Disavowed icon

Yokai Subclass

Disavowed

Clandestine Magic

History

We Disavowed trace our lineage to the First Heralds, ancient guardians who stood as the sole bulwark between Adamah and the infinite realms beyond. When the War of Solehaquin nearly shattered the mortal world, it was our forebears who drove them back, and in the war’s aftermath, forged the Seal of Mortal Sanctity, a pact that barred all extraplanar powers from dominion over Adamah.

The oath they swore was absolute: no Ohros, no Asura, no outsider would ever again rule the mortal world.

For centuries, our forebears held that line. But conviction, given enough time, bends.

Some among the Heralds drew closer to the Ohros, accepting celestial patronage, invoking divine authority, wielding borrowed light as though it were their own. They told themselves it was still service. Still protection. But when they began to intervene in mortal affairs under the banner of heavenly mandate, they had already broken the oath they claimed to uphold.

Those of us who refused were cast out. Branded heretics. Oathbreakers. Traitors to the shining cause...by the very ones who had betrayed it first.

We took the name willingly. The Disavowed.

Where the Heralds now shield through the divine, we protect through forbidden means, drawing upon both celestial and infernal forces while bowing to neither. We are not soldiers of heaven or agents of the abyss. We are stewards of cosmic independence, keepers of the ancient balance that the Heralds abandoned.

Our purpose has never changed: seal the rifts, guard the mortal realm, and reject servitude — to Celestial and Infernal alike.

— Asher Kane, Keeper of the Covenant History

Disavowed Naming

Upon taking the Vow of Eternal Severance, Disavowed abandon their mortal names. To sever ties to their past lives, they take on cryptic titles, names that reflect their burden or their role as unseen guardians.

Their true names are whispered among their order, never spoken aloud to outsiders.

The Vow of Eternal Severance

Every Disavowed must take this sacred oath before they can inscribe their first Mark:

“By the blood of my elohim and the light of my spirit, I stand as the shadow between realms.

I forfeit my name to the void, my form to the stars, and my will to the sanctity of mortal existence.

No infernal hand shall claim this plane, nor celestial grace unmake its truth.

In severing myself, I am the gate unbroken, the seal unyielding.

May my essence be consumed, that the harmony of Adamah endures.

This is my burden; this is my vow: eternal severance for eternal sanctity.”

Subclass Breakdown

In the twilight between realms, the Disavowed walk a lonely road. Through clandestine Marks burned into their flesh and ancient Weaving, the Disavowed summon, bind, and banish with brutal efficiency. Yet their powers come with constant peril, forever tempting them toward the abyss they stand against. In the mortal world, the Disavowed are pariahs. Mainstream faiths revile them as heretics. Common folk whisper of their strange rites. Yet when the walls between worlds tremble, it is the Disavowed who rise to meet the threat—unthanked, unseen, unyielding. Their legacy endures as a hidden current beneath Adamah’s history: the last guardians of mortal freedom, standing alone between the living and the endless dark beyond the stars.

Base Class

Yokai

Core Ability

Endurance

Aptitude Dice

d6

MAB

6

Aptitude

Add one Martial Weapon and one Skill Aptitude of your choice.

The Covenant

Heretical Points (HEL)

Total: 5 + Level + Fortitude Modifier

Short Rest: regain half (rounded up). Long Rest: fully restore.

Arcane Fire Dice

Deals Holy or Miasmic Damage. Spend ARC or HEL Points.

Spell Weaving

1d20 + MAB

Key Mechanics

Pact of the Disavowed (Passive)

You have sworn an ancient Pact—a Vow to uphold the Seal of Mortal Sanctity, preventing extraplanar forces from breaching the Mortal World.

Marks of the Heretic (Passive)

Disavowed replace higher-level Spell Weaving with Marks, sacred symbols burned into your skin, representing your defiance against both divine law and infernal corruption. Marks are activated for 2 AP. You spend ARC Points to use Marks. Marks follow all other normal Spell Rules.

Severed (Debuff)

+1 AP to activate any Magic Ability or Weave a Spell.

Duration: Until the end of their next Turn.

