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Formion
2021-08-06, 03:09 PM
Hello!
I have a long, long list of homebrewed stuff, a result of a decade of Dming. Thought I should share and hear opinions outside the groups I run.


I'll start with something I did do as a joke, but turned out petty good I think.

The Halfling Hero Prestige Class:


HALFLING HERO PRESTIGE CLASS
The greatest heroes of halfling legend are those who
defeat giants, dragons, or other oversized threats to their
homes and communities, using their wits, their agility, and
hefty dose of audacity. These heroes aren’t necessarily
armored warriors wielding legendary swords, and they
don’t have lands or noble titles. They are ordinary folk who
rise to the challenge of the times, proving that size and
strength aren’t needed to come out on top. You’re one of
these heroes.
Like most halflings, you have found that the best way to
get by in a world full of much larger creatures is to stay out
of their way. Doing that might mean keeping out of their
sight or staying on their good side. It might also mean
keeping out of their reach, or dodging their attacks. Stealth
and trickery might not be weapons and armor by
themselves, but they are a useful supplement to the finest
steel. Coupled with your natural daring and determination,
these strengths are enough to bring you victory against any
foe, no matter how large.

UNASSUMING BUT RESOURCEFUL
Compared to the legendary heroes of other races, you
might come across as a scamp or a even scoundrel. But the
fact that you’re crafty, resourceful, and sometimes sneaky
doesn’t make you any less of a hero.

PREREQUISITES:
In order to advance as an halfling hero, you must meet
the following prerequisites (in addition to the multiclassing
prerequisites for your existing class):
• Dexterity 15. Only those with the legendary quickness
of a hero can advance in this class.
• Character level 3rd. Halfling heroes must begin their
education elsewhere before they can become part of this
class.
• Be a halfling. You must be a halfling to take levels in
the halfling hero prestige class.

CLASS FEATURES:

Hit Points
Hit Dice: 1d8 per scoundrel level
Hit Points per Level: 1d8 (5) + Constitution modifier per
scoundrel level

Proficiencies
Weapons: Daggers, Shortswords, Shortbows and Slings
Armour: None
Tools: Brewer's Supplies and Cook's Utensils
Saving Throws: None
Skills: None.

HALFLING HERO

Level Features
1st Halfling Heritage, Bountiful Luck
2nd Second Chance, Halfling's Feast
3rd Fearless Scoundrel, Halfling Heritage Feature

1st level:

HALFLING HERITAGE
When you reach 1st level, the natural talents as a halfling
are enhanced by your halfling hero heritage features.

BOUNTIFUL LUCK
Halflings have extraordinary luck, which you have learned to
mystically lend to your companions when you see them
falter. You’re not sure how you do it; you just wish it, and it
happens. Surely a sign of Avandra's favor!
Starting at 1st level, when an ally you can see within 30
feet of you rolls a 1 on the d20 for an attack roll, an ability
check, or a saving throw, you can use your reaction to let
the ally reroll the die. The ally must use the new roll.
When you use this ability, you can’t use it again until you
finish a short or long rest.

2nd level:

SECOND CHANCE
Starting at 2nd level, when a creature you can see hits you
with an attack roll, you can use your reaction to force that
creature to reroll the attack.
Once you use this ability, you can’t use it again until you
finish a short or long rest.

HALFLING'S FEAST
Nothing is more traditional for a halfling than a good feast.
You have taken these traditions to heart and search for any
opportunity to share them with your comrades.
Beginning at 2nd level you can prepare a great feast,
including magnificent food and drink. You need to have
access to brewer's supplies and cook's utensils and
materials worth 30 gold pieces which are consumed when
preparing this feast. It takes 1 hour to prepare it.
The feast takes 1 hour to consume and the beneficial
effects don't set in until this hour is over. Up to twelve other
creatures can partake of the feast. A creature that partakes
of the feast gains several benefits.
The creature gains advantage on saving throws against
all diseases, poison, and becoming frightened, and
resistance to poison damage. Its hit point maximum also
increases by 1d10, and it gains the same number of hit
points. These benefits last for 24 hours.

3rd level:

FEARLESS SCOUNDREL
Your small size and unassuming manner hides a truly
courageous heart.
Beginning at 3rd level you have immunity to the
frightened condition.

HALFLING HERITAGE
The world is wide and wild, and the nomadic halflings are
small folk. Deftness and quick wits have allowed them to
survive nonetheless. As they have done so, they have come
to rely on wily and daring warriors to protect them. Even
settled halflings maintain a soldierly class to see to their
interests among other, and larger, civilized folk.
At 1st level, choose one of the following options as your
halfling heritage: bounder or quickblade.

Bounder:

Most halfling communities have a number of bounders who
serve as scouts. These warriors help keep the community
carefree. They put down dangers – and most of them are
bigger than them – before the threat becomes dire.
Able and willing halflings can easily learn the techniques
of the bounder. More than a few put his expertise to use
outside halfling communities, satisfying their natural
curiosity while protecting friends and common folk.

