Ziegander
2015-07-20, 03:53 PM
The Way of White
A Covenant for your 5th Edition Campaign
http://s01.riotpixels.net/data/6b/c9/6bc97b06-7d41-47c3-a773-99920702f075.png.240p.jpg
Devoted to the gods and led by the Allfather Lloyd, members of the Way of White make all efforts to beat back the darkness and prolong the Age of Light. Followers of this covenant wish to repress the spread of the undead plague and combat the abyssal horrors who rampage across the lands. To this end, they enclose those cursed with the dark mark in the Northern Asylum, kindle Lord Gwyn's sacred bonfires, and send their clerics and knights on pilgrimages to Lordran, the land of the gods, to seek the Rite of Kindling in an effort to extend the life of the First Flame. It is said that through kindling, followers of this covenant will be granted magnificent powers. It is unknown what connection, if any, the Way of White has to the Fire Keepers whose own souls serve as fuel to Lord Gwyn's sacred bonfires.
Clerics make up the majority of the Way of White's members, followed closely by Paladins and certain Fighters who have attained the rank of Knight of the Talisman. However, some Druids and Monks also follow Allfather Lloyd's teachings and work in their own unique ways to strengthen the light in the face of the burgeoning darkness of undeath and the Abyss.
NEW SPELLS
Divine Force
2nd-level evocation
Classes: Cleric
Casting Time: 1 reaction
Range: Self
Components: V, M
Duration: Instantaneous
Each creature within a 20ft spherical radius of you (stopping at the ground below your feet, if any) must succeed on a Strength saving throw or be pushed by an invisible force in a straight line to the edge of the radius and knocked prone. Unattended objects weighing less than 20 pounds, including thrown weapons and ammunition fired from weapons, are automatically pushed to the edge of the radius.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius increases by 10ft and the weight of unattended objects that the spell can push increases by 10 pounds. When you cast this spell using a spell slot of 4th level or higher, you may choose any number of creatures or objects within the radius and deal those creatures and objects 1d8 force damage for every two slot levels above 2nd. When you cast this spell using a 9th-level spell slot, the radius increases to 100ft and the weight of unattended objects that the spell cast increases to 100 pounds. If you cast this spell from a 9th-level spell slot and choose to deal damage with it, you must deal damage to all creatures and objects within the radius and deal an additional 3d8 radiant damage to each creature and object in the radius. Each creature dealt radiant damage in this way must succeed on a Constitution saving throw or be blinded until the end of its next turn.
Homeward
3rd-level conjuration
Classes: Druid, Ranger
Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: Instantaneous
You teleport yourself from your current location to the location of the last Sacred Bonfire you rested at, regardless of the distance between you and that Bonfire (as long as you remain on the same plane of existence), bringing all objects you can carry along with you. If you choose, you may also teleport a number of other, willing creatures up to your spellcasting ability modifier in this way. If you would arrive, and the space you and/or any other accompanying creatures would occupy is already occupied by one or more creatures, then you and any other teleporting creatures suffer 2d8 force damage and are shunted to the nearest unoccupied space(s) within 20ft of the bonfire. If there is no such space, the spell fails to teleport any creature for whom there is not enough space.
Sacred Bonfires are magical locations in Lordran that are maintained by Fire Keepers who use their own souls as fuel to keep them going. Those with the Fire Keeper's blessing may rest at these Bonfires knowing that no harm will come to them while they eat, sleep, and recuperate and can even bring their fallen allies back from the dead. These Bonfires are set at particular areas within Lordran and were first constructed by Gwyn, the Lord of Sunlight when he made his pilgrimage to kindle the First Flame.
Magic Barrier
5th-level abjuration
Classes: Cleric, Druid
Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: Concentration, up to one hour
For the spell's duration you have resistance to all damage dealt by spells and other magical effects.
At Higher Levels. If you cast this spell using a spell slot of 8th level or higher you are immune to the damage dealt by any spell cast using a spell slot of 5th level or lower and you have advantage on all saving throws against spells and other magical effects that deal damage.
Replenishment
4th-level evocation
Classes: Cleric, Druid
Casting Time: 1 bonus action
Range: 30ft
Components: V
Duration: 1 minute
One creature within range at the time you cast this spell regains a number of hit points at the start of each of its turns equal to 1d8 + your spellcasting ability modifier for the duration of the spell.