Arcane Fire Dice (Passive)

Your Arcane Fire now deals Holy or Miasmic Damage. You may spend ARC or HEL Points to activate Arcane Fire and to increase its Damage for each additional point spent. If you have Amplify Magic any Spell or Feat that uses Arcane Fire Dice can now also be Amplified using ARC or HEL Points. Some Disavowed Feats require you to roll your Arcane Fire Dice for additional effects. This does not count as using Arcane Fire.

Mark Level Table

MarkLevelARC Cost
Binding42
Severed63
Banished84
Shattered105
Sealed126
4

Clandestine Magic

At level 4, choose two of the following Core Feats. You gain the remaining Feats automatically at level 5.

Heretical Blessing

AP: 1 | RCore Synergy

When an ally you can see makes an attack, you may change the damage type of that attack to Holy or Miasmic.

Arcane Cauterization

AP: 1 | QA | 1 HEL Point | Range: Touch

Using the secretive and protective magics of old, you safeguard yourself and your allies, as well as manipulate arcane forces. Touch a target to heal them for 1 Arcane Fire Dice of HP. Additionally, you may end one Condition or heal one Minor Injury.

Devil’s Bluff

AP: 1 | R | 1 HEL Point | Range: 10 m

When a hostile creature targets you or an ally you can see with a Spell, Feat, or Ability, you may force them to make a Will Defense Roll against your Spell Weaving. On failure, the creature must choose a different target or lose the Action. AP and resources are still consumed. If the creature is already affected by Severed, they automatically fail.

Seal of Mortal Sanctity

AP: 2 | CA | 2 HEL Points | Range: 8 m

You invoke your ancient oath, warding the boundary between realms and severing the ties of extraplanar invaders. Target a creature within Range and force them to make a Will Defense Roll against your Spell Weaving. On failure, the next time the creature uses any Action, it suffers 1 Arcane Fire Dice of damage and suffers the Severed Debuff. Creatures already under the Severed Debuff must make this Defense Roll at –2.

Vow of Iron

Long Rest Ritual

As a Disavowed, you are master of both your weapon and your Arcane Fire, fusing them together to enhance your powers. Perform a ritual to bond with one weapon you have Aptitude in: You can summon or dismiss the weapon from a pocket dimension as a Free Action. Automatically Tech Synchronize with the weapon. The weapon gains +1 to Attack Rolls and +1 Arcane Fire Dice to Damage Rolls. Once per Round you may apply Severed to a creature you deal damage to. Is considered Magical for overcoming Resistances and Immunities. Bonding to a new weapon ends the previous bond.

At level 4, you may also choose one Specialized Character Refinement (SCR).

5

Sanctified Defiance

All remaining Core Subclass Feats you did not select at level 4. +1 in any Ability Score of your choice.

6

Adept Path Choice

Choose your Adept Path—a specialization that reflects how you wield your heretical power. Your path grants abilities at levels 6, 8, and 10. Additionally you gain Adept Loom-craft (See Core Rule Book: The Spell-Loom).

Path of Burden

Dragging others down with your suffering. In the depths of your suffering, you drag others down with you, forcing them to bear the weight of your misery and pain.

Passive: Gain +1 to your Spell Weaving.

Shared Misery

AP: 2 | CA | 2 HEL Points | Duration: 3 Rounds | Range: 8 m

Choose one creature within Range and force them to make a Will Defense Roll against your Spell Weaving. On failure, whenever you take damage, the creature also takes half the damage you suffer, rounded up, for the Duration. Damage type is the same as what you received. This damage bypasses the creature’s THP.

Level 8

Burden Bearer

AP: 1 | R | 3 HEL Points

While Shared Misery is active, when an ally within the Range takes damage, you may take that damage instead, triggering Shared Misery against the linked creature.

Level 10

I’m Sorry I’m Like This

Passive

If you target an ally with Shared Misery, they do not suffer damage, but instead, they heal HP equal to half the damage taken.

Path of Cynasthera

Burning sanctity and infernal flame. You have learned much from your dealings with the Infernal Domains, including the true name of Cynasthera—the Eternal Flame—and with it, the terrible power of burning sanctity.

Passive: When you deal damage to a Frightened Creature they take +1 Arcane Fire Dice of damage.

