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Nat19 Class - The Inscriptor

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100% found this document useful (5 votes)
3K views41 pages

Nat19 Class - The Inscriptor

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Juan Pablo villafaña (Order #42637129)

Juan Pablo villafaña (Order #42637129)


Inscriptors use the written word to channel arcane power,
bending the world through their writing. It comes in many forms,
but these individuals, granted their reality-altering powers through
higher beings who take an interest in them, can use their pens to
describe the world as they wish to see it, and so the world
adheres to that form.
The combination of the imaginations of the Inscriptors and their
ability to alter the fundamental state of the world through these
means form this unique art: literary casting.

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

Creating an Inscriptor Multiclassing


The critical consideration is determining an Inscriptor’s craft. To multiclass into an Inscriptor, you must have a 13 in Charisma
They must be someone who is familiar with writing as a lifestyle, or Wisdom, a 15 in Intelligence, and a patron. When you
or at least wishes to be. They could be a playwright, horror multiclass into Inscriptor, you gain writing implements, proficiency
novelist, book-keeper, archivist, poet, etc. Their craft and form of in light armor, and a skill of your choice from History, Insight, or
writing will determine their method of casting: a novelist might Perception.
use literary casting to describe events into being, while someone
who is used to keeping records or inventory might describe Multiclassing with Warlock
objects officiously to endow them with qualities. When you multiclass and take Warlock levels, you calculate the
Second, you must determine what sort of patron you have. The total number of pact spell slots you have by adding your
Correfonts represent muses that take interest in talent, but others Inscriptor and Warlock levels together, and referencing the Spell
might exist. The same sort of patrons that make pacts with Level and Spell Slots columns on the Warlock table. You still only
Warlocks may also aid an Inscriptor. An outer god may grant a know a number of Inscriptor spells equal to the amount listed in
writer of eldritch fantasy the power to manifest their material, the Inscriptor Spells Known column. If you have a feature that
while an archfey enamored with love stories may grant a novelist causes you to not gain new spells when you gain levels as an
the power to influence hearts. Inscriptor, you do not add it to your Warlock levels for the
Finally, what is the nature of your pact? Does your patron purposes of Spells Known.
desire something from you, or only want to see you grow? Did
they give you great power so you could find an ancient book in Other Pact Magic Classes
accordance with their interests, or do they want you to spin a tale
When multiclassing into other classes that use Pact Magic, add
to pass on to the next generation, using your own adventures as
all of the relevant class levels together and reference the Warlock
reference material? Some Inscriptors might think of themselves
Spells Known and Spell Slot columns to determine what you
as bards.
have access to. If any of those classes have special instructions
On your side, what do you get out of it? If you’re a novelist,
regarding multiclassing, treat Inscriptor levels as Warlock levels
what threw you from the life of a writer into one of adventure? Did
and use the other classes’ instructions instead.
you hit a dead end and need inspiration? Did tragedy require you
If any of the classes added together this way can learn
to take to the roads unequipped and incapable? Did your patron
cantrips, then reference the Cantrips Known column when
see greatness in you and convince you to seek out greater
learning Cantrips from the individual classes. You can only learn
pastures? What took you from penning down words on
spells available on the class spell lists of the classes you have
parchment to weaving them into reality?
pact spell slots for.

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

INSCRIPTOR | CLASS FEATURES 3


Juan Pablo villafaña (Order #42637129)
Inscriptions Consultation
2nd-level Inscriptor feature 6th-level Inscriptor feature
You have a number of additional features you can use called You gain the ability to invoke your patron for aid in weaving
inscriptions. These special lines of script consist of at least a your arcane desires into the world, empowering your spells, and
single page of text in a book you must keep on yourself in order letting you access more potent powers under their guiding hand.
to use, serving as an arcane focus for these inscriptions as if they You can use your bonus action to request this aid, spending one
were spells. You start with 1 inscription at 2nd level, then gain an or more uses of consultation to produce a new pact spell slot that
additional inscription each at levels 4, 8, 12, 16 and 20 as an disappears after 1 minute, which cannot have a slot level above
Inscriptor. Each time you gain a level as an Inscriptor that would 9th.
increase your proficiency bonus, you may switch one of your The level of this new slot is equal to half of your proficiency
previous inscriptions for a new one. When you take an inscription bonus (rounded down), multiplied by the number of uses of
you must meet its requirements, and if you fail to meet them after consultation you spent. When creating it you can also expend an
taking it you lose the ability to use it. existing pact spell slot (except those gained through
You have a number of inscription marks equal to half your level consultation), adding that slot’s level to the new one. If you do not
as an Inscriptor (rounded down). These marks represent penning use it on the same turn it is created then you must concentrate on
addendums and explanations to the text of the inscription to it as if it were a spell, and if you lose concentration it returns to
make it relevant to the situation you are applying it in. If an being the level of the pact spell slot you expended to create it (or
inscription lists a number of inscription marks in its requirements, simply vanishes if no spell slot was spent to make it).
it means they are passively consumed when taking this When a feature notes the level of your regular pact spell slots,
inscription option, and cannot be regained while you have that it does not consider the level of spell slots created through
inscription. You must have enough inscription marks available to consultation.
use when taking an option. Inscription marks that are not You can use your consultation feature once, then cannot use it
committed to inscriptions you took can be treated as narrative again until you complete a long rest. You can use it twice per long
twist uses. rest when you reach 9th level as an Inscriptor, three times when
Available inscriptions are listed below the Inscriptor spell list. you reach 14th, and four times when you reach 18th.

Narrative Twist Reference Material


2nd-level Inscriptor feature 9th-level Inscriptor feature
You can control the world around you by writing narratives into You study material that includes records, fables, or dramatic
it, influencing the actions of those around you. Using a narrative renditions of magic performed by others. Choose three spells
twist requires a bonus action, but can also be performed by any from the warlock, wizard, or sorcerer spell lists that are of a level
action that would allow you to take the Use an Object action. You you are capable of casting using pact spell slots. You learn those
have a number of narrative twist uses equal to your Intelligence spells and can cast them as Inscriptor spells, and those spells do
modifier plus a number equal to your uncommitted inscription not count against your Inscriptor spells known.
marks, and you regain spent narrative twists when you complete
a long rest. The save DC for all narrative twists is the same as Draft Spell
your Inscriptor spell save DC.
10th-level Inscriptor feature
Narrative Twists can be used for the following options:
You work together with your patron to weave a more complex
Darkest Hour narrative, deeper story, multi-faceted play, or other form of
expression with greater value than those you previously had. In
Choose a number of creatures you can see up to your proficiency doing so, you learn a spell of 6th level from the Inscriptor spell
bonus. They must make an Intelligence saving throw. If they fail, list, which you are capable of casting using pact spell slots of the
they have disadvantage on all attack rolls they make until the appropriate level or higher and does not count against your
start of your next turn. Inscriptor spells known. You gain additional spells this way at
higher Inscriptor levels: a 7th level spell at 13th, an 8th level spell
Plot Armor at 15th, and a 9th level spell at 17.
Choose a number of willing creatures you can see up to your
proficiency bonus. The next time they take damage within one
minute, that damage is reduced by an amount equal to half your
Inscriptor level (rounded down) plus your Intelligence modifier.