CLERICS
For Clerics, making a covenant with the Way of White takes the place of the Cleric's standard domain, granting features at the same class levels and of comparable power to those typically granted to followers of other gods. The Clerics of the Way of White are Allfather Lloyd's most trusted servants, having more intimate knowledge of his teachings than other followers and the greatest power among them over undead.
Most Clerics in this setting are members of the Way of White, but some may follow other covenants. For followers of the Way of White, Turn Undead (and the Destroy Undead class feature) are perfectly adequate representations of divine power such a character might channel in service to their gods. However, some Clerics in Lordran don't follow gods at all, and certainly don't oppose undeath in such a manner, if at all. In later installments of this series, I will detail replacements for the Turn Undead and Destroy Undead features of the standard 5e Cleric.
Cleric Spells
Cleric Level
Spells
1st
Bless, Cure Wounds
3rd
Augury, Homeward
5th
Daylight, Speak with Dead
7th
Death Ward, Replenishment
9th
Mass Cure Wounds, Scrying
Bonus Cantrips
As a member of this covenant, you gain the guidance and light cantrips if you don't already know them.
Lloyd's Teachings
You gain proficiency with the History and Religion skills and may use your Wisdom modifier in place of your Intelligence modifier when making ability checks with those skills.
Radiance of the Dawn
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feel of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
Enduring Light
Starting at 6th level, whenever you cast a spell of 2nd level or higher that restores hit points to a creature, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.
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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Sight of the Allfather
Starting at 17th level you can cast the true seeing spell at will without expending a spell slot and without the need of any components (including verbal or somatic ones).
FIGHTERS
A Knight of the Talisman makes a covenant with the Way of White in place of his or her Martial Archetype, becoming a bodyguard to the Clerics of the covenant and constant companion to those who seek the Rite of Kindling. Though perhaps less effective in the slaying of undead and fiends than their Paladin brothers, Knights of the Talisman utilize a number of divine spells to protect themselves and their allies against the encroaching darkness.
Special Thanks to ZenBear for his work on the Templar archetype found here (http://www.giantitp.com/forums/showthread.php?423152-Divine-Subclasses-Fighter-and-Rogue-(PEACH)).
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.
Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip at 10th level.
Spell Slots. The Eldritch Knight Spellcasting table (PHB, pg 75) shows how many spell slots you have to cast your spells of 1st level and higher.
Spells Known of 1st-level and Higher. You know three 1st-level cleric spells of your choice, one of which must be an abjuration, divination, or enchantment spell. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 7th, 13th, and 19th level must be from the abjuration, divination, or enchantment schools of magic. Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and must be an abjuration, divination, or enchantment spell if you're replacing one of those spells you gained at 3rd, 7th, 13th, or 19th level.
Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells, since you learn your spells from other members of the Way of White. You use your Wisdom modifier whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one (spell save DC = 8 + your proficiency bonus + your Wisdom modifier; spell attack modifier = your proficiency bonus + your Wisdom modifier).
Vigilance
At 3rd level you gain proficiency in Perception. If you already have proficiency, you double it.
You no longer need rest every 24 hours but instead can stave off fatigue for up to 72 hours before suffering any ill effects. You also only need three-quarters as much rest to gain the benefits of a long rest (6 hours sleep, 3 hours trance).
Insightful Guardian
At 7th level you add half your proficiency bonus to Wisdom saving throws and to all Wisdom-based ability checks that you do not already add your bonus to. You may cast the compelled duel spell once without using a spell slot, even if you do not know that spell. You cannot cast that spell in this manner again until you complete a short or long rest.
Bane of the Faithless
Starting at 10th level, whenever you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a cleric or paladin spell cast before the end of your next turn.
Divine Resurgence
At 15th level, when you use your Second Wind feature, you add your Wisdom modifier to the total hit points restored and you may expend a spell slot of any level. If you expend a spell slot in this way, choose a number of creatures up to that slot's level within 60 feet of you that you can see. Those creatures also benefit from your Second Wind.
Chosen Warrior
Your devotion to the Way of White graces you with uncanny prowess in combat. Beginning at 18th level, you are always under the effects of a bless spell.