GIANT SLAYER
Starting at 1st level, when you deal damage to a creature,
you deal 1 extra damage per each size category that the
target is larger than you.
This extra damage doubles if you deal it with a weapon
attack using a dagger, shortsword, shortbow or sling.
In addition, when you make use of your halfling
nimbleness racial trait, the creature whose space you moved
through grants advantage to you.

CRAFTY COMBATANT
Starting at 3rd level, whenever you use your second chance
class feature and the creature misses with the reroll, you
can immediately make an attack against the creature.
In addition, the creature grants advantage to you and
has disadvantage on further attacks against you, until the
end of your next turn.

Quickblade:

As with almost every other aspect of their life, halflings have
a variety of stories that explain their propensity for using
blades. Such yarns include the daring tales of Barras
Quickblade, whose surname is probably one of convenient
fiction.
Barra's legend begins when he was a lad providing for
his clan by stalking game with nothing but a knife and his
wits. The legend grows into a spirited saga of an
adventurous halfling who, along with a band of other
intrepid characters, confronts ogres, yuan-ti, and worse with
a tongue as pointed as his blade.

FIRST CUT
Starting at 1st level, you gain a bonus to your initiative
equal to your Charisma modifier.
In addition, if you make a melee weapon attack against
a creature in the first round of combat using a weapon with
the finesse property and you have advantage against it, you
score a critical hit on a roll of 18-20.

ULTIMATE QUICKBLADE
Beginning at 3rd level, during your turn, if you make a
melee attack against a creature, that creature can't make
opportunity attacks against you for the rest of your turn.
Also, if you hit, your speed increases by 10 feet for the
rest of your turn.
In addition, you can use your Second Chance feature to
reroll an attack roll you made.

Formion
2021-08-15, 01:23 PM
LYCANTHROPE PRESTIGE CLASS

PREREQUISITES
In order to advance as a lycanthrope, you must meet
the following prerequisites (in addition to the multiclassing
prerequisites for your existing class):
• Constitution and Charisma 13. Only those adventurers
who have the physical endurance to withstand the
transformation and the willpower to control it can advance
as lycanthropes.
• Be a member of a living, non-construct race. Only
living non-construct creatures can become lycanthropes.
• Cursed with Lycanthropy. You must have received the
lycantrhopic curse, either from birth if both your parents are
lycanthropes, or by having been bitten by a lycanthrope in
order to become a lycantrhope yourself.


LYCANTHROPIC CURSE
Every month during the three nights of the full moon the
curse takes hold of you. When the full moon rises you
involuntarily transform into a hybrid form, dependant upon
the type of lycanthrope that granted you the curse.
While transformed in this way, you must hunt, kill and
eat a number of living creatures each night, with a total of
hit points equal to your own. Doing so grants you the
benefits of a long rest, and during the nights of the full
moon, this is the only way you can gain the benefits of a
long rest.
In addition, while transformed you cannot tell apart
friend from foe and will attack the most convenient living
creatures available with the intent to kill and feast upon
their flesh.


CLASS FEATURES

Hit Points
Hit Dice: 1d12 per lycanthrope level
Hit Points per Level: 1d12 (7) + Constitution modifier
per lycanthrope level
Proficiencies
Weapons: Simple weapons
Armour: Shields
Tools: None
Saving Throws: Constitution
Skills: None


LYCANTHROPE

1st Level Features: Controlled Curse, Disease Immunity, Transformation, Rage, Lycanthrope Breed
2nd Level Features: Feral Instinct, Wounded Frenzy
3rd Level Features: Ability Increase, Lycanthropy Breed Feature
4th Level Features: Mindless Rage
5th Level Features: Lycanthropy Breed Feature, Regeneration


TRANSFORMATION DIFFICULTY
Shift to Humanoid DC: At Daytime 10 / At Nightime 15 / Night of a Full Moon 30 / Plane with no Moon 15 / Feywild modifier +5 / Shadowfell modifier -5

Control rage DC: At Daytime 10 / At Nightime 15 / Night of a Full Moon 25 / Plane with no Moon 15 / Feywild modifier +5 / Shadowfell modifier -5

Shift to Lycanthrope DC: At Daytime 15 / At Nightime 10 / Night of a Full Moon 5 / Plane with no Moon 15 / Feywild modifier -5 / Shadowfell modifier +5



==1st LEVEL==

CONTROLLED CURSE
Starting at 1st level, every month during the three nights of
the full moon the curse still takes hold of you. When the full
moon rises you involuntarily shift into your hybrid form.
You can attempt to prevent the transformation by
making a Charisma ability check, adding your lycanthrope
level to the result, against a DC determined by the
transformation table (use the shift to humanoid column). If
you fail, then you shift into your hybrid form for the duration
of the night, ignoring the normal duration of your
transformation.
While transformed during the full moon you must hunt,
kill and eat a number of living creatures each night, with a
total of hit points equal to your own. Doing so grants you
the benefits of a long rest, and during the nights of the full
moon, this is the only way you can gain the benefits of a
long rest.
However, you have gained some control over the curse
and can identify friend from foe.

