Bonus: (PM) to attack rolls and melee damage rolls.
Key Mages wield celestial key magic, drawing power from the zodiac to unlock mystical abilities. Their primary weapon, the Key Arcane, channels this power, allowing them to cast spells and control the battlefield with precision.
Players will enjoy Key Mages for their unique connection to the zodiac and versatile spellcasting. Their celestial key magic offers a blend of strategic combat and arcane mastery, making them captivating and powerful in any adventure.
1st Level Feature
You gain 1 extra hit points per level.
Gain a bonus based on the active sign, you can change your sign as a bonus action. Choose a zodiac sign:
Bonus: (PM) to attack rolls and melee damage rolls.
Bonus: (PM) to Fortitude saving throws and temporary hit points equal to your level at the start of your turn.
Bonus: Your cantrips deal .5 additional damage die. (Example 4d8 would deal 6d8)
Bonus: (PM) bonus to Grapple and initiative checks.
Bonus: (PM) to Might and Charisma skill checks.
Bonus: (PM) to Insight and Intelligence skill checks.
Bonus: (PM) to Diplomacy checks and Cognitive saving throws.
Bonus: (PM) bonus poison damage on your attack rolls, in addition creatures must succeed on a Fortitude saving throw against your Spellcasting DC or become poisoned
Bonus: (PM) to ranged attack rolls, and Reflex saving throws.
Bonus: (PM) to Sanity and Strength skill checks.
Bonus: (PM) to Arcane and Cognitive saving throws.
Bonus: (PM) to Concentration and Wisdom skill checks.
3rd Level Feature
You can use your FM instead or SM as your spellcasting modifier. Your touch spells and melee spell attacks deal additional damage equal to your Mage level.
You can use a melee weapon as an arcane focus.
7th Level Feature
You radiate a 30 foot protective light that shields you and your allies. Whenever you cast a spell of 1st tier or higher, you gain temp hp equal to your Mage level + (PM).
While creatures within 30 feet of you have temporary hit points they take half damage from environmental damage.
9th Level Feature
At the start of your turn, you can spend (PM) spell point to activate a Command Style, which enhances your spellcasting until the start of your turn. Choose one of the following:
12th Level Feature
Your attacks and spells ignore temporary hit points. When you hit a creature with an attack, you reduce their armor by 2 until the start of your next turn.
14th Level Feature
You can turn a weapon into a key and unlock any lock, this includes gates to other worlds, dimensions, as well as arcane locks as long as you can find them.
In addition, you can summon 3 Zodiac avatars per round.
17th Level Feature
Whenever you cast a defensive spell (a spell that grants you temp hp, healing, or armor), you gain resistance to all damage types until the start of your next turn.
19th Level Feature
When you or an ally within 30 feet of you is reduced to 0 hit points, you can use your reaction to stitch their fate. The creature regain 25% of their maximum hit points and gain resistance to the next damage without taking exhaustion levels.