Character Creation

**These are the current rules for Character Creation for Conflux.**

## Stream Player Prerequisites

* Must be subscribed to Arcadum on Twitch and have the Twitch Account linked to Discord
* Must be a member of Arcadum's Discord for at least 1 month (up to Arcadum's discretion)
* Must be comfortable to be on stream and use voice
* Must act appropriately to be on stream
* Must pass the mod interview (to be given when character is submitted and you are chosen)

## Character Creation Rules

Characters must use one of the following arrays for ability scores

* The Specialist: 18 / 12 / 12 / 11 / 10 / 10
* The Mad Man: 15 / 14 / 14 / 11 / 11 / 10
* The Razzle Dazzle: 13 / 13 / 13 / 13 / 13 / 13

If something is unchanged by the new rules, assume that is the same as normal rules. Equipment will be provided (no starting equipment).

Must use the Conflux creation rules, featuring the following choices

* Culture choice (see below)
* Convergence choice (see below)
* Class Choice (see below)

### Human

All of the following cultures are human and use human statistics, except for what changes there are below. (Standard not Variant)

* +2 to one Attribute of choice (listed again below for each Human Culture because many people missed it)

#### Sarcosian

You hail from the city of Sarcosia, a place of knowledge and trade. Whose libraries and cultural stores are the envy of the other Taladoni city states.

* +2 Wisdom
* +2 to one Attribute of choice (from Human)

#### Scavenger

You hail from the surrounding riverlands, desperation, hunger and death are your constant companions, but none have caught you yet.

* +2 Dexterity
* +2 to one Attribute of choice (from Human)

#### Curator

You were a curator for the Ardent Amphitheater, you spent your days attending to the elders, cataloging and learning. What secrets this world has yet to show you.

* +2 Intelligence
* +2 to one Attribute of choice (from Human)

#### Causemen

You hail from the Causeway, the great highway connecting the regions. Constant travel has made your body strong and you have seen more places in a year then most have in their entire lives.

* +2 Constitution
* +2 to one Attribute of choice (from Human)

#### Saltpure

The coast of Conflux is filled with dark creatures beneath the waves and a terrible wrath of storms. Yet there are those who live among the salt and storm.

* +2 Strength
* +2 to one Attribute of choice (from Human)

### Wakatanta

Founders that found sentience in the aftermath of the catastrophe. Within the Conflux, they have made a society of spirit worship, by the great spells that rage within the Conflux.

* +2 to Constitution
* *Inorganic* – You do not need to eat, drink or sleep, but you must expose yourself to the energy of the Conflux for at least 4 hours a day. There must be sufficient flux energy for this to occur. You are immobile during this process.
* *Natural Armaments* – You can graft armaments to your body and use them freely, this process takes 8 hours. Once done, the armament becomes a part of the limb you choose. You cannot however, wield another weapon, shield or implement with the limb you choose to graft. You can however use the hands for other tasks. Once the armament is grafted you gain proficiency with it.

### Caskari

Caskari are Hyena People.

* +2 to Constitution
* Movement Speed - 20ft
* Senses - Scent, Darkvision 60ft
* Tuck In - Whenever a Caskari participates in a short rest, they can sacrifice and extra ration, if they do, they and all their allies gain the Caskari’s character level as temporary hit points as they eat a scrumptious meal. These temporary hit points last until expended or a long rest occurs.
* Nose Knows – Caskari have the Scent ability up to 100ft. In addition, Caskari gain advantage on survival checks where smell is relevant.
* Travelin’ Pack – Caskari always find a little extra room, they have a carrying capacity of your strength score x 20. Caskari also gain proficiency with 2 tool kits of their choice. They also gain proficiency with cooking tools.
* Wide Load – Caskari are big and bulky, they increase the hit die size of rolled hit points by one step.
	+ Example: d6 → d8 → d10 → d12 → 2d6

### Voicen

Voicen resemble Elves in appearance, and are a Female only race having no Male Counterpart.

* +2 to Charisma
* Voice of the Mothers - Your voice is infused with mana and each word uttered flows with life energy. As such the following effect are in place. Voicen affect each class differently.
* (Wizards) – You can use your chant ability twice per long rest.
* (More Classes Coming)
* Unsettling Grace – You can use your charisma modifier instead of your constitution modifier to determine hit points.
* Muted Emotion – Voicen have to be careful with their emotions, as to misuse the voice of the mothers is a cardinal sin, as such Voicen cannot benefit from rage, haste or other such effects. Whenever effects by opposing effects, the Voicen are also silenced while these effects are active.

## Convergences

The Convergence replaces the Background.

**Each Convergence is unique to the governing circumstance. While there may be different variables in the exact nature of your Convergence, you must choose from one of the following options to represent the mechanical manifestation of your Convergence.**

### Murder

#### Betrayal

You were betrayed by a trusted source. The result of such betrayal led to your demise.

* +2 Wisdom
* Prof in Insight
* You can see through any illusion effect within 30ft. This allows you to see invisible creatures, ignore disadvantage from illusion effects and see through illusionary terrain.

#### Supernatural

You were killed by a supernatural force, such as a ghost or demon.

* +2 Constitution
* Prof in Arcana
* Advantage on saving throws vs spells.

#### War

You were involved in a war either directly or indirectly. The result was the same.

* +2 Strength
* Prof with Martial
* You gain a +1 to Attack or AC. Once chosen the effect is permanent.

#### Martyr

You believed in a cause, person or ideal so much, that you paid the ultimate price for it.

* +2 Charisma
* Prof in Persuasion
* Advantage on all death saving throws. In addition, when you pass your third death saving throw, you gain 1 hit point instead. This may only happen once an encounter.

#### Serial

You indulged in dark deeds, a lot. Constantly. One of them didn't go so well.

* +2 Dexterity
* Prof in Stealth
* Whenever you would kill an enemy, you may heal yourself an amount of hit points equal to your proficiency modifier + the creature's CR (Consider Tweaking).

#### Systemic

You were judged, hunted or sentenced to death. The power of law followed you.

* +2 Intelligence
* Prof in History
* Three times per long rest, you may choose a d20 roll, made within 30ft. The die result is changed to an 11.

#### Grief

Sorrow got the better of you. A voluntary escape into an involuntary future.

* +2 Constitution
* Prof in Medicine
* Whenever you would take damage from an enemy source, you may choose an ally within 15ft. Your suffering heals them for an amount equal to your proficiency modifier.

### Accidents

#### Experiments

You were supposed to be the beginning of a new age of science. Instead, you were just a trial sample.

