Arcana Classes - The Myrmidarch and the Oracle
These are the last two of my homebrew classes for my setting. As with my other two class posts (Post 1, Post 2), I welcome feedback on the mechanics.
There are a few campaign specific mechanics on the Oracle. The effects are relatively niche, but let me know if you want specifics.
Myrmidarch
The Myrmidarch is a master of the seamless intersection between martial prowess and arcane might, treating the blade and the spell as a single, unified instrument of war. Unlike wizards who hide behind frontline defenders, Myrmidarchs are soldiers who infuse their steel with raw thaumic energy, turning every swing or shot into a conduit for devastating magic. These elite warriors often arise from specialized military academies or ancient knightly orders, where they learn to weave mystical shields and elemental energy into the dance of combat. To a Myrmidarch, a sword is a focus, and a spell is its sharpened edge.
- Domains: Arcana & Blade
- Evasion: 10
- Hit Points: 6
- Class Item: A frayed military ribbon from an academy that no longer exists or a spellbook taken from an unknown mage.
Class Features
Spellstrike: When you cast a spell that deals damage, you may spend 1 Hope to add your weapon’s base damage dice to the damage roll if your roll is successful. This additional damage is not affected by proficiency. You may only add this damage if the spell’s target is within the weapon’s normal range. You may only apply this additional damage to a single target if the spell affects more than one enemy.
Thaumic Infusion: You may spend a Stress to infuse a physical weapon with thaumic energy, converting the damage to magic and using your Spellcast trait for attack rolls until you rest.
Hope Feature
Volatile Shield: Spend 3 Hope to gain a +2 bonus to your Evasion until the next time an attack succeeds against you. When you mark HP after an attack, the attacker takes d10 magic damage if they are within Very Close range, and this effect ends. Otherwise, this bonus lasts until the end of the scene.
Subclasses
Witchblade
Play the Witchblade if you want to brand your enemies with cursed magic and shatter them in close-quarters combat.
Spellcast Trait: Insight
Foundation - Thaumic Strike: While Infused, your melee weapon attacks are treated as both physical and magical, whichever is most advantageous against your foe, for the purpose of resistances. In addition, you may Mark a Stress to cause a Thaumic Flare on a successful attack with your infused weapon. If you do, you may attack up to 2 additional nearby targets. These additional targets must be within Very Close range of your first target.
Specialization - Thaumic Brand: After making a successful weapon attack against a target with your infused weapon, you may Mark a Stress to Brand them. For the remainder of the scene, when you attack and deal damage to another target with your infused weapon, you may spend 2 Hope to deal the same amount of magic damage to your branded target as long as they are within far range. You may only have one target branded at a time.
Mastery - Thaumic Eruption: When you cause a Thaumic Flare, instead of mirroring your attack to a pair of nearby enemies, you may now cause an eruption of raw thaumic energy to arc out from your primary target in a wider area. All enemies within close range of the primary target take magic damage equal to the weapon damage dealt by the original attack. Secondary targets may roll an Agility reaction to reduce the damage by half. Difficulty is equal to the attack roll of the original attack.
Harrier
Play the Harrier if you want to dominate the battlefield from afar with relentless, magically seeking projectiles.
Spellcast Trait: Insight
Foundation - Magic Bullet: When using spellstrike with your infused weapon, your spells may use your weapon’s range if it is greater than the spell. When taking advantage of this added range, the infused spell may affect only a single enemy regardless of how many it could normally effect. In addition, if you miss an attack with your infused weapon, you may spend 1 Hope to roll an attack against another enemy within close range of the original target instead.
Specialization - Heartseeker: If your attack with your infused weapon, or when using Magic Bullet, succeeds with hope, your primary target must mark an additional Hit Point.
Mastery - Recursive Shot: If you make a successful attack with your infused weapon, you may immediately spend 1 Hope to attack a different enemy within Close range of the first. You may continue to spend Hope in this way until you miss an attack, run out of targets, or run out of Hope. Each enemy may only be attacked once per activation of this power.
Oracle
While most innate casters are left to the tug of the Briar and become Sorcerers, some are claimed by a higher purpose. Like sorcerers, Oracles are instinctive wielders of the Lie, reaching into the tangled web of belief that binds reality to pluck the strings in their favor. However, an Oracle does not act out of mere whim; they exist in service to a Calling. Whether this force is a divine mandate, a search for universal truth, or a haunting vision of the future, the Calling shapes their every word and deed. To be an Oracle is to surrender one’s own path to the momentum of fate, acting as a living catalyst that guides those around you in service of something greater than yourself.
