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Spherecasting Variants

Spherecasting variants remove a class’s spells and cantrips, granting magic sphere talents in their place.

Variant Artificer: Artificer Spherecaster

An artificer using the artificer spherecaster variant must apply all these variant features where applicable.

Spherecasting

1st-level artificer feature (replaces Spellcasting)

You can combine spheres and talents to create magical effects. You gain a spell pool, magic talents, and a casting tradition.

Spell Pool

1st-level artificer feature (replaces the following from the Spellcasting feature: Cantrips (0-Level Spells)

You gain a small reservoir of energy you can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to your key ability modifier (minimum: 1). You gain additional spell points equal to half your artificer level (rounded down). This pool replenishes once per day after a long rest. (Note: if multiclassing, spell points from your key ability modifier are only gained once.)

Magic Talents

1st-level artificer feature (replaces the following from the Spellcasting feature: Preparing And Casting Spells)

You gain 1 magic talent every odd artificer level you gain (1, 3, 5, etc.).

Casting Tradition

1st-level artificer feature (replaces the following from the Spellcasting feature: Spellcasting Ability)

If you do not already have a casting tradition, you gain one at 1st level. Your casting tradition determines your key ability modifier. You can use your key ability modifier in place of your

Intelligence modifier for your artificer class abilities.

Spellcasting Focus

1st-level artificer feature (replaces Tools Required)

Regardless of your casting tradition, you can choose to use thieves’ tools or some kind of artisan’s tool as a spellcasting focus when casting any spells or magic talents or abilities.

Ritual Casting

1st-level artificer feature (modifies the following from the Spellcasting feature: Ritual Casting)

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. You acquire a ritual book holding two 1st-level spells of your choice from the artificer spell list. The spells you choose must have the ritual tag. You use your key ability modifier as your spellcasting ability for these spells. If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the artificer’s spell list, the spell’s level can be no higher than half your artificer level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Spell-Storing Item

11th-level artificer feature (modifies the Spell-Storing Item feature)

Instead of storing a spell, you can store any sphere effect with a spell point cost of 2 or less.

Specialist Talents

3rd-level specialist feature (replaces Specialist Spells)

If your artificer specialist option grants bonus spells, you instead gain a bonus talent from a single sphere at 3rd, 5th, 9th, 13th, and 17th level. The sphere must be related to your specialization; work with your GM to decide which sphere best suits your artificer specialization.

Variant Bard: Bard Spherecaster

A bard using the bard spherecaster variant must apply all these variant features where applicable.

Spherecasting

1st-level bard feature (replaces Spellcasting)

You can combine spheres and talents to create magical effects. You gain a spell pool, magic talents, and a casting tradition.

Spell Pool

1st-level bard feature (replaces the following from the Spellcasting feature: Spell Slots)

You gain a small reservoir of energy you can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to your key ability modifier (minimum: 1). You gain additional spell points equal to your bard level. This pool replenishes once per day after a long rest. (Note: if multiclassing, spell points from your key ability modifier are only gained once.)

Magic Talents

1st-level bard feature (replaces the following from the Spellcasting feature: Cantrips (0-Level Spells) and Spells Known of 1st Level And Higher)

You gain a magic talent at every odd bard level (1st, 3rd, 5th, etc.)

Casting Tradition

1st-level bard feature (replaces the following from the Spellcasting feature: Spellcasting Ability)

If you do not already have a casting tradition, you gain one at 1st level. Your casting tradition determines your key ability modifier. You can use your key ability modifier in place of your Charisma modifier for your bard class abilities.

Spellcasting Focus

1st-level bard feature (modifies Spellcasting Focus)

Regardless of your casting tradition, you can choose to use a musical instrument as a spellcasting focus when casting any spells, or magic talents or abilities.

Ritual Casting

1st-level bard feature (modifies the following from the Spellcasting feature: Ritual Casting)

You have learned a number of spells that you can cast as rituals.

These spells are written in a ritual book, which you must have in hand while casting one of them. You acquire a ritual book holding two 1st-level spells of your choice from the bard spell list. The spells you choose must have the ritual tag. You use your key ability modifier as your spellcasting ability for these spells. If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the bard’s spell list, the spell’s level can be no higher than half your bard level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Magical Secrets

10th-level bard feature (modifies Magical Secrets)

Whenever you would gain the magical secrets feature, you instead gain 2 bonus magic talents of your choice.