* +2 to a randomly rolled attribute. This re-rolled after each long rest.
* Prof in Arcana
* Once per long rest, you may activate the experiment within. For 1 minute, you gain a +2 to all attributes, including the one randomly rolled.

#### Natural Disasters

You were a victim of Mother Nature and her wrath.

* +2 to Wisdom
* Prof in Nature
* You ignore difficult terrain, you also gain your choice of a swim or climb speed of 30ft and you ignore the first 50ft when calculating fall damage.

#### Bad Luck

Sometimes, it’s really just bad luck.

* +2 to Charisma
* Prof in any skill
* Whenever you would roll a 1 on a d20 roll, you may re-roll that die. You must keep the result.

#### Reckless

There is a fine line between caution and cowardice. You were cut in half by it.

* +2 Strength
* Prof in Athletics
* Immunity to fear effects and advantage on movement restricting effects.

#### Magical

You wanted to be a wizard. Instead you became a warning.

* +2 Intelligence
* Prof in Acrobatics
* You have a constant detect magic effect. You may use it up to 30ft. Resistance to the last type of magical damage you have suffered.

### Natural

#### Old Age (Satisfied)

You lived a good life and died with a smile on you face. But it seems, your journey isn’t over yet.

* +2 to any Attribute
* Prof in any skill
* Expertise in 2 skills you have prof in.

#### Old Age (Unsatisfied)

You lived a long, unfulfilled life. Now you have a second chance, you won’t let it go.

* +2 to any Attribute
* Prof in any skill
* +10 to hit points.

#### Sickness

You perished to plague, cold or some other kind of infection. Lots of pus. Gross.

* +2 to Constitution
* Prof in Medicine
* Immunity to poison damage and disease magical or otherwise.

#### Starvation

No Bread, no meat and no hope. Withered away, with nary a mope.

* +2 to Strength
* Prof in Survival
* Ignore the first 3 levels of exhaustion you would take. (On 4 it counts as 1)

#### Exposure

You couldn’t find a warm or cool place to sleep. Eventually you didn’t wake up.

* +2 to Dexterity
* Prof in Survival
* You always know which direction is north, in addition you gain resistance to two of the following: fire, cold, electricity and thunder damage.

## Conflux Classes

**These are the current classes and their respective subtypes. More will be unlocked as the campaign progresses. This includes the higher levels as well as additional classes and subtypes.**

Unless stated otherwise, Hit Points/Dice and Proficiencies are the same as for the respective base 5E class.

### Cleric Vessel

* **1st – Spellcasting, Font Call**
	+ *Font Call* – Once per long rest, a cleric may channel the souls of a soul font they can touch. If they do so, they gain an amount of Essence equal to half of their cleric level (min 1). They must also choose which type of the following calls to make to that font, which decides the available uses of the Essence.
		- *Wrath* - Whenever a party member, makes an attack roll, they may spend a point of Essence, to add a +2 to that attack roll.
		- *Empathy* - Whenever a party member is healed hitpoints the recipient can spend a point of Essence, the source of that healing, is also healed, for an amount equal to the cleric’s wisdom modifier
		- *Sorrow* - Whenever an ally would be attacked, they may spend a point of Essence to add a -2 modifier to the attack roll.
		- *Joy* - Whenever an ally would fail a saving throw, they may spend a point of Essence to receive a +2 to that roll.

* **2nd – Channel Order/Chaos**
	+ *Channel Order/Chaos* - Once per Long Rest, the cleric may choose to channel the natural wells of chaos or order through them. Doing so causes one of two effects depending on choice.
		- Order
			* All allies within 30ft are healed by half of their missing hit points.
		- Chaos
			* All enemies within 30ft take chaos damage, equal to half of the clerics current hit points.

* **3rd - Domain**
	+ **Acolyte**
		- *Never-ending Cycle* - Whenever you use a chaos or order ability, you begin to shift into that spectrum. When one side is used, that side gets stronger and it gains the benefits of an increased tier. However, on the final tier, you are locked into that side with a detriment for 1 hour. Your tier is reset to 0 after a long rest, the 1 hour lock has subsided or you perform an action in the opposite direction. If you ever perform an action that causes a shift to occur in both directions, nothing happens. The following effects cause a 1 tier shift.
			* *Order Shift*
				+ Casting a healing spell
				+ Channeling Order
				+ Casting a spell that increases AC or Saving throws on an ally.
				+ Granting Advantage to an ally
			* *Chaos Shift*
				+ Casting a damaging spell
				+ Channeling Chaos
				+ Casting a spell that decreases an enemy statistic, or grants an ally a bonus to attacked
				+ Granting disadvantage to an enemy
			* *Tier 0* - Nothing is effected
			* *Tier 1*
				+ *Order* – All healing spells have their healing increased by half of your class level
				+ *Chaos* – All damaging spells have their damage increased by half of your class level
			* *Tier 2*
				+ *Order* – All allies within 30ft, receive a bonus to their AC equal to your proficiency modifier (This does not cause a shift)
				+ *Chaos* - All allies within 30ft, receive a bonus to their attack rolls equal to your proficiency modifier (This does not cause a shift)
			* *Tier 3*
				+ *Order* – You gain resistance to the last damage type you took damage from.
				+ *Chaos* – One enemy you target per round, receives vulnerability to the last damage type you dealt.
			* *Tier 4*
				+ *Order – Locked* – You can only take 1 action per round (No other type, including movement, unless you use the action to dash). You gain fast healing, equal to (Wis mod + prof mod)
				+ *Chaos – Locked* - You can only take 1 action per round (No other type, including movement, unless you use the action to dash). You gain advantage to attack rolls and melee spells may be cast at a 30ft range.
	+ **Theologian** - The Theologian chooses a specific culture and gains effects to filter the powers of chaos and order through them.
		- **Sarcosian**
			* *Battle Hardened* - Proficiency with Heavy Armor and Martial weapons
			* *For Sarcosia!* - Whenever you would use your channel order/chaos all allies and yourself within 30ft, may make a martial weapon attack as a triggered action.
		- **Ardent**
			* *Dancing Silk* - Proficiency in the performance, stealth and athletics skills
			* *Fading Grace* - Whenever you would use your channel order/chaos, all allies and yourself may switch positions as you see fit. For each ally that does not change position, grant them temporary hit points equal to (Wis mod + Prof Mod)
	+ **Rotting One**
		- *The Rotting* - All damage with spells and cantrips you hard cast have their damage type changed to poison.
		- *Pain and Revery* - Whenever you deal poison damage to an enemy with a leveled spell, select one ally within 20ft. That ally regains hit points equal to your wisdom modifier.