DISEASE IMMUNITY
Starting at 1st level, you gain immunity to all diseases.

TRANSFORMATION
When you reach 1st level, your lycanthropic curse allows
you to transform into a hybrid form and at later levels in
other forms as well, that depend on your lycanthrope breed.
Unless specifically noted in the form you take, your
statistics, proficiencies, and so on remain the same.
This transformation lasts for 1 hour per lycanthrope level
you have.
You do so as an action, making a Charisma ability check,
adding your lycanthrope level to the result, against a DC
determined by the transformation table and if successful,
then you must use one of the hit dice granted by this class.
You roll the dice and add your constitution modifier,
gaining the result in temporary hit points that last as long as
your transformation does.
If you do not have any hit die granted by this class left
to use, then you roll 1d12 + your constitution modifier and
gain that much temp HP, but your current HP and maximum
HP are reduced by that number. Only the recuperate
downtime activity or a restoration spell can return your
maximum HP back to normal.
While transformed you have resistance to non-magical
bludgeoning, piercing and slashing damage from weapons
that aren't silvered.
You can still use weapons and other equipment. As your
body alters, depending on your form, it may be that you
wouldn't be able to fit in most of your clothing and armor.
If you aren't wearing any armor, then you add your
constitution modifier to your AC.

RAGE
Starting at 1st level, while transformed you are raging. If
you are able to cast spells, you can’t cast them or
concentrate on them while raging. While raging if possible
you must make a melee attack, or failing that use your
action to dash towards an enemy.
• While raging you gain the following benefits:
You have advantage on Strength checks and Strength
saving throws.
• When you make a melee weapon attack using Strength,
you gain a bonus to the damage roll equal to your
lycanthrope level.
You can attempt to control your rage by using your
bonus action to make a Charisma ability check, adding your
lycanthrope level to the result, against a DC determined by
the transformation table. If successful, then you can stop
raging. From then on, and until your current transformation
ends, you can rage again and end raging as a bonus action
with no further checks.

LYCANTHROPE BREED
Starting at 1st level, you gain some benefits while
transformed, based on the lycanthrope breed you are. This
breed gives you additional benefits when you reach 3rd
level in this class and again at 5th level.
Consult the options later on for the specific benefits each
breed provides.

==2nd LEVEL==


FERAL INSTINCT
When you reach 2nd level, your instincts are so honed that
you have advantage on initiative rolls.
Additionally, you gain a Feral Trait from the ones listed at
the end of this class. You gain one additional Feral Trait
each time you gain a level in this class.

WOUNDED FRENZY
Also at 2nd level, you can go into a frenzy when you rage.
You do so without taking any action, and for the duration of
your rage you can make a single melee weapon attack as a
bonus action on each of your turns. When your rage ends,
you suffer one level of exhaustion.
Additionally, any time you suffer damage in combat
while raging, you can use your reaction to make a melee
weapon attack.

==3rd LEVEL==

ABILITY INCREASE
Starting at 3rd level, you increase your Constitution by 1
and one other ability, determined by your lycanthrope
breed, also by 1.


==4th LEVEL==

MINDLESS RAGE
Starting at 4th level, you can’t be charmed or frightened
while raging. If you are charmed or frightened when you
enter your rage, the effect is suspended for the duration of
the rage.


==5th LEVEL==

REGENERATION
Starting at 5th level, while you are transformed you recover
hit points at the start of each of your turns, equal to twice
your Constitution modifier. This regeneration, doesn't work if
you took damage from a silvered weapon after the start of
your last turn.
In addition, while you are able to regenerate in this way,
whenever you take the Dodge action in combat, you can
spend one Hit Die to heal yourself.
Roll the die, add your Constitution modifier, and regain a
number of hit points equal to the total (minimum of 1).


==LYCANTHROPE BREEDS==

Werebear:
Your breed transforms you into a bear-like hybrid, that makes up what it lacks in special abilities with sheer its size.


HYBRID FORM
Starting at 1st level in this class, when you transform you take the shape of a bear-humanoid hybrid, gaining the following:
• Your size becomes large. Your equipment doesn't change size.
• Your strength becomes 19 unless it is already higher than that.
• You gain a +1 bonus to AC.
• You can't speak, or cast spells that require a verbal component.
• You gain a claw weapon attack. You are proficient with it and use your strength for the attack roll and damage roll. The attack deals 2d6 slashing damage.
• You gain a bite weapon attack. You are proficient with it and use your strength for the attack roll and damage roll. The attack deals 1d8 piercing damage and carries the lycanthropy curse (DC = 8 + prof + your Con modifier).