Variant Cleric: Cleric Spherecaster

A cleric using the cleric spherecaster variant must apply all these variant features where applicable.

Spherecasting

1st-level cleric feature (replaces Spellcasting)

You can combine spheres and talents to create magical effects. You gain a spell pool, magic talents, and a casting tradition.

Spell Pool

1st-level cleric feature (replaces the following from the Spellcasting feature: Preparing And Casting Spells)

You gain a small reservoir of energy you can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to your key ability modifier (minimum: 1). You gain additional spell points equal to your cleric level. This pool replenishes once per day after a long rest. (Note: if multiclassing, spell points from your key ability modifier are only gained once.)

Magic Talents

1st-level cleric feature (replaces the following from the Spellcasting feature: Cantrips)

You gain a magic talent at every odd cleric level (1st, 3rd, 5th, etc.).

Casting Tradition

1st-level cleric feature (replaces the following from the Spellcasting feature: Spellcasting Ability)

If you do not already have a casting tradition, you gain one at 1st level. Your casting tradition determines your key ability modifier. You can use your key ability modifier in place of your Wisdom modifier for your cleric class abilities.

Spellcasting Focus

1st-level cleric feature (modifies the following from the Spellcasting feature: Spellcasting Focus)

Regardless of your casting tradition, you can choose to use a holy symbol as a spellcasting focus when casting any spells or magic talents or abilities.

Ritual Casting

1st-level cleric feature (modifies the following from the Spellcasting feature: Ritual Casting)

You have learned a number of spells that you can cast as rituals.

These spells are written in a ritual book, which you must have in hand while casting one of them. You acquire a ritual book holding two 1st-level spells of your choice from the cleric spell list. The spells you choose must have the ritual tag. You use your key ability modifier as your spellcasting ability for these spells. If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the cleric’s spell list, the spell’s level can be no higher than half your cleric level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Domain Talents

1st-level cleric feature (replaces Domain Spells)

You gain a bonus talent from a single sphere at 1st, 5th, 9th, 13th, and 17th level. The sphere must be related to your domain; work with your GM to decide which sphere best suits your cleric domain.

Variant Druid: Druid Spherecaster

A druid using the druid spherecaster variant must apply all these variant features where applicable.

Spherecasting

1st-level druid feature (replaces Spellcasting)

You can combine spheres and talents to create magical effects. You gain a spell pool, magic talents, and a casting tradition.

Spell Pool

1st-level druid feature (replaces the following from the Spellcasting feature: Preparing And Casting Spells)

You gain a small reservoir of energy you can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to your key ability modifier (minimum: 1). You gain additional spell points equal to your druid level. This pool replenishes once per day after a long rest. (Note: if multiclassing, spell points from your key ability modifier are only gained once.)

Magic Talents

1st-level druid feature (replaces the following from the Spellcasting feature: Cantrips)

You gain a magic talent at every odd druid level (1st, 3rd, 5th, etc.).

Casting Tradition

1st-level druid feature (replaces the following from the Spellcasting feature: Spellcasting Ability)

If you do not already have a casting tradition, you gain one at 1st level. Your casting tradition determines your key ability modifier. You can use your key ability modifier in place of your Wisdom modifier for your druid class abilities.

Spellcasting Focus

1st-level druid feature (modifies the following from the Spellcasting feature: Spellcasting Focus)

Regardless of your casting tradition, you can choose to use a druidic focus as a spellcasting focus when casting any spells or magic talents or abilities.

Ritual Casting

1st-level druid feature (modifies the following from the Spellcasting feature: Ritual Casting)

You have learned a number of spells that you can cast as rituals.

These spells are written in a ritual book, which you must have in hand while casting one of them. You acquire a ritual book holding two 1st-level spells of your choice from the druid spell list. The spells you choose must have the ritual tag. You use your key ability modifier as your spellcasting ability for these spells. If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the druid’s spell list, the spell’s level can be no higher than half your druid level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Natural Recovery

2nd-level circle feature (modifies Natural Recovery)

If your circle would grant you natural recovery, you instead regain a number of spell points equal to half your Druid level (rounded up) after a short rest. You can’t use this feature again until you finish a long rest.

