ARCANE TRADITIONS
‘The study of wizaedry goes back to times before recorded history. AS
ssizardastucied magi, they broke down wha the learned into
Aliflerent schools, Each schol focuses on a diferent aspect of mage
And eac school altracseiflerent stents who study
SCHOOL OF BATTLE
‘Members of the Schoo of Bate are not content spe
ing ei ves
reading dasy tomes. Instead, they se their magical teachin
increase their abilities and transform themselves fom fra ghters
toatl terrors.
Force OF MIND
Beginning when you slect this school at 2d level, whenever you
snake a weapon attack roll agains a target, you can replace Yor
‘Strength or Dexterity modier with your Ineligence modifier, You
‘ant do this forthe damage modifier.
In addition, you gain prsieieny wih al imple melee weapons,
‘0 melee marta weapon of your choice, and shields However,
neither a weapon nora shied ca be a substitute or an arcane Fess,
MAGICAL WEAPON
Stating at 2 eve, sou learn howto channel he fcceof magic ito
sour blows, Asa bonus action, you can expend a Ist eve pel lotto
‘charge sur weapon with acca porte. Your next weapon attack
‘will deal an addton 1 force damage. You can expe a higher level
spell lt, increasing a damage by 148 for each slot above Ist eve
ESSENCE SHIELD
‘Stating at 6th eel, you can use a reaction to give yourself temporary
heath By expending a spell ot you gun temporary health equal |
10x spell slot evel + your inleligence mesifer.
EXTRA ATIACK
‘Beginning at 10th ert, you cana
ack twice instead of once when
you taketh Attack action on your tua,
SPELLWEAVE
‘Starting at 14th level, you learn how to weave spells into your at
you land a hit onan ene you can cast spell rom yout spel
instead of taking a second attack. You must expend a spel slot equal
to the level you are easing the spel andthe spell must target or be
‘centered onthe target yo bit
You may us this feature upto tee before you must ake along
rest, but oly onee er turn.RANGER ARCHETYPE
Rangers have many expressions rm the ioonie Hunter and est
Master ta esse known ones, such asthe Shadow Walker
SHADOW WALKER
Rangers who follow the Shadow Walker archetype thrive on the
hao of atte. Rosin trough the fight thee enemies arent sure
Whether the rangers wreaking havoc on roth distance o direety
lchind them. A ranger ho follows inthe steps of the Shadow Walker
‘an manipulate the balled, proverbial one man army
‘SHADOW IMAGE
Starting at elev soucan summon a ghostly image of ourself
within 5 feet of youve a «bonus action. This image loks exactly
ike you ar the moment sou summon tats otwiusl ethereal,
host, barely obstructing ison All attacks aimed atthe shadow go
trough the ethereal beng, You must remain within 100 feet of your
shadow or it vanishes, Otherwise this shadow lass wo dispelled
‘oc for one minut. You ean only hive one shadow present ata tne
Although stationary. the shadow vill mimic your actions Each ime
‘ou artaek an ener your shadow wil ls launch an atack atthe
Same target iin range. If the target is nti ange, sour shadow
attacks the nearest ene You must ole an attack roe for your
‘tudo ing your attack meses. your shadows, tells half
ts weapon's damage die anda half ofthe relevant moxie
DISPLACEMENT
Begins
By sing this ability you take the place of your ghost if
shadow appeaes at your previous location,
Once you use this feture, you cannot use it agin uti you take
Dupuicity
Staring at 11th eval you gain the ability to sunmon and maintain
to shadows, Each shadow behaves the same as defined in
Shadow nage
‘SHADOW ASSAULT
AC 15th lve. your shadows become relentless, Asan action, you ca
havea shadow explode into.a mass of dark era dealing 6410
erotic damage tall eneaesina 5 foot aus
stadow position
‘Once you use this feature, you cannot reuse until you fish
long rest.Way OF THE KENSAI
For some monks, personal enlightenment
‘comes in the form of utter devotion to a cause.
They express their devotion by dedicating
themselves to the mastery of a single weapon.
They pour their souls into their study, and in
this study they find perfect harmony through
the mastery of their tool.
SIGNATURE WEAPON
‘Asa Kensai, you're trained in every weapon.