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.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and 19th
level, you can increase one ability score of your choice by 2, or
you can increase two ability scores of your choice by 1. As
normal, you cannot increase an ability score above 20 using this
feature (unless another effect, item, or feature has increased the
maximum above 20).

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.

INSCRIPTOR | AUTHORIAL INTENT 5


Juan Pablo villafaña (Order #42637129)
Adventure
Your interests as an author lie in descriptions of travel, heroes, Adventure Features
distant locales, and plots that push the characters out of their Level Features
safety net and into an unforgivingly turbulent but exciting world.
1st Against the Odds
Your mind always imagines things in motion, and you are in your
element when writing about taking daring risks. 5th Armed with Knowledge
8th Extra Attack
Against the Odds 12th Finest Hour
1st-level Adventure feature 20th Ultimate Stakes
Danger and misfortune are only the setups for a last-second
escape or moment of stealing victory from the jaws of defeat. Chapter Spells
When you roll any attack roll, ability check, saving throw, or
damage roll and roll a result of 1 on any die, you may reroll that Level Chapter Spell
die once and keep the new result. 1st Heroism
3rd Enhance Ability
Armed with Knowledge
5th Thunder Step
5th-level Adventure feature
7th Death Ward
You write stories about heroic individuals and so use your
patron’s influence to endow yourself with those same 9th Steel Wind Strike
characteristics. You automatically gain the Adventurous Fantasy
inscription with no inscription mark cost. If you already had it, you
regain inscription marks spent on it and may choose a new
inscription. In either case, Adventurous Fantasy does not count
against your number of inscriptions.

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

INSCRIPTOR | AUTHORIAL INTENT 7


Juan Pablo villafaña (Order #42637129)
Death Duck
8th-level Comedian feature
You can spend one of your narrative twists as a bonus action
to create a small lifelike replica of an adorable or attention-
grabbing animal in an unoccupied space within 60 feet. Creatures
who start their turn within 20 feet of the animal or enter that range
for the first time on their turn must succeed a Charisma saving
throw or be charmed until the start of their next turn.
While charmed this way, they are incapacitated, can take no
movement, and are entirely enamored with the replica, being
unable to pull themselves away. If a creature succeeds their
saving throw against it they become immune to that replica’s
effects, and may also reattempt the saving throw each time they
take damage or are forced to make a Strength, Constitution or
Dexterity save. The replica vanishes if you start your turn with no
one enamored with it, or after one minute has passed.

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.

Juan Pablo villafaña (Order #42637129)


Cosmic Horror
A researcher or author who has a fixation on aberrations and Cosmic Horror Features
outer beings. What lays beyond the universe as we know it is Level Features
mysterious and maddening, but you feel a connection to it. In
1st Devil Eyes
your dreams, you see visions of such vivid horrors, but what
comes to your mind isn’t fear or madness - it’s a desire to 5th Conjured Horror
understand. As an Inscriptor, you are a vessel for madness to 8th Your Worst Nightmare
enter the world, though you tread a fine line and must always 12th Sudden Terror
heed an important question: are the horrors you pen into reality of 20th Conduit for a Greater Power
your own imagination or are you the pen of a greater being?
Chapter Spells
Devil Eyes
1st-level Cosmic Horror feature Level Chapter Spell
You gain devilsight out to 60 feet, allowing you to see in 1st Burdened Blood *
magical or nonmagical darkness as if it were bright light. As a 3rd Hungering Vortex *
bonus action once per long rest, you can give a number of 5th Fear
creatures up to your proficiency bonus within 30 feet of you 7th Evard’s Black Tentacles
devilsight as well, with a range of 30 feet for 10 minutes.
9th Negative Energy Flood
Conjured Horror
5th-level Cosmic Horror feature Spells marked with * are from the Hanyou 2022 document.
Once per long rest, you can give shape to the twisted
monstrosities that lay within your imagination. You can use an
action to summon an aberration into an unoccupied space within
15 feet of you, but in doing so you take 2d12 points of irreducible Your Worst Nightmare
psychic damage. The aberration is loyal to you and acts in your 8th-level Cosmic Horror feature
best interest, remains for 1 hour, and operates using the following Once per short or long rest, as an action you can target one
restrictions: creature within 60 feet of you. That creature and all creatures
within 15 feet of it are caught in a horrific whirlwind of eldritch
If the aberration can cast spells, casting any of them requires horror, being mentally assailed by maddening outer beings and
your resources. A spell of 1st-3rd level requires one of your lashed by grotesque appendages. All targets in range must make
narrative twists, a spell of 5th level or below requires one of an Intelligence saving throw, taking an amount of psychic
your pact spell slots, and a spell of 9th or below requires a damage equal to 1d10 multiplied by your proficiency bonus on a
use of your consultations. failure, or half as much on a success.
If the creature has the Multiattack action, it cannot use it. Any creature who fails also becomes frightened of you for 1
The creature cannot take actions that are not weapon attacks minute. They may repeat the saving throw at the end of each of
unless you expend a narrative twist to allow it to. their turns. On a successful save the effect ends, on a failure they
The creature must have a CR equal to or lower than your take 1d10 additional psychic damage.
Inscriptor level.
The creature vanishes if it is knocked unconscious, is reduced Sudden Terror
to 0 hit points, or dies. 12th-level Cosmic Horror feature
The creature takes its turn on your initiative. It may take As a bonus action, you can spend a narrative twist to quickly
movement as you describe, but any action it takes requires write a passage describing an eldritch horror coming to aid you.
your bonus action. If not given orders it protects itself as best An aberration with a CR equal to or less than your Inscriptor level
as it can. appears in an unoccupied space within 60 feet of you and
You must concentrate on keeping the creature under your performs an action it is capable of - directed as you wish - then
command as if it were a spell, but may maintain this vanishes. Its use of actions is not limited to the restrictions of
concentration alongside another effect. If you lose your Conjured Horror.
concentration the aberration vanishes.
Conduit for a Greater Power
When the aberration vanishes you become stunned from the
stress of summoning it for 1 minute. During this time you 20th-level Cosmic Horror feature
make a Charisma saving throw (DC 8 + the CR of the Either you write into existence a being that takes note of you or
aberration) at the start of each of your turns, recovering on a you have earned as much legitimately; perhaps there is no way
success. to know the difference. You gain the blessings of an outer being
The aberration can use Legendary Actions but requires a with deific power. You become immune to being charmed,
number of your narrative twists equal to the number of frightened, stunned, and gain a fly (hover) speed equal to your
Legendary Actions it would take. base movement speed.
Furthermore, you can use your action to conjure several
otherworldly appendages from thin air to lash out at up to four
creatures within 30 feet of you as a melee spell attack. On a hit,
you deal psychic damage equal to 2d12 plus your Intelligence
modifier. If multiple tentacles hit the same creature, they are
collectively made as a single melee spell attack but deal an extra
1d12 psychic damage for each tentacle after the first.