KEEN SMELL
Starting at 1st level, you have advantage on Wisdom (Perception) checks that rely on smell.

BONUS PROFICIENCY
Starting at 1st level, you become proficient with Strength saving throws.

ANIMAL FORM
Starting at 3rd level, when you transform you can choose to change into an animal form instead of a hybrid form, transforming into a bear. In this form you gain all the changes of your hybrid form and in addition you are granted
the following:
• You can no longer use any equipment.
• Your speed changes to 40 feet and you gain a climb speed of 30 feet.

ABILITY INCREASE
At 3rd level, you also increase your Strength by 1.

DIRE FORM
Starting at 5th level, when you transform you can choose to change into a massive animal like form instead of your hybrid form. In this form you gain all the changes of your hybrid form and in addition you are granted the following:
• Your size becomes huge instead of large.
• You can no longer use any equipment.
• Your speed changes to 50 feet.
• Your strength becomes 21, unless it is already higher than that.
• The bonus to your AC increases to +2 instead of +1.
• Your melee attacks have a reach of 10 feet.
• Your claw attack now deals 3d6 slashing damage and your bite attack 2d8 piercing damage.

Wereboar:
Your breed transforms you into a boar-like hybrid, that makes up what it lacks in finesse with sheer brutality and toughness.


HYBRID FORM
Starting at 1st level in this class, when you transform you take the shape of a boar-humanoid hybrid, gaining the following:
• Your strength becomes 17 unless it is already higher than that.
• You gain a +1 bonus to AC.
• You can't speak, or cast spells that require a verbal component.
• You gain a tusks weapon attack. You are proficient with it and use your strength for the attack roll and damage roll. The attack deals 2d6 slashing damage and carries the lycanthropy curse (DC = 8 + prof + your Con modifier).
• When you move at least 15 feet straight toward a target and then hit it with your tusks on the same turn, the attack deals an extra 2d6 damage and the target must succeed on a Strength saving throw with a DC of 8+ your prof + your Strength modifier, or be knocked prone.

RELENTLESS
Starting at 1st level, whenever you would be reduced to 0 HP, you are instead reduced to 1 HP, if the damage suffered is less than your Constitution ability score. You can use this feature a number of times equal to your lycanthrope level. You regain spent uses when you complete a long rest.

ANIMAL FORM
Starting at 3rd level, when you transform you can choose to change into an animal form instead of a hybrid form, transforming into a boar. In this form you gain all the changes of your hybrid form and in addition you are granted the following:
• You can no longer use any equipment.
• Your speed changes to 40 feet.
• When you move at least 15 feet straight toward a target and then hit it with your tusks on the same turn, if the target fails the saving throw, then you can also push it away from you 15 feet.

ABILITY INCREASE
At 3rd level, you increase your Constitution by 1.

DIRE FORM
Starting at 5th level, when you transform you can choose to change into a massive animal like form instead of your hybrid form. In this form you gain all the changes of your hybrid form and in addition you are granted the following:
• Your size becomes large.
• You can no longer use any equipment.
• Your speed changes to 50 feet.
• Your strength becomes 19, unless it is already higher than that.
• The bonus to your AC increases to +2 instead of +1.
• Your tusks attack now deals 4d6 slashing damage.
• When you move at least 15 feet straight toward a target and then hit it with your tusks on the same turn, you deal double damage if the target is an object or a structure.


Wererat
Your breed transforms you into a rat-like hybrid, that makes up for its lack of strength with cunning and agility.

HYBRID FORM
Starting at 1st level in this class, when you transform you take the shape of a rat-humanoid hybrid, gaining the following:
• Your dexterity becomes 17 unless it is already higher than that.
• You gain darkvision of 60 feet.
• You have advantage on ability checks to escape a grapple and restrains of any sort.
• You gain a bite weapon attack that has the finesse property. You are proficient with it and it deals 1d4 piercing damage and carries the lycanthropy curse (DC = 8 + prof + your Con modifier).

KEEN SMELL
Starting at 1st level, you have advantage on Wisdom (Perception) checks that rely on smell.

BONUS PROFICIENCIES
Starting at 1st level, you become proficient with Dexterity saving throws and Dexterity (Acrobatics) ability checks.

ANIMAL FORM
Starting at 3rd level, when you transform you can choose to change into an animal form instead of a hybrid form, transforming into a giant rat. In this form you gain all the changes of your hybrid form and in addition you are granted the following:
• Your size changes to small.
• You can't speak, or cast spells that require a verbal component.
• You can no longer use any equipment.
• You gain a climb speed of 30 feet.
• When you squeeze through tight spaces, you do so without spending any extra movement.