A Covenant for your 5th Edition Campaign
http://s01.riotpixels.net/data/6b/c9/6bc97b06-7d41-47c3-a773-99920702f075.png.240p.jpg
Devoted to the gods and led by the Allfather Lloyd, members of the Way of White make all efforts to beat back the darkness and prolong the Age of Light. Followers of this covenant wish to repress the spread of the undead plague and combat the abyssal horrors who rampage across the lands. To this end, they enclose those cursed with the dark mark in the Northern Asylum, kindle Lord Gwyn's sacred bonfires, and send their clerics and knights on pilgrimages to Lordran, the land of the gods, to seek the Rite of Kindling in an effort to extend the life of the First Flame. It is said that through kindling, followers of this covenant will be granted magnificent powers. It is unknown what connection, if any, the Way of White has to the Fire Keepers whose own souls serve as fuel to Lord Gwyn's sacred bonfires.
Clerics make up the majority of the Way of White's members, followed closely by Paladins and certain Fighters who have attained the rank of Knight of the Talisman. However, some Druids and Monks also follow Allfather Lloyd's teachings and work in their own unique ways to strengthen the light in the face of the burgeoning darkness of undeath and the Abyss.
NEW SPELLS
Divine Force
2nd-level evocation
Classes: Cleric
Casting Time: 1 reaction
Range: Self
Components: V, M
Duration: Instantaneous
Each creature within a 20ft spherical radius of you (stopping at the ground below your feet, if any) must succeed on a Strength saving throw or be pushed by an invisible force in a straight line to the edge of the radius and knocked prone. Unattended objects weighing less than 20 pounds, including thrown weapons and ammunition fired from weapons, are automatically pushed to the edge of the radius.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius increases by 10ft and the weight of unattended objects that the spell can push increases by 10 pounds. When you cast this spell using a spell slot of 4th level or higher, you may choose any number of creatures or objects within the radius and deal those creatures and objects 1d8 force damage for every two slot levels above 2nd. When you cast this spell using a 9th-level spell slot, the radius increases to 100ft and the weight of unattended objects that the spell cast increases to 100 pounds. If you cast this spell from a 9th-level spell slot and choose to deal damage with it, you must deal damage to all creatures and objects within the radius and deal an additional 3d8 radiant damage to each creature and object in the radius. Each creature dealt radiant damage in this way must succeed on a Constitution saving throw or be blinded until the end of its next turn.
Homeward
3rd-level conjuration
Classes: Druid, Ranger
Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: Instantaneous
You teleport yourself from your current location to the location of the last Sacred Bonfire you rested at, regardless of the distance between you and that Bonfire (as long as you remain on the same plane of existence), bringing all objects you can carry along with you. If you choose, you may also teleport a number of other, willing creatures up to your spellcasting ability modifier in this way. If you would arrive, and the space you and/or any other accompanying creatures would occupy is already occupied by one or more creatures, then you and any other teleporting creatures suffer 2d8 force damage and are shunted to the nearest unoccupied space(s) within 20ft of the bonfire. If there is no such space, the spell fails to teleport any creature for whom there is not enough space.
Sacred Bonfires are magical locations in Lordran that are maintained by Fire Keepers who use their own souls as fuel to keep them going. Those with the Fire Keeper's blessing may rest at these Bonfires knowing that no harm will come to them while they eat, sleep, and recuperate and can even bring their fallen allies back from the dead. These Bonfires are set at particular areas within Lordran and were first constructed by Gwyn, the Lord of Sunlight when he made his pilgrimage to kindle the First Flame.
Magic Barrier
5th-level abjuration
Classes: Cleric, Druid
Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: Concentration, up to one hour
For the spell's duration you have resistance to all damage dealt by spells and other magical effects.
At Higher Levels. If you cast this spell using a spell slot of 8th level or higher you are immune to the damage dealt by any spell cast using a spell slot of 5th level or lower and you have advantage on all saving throws against spells and other magical effects that deal damage.
Replenishment
4th-level evocation
Classes: Cleric, Druid
Casting Time: 1 bonus action
Range: 30ft
Components: V
Duration: 1 minute
One creature within range at the time you cast this spell regains a number of hit points at the start of each of its turns equal to 1d8 + your spellcasting ability modifier for the duration of the spell.