Circle Talents

3rd-level circle feature (replaces Circle Spells)

If your druid circle grants bonus spells, you instead gain a bonus talent from a single sphere at 3rd, 5th, 9th, 13th, and 17th level. The sphere must be related to your circle; work with your GM to decide which sphere best suits your druid circle.

Variant Paladin: Paladin Spherecaster

A paladin using the paladin spherecaster variant must apply all these variant features where applicable.

Spherecasting

2nd-level paladin feature (replaces Spellcasting)

You can combine spheres and talents to create magical effects. You gain a spell pool, blended training, and a casting tradition.

Spell Pool

2nd-level paladin feature (replaces the following from the Spellcasting feature: Preparing And Casting Spells)

You gain a small reservoir of energy you can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to your key ability modifier (minimum: 1). You gain additional spell points equal to half your paladin level (rounded down). This pool replenishes once per day after a long rest. (Note: if multiclassing, spell points from your key ability modifier are only gained once.)

Blended Training

2nd-level paladin feature You gain a magic talent at 3rd level and every odd paladin level thereafter. If using Spheres of Might, any time you would gain a magic talent, you can instead gain a martial talent.

Casting Tradition

2nd-level paladin feature (replaces the following from the Spellcasting feature: Spellcasting Ability)

If you do not already have a casting tradition, you gain one at 2nd level. Your casting tradition determines your key ability modifier. You can use your key ability modifier in place of your Charisma modifier for your paladin class abilities.

Spellcasting Focus

2nd-level paladin feature (modifies the following from the Spellcasting feature: Spellcasting Focus)

Regardless of your casting tradition, you can choose to use a holy symbol as a spellcasting focus when casting any spells or magic talents or abilities.

Divine Smite

2nd-level paladin feature (modifies Divine Smite)

You must spend a number of spell points equal to the equivalent spell level to use divine smite. You cannot spend more spell points than your proficiency bonus -1 when using this ability.

Oath Talents

3rd-level sacred oath feature (replaces Oath Spells)

You gain a bonus talent from a single sphere at 3rd, 5th, 9th, 13th, and 17th level. The sphere must be related to your oath; work with your GM to decide which sphere best suits your paladin oath.

Variant Ranger: Ranger Spherecaster

A ranger using the ranger spherecaster variant must apply all these variant features where applicable.

Spherecasting

2nd-level ranger feature (replaces Spellcasting)

You can combine spheres and talents to create magical effects. You gain a spell pool, blended training, and a casting tradition.

Spell Pool

2nd-level ranger feature (replaces the following from the Spellcasting feature: Spell Slots)

You gain a small reservoir of energy you can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to your key ability modifier (minimum: 1). You gain additional spell points equal to half your ranger level (rounded down). This pool replenishes once per day after a long rest. (Note: if multiclassing, spell points from your key ability modifier are only gained once.)

Blended Training

2nd-level ranger feature (replaces the following from the Spellcasting feature: Spells Known of 1st Level And Higher)

You gain a magic talent at 3rd level and every odd ranger level thereafter. If using Spheres of Might, any time you would gain a magic talent, you can instead gain a martial talent.

Casting Tradition

2nd-level ranger feature (replaces the following from the Spellcasting feature: Spellcasting Ability)

If you do not already have a casting tradition, you gain one at 2nd level. Your casting tradition determines your key ability modifier. You can use your key ability modifier in place of your Wisdom modifier for your ranger class abilities.

Ranger Archetype Talents

3rd-level ranger archetype feature (replaces Archetype Spells)

If your ranger archetype grants additional spells known, you instead gain a bonus talent from a single sphere at 3rd, 5th, 9th, 13th, and 17th level. The sphere must be related to your archetype; work with your GM to decide which sphere best suits your ranger archetype.

Variant Sorcerer: Sorcerer Spherecaster

A sorcerer using the sorcerer spherecaster variant must apply all these variant features where applicable.

Spherecasting

1st-level sorcerer feature (replaces Spellcasting)

You can combine spheres and talents to create magical effects. You gain a spell pool, magic talents, and a casting tradition.

Spell Pool

1st-level sorcerer feature (replaces the following from the Spellcasting feature: Spell Slots)

You gain a small reservoir of energy you can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to your key ability modifier (minimum: 1). You gain additional spell points equal to your sorcerer level. This pool replenishes once per day after a long rest. (Note: if multiclassing, spell points from your key ability modifier are only gained once.)

