Ritualist

***With a circle of glyphs and strange plants scattered about, a ritualist is able to cast a myriad of spells and subtly change the tides of battle with their many incantation and potions.***

*You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.*

## Class Features

As a ritualist, you gain the following class features:

### Hit Points

* Hit Dice: 1d8 per ritualist level
* Hit Points at 1st Level: 8 + your Constitution modifier
* Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per ritualist level after 1st

### Proficiencies

* Armor: Light armor, shields
* Weapons: Simple Weapons, hand crossbow, shortbow, shortsword, trident
* Tools: Calligrapher's supplies
* Saving Throws: Intelligence, Charisma
* Skills: Choose two from Arcana, Insight, Nature, Perception, and Religion

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) a shortsword and a dagger or (b) two simple melee weapons
* (a) a shortbow and 20 arrows or (b) a hand crossbow and 20 crossbow bolts
* (a) a trident or (b) a weapon with the thrown property
* (a) a spellcasting focus, or (b) a component pouch
* (a) Leather armor, or (b) a Buckler
* A scholar's pack, Calligrapher's supplies, 10 white chalks, and 1 golden chalk

## Spellcasting

After experimenting and investigating the unique properties of nature, you've written down the knowledge imparted onto you from your research and learn to cast spells.

### Cantrips

At 1st level, you learn 3 cantrips chosen between the Druid, Warlock, and Wizard spell lists. You learn additional cantrips of your choice at higher levels from the listed spell lists, as shown in the Cantrips Known column of the Astromagi table.

### Preparing and Casting Spells

The ritualist table shows how many spell slots you have to cast your spells. To cast one of your ritualist spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a short rest.

You prepare the list of ritualist spells that are available for you to cast, choosing from the druid, warlock, or wizard spell lists. When you do so, choose a number of ritualist spells from your ritual book equal to your Intelligence modifier + your ritualist level (minimum of one spell). The spells must be of a level for which you have spell slots, and you must have at least one spell with the Ritual tag per spell slot level. Any ritual spells known must be cast as rituals, regardless of how they have been learned.

For example, if you're a 3rd-level ritualist, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your ritual book. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of ritualist spells requires time spent studying the ritual required to cast it and recollecting the resources to cast the spell: at least 1 minute per spell level for each spell on your list.

### Spellcasting Ability

Intelligence is your spellcasting ability for your ritualist spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a ritualist spell you cast and when making an attack roll with one.

* Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
* Spell attack modifier = your proficiency bonus + your Intelligence modifier

### Ritual Casting

You can cast a ritualist spell as a ritual if that spell has the ritual tag and you have the spell in your Ritual Book.

### Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your ritualist spells.

## Circle Magic Rites

At 1st level, your dedication to ritual magics lead you to the following:

### Ritual Book

You gain a magical ritual book bound to you where you can inscribe spells and rituals if you have the time and resources, and learn the spell Find Ritual Book. If this book is lost or destroyed, you can cast Find Ritual Book to retrieve it as a 1-minute ritual spell.

### Magical Tools

You can infuse chalk with temporary ethereal properties, allowing you to make marks up to an inch above a solid surface; this uses the chalk like normal. You can also infuse quills in your calligrapher's supplies to inscribe rituals into your Ritual Book or parchments; you do not require magical ink with an infused quill. When you find a spell with the Ritual tag of 1st level or higher, you can add it to your ritual book if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. This process takes 4 hours, translating the unique rites used and transcribing the circles that empower the spell meticulously. Once you have spent this time, the spell remains prepared in your ritual book and does not count towards your Known Spells.

You can only infuse either a chalk or a quill once per short rest.

### Ritual Expert

You may cast rituals spells for half the total casting time by inscribing a ritual circle on the ground with chalk. Ritual circles require any color of chalk for the circle inscriptions and chalk infused with gold for the centerpiece, which takes 1 minute to inscribe in total.

* A small circle for spells between 1st and 3rd level requires 1 chalk and a 5-feet square of unoccupied space.
* A medium circle for spells between 4th and 6th level requires 2 chalks and a 15-feet square of unoccupied space.
* A large circle for spells between 7th and 9th level requires 3 chalks and a 25-feet square of unoccupied space.

