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```metadata

title: ' Somot''s Subclass Anthology Vol. 1'


description: ''
tags: ''
systems:
- 5e
renderer: legacy

```

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<div style='margin-top:450px;'></div>

# Somot's
# Subclass Anthology
# Vol. 1

<div style='margin-top:25px'></div>

<div class='wide'>
##### A collection of imaginary bullshit.
</div>

<div style='margin-top:40px;'></div>

<div class='toc; wide'>


##### Table Of Contents

---
**[Artificer - Planar Architect](#p2)**

---
**[Barbarian - Path of Subjugation](#p3)**

---
**[Bard - College of Magicians](#p4)**

---
**[Cleric - Forgotten Domain](#p5)**

---
**[Druid - Circle of Ouroboros](#p6)**

---
**[Fighter - Purple Dragon Knight](#p7)**

---
**[Monk - Way of Study](#p8)**

---
**[Paladin - Oath of Exploration](#p9)**

---
**[Ranger - Marine Outrider](#p10)**

---
**[Rogue - Daredevil](#p11)**

---
**[Sorcerer - Twin Soul Origin](#p12)**

---
**[Warlock - Tao Patron](#p13)**

---
**[Wizard - School of Vocation](#p14)**
</div>

<img src='https://lh3.googleusercontent.com/pw/AM-JKLUkbLOZv-
2t8RGdR8NTwvN1OU6ET5GowcAmyUHXNyhbH_yRNVY0xvsnbfN0FZOrIpew01tXt3OwNP9b2E82Fx6bpOLSl
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style='position:absolute; opacity: .35; top:-80px; right:-210px; width:1250px;
height:-px'/>

<div class='footnote' style='color:black' > Art: Molly Harrison <br> Somot's


Homebrew | Page 1 of 14 </div>

\page

<div class='wide'>
# Planar Architect
Planar architecture is a divine craft which secrets are normally held by only the
most powerful beings.

Usage of this craft often attracts unwanted extra-planar attention, and Artificers
who stumble into its knowledge are often sought after by lesser gods seeking to
expand or create their own realm.

---
Such beings may find themselves the ones caught instead, should the Architect in
question have enough time to prepare themselves within the haven, or dungeon
they've crafted.
</div>

<div style='margin-top:20px'></div>

## Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Mason's
Tools.
If you already have this proficiency, you gain proficiency with one other type of
artisan's tools of your choice.

## Architect Spells
Starting at 3rd level, you always have certain spells prepared after you reach
particular levels in this class, as shown in the Architect Spells table.
These spells count as artificer spells for you, but they don't count against the
number of artificer spells you prepare.

## Portal Architecture
At 3rd level, you gain access to a private dimension.

Using Mason's Tools and mundane construction materials, you spend an appropriate
amount of time to build a rune-inscribed frame.

The time required to construct this object depends on its size;


a tiny frame takes an hour, small 4 hours, medium 8, large 32, and huge takes 128
hours.
Time spent at this task does not need to be consecutive.
A DM may rule that certain construction materials would take more or less time, due
to ease or difficulty in working with them.

## Pocket Plane
At 3rd level, you can take an action using a spell slot and cause a portal to
appear within your rune-inscribed frame, which remains until the frame is
destroyed.

The portal forces the frame to remain fixed in place and it cannot be moved without
first destroying it or dismissing the portal as a free action.
The dimension is initially empty and the first time it is opened it fills with a
volume of air, water, or other appropriate material through the portal.

---
Additional frames built lead to this same dimension, but must enter at a different
location of your choosing.

The plane's width, length, and height (in feet) are each equal to **your Artificer
level multiplied by your total level**.

<div class='descriptive' style='opacity: 0.8'>


The boundaries of your plane are absolute, and cannot be passed beyond.
You determine how the boundaries of your plane look, smell, and sound.
For example they might appear as solid stone, or as open air, beyond which the
scene of a bustling city or an open ocean can be viewed.
</div>

```
```

`-`

<div style='margin-top:-11px'></div>

<div class='descriptive' style='opacity: 0.8'>


### Planar Architect Spells

| Artificer Level | Spell |


|:----:|:-------------::|
| 3rd | Find Familiar, Tenser's Floating Disc |
| 5th | Rope Trick, Wristpocket |
| 9th | Glyph of Warding, Magic Circle |
| 13th | Banishment, Dimension Door |
| 17th | Contact Other Plane, Planar Binding |
</div>

## Rules of the Realm


At 5th level, you can extend the effects of spells with a duration while those
effects remain within your Plane.

A spell which effects can move out of your Plane only has its duration extended
while it remains completely inside.

For example; an ally might cast Conjure Animals in your Plane, have them leave it,
and return before they would expire, but the next time those summons left your
Plane their duration would begin counting down where it left off.

## Planar Cognition
At 9th level, you become presciently aware whenever anything enters or leaves your
plane.
You know the number and type of creatures, and if their intentions are hostile.
In addition, spells which take longer than 1 action to cast, or which you cast as a
ritual now take half their usual casting time within your Pocket Plane.

## Planar Assertion
At 15th level, you can take an action using a number of spell-slots which total
levels equal **9th** to attempt to manifest your plane into a space you can see.

If the plane you are currently in has an owner, they may choose to oppose your
assertion with an ability contest, the difficulty and type of which is determined
by the DM.

On a failure you take **6d6** psychic damage and gain a level of exhaustion.

On a success your plane is conjured before you, and whatever was in its place
before is banished to the ethereal plane until you use this ability again, or
dismiss your plane back to its original space with a bonus action.

<img
src='https://lh3.googleusercontent.com/pw/AM-JKLWXI_EJUg0_BKrb4jB1Udb_XEebGY2-
STinWCbWLZ87z4rcNjfCI9b6Fa_BD06xKPlj7rnQOlVzT9pCok70kzA70M7ZxDfFsDUgVoSTwwrALlTAwyU
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style='position:absolute; opacity: .15; top:0px; right:-00px; width:880px' />

<div class='footnote' style='color:black' >Art: Jie Ma <br> Somot's Homebrew | Page


2 of 14</div>

\page

<div class='wide'>
# Path of Subjugation
The first to set upon The Path of Subjugation was Karsa Orlong of the Teblor,
better known as The Toblakai.

Those who follow this path grant no mercy and ask for none. Weakness is seen as
consent to be crushed by the strong.
Those that are conquered are expected to serve not only in life, but also in
death.

---
There are no great numbers of tribes that follow this path, for the path of the
one who would rule the dead is a path made alone, save for the wailing that follows
them.
</div>

<div style='margin-top:10px'></div>

## Grisly Treasure
At 3rd level, you draw strength from your foes.

Beasts and Monstrosities killed in a combat in which you rolled initiative are
eligible to be looted for a trophy for one hour after death.

---
Trophies usually take the form of a bodypart or a notable item belonging to your
enemy and must be displayed openly on your person to benefit you.
