My Documents
Support GM Binder!
A Plethora of Paladins
Plus Some
\pagebreak
SACRED OATH | LYAN
# The Lyan ## A Paladin Sacred Oath A tiefling crouches, holding his hands over his head as an angry mob harries him in the street, crying for justice against imagined slights blamed on his infernal heritage. But after a shout and the flash of a sword, the mob suddenly scatters. When he glances up at his rescuer, the tiefling sees a stone-faced woman clad in scuffed but sturdy armor. She knows
not if he is innocent, but she does know that a mob does
not justly dispense the law. A burly half-orc, his armor set aside for the time
being, fells another tree to the earth. This is the
last log needed to help the farmer build his cabin,
the first proper home in this new settlement. He
briefly indulges in a small grin before beginning
the process of sawing off the branches. Seeing her fellows surrounded on all sides by
deceptively-beautiful dryads and nymphs, all part of
the forest's efforts to drive them away from their task,
an armored woman quiets before suddenly raising her morningstar high and shouting a prayer to her god. As her eyes flash with holy light, the fey flee, turned by her censure. Deriving its name from the ascending floors of the infinite planar tower known as Arbiter's Edifice, the Lyan is a holy paladin pledged to serve the god of law and order known as the Arbiter in one of its Edificial Churches. Sworn to uphold lawfulness in all senses, the Lyan
believes in the value of deference, honor, and trustworthiness with little interest in matters of good and evil. Such paladins are champions of both civil and religious laws in their appointed jurisdictions and will defend legitimate rule and governance. However, Lyans also preserve law in the abstract: some Lyans are proponents of social traditions and mores, defending such praxis as symbols of law. Others act as settlers and frontiersman, seeing the wilderness as an embodiment of chaos. For the Lyan, order is the correct state of all things. The Lyan argues that without rules, society crumbles and all life becomes nasty, brutish, and short; without the city or town, existence is uncomfortable and stagnates. Thus, chaos is more than distasteful - it is an existential threat. Lyan paladins are loyal and duteous, with an unyielding focus on their obligations to their Edificial Church and to smiting chaos. As such, they tend to be severe, even taciturn, in their disposition, but they are no less unfailing in their dedication to hunting and striking down the forces of chaos wherever they stand. Being unconcerned with good and
evil, a Lyan is often brutal in their conduct, working within what is lawful to destroy what is not. #### Tenets of the Lyan The creed of a Lyan varies between each Edificial Church, but all must be harmonious with the principles of the Arbiter in upholding law and order. In practice, a Lyan can be roughly said to live according to the following tenets. ***Order.*** Be true to Law, and yield to legitimate authority, save it be a threat to order in itself. Strike down chaos
where it stands. Act with consistency, and be disciplined
in your conduct.
> ##### Edificial Church Clergy > An Edificial Church is any church or otherwise religious organization devoted to the Arbiter. Though not all such churches are identical, they bear some similarities, as each must be harmonious with the Arbiter's principles in order to be blessed with his magics and authorization. > > The clergy of an Edificial Church is comprised exclusively of Lyans, or at least squires in training to become Lyans. As such, a Lyan carries the roles of both warrior and minister.
***Decorum.*** Remember the structure and laws of polity. Be courteous, but serious and professional in your manner. Defer to authority and respect subordinates as appropriate to your respective stations. Do not be over-friendly or fond. ***Civilization.*** Respect and honor the town, the barony, the kingdom, the empire. These institutions form the foundation of and are the hope for all meaningful life. ***Responsibility.*** Do not be disorderly in your own conduct. Fulfill your obligations and live up to your word. Perform your duties to the highest letter of the law, and abide by the code of your Edificial Church. ***Allegiance.*** Your first pledge is to Law. Your second is to the Arbiter, your third to your Edifical Church. You should have no other allegiances. Consider the whole before the self. @===== > ##### The First Edition Lyan and Thoughts on Alignment Restrictions > The Oath of the Lyan is primarily inspired by the Lyan class for the first edition of *Dungeons & Dragons* as presented by the article "A Plethora of Paladins" found in *Dragon* #106. Though this oath is inspired by that class, it is not a strict conversion and draws more thematically from the Lyan than mechanically. > > In first edition, some classes had alignment restrictions, including the Lyan, which was restricted to only lawful neutral characters. The general tenets of the Oath of the Lyan are broadly reflective of a lawful neutral perspective; whether or not this means that only lawful neutral characters can take the Oath of the Lyan is best discussed and decided with your DM or player(s). ___ ___ ___ ___ ___ #### Oath Spells You gain oath spells at the paladin levels listed. ##### Oath of the Lyan Spells | Paladin Level | Spells | |:----:|:-------------| | 3rd | *guiding bolt*, *sanctuary* | | 5th | *arcane lock*, *hold person* | | 9th | *protection from energy*, *spirit guardians* | | 13th | *compulsion*, *Otiluke's resilient sphere* | | 17th | \**commune with civilization*, *hallow* | #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. ***Blessed Settlement.*** With your Channel Divinity, you sanctify a space against the wilderness's chaos and encroachment. As an action, you speak an incantation to bless a circular area within a 15-foot radius centered on a point you touch, the edge of which is visibly marked by a faintly glowing silver-colored line, and you choose one of the following two effects to apply. \columnbreak **Trailblazer.** While within the radius, once per turn, you and friendly creatures can add an extra amount of radiant damage equal to your Charisma modifier (minimum of 1) to the damage roll of a successful attack. The creature can wait until after it rolls the damage before deciding to add the bonus, but must decide before the DM adjudicates the results of the damage. This effect lasts for 1 minute. **Encampment.** You are magically made aware if any hostile creature is within the radius or enters the radius. You do not automatically know where they are or how many there are. If you are sleeping at the time, you are magically awoken and may use a reaction to stand. Alternatively, you may choose a different creature when you use this option to be awoken with the same effect if they are sleeping in this space. This effect lasts for 8 hours or until you leave the blessed radius.
##### Commune with Civilization *5th-level divination (ritual)* ___ - **Casting Time:** 1 minute - **Range:** Self - **Components:** V, S - **Duration:** Instantaneous ___ You briefly become one with civilization and gain knowledge of the surrounding territory. In a civilized area, the spell gives you knowledge of the area within 3 miles of you. The spell doesn’t function where there is no construction, such as in the wilderness. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: - road layouts and landmarks - prevalent goods, services, factions, or cultures - powerful celestials, fey, fiends, elementals, or undead - influence from other planes of existence - building types of your choice For example, you could determine the fastest route to the city center, the popular local foods, and the location of any blacksmiths in the area.
SACRED OATH | LYAN
@=====
SACRED OATH | LYAN
***Turn the Unlawful.*** As an action, you can utter a prayer that is painful to creatures of chaos. You display your holy symbol and speak your condemnatory prayer, using your Channel Divinity. Each aberration, demon, or fey that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. #### Pioneer You have become skilled at overcoming the chaos of the wild-erness. At 3rd level, you gain proficiency in the Survival skill. #### Aura of Clarity By 7th level, the blessing of the Arbiter dispels confusion and disarray. You and friendly creatures within 10 feet of you cannot be blinded, deafened, affected by the *confusion* spell, or affected by effects similar to the *confusion* spell while you are conscious. At 18th level, the range of this aura increases to 30 feet. \columnbreak
> ##### Good Versus Evil, Law Versus Chaos > The Lyan's struggle is in behalf of law against chaos, and thus thematically may often be unconcerned, even flippant, with the conflicts of good and evil. This is reflected in the original Lyan's class features, which included detection of and bonus damage against chaotic creatures. > > For players and DMs interested in more fully reflecting the Lyan's theme within its mechanics, the following optional features can be included as part of the Lyan Oath when it's taken or as part of the paladin's progression starting from first level: > > #### Detect Chaos > When you use your Divine Sense, you detect the presence of aberrations, celestials, and fey instead of celestials, fiends, and undead. > #### Scourge the Chaotic > The bite of your blows is focused not on the unholy, but on the lawless. When you use your Divine Smite, you inflict an extra 1d8 radiant damage against aberrations and fey instead of fiends and undead.