The Eternal Flame

AP: 2 | CA | 4 HEL Points | Duration: 3 Rounds or until THP is depleted | Range: Self

You awaken the powers of Cynasthera, igniting your body in a blaze of sacred fire. For the Duration: Gain THP equal to your Level + your Fortitude Modifier. Gain Resistance to Thermal Damage. Add +1 Arcane Fire Dice to all Damage Rolls. Emit Bright Light in a 6 m Radius and Dim Light for an additional 10 m.

Level 8

Reign of Flames

AP: 1 | QA | 3 HEL Points | Range: 20 m | Radius: 3 m

You fire a bullet or bolt into the sky, infused with the Infernal Flame. It erupts overhead, raining fire onto the battlefield. While The Eternal Flame is active, select a point within Range and force all creatures of your choice within the Radius to make a Fortitude Defense Roll against your Spell Weaving. On failure, they take 2 Arcane Fire Dice of Thermal Damage, regardless of Cover, and they are Frightened of you until the end of their next Turn. If you hit three or more creatures, regain 1 HEL Point.

Level 10

Infernal Radiance

Passive

While The Eternal Flame is active, your Bright Light Radius becomes a zone of burning sanctity: Frightened creatures inside the Radius suffer –2 to all Defense Rolls and cannot become Invisible or benefit from Cover. Allies inside the Radius gain +1 to Attack Rolls.

Path of Solasris

Celestial energy and protective shields. The Mal’akh have granted you knowledge that allows you to harness the energies of the celestial plane.

Passive: Allies within 1 m of you gain Resistance to one Damage Type of your choice.

Solasris’ Shield

AP: 2 | CA | 4 HEL Points | Duration: Rounds equal to your Fortitude Modifier | Range: Self | Radius: 2 m

For the Duration: Allies within Radius gain Resistance to Miasmic and Thermal Damage and may add your Fortitude Modifier to their Defense Rolls. Hostile creatures that enter or start their Turn inside the Radius must make a Will Defense Roll against your Spell Weaving. On failure, they take 2 Arcane Fire Dice of damage and suffer the Severed Debuff for the Duration.

Level 8

A Debt Paid

AP: 1 | R | 3 HEL Points

While Solasris’ Shield is active, if you or an ally within the Radius take damage from an attack, the attacker must make a Fortitude Defense Roll against your Spell Weaving. On failure, they take 3 Arcane Fire Dice of damage and are pushed back 3 m and knocked Prone.

Level 10

Unbreakable Vow

Passive

While Solasris’ Shield is active, you and allies within the Radius cannot be moved against your will, cannot be knocked Prone, and are Immune to the Frightened Condition. Additionally, when A Debt Paid triggers, you may choose to pull the attacker 3 m toward you instead of pushing them away.

7/9

Adept Bracket Pool

At levels 7 and 9, select one Feat from the Adept Bracket Pool. Each may be selected only once.

Defensive & Offensive Feats

Exorcist’s Command

AP: 1 | QA | 4 HEL Points | Range: 8 m

Target one creature within Range and force them to make a Will Defense Roll against your Spell Weaving. On failure, one magical effect currently active on them (buff, enchantment, possession, summon link) is immediately dispelled and they take 1 Arcane Fire Dice of damage. If the target is a Summoned or Extraplanar creature, they also suffer Severed.

Infernal Ally

AP: 1 | R | 1 HEL Point | Range: 15 m

When an ally deals Holy or Miasmic Damage, you can add +1 Arcane Fire Dice to their Damage Rolls.

Heretic’s Trap

AP: 2 | CA | 2 HEL Points | Duration: 3 Rounds | Range: Touch | Radius: 3 m

Inscribe a hidden ward on an Unoccupied Space. The ward is Invisible until triggered. When a hostile creature enters the Radius or Weaves a Spell within it, they must make a Will Defense Roll against your Spell Weaving. On failure, they take 1 Arcane Fire Dice of damage and suffer the Severed Debuff. While inside the Radius, affected creatures cannot teleport or plane-shift.

Pactburn

Passive

Whenever you deal damage to an Extraplanar creature, you deal an additional +1 Arcane Fire Dice of Holy or Miasmic Damage once per Turn.

