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12 DIBASTET'S ARCHETYPES #1

Everyone

by Diego Bastet and the Secrets of Alancia team


art by Diego Bastet, character commissions at
http://diegobastet.deviantart.com/

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This work contains material that is copyright Wizards of the Coast and/or other authors. Such
material is used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2016 by Diego Erik and published under the
Community Content Agreement for Dungeon Masters Guild.

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CIVILIZED (BARBARIAN) CLOWN (BARD)
the epitome of social graces in the court. While many consider bards to always be
While trained in the arts of war as proper clowns, the true Clown scoffs this idea.
gentry, his true strength lies in the elegant Taking pride on his oversized shoes and face
state of mind that he enters to "fight" with paint as a warrior takes on his battlegear, the
words. clown fights the tides of darkness that
encroach people's hearts.
REFINEMENT
Starting when you choose this path at 3rd HUMOR MAGIC
level, you can go choose to activate Starting when you choose this path at 3rd
Refinement. Refinement works like Rage, level, you gain the following spells at the
except for the following: listed Bard level. These spells do not count
-You have advantage on Charisma checks and against the number of Bard spells you know.
saving throws instead of Strength. 3rd: Calm Emotions
-Your Rage Damage bonus applies when you 5th: Feign Death
make a weapon attack, but only during stage 7th: Confusion
fights or duels, jousting included. 9th: Geas
-Your Refinement ends if your turn ends and
you haven't interact socially with someone in a PERFECTED JOKE
meaningful way, or if you attacked someone Beginning at 3rd level, you can expend one
outside of staged combat or duel. use of your Bardic Inspiration to make
-Your Reckless Attack feature becomes someone laugh. This ability works as the
Reckless Rhetoric. When you use this ability Hideous Laughter spell, except it's not magical
you have advantage on a Charisma in nature.
(Persuasion) check, but opponents have
advantage on Charisma checks against you IT'S JUST A JOKE BRO!
until the start of your next turn. Beginning at 6th level, when an attacker that
you can see attacks you with an attack, you
ADDITIONAL PROFICIENCY can use your reaction to spend one Bardic
At 3rd level you gain proficiency in the Inspiration die and add its result to your AC
Performance skill. against that attack.

GRACEFUL STAND-UP ROUTINE


Beginning at 6th level, you add your Charisma Beginning at 14th level, you may crack the
modifier on Saving Throws against effects that whole crowd. When you use the Perfected
would ruin your social graces. This applies Joke ability, you may spend one extra Bardic
against the worst effects of alcohol, attempts Inspiration die. If you do so this ability affects
to incite you or spells like Hideous Laughter. all possible targets within 30 feet. Your allies
aren't immune to this effect.
NOT CHARMED, I'M SURE
Beginning at 10th level, you can’t be charmed.

PAROLE
Beginning at 14th level, as an action you may
pacify your foes once during Refinement.
Each opponent that can see or hear you within
30 feet must make a Charisma saving throw or
become pacified for 1 minute. This ability
works as the "become indifferent" option of
the Calm Emotions spell, except it's not
magical in nature.