ABILITY INCREASE
At 3rd level, you increase your Dexterity by 1.

DIRE FORM
Starting at 5th level, when you transform you can choose to change into an even larger rat like form instead of your hybrid form. In this form you gain all the changes of your hybrid form and in addition you are granted the following:
• You can't speak, or cast spells that require a verbal component.
• You can no longer use any equipment.
• Your speed changes to 40 feet and you gain a climb speed of 30 feet.
• Your bite attack deals 1d6 piercing damage. In addition your saliva is poisonous to other creatures and your bite also deals an extra 3d6 poison damage.
• You are immune to poison and the poisoned condition.
• When you squeeze through tight spaces, you do so without spending any extra movement.

Weretiger
Your breed transforms you into a tiger-like hybrid, a fearsome predator.

HYBRID FORM
Starting at 1st level in this class, when you transform you take the shape of a tiger-humanoid hybrid, gaining the following:
• Your strength becomes 17 and your dexterity 15 unless they are already higher than that.
• You can't speak, or cast spells that require a verbal component.
• You gain darkvision of 60 feet.
• You gain a claw weapon attack that has the finesse property. You are proficient with it and it deals 1d8 slashing damage.
• You gain a bite weapon attack. You are proficient with it and use your strength for the attack roll and damage roll. The attack deals 1d10 piercing damage and carries the lycanthropy curse (DC = 8 + prof + your Con modifier).

KEEN HEARING AND SMELL
Starting at 1st level, you have advantage on Wisdom (Perception) checks that rely on sound or smell.

BONUS PROFICIENCY
Starting at 1st level, you become proficient with Strength (Athletics), Dexterity (Acrobatics) and Wisdom (Perception) ability checks.

ANIMAL FORM
Starting at 3rd level, when you transform you can choose to change into an animal form instead of a hybrid form, transforming into a tiger. In this form you gain all the changes of your hybrid form and in addition you are granted the following:
• Your size becomes large.
• You can no longer use any equipment.
• Your speed changes to 40 feet.
• When you move at least 15 feet straight toward a creature and then hit it with a claw attack on the same turn, that target must succeed on a Strength saving throw with a DC of 8+ your prof + your Strength modifier, or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.

ABILITY INCREASE
At 3rd level, you increase your Strength by 1.

DIRE FORM
Starting at 5th level, when you transform you can choose to change into an even larger tiger like form instead of your hybrid form. In this form you gain all the changes of your hybrid form and in addition you are granted the following:
• Your size becomes huge.
• You can no longer use any equipment.
• Your speed changes to 50 feet.
• Your strength becomes 19, and your dexterity 17 unless they are already higher than that.
• Your melee attacks have a reach of 10 feet.
• Your claw attack now deals 2d8 slashing damage and your bite attack 2d10 piercing damage.

Werewolf
Your breed transforms you into a wolf-like hybrid, a truly savage predator.

HYBRID FORM
Starting at 1st level in this class, when you transform you take the shape of a wolf-humanoid hybrid, gaining the following:
• Your strength becomes 17 unless it is already higher than that.
• You can't speak, or cast spells that require a verbal component.
• You gain darkvision of 60 feet.
• You gain a +1 bonus to AC.
• You gain a claw weapon attack. You are proficient with it and use your strength for the attack roll and damage roll. The attack deals 2d4 slashing damage.
• You gain a bite weapon attack. You are proficient with it and use your strength for the attack roll and damage roll. The attack deals 1d8 piercing damage and carries the lycanthropy curse (DC = 8 + prof + your Con modifier). If the target is a creature, it must also succeed on a Strength saving throw with a DC of 8+ your prof + your Strength modifier, or be knocked prone.

KEEN HEARING AND SMELL
Starting at 1st level, you have advantage on Wisdom (Perception) checks that rely on sound or smell.

BONUS PROFICIENCY
Starting at 1st level, you become proficient with Strength saving throws and Wisdom (Perception) and Wisdom (Survival) ability checks to follow tracks.

ANIMAL FORM
Starting at 3rd level, when you transform you can choose to change into an animal form instead of a hybrid form, transforming into a dire wolf. In this form you gain all the changes of your hybrid form and in addition you are granted the following:
• Your size becomes large.
• You can no longer use any equipment.
• Your speed changes to 50 feet.
• You lose your claw attack, granted by your hybrid form.
• Your bite attack deals 2d6 piercing damage.

ABILITY INCREASE
At 3rd level, you increase your Strength by 1.

DIRE FORM
Starting at 5th level, when you transform you can choose to change into an even larger bestial humanoid form instead of your regular hybrid form. In this form you gain all the changes of your hybrid form and in addition you are granted the following:
• Your size becomes large.
• You can use any equipment sized for a large creature without any penalties.
• Your speed changes to 50 feet and you gain a climb speed of 25 feet.
• Your strength becomes 19, unless it is already higher than that.
• When you attack a prone creature, you can score a critical hit on a natural d20 roll of 18-20.
• Your claw attack deals 4d4 slashing damage and your bite attack deals 2d8 piercing damage.

