TEXT: EN World EN5IDER | Summer Magi
  EN World EN5IDER | Summer Magi
   
  writing GM Lent
   color art Phil Stone
   
  editing James J. Haeck
   
  layout Eric Life-Putnam
  A
  s summer Ascends, the 
   land releases its 
    abundance, flowers 
  bloom, and the rivers run true. 
  But the summer holds a sharper 
  edge as well: one where wildfires 
  run unchecked, the sun beats 
  down without pity upon those 
  beneath, and the very land 
  swelters underneath omnipresent 
  heat. Such are the two sides of 
  the true summer’s spirit. 
  This article introduces a nomadic people 
  who call themselves the Summer Magi, a 
  clan of arcanists who seek to venerate 
  and embody the duality of the Summer’s 
  greatness. It includes a description of the 
  people and their culture, as well as a new 
  cleric Domain, a new sorcerer bloodline, 
  and a new warlock patron. In addition, the 
  article introduces the signature weapon of 
  the Summer Magi: the saber.  
  Allies & Adversaries
  SUMMER 
  MAGI
  New subclasses for the 
  Lingering Heat of Summer
  
  Summer Magi | EN World EN5IDER
  Summer Magi | EN World EN5IDER
  Culture of the Magi
  In itinerant villages of yurts and pavilions, 
  the Summer Magi roam across the endless 
  terrain, seeking to serve and exemplify the True 
  Summer—what they call the Blaze. Clad in loose-
  fitting robes with hoods and turbans tied round 
  their heads, the Summer Magi (all members of 
  the group refer to themselves by this term, even 
  those who are not spellcasters) are steadfast in 
  their devotion to this power and ideal. Some were 
  called by it, some bound themselves to it, and 
  some were born touched by its radiance. All seek 
  to emulate its nature, and adhere to the Three 
  Purposes they find within it.  They wear at their 
  side the symbol of the Summer Magi: the long, 
  slender, curved blade of a saber.
   The Summer Magi navigate their lives by three 
  guiding principles they call the Three Purposes 
  of the Blaze: Be Bountiful, Be Gracious, and Be 
  Merciless. Be Bountiful means to be productive, 
  and to create something. The Summer Magi are 
  a people of art, craft, baking, and song; each 
  seeks to leave a tangible, indelible mark upon 
  the world. Be Gracious means to appreciate 
  what one has, and be respectful of those who 
  one meets; after all, it is not always easy to see 
  the posterity of a stranger. Be Merciless means 
  to follow one’s passions and purpose without 
  remorse and without apprehension, regardless of 
  circumstances. 
   The Summer Magi produce fine baskets, 
  woodcarvings, and textiles. They ride and walk 
  across the land in unending cycles, following 
  patterns known only to their elders. Eager to trade 
  goods and share tales of marvelous adventure and 
  preposterous derring-do, the Summer Magi enjoy 
  good relations with most people whose lands they 
  travel.
  Open Game Content
  The game rule information in this article is designated Open Game Content. All of the other material in this article, 
  including maps and illustrations (including illustrations in the public domain), narrative and descriptive 
  text, character and place names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” EN Publishing 
  product and article titles, and EN World and EN Publishing logos, are designated Product Identity.
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   The emblem of the Summer Magi is a curved 
  sword known as the saber. All Summer Magi 
  are presented with their own saber when they 
  come of age or, for the rare outsider who joins the 
  Summer Magi later in life, when they have proved 
  their devotion to the Blaze. Not all Summer Magi 
  are skilled with using their saber in combat, but 
  all wear it proudly. Some carve intricate runes, 
  reliefs, or family histories into their blades; woe 
  betide the fool who steals such an heirloom.
   The Summer Magi revel in the warmth and 
  bounty of the Blaze, but they also revel in its 
  remorselessness as a killer. A follower of the 
  Blaze is generous with their friends, allies, and 
  trusted fellows, but is without pity when dealing 
  with adversaries. All Summer Magi hate and 
  detest undead creatures; these beings are the very 
  antithesis of the Blaze’s light.
  New Subclasses
  The following section includes mechanical 
  ways of incorporating the Summer Magi into 
  your campaign. The Blaze Domain for clerics is 
  available for those who understand the Blaze 
  as the source of divine ability and power. The 
  Blaze Bloodline for sorcerers is available for 
  those touched by and bound to the power of the 
  Summer Magi even before they were born. The 
  Blaze Patron for warlocks is available for those 
  who pledge themselves to the Blaze in hopes of 
  understanding the universe through its mysteries. 
  Finally, the saber is a new martial weapon 
  available to Summer Magi. 
  
