Wordsmith

Human wordsmith

## Resources

### Charges

Spell Slots: Up to the amount of Wordsmith features picked, recharges every sleep rest.

### Save DC

Spellcasting Save DC: 8 + Proficiency Bonus + Spellcasting modifier.

### Attack Bonus

Spellcasting Attack Bonus: Proficiency Bonus + Spellcasting modifier.

Word Smiths have Enigmatic psychic abilities that allows them to cast magical spells by uttering or marking words of power.

Legends tell of powerful wordsmiths  that merely have to think of these words of power in order to summon devastating magical effects, but most have to write these words down, draw them or speak them.

Wordsmiths have specializations to extend the abilities of this class.

## Features

### Wordsmithing

You have unlocked the secrets of Wordsmithing.  You gain proficiency in *Arcana*, *Quarterstaves* and 1 secondary skill of your choice. You gain the following ability:

> ***Wordsmithing*** - First you gain the tag ‘psionic’, and then you pick your expression of Wordsmithing, how must you utter the words of power? Pick from the following expressions:
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> * ***Vocal*** - Your words of power are expressed vocally. As long as you are able to utter audible speech and are not deafened, you may use your spell casting. Your spellcasting modifier can be based on Charisma, Intelligence or Wisdom (pick one).
> * ***Written*** - Your words of power are expressed by writing them down. As long as you have a hand free and are able to use a tool (such as pen or quill) to mark a surface with the Words of Power. Your spellcasting modifier can be based on Charisma, Intelligence or Wisdom (pick one).
> * ***Drawn*** - Your words of power are expressed by drawing the concepts. As long as you have a hand free and are able to use a tool (such as pen or quill) to draw on a surface with the Words of Power. Your spellcasting modifier can be based on Charisma, Intelligence or Wisdom (pick one).
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> ***Words of Power*** - Wordsmithing is a power that comes from combining primordial Words of Power. When picking this feature, you unlock 2 Words of Element from the Words of Power list. At most, you can combine 1 known Word of Element with 1 known Word of Control with 1 known Word of Potential. That means the more words of power you unlock in each category, the more options and more powerful you will become. You unlock the following action:
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> * ***Cast Spell*** (3AP) - You cast an Enigmatic spell by uttering one known Word of Element and may add one known Word of Control and even one known One Word of Potential.
> 	+ Spell Slots are charges that recharge every sleep, which are used to cast more powerful magic. You must have an amount of Spell Slots available equal to the summed cost of each Word of Power, these are then extended upon cast.H andle the appropriate effects involved with the chosen Words of Power. You can have an amount of Spell Slots equal to the Wordsmith features unlocked.
> 	+ When casting a Word of Element without combining it with a Word of Control or Word of Potential you can use this element to make a melee spell attack using the Spell Attack Bonus, the impact effect of which is stated after each element.
> 	+ Whatever expression you pick, you must always have a Channel in your prepared items or items in hand. A Channel can be: a component pouch, an amulet or a quarterstaff/wand set with a magical gemstone. These channels must be worth at least 50C.
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### Words of Control

Your power level has increased and you are now able to invest in more powerful control of your elemental mastery.  You gain the following ability:

> ***Words of Control*** - You unlock 2 **Words of Control**.
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### Words of Potential

You have now unlocked mastery of the Words of Power. You gain the following ability:

> ***Word of Potential*** - You unlock 2 Words of Potential.
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### Word Seeker

You seek to expand your power by seeking more words. You gain the following ability:

> ***Words Seeker*** - You unlock 5 extra Words of Power, picking from any category. You may now repick 1 of your unlocked Word of Power at the end of each Sleep Rest.
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### Arcanist

You know magic and how to handle it You gain the two following abilities:

> ***Dispel Magic*** (Reaction, 2 Spell Slots) or (3AP, 1 Spell Slot) -  When a creature within 60 ft is using any Enigmatic feature or spell you can cancel this by using this reaction.
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> ***Identify*** (1 Spell Slot and 3AP) or (1 minute) - You identify the Enigmatic effects applied to an object, creature or area. If it is an item or some other Engimatic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what Enigmatic effects , if any, are currently affecting it.
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### Master Arcanist

You have an unlimited pool of magic. You gain the following ability:

> ***Master Arcanist*** - You gain 1 extra Word of Power, may pick one additional Wordsmith Specialization and you gain 3 extra Spell Slots (which includes the one gained from picking this feature).
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## Words of Power

Words of power are primordial expressions which are combined in order to cast spells. There are 3 categories, and you must always use 1 word of element to start a spell, which forms the basis.

### Words of Element

When casting a Word of Element without combining it with a Word of Control or Word of Potential you can use this element to make a melee spell attack using the Spell Attack Bonus, the impact effect of which is stated after each element. Words of Potential or Control will override these impact effects unless implicitly stated.