However, you've chosen one weapon in
particular to make your own. Starting at 3%
level, select one weapon as your Signature
Weapon. You gain proficiency with this
weapon, but lose proficiency with all others.
You must spend one full day in meditation in
order to bond with this weapon. As long as the
‘weapon is in your hands, itis treated as a +1
magical weapon. At 10" level, the Signature
‘Weapon is treated as a +2 magical weapon. At
15" level, itis treated as a +3 magical weapon.
Ifthe weapon breaks, ors lost, or can
‘otherwise not be used, you must find a weapon
of the same type, and undergo the bonding
process again,
KI PROJECTION
Your mere presence is sometimes enough to
overwhelm others. At 6" level, you can spend 1
ki point to gain advantage on your next
Deception, Intimidation, Investigation, or
Persuasion check
Kiall
You let out a startling shout and emit a
terrifying aura that sends enemies scrambling
away. At 11" level, you can spend 2 ki point to
take an action to exude an Aura of Fear ina 30
foot radius around you. All enemies caught
within the Aura must make a Wisdom saving
throw or be frightened of you for 1 minute or
until they take damage.
Kiai DC = 8 + your proficiency bonus + your Wisdom.
modifier
WARLORD'S CRY
Your powerful presence boost the morale of
your friends. At 17" level, you can spend 3 ki
points to give all allies within 30 feet of you
advantage on attack rolls and saving throws and
immunity to fear effects for one minute.
Once you use this feature, you must finish a
long rest before using it again.Tue Kinc's Army:
MITHRIL GUARD
‘The Mithril Guard is known throughout the kingdom. The
personal bodyguards of the king, they follow His Majesty to
all destinations, a fearsome and deadly entourage. Little is
known about these guards, except that they are deadly
warriors who are loyal only to the King.
Birthright. The men and women who make up the
Mithril Guard are chosen at birth. Their growth is carefully
‘watched, and ifthe Overseers deem their parents unfit, the
children are taken, Once they reach the age of ten, these
young children begin training which will last them ten
years, during which their bodies and minds will be earved
into the perfect king’s guard
Well Travelled. Every guard travels throughout the
kingdom during his training. He spends times amongst the
dwarves and the elves, earning their language and their
culture, not to be closer tothe King’s subjects, but so they
can think like potential enemies ofthe King. A Mithril
Guard has memorized the layout ofthe land and is never
lost inside the King’s lands.
BoltNine Homebrew
‘Special Equipment. The Mithril Guard gets its name
from the dull green glow oftheir full plate armor and their
leat swords. The common people whisper, attributing the
slow to magic, others saying that the glow is a visualization
of the
that their armor and weaponry is specially crafted. The
special powers of mithril gems are refined and transposed
to the weapons and armor of the guard, making his armor
power. The truth, known only toa select few, is that
stronger and his weapons hit harder. The aftereffect ofthis
special treatment process is the dull green glow ever-
present on every Mithril Guard,
MiTHRIL GUARD
Medium humanoid (human), any alignment
Armor Class 18 (ful plate)
Hit Points 127 (1110+ 66)
Speed 304.
STR DEX CON INT WIS CHA
PMS 271230
65) 62) 46) 6) G0)
‘Skills Athletics +5, Intimidation +6
Senses passive Perception 15
Languages Common, Dwarven, Elven
Challenge 9 (5,000 XP)
‘Magic Armor. The guard's armor is imbued with small mithrl
gems, making resistant o all magic effect, such 9s heat
metal
Indomitable. The guard is unable tobe intimidated.
AcTIONS
‘Matiattack. The guard can attack three times wi
‘sword. He can use Sweeping Strike or Tripping
‘of one ofthe atacks, but not both in the same turn,
Great Sword, Melee Weapon Attack: +11 to hit reach 5 ft, one
target. Hit: 12 (1d12 +5) piercing damage plus 3 (146) force
damage,
‘Sweeping Strike (Recharge 6). The guard delivers a sweeping
area of eflect blow. On the next weapon attack, the guard
‘makes an attack roll against all enemies within range, dealing
damage tall argets he his,
ripping Attack (Recharge 4). The guar chooses one
creature within 5 feet oft and delivers a devastating blow
aimed at knocking the target down. The guard makes a
‘weapon attack rll, and on a successful hi the targeted
ereature must pass a DC 16 Dexterity saving throw or be
"knocked prone.