  EN World EN5IDER | Summer Magi
  EN World EN5IDER | Summer Magi
  New Cleric Domain: 
  Sacred Blaze Domain
  Clerics who follow the Blaze are granted power by 
  its grace. The Blaze favors action and the pursuit 
  of goals, regardless of their nature, and clerics 
  who chose this path tend to be brash, unafraid, 
  and decisive. They are both generous and vicious, 
  as mood and situations warrant.
  Sacred Blaze Domain Spells
  Cleric Level
  Spells
  1st
  create or destroy water, heroism 
  3rd
  enhance ability, scorching ray 
  5th
  create food and water, remove curse
  7th
  fabricate, freedom of movement
  9th
  flame strike, wall of force
  Bonus Proficiencies
  You gain proficiency with light armor, shields, and 
  the saber (described below).
  Bounty of the Blaze 
  Starting when you choose this domain at 1st level, 
  when you would suffer a level of exhaustion, 
  ignore it. You must complete a long rest before 
  you can use this feature again.
  Channel Divinity: The Summer’s Grace 
  Starting at 2nd level, you can use your Channel 
  Divinity to visit the glory of the Blaze upon your 
  fellows. 
   As an action, you present your holy symbol 
  and invoke the Blaze. All creatures you designate 
  within 30 feet of you are satiated as though 
  they just finished a nutritious meal. They 
  have advantage on saving throws against fear, 
  exhaustion, and necrotic effects for 1 hour.
  Channel Divinity: Favor of the Blaze
  Starting at 6th level, you can use you Channel 
  Divinity to bring ease to your allies and hindrance 
  to your foes. For one hour, all creatures that are 
  friendly to you treat the area within 15 feet of you 
  as normal terrain. All hostile creatures treat the 
  area within 15 feet you as difficult terrain.
  Wrath of the Blaze
  At 8th level, you can channel the fury of the 
  Blaze. Once on each of your turns when you hit 
  a creature with a weapon attack, you can cause 
  the attack to deal an extra 1d8 fire damage to the 
  target. When you reach 14th level, you can choose 
  to deal radiant damage instead of fire damage. 
  One with the Blaze
  At 17th level, you are immune to fire damage from 
  non-magical sources and have resistance to fire 
  damage from magical sources.  
  New Sorcerous Origin: 
  The Arcane Blaze
  Your innate magic comes not from feeling the 
  call of the Blaze or being otherwise drawn to its 
  majesty, but by being are touched by it in the core 
  of your very existence.  Your parent or parents 
  may have been touched by the sun at a vulnerable 
  moment, or you may have encountered the glory 
  of the Blaze yourself at a young age. No matter 
  the circumstances, the Blaze flows through your 
  veins as no other can claim, and seeks to further 
  its influence by your action. 
  Touch of the Blaze
  Starting when you choose this origin at 1st level, 
  the power of the Blaze radiates through you in 
  every move and action you take. Whenever you 
  make an ability check, you can choose use your 
  Charisma modifier in place of a different ability 
  modifier for that check. If the check is for a 
  Charisma skill with which you are proficient, you 
  can choose to double your Charisma bonus for 
  that check. 
   Once you use this feature, you can’t use it again 
  until you finish a short or long rest.  
  Blood of the Blaze
  The Blaze is as much a part of you as your own 
  skin, and it bolsters your physical and mental 
  being. At 1st level, your hit point maximum 
  increases by 1 and increases by 1 again whenever 
  you gain a level in this class. 
  