This can take many forms, such as tying small bones to your clothing, wearing or
wielding a notable item belonging to an enemy, or even crafting an item from their
corpse.

You can hold a number of trophies equal to your **proficiency bonus** and taking a
new trophy causes the trophy of the lowest CR creature you bear to crumble to dust
and be destroyed.

---
*You cannot take more than one trophy from a single enemy for use with the features
of this path.*

## Savage Lore
At 3rd level, you can summon the spirit of your fallen foe.

As a bonus action, you hold forth a trophy to summon its shade to an unoccupied
space you can see within 30 feet.

---
A shade has the same appearance and statistics that it had in life, except it's
translucent, and immune to the charmed and frightened conditions.

The shade obeys your commands to the best of its ability, but can't follow orders
more specific than guarding a location, moving from place to place, or following an
ally.

In combat, the shade disregards commands. Instead, it mindlessly pursues the


closest enemy to make a single attack against it at the end of each of your turns.
The shade deals psychic damage in place of any other damage type.

---
The shade disappears if it's reduced to 0 hit points, you summon another shade, or
after it makes a number of attacks equal to **your proficiency bonus**.

---
*When a shade disappears, the trophy that was used to summon it crumbles to dust
and is destroyed.*

```
```

`-`

<div style='margin-top:-21px'></div>

## Grim Countenance
At 6th level, while you are raging, souls of the vanquished swirl around you in a
10 foot sphere which follows you.

While the souls surround you, you have advantage on Wisdom saving throws.

---
In addition, each time you damage a creature within the area of vanquished souls it
must succeed a Wisdom saving throw against **8 + your proficiency bonus + your
Strength modifier** or take psychic damage equal to **the proficiency bonus of the
highest CR creature who's trophy you bear** and become *frightened* of the
vanquished souls until the end of its next turn.

## Primal Sovereignty
By 10th level, your dominance over the dead is implacable.

Your **Grisly Treasure** feature now additionally allows you to loot trophies from
Humanoids, and shades you summon are treated as being permanently under the effects
of the Speak With Dead spell and perceive you as an ally, though you can still only
ask 5 questions.

---
In addition, you can now use a bonus action to precisely direct a shade's movement
and actions for its next turn, including ordering it to use any actions in its stat
block (exluding legendary and lair actions).

---
*You can use this bonus action once, and must finish a short or long rest before
you can use it again.*

## Dread Knowledge
At 14th level, you can call upon the greater powers that your enemies possessed in
life.

As an action, you hold forth a trophy to absorb the spirit held within it.
As you do this, the trophy crumbles to dust and is destroyed.
If the shade of your trophy is currently upon the battlefield it disappears and is
drawn into yourself.

---
In this state you gain the ability to use any single action, legendary action, or
spell-cast that was available to the creature that the spirit was in life.
This state persists until you use that creature's action or use this feature again.

---
*Once you use an action to absorb a spirit, you can't use it again until you finish
a long rest.*

<img src='https://lh3.googleusercontent.com/pw/AM-JKLUaKZqON-B9rHIuuRu1xoExawgA4-
ltOrf3I-H5Ns62ieNa1Mjo2dgVskJfr-x6aJX0EBfR8pMr3XORGHMUKyTtWPmn09LIVM1625-
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style='position:absolute; opacity: .13; top:-270px; right:-25px; width:860px' />

<div class='footnote' style='color:black' >Art: Boris Vallejo <br> Somot's Homebrew


| Page 3 of 14</div>

\page

<div class='wide'>
# College of Magicians
Magicians wield the art of wonder.

Or so they say.
The College of Magicians accepts no applicants, indeed none seem to ever be able
to find their way there on purpose.
Instead the college only accepts those who manage to find its front door.
Those that do are accepted in without question.
Nothing is known of what is taught within its ephemeral halls, but those that
graduate it seem to leave with a knack for the uncanny, the miraculous, and the
improbable.
</div>

<div style='margin-top:0px'></div>

## Game Proficiency
At 3rd level, you gain proficiency with the Playing Card Set and can use a gaming
set as a focus to cast your spells.

If you already have this proficiency, you gain proficiency with one other type of
gaming set of your choice.

## Just Like Magic


At 3rd level, you learn the magician's secret.

When you make a Dexterity(Sleight of Hand) or Charisma(Performance) check, you can


treat any roll of **5** or lower as a **19**.

## Pick a Card...
At 3rd level, your fate is bound to the cards.

When you give a creature a Bardic Inspiration die, you can roll a **d20** on the
Card Table to create a random effect.

Each result presents a target and a spell.


The spell materializes at a valid target's location as though brought there by the
whim of fate.

---
Spells cast by Pick a Card use your spellcasting modifier, and are cast at base
level.
Target range is determined from your location.
Spells with a duration last **until the end of your next turn** and don't require
your concentration.

*Results of 0 and 21 last for their full durations.*

## Stacked Deck
At 6th level, you always find a way to tip fate in your favor.

When you use your Pick a Card feature, you can choose to add or subtract 1 from the
die result.

## Nothing Up My Sleeves
At 6th level, your sleight of hand defies destiny.

When you finish a long rest, roll a **d20**.


Until your next long rest, you can choose to use the result of that roll instead of
one other roll you make using Pick a Card.

*You cannot apply Stacked Deck to this result.*

## ...Any Card
At 14th level, lady luck seems to look the other way.

Whenever you use your Nothing Up My Sleeves feature, you roll twice and choose
which result to take.

When you use your Stacked Deck feature, you can instead choose to add or subtract 2
from the die result.

```
```
`-`

<div style='margin-top:-10px'></div>

<div class='descriptive' style='opacity: 0.8'>


### Card Table
| Result | `-`Target | Spell |
|:----:|:-----|:-----|
| 0 | A random unoccupied space in 30 feet. | Infernal Calling |
| 1 | A random target in 30 feet. | Delayed Blast Fireball|
| 2 | A random target in 30 feet. | Summon Lesser Demons |
| 3 | A random target in 30 feet. | Revivify |
| 4 | A random target in 30 feet. | Warding Bond |
| 5 | A random target in 30 feet. | Otiluke's Resilient Sphere |
| 6 | Self. | Zone of Truth |
| 7 | Self. | Tongues |
| 8 | Self. | Aura of Vitality |
| 9 | Self. | Sanctuary |
| 10 | Self. | Invisibility |
| 11 | A target you choose in 20 feet. | Blink |
| 12 | A target you choose in 20 feet. | Major Image |
| 13 | A target you choose in 20 feet. | Healing Word |
| 14 | A target you choose in 20 feet. | Levitate |
| 15 | A target you choose in 20 feet. | Enhance Ability |
| 16 | All friendly creatures in 10 feet. | Bless |
| 17 | All friendly creatures in 10 feet. | Fortune's Favor |
| 18 | All friendly creatures in 10 feet. | Cure Wounds |
| 19 | All friendly creatures in 10 feet. | Foresight |
| 20 | All friendly creatures in 10 feet. | Haste |
| 21 | A random unoccupied space in 10 feet. | Planar Ally |
</div>

<img src='https://lh3.googleusercontent.com/pw/AM-
JKLWb__kdGKHr4wA2tzWvWxCvj9zayFBHDixug9kUkq3CbJVUJuelh4dCyPYlU92bHgvuTYTfkKF7khjIJ-
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authuser=0'
style='position:absolute; opacity: .17; top:-60px; right:-0px; width:850px;
height:-px'/>

<div class='footnote' style='color:black' >Art: Jane Mere <br> Somot's Homebrew |


Page 4 of 14</div>

\page

<div class='wide'>
# Forgotten Domain
Clerics of the 10,000 forgotten gods pay homage to the primeval gods that guided us
before we awoke to sentience.