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DOMAIN OF GOLD (CLERIC) CIRCLE OF THE OPEN MIND
There are many gods and religions in the (DRUID)
world, almost too many to count, and they
Masters of herbs, peace and laughter,
have different, valid purposes. Followers of
followers of the Circle of the Open Mind are a
the Domain of Gold take this one step further,
joyous lot, their red eyes and wide smiles an
and build their churches with the objective of
invitation to deep, peaceful talks that may
acquiring vast amounts of wealth.
change subject without warning or sense.
CHARM DOMAIN SPELLS
PEACEFUL COMMUNION
1st: Charm Person, Floating Disk
When you choose this circle at 2nd level,
3rd: Locate Object, Suggestion
during a short rest you and your allies may
5th: Glyph of Warding, Hypnotic Pattern
partake in a herb-based communion ritual. If
7th: Compulsion, Secret Chest
you or any friendly creatures who participate
9th: Creation, Geas
in the communion ritual regain hit points at the
end of the short rest by spending one or more
"TRUE FAITH"
Hit Dice, each of those creatures regains an
At 1st level, you learn the Vicious Mockery
extra 1d6 hit points. The extra hit points
cantrip, and it becomes a Cleric cantrip. At the
increase when you reach certain levels in this
end of any of your abilities that cause the
class: to 1d8 at 6th level, to 1d10 at 10th level,
Charmed condition, affected targets don’t
and to 1d12 at 14th level. However, those who
know they were, even if the ability says so.
partake on the ritual suffer Disadvantage on
Wisdom checks and saving throws against the
CHANNEL DIVINITY: PRAISE!
Hideous Laughter spell until the end of their
Starting at 2nd level, you can use your
next short or long rest.
Channel Divinity to invoke awe. One
humanoid that can see or hear you within 30
GOOD STUFF
feet of you must make a Wisdom saving throw
Starting at 2nd level, you have advantage on
or be affected as if by the Confusion spell,
checks made to discern the properties or
except that instead of attacking another
appraise the quality of herbs.
creature on a roll of 7-8 it instead throws one
valued possession on the general direction of
CLARITY OF MIND
the Cleric. A creature that is attacked gets a
At 6th level, you learn how to improve the
new saving throw against this effect.
strength of your herb-based communion ritual.
Those who are under the effects of your
THE POWER OF MONEY
Peaceful Communion receive Advantage on
At 6th level, you can achieve great miracles
saving Throws against the Frightened and
with proper... components. You can cast a
Charmed condition.
spell as a Ritual even if you didn’t prepare the
spell. Doing so increases the cost in ten times.
IT MEANS NO WORRIES
Starting at 10th level, if travelling alone or
POTENT SPELLCASTING
with others who are under the effects of your
Starting at 8th level, you add your Wisdom
Peaceful Communion, beasts you encounter
modifier to the damage you deal with any
will ignore you and your party unless they are
cleric cantrip.
attacked or provoked.
MASS HYSTERIA
EMBRACE OF THE HERBS
Starting at 14nd level, when you use the
Starting at 14th level, while under the effects
Praise! ability, it affects every creature that
of Peaceful Communion, you gain resistance
can see or hear you within 30 feet. However,
to non-magical bludgeoning, slashing, and
non-hostile creatures have Disadvantage on
piercing damage.
the saving thrown.

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disadvantage on attack rolls against you until
DANDY (FIGHTER) the start of your next turn. Those who pass the
test instead receive advantage on attack rolls
Not all warriors are equal; some are more against you until the start of your next turn.
equal than the others. Those who call
themselves Dandies are even more equal than EXCEPTIONAL LOYALTY
most. What challenges they can't overcome Starting at 15th level, when you use the Attack
with their sword arm they can with lots of action with a weapon attack on your turn, you
hired sword arms. can use your Bonus action to command your
Yes Man companion to make a single attack.
YES MAN
At 3rd level, you have a follower that fulfills I COULD BUY YOU
your every wish. Choose an humanoid npc Starting at 15th level, when you use the Know
with a challenge rating of 1/2 or lower. The who I Am ability, opponents of CR up to 4
Yes Man works as any other hired help, except simply give up. If you offer a better deal they
for the following. will join your forces.
•Add your proficiency bonus to the
Yes Man’s AC, as well as to any saving
throws it is proficient in.
•Its hit point maximum equals (4 +
your Charisma modifier) times your Fighter
level.

The Yes Man may act independently, but


when you spend your action to command it, it
receives the following benefits:
•Add your proficiency bonus to the
Yes Man’s attack and damage rolls.
•The Yes Man uses its normal stats or
your Charisma modifier for attack and damage
rolls, whichever is higher.
•Whenever the Yes Man would force a
saving throw, its save DC is 8 + your
Charisma modifier + your proficiency
modifier.
You may change your Yes Man with 8 hour of
recruiting in any urban area, or by convincing
an appropriate npc you find.

BIG TIP
Starting at 7th level, you can add your
proficiency bonus to any Charisma check you
make that doesn’t already use your proficiency
bonus, as long as you are willing to spend your
vast resources.