Formion
2021-08-16, 04:14 PM
==CLERIC VENGEANCE DOMAIN==

VENGEANCE DOMAIN SPELLS:
1st Hellish Rebuke, Hunter's Mark
3rd See Invisibility, Zone of Truth
5th Bestow Curse, Counterspell
7th Phantasmal Killer, Staggering Smite
9th Hold Monster, Immolation

BONUS PROFICIENCY
When you choose this domain at 1st level, you gain proficiency with martial weapons and heavy armor.

AN EYE FOR AN EYE
Starting at 1st level, your deity stokes your ire against people who would harm you and your comrades. If a creature that you can see deals damage to you or one of your allies, then until the end of your next turn you deal extra damage equal to your Wisdom modifier to that creature with weapon attacks and spells.

CHANNEL DIVINITY: MARKED FOR VENGEANCE
Starting at 2nd level, you can use your Channel Divinity to mark a creature as a target for vengeance. As an action, you present your holy symbol and invoke the name of your deity. One creature within 60 ft. of you that you can see is marked for vengeance for 10 minutes. While marked, the creature takes 1d8 psychic damage every time it is damaged by you or one of your allies. In addition for the duration you are always aware of the direction and distance that creature is from you.

DIVINE FEAR
Starting at 6th level, your deity grants you with the ability to instill supernatural fear upon those that would harm you. You have advantage on Charisma (Intimidation) ability checks against any creature under the effects of an eye for an eye. Also, as an action you can force one such creature that
you can see to make a Wisdom saving throw against you spell save DC. If it fails it is frightened of you and its speed is reduced to 0, and it can ’t benefit from any bonus to its speed for 1 minute.

DIVINE STRIKE
Beginning 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 of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

VENGEFUL RETRIBUTION
Starting at 17th level, your deity brings swift annihilation to those deserving your vengeance. When you use your marked for vengeance channel divinity power, you can target a number of creatures you can see, equal to your Wisdom modifier. Additionally, when a marked creature makes an attack or casts a spell, against you or an ally, you can use your reaction to call divine retribution upon it. A pillar of light strikes down upon the creature, or a pit of darkness opens beneath it (your choice). The creature must succeed on a Dexterity saving throw, taking 5d8 radiant or necrotic
damage and becoming blinded for 1 minute on a failure and half as much damage without becoming blinded on a success.

Formion
2021-08-17, 02:14 PM
==CLERIC LOVE DOMAIN==

LOVE DOMAIN SPELLS
1st Charm Person, Disguise Self
3rd Calm emotions, Suggestion
5th Beacon of hope, Tongues
7th Compulsion, Locate creature
9th Dominate Person, Dream

THE HEART'S TELL
Those who serve the gods and goddesses of love are adept at reading the hearts of others and subtly guiding their emotions. At 1st level, you are proficient in Charisma (Persuasion) and Wisdom (Insight) ability checks.

BONUS CANTRIP
When you choose this domain at 1st level, you learn the Friends cantrip. This counts as a cleric cantrip for you and doesn’t count against the number of cleric cantrips you know.

CHANNEL DIVINITY: MUSE
Starting at 2nd level, you can use your Channel Divinity to become another's muse, inspiring them to greatness. As a bonus action, you hold your holy symbol and speak words of encouragement to bolster another who is within 60 feet of you and can hear you. The recipient of your encouragement receives a d8 Divine Inspiration die, which they can use within the next 10 minutes to add to the number rolled for one ability check, attack roll, or saving throw.
The recipient can wait until after it rolls a d20 before deciding to use the inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the inspiration die is rolled, it is lost and a recipient can only have one Divine Inspiration die at a time.

CHANNEL DIVINITY: INTOXICATING TOUCH
At 6th level, you can touch a humanoid target and use Channel Divinity to intoxicate its senses and cloud its mind. The target must make a Wisdom saving throw or be overwhelmed by thoughts of your beauty, charm, or grace. If the target succeeds their saving throw, they only become aware of the attempt, if the pass a Wisdom (Insight) ability check against your spell save DC.
If the target fails their saving throw, for the next hour or until you use this ability again, the target is charmed by you and suffers disadvantage on any further Intelligence or Wisdom checks and saving throws.

IRRESISTIBLE CHARMS
Upon reaching 8th level, whenever you cast an enchantment or illusion spell, you add your Charisma modifier to the spell save DC.