INSCRIPTOR | AUTHORIAL INTENT 9


Juan Pablo villafaña (Order #42637129)
Named Technique
5th-level Fantasy feature
Fantasy Features You write out the particularities of a technique you are capable
Level Features of performing while spellcasting and commit its quick deployment
1st Training Arc to memory. You grant it a name thus endowing it with potential.
When you cast a spell that deals damage to one or more targets,
5th Named Technique
by spending a narrative twist you can add 1d6 points of that
8th Return from the Brink spell’s damage type multiplied by your proficiency bonus to its
12th Ultimate Boost first damage roll. If the spell has multiple damage types, you
20th Beyond the Beyond choose which type the additional 1d6 belongs to.

Chapter Spells Return from the Brink


8th-level Fantasy feature
Level Chapter Spell When you are reduced to 0 hit points or killed outright, you can
1st Zephyr Strike use your reaction to spend a use of consultation, having your
3rd Enlarge/Reduce patron pen a flashy description of you returning from the
5th Fly precipice of defeat. You return with half of your maximum hit
7th Guardian of Nature points and have advantage on all saving throws until the start of
your next turn.
9th Reincarnate
Ultimate Boost
12th-level Fantasy feature
Drawing upon stories of powerful beings who called upon
Fantasy world-shattering energies from within themselves, you write
outlines describing you exceeding your limits. You gain an
You write stories about beings who tread beyond the limits of additional pact spell slot, another at 15th level, then another at
mere mortals and enter the realm of the gods. The myths and 18th level.
fables that occupy much of your interest are embellished with
descriptions of powerful superheroes, epic stories with fantastic Beyond the Beyond
stakes, colorful assortments of powers, and deep character 20th-level Fantasy feature
development. These stories are pure entertainment which some You can use your action to begin writing a swift story about a
might see as indulgent, but a truly discerning reader will notice willing creature within 60 feet that you can see rising above
their commentary on the shortcomings of mortals and the themselves to become a super-being. That creature gains a
personification of the human desire for change. bonus to all of their attack rolls, saving throws, ability checks, and
armor class equal to half your proficiency bonus (rounded down),
Training Arc and becomes resistant to all damage. Their high jump distance,
1st-level Fantasy feature long jump distance, and carrying capacity all double. You may
You write of yourself as having learned from a great deal of continue this effect for up to 1 minute by concentrating on it as if
personal training. You may choose one of the following boons to it were a spell.
gain, then may gain another when you reach 10th level as an Furthermore, if they allow it, then you can use your turn to
Inscriptor: dictate their actions. You may use your action to: have them take
an action they’re capable of, have them move by spending your
Your base movement speed increases by 10 feet. movement speed, or you may cast a spell as if it originated from
You have blindsight out to a distance of 10 feet multiplied by them, using your own statistics. While under this effect you can
your proficiency bonus. see and hear what they do without being disconnected from your
You have proficiency with a type of saving throws of your own senses.
choice. Once you use this feature you cannot use it again until you
You gain proficiency with three weapons of your choice (you complete a long rest unless you spend a use of consultation
may also choose shields or medium armor). when activating it.
You gain proficiency in three skills or tools of your choice.

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.

Lock and Key


8th-level Forbiddance feature
You can cause containers, doors, vaults, and other such
targets to open or close at will. As an interaction, you can open or
close any unlocked nonmagical door or container you can see
within 60 feet.
Furthermore, you can cast the spells arcane lock and knock a
number of times equal to half your proficiency bonus (rounded
up), requiring no spell slot or material components, and regaining
spent uses when you complete a long rest. Your range for arcane
lock becomes 60 feet, and when you cast knock it does not
produce any sound. If the object you lock with arcane lock had no
lock previously to strengthen, its base DC to break or pick is
treated as equal to your Inscriptor spell DC.
When you lock an object using this feature, you must create a
written record of the creatures that can bypass it and the
password that suppresses the spell. If that record is destroyed
the spell ends.

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.

INSCRIPTOR | AUTHORIAL INTENT 11


Juan Pablo villafaña (Order #42637129)
Historian Categoric Truth
12th-level Historian feature
A history buff by nature, you are most familiar with books about When you cast the spell legend lore using a pact spell slot its
factual events, archives, rosters, recollections, and non-fiction. casting time is 1 action. If you possess an empty tome when
Your power over literary casting grants you the ability to read the casting it and spend 1 hour in a fugue state doing so without
past and to look into the present as if it were a descriptive interruption, you can cast the spell in an exhaustive manner. By
account, gaining information you shouldn’t have. More than most writing in the book during the time of casting, the information you
other Inscriptors, you have a true talent for research and sorting learn through legend lore is transcribed into the tome for future
information. use. Furthermore, information recorded in other books and
reference material is included, as well as an appendix at the back
Researcher
citing the general locations of sources of information one might
1st-level Historian feature seek out to learn more about the subject.
You gain proficiency in Intelligence (History) checks if you
didn’t already have it, and when you make an Intelligence Sabotage Record
(History) check you may add your proficiency bonus to the roll a 20th-level Historian feature
second time unless another feature was already letting you do You can take account of a creature’s qualities and presence in
so. If you already had proficiency in History you may choose such a way that you can temporarily undo or change their
another skill to gain proficiency with instead. personal reality. As a bonus action, you can spend one use of
When you make an Intelligence (History) check about a subject consultation: choose two of the options below and target a
you haven’t formally researched, you may still recall information if creature within 60 feet that you can see. You may choose options
it is commonly known in publicly accessible books or journals. multiple times, but duplicate effects do not stack.
Invasive Research The target loses immunity or resistance to one damage type.
5th-level Historian feature The target becomes vulnerable to a damage type they do not
You can tap into the history of a creature you can see. You may have resistance to.
spend one of your narrative twists as a bonus action and choose The target’s AC is reduced by 5.
three of the following options: The bonus to Ability Checks and Saving Throws based on one
Ability score you choose is reduced to half (rounded up).
Remaining hit points (Rounded to Nearest Multiple of 20) The target’s movement speeds are halved (rounded up).
Current armor class and armor class when no effects are on The target rolls saving throws against a specific condition you
them. choose with disadvantage.
Ability score proficiencies (without numbers) The target suffers disadvantage on weapon or spell attacks.
Two ability scores (your choice) The target loses one of their special senses (such as
Skill proficiencies (without numbers) darkvision, truesight, tremorsense, etc,.).
Damage proficiencies, vulnerabilities, and/or immunities (pick
two) The target must make an Intelligence saving throw against
Condition immunities your Inscriptor spell DC. If they fail, they are subjected to those
Proficiency bonus effects for 1 minute. During that time, the creature repeats the
Creature type & alignment Intelligence saving throw at the end of each of their turns, ending
Senses the effect on a success.
You can only affect a given creature with two of the effects
You must then make a History check for each choice you above at a time. As a bonus action on your turn, you can update
make, with a DC equal to the Challenge Rating of your target (or your record to change one ongoing effect to another of your
their class levels + 8 if they are built like a player character). For choice.
each success you learn one of those qualities about the creature.