### Fighter Vessel

* **1st – Fighting Style, Second Wind**
	+ *Fighting Styles* Available
		- **Sarcosian Joust** - You receive a +3 to AC whenever you enter an enemies threatened area for the first time in a combat. This lasts for 1 round. This does not stack.
		- **Scavenger Dillitante** - You deal your attribute in damage with your off hand weapon, this includes if the weapon is thrown, in addition you may equip a weapon with the throwing property as a free action.
		- **Causemen Hunt** - You receive a +2 to attack rolls with ranged, non-throwing weapons.
		- **Curator Guard** - While wielding a polearm or quarterstaff, enemies provoke attacks of opportunity when they move through your threatened area as well as out of it.
		- **Torchbearer** - While wielding a melee weapon in one hand and nothing else but a torch (or other lightsource) in your other hand, you gain a +2 fire damage to weapon damage rolls with your melee weapon.
* **2nd – Action Surge**
* **3rd - Subclass**
	+ **Knight**
		- *3rd – Passive / Bulwark* - Whenever an ally adjacent to you would be dealt damage, that damage is reduced by an amount equal to your constitution modifier.
		- *3rd – Action Surge Augment / Warcry* - Whenever you would use your action surge, all allies within 30ft of you are healed for 1d6 per class level.
	+ **Mercenary**
		- *3rd – Passive / Always Ready* - You can drink a potion as a swift action and you gain 2 additional uses of the use equipment action per round.
		- *3rd – Action Surge Augment / All In* - Whenever you use your action surge, you also gain an additional bonus action this round.
	+ **Myrmidon**
		- *3rd – Passive / Brutality* - Whenever you would attack with a two handed weapon, you may reroll any die that rolls a 2 or lower. If the weapon has the Heavy property, you reroll any 4 or lower.
		- *3rd – Action Surge Augment / Death or Glory* - Whenever you would activate your surge, you have advantage on your attack rolls for 1 round, but enemies receive advantage to attack you for 1 round.
	+ **Vanguard**
		- *3rd – Passive / Footwork* - Whenever you would move at least 10ft, you gain a +1 to your next melee attack roll, if you are dual wielding, this bonus is a +2 and applies to both of your next weapon attacks. (one each)
		- *3rd – Action Surge Augment / Winding Wind* - Whenever you use your action surge, you ignore attacks of opportunity that would trigger due to your movement, in addition you gain 20ft of extra movement speed for 1 round.
	+ **Silver Sword**
		- *3rd - Passive / Shining Blade* - You have advantage on saving throws vs blindness and compulsion effects.
		- *3rd - Action Surge Augment / Shining Silver* - Whenever you use your action surge, any attack you make during this turn deals radiant damage to all adjacent enemies equal to your proficiency modifier + charisma modifier in addition to its normal effects.
	+ **Fibrous Warrior**
		- *3rd - Passive / Imperfect Augmentation* - (Tech) (-) At the start of combat you gain a +4 to your strength or dexterity score, this lasts until you roll a 1 on your tech roll. When this occurs, you gain a -4 to the chosen score for half the time you maintained the bonus.
		- *3rd - Action Surge Augment / Overclock* - (Tech) (8) Your action surge functions as normal, whenever you would roll the 8 or above on your tech roll, your action surge is recharged and you may use it again.

### Rogue Vessel

* **1st – Expertise, Sneak attack, Vessel Sense**
	+ *Vessel Sense* – Advantage on any roll that pertains to detecting hidden enemies, traps or unknown environmental effects.
* **2nd – Cunning Action**
* **3rd - Subclass**
	+ **Adventurer**
		- *3rd – Tools* - Proficiency with Climber Kit and Herbalism Kit
		- *3rd – Passive / That Was Lucky* - The first time you would roll a 1 on a d20, you may reroll it, but you must keep the second roll.
		- *3rd – Cunning Action Augment / Bandolier* - You may drink a potion as a bonus action. This counts as a cunning action.
	+ **Agent**
		- *3rd – Tools* - Proficiency with Poisoner and Trappers Kit
		- *3rd – Passive / Studied Apothecary* - Poisons and traps you create and implement have one additional charge.
		- *3rd – Cunning Acton Augment / Dark Art* - You may apply poison and set traps as a bonus action. This counts as a cunning action.
	+ **Assassin**
		- *3rd – Tools* - Proficiency in poisoner’s kit and disguise kit.
		- *3rd – Passive / Wide Open* - You may sneak attack your opponent with a melee weapon in any circumstance, unless you have disadvantage.
		- *3rd – Cunning Action Augment / Night Stride* - You may teleport to any shadow within your movement area that you can occupy if you succeed on a stealth check with cunning action.
	+ **Charlatan**
		- *3rd – Tools* - Proficiency in disguise kit and forgery kit.
		- *3rd – Passive / Confident Swagger* - You may use your charisma modifier instead of your dexterity modifier to determine AC, all other limitations and rules still apply.
		- *3rd – Cunning Action Augment / Fake It till you Make it* - You may use the aid another action as a bonus action. This counts as a cunning action.
	+ **Silver Maverick**
		- *3rd - Tools* - Proficiency with jewelers kit and smithing tools.
		- *3rd - Passive / Silver Flash* - You may add your damage modifier to offhand attacks.
		- *3rd - Cunning Action Augment / Silver Guard* - You may add your proficiency modifier to your AC for 1 round.
	+ **Soundless**
		- *3rd - Tools* - Proficiency with a Convalescence Kit
		- *3rd - Passive / Shifting Camouflage* - (Tech) (5) Whenever you make your tech roll, if you roll a 5 or higher you gain the effects of invisibility for 1 round.
		- *3rd - Cunning Action Augment / Analyze* - (Tech) (6) You may use your cunning action to increase your sneak attack die one step higher against a single enemy for one round. You may only use this ability once per combat, unless you roll a 6 or higher on your tech roll. Then the use refreshes.