Magic Talents

1st-level sorcerer feature (replaces the following from the Spellcasting feature: Cantrips and Spells Known of 1st Level And Higher)

You gain a magic talent at 3rd level and every odd sorcerer level thereafter (3rd, 5th, 7th, etc.).

Casting Tradition

1st-level sorcerer feature (replaces the following from the Spellcasting feature: Spellcasting Ability)

If you do not already have a casting tradition, you gain one at 1st level. Your casting tradition determines your key ability modifier. You can use your key ability modifier in place of your Charisma modifier for your sorcerer class abilities.

Spellcasting Focus

1st-level sorcerer feature (modifies the following from the Spellcasting feature: Spellcasting Focus)

Regardless of your casting tradition, you can choose to use an arcane focus as a spellcasting focus when casting any spells or magic talents or abilities.

Bloodline Magic

If your sorcerous origin gives you bonus spells or the ability to choose spells from a different spell list, it instead grants you a bonus talent from a single sphere at 1st, 9th, and 17th level.

The sphere must be related to your origin; work with your GM to decide which sphere best suits your sorcerous origin.

Sorcery Points

2nd-level sorcerer feature (modifies the following from the Font Of Magic feature: Sorcery Points)

You do not gain sorcery points. Instead, you gain additional spell points equal to your sorcerer level. You can spend spell points in place of sorcery points.

Metamagic

3rd-level sorcerer feature (modifies Metamagic)

You can apply Metamagic options to magic sphere effects as if they were spells. You can only apply one Metamagic option to a magic sphere effect when you cast it, unless otherwise noted. Spell points spent applying Metamagic options to a sphere effect count against the maximum number of spell points that you can spend on any given sphere effect (you cannot spend more spell points on any given sphere effect greater than your proficiency bonus).

Alternatively, whenever you gain a metamagic option, you may choose to instead gain the metasphere package from the Universal sphere, or if you already have that package, a new (metasphere) talent.

Sorcerous Restoration

20th-level sorcerer feature (modifies Sorcerous Restoration)

At 20th level, you regain 4 expended spell points whenever you finish a short rest.

Sorcerous Origin Options

1st-level or higher feature

If your sorcerous origin would have you roll on a wild magic table whenever you cast a sorcerer spell of 1st level or higher, you can instead roll on the Universal Wild Magic table anytime you spend one or more spell points on a magic sphere talent or ability.

Variant Warlock: Warlock Spherecaster

A warlock using the warlock spherecaster variant must apply all these variant features where applicable.

Spherecasting

1st-level warlock feature (replaces Pact Magic)

You can combine spheres and talents to create magical effects. You gain a spell pool, magic talents, and a casting tradition.

Spell Pool

1st-level warlock feature (replaces the following from the Pact Magic feature: Spell Slots)

You gain a small reservoir of energy you can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to your key ability modifier (minimum: 1). You gain additional spell points equal to half your warlock level (rounded down). This pool replenishes once per day after a long rest. (Note: if multiclassing, spell points from your key ability modifier are only gained once.)

Magic Talents

1st-level warlock feature (replaces the following from the Pact Magic feature: Spells Known of 1st Level And Higher and Mystic Arcanum)

You gain a magic talent at every odd warlock level (1st, 3rd, 5th, etc.).

Casting Tradition

1st-level warlock feature (replaces the following from the Pact Magic feature: Spellcasting Ability)

If you do not already have a casting tradition, you gain one at 1st level. Your casting tradition determines your key ability modifier. You can use your key ability modifier in place of your Charisma modifier for your warlock class abilities.

Spellcasting Focus

1st-level warlock feature (modifies the following from the Pact Magic feature: Spellcasting Focus)

Regardless of your casting tradition, you can choose to use an arcane focus as a spellcasting focus when casting any spells or magic talents or abilities.

Pact Recovery

1st-level warlock feature (replaces the following from the Pact Magic feature: Cantrips)

You regain a number of spell points equal to 2 + half your warlock level (rounded up) whenever you complete a short rest.