#### Lawman's Vigor Beginning at 15th level, the divine essence of your magics can shore up your own frame. Whenever you cast a paladin spell, you gain temporary hit points equal to your paladin level plus the level of the spell. Additionally, you have advantage on Charisma (Persuasion) checks made to interact with people involved in government and law, such as judges, constabulary, royalty, or bureaucrats. #### Pillar of Society At 20th level, you can use an action to become an inspiring avatar of cosmic law whose steps claim the earth for civilization. For 1 minute, your body looks as if it burns with a holy fire, and you gain the following benefits: - You and friendly creatures within 30 feet of you inflict an extra 1d8 radiant damage when you hit with an attack. - Each hostile creature within 30 feet of you must subtract 1d6 from any ability check, attack roll, or saving throw it makes. - You have advantage on saving throws against spells and resistance to damage from spells. Once you use this feature, you can’t use it again until you finish a long rest.
##### Commune With Civilization Thanks to /u/IrishBandit for the spell *commune with civilization*, which can be found in the [*Rule of Law*](https://www.reddit.com/r/UnearthedArcana/comments/5pjkae/rule_of_law_20_6_archetypes_15_feats_and_more_for/)
homebrew supplement.
@=====
SACRED OATH | FANTRA
# The Fantra ## A Paladin Sacred Oath The platoon's march through the woods grinds to a crawl.
In order to make space for their seige engines, they intended to hew down any tree blocking their path. However, the men are especially sluggish today, each too sapped to work effectively. Their advance would have to wait for morning at the earliest, throwing off the planned invasion. Little did the officers know of the cadre of grizzled, grinning gnomes who had hexed their soldiers with weakness... An elven maiden jinks to the side, the iron golem's swing now missing entirely. In a burst of unnatural speed, she
leaps - no, *flies* through the air to land a devastating blow on the abomination against what it means to be free. When they first met the woodsman, covered in moss and vegetation as if he'd sprouted right out of the earth himself, the travelers had thought he spent too much time jabbering at the horse and raven he traveled with. However, now that they have been getting consistent intelligence on the inner workings of the alchemist's forest stronghold from a colony of mice, it's become hard to find fault with the man's association with animals... strange though it may be. Fantra is an ancient word in the Fey tongue that is typically taken to mean "guardian," and in practice those paladins who take the Oath of the Fantra see themselves as protectors of freedom and nature against tyranny and control. Such paladins, also known as Fantras, may make such an oath to themselves, a comrade, or to a being of the wilderness, such as a druid or fey. It is also said that the first Fantras swore only to the land and wilds themselves. Fantras believe in the freedom of chaos; rules and authority are dangerous things, nothing more than the chains that separate people from each other and bind them down against their own desires. People are best off trusted to make their own decisions and, given freedom, will learn to live peacefully. In addition to promoting the freedom of individuals, a Fantra also encourages the chaos of the natural world. They dislike the conquest of the wilderness, preferring that people live with nature, not against it. Fantras often distrust wizardly arcanics, seeing it as a perversion to control the primal forces of magic. In the eyes of many Fantra, the world was as it was meant to be when it was first made, without the changes wrought by mortal hands. Believing in the inherent rightness of freedom from rules, Fantras have few scruples, and boisterous examples can be especially revelrous. This carries over into their quest against rigid law, leading them to also be unrelenting adversaries. #### Tenets of the Fantra ___ As advocates against formal rules, there are no uniform tenets followed by Fantras. However, their commitment to chaos can be summarized roughly as follows. ***Anarchy.*** The rigidity of institutions ought be rejected wherever possible. Authority is an agent of separation and oppression, and power is best left in the hands of people. ***Relativism.*** Good and evil are sophistries and opinions, and the only true measure of right is peaceful, free coexistence. People should determine on their own and amongst each other how they ought to conduct themselves, not lawmakers, kings, or judges. ***Earth.*** The natural world is the ultimate symbol of freedom and coexistence, and it must be protected against those agents of law which would abuse and destroy it. ***Autonomy.*** Use your own judgment and encourage others to use theirs. Commit acts that fulfill your oath and acts that please you. Feel no duty to that which accomplishes neither. ***Equity.*** Respect the autonomy and desires of others, their personal chaos. Acknowledge the inherent worth of each mortal and their freedoms. Hierarchy is always the path to tyranny; equity will always restore freedom. @=====
SACRED OATH | FANTRA
> ##### The First Edition Fantra and Thoughts on Alignment Restrictions > The Oath of the Fantra is primarily inspired by the Fantra class for the first edition of *Dungeons & Dragons* as presented by the article "A Plethora of Paladins" found in *Dragon* #106. Though this oath is inspired by that class, it is not a strict conversion and draws more thematically from the Fantra than mechanically. > > In first edition, some classes had alignment restrictions, including the Fantra, which was restricted to only chaotic neutral characters. The general tenets of the Oath of the Fantra are broadly reflective of a chaotic neutral perspective; whether or not this means that only chaotic neutral characters can take the Oath of the Fantra is best discussed and decided with your DM or player(s).
#### Oath Spells ___ You gain oath spells at the paladin levels listed. ##### Oath of the Fantra Spells | Paladin Level | Spells | |:----:|:-------------| | 3rd | *find familiar*, *hex* | | 5th | *blur*, *spike growth* | | 9th | *fly*, *speak with plants* | | 13th | *conjure woodland beings*, *freedom of movement* | | 17th | *commune with nature*, *insect plague* | #### Channel Divinity ___ When you take this oath at 3rd level, you gain the following two Channel Divinity options. ***Primordial Speech.*** By calling on the land's natural forces, you can commune with beasts using your Channel Divinity. As an action, you target a beast within 30 feet of you that you can see. For the next ten minutes, you can comprehend and verbally communicate with this beast. Additionally, this beast sees you as unthreatening and will try to interact and answer in a helpful manner. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You cannot use this Channel Divinity option on any creature that you have attacked within the past hour. If you or an ally attacks a creature under the effect of your Primordial Speech, the effect ends. \columnbreak
***Chaos Strike.*** As an action, you bless your weapon with a volatile potency, using your Channel Divinity. For a number of rounds equal to your Charisma modifier, you add 1d4 to your weapon attack rolls, and your weapon attacks inflict an additional 1d4 radiant damage as it fizzes with divine power. The weapon also emits dim light for 30 feet. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any action. If you are no longer holding or carrying this weapon, or if you fall unconscious, the effect ends. #### Wildman Also at 3rd level, you know chaotic environments like the back of your hand. You gain proficiency in the Nature skill.
@=====
SACRED OATH | FANTRA
#### Aura of Freedom Starting at 7th level, while you are conscious, you and
friendly creatures within 10 feet of you are unaffected by magical and nonmagical difficult terrain. At 18th level, the range of this aura increases to 30 feet. #### Quickfooted Beginning at 15th level, you are adept at maneuvering in battle. Whenever you Dash or Disengage as an action, you can make an attack as a bonus action. #### Limitless Impunity By 20th level, you can use your action to break free of all bonds and restrictions, adopting a mantle of sovereignty. For one minute, you gain a flying speed of 60 feet, experience the effects of the *freedom of movement* spell, and are immune
to enchantment spells. You can also move through other creatures and objects as if they were difficult terrain.