OBJECT OF AFFECTION
At 17th level, you have become so attuned to the desires of others that if you focus your attentions on a single target, it can be nearly impossible for them to resist. When you successfully cast an enchantment spell or an illusion on a target, you can designate the target as the object of your
affection. The object of your affection has disadvantage when resisting future enchantment or illusion spells cast by you and the duration of the enchantment or illusion spell affecting them is doubled.
Additionally, when an enchantment effect ends on the object of your affection, they do not realize they have been charmed and will not be inclined to act hostile towards you. You may only have one object of affection at a time and once you use this ability, you must take a long rest before you can use it again.

Formion
2021-08-20, 05:11 AM
Just a head's up, I decided to publish my first ever thing in DmGuild.

Draconic Variants for Dungeon Masters (https://www.dmsguild.com/product/368195/)

Formion
2021-08-21, 12:08 PM
==FATE DOMAIN==
FATE DOMAIN SPELLS
1st Guiding Bolt, Identify
3rd Augury, Locate Object
5th Clairvoyance, Sending
7th Death Ward, Divination
9th Commune, Scrying

BONUS PROFICIENCY
When you choose this domain at 1st level you become proficient in either the History or Religion skill.

PORTENT OF FATE
Starting at 1st level when you choose this domain, glimpses of the strands of fate begin to press in on your awareness. When you finish a long rest, roll a number of d20s equal to your Wisdom bonus and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made
by you or a creature that you can see with one of these fate rolls.
You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each fate roll can be used only once. When you finish a long rest, you lose any unused fate dice.

CHANNEL DIVINITY: ALTER FATE
Starting at 2nd level, you can use your Channel Divinity to beseech your deity to alter the strands of Fate in a subtle way for a creature. As a reaction, when a creature within 30 feet of you takes damage or makes an ability check, you can grant that creature resistance or vulnerability to the damage it took, or advantage or disadvantage to the ability check.

PRAYER TO THE FUTURE
Starting at 6th level, after a long rest you can lead a number of friendly creatures equal to your Wisdom bonus in a small 10 minute ritual prayer to your deity. Those that participate may catch a glimpse of events yet to come.
Each creature that participated, including you, can choose to gain advantage on one ability check, saving throw, or attack roll before the end of your next long rest.

EYES OF FATE
Starting at 8th level, you become aware of the closest events fate has in store for you and hardly anything can surprise you. You have advantage on Initiative checks and unless you are unconscious you cannot be surprised.

IMPROVED PORTENT OF FATE
Starting at 17th level, when you roll your fate dice after a long rest, you can roll a number of dice equal to twice your Wisdom bonus and pick half of them to record.





==FREEDOM DOMAIN==
FREEDOM DOMAIN SPELLS
1st Longstrider, Expeditious Retreat
3rd Knock, Pass Without Trace
5th Water Walk, Fly
7th Dimension Door, Freedom of Movement
9th Tree Stride, Passwall

BONUS PROFICIENCY
When you choose this domain at 1st level you become proficient with thieves' tools and Dexterity (Acrobatics) ability checks.

QUICK STEP
Also starting at 1st level, your base movement increases by 10 feet.

ESCAPE ARTIST
Also starting at at 1st level, you add double your proficiency bonus on ability checks to escape bonds, shackles and other restraining equipment.

CHANNEL DIVINITY: BREAKER OF CHAINS
Starting at 2nd level, you can use your Channel Divinity to break the mental and physical bonds of a creature within 30 ft. of you.
As an action you present your holy symbol and invoke your deity to end any of the following conditions on a creature of your choice: charmed, frightened, grappled, paralysed, restrained.

GHOST ON THE WIND
Starting at 6th level, you add the Gaseous Form spell to the cleric spell list. You always have it prepared, and it doesn't count to the limit of spells you can prepare. You can cast it once per day without expending a spell slot, but can only cast it on yourself.
At 14th level you also learn the Etherealness spell and you can also cast it once per day without expending a spell slot.

DIVINE SPEED
Starting at 8th level, you add the Haste spell to the cleric spell list. You always have it prepared, and it doesn't count to the limit of spells you can prepare. You can cast it a number of times per day equal to your Wisdom bonus without expending a spell slot and you don't need to concentrate for the duration.

IMPROVED BREAKER OF CHAINS
Starting at 17th level, when you use your breaker of chains channel divinity feature you can choose to target any number of creatures within 30 feet of you, rather than just one.

Formion
2021-08-24, 12:13 PM
==DARKNESS DOMAIN==

DARKNESS DOMAIN SPELLS
1st Colour Spray, Disguise Self
3rd Blindness/Deafness, Darkness
5th Blinding Smite, Hunger of Hadar
7th Confusion, Phantasmal Killer
9th Hallow, Scrying

BONUS PROFICIENCY
At 1st level you become proficient at Dexterity (Stealth) ability checks. When you are in dim light or darkness, you have advantage in such rolls and creatures can't benefit from darkvision when attempting to locate you when you are hiding in such conditions.

