Innate Magic
Astonishing Disciplines Beastly-Powers Innate Magic Mystic Wielding Super-Powers Tech-Wonders

Natural magic flows through your blood and burns in your mind. You are connected to the raw elements and can shape the energy that emanates from you into magical effects.

See the list of powers in the Powers section for the general rules of using powers.

Super-Powers by Level

Level Knacks Known Powers Known 1st* 2nd* 3rd* 4th* 5th* 6th* 7th* 8th* 9th*
1st 4 2 2
2nd 4 3 3
3rd 4 4 4 2
4th 5 5 4 3
5th 5 6 4 3 2
6th 5 7 4 3 3
7th 5 8 4 3 3 1
8th 5 9 4 3 3 2
9th 5 10 4 3 3 3 1
10th 6 11 4 3 3 3 2

*Power Slots per Power Level


Using Innate Magic


The powers you use are magical. You can select a power-suite at 1st level based on a single magical element (Air, Earth, Fire, Nature, Radiance, Void, or Water). Every character level that you gain expands these powers.

These powers are magic and are treated as magical attacks, bypassing resistance to mundane damage and have other effects due to their magical nature.

When using an attack power you can add your power ability to the attack and damage roll. These powers are not treated as weapon attacks and do not add your Strength or Dexterity.

Power Ability


Select Intelligence, Wisdom, or Constitution as your power ability. You use your power ability whenever a power refers to one, when setting the saving throw DC for a power you activate, and when making an attack roll with a power.

Power Save DC = 8 + your proficiency bonus + your power ability modifier
Power Attack Modifier = your proficiency bonus + your power ability modifier
Power Check = d20 roll + your proficiency bonus + your power ability modifier

Knacks


You know four knacks of your choice from the powers list. You learn additional knacks of your choice at higher levels, as shown in the Knacks Known column of the Innate Magic by Level table.

Preparing and Activating Powers


The Innate Magic by Level table shows how many power slots you have to activate your powers of 1st level and higher. To activate one of these powers, you must expend a slot of the power's level or higher. You regain all expended slots when you finish a short or long rest.

For example, if you know the 1st-level power ember funnel and have a 1st-level and a 2nd-level power slot available, you can activate ember funnel using either slot.

You don't need to prepare a select number of powers from your Power Suite. Your entire Power Suite is prepared.

Powers Known of 1st Level and Higher


You know two 1st-level powers of your choice from the power list.

The Powers Known column of the Super-Powers by Level table shows when you learn more powers of your choice. Each of these powers must be of a level for which you have power slots. For instance, when you reach 3rd level in this class, you can learn one new power of 1st or 2nd level.

When you gain a level, you can choose one of the powers you know and replace it with another power, which also must be of a level for which you have power slots.

Utility Activation


You can activate any power you know as a utility power if that power has the utility tag and you have the power in your power suite. You don't need to have the power prepared.

Font of Power


At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by power points, which allow you to create a variety of magical effects.

Power Points
You gain 2 power points, and you gain one additional point every time you level up, to a maximum equal to your level. You can never have more power points than your character level. You regain all spent power points when you finish a long rest.

Flexible Powers
You can use your power points to gain additional Power Slots, or sacrifice Power Slots to gain additional power points. You learn other ways to use your power points as you reach higher levels.

Creating Power Slots. You can transform unexpended power points into one Power Slot as a bonus action on your turn. The created Power Slots vanish at the end of a long rest. The Creating Power Slots table shows the cost of creating a Power Slot of a given level. You can create Power Slots no higher in level than 5th.

Creating Power Slots
Power Slot Level Power Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Power Slot to Power Points. As a bonus action on your turn, you can expend one Power Slot and gain a number of power points equal to the slot's level.

Power Specialization


At 3rd level, you gain the ability to shape your powers to suit your needs. You gain two of the following Power Specialization options of your choice. You gain another one at 10th level.

You can use only one Power Specialization option on a power when you activate it, unless otherwise noted.

Boosted Power
When you roll damage for a power, you can spend 1 power point to reroll a number of the damage dice up to your power ability modifier (minimum of one). You must use the new rolls.

You can use Boosted Power even if you have already used a different Power Specialization option during the activation of the power.

Careful Power
When you activate a power that forces other creatures to make a saving throw, you can protect some of those creatures from the power's full force. To do so, you spend 1 power point and choose a number of those creatures up to your power ability modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the power.

Distant Power
When you activate a power that has a range of 5 feet or greater, you can spend 1 power point to double the range of the power.

When you activate a power that has a range of touch, you can spend 1 power point to make the range of the power 30 feet.

Extended Power
When you activate a power with a duration of 1 minute or longer, you can spend 1 power point to double its duration, to a maximum duration of 24 hours.

Heightened Power
When you activate a power that forces a creature to make a saving throw to resist its effects, you can spend 3 power points to give one target of the power disadvantage on its first saving throw made against the power.

Quickened Power
When you activate a power that has an activation time of 1 action, you can spend 2 power points to change the activation time to 1 bonus action for this activation.

Twinned Power
When you activate a power that targets only one creature and doesn't have a range of self, you can spend a number of power points equal to the power's level to target a second creature in range with the same power (1 power point if the power is a knack).

To be eligible for Twinned Power, a power must be incapable of targeting more than one creature at the power’s current level.

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