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.

Subversive Beast Hunter


5th-level Mythology feature Invoke Phantasm
When you fail a saving throw or ability check against a 12th-level Mythology feature
monstrosity, dragon, or beast, you can spend a narrative twist to While you are conscious you have proficiency in all saving
roll 1d10 and add it to the result, potentially changing the throws. When you make a saving throw you quickly write a line of
outcome. If you do so, you gain resistance to whatever damage arcane text that endows you with the resistance or versatility of a
type you might have taken as a result of that failure for 1 minute. legendary beast capable of withstanding the effect better than
Grounding you, and very briefly benefit from its methods of survival.
8th-level Mythology feature Summon Legend
You know how to predict, track, and restrict the movement of 20th-level Mythology feature
powerful beasts. You can expend a use of consultation as a Once per long rest you can conjure a fictional beast into being.
bonus action to target one creature within 240 feet of you. That This creature uses the stat block of a beast, dragon, monstrosity,
creature is subjected to restraints or circumstances that interfere or celestial with a CR of 20 or less. The creature appears in an
with their movement and must make an Intelligence saving throw unoccupied space large enough to fit it within 30 feet of you, and
against this effect. On a failure, they lose any movement type remains for up to 10 minutes (or until you dismiss it as a bonus
except their base movement speed. They remain this way for 1 action). If you are unrestrained and would be in its space when it
hour but may make an Intelligence check against your DC as an appears, you can immediately mount it. The creature acts
action, ending the effect on a success. favorably towards you, and has the following restrictions:

The creature cannot use Legendary actions or Lair actions.


The creature’s hit point maximum becomes twice your own.
If the creature can cast spells, you must use your pact spell
slots in place of its own for spells of 1st-5th level and must
spend a use of consultation for spells of 6th level or higher. If
it can cast spells without spell slots, you must spend a
narrative twist or one of your own spell slots for each spell it
casts.
When the creature uses a bonus action, action, or reaction, it
Mythology Features
uses yours instead. It acts as directed by you. If not told to act
Level Features it defends itself as best it can.
1st Hide Enchantment If it is large or bigger, you can mount it and cannot be knocked
5th Subversive Beast Hunter off it against your will. You are not subjected to effects
8th Grounding resulting from being near or in contact with it unless you wish
12th Invoke Phantasm to be. While riding it, any attack or effect targeting you may be
redirected at the creature.
20th Summon Legend
The creature vanishes if it dies, is sent to a different plane, or
Chapter Spells begins its turn with 0 hit points or while unconscious.
The creature takes its turn on your initiative and takes
Level Chapter Spell movement as you command it to.
1st Speak with Animals You must concentrate on summoning this creature as if it were
3rd Dragon’s Breath a spell, and if you lose concentration it vanishes.
5th Spirit Guardians The creature can either be a fictional entity created by you or
7th Find Greater Steed can be an existing creature who has agreed to be summoned by
9th Summon Draconic Spirit you in a prior conversation. If the creature is a real iteration, this
body created for it is false, but its mind is real. When killed or
forced to vanish it returns to its own body but suffers damage
equal to the number of wounds it had when it vanished. If it dies
as a result, it instead is reduced to 0 hit points but is stabilized.

INSCRIPTOR | AUTHORIAL INTENT 13


Juan Pablo villafaña (Order #42637129)
Mystery
A lover of investigation or mystery. You keep notes on Mystery Features
investigations or write about mysteries and murders. You have a Level Features
mind for forensics and sniffing out the truth, which makes you
1st Careful Investigator
equally talented at obscuring the truth. By applying these
principles through literary casting, you become a master of the 5th Whodunit
shadows, of subversion, and of uncovering the truth. Your very 8th Private Eye
essence is mysterious, as expressed by your writing. 12th Likely Suspect
20th Impossible Escape
Careful Investigator
1st-level Mystery feature Chapter Spells
You gain proficiency in Dexterity (Stealth) checks, Wisdom
(Insight) checks, and Intelligence (Investigation) checks. If you Level Chapter Spell
already have proficiency in any of these skills, you may select a 1st Dissonant Whispers
different skill that requires Charisma or Intelligence to gain 3rd Pass without Trace
proficiency in. 5th Clairvoyance
Whodunit 7th Mordenkainen’s Private Sanctum
5th-level Mystery feature 9th Passwall
You are able to remain hidden while undoing the fate of others.
If you cast a spell while hidden, any creature you target who you
are hidden from or cannot see you has disadvantage on their first
saving throw against your spell. If they fail that saving throw, you
remain hidden without being automatically revealed.

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

INSCRIPTOR | AUTHORIAL INTENT 15


Juan Pablo villafaña (Order #42637129)
Romance
A romantic at heart, you write stories, lyrics, or poems about love,
including the tragedy it may bring. You trust in the heart and allow
logic to yield to it as the power of love and affection can conquer
any obstacle. You may be someone who writes from a place of
loss or optimism, or could be a jaded individual who has taken up
literary casting on a quest to rediscover love’s sway. Either way,
the tender core of your art is represented in your arcane
penmanship.

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.

Vestias’ Scribe Features


Level Features
1st Arcane Font
5th Arcane Savant
8th Diefic Consultation
12th Magic Resistance
20th Weave God’s Pen

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.