Any spell that interacts with an item or creature must be either placed or standing on top of the golden mark, and if the spell requires material components they must be within the ritual circle's radius. Areas are considered occupied when objects or creatures take up more than half of the required unoccupied space to inscribe the circle, or the surrounding area (such as floors, walls, and ceilings) are too small.

## Circle Magic Infusion

Starting at 2nd level, you can charge yourself with a single ritual spell you know by casting the spell through a ritual circle, once per short rest. This spell can be cast without expending a spell slot or requiring a ritual circle to cast, but expends the charge instead. At 5th, 13th, and 17th level you gain one additional charge per increase each short rest.

## Magical Brews & Poppet Magic

Starting at 3rd level, your ritual magic allows you to carefully imbue properties of reagents into brewed potions, or extract a sliver of a creature's essence and imbue it into a small poppet to affect the person with blessings or hexes.

* Magical Brews
* Poppet Magic

## Circle Magic Storage

Also at 3rd level, you can fashion small charms made with silver wire and a gem worth no less than 10gp. When placed in the middle of a ritual circle, speaking an incantation as an action will allow you to store the inscribed ritual circle inside the charm. Speaking the incantation again will place the ritual circle if there is unoccupied space around you. This charm can store only one circle at all times, and each ritual circle can be stored in a gem worth 10gp per chalk used for the circle.

## 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 can't increase an ability score above 20 using this feature.

## Circle Magic Mutation

Starting at 5th levels, you've cracked the code for mutating materials through circle magic. With a special dust composed of several ground herbs, you can speak an incantation followed by what you want the material to transform into. Roll a d4 and have the material be affected in the specified ways:

1. The target material will turn into a completely different material.
2. The target material will turn into a material of similar material, based on the original material.
3. The target material will turn into a material of similar material, based on the requested material.
4. The target material will turn into the requested material.

This process takes 1 minute and the material requested cannot exceed the base material's gold cost, or else the ritual will fail. If the base material is worth more than the requested material, the ritual will summon multiple iterations of the requested material, though any remainder unable to be used will turn to ash.

You can do this ritual as long as the caster has enough special dust. This special dust requires a mandragora root, hellbore petals, wolfsbane petals, sage leaves, a clove of garlic, and an egg, left to dry out in the sun and mulched to a fine powder. This creates a batch for the day, which allows for 8 Circle Magic Mutation rituals.

## Advanced Circle Magic Rites

Also at 5th level, your experience in ritual casting allows you to cast any non-damaging spell as a ritual spell, as long as you have the time to write the spell in your book. You may add the *Ritual* tag to a spell if it does not have it and the spell does not deal damage. You can do this to a single spell per spell slot level that you have.

## Familiar Boon

At 10th level, you learn the Find Familiar spell as a ritual, and can be cast without needing material components. Additionally, certain familiars will grant you particular boons:

* **Flying**: Familiars such as ravens, owls, and bats will improve your circle magic capabilities, granting you advantage in dice rolls made with spells cast through ritual circles, as well as rolls from the *Circle Magic Mutation* feature.
* **Reptile**: Familiars such as snakes, lizards, and frogs will improve your brewing capabilities, adding an additional 1d4+1 possible brews when concocting potion brews or cauldron magic.
* **Feline**: Familiars such as cats, weasels, or spiders will improve your poppet capabilities, allowing blesses and hexes to activate their effects one additional time before expiration or per rest, and making hexes impossible to remove short of a Remove Curse spell.

## Circle Magic Dominion

At 14th level, through further understanding of Circle Magic Rites, your efficiency of casting through ritual circles increases significantly, permanently halving the amount of time required to cast a ritual spell without the need of a ritual circle, rounded down. When using ritual circles, the new cast time is then halved again when casting ritual spells or spells defined by the *Advanced Circle Magic Rites* feature.

## Circle Magic Mastery

At 20th level, through deepened understanding of rites and the natural arcane forces, you can now cast ritual spells immediately if using ritual circles.