You take 1d10 force damage if you end your turn inside
an object. Additionally, you ignore a creature's resistance or
immunity to any damage you inflict on it. Once you use this feature, you can’t use it again until
you finish a long rest.
> ##### Good Versus Evil, Chaos Versus Law > The Fantra's struggle is in behalf of chaos against law, and thus thematically it has little regard for matters of good and evil. This is reflected in the original Fantra's class features, which included detection of and bonus damage against lawful creatures. > > For players and DMs interested in more fully reflecting the Fantra's theme within its mechanics, the following optional features can be included as part of the Fantra Oath when it's taken or as part of the paladin's progression starting from first level: > > #### Detect Law > When you use your Divine Sense, you detect the presence of constructs, elementals, and fiends instead of celestials, fiends, and undead. > #### Strike the Inflexible > The bite of your blows is focused not on the unholy, but on the fastidious. When you use your Divine Smite, you inflict an extra 1d8 radiant damage against constructs and elementals instead of fiends and undead. @=====
SACRED OATH | PARAMANDER
# The Paramander ## A Paladin Sacred Oath An almost conspicuously unadorned knight hushes his wizardly colleague in the middle of their conversion. He points a bit to the south, and now the wizard also sees the troop of hill giants marching against the horizon. The knight scowls a bit at the appearance of creatures so monstrously extreme, prepared to ride against them in battle if necessary. His halberd at the ready, an iron-clad dwarf murmurs a mystic prayer of comfort, countering the fearsome dragon's aura of menace. As his allies catch their breath and ready their offense, the dwarf utters but one syllable. Yet it is this secret word that sears its way through the dragon's mind, nearly forcing it into retreat. Suddenly the drake understands that the conflict before him is far greater than he had thought. A smiling half-orc shares in the merriment of her colleagues, laughing with them at their minstrel friend's absurd tales. She quests with them in the hopes of striking down the rising demilich. She'd had no quarrel with the magus before, but in its ascension to lichdom the power dynamic of the realm had shifted too much. It was time for her to set things aright. Many *Dungeons & Dragons* worlds are surrounded by the grand struggles of cosmic forces representing good, evil, law, and chaos. Those paladins who take on the Oath of the Paramander are paladins who choose to step back from this conflict, viewing alliance with any extreme to be dangerous and disrespectful to the truth of the universe. These paladins are often referred to as Secret Finders, Impartialists, or, more simply, Paramanders. Paramanders uphold parity between cosmic ideology as the greatest virtue: just as the evil of a tyrant should not overpower the good of a knightly order, so too should the law of that knightly order not overpower the druid circle's chaos. Those who take upon the Paramander's oath distrust extremity and believe that wholehearted support of any philosophical alignment only blinds a person to the harsh realities of the world. The tyrant is only evil to the knights, their law is only just to themselves, and so forth. In their quest for balance, Paramanders see truth as an object of ultimate objectivity, and many devote themselves to uncovering lost lore or forgotten secrets. For similar reasons, many also have a great respect for arcane magic, as such power is born out of the artificial manipulation of a natural force - a neutral meeting of two contrasting notions - and is no respecter of belief. The power of arcana is as impartial as a a Paramander hopes to be. Being merely mortal, a Paramander cannot literally fight the very forces of cosmic ethics. However, it is common for such warriors to target monsters they see as the physical incarnations of extremity, and dragons and giants especially earn a Paramander's ire for how their violent tendencies and disproportionate strength can affect the surrounding world. #### Tenets of the Paramander ___ The Oath of the Paramander may be sworn by servants of arcane gods, pantheons of knowledge, or worldly fellowships. Though the exact requirements may vary, the oath's core principles are unchanging.
***Uphold the Balance.*** Distance yourself from all extremes and the strife inherent to such division. The world is what it is, and each player has their part. Strike against that which would threaten this harmony. ***Moderate Your Passion.*** Intense emotion is the birthplace of the conflicts you seek to quell. As in all things, be sober and employ your mind over your heart. ***Seek After Truth.*** Of all things that are, truth is the greatest of them all. Its objectivity enables reason and reveals the blindness of vehement dogma. ***Guide the Lost.*** Though you be a conqueror of imbalance, you sow only sectarianism if you forget to be an aid to those without your insight. Offer your respect to those who do not understand the virtues of balance. In time, your compan-ionship will turn them to your cause. #### Oath Spells ___ You gain oath spells at the paladin levels listed. ##### Oath of the Paramander Spells | Paladin Level | Spells | |:----:|:-------------| | 3rd | *detect magic*, *identify* | | 5th | *calm emotions*, *detect thoughts* | | 9th | *clairvoyance*, *magic circle* | | 13th | *banishment*, \**elemental bane* | | 17th | *contact other plane*, *legend lore* | @=====
SACRED OATH | PARAMANDER
___ ___ #### Channel Divinity ___ When you take this oath at 3rd level, you gain the following two Channel Divinity options. ***Knowledge of the Ages.*** You can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool. ***Turn the Extreme.*** As an action, you speak an ancient word of power that drives away cosmic imbalance, using your Channel Divinity. Each dragon or giant with any non-neutral alignment within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. #### Occultist By 3rd level, you have thoroughly plied arcane lore as a student of magic. You gain proficiency in the Arcana skill. #### Sacred Arcana Starting at 7th level, you can channel holy energy into your spells, empowering them beyond your normal abilities. When you expend a spell slot to cast a paladin spell, you can raise the level of the spell slot by spending Lay on Hands points. You must spend 10 Lay on Hands points per level of increase, and the spell's effects reflect the slot's new level. \columnbreak
> ##### The First Edition Paramander and Thoughts on Alignment Restrictions > The Oath of the Paramander is primarily inspired by the Paramander class for the first edition of *Dungeons & Dragons* as presented by the article "A Plethora of Paladins" found in *Dragon* #106. Though this oath is inspired by that class, it is not a strict conversion and draws more thematically from the Paramander than mechanically. > > In first edition, some classes had alignment restrictions, including the Paramander, which was restricted to only true neutral characters. The general tenets of the Oath of the Paramander are broadly reflective of a true neutral perspective; whether or not this means that only true neutral characters can take the Oath of the Paramander is best discussed and decided with your DM or player(s).
##### Elemental Bane The spell *elemental bane* is found in the *Elemental Evil Player's Companion* and in *Xanathar's Guide to Everything*.
@=====
SACRED OATH | PARAMANDER
___ You cannot increase a slot beyond the highest level spell slot you are capable of casting. For example, a 7th level paladin casting a 1st level spell with a 1st level spell slot could spend 10 Lay on Hands points and cast the spell as if they were using a 2nd level spell slot. After you use this feature, you must finish a short or long rest before you can use it again.