Vengeance

Passive

Once per Round, when a creature damages you, you may immediately make one Additional Attack as a Reaction. On hit, deal +2 Arcane Fire Dice of damage.

Path-Specific Feats

Burning Pursuit

AP: 1 | QA/R | 2 HEL PointsCynasthera

While The Eternal Flame is active, when a Frightened creature attempts to move away from you, you may teleport to an Unoccupied Space within 2 m of them. Your next Attack against that creature gains +2 to the Attack Roll.

Consecrated Ground

AP: 1 | QA | 2 HEL Points | Duration: 3 RoundsSolasris

While Solasris’ Shield is active, the ground within the Radius becomes consecrated for the Duration. Hostile creatures treat the Radius as Challenging Terrain. Allies that start their Turn inside regain 1 Arcane Fire Dice of HP.

Weight of the World

PassiveBurden

While Shared Misery is active, the linked creature’s Speed is reduced by half. If you take damage from three or more sources in a single Round, the linked creature also suffers –2 to all Attack Rolls until the end of their next Turn.

Utility Feats

Extraplanar Exchange

AP: 2 | CA

You convert life force into Arcane or HEL Points at a cost to your body. Spend 5 HP to gain 1 Point (HEL or ARC). You may convert up to 50 HP per Long Rest. If you exceed this limit, you take 1 Level of Exhaustion per additional 5 HP spent.

Seal Walker

Passive

You can sense Extraplanar creatures, rifts, or active portals within 15 m, even through walls or barriers. You gain +3 to any Skill Check made to identify, track, or banish Extraplanar entities.

10

Core Feat Upgrades

At level 10, the following upgrades enhance your foundational subclass abilities from levels 4–5.

Heretical Blessing Upgrade

Passive

When you activate Heretical Blessing, the attack ignores Resistance to Holy and Miasmic Damage.

Arcane Fire Upgrade

Passive

Your Arcane Fire Dice increases to a d10.

Arcane Cauterization Upgrade

Passive

You can now use this as a Reaction. Healing: Increases to 2 Arcane Fire Dice.

Devil’s Bluff Upgrade

Passive

The creature must choose a different target of your choice. Additionally, if the new target is your ally they gain +2 to their Defense Roll against the redirected attack.

Seal of Mortal Sanctity Upgrade

Passive

Damage: Increases to +2 Arcane Fire Dice of damage. Creatures already under Severed that fail the Defense Roll also lose 1 AP until the end of their next Turn.

Stolen Faith

Passive

Once per Long Rest, you may attempt to learn a Verse from the Herald Subclass Verse List. Make a Magic Skill Check against the Verse’s Encoding DC. On success, the spell is added to your Mark List and obeys all Mark Mechanics.

Vow of Iron Upgrade

Passive

Attack Roll: Increases to +2. You may have two Bonded Weapons at a time.

11

Path to Mastery

At level 11, you receive a Master Synergy and choose your Master Path. You will gain additional abilities at levels 13 and 15. Additionally you gain Master Loom-craft (See Core Rule Book: The Spell-Loom).

Shared Pain

AP: 1 | RMaster Synergy

When you see an ally take damage, the attacker takes Thermal Damage equal to half the damage dealt to your ally (rounded up).

Path of Martyrdom

Protecting allies through self-sacrifice. You bear the soul of the Martyr—sworn to protect those in need, even at the cost of your own life. Your suffering becomes your shield, your death a final blow against the wicked.

Passive: Whenever you take damage to your HP, the next healing effect you apply or receive is increased by +1 Arcane Fire Dice.

The Martyr’s Burden

AP: 2 | CA | 5 HEL Points | Duration: 5 Rounds | Range: 10 m | Radius: 5 m

For the Duration: Each Round you take 1 Arcane Fire Dice of damage. While you are above half HP, allies within the Radius cannot be reduced below 1 HP. Allies gain Resistance to Holy and Miasmic Damage. Extraplanar creatures deal only half damage to allies in the Radius.

Level 13

Pain Recycler

Passive

While The Martyr’s Burden is active: Each time you take damage, hostile creatures inside the Radius take 1 Arcane Fire Dice of Psychic Damage. If your HP falls below half, for the Duration, all allies in the Radius gain: +2 to all Defense Rolls. +1 Arcane Fire Dice to all healing received.