The true natures and names of these gods are lost to history; they may have been
singularly beautiful beasts, simple concepts like the dawn and the night, or
terrible enemies we sought to appease.

These were our deities through infancy, and the clerics of the forgotten consider
it their honor and duty to give thanks to those that shepherded our grandfathers
and grandmothers.
</div>

<div style='margin-top:20px'></div>

## Domain Spells
Starting at 1st level, you gain access to the spells granted by the Forgotten
Domain.

At each indicated cleric level, add the listed spells to your spells prepared. They
do not count towards your limit.

<div class='descriptive' style='opacity: .8'>


| Level | Spells |
|:----|:-------------|
| 1st | Dissonant Whispers, Find Familiar |
| 3rd | Animal Messenger, Phantasmal Force |
| 5th | Phantom Steed, Spirit Shroud |
| 7th | Faithful Hound, Phantasmal Killer |
| 9th | Awaken, Dream |
</div>

<div style='margin-top:40px'></div>

## Old Hunger
At 1st level, the ghosts of primordial deities bolster your allies and rebuke your
enemies.

When a creature you can see make an Intelligence, Wisdom, or Charisma saving throw,
you can use your reaction to add or subtract **1d4** from the result, potentially
changing the outcome.

---
*You can use this feature a number of times equal to **your proficiency bonus** and
regain all expended uses when you finish a long rest.*

<div style='margin-top:20px'></div>

## Voiceless Warning
At 1st level, the winds whisper warnings of things hidden.

You gain proficiency in the Perception skill.


If you already have this proficiency, you gain proficiency in another Wisdom skill
of your choice.

---
Your proficiency bonus is doubled for any ability check you make that uses
Perception.

```
```
`-`

<div style='margin-top:-11px'></div>

## Lament of the Lost


Starting at 2nd level, you can use your Channel Divinity to distract and harry your
enemies.

As an action, you present your holy symbol and call to the ancient gods, causing
their shapeless forms to swirl around you in a 30 foot radius for 1 minute.

The first time a creature enters this radius and each time it ends its turn there,
you can choose to force it to make a Constitution saving throw.

A creature that fails this saving throw is unable to cast spells that require
concentration and any spells that it was concentrating on are ended.

This effect lasts until the creature exits the radius.

## Turn Abomination
At 6th level, you can call upon the primeval gods to abjure those they find
abhorrent.

Your Turn Undead and Destroy Undead features now also work against Aberations and
Monstrosities.
<div style='margin-top:0px'></div>

#### Blessed Strikes


At 8th level you are blessed with divine might in battle.

When a creature takes damage from one of your cantrips or weapon attacks, you can
also deal **1d8** radiant damage to that creature.

---
*Once you deal this damage, you can't use this feature again until the start of
your next turn.*

<div style='margin-top:0px'></div>

## Firstborn Dominion
At 17th level, you can call upon the firstborn deity to dominate the mind of your
foe.

---
When a creature fails a saving throw that would cause them to be charmed,
frightened, or turned by you, you can choose to place that creature under the
effects of the Geas spell instead.

This effect replaces any effects that would have otherwise occurred from failing
the triggering saving throw.

---
Using this feature on another creature ends its effect on the previous one.

---
*Once you use this feature you can't use it again until you finish a long rest.*

<img src='https://lh3.googleusercontent.com/pw/AM-
JKLXzf9_gBTwNOzD86LYRakQIwg2cV1qCUgxZdwsTrb9hWPegP-
S65R92b_t7DAjOYvkM048hWsqr1i5Pn45tNKoLCNTY_RTVEZ-bl-
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style='position:absolute; opacity: .05; top:-0px; right:-0px; width:820px;
height:-px'/>

<div class='footnote' style='color:black' >Art: Jacqui Oakley <br> Somot's Homebrew


| Page 5 of 14</div>

\page

<div class='wide'>
# Circle of Ouroboros
Druids of the Circle of Ouroboros arise from the secretive covens of the Yuan-ti.

The Ouroboros represents the natural return of life to death, and death to life.
It represents entropy and the eternal cycle.
The Circle of Ouroboros seeks to commune with nature and dominate the unnatural
through the innate attributes granted to the Yuan-ti.
</div>

<div style='margin-top:0px'></div>

## Swirling Potions
At 2nd level, you gain proficiency with herbalism kit and poisoner's kit.

---
During a long rest, with either an herbalism kit or poisoner's kit in-hand, you can
prepare a number of Swirling Potions equal to **your proficiency bonus**.

You decide when these potions are restorative or harmful, using whatever method you
choose, for example; time of day, exposure to air or light, or reactivity with
flesh or metal.

* When **restorative**, as an action, the potion can be consumed to regain hit


points.
* When **harmful**, as an action, the potion can be applied to a weapon or piece of
ammunition to deal additional poison damage on its next hit.

---
In either case, a Swirling Potion's potency is determined by rolling a number of
**d6**s equal to **your proficiency bonus**.

---
*Swirling Potions lose their potency after 24 hours.*

## Circle Forms
Starting at 2nd level, you gain access to certain Wild Shape forms when you gain
levels in this class.

Forms granted by this circle have half the usual duration of Wild Shape.

<div class='descriptive' style='opacity: .8'>


### Circle Forms
| Druid Level | Circle Forms |
|:----:|:-------------|
| 2nd | Constrictor Snake, Poisonous Snake |
| 4th | Flying Snake, Giant Poisonous Snake |
| 6th | Giant Constrictor Snake, Swarm of Poisonous Snakes |
| 8th | Giant Coral Snake, Yuan-ti Broodguard |
| 9th | Yuan-ti Malison, Yuan-ti Priest |
| 12th | Yuan-ti Nightmare Speaker, Yuan-ti Mind Whisperer |
| 15th | Yuan-ti Pit Master |
| 20th | Yuan-ti Abomination |
</div>

```
```
`-`

<div style='margin-top:-25px'></div>

## Antiserum
At 6th level, your potions gain new potencies.