> ##### You Just Had to Pick a Fight
With Everybody, Didn't You? > The Paramander beieves in the virtue of neutrality, and thus does not side with either good or evil or law or chaos. This is reflected in the original Paramander's class features, which included detection of and bonus damage against creatures that are not neutral. > > For players and DMs interested in more fully reflecting the Paramander's theme within its mechanics, the following optional features can be included as part of the Paramander Oath when it's taken or as part of the paladin's progression starting from first level: > > #### Detect Imbalance > When you use your Divine Sense, you detect the presence of dragons, giants, and undead instead of celestials, fiends, and undead. > > #### Smite the Radical > The bite of your blows is focused not on the unholy, but on the extreme. When you use your Divine Smite, you inflict an extra 1d8 radiant damage against dragons and giants instead of fiends and undead. \columnbreak #### Cognitive Detachment At 15th level, your mind is disconnected from the petty quarrels and shifting opinions of the world, granting you exceptional mental agility Your alignment cannot be changed magically, and you
gain proficiency in Intelligence saving throws. #### Impose Compromise At 20th level, as an action, you can emanate an aura of moderation, forcing others to see the error of their cause and weakening their will to fight. For one minute, creatures of your choice that you can see within 30 feet of you have disadvantage on all attack rolls. An affected creature can end this effect on itself by succeeding on a Charisma saving throw as an action. Additionally, you gain the following benefits for the duration: - You have truesight out to 60 feet. - You have resistance to all nonmagical bludgeoning, piercing, and slashing damage. - You are capable of maintaining concentration on two paladins spells simultaneously. The sum of the levels of the spell slots you use to cast both spells must be less than or equal to 5. You cannot concentrate on more than two spells at the same time. Once you use this feature, you can’t use it again until you finish a long rest. @=====
SACRED OATH | BETROTHAL
___ ___ ___ ___ ___ ___ ## Betrothal ### A Paladin Sacred Oath ___ To the shock and awe of the slavers he fights, the knight takes blow after blow and refuses even to yield to the supernatural terror of their dragon lord. What they do not know, cannot know, is that he is not motivated by money, as they are, or even his life, as his friends are. He is motivated by love for the witch they've kidnapped, and that love would not let him fail. During a quiet evening spent in the company of his friends, a wizened Half-Orc reads again the now crumpled, stained, and battle-worn letter. At the concerned glance of one of his fellows, the hedge knight smiles and enters into a story about one of his boys. He misses his dear and growing little ones so much it sometimes feels like his heart will break. But every gold piece sent home is a fortune for his family, and every loose demon struck down is one less to threaten their realm. "I-it's not like I LIKE you or anything!" says a tall warrior in scuffed but effective armor. Her wizard companion had noted, a bit curious, that she always went to great lengths to draw their monstrous foes off of him and toward her. She adds, "It's just that - what if we find a magic sword, and you're too unconscious to *identify* it? How will I enjoy my Holy Avenger then?!" To the others in their party, however, the furious blush across her face makes the truth all too obvious. Though many paladins swear to gods and fellowships, not every oath is so cosmic in nature. Some paladins receive their power from more humble vows: promises made between one mortal and another. Paladins who have sworn the Oath of Betrothal draw their magics from the divine force inherent in their love for another. Whether this oath is made as part of a formal matrimony or engagement or instead is the private declaration of commitment between youth is less important for the oath than the purity of the oathmaker's love. Called Rose Knights, Devotees, or even Lovebirds by the more disparaging, these paladins find comfort and motivation ___ in the powerful love they feel, whether they be passionately smitten at first sight or formally sworn to the love of their life. #### Your Beloved ___ Every Paladin of Betrothal has a beloved to whom their heart belongs, and it is to this person they direct and swear their oath. Consider with your DM who your beloved is and how they relate to the campaign. Does the person you love live in your hometown, waiting for you to safely return someday? Do you quest in order to rescue them from an evil that has taken them captive? Do you actively travel with the one with whom you are besotted? It can also be useful to think about what your beloved thinks of your choice to adventure. Do they approve of such heroics? Condemn you for risking your life? By fleshing out your beloved, you can enjoy a vibrant, living character instead of a one-dimensional love interest that exists only for you and contributes little else to the campaign. Additionally, you may wish to determine the nature of your relationship with your beloved. The Oath of Betrothal can be sworn in many circumstances, from literal marriage to private pining. The following table includes a few ideas for describing the relationship between you and your beloved. You can choose to roll on the table, select an idea, or come up with your own. | d6 | Relationship With Your Beloved | |:--:|:-------------:| | 1 | You and your beloved are ecstatic newlyweds. Together, you shall build the rest of your lives. | | 2 | Your beloved is presently your espoused; in time, you will be joined forever in matrimony. That special day can't come soon enough! | | 3 | In the many years since you were wed, the fires of love and devotion have only burned more brightly. This life you've had together is all you could've asked for. | | 4 | New love is filled with anxious thoughts and bubbly feelings, and you and your beloved are familiar with both. But could what you have become even more? | | 5 | The love bug has bitten you hard, and you're head over heels for a beloved who hardly knows you. You hope that this love can be requited! | | 6 | You have since settled down with your beloved, but there are many happy years yet in the future. And you treasure the family you now rear together beyond gold. | #### Tenets of Betrothal ___ As it is the private vow of two partners, the Oath of Betrothal lacks consistent phrasings or axioms. However, the shared themes of such oaths of pure love can be summarized thus: ***Affection.*** Your promise is not one of infatuation or lust, but pure, deep, and abiding love that is more than just a feeling, but is also that which you do for your beloved. ***Fidelity.*** Be true to your beloved in deed, word, and thought. Whether they are near or far, remember your oath, that you may share the joy therein, despite any distance. ***Commitment.*** Yours is no passing fancy, but an everlasting bond. Remember always to deepen your bond, that it may grow strong and last long. ***Partnership.*** Love is unselfish and rejects the ego, and a relationship includes two; each should give 100%, never expecting subservience but rather seeking to serve and uplift. @=====
SACRED OATH | BETROTHAL
#### Oath Spells ___ You gain oath spells at the paladin levels listed. ##### Oath of Betrothal Spells | Paladin Level | Spells | |:----:|:-------------| | 3rd | *healing word*, *heroism* | | 5th | *enhance ability*, *warding bond* | | 9th | *haste*, *sending* | | 13th | *aura of purity*, *fire shield* | | 17th | *creation*, *dream* | #### Channel Divinity ___ When you take this oath at 3rd level, you gain the following two Channel Divinity options. ***To Be True.*** When you or a creature within 30 feet of you fails a saving throw against being charmed, you can use your reaction to speak a prayer of virtue, using your Channel Divinity, and the affected creature may reroll the saving throw with advantage. At 13th level, you can also use this Channel Divinity option whenever you or a creature within 30 feet of you fails a saving throw against any enchantment spell. ***Confess Love.*** Your loving declaration thunders with power from the depths of your heart. When you hit a creature with a melee weapon attack, you can use your Channel Divinity to invoke the name of your beloved with the attack. When you do so, you gain temporary hit points equal to twice your paladin level, and the creature you hit must make a Strength saving throw. On a failed save, it is knocked prone and takes thunder damage equal to your paladin level. On a \columnbreak successful save, the creature takes half as much damage and is not knocked prone. #### Artist ___ Your lover's heart beats within an artist's soul. Also at 3rd level, you gain proficiency in painter's supplies. #### Watchful Protector ___ Beginning at 7th level, your feelings of protection create an aura that mitigates more devastating attacks. When a friendly creature within 10 feet of you is targeted by an attack and the attack roll is made with advantage, you can use your reaction to force the roll to be made without advantage. If the attack still hits, you take all the damage of the attack, which cannot be reduced or resisted in any way. At 18th level, you can use this feature when the targeted friendly creature is within 30 feet of you. #### Constancy of Heart ___ Starting at 15th level, the integrity of your love cannot be marred. You are immune to enchantment spells. #### Hopeful Romantic ___ At 20th level, you can use your action to draw upon your love to aid and empower you in battle, leaving wounds and fears forgotten. For 1 minute, you gain the following benefits: - Dim light shines from you in a 30-foot radius. - Hostile creatures within 30 feet of you have disadvantage on all attack rolls made against any creature besides you. - When you roll a 1 on a damage die, you may reroll the die. - You are resistant to all damage. - You can use your Lay on Hands feature as a bonus action. Once you use this feature, you can't use it again until you finish a long rest. @=====
SACRED OATH | TRADITION