Patron Talents

1st-level pact feature (replaces Patron Expanded Spells)

If your warlock patron would add spells to your potential warlock spell list, you instead gain a bonus talent from a single sphere at 1st, 5th, 9th, 13th, and 17th level. The sphere must be related to your patron; work with your GM to decide which sphere best suits your warlock patron.

Eldritch Invocation Options

2nd-level or higher feature (enhances Eldritch Invocations)

When you gain the Eldritch Invocations feature, the Spheres Tutelage invocation is added to the list of eldritch invocation options available to you.

If you have an eldritch invocation that allows you to expend spell slots to cast a spell, you instead expend a single spell point (regardless of the spell’s level). The spell is cast as if using a spell slot from the Pact Magic class feature, increasing the spell slot level used as normal. If you have an eldritch invocation that allows you to expend spell slots to use abilities other than casting a spell, you spend an amount of spell points equal to the expended slot instead.

Possessing the Ray (blast shape) talent from the Destruction sphere counts as possessing the eldritch blast cantrip for the purpose of meeting prerequisites of eldritch invocations. In addition, eldritch invocations that apply to the eldritch blast cantrip can also apply to the destructive blast ability of the Destruction sphere when using the Ray (blast shape) talent.

Spheres Tutelage

Prerequisite(s): Spell pool

Choose and gain one feat from the following list: Extra Magic Talent, Extra Spell Points, or Magical Expertise. You can choose and gain this eldritch invocation multiple times.

Pact Boon Options

3rd-level or higher feature (enhances Pact of the Tome)

If you select Pact of the Tome as your pact boon, you may choose to have your grimoire or Book of Shadows grant a magic sphere or talent you do not possess, instead of three cantrips. You only have access to this magic sphere or talent while the grimoire is in your possession. Performing the 1-hour ceremony to replace a Book of Shadows does not let you change the granted magic sphere.

Variant Wizard: Wizard Spherecaster

A wizard using the wizard spherecaster variant must apply all these variant features where applicable.

Spherecasting

1st-level wizard feature (replaces Spellcasting)

You can combine spheres and talents to create magical effects. You gain a spell pool, magic talents, and a casting tradition.

Spell Pool

1st-level wizard feature (replaces the following from the Spellcasting feature: Spell Slots)

You gain a small reservoir of energy you can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to your key ability modifier (minimum: 1). You gain additional spell points equal to your wizard level. This pool replenishes once per day after a long rest. (Note: if multiclassing, spell points from your key ability modifier are only gained once.)

Magic Talents

1st-level wizard feature (replaces the following from the Spellcasting feature: Cantrips and Preparing And Casting Spells)

You gain a magic talent at every odd wizard level (1st, 3rd, 5th, etc.).

Casting Tradition

1st-level wizard feature (replaces the following from the Spellcasting feature: Spellcasting Ability)

If you do not already have a casting tradition, you gain one at 1st level. Your casting tradition determines your key ability modifier. You can use your key ability modifier in place of your

Intelligence modifier for your wizard class abilities.

Spellbook

1st-level wizard feature (modifies the following from the Spellcasting feature: Spellbook)

You can attune to a ritual book or spellbook as if it were a magic item. Once per long rest you can cast a spell or ritual from the attuned item by expending a number of spell points equal to half the spell’s level, rounded up. You cannot cast a spell or a ritual in this fashion with a spell level greater than your proficiency bonus. Rituals that you cast using the Spellbook feature are done so as spells, and do not take 10 minutes longer to cast than normal. You can cast from an attuned ritual book or spellbook an additional time per long rest at 5th level (twice), 11th level (thrice), and 17th level (four times).

If you already possess the Spellbook boon, you instead gain an additional boon you qualify for or spell points as if you had 2 additional drawbacks.

Spellcasting Focus

1st-level wizard feature (modifies the following from the Spellcasting feature: Spellcasting Focus)

Regardless of your casting tradition, you can choose to use an arcane focus or spellbook as a spellcasting focus when casting any spells or magic talents or abilities.

Ritual Casting

1st-level wizard feature (modifies the following from the Spellcasting feature: Ritual Casting)

You have learned a number of spells that you can cast as rituals. These spells are written in a spellbook, which you must have in hand while casting one of them. You acquire a spellbook holding two 1st-level spells of your choice from the wizard spell list. The spells you choose must have the ritual tag. You use your key ability modifier as your spellcasting ability for these spells. If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your spellbook. The spell must be on the wizard’s spell list, the spell’s level can be no higher than half your wizard level (rounded up), and it must have the ritual tag. The process of copying the spell into your spellbook takes 2 hours per level of the spell, and costs 50 gp per level.