Level 15

Final Sacrifice

Passive

If you are reduced to 0 HP while The Martyr’s Burden is active, it ends and you are instead reduced to 1 HP. All allies within the Radius regain 2 Arcane Fire Dice of HP. All hostile creatures within the Radius take 2 Arcane Fire Dice of damage. If any Extraplanar creature is damaged this way, they must make a Fortitude Defense Roll against your Spell Weaving. On failure, they are Banished for 1 Round.

Path of the Dai’oni

Infernal bargains and binding contracts. You have learned the language of Infernal bargains — not the fire, but the fine print. Your enemies are bound not by chains, but by terms they cannot fulfill without ruin.

Passive: When a creature fails a Defense Roll against one of your Disavowed Feats or Marks, you learn the full details of one Feat or Ability they have.

Infernal Contract

AP: 2 | CA | 5 HEL Points | Duration: 3 Rounds, Concentration | Range: 15 m

Choose one creature within Range and force them to make a Will Defense Roll against your Spell Weaving. On failure, you impose one of the following Clauses for the Duration: They cannot Weave Spells or Feats. If broken, they take 3 Arcane Fire Dice of damage. They cannot move more than 5 m from their current position. If broken, they take 3 Arcane Fire Dice of damage and are dragged back to their original position. The creature cannot make Attack Actions. If broken, they take 3 Arcane Fire Dice of damage and the attack is made at –2. Additionally, each time a creature breaks a Clause, the Duration extends by 1 Round.

Level 13

Amended Terms

AP: 1 | QA/R | 3 HEL Points

While Infernal Contract is active, you may change the current Clause to a different one. The creature is not informed which Clause is now active — they must guess.

Level 15

Breach of Contract

Passive

When Infernal Contract ends or if a Clause is broken three or more times, choose one: The creature suffers Severed and loses 2 AP at the start of each Turn for 3 Rounds. You regain HP equal to half of all Contract damage dealt and regain 1 HEL Point. Force the creature to make a Will Defense Roll against your Spell Weaving. On failure, they are Dominated until the end of their next Turn.

Path of the Seraphim

Divine judgment, purification, and wrath. Drawing upon the divine might of the Mal’akh, you wield powers of judgment, purification, and divine wrath.

Passive: Gain +1 to your Spell Weaving.

Judgment

AP: 2 | CA | 4 HEL Points | Duration: 3 Rounds, Concentration | Range: 20 m

Choose a target and force them to make a Fortitude Defense Roll against your Spell Weaving. On failure, they are Judged, taking 3 Arcane Fire Dice of damage on each of their Turns and suffering the Severed Debuff for the Duration. Once during the Duration, you may redirect one hostile Spell or magical effect targeting you to them instead (no AP cost).

Level 13

Sentence Pronounced

Passive

While Judgment is active: You and allies gain +2 to Attack Rolls against the Judged creature. If the Judged creature deals damage to you or an ally, they take 1 Arcane Fire Dice of Holy Damage. If they attempt to flee beyond the Range of Judgment, they must make a Will Defense Roll against your Spell Weaving. On failure, they are pulled back 5 m and knocked Prone.

Level 15

Mal’akh’s Wrath

AP: 1 | QA | 6 HEL Points | Radius: 10 m

You end Judgment early: All creatures within the Radius must make a Fortitude Defense Roll against your Spell Weaving. On failure, the Judged creature takes 5 Arcane Fire Dice of damage and is Confused until the start of their next Turn. All other hostile creatures take 2 Arcane Fire Dice of damage and are knocked Prone. Extraplanar creatures make this Defense Roll at –3.

12/14

Master Bracket Pool

At levels 12 and 14, select one Feat from the Master Bracket Pool. Each may only be selected once.

Defensive & Offensive Feats

Extraplanar Vortex

AP: 1 | QA | 4 HEL Points | Duration: 3 Rounds, Concentration | Radius: 5 m

When you deal damage using your Vow of Iron weapon or Arcane Fire, creatures within the Radius must make a Reflex Defense Roll against your Spell Weaving. On failure, they are pulled to its center and their Speed is reduced to 0. At the start of each Turn, creatures inside take 2 Arcane Fire Dice of damage. If any are Extraplanar, you may use a Mark against them as a Free Action.