### Wizard Vessel

* **1st – Arcane Recovery, Spellcasting**
* **2nd – Chant**
	+ *Chant* - You may use this once per long rest: When you activate your chant ability, the next spell you cast, has one of the following effects.
		- +1 to the DC to resist
		- +2 additional die of damage
		- ignore allies in the area of effect
		- or if it is a cantrip, treat the casting as if you were 5 levels higher.
* **3rd - Subclass**
	+ **Augmenter (Transmutation/Necromancy)**
		- *3rd – Passive / Augmentation* - After a long rest, choose an attribute, increase it by 2. This lasts until the next long rest.
		- *3rd – Chant Augmentaion / Novix* - Whenever you would activate your chant, all allies receive your bonus from augmentation and all enemies receive a negative to that attribute. This only affects other creatures within 30ft and this aura lasts for 1 minute.
	+ **Auster (Illusion/Enchantment)**
		- *3rd – Passive / Specter* - When you roll initiative, you summon a ghostly apparition that looks exactly like you. It can take no actions other then move, but spells may be cast from it as if it were you. In addition, it shares your AC and saving throws. If it should fail a saving throw or take any damage it dissipates. It dissipates at the end of combat.
		- *3rd – Chant Augmentation / Distort* - When you activate, your chant, select an enemy within 30ft. That enemy has disadvantage to all d20 rolls for 3 rounds.
	+ **Keymaster (Conjuration/Divination)**
		- *3rd – Passive / Relocate* - Whenever you would cast a spell, you may teleport a number of 5ft increments, equal to the level of the spell.
		- *3rd – Chant Augment / Foresight* - You and all allies, within 30ft, make their next attack roll, with advantage.
	+ **War Mage (Abjuration/Evocation)**
		- *3rd – Passive / War Chant* - Whenever you would cast a spell that deals damage, you gain a +x to AC for 1 round. X is the level of the spell. (Minimum 1)
		- *3rd – Chant Augment / Prowess* - When you use your Chant ability, for 1 minute all of your attack cantrips have a +2 to hit and damage.

### Ranger Vessel

* **1st – Favored Enemy, Flux Sense**
	+ *Flux Sense* - While in overland travel, the ranger can detect Flux’s with a survival roll, this is done in secret and in response to one being summoned. As such the ranger and their party can appropriately respond. In active play, the Ranger gains advantage to any roll that deals with a Flux event. They may also roll twice on the Flux table if they are forced to roll and choose the result they wish.
* **2nd – Spellcasting, Fighting Style**
	+ *Fighting Styles* Available
		- **Sarcosian Joust** - You receive a +3 to AC whenever you enter an enemies threatened area for the first time in a combat. This lasts for 1 round. This does not stack.
		- **Scavenger Dillitante** - You deal your attribute in damage with your off hand weapon, this includes if the weapon is thrown, in addition you may equip a weapon with the throwing property as a free action.
		- **Causemen Hunt** - You receive a +2 to attack rolls with ranged, non-throwing weapons.
		- **Curator Guard** - While wielding a polearm or quarterstaff, enemies provoke attacks of opportunity when they move through your threatened area as well as out of it.
		- **Torchbearer** - While wielding a melee weapon in one hand and nothing else but a torch (or other lightsource) in your other hand, you gain a +2 fire damage to weapon damage rolls with your melee weapon.
* **3rd – Primeval Awareness, Conclave**
	+ **Stonespeaker**
		- *Founder Companion* - The Ranger has studied the speech and command script of the Founders and has acquired such a companion. (Available Choices, Shaletooth [stone jaguar], Wodewolf [clay wolf], Stoneserpent [Stone serpent].
	+ **Steamsworn**
		- *Taladonic Gauntlet* - The Ranger gains the ability to use a taladonic gauntlet. Granting an array of selectable supernatural abilities that use Mana.
		- *Mana Gauge* - The Ranger can store latent Mana energy whenever they long rest. The maximum Mana they can have is equal to half their character level (min 1)
	+ **Pilgrim**
		- *Indefatigable* - The ranger has traveled long and far and as a result their body is quite hardy, the ranger ignores the first 2 levels of exhaustion they would receive per long rest. The rangers natural movement speed is increased by 15ft.
		- *Vigor* - The Ranger gains 10 additional maximum hit points.
	+ **Bounty Hunter**
		- *No Escape* - The ranger has advantage to track the last creature it deals damage to. In addition the ranger ignores the detriments of invisibility against that creature.
		- *Capture not Kill* - The Ranger has advantage on athletics checks to grapple opponents. In addition the ranger has an increased critical threshold (19-20) with one handed weapons versus a grappled opponent.

### Paladin Vessel

* **1st - Lay on Hands, Soul Sight**
	+ *Soul Sight* – The paladin can see uses of soul energy, concentration of soul energy or the destruction of soul energy, within 30ft. This sight, removes other forms of sight while it is active. It can be switched as a free action at the start of the Paladins turn.
* **2nd - Fighting Style, Soul Smite**
	+ *Fighting Styles* Available
		- **Sarcosian Joust** - You receive a +3 to AC whenever you enter an enemies threatened area for the first time in a combat. This lasts for 1 round. This does not stack.
		- **Scavenger Dillitante** - You deal your attribute in damage with your off hand weapon, this includes if the weapon is thrown, in addition you may equip a weapon with the throwing property as a free action.
		- **Causemen Hunt** - You receive a +2 to attack rolls with ranged, non-throwing weapons.
		- **Curator Guard** - While wielding a polearm or quarterstaff, enemies provoke attacks of opportunity when they move through your threatened area as well as out of it.
		- **Torchbearer** - While wielding a melee weapon in one hand and nothing else but a torch (or other lightsource) in your other hand, you gain a +2 fire damage to weapon damage rolls with your melee weapon.
	+ *Soul Smite* - The paladin may spend a point of burden, if they do, their next attack against an enemy, that enemies burden is reduced by 1. If the enemy, has no burden (not 0) then the attack deals an additional 3d8 radiant damage.
* **3rd - A Greater Burden**
	+ *A Greater Burden* - Paladins have an additional Burden equal to their charisma modifier. They must also choose an Oath to represent this extra burden. Failure to follow the tenets of this oath, will result in the loss of this extra Burden.