KNOW WHO I AM
Starting at 10th level, as a bonus action, you
may reveal who you are and what will happen
to those who oppose you. All hostile creatures
within 30ft of you must make a Wisdom
saving throw with DC 8 + your Charisma
modifier + your Proficiency bonus, or suffer

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WAY OF THE OPEN BOOK OATH OF FASHION
(MONK) (PALADIN)
There are some strange monks from far off One of the most controversial vows, these men
lands that train their body and minds to be a and women vow to bring good taste and
perfect weapon. Their teachings mixed with proper form to all corners of the world. They
the traditional monk ways from the near lands, must battle forces of evil while making sure
creating a unique tradition capable with pen, they never, ever, wear last season.
praise, and stone-hard fists. They are neither
Warrior Monks of Copyist Monks, but TENETS OF FASHION
Warrior Copyist Monks. Beauty. The slim body is a thing of beauty.
Never allow yourself to become the opposite
BONUS PROFICIENCIES of beauty, and help others to improve.
At 3rd level you gain proficiency in the Creativity. Great minds must be protected
Calligrapher's supplies and Cartographer’s from the harsh realities of a world that don't
tools. get them. Suffer no one to destroy their
dreams by pointing out that something they
WORD DISCIPLINES design is ridiculous.
At 3rd level, you learn magical disciplines that Fashion. The tides of fashion change the same
harness the power of the Word. Some way as nature does. It's not called a fashion
disciplines require you to spend ki points season for nothing.
when you use them. You learn two disciplines Pride. Never be ashamed of who you are, but
of your choice, and two additional at 6th, 11th, make sure to point the shameful mistakes of
and 17th level. Whenever you learn a new others.
discipline, you can also replace one discipline
that you already know with a different OATH OF FASHION SPELLS
discipline. 3rd: Goodberry, Longstrider
5th: Enhance Ability, Pass Without Trace
You may choose Word Disciplines from spells 9th: Hunger of Hadar, Water Walk
from the Abjuration and Divination schools, 13th: Dimension Door, Freedom of Movement
from the Bard, Cleric, Druid and Wizard lists. 17th: Dream, Tree Stride
At first you can only choose from 1st level
spells, but at 6th, 11th, and 17th levels you WEIGHTLESSNESS
may learn disciplines of one level higher. You may benefit from this archetype features
as long as you weight no more than 7,5lb
You must spend a number of Ki points equal times your strength score. If you ever weight
to the spell's level to activate the Discipline. more than that you can't access the abilities
The maximum number of Ki points you can from this Oath until you get back in shape.
spend to improve spells is the same is 3 at 3rd
level, 4 at 6th, 5 at 11th and 6 at 17th. CHANNEL DIVINITY
When you take this oath at 3rd level, you gain
TRANQUILITY the following two Channel Divinity options.
Beginning at 11th level, you can enter a The Catwalk. As a bonus action, you
special meditation that surrounds you with an enter the state of the Uber. For one minute,
aura of peace. At the end of a long rest, you your ignore difficult terrain, any hostile
gain the effect of a sanctuary spell that lasts creature has disadvantage on opportunity
until the start of your next long rest (the spell attack rolls against you, and you have
can end early as normal). The saving throw advantage on all Dexterity saving throws.
DC for the spell equals 8 + your Wisdom The Fashion Police. As an action, you
modifier + your proficiency bonus. can imbue someone with the greatest fashion,
using your Channel Divinity. For 12 hours, the
touched target turns into a god or goddess. The
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target's appearance changes to an improved,
perfect version of himself. His hair, teeth and SURVIVALIST (RANGER)
nails are well-done, and he is dressed in the
latest trends and best finery. He appears so While most rangers are able to live off the
well, in fact, that many social doors open to wilds, the Survivalist is a master of
him. If the possessor attempts to sell or give preparation. These... intense... men and
away any part of its apparel, use it for a spell women know that one must be prepared for
component, or the like, the removed piece everything, because they are coming.
immediately disappears. The same applies if
any of it is forcibly taken from him. When THEM'S GOOD EATIN'
using this ability the paladin may also affect You understanding of nature allows you to pro
himself with the same effect at no extra cost. properly feed yourself and your companions.
Starting at 3rd level, you automatically forage
AURA OF CATWALK in addition to any other function you are
Starting at 7th level, you and friendly creatures engaged during travel. When you cook
within 10 feet of you have Advantage on something, it's purified as if by the Purify
Charisma saving throws and Dexterity checks Food and Drink spell and resembles good, if
and saving throws related to balance. At 18th rustic, food.
level, the range of this aura increases to 30
feet. FAVORED STRANGERS
At 3rd level you choose one humanoid
PERFECT BOD organization or sub-culture, like the knights of
After a long runway, you finally unshackle the kingdom, colonials or natives of the
yourself from the ravages of the body. Starting region, or any other subgroup of a humanoid
at 15th level, you no longer need food or water species. This groups counts as a Favored
and are capable of maintaining that per-fect Enemy to you. You may choose another
shape. Additionally you suffer none of the Favored Stranger at 7th, 11th and 15th levels.
frailty of old age, and you can’t be aged
magically. Your beauty never diminishes, but OLD TRICKS
you can still die of old age, however. At 7th level, you may choose one of the
following abilities. At 11th level you choose
THE FAIREST OF THEM ALL another one, and at 15th you get the third one.
At 20th level, you can assume the form of The Hillbilly. You may freely climb any
Uber Model. Your form thins and your hair surface as though affected by the spider climb
blows wildly, but in a flattering way. For one spell, and have advantage on checks made to
minute, you gain the following benefits: keep your balance.
• You gain the effects of the freedom of Living Under a Rock. You take no
movement spell, and your speed cannot be penalties when squeezing through a space one
reduced. size too small for you, and have advantage on
• Your provoke no opportunity attacks. checks made to squeeze through narrow
• You have advantage on all attack rolls. spaces and escape from bindings.
Once you use this feature, you can't use it Master Baiter. You become proficient
again until you finish a long rest. in Water Vehicles. You also gain a Swim
speed equal to half your land speed, and while
traveling near water you forage double the
normal amount.