When a creature takes damage from the effects of a **harmful** Swirling Potion, it
must succeed a Constitution saving throw against **your spell save DC** or become
poisoned and unable to regain hit points for 1 minute. The creature repeats this
save at the end of each of its turns, ending the effect on a success.
---
If a **restorative** Swirling Potion would restore more hit points to a creature
than its hit point maximum allows, the creature gains the remainder as temporary
hit points.

While any of these temporary hit points remain, the creature is immune to poison
and disease.

## Death Rattle
By 10th level, your potions epitomize the cycle of entropy.

If a creature dies within 1 minute of having taken damage from a **harmful**


Swirling Potion, its dying breath releases a healing mist 5 feet directly in front
of it. A creature in the area of the mist is affected as though it had consumed a
**restorative** Swirling Potion.

---
A creature which receives the effects of a **restorative** Swirling Potion can use
a bonus action within the next minute to breathe a miasmic cloud 5 feet directly in
front of itself. A creature in that area must succeed a Dexterity saving throw
versus **your spell save DC** or suffer effects as though struck by a weapon
poisoned by a **harmful** Swirling Potion.

A creature can use this bonus action once, and must recieve the effects of a
**restorative** Swirling Potion to use it again.

## Catalysis
At 14th level, your potions gain new volatility.

As an action, a Swirling Potion can be thrown by a creature up to 30 feet to a


point it can see. The potion bursts on impact, releasing a 10 foot cloud of
aerosolized solution.

* If **restorative**, creatures in the area of the cloud are affected as though


they had consumed the potion.
* If **harmful**, creatures in the area must succeed a Dexterity saving throw
versus **your spell save DC** or take damage as though struck by a weapon poisoned
by the potion.

<img
src='https://lh3.googleusercontent.com/pw/AM-
JKLVbGmET2lhj4Lkr_fyoOK23EHNrkns7R340HHzva-_LowP12-
8Nv9CudNO39HEA6_Tk56WrKuu2eUEGX1SiHBhIoSXuRv_UmbuXTmJkbCelSbcguVIz3l24PaLxgMgkH5-
ZxI1yr1-1WCQFjzFfxEfY=w1500-no?authuser=0'
style='position:absolute; opacity: .17; top:0px; right:-250px; width:1500px' />

<div class='footnote' style='color:black' >Art: Peter Mohrbacher <br> Somot's


Homebrew | Page 6 of 14</div>

\page

<div class='wide'>
# Purple Dragon Knight
Purple Dragon Knights are warriors who hail from the kingdom of Cormyr. Pledged to
protect the crown, they take the fight against evil beyond the kingdom's borders.
They are tasked with wandering the land as knights errant, relying on their
judgment, bravery, and fidelity to guide them in defeating evildoers.

A Purple Dragon Knight inspires greatness in others by committing brave deeds in


battle. The mere presence of a knight in a hamlet is enough to cause some orcs and
bandits to seek easier prey. A lone knight is a skilled warrior, but a knight
leading a band of allies can transform even the most poorly equipped militia into a
ferocious war band.
</div>

<div style='margin-top:20px'></div>

## Rallying Cry
At 3rd level, when you use Second Wind, you can distribute a number of hit points
equal to **three times your fighter level** between any allies within 60 feet that
you can see.

## Royal Envoy
At 3rd level, you gain proficiency in the Persuasion skill. If you are already
proficient in it, you gain proficiency in another Charisma skill of your choice.
Your proficiency bonus is doubled for any ability check you make that uses
Persuasion.

## Banneret's Command
At 7th level, when you use your Action Surge feature to take the Attack action,
allies within 30 feet of you can use their reaction to make a single attack against
a creature of their choice.

## Dragoon
Beginning at 7th level, you can cast Find Steed with this trait without expending a
spell slot. If you do, your summoned steed gains the following traits:
* Your steed gains additional maximum hit points equal to **your fighter level**.
* While mounted, your steed grants you the benefits of one Fighting Style, chosen
when you summon it.
* Mounting and dismounting the steed only costs you 5 feet of movement.

---
*Once you cast this spell in this way, you can't do so again until you finish a
long rest.*

## Banneret's Bastion
At 10th level, when another creature within 30 feet of you that you can see fails a
saving throw, you can choose to let them reroll it, and they must take the new
result.

You cannot use this feature again on the same creature until you finish a long
rest.

```
```
`-`

<div style='margin-top:-11px'></div>

## Dragoon Improvement
At 15th level, you can cast Find Greater Steed without expending a spell slot at
the end of a long rest and gain the following:
* While mounted, your Rallying Cry, Banneret's Command, and Banneret's Bastion
features are doubled in range.

## Purple Dragoon
At 18th level, when you cast Find Greater Steed you can call a Young Purple Dragon
as your summoned steed.

___
> ## Young Purple Dragon
>*Large Dragon, Unaligned*
> ___
> - **Armor Class** 18 (Natural Armor)
> - **Hit Points** 152(16d10 + 64)
> - **Speed** 40 ft., fly 80 ft., swim 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|12 (+1)|18 (+4)|18 (+4)|14 (+2)|18 (+4)|
>___
> - **Condition Immunities** charmed, frightened
> - **Senses** blindsight 30 ft., darkvision 120 ft., passive Perception 16
> - **Languages** Common, Draconic
> - **Challenge** 9 (5,000 XP)
> ___
> ***Amphibious*** The dragon can breathe air and water.
> ### Actions
> ***Multiattack.*** The dragon makes three attacks: one with its bite and two with
its claws.
>
> ***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 15
(2d10 + 4) piercing damage.
>
> ***Claw.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 11
(2d6 + 4) slashing damage.
>
>***Terrifying Breath (Recharge 5–6).*** The dragon exhales hallucinogenic gas in a
30-foot cone. Each creature in that area must make a DC 16 Constitution saving
throw or become frightened of the dragon until the end of their next turn.

<img
src='https://lh3.googleusercontent.com/pw/AM-JKLXwmV-
xKja1gJ8zHojStM1hzKetMlYMqMpQhWT-hWDeyRGswZjPbDR7wb6vk8Sy-Xd76543cIa-
8p0LKfI2DvFQlrtE6P0Tzqo6AspFcb54bXtLu7VZNG6E6wJFr1DvYzVKm91sTUYIS5w-BOqywusm=w1220-
no?authuser=0'
style='position:absolute; opacity: .2; top:-250px; right:-0px; width:1020px' />

<div class='footnote' style='color:black' >Art: Lin Bo <br> Somot's Homebrew | Page


7 of 14</div>

\page

<div class='wide'>
# Way of Study
Monks of the Way of the Study focus on cultivating basic skills to perfection.
Those that follow this tradition seek the mastery of simple tasks and skills, and
are grounded in human experience.
Monks of the Way of Study can be often found in small communities, lending their
backs and shoulders to simple endeavors, or honing their craft in hermitage.
</div>

<div style='margin-top:20px'></div>

## Mystic Craft
At 3rd level, you gain proficiency with a tool of your choice.