	**Tenets** - *Paladins must follow a strict set of tenets to retain access to their power. These tenets are listed in order of the highest priority, a lower tenet may only be broken if a higher tenet would be upkept by doing so. The highest tenet, can never be broken. A paladin who breaks these tenets without an exemption, loses their powers. They can be regained after they have atoned and have been re-anointed.*
	*When Paladins lose their powers, they loses any power granted by their Oath. But in exchange for this downside, for keeping to their Oath, Paladins have access to powerful abilities that cost Burden. These abilities are called Absolutions.*
		- **Oath of the Luminent**
			* *3rd – Everpresent Glow* - While you are wielding a torch, you have advantage on saving throws that would cause blindness or fear effects. In addition, melee weapons with the flaming effect, count as torches for game mechanical effects. Light from these effects cannot go out or be dimmed, unless you are out of Burden, in which case they go out immediately and cant be rekindled until you have Burden again.
			* *3rd – Convicting Light* - While in bright light, you have a +1 to AC and to Attack rolls. Any fire damage you deal is converted to radiant damage.
			* *3rd – Scholar Warrior* - You gain proficiency with Arcana and History.
			* *Tenets*
				+ *Knowledge must be protected. It must never be destroyed.*
				+ *The spoken word must never be silenced, even if you do not like the words.*
				+ *Lies are for the ignorant, you will not use them.*
			* *Absolution – Luminence* - Cost 1 Burden. The Daylight spell is cast, centered on you. Enemies have disadvantage to their attack rolls the first round they are exposed to this light. Allies gain advantage to attack rolls the first round they are exposed to this light. This lasts until combat ends.
		- **Oath of the Commons**
			* *3rd – Confidence* - While wearing light armor or no armor, your charisma is added to your AC.
			* *3rd – Holy Hands* – You gain an additional item interaction per round. Daggers count as ammunition for you.
			* *3rd - In the Rough* – You gain proficiency with stealth and deception.
			* *Tenets*
				+ *Starvation is the worst death, never allow it to happen.*
				+ *Words first, swords second, life should not be spent so easily*
				+ *Wealth should be shared, with those who need it most.*
			* *Absolution – Pay It Forward* - Cost 2 Burden. Make an attack roll with a weapon. If you hit, you deal damage as normal and you select an ally you can see. That ally automatically critically hits with their next attack if they hit. If they do that ally can choose another ally they can see that has not been affected by this abiltiy. Repeat this effect until there are no more viable targets or one of them misses.
		- **Oath of Iron**
			* *3rd – Punish the Weak* – While wielding a two handed weapon, you deal additional amount of damage to creatures that are below half hp. This additional damage is equal to your charisma modifier.
			* *3rd – Chosen by the Sword Sovereign* – You may use strength instead of your charisma on intimidate and persuasion skill checks.
			* *3rd – Saving Strength* – You have twice the normal carrying capacity when carrying living creatures. You also cannot fail an athletics check to assist an ally with forced movement.
			* *Tenets*
				+ *The innocent are your charge. Allow no harm to come to them.*
				+ *Mercy is for those that deserve it. Evil shall have none.*
				+ *Surrender is for the weak. The strong are chosen, stand tall!*
			* *Absolution – Devastation* - Cost 1 Burden. The next attack you make is made against every enemy adjacent to you.
		- **Oath of the Silver Soul**
			* *3rd - Beauty Beyond* - You add your charisma modifier to damage with cantrips. In addition you may add a single cantrip from the wizard spell list.
			* *3rd - Unspoiled Grace* - You lose proficiency with heavy armor, but you may add your charisma modifier to your AC instead of your dexterity modifier.
			* *3rd - Instant Valor* - You may cast a smite spell you know as a reaction whenever you hit an enemy. You apply the effects of this spell to the hit.
			* *Tenets*
				+ *There is nothing higher than the purity of those that create.*
				+ *Cleanliness is the pathway to divinity, allow no filth.*
				+ *Poison is the weapon of the wicked, allow no such foolishness.*
			* *Absolution - Grace Within* - Cost 1 Burden. You empower the next spell cast by yourself or an ally. If it is an attack spell, it has advantage, if it is a save based spell, the enemy has disadvantage on the saving throw. If it is both, choose a benefit. If it is a smite spell you hard cast, the damage is maximized.

### Sorcerer Vessel

* **1st - Spellcasting, Flux Infusion**
	+ *Flux Infusion* - You are empowered with the untampered raw power of the Conflux. As such, you have power that you cannot control coursing through your veins. How you received the Flux is irrelevant. Now it infuses you and threatens to tear you apart.
	At the start of your turn in combat or once an hour, (depending on circumstance) roll a 1d6. The Infusion chart depicts what occurs below.
		1. You are stunned. (1 round in combat. 1 minute out of combat)
		2. You are healed an amount of hit points equal to your level.
		3. You gain 1 level of exhaustion.
		4. You gain advantage to your next d20 roll.
		5. You lose a spell slot of the highest level you can cast.
		6. You gain a spell slot of the highest level you can cast.This effect is momentarily suspended, in a place under the effect of a Stasis or while the character is long resting.
* **2nd - Flux Magic, Minor Control**
	+ *Flux Magic* - You gain the ability to affect your spells with Flux magic. These augmentations are dangerous, but potent. You may use one of the following effects for Flux magic. A spell may only be affected by Flux magic once per cast (Unless stated otherwise).
		- The spell re-rolls damage dice and takes the higher result.
		- The spell is cast as a bonus action
		- The spell ignores allies in its area
		- The spell has advantage to its attack roll.
		- The spell causes disadvantage to the saving throw of one enemy affected.Using Flux magic causes you to roll on your Infusion table, except that positive results are treated as if nothing happened.
	+ *Minor Control* - Whenever you roll on your Infusion chart, you may roll twice and use the desired result, unless you are using Flux magic.
* **3rd – Infusia**
	+ At this level the Sorcerer has gained some measure of control of the Flux and may choose a path of mastery, known as an Infusia. This gives a variety of benefits and changes the Infusion chart.
		- **Planar Infusia**
			* *3rd - Flux Alloy - Realmwalker*
				+ Whenever you use Flux magic, you may roll a second time and add an additional effect. If you do, select an ally. You may teleport them to a square you can see. You may also choose yourself.
			* *3rd - Improved Infusion Table* - You use the infusion table below instead of the lower level one.
				1. All enemies within 30ft take your charisma modifier in divine damage as an infernal choir laughs in the shadows.
				2. All allies within 30ft are healed your charisma modifier in damage as a chorus of celestial beings sing in the light.
				3. Your body is covered in sacramental wounds and you bleed your charisma modifier in damage each round. This lasts for 3 rounds and cannot be prevented in any way.
				4. You teleport to a random square within 20ft.
				5. You gain a fly speed of 30ft for 3 rounds as ephemeral wings of various outsiders spring from your back.
				6. The powers of law are recited from your lips and you may only roll 11s on your d20 rolls for 3 rounds.
				7. The powers of chaos surge outward from you. All allies must roll an additional time when determining advantage and disadvantage.
				8. All creatures within 30ft are blinded for 1 round by explosions of light and shadow.
				9. You must attack with a weapon you possess as a triggered action targeting the closest creature. If there is a tie, randomly decide.
				10. You must roll twice on this chart. If you roll another 10 on any of those rolls, every effect on this chart triggers simultaneously.
		- **Umbral Infusia**
			* *3rd - Flux Alloy - Shadowsoul*
				+ Whenever you use Flux magic, you may roll a second time and add an additional effect. If you do, select an enemy. The next attack against that enemy has a critical strike range of 15 – 20.
			* *3rd - Improved Infusion Table* - You use the infusion table below instead of the lower level one.
				1. You deal bleed damage equal to your charisma modifier with your next spell.
				2. You have advantage on the next attack roll you make. If you succeed you may teleport to a square adjacent to another creature within 30ft.
				3. You become invisible for 3 rounds.
				4. A random ally cannot make attack rolls for 3 rounds.
				5. A random enemy becomes charmed and will not attack you for 3 rounds.
				6. The next spell you cast is copied and chooses a random target amongst ALL creatures within 30ft.
				7. A copy of you is summoned with 1 hit point. It cannot take actions other than to move, but you may use it as an origin point for your spells. It lasts 3 rounds.
				8. All creatures within 30ft are blinded for 1 round by a deep darkness.
				9. A random ally is teleported adjacent to you.
				10. You must roll twice on this chart. If you roll another 10 on any of those rolls, every effect on this chart triggers simultaneously.
		- **Energy Infusia**
			* *3rd - Flux Alloy - Convergence*
				+ Whenever you use Flux magic, you may roll a second time and add an additional effect. If you do, damage dice of the spell you cast increase their die step by 1.
			* *3rd - Improved Infusion Table* - You use the infusion table below instead of the lower level one.
				1. You deal +1 damage per die with energy damage spells. This lasts for 3 rounds.
				2. You and all allies gain vulnerability to the last energy damage dealt by enemies. If none are available the DM chooses the worst one. This lasts for 3 rounds.
				3. You take your charisma modifier plus your level in energy damage. This cannot be prevented in anyway.
				4. A random enemy within 30ft takes your charisma modifier plus your level in energy damage.
				5. Double the area of effect of your next spell you cast with an area of effect. This lasts 3 rounds.
				6. All enemy vulnerabilities within 30ft are reversed to resistance. If they have resistance, it becomes immunity instead. This lasts for 3 rounds.
				7. You cast your next spell with an attack roll and multiple projectiles with 2 additional projectiles. (such as magic missile, chaos bolt and scorching ray)
				8. A random enemy within 30ft is teleported adjacent to you.
				9. The next spell you cast does not cost you a spell slot.
				10. You must roll twice on this chart. If you roll another 10 on any of those rolls, every effect on this chart triggers simultaneously.