* ***Fire*** - You invoke the force of fire. Deals 1d6 fire damage upon impact and if targeting an unworn, flammable, object, it is set aflame.
* ***Hydro*** - You invoke the liquid element of water. Deals 1d6 bludgeoning damage upon impact and it douses any fire within 5 ft and (if there were flames) creates a 10 ft sphere of steam which heavily obscures the area, which lasts for 1 minute.
* ***Earth*** - You invoke the solid element of earth. Deals 1d6 bludgeoning damage upon impact and and all creatures within 5ft of the target make a Strength saving throw to your Spell Save DC. If failed they are knocked prone.
* ***Ice*** - You invoke the solid element of ice. Deals 1d6 cold damage upon impact and if the target is prone, and all creatures within 5ft of the target makes a Strength saving throw to your Spell Save DC or it is frozen to the floor and is restrained until the end of your next turn.
* ***Lightning*** - You invoke the force of lightning. Deals 1d6 lightning damage upon impact and all creatures within 5ft of the target makes a Dexterity saving throw to your Spell Casting DC or is EMP’ed until the start of your next turn.
* ***Air*** - You invoke the gaseous element of air. Deals 1d6 bludgeoning damage upon impact and all creatures within 5ft of the target make a Strength saving throw to your spell casting DC or be shoved for 10ft. Disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in a 5ft area around the target.
* ***Anti-Life*** - You invoke the force of death.  Upon impact it deals 1d6 necrotic damage and all creatures within 5ft of the target lose 5 temporary hit points.
* ***Poison*** - You invoke the liquid element of poison. Upon impact, it deals 1d6 poison damage  and and all creatures within 5ft of the target make a Constitution saving throw to your Spell Casting DC or be poisoned until the end of your next round.
* ***Light*** - You invoke the force of sound. Upon impact, it deals 1d6 radiant damage and all creatures within 5ft of the target make a Constitution saving throw to your Spell Save DC or be blinded until the end of your next turn.
* ***Thunder*** - You invoke the force of sound. Upon impact, it deals 1d6 thunder damage and all creatures within 5ft of the target make a Constitution saving throw to your Spell Save DC or be deafened until the end of your next turn.
* ***Force*** - You invoke the force of pure kinetic energy. Upon impact, it deals 1d6 force damage and all creatures within 5ft of the target make a Constitution saving throw to your Spell Save DC or be knocked prone.
* ***Sanity*** - You invoke the force responsible for the perception and sanity of a target. Upon impact, it deals 1d6 psychic damage and all creatures within 5ft of the target make a Sanity Save. If failed, all targets are *frightened* by your until the start of your next turn. This force cannot effect vehicles or objects.

### Words of Control

You can not cast Words of Control without a Word of Element.

* ***Blast*** (3AP) - You send out a blast of the appropriate element to a creature within 30ft. The target makes a Dexterity Save or takes damage equal to 1d10 of the appropriate damage type. If they succeed, they take half damage.
* ***Bolt*** (2AP) - You make a ranged Spell Attack roll to a target within 60ft, using the Word of Element impact.
* ***Cone*** (3AP, 1 Spell Slot) -  You create a 20ft cone blast of the appropriate element. If the element’s impact effect has a radius, this radius is extended to this cone. All creatures in this cone must make a Dexterity saving throw or take the impact damage and all its appropriate effects. In order to ensure that each creature in the area only rolls 1 save, if the appropriate effect contains a Save throw, this save is used instead of the Dexterity saving throw.
* ***Summon*** (1AP, Concentration 10 minutes, 1 Spell Slot) - You summon 10 gallons (liquids) or 10 pounds (solid) of the appropriate element, which is permanent. If the element is gaseous or a force (like air, force, anti-life), you instead create a 10ft sphere full of this element for up to 10 minutes or until you break concentration, after which it dissipates. The effects of this special sphere is as follows:
	+ ***Fire -*** All creatures within this sphere gain resistance to cold damage.
	+ ***Lightning -*** All creatures within this sphere are immune to EMP's and you may recharge 1 battery in the sphere per minute.
	+ ***Air*** - All creatures in the sphere are able to breath because of the summoned air.
	+ ***Anti-Life*** - All creatures with the tag 'undead' in the sphere regain 1 hit point at the start of every minute concentrated. Creatures gain resistance against radiant damage.
	+ ***Light*** - All creatures gain resistance again necrotic damage. All the creatures with the tag 'undead' in the sphere take 1 damage at the start of each of your turn.
	+ ***Thunder*** - You amplify a sound that you can hear so that it can be heard for up 10 miles. All creatures in the sphere are affected by the conditioned deafened while this happens. You are immune to the deafened condition while concentrating this spell.
	+ ***Force*** - All creatures in the sphere are unable to be knocked prone or moved against their will.
	+ ***Sanity*** - Whenever a creature in the sphere makes a Sanity Save you can use your reaction to force disadvantage on the roll. All creatures in the sphere of your choice are not affected by any Insanity effects as long they remain in the sphere.
* ***Telekinesis*** (1AP, Concentration 10 minutes, 2 Spell Slots) - You can try to move an object that weighs up to 1,000 pounds, which is made or contains a majority of the appropriate element. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond 60ft. If the object is worn or carried by a creature, you must make an ability check with your Spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on Objects with your Telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the Contents from a vial.
* ***Redirect*** (3AP, 2 Spell Slots, Concentration 10 minutes) - You target a volume of the appropiate element and which is not in a solid state. Until the spell ends, you control this freestanding element inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following Effects when you cast this spell. Using 3AP on Your Turn, you can repeat the same Effect or choose a different one.
	+ ***Flood***: You cause the level of the element in the area to rise by as much as 20 feet. If the area includes a shore of a body made of this element, for example a lake of water, the flooding water spills over onto dry land. If you choose an area in a large body of element, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The element level remains elevated until the spell ends or you choose a different Effect. If this Effect produced a wave, the wave repeats on the start of your next turn while the flood Effect lasts.
	+ ***Part element***: You cause the  element in the area to move apart and create a Trench. The Trench extends across the spell's area, and the separated element forms a wall to either side. The Trench remains until the spell ends or you choose a different Effect. The element then slowly fills in the Trench over the course of the next round until the normal element level is restored.
	+ ***Redirect Flow***: You cause flowing the element in the area to move in a direction you choose, even if The element has to flow over Obstacles, up walls, or in other unlikely Directions. The element in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain Conditions. The element continues to move in the direction you chose until the spell ends or you choose a different Effect.
	+ ***Whirlpool***: This Effect requires a body of element at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in The element and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its Action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.