# Tradition ## A Paladin Sacred Oath ___ As she swings her axe in battle, a half-orc sings and shouts the traditional war chants of her people, battle commands and mythic stories alike, passed down through generations. With a final warcry, ethereal figures appear at the side of her and her compatriots: the spirits of old rise to fight again. The elf scribes without needing to look at his page, instead focusing on the elder human speaking before him. As a young lad, he fell in love with humanity and swore an oath to write a book of remembrance on their behalf. For 500 years he has scribed these forgotten stories - upon paper and heart alike. "I will not be forgotten alone!" the dracolich screams, and it exhales decay and rot at the library's shelves - the last remnant of this dead civilization. To its shock, however, they do not wither - the oathsworn knight near the books has protected them by simply being there, and he will not abandon them to this undead horror. The world survives on the foundation of what has gone before: Today's peace was hewn won by forebears' blood, and today's world was hewn by yesterday's kings. Every mortal springs forth from this foundation of history, born to parents, growing through society, and learning from the mistakes and successes of yore. Despite this, the past is an ephemeral thing, surviving on the merits of fragile archives and errant memory. And when a mortal dies, they are removed from this plane, doomed to be forgotten if care is not taken. Those whom swear the Oath of Tradition recognize the value of history, of lore, of the past. Called knight-chroniclers or yoreguards by some, these paladins are protectors of ___ traditional institutions as well as keepers of those stories that would otherwise be forgotten, be it the grand epic of a dead empire, recorded on but one surviving manuscript, or the joyful memories of an elder recollecting the first harvest festival of a village no longer so young. These paladins can be found in service to gods of home and civilization, such as Estanna or Erathis, under the authority of grand archives and keepers of history, or in temples and shrines dedicated to the remembrance and veneration of deceased ancestry. Many can be found questing through the world in search for stories that would otherwise be forgotten. Others travel in order to stand in opposition to forces that threaten to destroy what came before. #### Tenets of Tradition ___ Different cultures vary slightly in how each articulates the oath of tradition. Neverthless, it is universally handed down from effectively antiquity, no matter the place or time of its bearer. ***Heritage.*** Carry on the old traditions, yesterday's way of life, connecting the past to the present and enlivening both. ***Remembrance.*** Write the stories of people and cultures and places upon both crude matter and upon your mind. By remembering these tales, that which is gone yet lives. ***Joy.*** Celebrate successful preservation, revel in surviving legends, and savor traditions still observed. When heritage is respected, all become part of something more. ***Sorrow.*** When history is lost, when stories are forgotten, when cultures die, and when traditions are trampled, weep. Mourn ancient beauty and horror alike, for it mattered. @=====
SACRED OATH | TRADITION
#### Oath Spells You gain oath spells at the paladin levels listed. ##### Oath of Tradition Spells | Paladin Level | Spells | |:----:|:-------------| | 3rd | \**ceremony*, *unseen servant* | | 5th | *gentle repose*, *silence* | | 9th | *sleet storm*, *speak with dead* | | 13th | *guardian of faith*, *stoneskin* | | 17th | *commune*, *legend lore* | #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. ***Invoke Legacy.*** You call upon the spirits of those who have passed, using your Channel Divinity. As a bonus action, choose a number of creatures up to your Charisma modifier (minimum of one creature) that you can see within 60 feet of you. Each creature gains advantage on the next ability check or attack roll it makes within 1 minute. Alternatively, you can touch one creature as an action and grant it advantage on Intelligence (History) checks for the next 10 minutes. \columnbreak
##### Ceremony The spell *ceremony* can be found in *Xanathar's Guide to Everything*.
___ ___ ***Turn Machination.*** As an action, you use your Channel Divinity to abjure fabricated locomotion. Each construct or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. #### Historian ___ By 3rd level, you are keenly familiar with the world of the past and its stories. You gain proficiency in the History skill. #### Aura of Reverence ___ Beginning at 7th level, your presence wards against desecration and decay. Dead creatures within 10 feet of you cannot be reanimated as undead, and written material cannot be destroyed unless you permit it. Additionally, whenever you or a friendly creature within 10 feet of you takes necrotic damage, you can use your reaction to grant that creature immunity to that instance of necrotic damage. At 18th level, the range of this aura increases to 30 feet. #### The Old Ways ____ At 15th level, your connection to the past has deepened enough that you can recover expended magic therefrom. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than a quarter of your paladin level (rounded up), and none of the slots can be 4th level or higher. You also can read all writing and can perfectly recall any name that you learn. #### Bridge to the Past ___ Beginning at 20th level, you can use your action to channel the legacy of history. For 1 minute, you are surrounded by spirit beings who confer the following benefits: - You can touch and make melee attacks against creatures within 30 feet of you. - When you take the attack action, you can make one additional attack as part of that action. - You gain the benefit of three-quarters cover against all ranged attacks targeting you and of half-cover against all melee attacks targeting you. - Space within 30 feet of you is considered difficult terrain for hostile creatures. After using this feature, you must finish a long rest before you can use it again.
@=====
SACRED OATH | TOMORROW
# Tomorrow \columnbreak ## A Paladin Sacred Oath ___ Her mind swirling with brand new ideas, a tiefling races to hammer iron into the desired shape while it's still hot. She's nearly finished as it begins to stiffen, solidify, and she grits her teeth. With a gesture and a sacred incantation, the metal flares hot again. Her envisioned invention shall come to pass. The vampire screeches, stepping back and away as the human whose blood it just drank suddenly sparks like a lightning storm, striking it painfully. The armored man scowls at the ancient creature and rubs at his bloody wound. With a word of prayer, his hammer sparks to electric life as well. A water genasi expounds to an eager crowd on the wonders of the newest technologies and philosophies. Out of the corner of her eye, she sees local soldiers down the road, on their way to arrest her for heretical experiments. She dismisses the crowd with a gesture, and as the soldiers approach, her flesh shifts into impenetrable metal: her "heresy" would be put to the test. To some, the age of a world is marked by its changes, the advancements and progress made in thought, machinery, and life. The club gives way to the spear, then the sword; crude sorceries and pacts give way to wizardly arcana; and the wandering tribe becomes a village, then a city, then an empire. Society itself grows, shaking off yesterday's technology and tinkering with new mechanics, new magics, new lives. Those who swear the oath of tomorrow believe in the virtue of this progress and strive to push the world forward, opposing reactionaries who would stand against such. They are guardians of universities, inquisitive natural philosophers, and advocates for the power of machinery and other forms of artificial locomotion. In many circles of thinkers, these paladins are called philosopher-knights and tomorrowbringers, and they may follow gods of technology, such as Gond or Murlynd, or swear fealty to deities of logic and progress, like Draxis. Others yet may worship none, instead espousing pure reason as greater than faith. Be they pure machinists or fiery advocates for social rearrangement, these paladins wield powers from their personal vision of the future as they quest to put an end to the most recent chapter of history. #### Tenets of Tomorrow ___ The tenets of tomorrow are a newly crafted vow, often mutating to better fit the rapidly progressing world philosopher-knights and tomorrowbringers seek after. ***Effect Change.*** Stagnation is death. Always drive experimentation, new ways of thinking, and cultural progress. ***Pure Reason.*** Mortals should be rational beings. The power of your reason will unlock secrets to greater futures. ***Mortals are Limitless.*** Defy the irrational chains placed upon what mortal civilization can and cannot accomplish. There is a future grandeur just waiting to be achieved. ***Kill the Past.*** The society of the past did not know what you do now. It is a scar reminding mortals of what they thought they couldn't do. Let history die in its cobwebs. @=====
SACRED OATH | TOMORROW