---
You can use tools you have proficiency with as a spell focus, and gain the ability
to cast certain spells with them indicated on the Mystic Craft Spells table.
Wisdom is your spellcasting ability for spells granted by this tradition.
Instead of spell slots, casting spells granted by this tradition requires an amount
of ki equal to the spell's level (cantrips have no cost).
For example you could use Glassblower's Tools to cast Burning Hands at 3rd level
by expending 3 points of ki.

---
*This feature grants proficiency with an additional tool of your choice when you
reach 9th, and 14th level in this class.*

## Outer Discipline
Starting at 3rd level, you can use **Patient Defense** as a reaction whenever you
are targeted by an attack you can see.

Additionally, you can use **Step of Wind** without an action.

---
*This and all similar features granted by this tradition still require Ki.*

## Inner Discipline
Starting at 6th level, you can use **Flurry of Blows** as a bonus action even if
you don't take the Attack action.

Additionally, you can use **Deflect Missiles** as a reaction against ranged attacks
that pass or hit within your reach.

## Ki Refinement
Starting at 11th level, you can use your **Stunning Strike** feature with ranged
weapon attacks.

Additionally, you can use **Slow Fall** to reduce the fall damage of any number of
creatures within 30ft as a reaction to seeing a creature fall.

## Ki Mastery
Starting at 17th level, you can use an action while touching a creature to grant it
any or all of the effects of the following features until your physical contact
ends, and for 1 minute thereafter:
* **Stillness of Mind**
* **Purity of Body**
* **Tongue of Sun and Moon**
* **Timeless Body**

```
```
`-`
<div style='margin-top:10px'></div>

<div class='descriptive Table' style='opacity: .75'>


### Mystic Craft Spells
| Tool | Spells |
|:---|:---|
| Gaming Set(s) | Distort Value, Fortune's Favor |
| Musical Instrument(s) | Animal Friendship, Shatter |
| Alchemist's Supplies | Grease, Dragon's Breath |
| Brewer's Supplies | Heroism, Suggestion |
| Calligrapher's Supplies | Guidance, Calm Emotions |
| Carpenter's Tools | Sanctuary, Protection from Evil and Good |
| Cartographer's & Navigator's Tools | Locate Animals or Plants, Locate Object |
| Cobbler's Tools | Gift of Alacrity, Pass Without Trace |
| Cook's Utensils | Aid, Prayer of Healing |
| Disguise Kit | Disguise Self, Invisibility |
| Forgery Kit | Illusory Script, Charm Person |
| Glassblower's Tools | Burning Hands, Gust of Wind |
| Herbalism Kit | Cure Wounds, Lesser Restoration |
| Jeweler's Tools | Dancing Lights, Guiding Bolt |
| Leatherworker's Tools | Mage Armor, Shield of Faith |
| Mason's Tools | Thunderous Smite, Immovable Object |
| Painter's Supplies | Color Spray, Phantasmal Force |
| Poisoner's Kit | Ray of Sickness, Sleep |
| Potter's Tools | Mold Earth, Maximillian's Earthen Grasp |
| Smith's Tools | Heat Metal, Magic Weapon |
| Thieve's Tools | Rope Trick, Wristpocket |
| Tinker's Tools | Detect Magic, Identify |
| Weaver's Tools | Warding Bond, Web |
| Woodcarver's Tools | Magic Stone, Shileghlah |
</div>

<img
src='https://lh3.googleusercontent.com/pw/AM-
JKLW5Jo7cKpknV8t5FdlT_hkmL6b5Kxs486P7bY4dCbjF-
b3qB3mlfAvEB234FkX0DZiX98I2noQ3QfaR_APyN6tNmrZeUQhSC_B42cfZ2HASIFJPpEXTdXYXS-
JNRvxzjVhAzY8mGY6ZbRftBN5WMEM5=w1600-no?authuser=0'
style='position:absolute; opacity: .15; top:0px; right:-500px; width:1600px' />

<div class='footnote' style='color:black' >Art: Tallenge <br> Somot's Homebrew |


Page 8 of 14</div>

\page

<div class='wide'>
# Oath of Exploration
F `-` or paladins which take up this oath, the call of the uncharted is their
greatest romance.

They seek boldly new places and cultures, welcoming the strangeness they find
there with vigor and an open heart.

Wherever they go they tend to find themselves welcome. The tenets of their order
make of them pleasant guests.
However their time in a single place is ever short, and they seek the campfire
and a night of stars as often as they seek the hearth of roadside inns.

Paladins of this order are often full of wonderous stories, and many a bard has
been put out in favor of their tales.
</div>

<div style='margin-top:20px'></div>

## Tenets of Exploration
A paladin that takes this oath must carve these tenets into stone in the place
where their journey begins.

---
* **Seek the Unknown.**
Languor not in the comfort of the familiar, but seek ever the wisdom of new
experience.
* **Conquer the Mountain.**
Know that it is not for the mountain to permit your passage, but to challenge it.
Do not be deterred by difficulty in the path.
* **Leave Unspoiled the Trail.**
Take no more than you need from the places that are found, for the path has many
travelers.

<div style='margin-top:10px'></div>

## Channel Divinity
You gain the following Channel Divinity options. See the Sacred Oath class feature
for how Channel Divinity works.

---
* **Aura of Impasse.** As a bonus action, you cause the air surrounding you to
coalesce into an ethereal mire for 1 minute. While the mire persists, creatures of
your choice must expend 2 feet of movement for every 1 foot they move if that
movement takes place within 10 feet of you.

* **Guidance of the Fallen Star.** As an action, you call a starry mote from the
heavens to a point you can see within 30 feet for 1 minute. The mote sheds bright
light for 5 feet, and dim light for an additional 5 feet. The light dispels magical
darkness, and creatures you choose take radiant damage equal to your Charisma
modifier if they start their turn within it. As a bonus action while the mote
persists, you can force a creature you see to make a Wisdom saving throw. On a
failure, it expends all its movement on its next turn moving as close to the mote
as possible. The creature doesn't move into obvious hazards, such as over a cliff
or through lava, and stops if it can't approach any further.

```
```
`-`

<div style='margin-top:-11px'></div>

## Oath Spells
You gain oath spells at the paladin levels listed.
<div class='descriptive' Style='opacity: .75'>
##### Oath Spells
| Paladin Level | Spells |
|:----:|:--------|
| 3rd | Goodberry, Animal Friendship |
| 5th | Darkvision, Pass Without Trace |
| 9th | Haste, Water Breathing |
| 13th | Dimension Door, Fabricate |
| 17th | Teleportation Circle, Wall of Stone |
</div>

## Trailbreaker
At 7th level, you emit a 10 foot aura of path-breaking while you aren't
incapacitated.

Friendly creatures within your aura are unaffected by difficult terrain, and gain a
climb and swim speed equal to their walking speed.

---
*At 18th level, the range of this aura increases to 30 feet.*

## Pathfinder
At 15th level, you gain an uncanny sense for your surroundings.