### Bard Vessel

* **1st – Forbidden Spellcasting, Madness**
	+ *Forbidden Spellcasting* - Functions as spellcasting with the following changes:
		- Gain +1 Cantrip from another Class
		- Gain +2 Spells from other classes, these spells can be cast as long as you can cast at the spell level.
		- Whenever you level up, you may change your choices from above.
		- Whenever you cast a spell from a class that is not yours, you gain 1 point of madness.
		- *Madness*
			* Your knowledge of the world is burdensome and even with training, such knowledge strains your mind and body, such effects are represented by Madness. Whenever your current madness exceeds your current Burden, you gain a level of exhaustion, this cannot be prevented and even effects you if you are normally immune. Each time your Madness increases past this point, you gain an additional level of exhaustion.
* **2nd – Comes and Goes**
	+ *Comes and Goes* - After a short or long rest, the bard may choose two skills, they become proficient with these skills. They may also choose a skill they are proficient with, they gain expertise in that skill. You may not choose skills you selected in your previous rest.
* **3rd – Muse, Shared Memories**
	+ *Shared Memories* - The bard’s connection with their new soul is more effective, as such, the first burden ability you use costs you no burden. This ability cannot be used again until after you complete a long rest.
	+ *Bardic Muses*
		- **The Fool**
			* 3rd - Fake it, till you make it. - You gain 1 additional skill to gain proficiency and expertise, when you use Comes and Goes
			* 3rd – Laughing Mad - Whenever you would cast a spell that is not on your spell list, you increase it’s DC by half your current madness, max of your character level.
		- **The Mascot**
			* 3rd –\* A Friend in Me!\* - During a short rest, your allies heal an additional amount of hit points equal to your class level each time they spend a hit dice.
			* 3rd – Euphoria - Whenever you would cast a spell that is not on your spell list, select an ally you can see, that ally rolls three times for their next attack roll, saving throw, skill check or ability check and takes the better result.
		- **The Harlequin**
			* 3rd – A Canvas of Red - You gain proficiency in medium armor, martial weapons and shields.
			* 3rd – Carnage - Whenever you would cast a spell that is not on your spell list, you may make an attack against an enemy within range of your wielded weapon.

### Barbarian Vessel

*Proficiency change to only light armor*

* **1st – Savage Defense, Feral Charge**
	+ *Savage Defense* - Whenever you deal damage with a weapon, you gain a bonus to your AC equal to your constitution modifier. If this damage is from a critical hit or defeats an opponent, you add twice your constitution modifier. This bonus lasts until the beginning of your next turn.
	+ *Feral Charge* - Whenever the barbarian makes the dash action, at the end of the movement, they may make an attack with a weapon they are wielding as a bonus action.
* **2nd – Reckless Attack, Danger Sense**
	+ *Reckless Attack* - When you make your first attack on your turn you can choose to attack recklessly, doing so grants you advantage on strength based melee weapons this turn, enemies have advantage to attack you during this turn. In addition, you lose all defensive bonuses from Savage Defense as well.
* **3rd – Trance, Paths of Passion**
	+ *Trance* - You enter a battle trance, in this heightened state, you gain several advantages.
		- +2 to damage on all attacks with melee Str weapons
		- Advantage on strength checks and Strength saving throws.
		- Resistance to bludgeoning, piercing, and slashing damage.
		- Additional bonuses from your Path of PassionThis state lasts for 1 minute. It ends early if you are knocked unconscious, or if your turn ends and you have not dealt or received damage this round. When your trance ends, you gain 1 level of exhaustion.
	+ *Paths of Passion*
		- **Glory**
			* *3rd – Firm Grip* - You may dual wield any one handed weapon, you deal your ability modifier in damage on your off hand attacks.
			* *3rd – Death or Glory* - Whenever you defeat an opponent during your Trance, you heal a number of hit points equal to your barbarian level.
		- **Hate**
			* *3rd – The Long Road* - You gain a +15 to your movement speed.
			* *3rd – Two Graves* - Whenever you suffer or score a critical hit during your Trance, you deal an extra weapon damage die to all of your melee attacks. This is a cumulative effect that fades when your Trance ends.
		- **Honor**
			* *3rd – Stronghide* - You gain proficiency with medium armor.
			* *3rd – Chieftain* - Choose an ally at the start of your Trance, that ally gains a bonus to their AC, equal to the bonus that you receive from Savage Defense, when you receive it. They lose it when you lose it.
		- **Fragmented Beast**
			* *3rd - Adaptive Hide* - (Tech) (6) Whenever you would take non-physical damage, as a reaction you gain resistance to that damage for the remainder of combat.
			* *3rd - Error Storm* - (Tech) (-) At the start of your turn, deal your constitution damage to all enemies within 10ft as a storm of digital particles fragments from your skin. This effect is activated at the start of combat and lasts until you roll a 1 on your tech roll.