#### Oath Spells You gain oath spells at the paladin levels listed. ##### Oath of Tomorrow Spells | Paladin Level | Spells | |:----:|:-------------| | 3rd | *bane*, *grease* | | 5th | *heat metal*, *searing smite* | | 9th | *lightning bolt*, \**tiny servant* | | 13th | *fabricate*, *polymorph* | | 17th | *animate objects*, *reincarnate* | #### Channel Divinity At 3rd level, you gain the following two Channel Divinity options. ***Empower Invention.*** As a bonus action, you can imbue one weapon that you touch with electricity, using your Channel Divinity. For 1 minute, attacks made with that weapon inflict extra lightning damage equal to your Charisma modifier (minimum of +1). The weapon also emits bright light in a 10-foot radius and dim light 10 feet beyond that, and if the weapon is not already magical, it becomes magical for the duration. Alternatively, you can touch one friendly construct. For 1 minute, its melee weapon attacks inflict extra lightning damage equal to your Charisma modifier (minimum of +1). Additionally, the construct emits bright light in a 10-foot radius and dim light 10 feet beyond that, and if its melee weapon attack is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends. ***Turn the Antiquated.*** As an action, you offer an indictment of that which would hold back progress, using your Channel Divinity. Each aberration or dragon that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. \columnbreak A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. #### Mechanist ___ You have envisioned a mechanical future and labor to bring it to pass. At 3rd level, you gain proficiency in tinker's tools. #### Aura of Reason ___ Starting at 7th level, you and friendly creatures within 10
feet of you have advantage on saving throws against being stunned, Intelligence checks made to perceive or see
through illusions, and on Insight checks to identify deceit. At 18th level, the range of this aura increases to 30 feet. #### Electric Feedback ___ Beginning at 15th level, whenever a creature hits you with a melee attack, it takes lightning damage equal to your Charisma modifier (minimum of 1). #### Avant Guardian ___ By 20th level, your advocacy for progress manifests in your own visage, fusing flesh, magic, and steel. As an action, you can adopt the following traits: - Your grow to large size and your equipment grows with you, doubling your reach. - You are immune to poison, psychic, and lightning damage. - You are immune to being charmed, exhausted, frightened, paralyzed, petrified, poisoned, stunned. - You are resistant to nonmagical bludgeoning, piercing, and slashing damage inflicted by weapons that are not made of adamantine. - Your melee weapon attacks inflict an additional die of damage and count as magical if they do not already. This effect lasts for 1 minute. After using this feature, you must finish a long rest before you can use it again.
##### Tiny Servant The spell *tiny servant* can be found in *Xanathar's Guide to Everything*.
@=====
SACRED OATH | ENLIGHTENMENT
# Enlightenment ## A Paladin Sacred Oath ___ The treasure hunters strain against the rubble of the cave-in, and for a moment some seem to lose heart - they lack the strength to escape. One, however, pauses to breathe and looks inward. In a moment, his eyes glow with mystic fire and his limbs bring a supernatural strength to bear as he pushes the rocks aside as easily as a thought. A paladin shouts a prayer, and the putrid, oozing hag reels with a shriek. Finally having had enough, it disappears in a flash of mist, teleporting to safety. Before her compatriots can groan in frustration, however, the paladin raises a hand, smiles, and points. The hag's mental trail leads that way! The red dragonscale is nearly impenetrable, and most of her fellow warriors have retreated to protect their magician allies from its elemental minions. The knight, however, has one last trick up her sleeve: a technique taught by her mystic sisterhood. She reaches out with her mind and swings twice with her blade, and its flickering, otherworldly edge cuts not through the dragon's hide, but instead through its mind. Each of these warriors is a paladin bearing the Oath of Enlightenment, a sacred vow of self-development sworn by servants of psychic gods and orders of mystic practitioners. Called mindswords, these paladins blend their divine magics with rigorous self-discipline to hone unique psionic magic. Such paladins uphold the virtue of knowledge and acumen, viewing truth as power and cunning as life. By dedicating themselves to ascetic living and ponderous meditation, they unlock powers of the mind to bolster their strength in battle. #### Tenets of Enlightenment ___ The oath of enlightenment rejects the rest of the world, preferring to find might and right in personal development. ***Pursue Learning.*** Every new piece of knowledge is growth for your brain, an increase of what is true power. ***Deny the Body.*** Your sword is not the weapon, and your shield is not the defense. Control all physical appetite. ***Turn Inward.*** Instead, hone the true weapon: your mind. Look to yourself for power, rather than the world or others. ***Embrace the Emptiness.*** When you truly unlock the secrets within yourself, the world is shallow in comparison. Embrace the void - it is independence and strength in itself. #### Oath Spells ___ You gain oath spells at the paladin levels listed. ##### Oath of Enlightenment Spells | Paladin Level | Spells | |:----:|:-------------| | 3rd | *command*, *comprehend languages* | | 5th | \**mind spike*, *misty step* | | 9th | *dispel magic*, *sending* | | 13th | *confusion*, *locate creature* | | 17th | *dominate person*, *telekinesis* | \columnbreak
___ #### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. ***Mind Over Matter.*** As an action, you augment your body with the might of your mind, using your Channel Divinity. For 1 minute, you can add your Charisma modifier to Strength ability checks, Strength saving throws, and damage rolls for melee weapon attacks using Strength you make if you do not already do so. ***Phantom Smite.*** You can invoke psychic power to cut through a creature's mind instead of its flesh. As a bonus action, you can use your Channel Divinity to choose one creature within 30 feet of you. For 1 minute, you gain a bonus to melee weapon attack rolls against that creature equal to your Charisma modifier (minimum of +1). Additionally, your reach when targeting that creature is considered 5 feet longer, your melee weapon attack deals psychic damage instead of its normal damage type, and if you use your Divine Smite with attacks targeting the creature, all the damage of your Divine Smite becomes psychic damage. #### Mentalist ___ You can discern others' feelings through your sixth sense. Also at 3rd level, you gain proficiency in the Insight skill. @=====
#### Extrasensory Aura ___ Beginning at 7th level, while you are conscious, you and friendly creatures within 10 feet of you have resistance against psychic damage and can telepathically
communicate with each other. In order to communicate telepathically in this way, creatures do not need to
share a language, but a creature does need to
understand at least one language. At 18th level, the range of this aura increases to 30 feet. #### Alien Endurance ___ At 15th level, you can generate a mental ward to sustain your body in response to danger. As a reaction when you take damage, you can gain resistance to the damage type of the triggering damage until the end of your next turn. If you
take more than one type of damage, you choose which damage type to resist. Once you have used this feature, you must
complete a short or long rest before you can
use it again. #### Paranormal Ascendancy ___ At 20th level, your mastery of psionics has unlocked
the most potent capacity of your mind. As an action,
you gain the following benefits for 1 minute: - You are immune to psychic damage and cannot be charmed or frightened. - You gain a flying speed equal to your walking speed. - You can cast your paladin spells without any verbal, somatic, or material components without a listed cost. - You automatically succeed on any saving throws made
to maintain concentration on a paladin spell you cast. - You can cast the spell *psychic scream* once without
using a spell slot. After using this feature, you must finish a long rest
before you can use it again.