Image by http//mabuartleviantart.com/THE Kinc's ARMY:
WYVERN RIDER
‘Though only few in number, wyvern riders are known
throughout the kingdom. Always on the back oftheir
{rusted companions, they can be seen darting through the
sky, doing the King's bidding quickly and efficiently.
Chosen, The art of wyvern taming and riding is a
closely guartiing secretin the kingdom. Once every five
years, al the halfelves in the kingdom are inspected by an
Overseer. Ifthe Overseer sees potential in the young half
elf, they are presented with a wyvern egg. If the egg hatches
before a year has passed, they are accepted as a future
‘wyvern rider and trained, alongside their wyvern, to be
vassals of the King,
Two Bodies, One Mind. The wyvern rider bonds with,
her wyvern on a raw, magical level. Since the moment of
the wyvern’s birth, the future rider is tasked with raising.
and caring for the creature until it matures, Through this
multiyear process, the two bond and become inseparable,
both on and off the battlefield. Those unlucky riders who
lost their wyverns, known as last riders, fly into an
inconsolable rage, killing everything in their sight. The only
escape that has been found for these lost riders is death,
and they are killed quickly before they do irreparable harm
to the kingdom,
WYVERN RIDER
Medium ttumanoid (hatte, any alignment
‘Armor Class 17 (stuided leather)
HitPoints 145 (1748 + 68)
Speed 30
‘STR DEX CON INT WIS CHA
i a sc ry
(3) 5) 2) 2) 0)
‘Saving Throws Dexterity “11, Wisdom +8
‘Skills Acrobatics +11, Animal Handling +8, Perception ~8
Senses passive Perception 16
Languages Common, Elvish
Challenge 9 (5.000 XP)
Bond of Beast and Man. While within 10 feet of his wyvern,
the wyvern rider has advantage on all Deatrity and Charisma
saving throws,
Feral Protector. Ifthe rider's wyvern has taken damage inthe
‘same round, the riders nex attack rll has advantage
Rage of Loss. the rider's wyvern dies, the rider can
‘ne additional antack per round, with ll attacks gaining
advantage. She targets all reatures, friends or foes, and will
continue until her wyvern returns to life or she is killed.
Mark ofthe Beast. The wyvern rider can east the spell
Inunter’s markas a bonus action, giving both her and her
veyvern the henfits ofthe spell
he
ACTIONS
‘Maltiatack. The rider can attack tice with her lance and
‘ice with her whip in one round,
Lance. Melee Weapon Attack: +9 to it, reach 10, one target.
Hic 9 (1d12+ 3) piercing damage. The rider has disadvantage
‘on all attack rolls against target 5 fet asa.
Whip. Melee Weapon Auack:+1 to hit, each 10 ft, one
target. Hi: 7 (1d +5) slashing damage
Bellies Homebrew:CIVILIZATION DOMAIN
A cleric rallies the populace of the town after a deva
ating
dlisaster left them leaderless, The
ain ofthe guard uses
divine magic to catch a burglar inthe act. A ord calls on divine
Aid to repel the hordes besieging his city
Gods of Ci
lization —including Amaunator, Erastil, and
Athena— concer themselves with the ideals of communities
‘and laws. They oversee the construction of towns, cites, and
‘empires. Clerics of Civilization can be leaders of small villages
‘or spraying metropolises, or they can be pioneers, helping
to tame the wilds that lay beyond the safety of eivilzation,
Followers of Civilization gods gather in grand eathed
‘marvelous works of art and
ichitecture all to their own, oF
‘small churchs that have become the centers of villages and
towns, establishing a strong bond of community
Civilization Domain Spetts
Cleric Level Spells
1st comprehend languages, unseen servant
3rd suggestion, warding bond
sth glyph of warding, leomund’s tiny hut
Tth fabricate, mordenkainen’s private sanctum
‘Oth commune with civilization, geas
BONUS PROFICIENCIES
At Ist level, you gain proficiency in two Tools of your choice
You also
proficiency in one ofthe following skills of your
choice: Persuasion, Investigation, or History
DIVINE CARTOGRAPHY
At Istlevel, you are able to sense the auras of nations and
empires. You are innately aware of the de jure ruling nation,
any de facto areas of control within said nation, and that
nation's ruler anywhere you are. As a bonus action, you detect
the direetion and distance of the nearest de jure border.