### Warlock Vessel

*(Concept, Supernatural warrior that uses contracts not spellcasting.)*

* **1st - Eldritch Presence, Precepts**
	+ *Eldritch Presence* - The mysterious energies within you churn and twist with every word spoken, ever will promised. This activates at the end of your turn, for each active Pact, your Eldritch Presence grows. This gives you access to abilities you may activate or that activate automatically. These abilities are triggered actions unless otherwise stated. The following chart tracks the abilities that activate as your Eldritch Presence grows.
		1. You fire an Eldritch Blast at a random enemy in range.
		2. You may choose the target of your Eldritch Blasts.
		3. Your Scionic presence activates.
	+ *Precepts* - These minor pacts are available to any Warlock and could be seen as cantrips to the untrained eye. You may only have one Precept active at a time. If your Precept succeeds in its activation, your Eldritch Presence increases by 1 this round.
		- *Precept of Pain*
			* Casting Time: 1 Bonus Action
			* Range: 60ft
			* Components: V,S
			* Duration: 1 Round
			* Description: An enemy affected by this Precept takes an additional 5 damage from the next source of damage they take. If this effect should fade and the extra damage was not dealt, the Warlock takes this damage instead.
		- *Precept of Protection*
			* Casting Time: 1 Bonus Action
			* Range: 60ft
			* Components: V,S
			* Duration: 1 Round
			* Description: You select an ally in range. That ally gains your charisma bonus in AC for the duration. If this ally is dealt damage while this effect is active, the Warlock takes damage equal to the damage the ally would take. This effect then immediately ends.
		- *Precept of Precision*
			* Casting Time: 1 Bonus Action
			* Range: 60ft
			* Components: V,S
			* Duration: 1 Round
			* Description: You select an ally in range. That ally gains advantage on the next attack roll they make. If this attack should miss, the Warlock takes damage equal to their (the Warlock's) charisma modifier.
		- *Precept of Promise*
			* Casting Time: 1 Bonus Action
			* Range: Self
			* Components: V,S
			* Duration: 1 Round
			* Description: Whenever you would defeat an enemy during this Precept duration, you heal yourself and all allies for an amount of hit points equal to your charisma modifier. If you do not, you are stunned for 1 round.
* **2nd - Invocations**
	+ Invocations are the most versatile source of the Warlock's power. They have a myriad of effects that come with triggers that must be fulfilled in order to maintain them. The active invocation is chosen at the end of a short or long rest. Disabled invocations return after a long rest. The negative effect of failing to uphold an invocation cannot be negated, but they may be cured and removed as normal. You may only have one invocation at a time and may know two invocations to start.
	+ *1st Level Invocations*
		- *Armor of Shadows*
			* While this invocation is active, the mage armor spell is active on you always and it cannot be dispelled. In addition, you gain additional armor class from this spell equal to your proficiency modifier.
			* While this invocation is active, your Eldritch Presence has a minimum of 1.
			* You may not retreat from combat in anyway. (Movement away from an enemy unless it is towards another enemy.) If you should do so, this invocation becomes disabled and you are stunned for 1 round. This occurs even if the movement was involuntary or you are unconscious.
		- *Eldritch Sight*
			* While this invocation is active, you have arcane sight at all times and it cannot be dispelled. This effect allows you to see magic, through magic darkness, alignment and soul energy. You also have advantage on martial checks against enemies.
			* You have disadvantage to perception checks and attack rolls while this effect is active. If you fail a martial, arcana, nature, religion, or history check while this effect is active, this invocation becomes disabled and you gain 1 level of exhaustion.
		- *Gaze of Vaze*
			* While this invocation is active, you can detect the surface thoughts of creatures within 30ft.
			* You know the following information about creatures within this range.
				+ Emotional state
				+ Automatically detect deception as if you rolled a total of 20 on insight.
				+ Detect a recent desire the creature has had.
				+ You gain advantage on persuasion, intimidation and deception checks against creatures in this area.
			* You may not lie or allow an ally to lie, or through inaction to allow a known lie to perpetuate, while this invocation is active. If you do, this invocation is disabled and you receive 1 level of exhaustion.
		- *Mouth of Malacai*
			* While this invocation is active, you may speak to the dead, animals, plants and the energy of Conflux itself.
			* You are considered to have the following spells active while this invocation is active.
				+ Speak with Dead
				+ Speak with Animals
				+ Speak with Plants
			* Whenever you are in a Flux event or a saturated area, you may speak and understand the Flux energy. In addition you gain advantage of rolls related to Flux events.
			* While this invocation is active, you have disadvantage on all saving throws (except from Flux events) and if you fail a saving throw this invocation is disabled and you take 1 level of exhaustion.
		- *Hate of Herod*
			* While this invocation is active, your eldritch blasts deal additional damage equal to your charisma modifier, have a range of 200ft and move the target 10ft in a direction of your choice if they are hit.
			* While this invocation is active, your Eldritch Presence has a minimum of 1.
			* Whenever you miss with an eldritch blast, you take damage equal to your charisma modifier. If you roll a 1 on an attack with an Eldritch Blast, this invocation is disabled and you are stunned for 1 round.
		- *Fate Thief*
			* While this invocation is active, all allies within 30ft are affected by the Bless spell and enemies that enter this area must make a wisdom saving throw against 8 + your proficiency modifier + your charisma modifier DC or be affected by the Bane spell.
			* While this invocation is active, your Eldritch Presence has a minimum of 1.
			* Whenever you would take damage, all your allies take damage equal to your charisma modifier and all enemies in this area even if they are not affected by Bane are healed for an equal amount. You may choose to disable this Invocation in response to taking damage.
		- *Surreality*
			* While this invocation is active, you gain access to the following spells at will.
				+ Disguise Self