The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Arcane Recovery

1st-level wizard feature (modifies Arcane Recovery) When using arcane recovery, you instead regain a number of spell points equal to half your wizard level (rounded up) during a short rest. You can’t use this feature again until you finish a long rest.

Sphere Mastery

18th-level wizard feature (replaces Spell Mastery)

At 18th level, choose one sphere. You can reduce the number of spell points spent on effects from that sphere by 1, to a minimum of 1 sp. This does not affect sphere effects with a cost of 1 sp or less. By spending 8 hours in study, you can exchange the sphere chosen for a different sphere.

Signature Sphere

20th-level wizard feature (replaces Signature Spells)

At 20th level, you can affect two spheres instead of one with Sphere Mastery, and can reduce the number of spell points spent on those spheres by 2, to a minimum of 1 sp.

Arcane Tradition Options

2nd-level or higher feature (enhances Arcane Traditions)

If your arcane tradition has features that trigger when you cast spells, they also trigger when you use a relevant magic sphere talent or ability, with an effective spell level equal to the number of spell points spent on the effect. Work with your GM to decide which sphere best suits your arcane tradition or spell school.

Spellbook Talents

2nd-level arcane tradition feature (new Arcane Tradition feature)

You gain a bonus talent from a single sphere at 2nd, 5th, 9th, 13th, and 17th level. The sphere must be related to your arcane tradition; work with your GM to decide which sphere best suits your wizard arcane tradition. You can change these bonus talents when you finish a long rest. Changing your bonus talents requires spending 1 hour studying a ritual book or spellbook you are attuned to.

All Classes

The following variant is available to any class in the game that possesses the enhanced feature.

Fighting Style Options

1st-level or higher feature (enhances Fighting Style) When you gain the Fighting Style feature, the Magic Spheres Adept and Natural Weapon Fighting styles are also added to the list of style options available to you.

Magic Spheres Adept

Prerequisite(s): You must have an Intelligence, Wisdom, or Charisma score of 13 or higher to select this style option. You gain a casting tradition. You do not, however, gain any spell points. If you already possess the casting feature or gain it later, you may exchange this benefit to instead gain 1 bonus magic talent of your choice.

Natural Weapon Fighting

When you attack using only natural weapons (bites, claws, slams, etc.), you score a critical hit on a roll of a 19 or 20.

Adapting Other Casting Options

Class options that grant casting to an otherwise non-casting class can also be adapted. If you would gain casting ability at 3rd level and receive up to 4th level spells, you gain the following in place of you spells:

Casting

3rd-level feature (replaces Spellcasting)

You can combine spheres and talents to create magical effects. You gain a spell pool, magic talents, and a casting tradition.

Spell Pool

3rd-level feature (replaces the following from the Spellcasting feature: Spell Slots)

At 3rd level, you gain a small reservoir of energy you can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to one quarter of your class level (minimum 0) + your key ability modifier (minimum: 1). This pool replenishes once per day after a long rest.

Magic Talents

3rd-level feature (replaces the following from the Spellcasting feature:

Cantrips and Spells Known of 1st-Level And Higher)

You gain a magic talent at 4th level and every even numbered class level thereafter.

Casting Tradition

3rd-level feature (replaces the following from the Spellcasting feature:

Spellcasting Ability)

If you do not already have a casting tradition, you gain one at 3rd level. Your casting tradition determines your key ability modifier.

Spell/Sphere

Conversions If you are using a class that grants particular effects or benefits to a particular school of magic (such as a cleric domain or wizard school), it can be difficult to convert that ability to spheres. The following table gives a rough guideline for how such conversions can happen.

Table: Schools And Spheres
School (subset) Spheres
Abjuration Protection, Universal, Fate
Conjuration Creation, Conjuration, Warp
Divination Divination
Enchantment Mind, Enhancement
Evocation Dark, Destruction, Life, Light
Illusion Illusion
Necromancy Death, Life
Transmutation Alteration, Enhancement, Nature, Weather, Telekinesis, Time