Jericha playtest edition · 2014 SRD fallback
Aspect Mastery Rules
Jericha playtest edition. These rules develop one supernatural identity alongside your class and species. Your class supplies its own training and features; your species supplies its physiology and inherited traits. Aspect Mastery does not grant another class package.
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Your Aspect
A Witchborn has one Aspect at a time. Before awakening, an intended Aspect is dormant and grants no usable powers. Awakening makes the character's current level-based Mastery Points available.
An established Aspect-changing event can replace your Aspect with another innate Aspect or a transformation Aspect. The replacement ends old Aspect abilities and active effects. Your earned points and permanent crystal investments transfer, while shared Charges and ultimate recovery/strain remain protected. Any prepared activation of the old ultimate is forfeited. Respeccing your paths does not change which Aspect you have.
A character selector is a planning tool. Choosing a different test build does not itself cause an in-world replacement. Specific events or procedures govern actual replacement; these rules do not supply an at-will ritual.
Start with five basics and three paths
Every awakened Aspect includes Handling, Self-defense, Perception, Expression and Embodiment for free. Their exact cards define what the power naturally lets you do. Handling normally affects up to 1 pound touched or within 5 feet, without damage, conditions, valuable output or trained-tool work. Basic self-defense uses a reaction and 1 Charge to reduce the listed damage by 1d4 + your Aspect modifier, minimum 1 and never below 0. Basic perception notices relevant exposed phenomena within 5 feet; it does not automatically reveal hidden creatures or facts. Expression conveys simple observable signals within 30 feet, with the card's willing-touch exceptions. Embodiment describes lived sensory experience; it supplies no unstated immunity, proficiency or required personality.
Each Aspect has Foundation Mastery and two specialist paths. Every path has five ranks. Mix investments across them; you do not have to choose one permanently. The ultimate is a separate late-game purchase.
At level 1, you have 2 points. All three paths have a rank-1 option costing 1 point. You can learn two of them or leave points unspent. The five basics cost nothing.
Mastery Points
Gain 2 points at level 1 and 2 more at every character level: 40 points at level 20. Buying a rank requires earlier ranks in that path.
| Rank | Natural minimum level | Cost of this rank | Total path cost |
|---|---|---|---|
| I | 1 | 1 | 1 |
| II | 5 | 2 | 3 |
| III | 9 | 3 | 6 |
| IV | 13 | 4 | 10 |
| V | 17 | 5 | 15 |
| Ultimate | 20 | 5 | Separate purchase |
The ultimate requires one rank-V path and at least rank II in the other two. A V/IV/IV build with the ultimate costs exactly 40 points. Maximizing all three paths and the ultimate costs 50 points; crystals can supply the additional breadth. Access to every path and a level-20 ultimate does not require crystals.
Charges and rolls
Maximum Charges equal your Aspect construction level + 2. For PCs, that is character level + 2. All return after a long rest. Attacks, summons, created resources and self-inflicted harm do not generate Charges.
Your Aspect attack bonus is proficiency bonus + the Aspect's governing ability modifier. Your Aspect save DC is 8 + proficiency bonus + that modifier. The Aspect page names its governing ability. Use your actual score and proficiency; displayed examples are not extra bonuses.
Choose an unlocked ability card, check its targets/material/range, and spend its printed action and Charges. For an attack, roll against AC. For a save, the target rolls the named ability against your Aspect DC. Otherwise follow the card's stated procedure. Invalid targets spend nothing in this trial.
Ordinary turns and magical abilities
Powers share your normal action, bonus action, reaction and concentration with your other features. They are magical abilities, not spells. Aspect attacks are neither weapon attacks nor spell attacks. Standalone Aspect actions do not automatically benefit from Extra Attack or grant opportunity attacks.
Apply ordinary attack rules, including cover, critical hits, unseen targets and ranged attacks at close quarters. Weapon-only and spell-only features do not apply; a feature applying to any attack can apply when its other requirements are met. A nonspell bonus-action power does not trigger the bonus-action spellcasting restriction.
