Mythar Descendant
A Sorcerous Origin with Mythar blood: an inherited memory, cheaper Ether Channel spells, spells cast from an echo and a lattice-light form.
Identity
The Mythar Descendant is the Sorcerous Origin that holds fragments of the Mythar precursor civilization in the blood. The Mythar are gone, and what remains are shards: lattice architecture under deep ice, fragment-songs no living tongue speaks, and the occasional descendant whose blood remembers more than a body should hold. The dream-memories arrive without warning: a corridor never walked, a face never met, the syntax of a casting older than written language.
Features
- L3 Dream-Memory
You gain the following: Dream-Memory. Once per long rest, you can invoke an inherited memory of the Mythar civilization. Spend 1 minute in stillness, and the GM gives you one piece of information from the buried knowledge of the precursor age, such as the layout of a lost ruin, the name of a forgotten entity, the meaning of an inscription or a fragment of pre-cataclysm history relevant to the current scene. The information is fragmentary and incomplete, but true. Fragment-Tongue. You can read and partly understand Mythar inscriptions and lattice-script, recognizing terms, dates and ritual function. You can speak short ritual phrases in Mythar, but you cannot hold a conversation in it. Inherited Cantrip. You learn the Grasp cantrip if you do not already know it. It does not count against your cantrips known.
- L7 Ether-Touched
You gain the following: You have resistance to force damage. Ether-Tuned. Spells you cast from the Ether Channel cost 1 fewer Spell Point (minimum 1, and cantrips remain free). This does not stack with your Innate Affinity discount. Lattice-Sense. You sense Mythar artifacts, ruins and constructs within 60 feet of you, even through total cover, as a faint awareness without an exact location. As an action, you can concentrate to narrow this to an exact direction and approximate distance.
- L11 Mythar Echo
Once per short rest, when you cast a spell of 1st level or higher, you can project a Mythar echo of yourself up to 60 feet away as part of the casting, with no additional action. The spell originates from the echo's position instead of yours for range, line of sight, area of effect origin and the targets it can affect. The echo lasts only for the casting. It is incorporeal, occupies no space, cannot be targeted or damaged, and does not count as a creature for any rules purpose. You must have a clear line of effect from your position to where the echo appears.
- L15 Mythar Form
Your body now holds its inherited form openly. You permanently gain the following: Your skin holds a faint inner light visible in dim light or darkness. You shed dim light in a 5-foot radius, and your eyes glow softly. You can suppress this for 1 hour per long rest by concentrating. You no longer need to breathe, because the Mythar in you metabolizes Rift energy in place of oxygen. You are immune to disease and to ordinary aging. Your lifespan extends, and the GM decides at what rate. You have advantage on saving throws against being Possessed, mind-controlled or having your form altered against your will.
- L18 Fragment Form Capstone
Once per long rest, as an action, you can let the Mythar fragment in you take full form. For 1 minute, you become a Mythar Fragment-Form, a body of lattice-light moving among ordinary matter. While transformed: You have a flying speed equal to twice your walking speed. You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. You have resistance to all damage except force. Once per round, when you cast a spell of 1st level or higher, the casting costs 0 Spell Points. Metamagic costs still apply. Once during the transformation, as a bonus action, you can move to an unoccupied space you can see, or to a location you have visited within the past 24 hours, regardless of distance, as long as both points are on the same plane. The form ends early if you fall Unconscious, dismiss it as a free action or are reduced to 0 hit points. When the form ends, you take 2d10 force damage as the lattice retracts.