an item of artistic
their imaginations to life bleeds into their image of themselves, importance. This item was stolen at some point in history and
and for some might result in megalomania. seems to be lost to time, but the Correfont stumbled upon a clue
Since their power is largely second-nature, they might consider in their library that might lead to it. Unable to act directly, they
themselves to be more gifted than arcane casters. Their freedom sent you to pick up the scent and hunt for this historic artifact.
in relation to casters also adds to this sense of superiority as the
rules of magic might not strike them as important. Defamed
If they become too enraptured by their own abilities they can You were once a well-off writer but a scandal found you losing
become obsessed with creating an environment they control, everything you had. At your lowest point, your Correfont offered
becoming a minor god within a space of their own design. you the power to turn things around by giving you a lead on a
nefarious conspiracy that your defamation was a part of.
Scarcity Accepting these powers, you seek retribution and clarity.
Inscriptors are rare, and so most people will never have heard of
them. Certainly the common man, unlikely to ever encounter a Tit for Tat
wizard of any skill, will not know the term or how they work. Many An ancestor of yours was a thief or pillager and had at one point
people will mistake them for Wizards at first glance, which an stolen or damaged a priceless ancient document. While sorting
Inscriptor may not correct depending on their motivations. through their belongings one day, you encounter the remains of
Due to this rarity, it is unlikely one would ever find a true this document, mostly destroyed, and a Correfont concerned with
gathering place for Inscriptors, especially given their individuality. its restoration appears to you. Accusing your bloodline of
They train by performing and practicing their craft, not by committing a crime against the document’s source, you are
studying the arcane. They might seek mentors who are trained in charged with making amends for what you’ve done under the
arcane magic but can only learn fundamentals before realizing Correfont’s service.
that, to advance further, they must make their own way.
36
INSCRIPTOR | RUNNING THE GAME
Juan Pablo villafaña (Order #42637129)
For GMs Flaws
Inscriptors can appear in the campaign in many ways: they can You may use the following table to roll for flaws your character
be creative, interesting allies, employers, or self-absorbed might have.
villains. Several examples they may be included under are below:
d6 Flaw
Correfont’s Puppet
1 I’m shy about asking for opinions on my work.
An Inscriptor has fallen under the influence of their Correfont 2 I make excuses for my shortcomings when confronted with
patron, who oversteps their purpose. They seek true criticism.
manifestation outside the demiplane they inhabit, and the
3 I spend too much time planning and not enough time
Inscriptor is the means by which they seek to set the stage for
their appearance. They serve as an antagonist who leaves a trail executing.
of curious reality-altering tragedies in their wake. As the party 4 I fear new magic and am reluctant to use it.
pursues them they realize their own actions seem to be part of 5 I am distrustful of my patron.
the Inscriptor’s design, and cannot help but wonder: are they 6 I believe that names and words hold power, and so am slow
heroes, or merely characters in the Inscriptor’s story? to introduce myself or describe my beliefs or purpose.
Employer of Adventurers Ideal
An Inscriptor seeks help with a task, hoping to retrieve an item of You may use the following table to roll for ideals your character
importance to them or their Correfont. They offer the party a might have.
unique reward: being endowed with qualities they find pleasing. If
they do their job they will grant them the power of inscriptions. d6 Ideal
1 Whimsy. Everyone’s imagination is beautiful; all people
Travelling Jack
have a right to see their dreams realized. (Good)
Starving and with nowhere to go, a wandering Inscriptor 2 Hubris. The world is incomplete. I will create value within it.
encounters the party in a less than ideal situation. They are down
(Evil)
on their luck and trying to bounce back. Encountering the party
seems like a stroke of luck; they’re after something the Inscriptor 3 Change. I will paint the world with dazzling new colors.
wants as well! Asking the party to help them complete their (Neutral)
objective, the Inscriptor offers them their services in the short 4 Abstraction. Structure and guidelines are irrelevant. Only
term, be it as a companion or to help them complete a task suited the journey matters. (Chaotic)
to their own talents. 5 Logic. All things must have a foundation, be alluded to, and
be supported. (Lawful)
Characteristics 6 Limits. My pen’s only limit is my mind. I will break through
my own boundaries. (Any)
Along with the suggested characteristics granted by your
background, you may roll using the following tables to determine Bond
the characteristics of your character. You may use the following table to roll for bonds your character
Personality Traits might have
You may use the following table to roll for personality traits your
d6 Bond
character might have.
1 I was once an accomplished writer but lost everything, and
d8 Personality Trait want to start again.
1 I like to allude to the subjects of my writing, but never discuss 2 I have a wizard friend who is perplexed but intrigued by my
specifics openly. abilities.
2 I give periods of my life titles as if they were chapters, books, 3 I am related to a famous writer who I live in the shadow of.
or plays. 4 Once I lost an opportunity due to being unprepared, and will
3 I have a favorite book bind that I put paper in when writing never do so again.
important things. 5 My best work was stolen and the thief benefited in ways that
4 I create pseudonyms frequently as if I’d be easily recognized. should have been mine.
5 I adore the smell of ink and paint. 6 I am of noble blood, and my family does not approve of my
6 When I find a good book I can’t put it down. interests.
7 I can’t help but write down everything I find interesting.
8 I sometimes lament that my talent has been contorted by the
magic it serves as a conduit for.