INSCRIPTOR | AUTHORIAL INTENT


17
Juan Pablo villafaña (Order #42637129)
Wakefield
A curious example of a creative mind; you do not possess refined
talent. Regardless of how you express your literary abilities, your
strongest asset is your keen imagination. You experience vivid
hallucinations, dreams, and nightmares, and are sensitive to the
world of the arcane without trying. Your patron unlocks that
Object of Power
potential, allowing your subconscious mind to inform your 5th-level Wakefield feature
decisions, granting you visions and nightmares to draw You can write about a version of yourself you imagine to be
inspiration from. This unique intent is granted by a Correfont more talented and better trained. When you complete a short or
named Wakefield, a mysterious entity who finds fascination in the long rest you may choose a weapon that will become an object of
memetic records hidden in the minds and genetic codes of mortal power for you until the next time you complete a short or long
beings. rest. You gain proficiency with that weapon, and can use your
Intelligence modifier for attack and damage rolls made with it. If
you already had proficiency with that weapon, when you take the
Wakefield Features Attack action you can make a second weapon attack, as long as
it’s made with that weapon.
Level Features
1st Nightmare Guide Manuscript
5th Object of Power 8th-level Wakefield feature
8th Manuscript You are able to observe, write, and dictate the actions of
creatures you can see. As an action, you can spend one use of
12th Avoidance
consultation to target a number of creatures equal to your
20th Flicker Future proficiency bonus within 60 feet. The DM (or the controlling
player) must declare what actions and movements the
Chapter Spells
creature(s) will take between now and your next turn being as
Level Chapter Spell specific as possible, saying where they will move/who they will
1st Hex pursue/what type of action they will take (Dash, Attack, Cast a
Spell, Multiattack, etc.,), what spells and legendary actions they
3rd Darkness
will use, and who their actions will target.
5th Power Word Misfortune
Each time those creatures attempt to take any undeclared
7th Shadow of Moil action, reaction, or course of action that was not described they
9th Dominate Person must make an Intelligence saving throw. On a failure, they are
stunned until the end of your next turn.

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.

INSCRIPTOR | SPELL LIST 19


Juan Pablo villafaña (Order #42637129)
Inscriptions
Hotline
Requirements: 12th-level Inscriptor, 1 inscription mark
Adventurous Fantasy Every time you complete a short rest you regain one expended
use of consultation.
Requirements: 4th-level Inscriptor, 2 inscription marks
You gain proficiency in medium armor and simple weapons, Icarus
and your maximum hit points increase by 1 for every Inscriptor
Requirements: 8th-level Mythology Inscriptor, 1 inscription mark
level you have. All of your Inscriptor hit dice (including ones you
As a bonus action, you can spend one narrative twist to write a
gain in the future) become d10s. You do not reroll hit points
short phrase describing yourself flying, and gain a fly (hover)
gained through existing hit dice.
speed equal to your base movement speed for 1 minute.
Be Still and Silent If you fall more than 30 feet you can use your reaction to spend
one narrative twist to give yourself this fly (hover) speed, ending
You may spend one narrative twist as an action to place your fall immediately.
creatures you choose within 30 feet of you under the effects of
the invisibility spell, requiring no concentration. You may choose Life Imitating Art
to target a number of creatures equal to or fewer than your
Requirements: 8th-level Inscriptor
proficiency bonus.
Once per short or long rest, you can cast major image
Deus Ex Machina (requiring no spell slot or components).

Requirements: 12th-level Inscriptor Luciel’s Lamp


Whenever you fail or succeed on a saving throw, you can use
Requirements: 8th-level Inscriptor
your reaction to spend one narrative twist to quickly conjure a
You can cast the daylight spell at will (requiring no spell slot).
means of escape or safety and re-roll it, keeping whichever result
you choose. If the save is made against an effect that would deal Man Versus Man
half damage to you on a successful save, you instead take no
damage on a success. Requirements: 8th-level Inscriptor, 2 inscription marks
You have advantage on saving throws against spells and
Caffeine High magical effects.
Requirements: 8th-level Inscriptor, 1 Inscription mark
Man Versus Nature
Once per short or long rest, you can cast the haste spell using
a pact spell slot, regardless of if you know the spell. While under Requirements: 1 inscription mark
the effects of your haste spell, the target can use their bonus Choose one damage type (except piercing, slashing, or
action to perform any of the additional actions the spell’s special bludgeoning). You are resistant to that type of damage. If you
extra action describes. take this inscription and choose a damage type you are already
resistant to, you become immune instead.
Shamwood’s Coat
Man Versus Self
Requirements: 4th-level Inscriptor
Your presence is easy to overlook. You can take the Disengage Requirements: 4th-level Inscriptor, 1 inscription mark
action as a bonus action, and opportunity attacks made against You gain proficiency in saving throws with one ability score you
you have disadvantage. don’t already have proficiency in.

Free Handle Man Versus Society


Requirements: 8th-level Adventure Inscriptor, 2 inscription marks Requirements: 4th-level Inscriptor, 2 inscription marks
You may attune to any weapon you are proficient with, even if it When you make an ability check that you do not add your
is a mundane item, as if it were a magical item. Any weapon you proficiency bonus to (either half or full), you may add half of your
are proficient with and attuned to gains the properties of a proficiency bonus (rounded up) to the roll.
dancing weapon, allowing you to write actions and movements to
command it. Unless the weapon was magical to begin with, it is Mimesis
not considered magical. All attacks made with this weapon while Requirements: Mystery Inscriptor
it is not in your hands use your spell attack bonus (adding the You can cast disguise self at will (requiring no spell slot).
weapon’s enhancement bonus to these attacks, if applicable).
Ossenheimer’s Fond Memory
Full Stop
Requirements: 12th-level History Inscriptor, 2 inscription marks
Requirements: 4th-level Inscriptor, 1 Inscription mark Once per day, you can cast any spell with “Mordenkainen’s” in
You may spend one narrative twist to cast hold person its name regardless of if you know the spell or not, as long as you
(requiring no spell slot or components). spend an appropriate level of pact spell slot to do so.

Heroic Fantasy Poetry In Motion


Requirements: Adventurous Fantasy inscription, 8th-level Requirements: Adventurous Fantasy inscription, 8th-level
Inscriptor, 1 inscription mark Inscriptor
You gain proficiency in heavy armor and martial weapons, and When you take the Attack action and make an attack with a
your maximum hit points increase by 1 for every Inscriptor level weapon you are proficient with, you may attack twice with it
you have. Every time you gain another level as an Inscriptor, your instead of once.
maximum hit points increase by 1 again. These hit-point
increases are in addition to those gained through Adventurous
Fantasy.