Counterspell and ordinary Dispel Magic do not end nonspell powers. Magic Resistance and other effects that apply to magical effects can apply. Antimagic suppresses active powers without refunding their costs; duration and recovery continue. Completed permanent mundane results persist.
Use the full 2014 SRD definitions of conditions. One shared concentration applies, including class spells. Damage can require a CON concentration save, DC 10 or half the damage taken rounded down, whichever is higher. Incapacitation or death ends concentration; you can end it voluntarily without an action.
Identical movement, resistance, senses and other benefits use the strongest applicable version. Do not add them together unless a granting rule expressly says to. Only one Aspect reduction applies to a target for one damage event.
Void Crystals
Crystal units describe ritual investment value; they are not a new physical currency. Consume whole eligible crystals. Unused value becomes recorded investment credit, not crystal change.
| Eligible crystal | Rarity and catalog value | Units |
|---|---|---|
| Rift, Hunger, Silence, Gravity or Echo | Rare; 2,500 gp | 1 |
| Severance | Very Rare; 7,500 gp | 3 |
Void Diamonds, Void Dust, generic balances and story artifacts do not automatically qualify.
| Procedure | Units | Effect |
|---|---|---|
| Broaden mastery | 1 | Add 2 permanent points |
| Accelerate a path | 3 | Move one path's gates up to four levels earlier |
| Accelerate ultimate access | 6 | Ultimate can be purchased at level 17 |
| Planned ultimate repeat | 10 | Prepare one repeat after existing bodily strain ends |
| Emergency ultimate repeat | 20 | One immediate repeat with severe strain |
Additional crystal-funded points are capped at 2/4/6/8/10 at levels 1/5/9/13/17. Acceleration does not pay rank costs, waive earlier ranks or grant HP, proficiency, Charges or class features. One path cannot accelerate more than four levels; ultimate access cannot begin before level 17.
Free respecs
During a completed long rest, redistribute your points and permanent acceleration investments into a legal build. Permanent crystal-funded points remain. Effects end when their supporting investment is removed; a higher-rank effect cannot survive after that rank is removed.
Respecs do not refund physical crystals or reset ultimate recovery, bodily strain or emergency-use limits. Charges recover only through the ordinary long rest. Aspect replacement preserves the same protections.
Ultimate recovery and strain
Your character has one shared ultimate recovery record across respecs and Aspect replacements.
A natural activation requires the purchased ultimate and annual readiness. Readiness returns one in-world calendar year after the most recent activation. For seven days afterward, maximum HP is reduced by 25%, rounded up. Current HP cannot exceed that maximum; ordinary healing does not remove the strain.
A planned repeat requires existing strain to have ended, 10 crystal units and eight uninterrupted hours of preparation. It provides one activation within the following 24 hours. Unused preparation expires. Activation restarts annual recovery and seven-day strain.
An emergency repeat consumes 20 units during the ultimate's normal activation. It can bypass annual recovery and existing strain, at most once in a rolling in-world year. After resolution, replace lesser strain with 30 days of maximum HP reduced by 50% and speed halved. The bearer then suffers 6d10 damage that cannot be reduced or redirected. No third activation is possible while emergency strain remains.
Strain belongs to the bearer. Changing form, resurrection, Aspect replacement, resistance and ordinary condition removal do not erase it. Track this with the campaign calendar, not a real-world date timer.
NPCs and monsters
Use the creature's selected construction CR to assign an initial Aspect level, then assess its complete encounter strength separately.
| Starting CR | Aspect construction level |
|---|---|
| 0 | 1; foundations only |
| 1/8–1/4 | 1 |
| 1/2 | 2 |
| 1–17 | CR + 2 |
| 18+ | 20 |
Named Jericha characters use CR 1 or higher under the setting's encounter conventions. CR 0 is for unnamed commoners; fractional rows can still support appropriate creature construction. Do not assign an Aspect to a creature without one in its source. Use the creature's actual proficiency and governing ability modifier. Spending the whole node budget is optional. Signature abilities, ordinary attacks, class/species features and equipment still count toward final encounter strength. Do not repeatedly feed measured CR back into this construction formula. An Aspect action does not automatically become another Multiattack or legendary action. Annual ultimates require separate exceptional encounter assessment.