DIVINITY: SHARED BURDEN
Starting at 2nd level, you can use your Channel Divinity to
ease the burden of one ally by sharing it amongst m
Asa reaction, when an ally within 45 feet of you takes
damage, you can use your Channel Divinity to divide the
damage equally between the target, yourself, and any allies
within 10 fe
of you. Ifthe damage cannot be divided equally,
round down, then apply the remainder of the damage to yoursel.
CHANNEL DIVINITY: FLAGBEARER
Starting at 6th level, you carry the flag of your civilization
Wherever you go, exerting and expanding the influence of
your culture in any environment.
As an action, you can use your Channel Divinity to plant a
Divine Flag in
Di
sn unoccupied space within § feet of you. The
ne Flag i 10 feet tall Medium obsect, with 8 hitpoints
‘and 15 AC, which bears the symbol of your nation, religion, ot
personal heraldry,
‘When you place a Divine Flag, choose one ofthe following
effects. Unless specified, the Divine Flags effect lasts for 1
hour. oF until dispelled as an action.
Givilize. Ali within 30 feet ofthe Divine Flag gain the
effects of bless. This area is also counted as. civilized area,
Rally Point. Ail alies that can see the Divine Flag have
double moven
nt speed when moving towards it, and
Attacks of Opportunity against this movement have disadvantage
DIVINE STRIKE
At Sth level, you gain the
lity to infuse your weapon strikes
‘with divine energy. Onee on each of your turns when you hit
‘a creature with a weapon attack, ou can cause the attack to
deal an extra 1d6 damage of the same type dealt by the weapon
tothe target. Ifyou are in a civilized area, add your Wiselom
‘motifier to this bonus. When you reach 14th level, the extra
damage increases to 246,
BANNER RLORD
level, our Divine Flag gains increased power
sand new abilities,
Fe
damage, as well as slashing, piercing and ludgeoning damage
ir Divine Flag gains damage immu
against radiant
from nonmagical weapons. It also has 18 hitpoints and 19 AC.
‘When you place a Divine Flag, you can now also choose
fone ofthe following effects
Colonization. The Divine Flag becomes the portal toa
mordenkainen's magnificent mansion for 12 hours, of anti
dispelled as an action
‘Morale. Al alles that can see the Divine Flag gainproficiency with saving throws, if they already have
proficiency ina saving throw, they gain advantage in that
saving throw instead,
Demoralize. All enemies that can see the Dis
Flag
‘must succeed a Wisdom saving throw or become Frightened.
an enemy succeeds, each attack roll they make while they
ean see the Divine Flag is reduced by 144.
Resistance. Choose a damage type. All allies within sight
ofthe Divine Flag have resistance against that damage type.
Final Stand, All allies within 10 feet of the Divine Flag have
advantage on all rolls. Once the effect is over, al alles affected
hhave disadvantage on all rolls for 7 days. This effec lasts for
‘number of rounds equal to your Wisdom modifler. Once you
jot use it again for 30 days.
COMMUNE WITH CIVILIZATION
Sih-level divination (tual)
Casting Time: 1
Range: Self
‘Components: VS
Duration: Instantaneous
You briefly become one with civilization and gain knowledge
of the surrounding territory. Ina efvilized area, the spell gives
‘you knowlerlge ofthe area within 3 miles of you. The spel
docsrit function where there is ne construction, such asin
the wilderness.
You instantly gain knowledge of up to three facts of your
choise about any ofthe following subjects as they relate to
the area
+ road layout and landmarks
+ prevalent goods, services factions, or cult
+ power celestial, fey. fends, elementals, or undead
+ influence from other planes of existence
+ building type of your choice
For example, you could determine the fastest route to the
city center the local popular foods, and the locations of any
blacksmiths in the area,
Artbyen Zee
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