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

Feature: Gig Economy d6 Flaw


When you’re looking for work, you can usually find leads for 1 I’m overconfident in my work.
people in any community who want your specific skills and get in 2 I can’t resist a work opportunity.
front of them. As long as it is within the realm of plausibility, you 3 I’m uncertain enough that I fail to follow-up on opportunities.
can spend your downtime earning 1d4 gold per day in any given
4 I get terrible stage fright and performance anxiety.
community by performing services related to your art.
5 I can’t seem to finish any creative projects I start.
6 I have a hard time accepting constructive criticism.

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.

Range 30 feet The sphere’s radius increases by 10 feet.

Components V, S, M (a small silver locket) Luciel’s Grandbolt


Duration Concentration, up to 1 day 8th-level Evocation spell

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

Range 60 feet attacking) on a successful hit.

Components S, M (an emerald worth at least 100 gp)


If the spell ends because you unwillingly lose concentration on
it, you may use your reaction to cause the spear to detonate,
Duration Instantaneous targeting the creature that ended your concentration with the
same save and potential damage from the bonus action line
You can gaze through the spell’s material component at a effect.
creature within 60 feet in an attempt to glean information on
them. Choose one of the following options:

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).

Duration Instantaneous Notetaker’s Gamble


5th-level Conjuration spell
You conjure up a large missile of force energy and fire it at a
point you can see within range where it explodes in a 5-foot- Casting Time 1 bonus action
radius sphere. All creatures within range take 5d6 force damage. Range 120 feet
Any effect capable of nullifying, negating, or protecting from
magic missiles can treat this spell the same way. This spell deals
Components V, S, M (a glass container with a topaz stopper,
worth at least 500 gp)
double damage to structures.
At higher levels. If cast at 5th level or higher, you can create
Duration Concentration, up to 24 hours
an additional missile for each slot level above 4th. Each missile You can target one creature within range and describe one
can be fired at a different point within range. The area of no two special action or spell you are aware that creature is capable of
missiles can overlap (i.e., if the same creature is caught in taking or casting that is not their Multiattack or a spell with a level
multiple areas of the effect they are only damaged once). higher than the level of the slot used to cast this spell. That target
must make an Intelligence saving throw. On a failure, that
Mordenkainen’s Lucubration creature takes 5d10 psychic damage and you copy a physical
2nd-level Divination spell manifestation of that action, contained in this spell’s material
Casting Time 1 bonus action component as a small wisp of magical energy.

Range Self While you have that action contained, the creature cannot

Components V, S recharge or use it (unless it is a weapon attack, in which case

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

Range 30 feet spells in a 30-foot-radius surrounding you are dispelled or


suppressed for the spell’s duration. Furthermore, if a creature
Components V within that range speaks and attempts to lie or mislead another
Duration Instantaneous creature, or to take a deliberately dishonest action, they must
make a Charisma saving throw.
You speak a word of power, and one creature within 30 feet is On a failed save, they instead say the honest iteration of what
pushed back by a burst of force. The target must make a they meant or take the honest version of that action. A creature
Strength saving throw. On a failed save, they are pushed 30 feet who succeeds is free to tell the same lie or take the same
in a direction you choose and are knocked prone. Creatures that dishonest action for the remainder of this spell without provoking
are huge or bigger have advantage on their Strength saving this effect.
throw. If the target strikes a solid surface that stops them they
must make a Constitution saving throw, taking 2d6 bludgeoning Redmane’s Furious Yell
damage for every 10 feet they are stopped short, or half as much 5th-level Evocation spell
on a successful save. They do not take this damage unless they
are pushed back at least 10 feet without stopping. If you choose Casting Time 1 action
to push a creature up off the ground, the distance they are Range 30-foot-radius sphere
pushed is halved. Components V
At higher levels. When casting this spell at 4th level or higher,

the distance the creature is forced back increases by 15 feet for


Duration Instantaneous
every slot level above 3rd. If this spell is cast using a spell slot of A boisterous rising call to adventure fills a 30-foot-radius sphere
7th level or higher, creatures with 100 hit points or fewer centered on you. All hostile creatures in range must make a
automatically fail their initial Strength saving throw. Charisma saving throw while they are battered by this world-
shaking spirited yell. Any creature that fails is knocked prone,
takes 8d6 force damage, and if any of them were grappling
another creature their grapple ends immediately.
Within the same range, all nonhostile creatures gain 1d10
temporary hit points, unconscious creatures awaken, and any
creatures with 0 hit points who are not dead regain 1d8 hit points.
At higher levels. When you cast this spell at 6th level or higher,

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

Components V, S 7th-level Necromancy spell

Casting Time 1 action


Duration Concentration, up to 1 minute Range 30 feet
You call up an intimidating war cry and can target all creatures
within 30 feet of you. Those creatures must make a Wisdom
Components V, S, M (an unlit lamp that darkness emerges
from)
saving throw. On a failed save they are frightened for 1 minute,
and while frightened this way they cannot make more than a Duration Concentration, up to 1 minute
single weapon attack on any turn regardless of features, magic You conjure up horrific darkness that reaches out toward one
items, or spell effects. target within range and covers their body aggressively, leaving
At higher Levels. When you cast this spell at 5th level or
them a blackened and muted husk. The target must make an
higher, you can exclude any creatures you choose from this Intelligence saving throw.
spell’s effect when you cast it. On a failed save they are darkened for 1 minute, during which
Therpientis’ Stunning Mimicry time they are blinded, deafened, their voice is distorted in such a
way that they cannot communicate or perform verbal components
5th-level Illusion spell
to spells, and they take 3d8 psychic damage at the start of each
Casting Time 1 action of their turns.
Range 30 feet While covered in shadow this way, you can use your action on
Components V, S each of your turns to force all creatures under this effect to make

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

Casting Time 1 action concentration.

