Volstrucker Awakening Image
Prerequisite: Wizard
 

Origin Feat (Prerequisite: Wizard class, taken at character creation)

Trent Ikithon did not train his agents so much as remake them. The awakening stripped away who you had been and built a weapon in its place, then sealed the work into your flesh: shards of refined residuum, the crystallized essence of raw magic, set beneath the skin of both forearms, and black glyphs coiling around them like a maze with no way out. The order is gone, exposed and dismantled by the Cobalt Soul. What it carved into you is not. You gain the following benefits.

Glyph Chant. Every graduate of the order learned to wake the glyphs on their arms with a whispered litany, a battle-trance that turns a scholar into a killer. As a Bonus Action, you begin the chant, provided you aren't wearing armor or using a Shield. The tattoos flare with light and a cold, quick certainty settles over you. Glyph Chant lasts for 1 minute. It ends early if you have the Incapacitated condition, if you don armor or a Shield, or if you use two hands to make an attack with a weapon. You can also dismiss it at any time (no action required). While Glyph Chant is active, you gain these benefits:

  • Agility. You gain a bonus to your Armor Class equal to your Intelligence modifier (minimum of +1), and your Speed increases by 10 feet. You also have Advantage on Dexterity (Acrobatics) checks.
  • Bladework. Whenever you attack with a weapon with which you have proficiency, you can use your Intelligence modifier for the attack and damage rolls instead of Strength or Dexterity.
  • Focus. When you make a Constitution saving throw to maintain Concentration, you can add your Intelligence modifier to the total.

You can use Glyph Chant once. You regain the expended use when you finish a Long Rest or when you use your Arcane Recovery feature.

(Glyph Chant and Bladesong each claim your voice and focus while they last, so you can sustain only one of them at a time.)

Residuum Implants. The crystals in your forearms were meant to make the order's agents stronger, and they still answer to you. They grant these benefits:

  • Implanted Focus. You can use either of your hands as an Arcane Focus for your Wizard spells while that hand is free. The focus is part of you, so it can't be disarmed.
  • Costly Components. When you cast a Wizard spell, the residuum can stand in for one Material component that has a cost and that the spell doesn't consume. The component can be worth up to 100 GP times the spell's base level (its lowest level, whatever slot you use to cast it).
  • Limits. The implants can't replace a component the spell consumes, a component the spell's effect uses or targets as an object (such as the container of Magic Jar or the chest and replica of Leomund's Secret Chest), or a component that must be attuned or keyed to something (such as the rod of Plane Shift). If a spell needs several costly components, or one for each target, the implants replace only one of them. For a consumed component, you need the real item, or loose residuum of equal value.
  • Glow. The glyphs were made to burn when they are used, and you can't stop them. While Glyph Chant is active, and whenever you cast a spell through your implants, your tattoos glow the color of the magic and shed Dim Light in a 5-foot radius. While they glow, you can't take the Hide action, any Invisible condition you gained from Hide ends, and the glow reveals your location even if you are Invisible.

The Mark of the Order. Raised scars ring your forearms, and the black glyphs around them can be hidden under sleeves but never removed. Anyone who knows of the Volstrucker recognizes them for what they are.

Previous Versions

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10/19/2026 9:30:53 AM
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10/24/2026 9:51:36 AM
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Volstrucker Awakening Image