Grip of The Damned

AP: 2 | CA | 6 HEL Points | Duration: 3 Rounds, Concentration | Range: 15 m

Target up to three creatures within Range and force them to make a Will Defense Roll against your Spell Weaving. On failure, they are Paralyzed for the Duration. If any are Extraplanar, you may use a Mark against them as a Free Action.

Hell or High Water

AP: 2 | CA | 5 HEL Points | Range: Self | Radius: 6 m

You unleash the full wrath of both celestial and infernal forces. Hostile creatures within the Radius must make a Will Defense Roll against your Spell Weaving. On failure, they take 2 Arcane Fire Dice of Holy Damage and 2 Arcane Fire Dice of Miasmic Damage, and suffer the Severed Debuff. You gain +1 on your next Spell Weaving or Spell Attack for each creature damaged by this effect.

Path-Specific Feats

Amended Clauses

PassiveDai’oni

When a creature breaks a Clause from your Infernal Contract, they suffer –2 to all Defense Rolls until the end of their next Turn. Additionally, you may now have two Infernal Contracts active on different creatures simultaneously.

And Executioner

AP: 1 | QA | 2 HEL Points | Duration: 3 RoundsSeraphim

While Judgment is active, designate one ally as your Executioner. For the Duration, that ally deals +2 Arcane Fire Dice of damage against the Judged creature and their attacks against the target cannot be reduced by Resistance.

Shared Suffering

AP: 1 | R | 3 HEL PointsMartyrdom

While The Martyr’s Burden is active, when you take damage, choose one ally within the Radius and grant them THP equal to half the damage you took.

Utility Feats

Extraplanar Warden

Passive

Whenever a creature fails a Defense Roll against your Marks, they cannot Teleport, Plane Shift, or Phase until the end of their next Turn.

Heretical Step

AP: 1 | QA/R | 1 HEL Point

After successfully placing a Mark on a hostile creature you may teleport up to 5 m in a straight line toward them. If that target is Severed, you also gain +2 to your next Spell Weaving Check.

On Your Shoulder

AP: 1 | QA | 4 HEL Points | Duration: 5 Rounds | Range: 20 m

Summon a Tiny Asura or Mal’akh Companion into an Unoccupied Space within Range. While active: You may Weave Spells or Marks originating from its position. It cannot move or be damaged, but can be Banished. It may hold Concentration on one of your Marks, Feats, or Spells for you.

16

Pinnacle Path

At 16th level, you gain a Pinnacle Synergy and choose your Pinnacle Path—a transcendent expression of your heretical mastery, granting abilities at levels 16, 18, and 20. Additionally you gain Loom-crafting (See Core Rule Book: The Spell-Loom).

Heretics Assist

AP: 1 | RPinnacle Synergy

When an ally attacks a target you can see, you grant them a +2 to the Attack Roll.

Path of the Heavenly Scourge

Divine wrath and radiant flight. Harnessing the raw power of the Mal’akh and channeling the wrath of the divine, you become a relentless force of retribution.

Passive: While airborne or have Height Advantage, your Attacks and Marks deal +1 Arcane Fire Dice of damage.

Ascension

AP: 2 | CA | 5 HEL Points | Duration: 5 Rounds or until THP is depleted | Range: Self

You manifest wings of radiant flame and ascend: Gain a 10 m Flight Speed. Gain THP equal to your Level + 2 x Fortitude Modifier. Gain Resistance to Non-Magical Physical Damage. Hostile creatures that end their Turn within 3 m of you take 1 Arcane Fire Dice of Holy Damage.

Level 18

Hayyoth’s Wrath

AP: 2 | CA | 4 HEL Points

While Ascension is active, dive toward a point you can see within your Flight Speed. Every creature within 3 m of where you land must make a Fortitude Defense Roll against your Spell Weaving. On failure, they take 3 Arcane Fire Dice of damage, are knocked Prone, and suffer Vulnerability to Holy Damage until the end of their next Turn. You do not provoke Opportunity Attacks during this movement.