				+ Silent Image
				+ Invisibility
			* Enemies have disadvantage to see through your illusions.
			* While this invocation is active, you cannot be targeted by allies for abilities that effect allies. This restriction is lifted if you are unconscious, but whenever you would benefit from any ability of an ally, this Invocation is disabled and you gain 1 level of exhaustion.
* **3rd - The Contract, Pacts**
	+ *The Contract*
		- At this point, the warlock has finally found the source of dark whispers that have plagued them and the time for the Contract to be signed has come. The Contract is signed with an entity, sometimes referred to as a patron, but in Conflux referred to as a Scion.
		- The following are the Scions you may sign the contract of. Doing so will imbue you with their power and bind you to their will.
		- **Kalsovos, The Ambition’s Flame**
			* *The Contract*
				+ You may consume ash for sustenance and food loses all taste for you. You no longer need to drink.
				+ You are immune to fire damage
				+ Once during a long rest, you must burn a creature alive as a ritual to Kalsovos. This may be any living creature. Failure to do so denies your ability to benefit from the long rest. This creature must be a worthy sacrifice as determined by the DM.
				+ Every 3 rounds increase your Eldritch Presence by 1.
			* *Scionic Presence – Glorious Flame*
				+ An enemy that takes damage from your eldritch blast is set on fire and takes fire damage at the start of their turns equal to your charisma modifier.
		- **Giageth, The Fading Light**
			* *The Contract*
				+ You gain a darkvision of 240ft.
				+ You are immune to necrotic damage.
				+ You gain sunlight sensitivity.
				+ Every 3 rounds increase your Eldritch Presence by 1.
			* *Scionic Presence – Embers of Life*
				+ Your allies within 30ft are healed at the start of their turns equal to your charisma modifier. If they are unconscious they do not receive this healing.
		- **Vade, The Watcher**
			* *The Contract*
				+ You can see up to 2 miles with perfect acuity.
				+ You are immune to blindness.
				+ Any attack that occurs adjacent to you has advantage to hit you.
				+ Every 3 rounds increase your Eldritch Presence by 1.
			* *Scionic Presence – Watcher’s Grace*
				+ You may use the help action as a bonus action and can help any ally at any range without needing to be adjacent to the target. Attacks made with your help action critically hit on a 19 – 20.
		- **Herod, The Screaming**
			* *The Contract*
				+ Whenever you defeat an enemy in any way, you gain temporary hit points equal to your charisma modifier. These temporary hit points stack with themselves but not other sources. These temporary hit points fade when combat ends.
				+ You are immune to silencing magical effects.
				+ You cannot make stealth checks and reduce all stealth checks made by your party members by 10.
				+ Every 3 rounds increase your Eldritch Presence by 1.
			* *Scionic Presence – Pain, Infinite.*
				+ Your Eldritch Blasts use d12’s instead of d10’s
		- **Malachai, The Knowing**
			* *The Contract*
				+ You gain expertise in two of the following skills: Arcana, Nature, Religion, History, Martial or Insight
				+ You have advantage on perception checks.
				+ You maximum hit points are reduced by an amount equal to your level.
				+ Every 3 rounds increase your Eldritch Presence by 1.
			* *Scionic Presence – Cull the Ignorant*
				+ All enemies within 30ft take psychic damage equal to your charisma modifier whenever they would miss an attack or fail a saving throw. They can only suffer this damage once per round.
		- **Chalice, The Opulent**
			* *The Contract*
				+ Whenever treasure rolls are made, they are done with the majesty advantage.
				+ Hordes have their total wealth increased by 10%.
				+ Healing dice used on you are rolled twice and take the lower result.
				+ Every 3 rounds increase your Eldritch Presence by 1.
			* *Scionic Presence – Abundance*
				+ Whenever you would deal damage with your Eldritch Blast, heal a random ally within 30ft an amount equal to the damage dealt.
	+ *Pacts*
		- Pacts represent greater contracts that a Warlock uses to serve their Scion. Pacts scale directly with Eldritch presence and their effects can change based on this resource. When a Pact is ended, the warlock may not use it again until after a short or long rest.
		- A Warlock knows 2 Pacts they can use and may use them as long as they meet the requirements.
		- **Pact of the Sovereign**
			* Casting Time: Action
			* Range: Self/Item
			* Components V, S
			* Requirements; Str or Dex of 14 or higher
			* Duration: 1 hour
			* Description:
				+ You summon a weapon made of Eldritch energy. This weapon takes on the properties of the chosen base weapon, but its damage is always 1d8. You do not add a modifier to the damage of this weapon, however it deals extra damage based on the current level of your Eldritch Presence. You are considered proficient with this weapon.
				+ While this Pact is active you gain +1 Eldritch Presence every 5 rounds.
				+ This Pact ends whenever you fail a saving throw against a magical effect, or if you drop this weapon while the Pact is active.
				+ When this Pact ends, you take damage equal to the current Eldritch Presence.
		- **Pact of the Archon**
			* Casting Time: Action
			* Range: Self/Item
			* Components: V, S
			* Requirement:; Int or Wis of 14 or higher
			* Duration: 1 hour
			* Description:
				+ Choose a spell from the Cleric or Wizard spell list. The level of the spell may be up to your proficiency modifier. You may use that spell once.
				+ For every 2 Eldritch Presence you have, you may use this spell an additional time.
				+ While this Pact is active, you gain +1 Eldritch Presence every 5 rounds.
				+ This Pact ends whenever you would take damage from a melee weapon from an enemy.
				+ When this Pact ends, you take damage equal to the current Eldritch Presence.
		- **Pact of the Torn**
			* Casting Time: Action
			* Range: Self/Item
			* Components: V, S
			* Requirements: Con of 14 or higher
			* Duration: 1 hour
			* Description:
				+ At the start of your turn, you may cast the Bestow Curse spell. You must concentrate on this spell as normal.
				+ Every 3 Eldritch Presence you have, you may choose an additional target for your Bestow Curse.
				+ While this Pact is active, you gain +1 Eldritch Presence every 5 rounds.
				+ This Pact ends whenever there are no enemies cursed by this effect after the first enemy is successfully cursed by this Pact.
				+ When this Pact ends, you take damage equal to the current Eldritch Presence.