STALKER
At 15th level, you can track using scent, and
you can track a creature moving under the
influence of pass without trace spell or a
similar effect.

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BEGGAR (ROGUE) SUE LINEAGE (SORCERER)
Not a mere street beggar, followers of this Those who come from this lineage are
path improve the act of soliciting to an art. insufferable heroes or villains of all kinds.
They are honorable folk, since they quite They usually consider their power a curse, but
literally could be stealing, mugging or plainly no one else can see why. Their angst at that is
murdering people, but instead they are just only lesser than their awesome, unbridled
asking... awesomeness.

ACCOST GIFTED AT EVERYTHING


When you choose this archetype at 3rd level, You never needed to work for anything, and
you become adept at accosting people. When a you won't start now. Starting at 1st level, you
target would provoke an opportunity attack can add half your proficiency bonus, rounded
from you, you can use your Reaction to accost down, to any ability check you make that
it. If you do so you make a Charisma doesn’t already include your proficiency
(Deception) check against its AC. If you "hit" bonus.
its speed becomes 0 for the rest of the turn,
while it tries to avoid your soliciting. ENDEARING QUALITIES
At 1st level, you have unique and usually
I COULD BE STEALING... nonsensical traits like colored hair or eyes,
Starting at 9th level, you become a master of different body type than your race, unique
acquiring wealth. You have advantage on tattoos that don't detract for your beauty, or
Charisma (Intimidation and Persuasion) any other thing. People recognize its
checks made to solicit and extort. significance in a positive way, and always
react one step better to you. Additionally when
I COULD BE KILLING... you aren’t wearing armor, your AC equals 13
Beginning at 13th level, whenever you hit an + your Dexterity modifier. However that
humanoid opponent with a sneak attack, you makes you easy to recognize, and you have
may decide to use this ability. Roll damage Disadvantage on Charisma checks to disguise
normally; it if would be enough to drop the yourself, blend in or avoid attention.
target to 0 Hit Points (before applying
reductions, like Damage Resistance), you may NO CONSEQUENCES
decide to cause no damage and solicit. If you At 6th level, any time you are the target of an
do so the target is Charmed by you for 1 opportunity attack, you can spend 1 Sorcery
minute. Point as a reaction to gain temporary hit points
equal to your sorcerer level + your Charisma
I COULD BE THREATENING YOUR FRIENDS... bonus.
At 17th level, you get people to understand
your point. When you use I Could be Killing, SMILE OF FATE
all opponents within 30ft that can see you are Starting at 14th level, it seems that things
also affected if they fail a Wisdom saving never really get dire to you. Whenever you
thrown (DC 8 + your Proficiency modifier + would have Disadvantage on any check, you
your Charisma bonus). may spend 2 Sorcery Points to negate that
disadvantage.

YOU CAN'T TAKE ME


Starting at 18th level, when you are reduced to
0 hit points, you can spend 1 Sorcery Point to
drop to 1 hit point instead.

