Fri Oct 27, 2023 7:52 am  
Zashassar Archivist & Inquisitor

The Order of Zashassar Archivists

At 2nd level, a wizard gains the Arcane Tradition feature.
UNEARTHED ARCANA 2020 - Subclasses Revisited – Wizard – Order of Scribes
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Magic of the book—that’s what many spellcasters call wizardry. The name is apt, given how much time wizards spend poring over their spellbooks, penning theories about the nature of magic, and exploring the farthest recesses of libraries. It’s rare to see a wizard traveling without books and scrolls sprouting from their bags, and a wizard would go to great lengths to plumb an archive of ancient knowledge.

Among wizards, the Order of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries in tomes and scrolls so that wizardry can flourish. And while every wizard values their spellbook, a scribe in the Order of Scribes dedicates themselves to magically awakening their book, turning it into a trusted companion. All wizards study their spellbooks, but a wizardly scribe talks to theirs!

Wizardly Quill
2nd level Oder of Archivists feature

As a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has
the following properties:
• The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
• The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.
• You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.
This quill disappears if you create another one or if you die.

Awakened Spellbook
2nd-level Order of Archivists feature

Using specially prepared inks and ancient incantations passed down by your wizardly
order, you have awakened an arcane sentience within your spellbook.
While you are holding the book, it grants you the following benefits:
• You can use the book as a spellcasting focus for your wizard spells.
• When you cast a wizard spell with a spell slot, you can temporarily replace its damage type with the damage type of another spell in your spellbook, as your spellbook magically alters the spell’s formula for this casting.
• When you cast a wizard spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.
If necessary, you can replace the book over the course of a short rest by using your Wizardly
Quill to write arcane sigils in a blank book or a magic spellbook to which you’re attuned. At the end of the rest, your spellbook’s consciousness is summoned into the new book, which the
consciousness transforms into your spellbook, along with all its spells. If the previous book still
existed somewhere, all the spells vanish from its pages.

Master Archivist
6th-level Order of Archivists feature

Whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll. The spellbook must be within 5 feet of you when you make the scroll.
The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long
You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master’s Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.

Manifest Mind
10th-level Order of Scribes feature

You are now able to conjure forth the mind of your Awakened Spellbook. As a bonus action
while the book is on your person, you can cause the mind to manifest as a Tiny spectral construct, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and doesn’t occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice). The spectral mind has a number of hit points equal to your wizard level plus your Intelligence modifier, and it uses your Armor Class and saving throw modifiers.
While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60
feet. As an action, you can hear and see using the its senses, instead of your own, until your concentration ends (as if concentrating on a spell).
Whenever you cast a wizard spell on your turn, you can cast it as if you were in the spectral
mind’s space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied
space that you or it can see. It can pass through creatures but not objects. The spectral mind
stops manifesting if it is ever more than 300 feet away from you, if it drops to 0 hit points, if you die, or if you dismiss it as a bonus action.

One with the Word
14th-level Order of Scribes feature

Your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While you are holding the book and its spectral mind is manifest, you can take an action to cause the two of you to teleport, swapping places. You can teleport in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Moreover, if you die but at least one spell remains in your Awakened Spellbook, you can return to life 1 minute later within 5 feet of the book. You revive with 1 hit point. Then roll 3d6. The book loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll’s total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other
Thereafter, you are incapable of casting the lost spells, even if you find them on a scroll or in
another spellbook. The only way to restore your ability to cast one of the lost spells is through the wish spell, which can restore one spell to the book per casting.

Example of a Master Archivist
Medium humanoid (bakluni), any alignment
Armor Class 12 (15 with mage armor)
Hit points 40 (9d8)
Speed 9 m
FOR 9 (-1), DEX 14 (+2), CON 11 (+0), INT 17 (+3), SAG 12 (+1), CHA 11 (+0)
Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6
Senses Passive Perception 11
Languages four languages
Power 6 (2,300 XP)
Incantation. The Master Archivist is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell saving throw DC 14, +6 to hit for spell attacks). The mage has prepared the following wizard spells:
Cantrips (at will): puff of poison, mage's hand, message, repair
Level 1 (4 slots): mage armor, language understanding, detect magic, magic projectile.
Level 2 (3 slots): immobilize people, magic lock.
Level 3 (3 slots): dispel magic, gift of tongues, glyph of guarding.
Level 4 (3 slots): supreme invisibility, summon minor elementals.
Level 5 (1 slot): myths and legends

Dagger. Melee or ranged attack with a weapon: +5 to hit, reach 1.50 m or reach 6/18 m, one target. Hit: 4 (1d4 + 2) piercing damage.

The Order of Zashassar Inquisitors
Domain of the Order
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The Zashassar is subject to control by the clergy of Al'Akbar and a special order of Cult Inquisitors is responsible for ensuring that the mages respect the rule. This control dates to the time of Al'Akbar himself who imposed it on the nascent Zashassar to prevent magic from dominating Baklunian society again, as in the time of the Empire, with all the catastrophic excesses that we know.

Domain Spells
Cleric Level Sorts
1 Command, Heroism
3 Hold Person, Zone of Truth
5 Mass Healing, Slow
7 Compulsion, Locate Creature
9 Commune, Domination Person

Bonus Proficiencies
When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).

Voice of Authority
Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.
If the spell targets more than one ally, you choose the ally who can make the attack.

Channel Divinity: Order's Demand
Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.
As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

Embodiment of the Law
At 6th level, you become remarkably adept at channeling magical energy to compel others.
If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell's casting time to 1 bonus action for this casting, provided the spell's casting time is normally 1 action.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Order's Wrath
Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.

Example of a Zashassar Inquisitor
Medium humanoid (bakluni), any alignment
Armor Class 13 (mail shirt)
Hit points 27 (5d8 + 5)
Speed 9 m
FOR 10 (+0), DEX 10 (+0), CON 12 (+1), INT 13 (+1), SAG 16 (+3), CHA 13 (+1)
Skills Medicine +7, Persuasion +3, Religion +5
Senses Passive Perception 13
Languages two languages to choose from
Power 2 (450 XP)

Divine distinction. As a bonus action, a cleric can spend a spell slot to have his melee weapon attacks magically deal an additional 10 (3d6) radiant damage to a target he hits. This advantage continues until the end of the round. If the priest expends a spell slot of 2nd level or higher, the additional damage increases by 1d6 for each level above 1st.

Incantation. The Inquisitor is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell saving throw DC 13, +5 to hit for spell attacks). The Inquisitor has prepared the following cleric spells:
Minor spells (at will): sacred flame, light, thaumaturgy
Level 1 (4 slots): tracing lightning, shrine, healing
Level 2 (3 slots): spiritual weapon, partial restoration
Level 3 (2 slots): dispel magic, guardian spirits.

Mace of arms. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit : 3 (1d6) bludgeoning damage.

Jacques. Good reading

Dorian Almuren, Chevalier de Greyhawk