  Summer Magi | EN World EN5IDER
  Summer Magi | EN World EN5IDER
   In addition, any time you fail a saving throw to 
  resist madness or psychic damage, you can choose 
  to succeed instead. Once you use this feature, you 
  can’t use it again until you finish a short or long 
  rest.  
  Tongue of the Blaze
  Your words carry power, and any listeners must 
  bow to your will. At 6th level, when you cast a 
  spell that requires a Charisma, Intelligence, or 
  Wisdom saving throw you can spend one sorcery 
  point to impose disadvantage on the target’s 
  saving throw. 
  Step of the Blaze
  At 14th level, you gain the ability to transport 
  yourself between physical fires. As a bonus action, 
  you can enter a fire and move from it to another 
  fire within 500 feet. Each fire must be at least the 
  size of a torch, and once inside it you instantly 
  know the location of all other fires of at least 
  torch size within 500 feet. As part of the move 
  used to enter the fire, can either pass into one of 
  those fires or step out of the fire you’re in. You 
  appear in a spot of your choice within 5 feet of the 
  destination fire, using another 5 feet of movement. 
  If you have no movement left, you appear within 
  5 feet of the fire you entered. 
   The effect lasts up to 1 minute and requires 
  concentration (as though you were concentrating 
  on a spell). You can use this transportation ability 
  once per round for the duration. You must end 
  each turn outside a fire.  
   Once you use this feature, you can’t use it again 
  until you finish a long rest.  
  Soul of the Blaze 
  At 18th level, you are immune to necrotic damage. 
  In addition, any time a creature targets you with a 
  spell or attack that would inflict necrotic damage, 
  that creature must make a Charisma saving throw 
  against your sorcerer spell save DC or be blinded 
  for 1 minute. At the end of each of its turns, the 
  blinded target can make another Charisma saving 
  throw. On a success, the blinded condition ends.  
  Warlock Patron: 
  The Eternal Blaze
  Your patron is the all-encompassing Blaze, the 
  essence of both nurturing care and unstoppable 
  destruction. The Blaze speaks in half-heard 
  whispers, and only to its most fervent devotees, 
  but you heard those whispers as a call and roused 
  yourself to answer it.
  Expanded Spell List
  The Blaze lets you choose from an expanded list 
  of spells when you learn a warlock spell. The 
  following spells are added to the warlock spell list 
  for you.
  Eternal Blaze Expanded Spells
  Spell Level
  Spells
  1st
  false life, shield of faith 
  2rd
  enlarge/reduce, branding smite 
  3rd
  bestow curse, haste 
  4th
  phantasmal killer, wall of fire
  5th
  creation, hallow
  Heart of the Blaze
  Starting at 1st level, the Blaze has infused you 
  with courage and determination beyond mortal 
  ken. You have advantage on saving throws to 
  resist being charmed or frightened. In addition, 
  you gain proficiency with the saber.
  Hand of the Blaze
  At 6th level, you can use your enemy’s failed 
  attacks against them. Whenever a creature 
  misses you with a melee weapon attack, it takes 
  fire damage equal to your warlock level + your 
  Charisma modifier.
  Vitality of the Blaze
  At 10th level, you automatically succeed on 
  saving throws to resist the heat and cold effects of 
  extreme climates. You have advantage on saving 
  throws against spells or effects that would deal 
  cold damage or fire damage.
  
  EN World EN5IDER | Summer Magi
  EN World EN5IDER | Summer Magi
  Face of the Blaze
  At 14th level, you can force creatures to behold 
  the true power of the Blaze. As an action, choose 
  a creature you can see within 60 feet of you. It 
  must make a Wisdom saving throw against your 
  warlock spell save DC. On a failed save, the 
  creature takes 8d10 psychic damage from the 
  trauma and is stunned for one minute. At the end 
  of each of its turns, the stunned target can make 
  another Wisdom saving throw. On a success, the 
  stunned condition ends. 
   At your discretion, the creature regains 8d10 
  hit points instead of being traumatized and is not 
  stunned.  
   Once you use this feature, you can’t use it again 
  until you finish a short or long rest.  
  New Weapon
  Saber
  The saber, known to the Summer Magi 
  colloquially as the szabla or szablya, is a sword 
  with a long, curved blade, similar to a scimitar 
  but with a longer, narrower, slightly heavier blade. 
  Even those Summer Magi who do not wield it as a 
  weapon wear it at their side as a badge of honor.   
   Summer Magi characters can substitute the 
  saber for any other tool or weapon provided 
  by the character’s Background. At the GM’s 
  discretion, the saber could simply be an accessory 
  granted in addition to the Background equipment, 
  or taken in place of a roll on the Trinkets table. e
  Martial Melee Weapons
  Name
  Cost
  Damage
  Weight
  Properties
  Saber
  50 gp
  1d8 slashing
  3 lb.
  Finesse
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 168 - Summer Magi.pdf