The Hermit

The Hermit is the sign of wisdom and patience. Those born under its blessing often find guidance throughout their lives. A magi that adopts the sign as its source of power serves as a guide or a seer, seeking to foster a certain prophecy or build toward a particular future by aiding individuals who can change fate. The Hermit grants greater control over turmoil, represented by the storm, as it is the storm that challenges the faith and fortitude of heroes.

The Hermit Magic

3rd-level the Hermit feature

You are able to cast a selection of spells from the blessing of your sign when you reach certain levels in this class as shown on the Hermit Spells table. You always have these spells prepared, and they count as magi spells for you, but don’t count against the number of magi spells you can prepare.

The Hermit Spells
Magi LevelSpell
3rdheroism
5thmisty step
9thsleet storm
13thdeath ward
17thscrying

Twist Fate

3rd-level the Hermit feature

When an ally within 60 feet of you makes an attack roll, ability check, or saving throw, you can take a reaction to roll a d6 and grant that ally a bonus on its roll equal to the number rolled.

The size of the die you roll increases as you gain levels in this class: at 6th (d8), 10th (d10), and 14th level (d12).

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses when you finish a long rest.

Icon of Prophesy

6th-level the Hermit feature

You can touch one creature and bestow a blessing of fate upon it toward achieving a particular goal. The goal must be achievable by the creature, such as delivering a message or occupying a keep. Until the blessed creature finishes a long rest, it has advantage on ability checks made to achieve the specified goal. A creature can only have one blessing of fate at a time, and attempts to bestow it another one fail.

After using this feature, you must finish a long rest to use it again unless you expend a use of your Twist Fate feature to use it again.

Biting Storm

10th-level the Hermit feature

Whenever a target fails its saving throw against your Magic Blast feature, it takes cold, fire, or lightning damage equal to your proficiency bonus at the start of each of its next three turns or until dispelled as if from a 3rd-level spell. This effect doesn’t stack with itself.

Weather Master

14th-level the Hermit feature

You can cast the control weather spell without needing a spell slot or spell components. After using this feature, you must finish a long rest to use it again.