---
You are always under the effects of the Find Traps and Find the Path spells.

## Avatar of Exploration
At 20th level, the world is open to you.

---
You can cast the spells Plane Shift and Teleport without material components or
expending spellslots.

---
*You can cast each of these spells once using this feature, and must finish a short
or long rest before you can cast them again in this way.*

<img src='https://lh3.googleusercontent.com/pw/AM-
JKLXPHcewl1HrHFhZhkc47iLT4xeX40gHWyn_-
p4i5mIrgt1J6YfKpEJXo8ZmucCSOKPzWSe7ErDQJ_ZKWxTuYcU1y0bxN4CANI0WqouO5pmI3XeUd_iul1LI
F1WBSJ0buDNl_AJauDclRtRTeT8UV79m=w820-no?authuser=0'
style='position:absolute; opacity: .23; top:-170px; right:-0px; width:820px;
height:-px'/>

<div class='footnote' style='color:black' >Art: Rheekyo L <br> Somot's Homebrew |


Page 9 of 14</div>

\page

<div class='wide'>
# Marine Outrider Conclave
Marine Outriders hold fast to the water, and never fear her murky embrace.

To live and to die by the sea is their mantra.


These rangers are known for outswimming fish to catch their breakfast and
bringing sand up from the seafloor to prove their mettle.
A Marine Outrider found ashore is best avoided, for they're almost certainly in
foul temper away from home.
Rarely are such rangers spotted far inland, away from their true love, being
found so only when she is threatened.

</div>

<div style='margin-top:25px'></div>

## Marine Outrider Magic


You learn an additional spell when you reach certain levels in this class, as shown
in the Marine Outrider Spells table. Each spell counts as a ranger spell for you,
but it doesn't count against the number of ranger spells you know.

## Marine Training
At 3rd level, your time in the water has granted you the ability to hold your
breath for up to 10 minutes, and a swimming speed equal to your walking speed.

## Calypso's Call
At 3rd level, when you call to the sea, she calls back to you.

When you lose concentration on a spell granted by this conclave, you can choose to
release control of that spell.
Spells released in this way do not require your concentration, but are also no
longer under your control.

At the end of each of your turns, roll a **d4** and consult the Calypso's Whim
table to see what a released spell does.

## Ocean's Bounty
At 7th level, your hearty lifestyle has granted you a robust disposition.

You gain proficiency in Constitution saving throws. If you already have this
proficiency, you instead gain proficiency in another saving throw of your choice.

---
In addition, when you roll a hit die during a rest to regain hit points, you add
twice your constitution modifier to the result.

<div style='margin-top:100px'></div>

```
```

`-`

<div class='descriptive' Style='opacity: .8'>


### Marine Outrider Spells
| Ranger Level | Spells |
|:----|:--------|
| 3rd | Fog Cloud |
| 5th | Warding Wind |
| 9th | Wall of Water |
| 13th | Control Water |
| 17th | Control Winds |
</div>
## Ebb and Flow
At 11th level, your strikes flow like a river and crash like the tide.
When you deal damage with a weapon attack, you can force your target to make a
Dexterity saving throw against **your spell save DC**.

On a failure, choose an effect from the list below:

- Target is pushed 10ft away by a torrential spray.


- Target is pushed prone by a downforce of spray.
- Spray cuts across the target dealing **2d4** slashing damage.

---
*Once you use this feature, you cannot use it again until the start of your next
turn.*

## Calypso's Cull
At 15th level, the sea welcomes you like her own child.

---
Creatures you designate can choose to ignore the effects of your Marine Outrider
spells.

<div class='wide descriptive' style='position:absolute; top:790px; right:32px;


width:750px; opacity: .85' >
### Calypso's Whim
| Spell | 1 | 2 | 3 | 4 |
|:----|:----|:---|:---|:---|
| Fog Cloud | Spell ends. | Expands 10 feet. | Shrinks 10 feet. | No effect. |
| Warding Wind | Spell ends. | Expands 5 feet. | Shrinks 5 feet. | No effect. |
| Wall of Water | Spell ends. | Wall freezes/melts if frozen. | Wall freezes/melts
if frozen. | No effect. |
| Control Water | Spell ends. | Shifts to next listed mode. | Shifts to previous
listed mode. | No effect. |
| Control Winds | Spell ends. | Shifts to next listed mode. | Shifts to previous
listed mode. | No effect. |
</div>

<img src='https://lh3.googleusercontent.com/pw/AM-
JKLXk00UfevZg_naxXw9P5ZipyOu4mX9_dCTTKNOEV_F4E2X4YNzkShF4eMiDATxY1wvvoL31H_YpKzUs42
YB8LswA8r46zaDYn1_ORs6B8Kql4Bm3aOgK-kIY_-MsLdc3H-db8XE6vWMe3mRZY9Cq_We=w820-no?
authuser=0'
style='position:absolute; opacity: .23; top:-0px; right:-0px; width:820px;
height:-px'/>

<div class='footnote' style='color:black' >Art: Damian Audino <br> Somot's Homebrew


| Page 10 of 14</div>

\page

<div class='wide'>
# Daredevil
Some shy from danger, while others sprint towards it.

Rogues who step through the whirlwind to the center of chaos may find within it's
eye hidden opportunities.
Those that choose this archetype seem weary of the mundane. One more dragon.
Another lich.

Instead they find ways to challenge themselves, always seeking the next obstacle.

The Daredevil's motto might be summed as "Mediocrity is a terrible fate."


</div>

<div style='margin-top:20px'></div>

## Audacious Stance
At 3rd level, you can throw aside all concern for survival to attack fearlessly.

When you are attacked by a creature you can see, you can choose to be hit by it
automatically.
If you do, you can use your reaction to make a weapon attack against that creature
at advantage.

This reaction must be taken before you know whether the triggering attack will hit.

## Daring Nature
At 3rd level, knowledge of a challenge sharpens your mind and enhances your
reflexes.

When you make an ability check or a saving throw that uses your proficiency bonus,
you can add a bonus to the die based on the DC.

---
This feature can be applied to saves and checks that you do not know the difficulty
of.

---
*Once you use this feature, you must finish a short or long rest before you can use
it again.*

<div class='descriptive' style='opacity: .7'>


### Daring Nature Bonus
| Check/Save DC | Bonus |
|:----|:------|
| 15-19 | +1 |
| 20-24 | +2 |
| 25-29 | +3 |
| 30+ | +4 |
</div>

<div style='margin-top:20px'></div>

```
```
`-`

<div style='margin-top:-10px'></div>

## Adrenaline Rush
At 9th level, fear gives you wings.

While you have less than half your maximum hit points and aren't incapacitated, you
can choose to gain temporary hit points equal to **your Constitution modifier +
your proficiency bonus** at the start of each of your turns.