Range 60 feet Writ Cannon


Components S 5th-level Conjuration spell
Duration Concentration, up to 1 minute Casting Time 1 action
You write a line of arcane text describing one target you can see Range 60 feet
within 60 feet; you describe their current state and enforce that Components S
text to prevent them from changing. Choose one of the following
options when you cast this spell:
Duration Concentration, up to 1 minute
You describe a cannon in great detail, summoning the barrel of
Attack rolls one into the air behind you. The cannon barrel floats near you,
Armor class armed with three rounds of ammunition. Once when you conjure
Saving throws it, then again on subsequent turns as a bonus action, you can
Ability checks command it verbally to fire while pointing at a space you can see
within 60 feet where it aims and fires one of its rounds. All
The target must make an Intelligence saving throw (which they creatures in a 15-foot-cube centered on that space must make a
may willingly fail). On a failure, any effects that would change or Dexterity saving throw, taking 2d8 fire damage and 2d8 psychic
alter your target, e.g., effects that give advantage or damage on a failed save. Once all of its rounds have been fired,
disadvantage, grant AC, reduce or improve attack bonuses, etc., the cannon vanishes and the spell ends.
do not affect the type of roll you picked, and they makes those At higher levels. When you cast this spell at 6th level or higher,

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

Writ Bombardment Casting Time 1 action


2nd-level Conjuration spell Range 30 feet
Casting Time 1 action Components S
Range 60 feet Duration Instantaneous
Components S You write out a line of sacred text and choose up to 6 creatures
Duration Instantaneous within 30 feet of you. Those creatures hear the growling chants of
celestial beings wracking them with celestial power. Your targets
You write a line of arcane text that describes projectiles must make a Charisma saving throw, taking 6d8 radiant damage
appearing and hurtling towards up to 3 targets you can see within on a failed save or half as much on a successful one. If they are
60 feet. The projectiles fire toward them and the targets must fiends the radiant damage increases by 2d10.
each make a Dexterity saving throw. On a failed save they each At higher levels. When you cast this spell at 5th level or higher,
take 4d6 bludgeoning damage, or half as much on a success. you can either increase the radiant damage by 1d8 or target one
Any creature who fails by 5 points or more is stunned until the additional creature for each slot level above 4th.
end of their next turn.
At higher levels. When you cast this spell at 3rd level or higher
Writ Forensic
you may choose one of the following two options: the damage 3rd-level Divination spell
spell’s damage increases by 1d6, or choose one additional target
Casting Time 1 minute
within range. You make this choice for each slot level above 2nd.
Range Touch
Writ Bookmark Components S
1st-level Conjuration spell Duration Concentration, up to 10 minutes
Casting Time 1 action You write a line of arcane text describing the beginning of a
Range 1 mile flashback as if recounting an effect you had witnessed. Then
Components S choose a 10-foot-radius centered on a point you touch, then
Duration Concentration, up to 1 round choose a period of time within the last week. Illusory projections
of creatures, objects, and events that occurred in the 10 minutes
You create an invisible beacon that resembles a floating following your chosen time play out in the radius chosen,
bookmark to those who can see invisible objects. At any time including sounds that originated from that radius. Creatures that
before the spell ends you can use your reaction to teleport were protected from divination for any reason do not appear in
yourself and anything you are carrying back to the space where the projection. While watching the projection, you may speed up
you left the bookmark, which cannot be moved or touched as or rewind the projection as if scrubbing through footage, but it
long as that space is unoccupied. Spells that remove magical cannot project anything outside of the 10 minutes it recorded
effects may target the bookmark if the caster is aware it is there. even if you speed it up.
You must be within 1 mile and on the same plane as the At higher levels. When you cast this spell at 4th level or higher,
bookmark to do so, and you become aware if it is no longer the spell’s duration and amount of time recorded increases. It
possible to move there. Once you use this effect to teleport back becomes 1 hour when cast using a 4th level slot and 1 day using
to that space, the spell ends. a 5th level slot. If cast using a 6th level slot it can replay events
At higher levels. When you cast this spell at 2nd level or from up to a month ago, up to half a year at 7th, 5 years at 8th,
higher the spell’s duration increases to 1 minute at 2nd level, 10
minutes at 3rd, 1 hour at 4th, 10 hours at 5th, 1 day at 6th, 1

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.

Abjuration Necromancy 6th Level Shamwood Stakeout


Shrieking Mars
Mordenkainen’s Disjunction Wakefield’s Suffocating Mordenkainen’s Phantom Therpientis’ Stunning Mimicry
Power Word Dispel Darkness Guardian Valm’s Irritating Question
Writ Erase
Conjuration 7th Level Ranger
Transmutation
Artemina’s Hunting Bow Power Word Clarity Aphris’s Fixed Gaze
Chughlihn’s Ink Void Okei’s Plaything Power Word Dispel Cernunnos Eye
Mordenkainen’s Phantom Ossenhimer’s Archive Power Word Stillness Notetaker’s Gamble
Guardian Wakefield’s Suffocating Shamwood Stakeout
Mordenkainen’s Shield Maidens Darkness
Cantrips
Notetaker’s Gamble
Shamwood Stakeout
Sorcerer
Writ Seizure 8th Level
Writ Bombardment
Artemina’s Hunting Bow
Writ Cannon Luciel’s Grandbolt
1st Level Chughlihn’s Ink Void
Power Word Truth Luciel’s Grandbolt
Divination Cernunnos Eye Notetaker’s Gamble
Writ Bombardment 9th Level Okei’s Plaything
Aphris’s Fixed Gaze Writ Heroism Power Word Clarity
Cernunnos Eye Artemina’s Hunting Bow Power Word Dispel
Mordenkainen’s Lucubration Mordenkainen’s Disjunction Power Word Stillness
Writ Forensic 2nd Level Shrieking Mars
Okei’s Plaything
Therpientis’ Stunning Mimicry
Mordenkainen’s Lucubration
Enchantment Valm’s Irritating Question
Writ Block Bard
Writ Erase
Power Word Clarity Writ Slumber Notetaker’s Gamble Warlock
Power Word Forget Ossenhimer’s Archive
Power Word Stillness Power Word Break Artemina’s Hunting Bow
Power Word Truth 3rd Level Aphris’s Fixed Gaze
Power Word Clarity
Valm’s Irritating Question Power Word Dispel Chughlihn’s Ink Void
Writ Block Power Word Repel
Power Word Forget Luciel’s Grandbolt
Writ Heroism Shamwood Stakeout
Power Word Repel Power Word Break
Writ Horror Shrieking Mars
Power Word Truth Power Word Dispel
Writ Slumber Writ Forensic
Shrieking Mars Shrieking Mars
Writ Entropy
Therpientis’ Stunning Mimicry
Evocation Wakefield’s Suffocating
4th Level Cleric Darkness
Luciel’s Grandbolt Aphris’s Fixed Gaze
Mordenkainen’s Electric Arc Aphris’s Fixed Gaze
Mordenkainen’s Electric Arc Power Word Stillness Wizard
Mordenkainen’s Force Missile Therpientis’ Stunning Mimicry
Power Word Break Mordenkainen’s Force Missile
Valm’s Irritating Question Mordenkainen’s Disjunction
Power Word Repel Mordenkainen’s Shield Maidens
Mordenkainen’s Electric Arc
Redmane’s Furious Yell Ossenhimer’s Archive
Mordenkainen’s Force Missile
Writ Consecration Writ Consecration Druid Mordenkainen’s Lucubration
Writ Horror
Mordenkainen’s Phantom
Artemina’s Hunting Bow
Illusion Guardian
Cernunnos Eye
5th Level Mordenkainen’s Shield Maidens
Chughlihn’s Ink Void Okei’s Plaything
Shrieking Mars Notetaker’s Gamble
Therpientis’ Stunning Mimicry Chughlihn’s Ink Void Ossenhimer’s Archive
Writ Entropy Notetaker’s Gamble Power Word Clarity
Writ Seizure Power Word Break Petal Knight Power Word Dispel
Power Word Forget Power Word Forget
Redmane’s Furious Yell Aphris’s Fixed Gaze Power Word Repel
Therpientis’ Stunning Mimicry Cernunnos Eye Power Word Stillness
Valm’s Irritating Question Power Word Break Power Word Truth
Writ Cannon Power Word Forget Wakefield’s Suffocating
Power Word Repel Darkness
Redmane’s Furious Yell

