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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 gain proficiency 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 Thanks to /the singular anyone fr the very halpfel Photoshop template See more af his wore at warock omebrewlogspotom

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