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
| Mark | Level | ARC Cost |
|---|---|---|
| Binding | 4 | 2 |
| Severed | 6 | 3 |
| Banished | 8 | 4 |
| Shattered | 10 | 5 |
| Sealed | 12 | 6 |
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 SynergyWhen 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: TouchUsing 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 mWhen 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 mYou 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 RitualAs 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).
Sanctified Defiance
All remaining Core Subclass Feats you did not select at level 4. +1 in any Ability Score of your choice.
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 mChoose 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 PointsWhile 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
PassiveIf 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: SelfYou 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 mYou 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
PassiveWhile 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 mFor 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 PointsWhile 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
PassiveWhile 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.
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 mTarget 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 mWhen 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 mInscribe 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
PassiveWhenever you deal damage to an Extraplanar creature, you deal an additional +1 Arcane Fire Dice of Holy or Miasmic Damage once per Turn.
Vengeance
PassiveOnce 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 PointsCynastheraWhile 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 RoundsSolasrisWhile 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
PassiveBurdenWhile 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 | CAYou 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
PassiveYou 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.
Core Feat Upgrades
At level 10, the following upgrades enhance your foundational subclass abilities from levels 4–5.
Heretical Blessing Upgrade
PassiveWhen you activate Heretical Blessing, the attack ignores Resistance to Holy and Miasmic Damage.
Arcane Fire Upgrade
PassiveYour Arcane Fire Dice increases to a d10.
Arcane Cauterization Upgrade
PassiveYou can now use this as a Reaction. Healing: Increases to 2 Arcane Fire Dice.
Devil’s Bluff Upgrade
PassiveThe 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
PassiveDamage: 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
PassiveOnce 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
PassiveAttack Roll: Increases to +2. You may have two Bonded Weapons at a time.
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 SynergyWhen 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 mFor 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
PassiveWhile 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
PassiveIf 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 mChoose 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 PointsWhile 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
PassiveWhen 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 mChoose 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
PassiveWhile 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 mYou 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.
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 mWhen 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 mTarget 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 mYou 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’oniWhen 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 RoundsSeraphimWhile 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 PointsMartyrdomWhile 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
PassiveWhenever 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 PointAfter 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 mSummon 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.
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 SynergyWhen 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: SelfYou 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 PointsWhile 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 RestYour 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 mChoose 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 mChoose 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 mWhenever 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
PassiveWhen 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 mInstantly 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 mWhile 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 mWhen 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 PointsWhile 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
PassiveAny 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 20At 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.
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 mYou 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 mWhen 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 RoundsAll 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 FlameWhile 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 mSealbearerWhen an ally within Range breaks Concentration on a Spell or a Feat, you can gain it as an Absorbed Mark.
Indelible Mark
PassiveHeretic’s MarkCreatures 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 ScourgeWhile 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 PointsIf 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
PassiveYour Vow of Iron weapon now has a permanent +3 to Attack Rolls.
Legacy of the First Heralds
Long RestOnce per Long Rest, you may Weave one Mark without expending ARC Points or AP.
Pinnacle Arcane Fire
PassiveYour Arcane Fire Dice are now 1d12 and increase your Fortitude Modifier by +1.
Unforgotten History
PassiveYou 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.