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Character Archetypes

DnD 5th edition

Introduction: Just few more builds for different Characters

This is test.

by Stevan Grbic

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Cleric Domains
Choose one domain related to your deity: Moon, Love. Each domain is detailed at the end of the class
description, and each one provides examples of gods associated with it. Your choice grants you domain spells
and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity
when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Domain Spells
Each domain has a list of spells—its domain spells— that you gain at the cleric levels noted in the domain
description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number
of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the
spell is nonetheless a cleric spell for you.

In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s
domain. All the dom ains over w hich a deity has influence are called the deity’s portfolio. For example, the
portfolio of the Greek god Apollo includes the dom ains of Knowledge, Life, and Light. As a cleric, you choose
one aspect of your deity’s portfolio to emphasize, and you are granted pow ers related to that domain.

Divine Domains
Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be
worshiped in one region as Phoebus (“radiant”) Apollo, emphasizing his influence over the Light domain, and in
a different place as A pollo Acesius (“healing”), emphasizing his association with the Life domain. Alternatively,
your choice of domain could simply be a matter of personal preference, the aspect o f the deity that appeals to
you most.

Each domain’s description gives examples of deities who have influence over that domain. Gods are included
from the worlds of the Forgotten Realms, Greyhawk, Dragonlance, and Eberron campaign settings, as well as
from the Celtic, Greek, Norse, and Egyptian pantheons of antiquity.

Moon Domain
Gods, spirits, demigods of the moon value aspects of light and shadows. Some teach it followers to be cloaked
in both shadows and darkness and to aspire to fight great enemies in the wild. Followers travel in order to root
out things hiding in the dark and protecting those who lose themselves in the darkness.

Moon Domain spells


Cleric Level Spells

1st Silent Image, Long Strider

3rd Moon Beam, Darkness

5th Daylight, Invisibility

7th Control Water, Dominate Beast

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9th Awaken, Dream

Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with Martial Weapons.

Blessing of the Moon


Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than
yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this
feature again.

Channel Divinity: Moonlight Form


Starting at 2nd level, you can use your Channel Divinity to magically assume the shape of a beast (only night
based) that you have seen before.
Your cleric level determines the beast you can transform into, as shown in the table below. At 2nd level, for
example you can transform into any night time beast that has challenge rating of ¼ or lower that does not have
a flying or swimming speed.

Beast Shapes
Level Max CR Limitations Example

1st 1/4 No flying or swimming speed Wolf

4th 1/2 No flying speed Python

8th 1 Giant Owl

Channel Divinity: Moon Avenger


Starting at 6th level, you can use your Channel Divinity as a bonus action to shroud yourself in shadows
granting you abilities to take on a shadowy form. This new form lasts 1 minute, while form is active you gain +2
to Armor Class, You gain resistance from slashing, piercing and bludgeoning damage from non-magical
sources, you gain Extra attack, and you can’t cast spells while in this form.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns
when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the
same type dealt by the weapon to the target. W hen you reach 14th level, the extra damage increases to 2d8.

Moon Avatar
At 17th level, your Moon Avenger form lasts 1 hour or until you transform back yourself, You gain the ability to
cast spells while in Moon Form, you count as invisible and your weapon count as magical for overcoming
weapon attacks.

Love Domain
Although domains of war, life, knowledge it may be at times necessary to have one person come along and fight
to protect one of most hated and adored aspects of mortal ideal. It is of course Love. At times this aspect is
taken by gods of life, nature but it may perhaps be just and concept personified granting cleric powers.
Followers travel the world in hope to bring love to those who need it.

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Love Domain spells
Cleric Level Spells

1st Charm Person, Comprehend Languages

3rd Suggestion, Detect Thoughts

5th Tongues, Hypnotic Patern

7th Mordenkainen’s Private Sanctum, Confusion

9th Dominate Person, Seeming

CONTINUE

Spider Domain
The Spider Domain is Lolth's domain for clerics. You must be a female drow who worships Lolth to use this
domain's features. The female clergy is ruling class in domain of the drow and their communication with the
spider goddess is central in ways the drow society moves. This is represented in ways the spells and powers
are granted.