## Trick Shot
At 13th level, you can use outlandish techniques to surprise foes mid-combat.

When you take the attack action on your turn, you can change one of your weapon
attacks into a Trick Shot.

If you do, instead of an attack roll, you make a Charisma (Acrobatics) or Dexterity
(Performance) check against **your target's AC + their proficiency bonus**.

* On a success, you deal damage with your attack as though you had rolled a
critical hit.
* On a failure, you fall prone, your movement becomes 0 until the end of your turn,
and the target of your attack becomes immune to this feature for 24 hours.

---
*Once you use this feature, you cannot use it again until the start of your next
turn.*

## Double-Down
At 17th level, with great risk comes great reward.

* Daring Nature's bonus is increased by **+1** whenever it is applied.


* Adrenaline Rush now grants temporary hit points equal to **your Constitution
modifier + twice your proficiency bonus**.
* When you succeed with Trick Shot, you can immediately attempt another Trick Shot
using a bonus action.

<img src='https://lh3.googleusercontent.com/pw/AM-JKLVuD0Vt-
d0j_lSX3abxqgMVa3WAu2Baw_Z0YdINidRXnJx-
xPbGmXnTfnMK4WybZEvYRisj88ucXLXJgeEoX9KL9wQpJE9amLmohtQNn2d3IfU2Q3t5OBhvNmvVuJ_3D7n
_XWZEo1mWN0GfHETOmaed=w820-no?authuser=0'
style='position:absolute; opacity: .2; top:-60px; right:-0px; width:820px;
height:-px'/>

<div class='footnote' style='color:black' >Art: Alexandr Leskinen <br> Somot's


Homebrew | Page 11 of 14</div>

\page

<div class='wide'>
# Twin Soul Origin
Your body houses two souls.
Sometimes when a soul departs at a very young age it cannot find its way to the
astral plane.
They may seek refuge in the bodies of those they were closest to in life.
Children that are twins are especially vulnerable to this phenomena.

In the case that either or both children possessed an innate talent for magic, the
twin-soul's potential is increased by an order of magnitude.
It is unfortunate then, that most of these children seem to go mad, and are often
seen speaking to the air at their side as though the spirit of their dead sibling
speaks to them still...
</div>
<div style='margin-top:0px'></div>

## Familial Spirit
At 1st level, the soul of your twin manifests as a spirit while you aren't
incapacitated.

The spirit is your size, but otherwise you determine its appearance.
It counts as a creature, but can pass through non-magic obstacles at will and
doesn't prevent objects or creatures from moving through its space.

The spirit is silent and invisible except to you, creatures with truesight, and the
undead.
It uses your stats and features, except it has a STR of 1, a fly speed equal to
your walk speed, and cannot regain hit points.

---
The spirit is friendly and obeys your commands to the best of its ability, unless
those commands could harm yourself.

It takes its turn on your initiative, and has access to any actions that would
reasonably be available to you, as well as being able to teleport to your space as
a bonus action.
If the spirit casts a spell, it consumes any necessary resources from you, such as
spell slots, components, and uses of features.

At the end of your turn, if the spirit is more than 30 feet from you, it disappears
and reappears in your own space.

---
When the spirit takes an action that could be reasonably detected by another
creature, that creature can make an Investigation or Perception check contested by
the spirit's Stealth to locate the source of that action.

If the spirit is reduced to 0 hit points it disappears. You then take psychic
damage equal to your level and gain a level in the exhaustion condition.

The spirit reappears each dawn with full hit points.

## Quiet Study
Starting at 1st level, your twin learns additional spells when you reach certain
levels in this class.

At each level listed on the Spirit Spells table, select a spell of the specified
level from the Wizard spell list for the spirit to learn.
These spells count as sorcerer spells for the spirit.

<div style='opacity: .8'>


### Spirit Spells
| Sorcerer Level | Spell Level |
|:----|:----|
| 1st | 1st |
| 3rd | 2nd |
| 5th | 3rd |
| 7th | 4th |
| 9th | 5th |
</div>
```
```

`-`

<div style='margin-top:-25px'></div>

## Independence
At 6th level, your twin gains a little independence.

The spirit is now only forced back to your space if your turn ends and it is more
than 60 feet away, or when reduced to 0hp.
The spirit can manifest and travel up to a mile from you while you sleep, but
cannot travel to other planes.

---
Choose a language that you do not have proficiency in.
The spirit gains proficiency in that language.

## Autonomy
At 14th level, your twin gains additional autonomy.

The spirit is now only forced back to your space if your turn ends and it is more
than 120 feet away, or when reduced to 0hp.
The spirit can manifest and travel up to 10 miles from you while you sleep, but
cannot travel to other planes.

---
Choose a tool that you do not have proficiency in.
The spirit gains proficiency with that tool.

## Actualization
At 18th level, your twin achieves full independence.

The spirit is now only forced back to your space if your turn ends and it is more
than 300 feet away, or when reduced to 0hp.
The spirit can manifest and travel any distance from you while you sleep, but
cannot travel to other planes.

---
Choose one of the spirit's skill or tool proficiencies.
The spirit gains expertise with that skill or tool.

---
As an action, the spirit can focus its will to fully manifest, becoming corporeal,
audible, and visible until the next dawn.

In this form the spirit can travel any distance from you without restriction, gains
a Strength score equal to your Charisma, and occupies its space. However, it no
longer has a fly speed or the ability to pass through obstacles or creatures.

The spirit must concentrate to maintain this form, as though concentrating on a


spell.

---
*If the spirit loses concentration, it can't manifest as corporeal again until the
next dawn.*

<img src='https://lh3.googleusercontent.com/pw/AM-JKLW-
bUzfLJAuqx2oHnRW2D3p_SxJNJmX0HwmeuHVT5tN0-
MZQ79LVHzipK8Ndc9pQEsTcLk3fOybjsON4LDS5eYk1Mi8iujR18BadwPPibdAlaihsvovJqajZm5ZMF_Iz
H1WlEMLSP59BGlfeT1oP24B=w860-no?authuser=0'
style='position:absolute; opacity: .3; top:-370px; right:-40px; width:860px;'/>

<div class='footnote' style='color:black' >Art: Joshua Hutchinson <br> Somot's


Homebrew | Page 12 of 14</div>

\page

<div class='wide'>
# Tao Patron
The great Tao flows everywhere, both to the left and to the right.
The ten-thousand things depend upon it; yet it holds nothing back.
It fulfills its purpose silently, and when merits are accomplished it lays no claim
to them.
It loves and nourishes all things, yet it does not lord it over them.
It does not show greatness, and is thus truly great.

---
Your patron is a being of karmic manifestation, of will and meaning. Such beings
can be as capricious as the wind, or as unchanging as the mountains. Perhaps
typical of most deities, Tao patrons tend to seek very little that would seem
valuable to mortals. As often as not trading gems for pebbles, or power for poems
and thoughts.