Read each ability's exact effect
Targets, consent, materials, cover, preparation, expiry and ending conditions belong on the card. Special rules such as Astral's vulnerable body/tether, borrowed masks, limited signs and controlled summons must remain visible where used. A practice tool tracks only the mechanics it expressly supports; movement, target rolls, scene outcomes and unsupported effects are resolved at the table.
See the linked current ability cards for full effects and the shared SRD interaction guide for geometry, objects, barriers and material handling. The 2014 SRD 5.1 supplies fallback definitions. Jericha's added procedures and numerical values remain playtest proposals.
Exact SRD interactions
One Aspect and replacement
An awakened Witchborn has one active Aspect. A recorded Aspect-changing event, including a supported experiment or transformation, replaces the previous Aspect rather than adding another. Ordinary respecs change node investment, not Aspect identity; replacement preserves shared resources, annual recovery and strain. Replacing it ends old effects, summons and dependent borrowed access; earned points and permanent crystal investments transfer. Former ultimate preparation is forfeited without refund. Replacement is not an at-will ritual or an extra recovery procedure.
Use a power
Choose an unlocked card and check its target, material and range. Spend its printed action and Charges. Attack means roll d20 + your printed Aspect attack against AC; save means the target rolls the named ability against your Aspect DC. Otherwise no roll is required unless the effect says so. Apply its success/failure result, duration and ending conditions. Invalid targets spend nothing in this trial.
Magical abilities, ordinary turns
Aspects are magical abilities, not spells. Aspect attacks are magical melee or ranged attacks, neither weapon attacks nor spell attacks. Use normal critical-hit, cover, unseen-target and close-range ranged-attack rules. Standalone Aspect actions are not the Attack action and do not replace attacks from Extra Attack or grant opportunity attacks. Features requiring weapons/spells do not apply; features applying to any attack can apply if their other conditions fit. Class-granted actions still work within their stated limits. A nonspell bonus-action power does not trigger the bonus-action spell restriction.
Magic interactions
Counterspell and ordinary Dispel Magic do not end nonspell powers. Magic Resistance and effects applying to magical effects apply when their wording fits. Antimagic suppresses active powers without refunding resources; durations and annual recovery continue. Permanent mundane results of completed transformations persist. These are explicit trial rules; no monster trait package is imported by an Aspect name.
Concentration
One shared concentration, including class spells. Starting another ends the first. Each damage source requires a Constitution save, DC 10 or half the damage taken (rounded down), whichever is higher. Incapacitation or death ends concentration. You may end it without an action. Track damage saves at the table; the practice Lose concentration button applies the result.
Targets, areas and consent
Measure from the user unless a different origin is printed. Use SRD area geometry: a radius burst is a sphere; a cone or line begins at the user. Total cover blocks direct targeting and area spread. Visibility is required when stated. Teleportation/phasing may cross barriers to their expressly permitted destination; Worldstep and known-location sensors bypass clear-path requirements. Known-recipient mental/dream communication also bypasses intervening cover within range. Otherwise no through-wall effects. Range is checked at activation unless a continuing tether is stated. Willing means conscious affirmative consent, except expressly willing sleeping dream participants. Unconscious allies cannot newly consent. Ordinary worn/carried gear within carrying capacity travels with a willing passenger.
Damage, wards and conditions
A Ward triggers after eligible damage is rolled, before HP changes. Allocate its reduction among eligible damage types, then apply resistance/vulnerability; never reduce below 0. Only one Aspect reduction per target per damage event. Metal/projectile/impact wards cover the bludgeoning, piercing or slashing impact only, not elemental riders. Physical or bodily injury means bludgeoning, piercing or slashing damage. Use full SRD condition definitions: restrained is not automatically grappled or incapacitated. Bleeding, fracture and sensory overload refer only to effects expressly defined by another rule. Blood-bearing and anatomical eligibility are established from the creature description with the DM before activation; the Aspect does not invent organs or blood.