Spider Domain spells


Cleric Level Spells

1st Dissonant Whispers, Faerie Fire

3rd Web, Detect Thoughts

5th Fear, Hunger of Hadar

7th Evard's Black Tentacles, Giant Insect

9th Contact Other Plane, Insect Plague

Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with Heavy Armor and Whip.

Spider Whisperers
Starting when you choose this domain at 1st level, you can use spend an action and cast speak with animals on
any spider (not other animals). You may use this ability number of times equal to your Charisma Bonus.

Channel Divinity: Spider Call


Starting at 2nd level, you can use your Channel Divinity to cast conjure animals, but only spiders, giant spiders
and spider swarms. Spell is cast with spell slot level 2, the spell slot becomes level 3 when you reach level 7.

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Priestess of Lolth
Starting at 6th level, the cleric gains a special spider-like dagger. It can be used as a holy symbol. It counts as a
magical weapon for the purpose of overcoming resistances. At 8th level, you get +1 to attack rolls and damage
rolls with that weapon. At 10th level, you get +2 on attack rolls and damage rolls with that weapon. At 15th level,
you get +3 to attack rolls and damage rolls with that weapon. Other than that, it's just has the normal dagger
statistics.

High Priestess of Lolth


Starting at 8th level, you get a magical snake whip. It counts as a magical weapon. At 10th level, you get +1 to
attack rolls and damage rolls with this weapon. At 13th level, you get +2 to attack rolls and damage with this
weapon. At 17th level, you get +3 to attack rolls and damage rolls with this weapon. It deals 1d4 piercing
damage and the target needs to make a DC 20 saving throw. If they fail, they take 2d6 poison damage, or half
as much if they succeed. Other than that, it's a normal whip. The whip has 1d6 heads.

Matron Mother
At 17th level, you gain highest honor of the drow society and that is to start at the bottom by becoming a full
fledged matron mother of your own house. This grants you more freedom to do what your ambition desires and
you gain the ability to create driders. Once each day you may commune with your goddess, and determine if
you have a favor (DM’s decision for good/bad roleplaying) if you have favour add 1d6 to your saves, skill
checks, attacks, and your spell save DC each each time you cast a spell. If you do not have favour you must re
attain it before anyone learns you don’t have it.

Martial Archetypes
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you
choose to emulate reflects your approach.

Thayan Knight
While the Red Wizards of Thay are not opposed to blasting their opponents with deadly spells or shredding the
minds of their enemies with dark magic, there are times when they need protectors who have mastered the art
of swordplay. These protectors are Thayan Knights, familiar with magic and loyal to none but the tattooed
mages.

The Thayan Knights act as bodyguards and enforcers for the Red Wizards. They lead common troops into battle
and help guard the wizard enclaves. Although they are referred as knights they have no code of conduct, and
only rule that binds them is that their lives are worth nothing compared to the safety of the Red Wizards.

Special: To become Thayan knight your character must already be a fighter sworn in service of the Red
Wizards. You also must be human, and must have non good alignment.

Zulkir’s Favor
Beginning when you choose this archetype at 3rd level, your character has a long and painful tattooing ritual
done on the back or his forehead, Magical tattoo allows you as a Reaction to gain advantage to a save against a
spell that will take effect on you. You may use this ability again after you finish a short or long rest.
Special: If you are a target of red wizards charm spell you save with a disadvantage and you may not use this
ability against any Red Wizard.

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Zulkir’s Defender
Starting at 7th level, you fight better when allies of Thay are attacked in your presence. Whenever a creature
attacks either you or a Red Wizard of Thay you gain an advantage to attacks against that creature until
beginning of it’s next turn.

