You were trained by the Shinra Arcane Power Company as part of its elite Spellblade Division, a militarized force of warriors infused with refined Weave energy and drilled to fight as both soldiers and arcane weapons. Your life was shaped by discipline, combat theory, magical conditioning, and orders delivered from people who saw you as an asset before they saw you as a person.
Whether you served willingly, were conscripted, or were created by Shinra’s Arcane Thaumaturgy Division, you understand battlefield formations, chain of command, enchanted equipment, and the brutal cost of corporate war. You may still carry Shinra habits, old contacts, military instincts, or enemies who remember what you used to be.
- Ability Scores: Inteligence, Dexterity, Constitution
- Feat: Magic Intiate
- Skill Proficiencies: Athletics and Arcana
- Tool Proficiencies: Choose one kind of Gaming Set
- Equipment: Choose A or B: (A) shortsword, longsword, Gaming Set (same as above), Healer's Kit, Quiver, Traveler’s Clothes, 14 GP; or (B) 50 GP
You gain the following benefits.
Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat’s spells (choose when you select this feat).
Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat’s cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.
Repeatable. You can take this feat more than once, but you must choose a different spell list each time.
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