Emergent

The Emergent is magic unrestrained a spellcaster who does not study, pray, or bargain for power, but tears it from the fabric of reality itself. Where other casters respect the boundaries of spellcraft, the Emergent bends them until they crack. Emergents do not master magic they survive it. Through reckless modification and raw force of will, they push spells beyond their intended limits, risking catastrophic backlash for overwhelming power.

Class Overview

Base HP Unit: 5
Rest Recovery Dice: 1d6

Proficiencies

Weapons: Simple Weapons
Armor: Light Armor

Skills

At Level 1, you gain 4 Skill Points to distribute among:
Willpower, Composure, Insight, Perception, Coercion, Arcana, and Religion.


Spellcasting

Spellcasting Ability: Wisdom
Spell Save DC: 8 + Willpower + WIS
Spell Attack Modifier: WIS


Base Class Features


Level 1

Emergent Magics

You have access to all Grimoires, but may only learn and cast spells that deal damage.

Non-damaging cantrips may only be selected from the Arcane Magics Grimoire.

You begin at Level 1 knowing 5 spells and 3 cantrips of your choice.

Disruptions

You may forcibly modify your spells through Disruptions, generating Entropy.

Entropy is cumulative and resets after a long rest.

You may perform only 1 Disruption per turn.
At Level 6, you may perform 2 per turn.

Entropy 1 Disruptions

Change Damage Type — The spell’s damage type becomes any other damage type.

Extend Duration — Double the spell’s duration.

Upcast — Cast the spell as one tier higher, expending the appropriate Mana cost.

Entropy 2 Disruptions

Selective Effect — Exclude chosen creatures from an area-of-effect spell.

Free Cast — Reduce the spell’s Mana cost to 0 (2 Entropy per Mana reduced).

Entropy 3 Disruptions

Overload — Roll maximum damage instead of rolling dice.

Twin Cast — The spell targets an additional valid target within range.

Entropic Cascade

Your Entropy Capacity equals your Mana Spend Limit.

If your total Entropy exceeds your capacity and you perform another Disruption, you must make an Entropy Roll before the spell resolves.

Roll one d6 for each point of Entropy above your capacity.

For each die that shows a 5 or 6:

You immediately gain 1 additional Entropy.

Then apply the cascade effect:

On a roll of One 5+
Loss of Control — The spell resolves, but its effect changes based on its range type.

On a roll of Two 5+
Crippling — You gain 2 levels of exhaustion.

On a roll of Three or more 5+
Annihilation — You suffer 3 failed death saves.

All effects are cumulative. The spell always resolves.

Loss of Control Effects (Dependent on the range type)

Self / Touch — You are affected by the spell’s damage in addition to other targets.

Cone — The cone becomes a 360-degree effect centered on you.

Single / Multi-Target — The spell also affects all creatures within 30 feet of the intended target.

Line — The line becomes a cone originating from you.

Sphere / Burst — The spell is duplicated, with the second instance centered on you.


Level 2

One With Magic

You add your Wisdom modifier to all death saving throws.


Level 4

Ability Score Improvement

Increase two ability scores by +1 each (maximum +5), or take a Quirk.

Also gained at Levels 7 and 9.


Level 6

Chaos Vent

Once per long rest, you may remove Entropy equal to your Mana Spend Limit.

Mana Conduit

Once per turn, when you gain Entropy, you may gain 1 temporary Mana point.

This Mana expires at the end of your next turn.