### Words of Potential

Using the Words of Potential you can exploit the full potential of an element. When casting a spell, add one of the following Words of Potential to buff the spell:

* ***Devastation*** (1 extra Spell Slot) - The impact effect deals double damage.
* ***Unleash*** (2 extra Spell Slot) - You double any radiuses or volumes/weights affected by your spell.
* ***Exploit*** - You exploit the unique properties of each element, add the following effect to any target of your spell, you may choose to forfeit the other impact effects:
	+ ***Fire*** (1 Spell Slot) - If the target is a creature, it must roll a Dexterity saving throw to your Spell Casting DC. If failed, it is lit aflame for 1 minute, taking 1 fire damage at the start of its turn. It can use 1AP to douse the flame.
	+ ***Hydro*** (1 or more Spell Slots) - Soothing water brings life, and healing. For each target you can expend 1 Spell Slot to heal them for 1d4 + Spell Casting modifier.
	+ ***Earth*** (1 Spell Slot) - Creates an oily, sticky, surface in the target radius of the spell, lasting 1 minute or until burned away. Creatures in the area that start their turn must make a Strength Saving throw to your Spell Casting DC or be grappled by the surface.
	+ ***Ice*** (1 Spell Slot) - Creates an ice sheet in the target radius of the spell, lasting 1 minute or until burned away. Creatures entering the area for the first time on their turn, or starting their turn in it, must make a Dexterity saving throw or be knocked prone and take 1d4 bludgeoning damage.
	+ ***Lightning*** - For each creature that fails the saving throw of the appropriate element, you may spend 1 Spell Slot in order to stun them instead of EMP.
	+ ***Air*** (1 or more Spell Slots) - For each creature that fails the saving throw of the appropriate element, you may spend another Spell Slot in order to throw them 30ft into a direction of your choosing (this could also be into the air). After this, they slowly drift downwards and any falling damage is mitigated for the first 30 ft traveled downwards this way… After this they fall full speed.
	+ ***Anti-Life*** - After applying all the appropriate effects of the spell and the target is below 10 Hit Points, it is reduced to 0 hit points.
	+ ***Poison*** (1 Spell Slot) - You can mark one of the creatures you apply poison to and sense it, extending the poison duration to 1 minute. While poisoned by this effect, you are always able to see the creature, even if fully obscured.
	+ ***Light*** (1 Spell Slot, Concentration 1 minute) - One of the targets of the appropriate skill starts glowing with a bright light, creating a 10ft bright light zone and 10ft dim light zone around it. All attack rolls are rolled with advantage. Lasts as long as you maintain concentration.
	+ ***Thunder*** (1 Spell Slot) - One of the targets is unable to make any sounds for 10 minutes.
	+ ***Sanity*** (1 or more Spell Slots) - For each creature that fails the saving throw of the appropriate element, you may spend 1 Spell Slot in order to stun them until the start of next turn.