</div>

<div style='margin-top:20px'></div>

## Taoist Spells
Starting at 1st level, your connection to the Tao allows you to choose from an
expanded list of spells when you learn a warlock spell. The following spells are
added to the warlock spell list for you.

<div class='descriptive' style='opacity: .8'>


### Tao Expanded Spells
| Spell Level | Spells |
|:----:|:-------------|
| 1st | Shield of Faith, Tasha's Hideous Laughter |
| 2nd | Calm Emotions, Silence |
| 3rd | Aura of Vitality, Crusader's Mantle |
| 4th | Aura of Purity, Private Sanctum |
| 5th | Awaken, Holy Weapon |
</div>

## Harmonious Nature
At 1st level, your harmonious disposition grants you peace and calm in all
situations.

You gain proficiency in the insight skill.

If you already have this proficiency, you gain proficiency in another Wisdom skill
of your choice.

---
In addition, you have advantage on saving throws against effects that cause the
charmed or frightened conditions.
## Sublime Realization
At 1st level, you can offer sublime understanding to those who are lost.

When a creature that you can see becomes charmed or frightened, you can use your
reaction to force that creature to make a Charisma saving throw against **your
spell save DC**.

On a failure, the creature becomes charmed or frightened of everyone and


everything.

---
*Once you use this reaction, you can't use it again until you finish a short or
long rest.*

```
```
`-`

<div style='margin-top:-10px'></div>

## Karma, Manifested
At 6th level, you become the righteous avatar of karma.

When you hit a creature with a melee attack, you can cause your attack to deal no
damage.

If you do, you instead force that creature to suffer the effects of a single action
that you have seen that creature use in the past hour.

The target automatically fails the first saving throw this feature inflicts, if
any. Damage and conditions dealt by this feature bypass resistances and immunities,
and use the affected creature's own modifiers and features.

---
*Once you use this feature, you can't use it again until you finish a short or long
rest.*

## Voices of Torrents
At 10th level, your taoist platitudes calm your allies and annoy your enemies.

When you or a creature you see makes a concentration check, you can use your
reaction to add or subtract your Charisma modifier from the result, potentially
changing the outcome.

---
*Once you use this reaction, you can't use it again until you finish a short or
long rest.*

## Here and Now


At 14th level, you greet each moment with tranquility and exuberance.

* You have resistance to all damage and immunity to all conditions until you cause
damage to a target or force a target to make a saving throw.
* You understand all spoken language until you communicate to another creature.
* You have a +5 bonus to all passive ability checks until you make an active
ability check.
---
You regain any lost benefits of this feature when you finish a long rest.

<img src='https://lh3.googleusercontent.com/pw/AM-JKLXzDKZ3dh5Ey-
z1JC3hzyUoskinXdA5DdWgPll0L2yedtqFpYFGri68HlJeY0iQ7LvExQM5BxQF11Zv4TYa6MliwLXlkKJmW
Kx3UxzlF3manBKL9ZxGZSNXyfrGaXQCm6iSot-NnL_9dE2TeGBkhXmo=h1060-no?authuser=0'
style='position:absolute; opacity:.17; top:-0px; right:-300px; width:-px;
height:1060px'/>

<div class='footnote' style='color:black' >Art:


Francell Garrote <br> Somot's Homebrew | Page 13 of 14</div>

\page

<div class='wide'>
# School of Vocation
Often misheard as the school of Evocation, and often dismissed as "Hedge Magic" or
"Hamlet Wizardry", practitioners of vocational magicks are perhaps the most
underappreciated casters of the schools of wizardry.

Typically these are young men and women that must study on their own time, often
between work and too little sleep.
There is no official college for the school of vocation, but tomes teaching the
stuff always seem to mysteriously find their way into the hands of the poor, yet
determined.

Wizards of the school of vocation focus on practical magicks one uses in everyday
life, and those spells that might aid their families and local communities.
</div>

<div style='margin-top:0px'></div>

## Prudent Studies
Beginning when you select this school at 2nd level, the gold and time you must
spend to copy a spell that has no material component requirements into your
spellbook is halved.

## Practical Application
At 2nd level, you've discovered supplemental methods of casting your most used
spells.

When you cast a spell of 5th level or lower which effects do not include dealing
damage, inflicting a condition, or summoning a creature, you can choose not to
consume a spell slot.

---
*You can use this feature twice, and regain all expended uses after finishing a
long rest.*

## Usual Suspects
At 6th level, your familiarity with helping your fellows allows you to stretch your
spells further than normal.
When you cast a spell which targets yourself or an allied creature, you can target
a second allied creature with that same spellcast, provided they meet the spell's
targeting requirements.

Spells that require your concentration and last at least 1 minute are reduced in
duration as detailed on the Spell Durations table.

---
*You can use this feature twice, and regain all expended uses after finishing a
long rest.*

<div style='margin-top:50px'></div>

<div class='position:absolute, wide, descriptive' style='opacity: .7; top:-0px;


right:-0px; width:690px; height:-px'>
### Spell Durations
| Original Duration | Reduced Duration | Increased Duration |
|:----|:---|:---|
| 1 round | N/A | 1 minute |
| 1 minute | 1 round | 10 minutes |
| 10 minutes | 1 minute | 1 hour |
| 1 hour | 10 minutes | 8 hours |
| 8 hours | 1 hour | 24 hours |
| 24+ hours | 8 hours | Permanent |
| Permanent | 24 hours | N/A |
</div>

```
```
`-`

<div style='margin-top:-26px'></div>

## Material Economics
At 10th level, you've developed ways of preserving precious materials for an
additional use.

When a spell cast requires a material to be consumed, you can attempt to prevent
the spell from consuming that material.

Roll a **d10**. On a result of **1**, the material is consumed as normal, otherwise


it is preserved for future use.

---
*Once you use this feature, you must finish a long rest before you can use it
again.*

## Enduring Benefits
At 14th level,
When you cast a spell of 1st level or higher with a duration of at least 1 round,
you can increase that spell's duration as detailed in the Spell Durations table.

---
In cases where both a reduced spell duration from Usual Suspects and this feature's
duration increase are applied, the effects negate each other, and the spell retains
its original duration.

---
*Once you use this feature, you must finish a long rest before you can use it
again.*

<img src='https://lh3.googleusercontent.com/pw/AM-
JKLUyOnqFLj__rcD_9jLAbtB4ms1Npmo6BGWps_yn6gfgaYCxu1rp_KJFRHG0UPnZq7N-
f0sCybiKBKEj0fTlgoxc8ZGjSPhGgdiXCKynud8xsDXj9e9IH5XKtlGRR6LHa9ZabqeR0QB-
t_ipZfiPKdWY=w860-no?authuser=0'
style='position:absolute; opacity: .23; top:-100px; right:-0px; width:860px;
height:-px'/>

<div class='footnote' style='color:black' >Art: Gabriel Romann <br> Somot's


Homebrew | Page 14 of 14</div>

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