- Domains: Arcana & Splendor
- Evasion: 10
- Hit Points: 6
- Class Item: A heavy iron key that doesn't fit any lock you've ever found or a handful of knucklebones that might have come from a saint.
Class Features
The Calling: At the beginning of each session, roll a number of d4s equal to your subclass’s Spellcast trait and place them on your character sheet. These are your Calling Dice. You can spend a Calling Die at any time to aid an ally within Far range. You may use the value of a spent die to:
- Alter Fate: Add the die’s result to the total of an ally’s roll after the roll is made.
- Stabilize the spirit: When an ally would mark stress, negate that Stress and stabilize their spirit, granting them 1 Hope instead.
- Provide Clarity: Grant Hope to an ally equal to the result of the die.
Calling dice can never be spent to aid yourself, or add to your own dice rolls. At the end of each session, clear all unspent Calling Dice.
Hope Feature
Weaving Prophecy: Spend 3 Hope to attempt to speak reality into being. Describe an action to be taken by an ally. The next time your ally tries to take this action, they may add your Presence modifier to their Hope die roll. You may only use this feature on a given ally once per session. When an ally Succeeds on a prophesied action, you gain 1 Hope.
Subclasses
Lieweaver
Play the Lieweaver if you want to reach into the heart of the Great Lie and pull at the threads of a creature’s conviction, hope, or fear, unraveling their magic by shredding their faith in its power.
Spellcast Trait: Presence
Foundation - Threads of Doubt: When you speak with a creature for at least a minute, you can spend 1 Hope to sense the "Loose Thread" in their conviction. The GM briefly tells you one thing the creature is deeply uncertain about, fearful of, or a secret guilt they harbor. You gain Advantage on all social rolls to manipulate or persuade them using this doubt.
Liar’s Tongue: You can spend 1 Hope to make a lie you tell resonate like an objective, undeniable truth. While you can’t use this to make someone disbelieve their own eyes, they are utterly convinced you believe it. No spell or natural insight will reveal that you do not truly believe what you say.
Specialization - Unwelcome Truth: Speak an uncomfortable truth about the nature of reality, spend 2 Hope, and make a Spellcast roll. All Angels, Demons, and similar Spirits of Elsewhere within Close range must succeed an Instinct reaction equal to this roll or become Fearful of you and move away on their next activation. They may not approach you, or attack you, until they spend a move to reaffirm their faith and clear the condition.
Alternatively, your Unwelcome Truth can take the form of a Liturgy of Doubt. You may begin reciting a liturgy that shakes the resolve of those who weave magic on your action. If you do, until you next take the spotlight you may mark 1 Stress and make a Spellcast roll as a Reaction when a creature within Far range casts a spell. If you Exceed the target’s Spellcast roll, the spell has no effect and any resources they used to cast it are lost. You may spend a calling Die instead of Stress and add the total to the Spellcast roll.
Mastery - Liar’s Shroud: You’ve written your own destiny into the weave of the Great Lie, making it difficult for the magic of others to touch you. Once per rest you may spend 2 Hope as a reaction to start a Liturgy of Doubt and immediately attempt to counter a spell being cast. In addition, you are always Resistant to Magic damage while reciting a Liturgy.
Luminary
Play the Luminary if you want to place your thumb on the scale of destiny to inspire heroes, aid your allies, and deny the reaper.
Spellcast Trait: Presence
Foundation - Font of Hope: When you spend a clarity Die to bolster an ally’s roll, the value adds to their Hope die directly, instead of just the total roll. In addition, add the following ability to the list of abilities you may spend your Calling dice on:
- Turn the Blade: When an ally could Mark an Armor slot to reduce damage, you may spend a Calling die instead. If you do so, they also Gain 1 Hope.
Specialization - Mend the Consensus: Once per session you can spend 2 Hope and allies within Close range clear one Hit Point, one Dissonance Token, and any detrimental temporary conditions.
Destiny Delayed: Whenever an ally attempts a roll bolstered by Weaving Destiny, if the result is a failure, you may roll a 1d4 and add that Die to your Calling pool, up to your maximum. This may occur only once per ally each session.
Mastery - The Living Firmament: As long as you have at least 1 Die in your Calling Pool, you generate a Zone of Tranquility within Very Close range of yourself. Within this zone, you reduce the tier of Cankers, Gravescars, and Protean Ripples by one step. If you Mark a Stress, you may reduce the severity by two steps for the scene.
Not Today: Once per session, when an ally within Far range would mark their last Hit Point, you may spend one of your Calling dice as a Reaction to have them clear a number of Hit Points equal to the Die.