Level 20

Divine Scourge

AP: 2 | CA | 10 HEL Points | Duration: While THP persists or until Long Rest

Your Ascension evolves into its final form: THP increases by +40. Flight Speed increases to 15 m. Resistance to all Damage Types. Your Vow of Iron weapon deals +2 Arcane Fire Dice of damage. Hayyoth’s Wrath costs 2 HEL Points. When you deal damage with Arcane Fire, all hostile creatures within 3 m of the target also take the same damage.

Path of the Heretic’s Mark

Judging and branding the unworthy. Those who stray beyond the Seal must not only be resisted—they must be judged, branded, and broken. You mark the unworthy, mortal or extraplanar alike, turning their very existence into a weapon against them.

Passive: Creatures affected by the Severed Debuff take 1 Arcane Fire Dice of Psychic Damage at the start of each of their Turns.

Heretical Censure

AP: 2 | CA | 5 HEL Points | Duration: 5 Rounds, Concentration | Range: 12 m

Choose a target within Range and mark them as a Heretic, and for the Duration: They suffer the Severed Debuff. They take 2 Arcane Fire Dice of Psychic Damage whenever they attempt any Action or Movement. They must succeed on a Will Defense Roll against your Spell Weaving to benefit from any Spell Weaved on them.

Level 18

Unforgivable

AP: 1 | QA | 5 HEL Points | Duration: 5 Rounds | Range: Self | Radius: 8 m

Choose up to three creatures within Radius that are affected by a Mark or Debuff, and for the Duration they cannot gain HP, THP, or receive Buffs of any kind unless they pass a Will Defense Roll against your Spell Weaving.

Level 20

Recompense

AP: 1 | R | 6 HEL Points | Radius: 6 m

Whenever a creature affected by one of your Marks or Debuffs dies, each hostile creature within the Radius must make a Fortitude Defense Roll against your Spell Weaving. On failure, they suffer 5 Arcane Fire Dice of Psychic Damage and are Frightened of you for 1 Round. You regain 1 HEL Point for each creature that fails the Defense Roll.

Path of the Sealbearer

Absorbing residual mark power. Your body bears the seals of the forsaken. Your soul drowns in their eternal lightless current. You are the Vessel. You are the Herald that remembers.

Passive: Gain +1 to your Spell Weaving.

Vessel of the Severance

Passive

When you break Concentration on a Mark or a Feat, or its Duration ends naturally, you absorb its residual power, gaining an Absorbed Mark (Max 5). You may expend one Absorbed Mark per Turn to gain: +1 to Attack Rolls and Arcane Fire Dice of damage on your next attack. +5 THP.

Level 18

Inversion

AP: 1 | QA | 3 HEL Points | Range: Self | Radius: 6 m

Instantly purge your Absorbed Marks and force all creatures within the Radius to make a Will Defense Roll against your Spell Weaving. On failure, they take 2 Arcane Fire Dice per Mark purged and become Frightened of you for 1 Round. If you release 5 Marks at once, you Paralyze any Extraplanar creature for 1 Round.

Level 20

Sanctum of the Damned

Passive | Range: Self | Radius: 4 m

While you have the maximum number of Absorbed Marks you gain Resistance to all Damage Types except Force. Additionally, hostile creatures that move into or end their Turn within the Radius take 1 Arcane Fire Dice of damage. If you Fall Unconscious, all hostile creatures within the Radius take 5 Arcane Fire Dice of damage. Allies within the Radius are healed for half the total damage dealt.

Path of the Shackled Flame

Infernal chains forged by will. You summon infernal chains wrought from your inner fire, forged by your will and bound to your enemies.

Passive: Your Attack, Spell, and Mark damage ignores Resistances on Restrained creatures.

Burning Tether

AP: 2 | QA/R | 5 HEL Points | Duration: 5 Rounds, Concentration | Radius: 4 m

When you deal damage to a creature, choose up to three creatures within Range of the original target and force them to make a Fortitude Defense Roll against your Spell Weaving. On failure, they become Restrained, are considered Tethered, and cannot move outside the Radius for the Duration. Tethered creatures take 1 Arcane Fire Dice of damage at the start of each of their Turns. Creatures affected by the Severed Debuff make this Defense Roll at –2.

