--- source: Players Guide 2 --- Those with a covenant heritage come from communities that view magic as a gift from the universe, greater than any god, border, or rule of law. Covenant communities commit to the practice of spellcasting, to the exclusion of other pursuits. These communities are typically built near sources of raw magical energy, and they hoard magic items and minimize communication with the outside world to maximize their magical pursuits. Their expertise can make them a great resource to those who study the arcane, though they care less about documentation than practice. Covenants view all magic as better than any physical alternative. Using a hand where a spell would serve is considered lazy at best and sacrilegious at worst. They view those without spellcasting abilities are pitiable, second-class citizens, formally or otherwise. Unfortunate individuals born into a covenant community with no aptitude for magic are pressed into service as servants, laborers, and for similarly mundane lines of work. Many choose to leave the community as soon as they are able to do so.  These communities are ruled by the most skilled or strongest practitioners, usually by a council or parliament, with many rules and traditions binding their governance. Disputes are partially settled by who demonstrates greater command of magic, and “right and wrong” is only part of the equation. # Expert Caster You have proficiency in the Arcana skill, and you learn one cantrip from a source list of your choice. When you choose the spell, choose whether you use **INT**, **WIS**, or CHA as your spellcasting modifier. # Spell Inoculation You have advantage on all saves against spell effects when you are a target of a spell (not a spell that affects all creatures in an area). # Languages You know Common and two additional languages of your choice. Typical creatures of this heritage choose esoteric languages used in obscure magical tomes, such as Draconic, Infernal, or Sylvan.