Illumar is an eastern nation surrounding a harbor on the North end of a marginal sea, experiencing a monsoon continental climate and known for being a key shipping stop and place of unique traditions. Illumar is renowned for its spicy and stir-fried cuisine and its tea, theater, and philosophy, but chief among those traditions is that of Illumar's particular style of magic- which you have been initiated into. It a style both logographic and performative, with sigils written with a magic ink intertwined with an array of gestures and brief chants. While the depths of it have an intricate art to them and can require immense study and practice to reach, the simplicity of it beginning stages have made it approachable even to common folk(often learning one simple spell of utility) who otherwise wouldn't bother with magic. Some warriors learn in the style as well to augment their weapons- usually bludgeoning ones, as those are most prized in the martial tradition of the kingdom. Whether a retainer working to protect a noble or a common mercenary, an explorer of magical secrets, or perhaps a native of the kingdom growing into its traditions, you have learned some of Illumar's magical craft and can use it to defend and empower yourself, cultivating some of the wit and nimbleness of those that have taken to the system.
- Ability Scores: Intelligence, Dexterity, and Charisma
- Skill Proficiencies: Arcana, Performance
- Tool Proficiencies: Calligrapher's Supplies
- Languages: Choose one standard language.
- Equipment: Choose A or B: (A) Mace, Calligrapher's Supplies, Robe, Parchment (10 sheets), Map or Scroll Case, Component Pouch, 2 GP; or (B) 50 GP.
Lesser Ward. Choose one of Acid, Cold, Fire, Lightning, or Thunder. Once per turn when you would take damage of the chosen element from a spell or magical effect, you may reduce the total damage taken by 1d4. You can’t use this benefit if you have the Incapacitated condition.
Minor Sigil. Additionally, you may apply a minor elemental sigil to a weapon during a rest, which lasts on the weapon until you apply a sigil to another weapon. Once per turn when you hit a target with a weapon or spell attack or an enemy would take damage after failing a save against a spell you cast, you may activate the sigil and roll a number of 1d4 equal to half your Proficiency Bonus(rounded down), and the target takes damage of your chosen element equal to the result. Once you activate a sigil you must roll initiative before you can activate it again.
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