BLESSED BY DARKNESS
Also at 1st level, you gain darkvision with a range of 60 feet. If you already have darkvision, then its range increases by 30 feet. You can see through magical darkness created by your spells or abilities using this feature. As a bonus action you can touch one willing creature, transferring this ability to the creature for 1 hour, or until you use this feature again.

STRANGLING SHADOW
Also at 1st level, you can cause an enemy's shadow to turn against them. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing shadows to dance around the creature as if attacking it, before it hits
or misses.
An attacker that is immune to fear is immune to this feature. If the attacker misses with both dice then it also takes 1d10 psychic damage.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

CHANNEL DIVINITY: WELCOME THE VOID
Starting at 2nd level, you can use your Channel Divinity to open a region of pure darkness. Magical darkness spreads from a point you choose within 60 feet, filling a 10-foot-radius sphere for 1 minute, and the darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. Any creature besides yourself or the target of your Blessed by the Darkness feature that ends it’s turn within the darkness must make a Constitution saving throw, taking 2d6 cold damage on a failed save, and half as much on a successful save.
You may choose to anchor this ability to an object you or the target of your Blessed by the Darkness feature are holding. The darkness emanates from the object and moveswith it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this ability's area overlaps with an area of light created by a spell level equal to or lower than half your cleric level, the spell that created the light is dispelled.

ONE WITH THE DARK
At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

POTENT SPELLCASTING
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

SHADOWY FORM
At 17th level, your body takes on a permanent incorporeal shadowy look, making you harder to strike. You gain resistance to nonmagical bludgeoning, piercing and slashingdamage and you are invisible when in complete darkness.

Formion
2021-08-26, 02:29 PM
==CIVILIZATION DOMAIN==

CIVILIZATION DOMAIN SPELLS
1st Comprehend Languages, Unseen Servant
3rd Suggestion, Warding Bond
5th Glyph of Warding, Leomund's Tiny Hut
7th Fabricate, Mordekainen's Private Sanctum
9th Legend Lore, Hallow

BONUS PROFICIENCY
Starting at 1st level, you learn two languages of your choice. You also become proficient in an artisan's tool of your choice and your choice of two of the following skills:
History, Investigation, Persuasion, or Religion.
Your proficiency bonus is doubled for any ability check you make that uses those tools or skills, when you are inside a settled area.

CHANNEL DIVINITY: BEACON OF CIVILIZATION
Starting at 2nd level, you carry the light of civilization wherever you go, exerting and expanding the influence of your deity in any environment. As an action you can use your Channel Divinity and raise your holy symbol high, for all to see. When you do, you create an area of hallowed ground in a 30 feet radius, sacred to your deity. Allies in this area gain the effects of bless, and undead have disadvantage on saving throws against turn undead. In addition, the area is brightly illuminated by magical light.
These effects last for 1 minute, or until you dismiss the area as an action. The area is susceptible to magic negating spells such as antimagic field and dispel magic. While this area is active, you can use your reaction to do one of the following:
• Grant disadvantage on an opportunity attack that a creature triggers, when inside the area.
• Grant resistance to the damage that a creature takes, when the creature suffers damage inside the area.
• Increase the speed of a creature moving towards the area by 30 feet.

CHANNEL DIVINITY: DIVINE CARTOGRAPHY
Starting at 6th level, you can use your Channel Divinity to learn information about the region you are in, sensing the auras of nations and empires. As an action, you kneel in prayer and concentrate. When you do you are able to sense the direction and distance to the three closest settlements. You can sense a village within 5 miles, a large town within 20, and a major city within 100 miles. You learn their locations starting from the closest eligible, so if there are three villages within 5 miles, you learn their locations.
Furthermore, you learn the direction of any road within 5 miles of you that leads to these settlements, the names of the settlements, the name of the kingdom they belong to, its closest border and the name of its ruler.

DIVINE COOPERATION
Starting at 8th level, you can take the Help Action as a bonus action. When you do so to grant advantage on an attack roll, if the attack hits, it deals extra damage equal to your Wisdom modifier. Furthermore, when you receive the Help Action to make an attack roll with advantage, if the attack hits, it deals extra damage equal to your Wisdom modifier.

IMPROVED BEACON OF CIVILISATION
Starting at 17th level, when you use your beacon of civilization you have additional options available to you. While this area is active, you can use your action to do one of the following:
• Grant each creature of your choice that is in the in the area and you can see, temporary hit points equal to your Wisdom modifier.
• Make each creature of your choice that is in the in the area and you can see, make a Wisdom saving throw, becoming frightened of you, while the area exists, if they fail the saving throw.

While this area is active, you can use your reaction to do one of the following:
• Grant a creature making a saving throw and is in the area, advantage to the saving throw.
• Grant a creature hit by an attack, or targeted by the magic missile spell, and is in the area and you can see , the effects of the shield spell.
• Stabilize a creature when it drops to 0 HP in the area and you can see it.