Level 18

Freak on a Leash

AP: 1 | QA/R | 3 HEL Points

While Burning Tether is active: Tighten the chains: Choose one Tethered creature and deal 3 Arcane Fire Dice of damage. If this reduces them to 0 HP, extend the Duration of Burning Tether by 1 Round. Manipulate the chains: Move all Tethered creatures up to 5 m in a direction of your choice and force them to make a Fortitude Defense Roll against your Spell Weaving. On failure, they are knocked Prone.

Level 20

Chain Linked

Passive

Any damage or Condition suffered by one creature affected by Burning Tether is shared among all Tethered creatures. You regain 1 HEL Point whenever two or more Tethered creatures suffer damage in a single Round. Additionally, Tethered creatures cannot benefit from healing or THP for the Duration.

Resonate Spell-Loom

Passive | Level 20

At level 20, you can now co-forge legendary spells. Any number of Loom-crafters may work together in the same Long Rest: each helper donates AF to the cost and adds +1 to the lead weaver’s Encoding Check. On success, every contributor learns the spell.

17/19

Pinnacle Bracket Pool

At levels 17 and 19, choose one Feat at each level. These high-tier refinements represent your final evolution.

Defensive & Offensive Feats

Exile’s Benediction

AP: 2 | CA | 6 HEL Points | Duration: 4 Rounds, Concentration | Range: 10 m

You isolate a creature from all sources of divine and infernal influence. Choose one creature within Range and force them to make a Will Defense Roll against your Spell Weaving. On failure, they lose access to all passive Buffs, Auras, and healing for the Duration.

Heretical Authority

AP: 1 | QA/R | 4 HEL Points | Range: 10 m

When a hostile creature within Range Weaves a Spell or activates a Feat, you may force them to make a Will Defense Roll against your Spell Weaving. On failure, you seize control of the effect. Choose a new target or redirect the area of effect. The original creature’s AP and resources are still consumed.

Soulbrand

AP: 2 | CA | 6 HEL Points | Duration: 4 Rounds

All creatures currently affected by a Mark are pulled toward you up to 5 m and take 4 Arcane Fire Dice of damage.

Path-Specific Feats

Eternal Chains

PassiveShackled Flame

While Burning Tether is active, Tethered creatures that are reduced to 0 HP do not break the chain — their Tether attempts to attach to the nearest hostile creature within 6 m, who must make a Fortitude Defense Roll against your Spell Weaving. On failure, they become Tethered.

Friend of the Devil

Passive | Range: 6 mSealbearer

When an ally within Range breaks Concentration on a Spell or a Feat, you can gain it as an Absorbed Mark.

Indelible Mark

PassiveHeretic’s Mark

Creatures affected by Heretical Censure cannot have the Severed Debuff removed by any means for the Duration. If a creature affected by Heretical Censure dies, you may immediately apply the Censure to another creature within 10 m without spending AP or HEL Points.

Wings of Wrath

PassiveHeavenly Scourge

While Ascension is active, Hostile creatures cannot use Reactions against you while you are airborne.

Utility Feats

Deal with the Devil

AP: 1 | QA/R | 15 HEL Points

If you fail all three of your Death Checks, you instead rise again, regaining HP equal to half your maximum HP. If you lack the HEL Points to activate this, you may spend ARC Points instead (1:1 ratio). After the Encounter: Your HP is reduced to 1. For 24 hours, if you die again, you only get one Death Check. You can only regain up to half your maximum HP from healing.

Forged in Iron

Passive

Your Vow of Iron weapon now has a permanent +3 to Attack Rolls.

Legacy of the First Heralds

Long Rest

Once per Long Rest, you may Weave one Mark without expending ARC Points or AP.

Pinnacle Arcane Fire

Passive

Your Arcane Fire Dice are now 1d12 and increase your Fortitude Modifier by +1.

Unforgotten History

Passive

You may choose one feat from the Herald’s Bracket Pools as long as it doesn’t rely on a previous Feat. If the Feat inflicts the Censured Debuff you will use your Severed Debuff instead.