##### Mind Spike The *mind spike* spell can be found in *Xanathar's Guide to Everything*.
SACRED OATH | ENLIGHTENMENT
@=====
# Psionics ## A Cleric
Divine Domain ___ A red dragonborn kneels in meditation and
communion, and his mind expands with his
god's instruction. There is another side
to magic, he understands. His mind is
more than a tool for memorizing the chants
and patterns: it is a wellspring of power in
itself. Sardior speaks into his intellect, and
someday he will do the same. Sardior brings
enemy minds and magic itself to yield, and so
shall he. For today, though, the lesson is simple:
move the rock. He has already begun to sweat. Pain explodes across the gnoll's mindscape,
and its band beats a hasty retreat as it screams. It,
however, is stuck in place, its mind too addled to spark limbs into motion. The armored gnome who had thus afflicted the gnoll eagerly points out the advantage for her barbarian ally. Bound and gagged, the elf and his fellow travelers huddle in a grimy pit of their Yuan-Ti captors' jungle temple. Here they are to await their own sacrifice to fell serpent gods of evil and malice, and bound so well the Yuan-Ti have assumed the best and left the warriors to their own devices. The elf, however, is unperturbed. With a silent prayer to his mindful god, he connects his party in telepathic contact, and with another he undoes the knots on the rogue's hands. With no words spoken, the group soon devises a plan to escape. Psychic talents are uncommon in most worlds, but gods such as Sardior, Zuoken, and Ilsensine still manifest the powers of the Psionics Domain to diligent followers, invoking the innate magics of an unfettered intellect. The psionic gods have diverse focuses in their doctrine - some preach domination of the minds of others, while others uphold the nobility of striving to attain mental perfection - but all teach their clerics to incorporate psychic talent with their divine magic as dual spellcasters and psions. ##### Psionics Domain Spells | Cleric Level | Spells | |:---:|:-----------| | 1st | \**cause fear*, *dissonant whispers* | | 3rd | *detect thoughts*, *phantasmal force* | | 5th | *hypnotic pattern*, *sending* | | 7th | *confusion*, *dimension door* | | 9th | \**synaptic static*, *telepathic bond* | #### Psychic Focus ___ Beginning when you choose this domain at 1st level, you are able to maintain an elevated state of mind, activating benefits of your choice. Choose one of the following psychic focuses to maintain. The effect of the focus lasts until you finish a long rest, at which point you choose another one: either the same focus or a different one. \columnbreak
While you maintain a psychic focus, you gain the ability to cast an associated psionic cantrip. This cantrip counts as a cleric spell for you, and it does not count against the number of cleric cantrips you know. These psionic cantrips are detailed at the end of this divine domain. ***Mentalist.*** You gain resistance to psychic damage and can cast the *mind meld* cantrip. ***Glamour.*** You can cast *disguise self* without expending a spell slot and regain the ability to do so when you finish a short or long rest. Also, you can cast the *delusion* cantrip. ***Hypnotist.*** You gain proficiency in your choice of either the Deception or Persuasion skills, and you can cast the *mystic charm* cantrip. ***Convert Energy.*** When you score a critical hit with a cleric spell attack, you can roll one of the spell’s damage dice one additional time and add it to the extra damage of the critical hit. You can cast the *energy beam* cantrip. ***Transcendence.*** You don't need to eat, breathe, or sleep. To gain the benefits of a long rest, you can spend 8 hours engaged in light activity, rather than sleeping during any of it. You can cast the *mytic grasp* cantrip. #### Channel Divinity: Eschew Components ___ Starting at 2nd level, you can invoke your alien god to cast a spell using only the power of your mind. When you cast a cleric spell, you can use your Channel Divinity to cast it without any verbal, somatic, or material components that do not have a listed cost. When you do so, the spell you cast cannot be the target of a *counterspell*. #### Channel Divinity: Mind Blast ___ Beginning at 6th level, you can unleash a blast of psychic power using your Channel Divinity. As an action, choose one creature within 30 feet of you. That creature must make an Intelligence saving throw. On a failed save it takes 3d6 psychic damage and is stunned until the end of its next turn. On a successful save it takes half as much damage and is not stunned. Creatures with an Intelligence score of 2 or less are immune to this effect.
DIVINE DOMAIN | PSIONICS
@===== #### Potent Spellcasting ___ Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip. #### Brainstealer ___ At 17th level, you gain proficiency in Intelligence saving throws. If you are already proficient in Intelligence saving throws, you gain proficiency in Charisma saving throws. Also, when a creature is stunned by your Mind Blast, it repeats the saving throw at the end of each of its turns. On a success, it is no longer stunned. On a failure, it remains stunned. Additionally, when a creature is stunned by your Mind Blast feature, and you are within 5 feet of it and can touch it, you can use an action to attempt to annihilate its mind. If the creature has 100 hit points or fewer, it is immediately killed as you rend its intellect. If the creature has more than 100 hit points, it takes 10d10 psychic damage. Once you use this feature, you can't use it again until you finish a long rest. ___ ## Psionic Cantrips These cantrips are based on the Psionic Talents of the Mystic class published in Unearthed Arcana and have a special tag: psionics. Such spells are cast normally, but the psionics tag indicates that their magic specifically references and interacts with the mind and psionic power. #### Delusion *Illusion cantrip (psionic)* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S - **Duration:** 1 minute You plant a false belief into the mind of one creature within range. You can create a sound or an image. Only the target of this spell perceives the sound or image you create. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a creature’s roar, a musical instrument, or any other sound you pick. It lasts for 1 minute. If you create an object, it must fit within a 5-foot cube, and it can't move or be reflective. The image can’t create any effect that influences a sense other than sight. The image lasts for 1 minute and disappears if the creature touches it. #### Energy Beam *Evocation cantrip (psionic)* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** S - **Duration:** Instantaneous or 1 minute You target one creature you can see within range. The target must succeed on an Dexterity saving throw or take 1d8 cold, fire, lightning, or thunder damage (your choice). Alternatively, when you cast this cantrip, you can surround yourself in a harmless sensory effect for 1 minute. The effect changes based on the damage type chosen. \columnbreak + **Cold.** Frost forms on your skin, and an icy, snowflake-filled haze billows from your body. + **Fire.** Smoke and cinders rise up from around your feet, and your eyes flicker with flames. + **Lightning.** Electricity crackles around you, and your hair or fur stands on end. + **Thunder.** The air around you distorts and a dull thumping sound that can be heard up to 10 feet away emanates from you, throwing about any loose particles, fabric, or hair. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Mind Meld *Divination cantrip (psionic)* ___ - **Casting Time:** 1 bonus action - **Range:** 120 feet - **Components:** S - **Duration:** Instantaneous You can connect telepathically with one willing creature you can see within range. The target must have an Intelligence of at least 2, otherwise this spell fails and the bonus action is wasted. You gain access to one memory of the target's choice, gaining perfect recall of what the target did or experienced. The memories share the same limits as the creature - the memories of a blind person will lack a visual element, a dog may recall smells better than sights, and so on. #### Mystic Charm *Enchantment cantrip (psionic)* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** S - **Duration:** 1 round You beguile one humanoid you see within range. The target must succeed on a Charisma saving throw or be charmed by you until the end of your next turn. #### Mystic Grasp *Transmutation cantrip (psionic)* ___ - **Casting Time:** 1 action - **Range:** 30 feet (60 feet maximum) - **Components:** S - **Duration:** Instantaneous You use your mind to manipulate or move an object within 30 feet of you. The object can't weigh more than 10 pounds, and you can't affect an object being worn or carried by another creature. If the object is loose, you can move it up to 30 feet in any direction. You can use this spell to accomplish simple tasks, such as opening an unlocked door or pouring fluid from a container. The object falls to the ground at the end of your turn if you leave it suspended in midair. ___ ___