Moving and changing material
Shape moves eligible material up to 10 feet on activation and with each later action, staying within range for up to one minute with concentration. No free movement between actions. It cannot push creatures, remove occupied supports, obstruct occupied spaces, carry creatures or drop material to deal damage. On ending, material settles on an empty supporting surface immediately beneath it; if unavailable it cannot be lifted there. Heating/cooling changes at most 10 degrees Celsius per action within 0–40 degrees Celsius; no phase change unless expressly permitted. Ordinary objects keep their normal properties, but powers cannot create saleable output. Temporary physical changes cannot trap or crush on reversion; use the nearest empty supported space within 5 feet, or defer expansion until space is free.
Barriers and objects
A standard Construct is a 5-foot-square panel, 1 inch thick, anchored to a supporting surface, placed in empty space within range. Ultimate 10-foot panels are 10 feet square and 1 inch thick. They are magical objects with their printed AC/HP, immune to poison and psychic damage, no other resistance or damage threshold unless stated. Creature-only effects cannot target them. They automatically fail STR/DEX saves; use +0 for other saves required by an effect explicitly affecting objects. Use ordinary cover based on obstruction; a transparent panel still blocks attacks. It cannot form an enclosure without an exit or intersect a creature. Destruction ends that panel; no debris damage. Ordinary-material constructions require loose available material of at least 10 pounds, unless generated material is explicit. Panels cannot support creatures unless a load limit is printed. Unattended objects in an expressly object-damaging burst take full rolled damage without a save, then apply their ordinary resistance/immunity/threshold.
Movement and forms
“Move up to” grants displacement during activation, not a speed increase or extra action. Normal terrain, speed-0 and movement restrictions apply, except teleportation/phasing. Teleportation/phasing does not provoke opportunity attacks. Other movement does unless expressly excluded; moving a willing passenger with your power does not use that passenger’s movement/action/reaction. Aspect fly-speed grants are magical support, not hover; loss of the effect causes falling unless its safe descent says otherwise. Safe descents apply on any ending, for the printed distance only. Rescue passengers must each be no larger than the bearer; these rescue powers carry the listed count plus their equipment without a weight check, but all must fit the destination. Size changes alter space, carrying and grapple eligibility normally, but not printed exceptions such as retained reach/HP. Worn gear adjusts without changing statistics; activation fails if the new body cannot fit, and reversion uses nearest empty space without crushing.
Messages, senses and uncertainty
Communicate sends one short message or chosen sensory snapshot per action; it does not grant the recipient a free reply action or extra search. Recipients retain their senses. Lasting links permit normal turn speech both ways unless their card requires an action. Senses add only the stated information/range, never shorten ordinary sight/hearing, bypass cover or give automatic truth. The DM calls ordinary Perception, Investigation or relevant checks for uncertainty. Evidence powers accept player questions and return only supported information; unanswered questions still use the activation. For bodily Foundation Mastery IV handling, the listed cosmetic change can cover the entire skin/surface rather than one feature and persists for the stated minute; it grants no anatomy, disguise success or combat benefit. Rank III study and rank V advantage are alternative concentrations, not a combined mode.
Preparation, expiry and practice
A printed activation time longer than one action requires continuous work and an action each combat turn. Incapacitation, leaving required contact/range or abandoning work interrupts it. Pay Charges or annual readiness only on completion unless explicitly stated; interruption gives no effect. Extended tissue regrowth proceeds after a completed preparation but stops if its supporting node is removed. Imbuing an item is completed immediately and spends its costs even if a later discharge expires unused. Secondary commands/discharges use the printed actor’s normal action, never an extra turn. Practice tracks only the bearer’s actions, Charges, concentration and supported effects; target statistics, saves, movement, cross-character signs, item discharges and preparations are table-resolved, not simulated.
Layer and recovery safeguards
One active Aspect only. A recorded Aspect-changing event replaces it and ends old effects. Respec/replacement never resets Charges outside ordinary rest, annual readiness, strain or emergency limits. All identical benefits use the strongest version, not summed resistance, speed or senses. Generic Assist cannot stack with another Aspect assistance die; Benefic Sign expressly also excludes Guidance and other bonus dice. Existing species physiology and healing eligibility remain unless the card explicitly changes them. No copied vampire, lich or other monster stat block is granted.