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THE WRITER (WARLOCK) SCHOOL OF FETISHISM
You have a pact with a strange being from (WIZARD)
another dimension. It's been know as God,
Workers of spirit magic, fetishists cajole
Destiny, That Guy with Lots of Books,
nature spirits into items of power, Fetishes,
Dungeon Master, Poor Fanfic Writer and
that they use to help their fellow adventurers.
many other names.
However, they must suffer through constant
jokes about fetishists inside dungeons.
EXPANDED SPELLS
1st: Bless, Detect Magic
FETISH
3rd: Augury, Locate Object
Starting at 2nd level, you can produce
5th: Phantom Steed, Sending
Fetishes. You can use your Arcane Recovery
7th: Divination, Locate Creature
ability to create a Fetish instead of regaining
9th: Dream, Legend Lore
expended spell slots. You must finish a short
rest, then spend 10 minutes You spend 10
SERVANT OF THE PLOT
minutes focusing your magic on an item of
Your patron partially protects you from harm
spiritual significance and spend a spell slot
while you advance this Plot energy. When you
from your Arcane Recovery pool. Once you
take this archetype at 1st level, your hit point
have expended a spell slot to create a potion,
maximum increases by 1 and increases by 1
it's gone from your pool until you finish a
again whenever you gain a level in this class.
Long Rest.
Additionally when you aren’t wearing armor,
You can have up to three Fetishes at a time;
your AC equals 13 + your Dexterity modifier.
having a fourth is too much even for the
greatest of wizards, and causes the oldest
DESTINED MAGNIFICENT PLOT CRUSADER
currently active one to immediately lose its
Starting at 6th level, through unlikely
potency.
coincidences an important person will help
You must choose a spell from the Druid spell
you with a single favor. The GM chooses the
list for your Fetish. A Fetish is a single-use
nature of the help, but it's usually success on a
item, not different from a potion, and anyone
single test. Once you use this ability, your
that performs its Kink can use it.
patron will demand payment; you'll have to
Once used the Fetish loses its potency. It also
repay the Destined Magnificent Plot Crusader
ceases does after the Fetishist that created it
with a favor, quest or simple swooning, or be
finishes a Long Rest.
unable to use this feature until you do. In any
case once you use this feature no matter how
Kink. Spirits tend to follow weird rules that
much swooning you can't use it again until
you must obey to receive their power. Each
you finish a short rest.
Fetish has one Kink, one demand that must be
worked into the action of activating it (it
DIE ANOTHER DAY
doesn't increase the time to activate it).
Starting at 10th level, when an attack would
Example Kinks include working only for
reduce you to 0 Hit Points, as a reaction you
females, or males of a certain species, or
may you can use your reaction to halve the
needing to be doused in honey at the time of
attack’s damage against you.
the casting, or only in the presence of red silk.
As long as the Kink is present, the Fetish will
DEUS EX MACHINA
work for anyone who uses it. The GM usually
Starting at 14th level, you may evoke a world-
will decide what Kinks are appropriate for the
changing event as an action. The GM chooses
spirit in question, including leaving that
the nature of the intervention; while you might
responsibility in the hands of another player.
benefit from the effects of a spell, non-
mechanical benefits are preferred. Once you
MASTER OF KINKS
use this feature you can’t use it again for 7
Starting at 6th level you unlock secrets of
days.
Kinks and rituals favored by spirits. You have
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advantage on Saving Throws against the
magical powers of celestials, elementals,
elementa fey,
fiends, and undead. You also have advantage
on Charisma (Persuasion) checks on peaceful
talks with these creature types.

FETISH GARMENT
Starting at 10th level you may infuse one
specific set of clothes with rites of spiritual
significance, one sort of spirit master key.
Anyone wearing this set of Fetish Garment
doesn't need to satisfy any Kink to activate
your Fetishes. You may give your Fetish
Garment to someone else wear, but you may
only have one active. If you infuse another the
previous one loses its potency. You may create
a new Fetish Garment with 8 hours of work.

FETISH BODY
Starting at 14th level you master the technique
of using your own body as a kind of Fetish.
When preparing spells you may prepare a
single Druid spell of level 3 or lower in place
of one of your Wizard spells. One ne part of your
body is prepared with ink, oils or other items
of spiritual significance, and the spirit's power
is bound on it. While touching this part you
"Oh h yes, I'm painfully aware of how stupid
may cast this spell as if it was a Wizard spell.
looking this Fetish hat is, but as they say,
'there's a Fetish for every spirit', right?
What, you thought I liked wearing this?"

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