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:

Your Intelligence score increases by 1 (to a maximum of 20).


When you would fail a concentration check, you may use a
narrative twist as a reaction to choose to succeed instead.
When you make a concentration check you may do so as an
Intelligence save instead of your Constitution save.

INSCRIPTOR | ITEMS & FEATS 33


Juan Pablo villafaña (Order #42637129)
Correfonts
Correfonts
Name Fascinations
As described under their heading above, Correfonts are a cabal Artemina Agriculture, hunting, fables
of demigods who serve So’kess and wander the archives of Vulta Aphris Romance, longing, personal fiction
de Congenio in Mechanus. This demi-plane is a divine realm Cernunnos Mythology, legends, monsters, artifacts
jointly owned by So’kess and the goddess of magic Vestias, and Chughlihn Outer gods, horror, monstrosities
is a seemingly endless library where art, literature, and secret
Luciel Divinity, fantasy, mythology, history
lore are kept and saved. Due to a massive tragedy that wiped all
Mars War, heroes, tactics, weaponry
knowledge of the old world from the world that would become
Somnus Domina, So’kess deemed it essential to create this Okei Comedy, tragedy, humanity, performance
protected archive in case such a thing were to ever occur again. Ossenheimer Magic, history, planes, tomes
Some of the Correfonts are believed to be aspects of Vestias Redmane Adventure, glory, heroism, defying fate
herself, but this is unverifiable. Shamwood Mystery, conspiracies, subterfuge, blackmail
The Correfonts are embodiments of thoughts and ideas, given
Therpientis Performance, poetry, music, scripts
shape by So’kess and power by Vestias. They are supernatural
Valm Secrets, records, commerce
beings who track and store knowledge, codifying it in various
forms. Their appearances and personalities vary: some are Wakefield Abstract potential, superstition, the unseen
vaguely humanoid in nature, while others are horrific
abominations that would challenge the sanity of any who saw Cernunnos
them. Since they protect their realms within Vulta de Congenio, A large, quiet golem with a pure white body that is featureless
they rarely see it fit to leave the library (or their own space within except for three emerald eyes. It speaks only telepathically and
it). It is for this purpose that Inscriptors are sometimes deemed resides within its quaint library: a museum that displays great
essential, performing tasks outside of the realm of the Correfonts beasts, battles of old, fragments of ancient gods, artifacts, and
that require direct attention. other fantastic elements. It is obsessed with the rich world of
Each Correfont within Vulta de Congenio has a unique library, mythology and looks to collect knowledge regarding beasts that
all connected through various interlocking gates, many of which are beyond imagination, both real and false. It looks to Inscriptors
can be reached merely by thinking with intention about reaching who have the same quiet passion for the fantastic to help to
them. Many have unique defenses and protective measures extend this collection.
within them, ranging from guardians to traps or powerful deific
Chughlihn
magical wards.
The following are examples of some Correfonts, their A mysterious and unpleasant member of the Correfonts. This
motivations, their literary fascinations, and brief explanations outer being has no solid form and speaks in an inhumanly low,
guttural tone that is almost incomprehensible, the sound instead
about their purpose and temperaments. It may be used to
determine particular patrons or generate new ones. functioning as a vehicle to deliver meaning to its listeners.
Chughlihn’s library is an undulating mass of ink and fungi, shifting
Artemina in form much like its body which equally seems to be part of the
A goliath huntress and shaman who has a matronly and firm way library. It stores knowledge on cosmic beings, the astral sea, and
about her. This elderly demigod lives within a forest shrine with other outer beings in the form of inky blobs marked with arcane
various tablets, scrolls, and tomes hidden in protective alcoves runes. When touched, these ink spheres - called blot-hives -
that record recipes, natural wonders, animals, stories of forcefully assail whoever touched them with the knowledge they
communing with nature, and accounts of various animals, beasts, contain.
and environments. She has a fascination with beasts, medicine,
Luciel
food, poisons, and the trials of hunters and nomadic cultures.
She approaches Inscriptors under the pretense of seeking mutual Luciel is a Valkyrian battlemage who exists at the intersection
enlightenment and frames her work as seeking perfect commune between a celestial and a fiend. She has a naturally radiant
allure, and eyes that are as soft as they are piercing. On her
with nature.
right, she has a set of white and pink angelic wings, and on the
Aphris other cracked, black, bat-like wings. Her voice is layered,
Originally an aspect of a different goddess of love, Aphris was sounding as if multiple people are speaking at once containing a
lost to her original pantheon and became a unique individual. mixture of both anger and compassion. She is fascinated with
She is a stunning, voluptuous young woman in her mid-twenties stories about gods, mortals seeking godhood, archfiends, and the
with skin resembling that of Somnus Domina’s Nephilim. Her hair machinations of gods. She has a particularly close and distrustful
has a bright pink hue on the underside, betraying the striking eye on the Eidolons. She keeps this knowledge in her cloud-like
black upper side, and she has equally intense pink eyes. Her domain, where a calm blue sky surrounds a floating obsidian
library is a statue garden depicting scenes and individuals from tower with dozens of external bridges to gates connecting to
various romance novels, plays, and real-life depictions of famous various divine realms.
lovers. She is fascinated with love that transcends societal and
cultural norms and has a fanatic love for corny and smutty love
stories alike. Often an instigator when it comes to love, she has
inexhaustible energy.

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.

INSCRIPTOR | RUNNING THE GAME 37


Juan Pablo villafaña (Order #42637129)
Juan Pablo villafaña (Order #42637129)
Juan Pablo villafaña (Order #42637129)

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