CLERICS
For Clerics, making a covenant with the Way of White takes the place of the Cleric's standard domain, granting features at the same class levels and of comparable power to those typically granted to followers of other gods. The Clerics of the Way of White are Allfather Lloyd's most trusted servants, having more intimate knowledge of his teachings than other followers and the greatest power among them over undead.
Most Clerics in this setting are members of the Way of White, but some may follow other covenants. For followers of the Way of White, Turn Undead (and the Destroy Undead class feature) are perfectly adequate representations of divine power such a character might channel in service to their gods. However, some Clerics in Lordran don't follow gods at all, and certainly don't oppose undeath in such a manner, if at all. In later installments of this series, I will detail replacements for the Turn Undead and Destroy Undead features of the standard 5e Cleric.
Cleric Spells
Cleric Level
Spells
1st
Bless, Cure Wounds
3rd
Augury, Homeward
5th
Daylight, Speak with Dead
7th
Death Ward, Replenishment
9th
Mass Cure Wounds, Scrying
Bonus Cantrips
As a member of this covenant, you gain the guidance and light cantrips if you don't already know them.
Lloyd's Teachings
You gain proficiency with the History and Religion skills and may use your Wisdom modifier in place of your Intelligence modifier when making ability checks with those skills.
Radiance of the Dawn
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feel of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
Enduring Light
Starting at 6th level, whenever you cast a spell of 2nd level or higher that restores hit points to a creature, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.
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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Sight of the Allfather
Starting at 17th level you can cast the true seeing spell at will without expending a spell slot and without the need of any components (including verbal or somatic ones).
FIGHTERS
A Knight of the Talisman makes a covenant with the Way of White in place of his or her Martial Archetype, becoming a bodyguard to the Clerics of the covenant and constant companion to those who seek the Rite of Kindling. Though perhaps less effective in the slaying of undead and fiends than their Paladin brothers, Knights of the Talisman utilize a number of divine spells to protect themselves and their allies against the encroaching darkness.
Special Thanks to ZenBear for his work on the Templar archetype found here (http://www.giantitp.com/forums/showthread.php?423152-Divine-Subclasses-Fighter-and-Rogue-(PEACH)).
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.
Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip at 10th level.
Spell Slots. The Eldritch Knight Spellcasting table (PHB, pg 75) shows how many spell slots you have to cast your spells of 1st level and higher.
Spells Known of 1st-level and Higher. You know three 1st-level cleric spells of your choice, one of which must be an abjuration, divination, or enchantment spell. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 7th, 13th, and 19th level must be from the abjuration, divination, or enchantment schools of magic. Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and must be an abjuration, divination, or enchantment spell if you're replacing one of those spells you gained at 3rd, 7th, 13th, or 19th level.
Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells, since you learn your spells from other members of the Way of White. You use your Wisdom modifier whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one (spell save DC = 8 + your proficiency bonus + your Wisdom modifier; spell attack modifier = your proficiency bonus + your Wisdom modifier).
Vigilance
At 3rd level you gain proficiency in Perception. If you already have proficiency, you double it.
You no longer need rest every 24 hours but instead can stave off fatigue for up to 72 hours before suffering any ill effects. You also only need three-quarters as much rest to gain the benefits of a long rest (6 hours sleep, 3 hours trance).
Insightful Guardian
At 7th level you add half your proficiency bonus to Wisdom saving throws and to all Wisdom-based ability checks that you do not already add your bonus to. You may cast the compelled duel spell once without using a spell slot, even if you do not know that spell. You cannot cast that spell in this manner again until you complete a short or long rest.
Bane of the Faithless
Starting at 10th level, whenever you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a cleric or paladin spell cast before the end of your next turn.
Divine Resurgence
At 15th level, when you use your Second Wind feature, you add your Wisdom modifier to the total hit points restored and you may expend a spell slot of any level. If you expend a spell slot in this way, choose a number of creatures up to that slot's level within 60 feet of you that you can see. Those creatures also benefit from your Second Wind.
Chosen Warrior
Your devotion to the Way of White graces you with uncanny prowess in combat. Beginning at 18th level, you are always under the effects of a bless spell.