Final Stand
Starting at 10th Level, when you spend a healing surge you give that much Hit Points as temporary hit points to
every ally within 60 feet that can see you. This bonus lasts 10 minutes or until its depleted.

Horrors of Thay
Staring at 15th Level, you have spent much time within the Red Wizard’s lands and you have seen many of
horrors this place has to offer. You are so jaded that from now on you have an advantage on saves against fear.
And you become proficient in Wisdom saving throw.

Zulkirs Champion
At 18th Level, you gain tatoo over your entire face signifying your devotion to the Red Wizards. Whenever you
fail a save against a spell you may reroll same dice and keep the new result. You may use this ability again after
you finish a short or long rest.
Special: If you are a target of red wizards charm spell you save with a disadvantage and you may not use this
ability against any Red Wizard.

Weapon Master
While most warriors are fantastically good fighters, Weapon masters are masters of a single weapon to a level
above any other. They are most dangerous while using their own weapon but may be at severe disadvantage if
for some reason weapon master is without its chosen weapon.
Special requirement: To qualify for this class you must have at least 13+ Dexterity and Intelligence.

Weapon Mastery
Beginning when you choose this archetype at 3rd level, you chose a specific weapon (example: Long sword or
Battleaxe or Longbow etc.) and you become a master with chosen weapon and you may use your new Weapon
Mastery Points to enhance your fighting ability. You also gain Mastery Maneuvers which you choose from the list
below. You can use only one Mastery Maneuver per attack.

Mastery Maneuvers. You learn three Mastery Maneuvers of your choice, which are detailed in a list below. You
can use only one Mastery Maneuver per attack.
You learn one additional maneuver at 7th,10th and 15th level. Each time you learn new Mastery Maneuvers, you
can replace one maneuver you know with different one.
Weapon Mastery Points. You have four Weapon Mastery Points. A Weapon Mastery Point is expanded when
you use it. You regain all of your expanded Weapon Mastery Points when you finish a short or long rest.
You gain another Weapon Mastery Point at 7th level and one more at 15th level.
Saving Throws. Some of your Mastery Maneuvers require your target to make a saving throw to resist the
maneuver effect. The saving throw DC is calculated as follows:
Mastery Maneuvers save DC = 8+ your proficiency bonus + your strength or Dexterity modifier (your choice)

Weapon exclusivity
At 3rd level, you gain exclusive feel with your chosen weapon gaining +1 to attack and damage rolls, but you
gain -2 to attack with any other weapon including unarmed attacks.

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Master Positioning
Starting at 7th level, while wielding your chosen weapon you can confidently use the battlefield to your
advantage. You can take a bonus action on each of your turns in combat. This action can be used only to take
the Dash, Disengage, or Aid action.

Fighting Style Sinergy


At 10th level, you gain another Fighting style which can be used in synergy with first one. (example you may
have Duelist and Defense).

Never Unprepared.
Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority
die.

Mastery Maneuvers
Here are Mastery Maneuvers you can choose.
Damage Mastery. When you make a successful attack roll you may spend a Mastery point and do maximum
weapon damage (this does not apply to smite,sneak attack or any other miscellaneous bonuses).
Masterful Strike. When you make a attack roll you may spend a Mastery point and add your proficiency bonus
to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack
are applied.
Critical Strike. Whenever you make an attack action and you roll 18+ on your d20, you may spend mastery
point and turn that roll into a critical hit.
Master Finisher. Whenever you score a critical hit you may spend a Mastery point and add additional weapon
die to your critical hit.
Master Clieve. When you hit a creature with a melee weapon attack, you can expend one Mastery point and
use same attack roll to hit another target 5 feet from same target dealing one half of damage you rolled for
additional attack.
Combat Readiness. Whenever a creature would moves away from you you may spend a Mastery point to use
your reaction to attack even if other rules say you couldn't. You may use this if you already used your reaction.
Master Parry. When you are attacked with a melee attack you may spend a Mastery point and roll your weapon
damage and reduce damage by the same amount.
Sniper Shot. When you make an attack with a ranged weapon you may spend Mastery point and ignore range
and cover when attacking target.
Master Dodge. When you are attacked with a ranged attack you may spend a Mastery point and roll your
weapon damage and reduce damage by the same amount.
Master Riposte. W hen a creature misses you with a melee attack, you can use your reaction and expend one
Mastery point to make a melee weapon attack against the creature. If you hit, you add your proficiency bonus to
the attack's damage roll.
Trip Attack. When you hit a creature with a weapon attack, you can expend one Mastery point to attempt to
knock the target down. You add your proficiency bonus to the attack’s damage roll, and if the target is Large or
smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Disarming Attack. When you hit a creature with a weapon attack, you can expend one Mastery point to attempt
to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the proficiency bonus to
the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object
you choose. The object lands at its feet.

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Distracting Strike. When you hit a creature with a weapon attack, you can expend one Mastery point to distract
the creature, giving your allies an opening. You add your proficiency bonus to the attack’s damage roll. The next
attack roll against the target by an attacker other than you has advantage if the attack is made before the start of
your next turn.
Pushing Attack. When you hit a creature with a weapon attack, you can expend one Mastery point to attempt
to drive the target back. You add your proficiency bonus to the attack's damage roll, and if the target is Large or
smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from
you.

Arcane Traditions
The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly
established in fantasy gaming worlds, with various traditions dedicated to its complex study. The most common
arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have
cataloged thousands of spells, grouping them into eight categories called schools. In some places, these
traditions are literally schools; a wizard might study at the School of Illusion while another studies across town at
the School of Enchantment. In other institutions, the schools are more like academic departments, with rival
faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own
towers use the division of magic into schools as a learning device, since the spells of each school require
mastery of different techniques.

Thayan Red Wizard Tradition


The Red Wizards are the masters of Thay, the conquerors of that land's native Rashemi, and the would-be
magical overlords of Faerûn. They focus on a school of magic more intently than any specialist, achieving
incredible mastery of magic within a very narrow focus. Seen as cruel and evil tyrants by people across Toril, a
few choose to leave their region, assume secret identities, and practice magic without having to worry about
political alliances and possible slave uprisings.
Early in their careers, would-be Red Wizards specialize in a school of magic and acquire the head that prepares
them for entry into the full Red Wizard society. All red wizards choose a specialization to a specific school.

Special: To become Thayan Red Wizard you must be proficient in Arcana, and a member of Thayan upper
class.

School Specialization:
Beginning when you select this school at 2nd level, select a school of specialization (abjuration, conjuration,
divination, enchantment, evocation, necromancy, transmutation). The gold and time you must spend to copy a
spell of chosen school into your spellbook is halved. You gain your head Red Wizard’s tattoo.

Specialist Defense
Beginning at 2nd level, you are counted to be well versed against magic of your school specialization. You are
proficient to every save when you have to save against a spell that belongs to your School Specialization.

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Spell Power
Starting at 6th level, you may as a bonus action infuse your spell with 1d6 to either Spell Save DC, Spell Attack,
or Spell total effect roll (this adds to total damage not to individual dice, and may also effect special effects that
you roll effects for like sleep or color spray). You may use this ability number of times equal to your Intelligence
bonus and no more than once per spell casting. To regain those uses you must finish a short or long rest.

Spell Mastery
Beginning at 10th level, whenever you cast a spell belonging to your chosen school using up to 5th level spell
slot you regain a spell slot of any level lower than spell slot just used.

Master Red Wizard


Starting at 14th level, you become recognised by the red wizards and are allowed to have a body guard under
your control. This may be any creature or humanoid up to CR 6. Creature becomes your loyal cohort. If it should
die you will be appointed new cohort when you return back to Thayan center of power(Your home base where
red wizards could provide you with such resource, if you have power to give life or unlife you may do it yourself
:)).

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