##### Psionic Spells ___ The spells *cause fear* and *synaptic static* can be found in *Xanathar's Guide to Everything*.
DIVINE DOMAIN | PSIONICS
@=====
MARTIAL ARCHETYPE | OATHLESS
# Oathless ## A Martial Archetype ___ A half-orc knight kneels, praying for absolution that does not come, praying for restoration that he will not receive. In betraying his oath he has lost the title of paladin he once held, now cast from his order and left to himself. Concluding his vigil at last, he closes his eyes and mutters an incantation - feeling the last remnants of his divine power fill his mind and body. A parting mercy for his protection hereafter. Bellowing a cry for war, victory, and freedom, an armored goliath waves a banner of burning orange, the color of revolution against the clan's sovereign. Once a knight in the sovereign's service, she has now forsaken her bond, instead choosing to join the people and cry: "freedom!" An elf stands on stoic watch, keeping guard over his comrades by night as they slumber, eyes keen through the low moonlight. She has been reflective, these last few days, ever since they encountered the hobgoblin king who slew his sister. For reasons he still does not understand, he chose to spare the king - in defiance of his oath of vengeance. His vengeful god has since abandoned him, but he has not lost all his divine magic. Perhaps there is still somthing left for him to do in this world. Warriors whom call themselves paladins derive power from sacred oaths made and bound under divine authority. There are many oaths - vows of devotion, bonds of vengeance, even promises of love - but each has at least one sacred mandate in common: faithfulness to the word that was given. However, the path of any oath is demanding. Each involves making sacrifices, accepting duties, and choosing a path that is righteous rather than easy. Many are unable to rise to the task in order to make the oath at all. Others succeed at first, only later to fall. The oathless are among these fallen paladins. They are the ex-lovers, the avengers who showed mercy, the paramanders who formed an opinion, the knights who forsook their king. Some fallen paladins turn to evil, maddened by their failings, but the oathless are those who follow a less self-destructive path. Some continue in service to the divine, albeit vested with much less sacred authority. Others go their own way, only barely retaining some grasp of the magics they once knew so well. Whatever their choice, to be an oathless is to have once known so much more, and to always ponder the choice to abandon it all. #### Spellcasting ___ As you cast from the dregs of sacred power you once commanded, you can cast cleric and paladin spells. See PHB chapter 10 for the general rules of spellcasting and chapter 11 for a selection of paladin Spells. **Cantrips.** You have learned to use rudimentary spells to replace some of your lost magic. You learn two cantrips from the cleric spell list, and these are considered oathless cantrips for you. You learn an additional cantrip of your choice from the cleric spell list at 10th level. **Spell Slots.** The oathless table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. **Preparing and Casting Spells.** You prepare the list of spells that are available for you to cast, choosing from the cleric and paladin spell lists. These spells are considered oathless spells for you. When you do so, choose a number of cleric or paladin spells equal to your Charisma modifier + one third of your fighter level, rounded down (minimum of 1 spell). The spells must be of a level for which you have spell slots. @=====
MARTIAL ARCHETYPE | OATHLESS
> ##### Oathless Origins > The narrative of the oathless archetype makes reference to a character being a former paladin. This is assumed to be an element of a character's background from prior to the campaign. A player character does not need to start a campaign as a paladin in order to become an oathless. > > For those interested, however, the oathless can be an option for players of paladins who break their oath during the course of a campaign, though it is not designed with this intent in mind. Depending on the context of the broken oath, a player may, with their DM, choose for a character to change their class from a paladin to a fighter of the oathless archetype. > > If you do so, replace all of the character's paladin class features with the fighter class and oathless subclass features of the appropriate level. A character who undergoes this change retains their skill and saving throw proficiencies. Replace the 10th level oathless feature with the following: > > #### Noble Strength >___ > At 10th level, you gain proficiency in Constitution saving throws. If you are already proficient in Constitution saving throws, you gain proficiency in Strength saving throws.
For example, when you reach 7th level in this class, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell *command*, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of oathless spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. **Spellcasting Ability.** Charisma is your spellcasting ability for your spells, since you once drew power from the strength of your convictions. You use your Charisma whenever a paladin spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an oathless spell you cast and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier ___ **Spell Attack modifier** = your proficiency bonus + your Charisma modifier ___ **Ritual Casting.** You can cast an oathless spell as a ritual if that spell has the ritual tag and you have the spell prepared. \columnbreak
##### Oathless Spellcasting **— Spell Slots per Spell Level —** | Fighter
Level | Cantrips
Known | 1st | 2nd | 3rd | 4th | |:---:|:---:|:---:|:---:|:---:|:---:| | 3rd | 2 | 2 | — | — | — | — | | 4th | 2 | 3 | ─ | — | — | | 5th | 2 | 3 | ─ | ─ | — | | 6th | 2 | 3 | ─ | ─ | — | | 7th | 2 | 4 | 2 | ─ | — | | 8th | 2 | 4 | 2 | ─ | — | | 9th | 2 | 4 | 2 | ─ | — | | 10th | 3 | 4 | 3 | ─ | — | | 11th | 3 | 4 | 3 | ─ | — | | 12th | 3 | 4 | 3 | ─ | — | | 13th | 3 | 4 | 3 | 2 | — | | 14th | 3 | 4 | 3 | 2 | — | | 15th | 3 | 4 | 3 | 2 | — | | 16th | 3 | 4 | 3 | 3 | — | | 17th | 3 | 4 | 3 | 3 | — | | 18th | 3 | 4 | 3 | 3 | — | | 19th | 3 | 4 | 3 | 3 | 1 | | 20th | 3 | 4 | 3 | 3 | 1 |
#### Minor Smite ___ Starting at 7th level, when you cast an oathless cantrip or spell, the next weapon attack you hit with before the end of your next turn inflicts an extra 1d10 radiant damage. #### Once Lionhearted ___ At 10th level, you gain proficiency in Wisdom saving throws. If you are already proficient in Wisdom saving throws, you gain proficiency in Charisma saving throws. #### Aura of Noncommitment ___ Starting at 15th level, you and friendly creatures within 15 feet of you cannot be paralyzed or restrained by magical effects. Also, magical effects cannot reduce the movement speed of creatures affected by this aura. #### No Less Noble ___ By 18th level, you have learned to fill a noble calling, perhaps greater than the one you left. You are immune to being charmed or frightened and gain temporary hit points equal to twice your Charisma modifier at the beginning of each of your turns while you are conscious. @=====
RANGER ARCHETYPE | OATHKEEPER
## Oathkeeper ### A Ranger Archetype ___ A gray-haired human crouches atop a sheer crag overlooking a gorge infested by undeath. Somewhere down there is the priest of Orcus, animating the corpses of the fallen. While his company rests for the night, he prays to his god for deliverance against such foul design and strength to carry out his divine charge. Kneeling before her mentor who gently touches a sheathe to each of her shoulders, the no-longer-apprentice repeats the sacred vow of their fellowship. As she does so, she can feel the sacred magic she has practiced for so long become reinforced within her, no longer a tool to wield, but a part of her being. The firbolg gives a might swing, and her radiant blade crashes against the vampire's arm, drawing more ichorous, rotten blood. It snarls in pain, forced to watch as its unholy spawn reel against the holy power they cannot resist. Today, the firbolg knows, the forest shall be free of this disease. The primal magic of nature is part and parcel to a ranger's toolkit, and certain rangers expand on that, choosing to also call on the divine for strength and aid. Oathkeepers are rangers who swear sacred vows, committing themselves to felling unholy monsters and pursuing virtuous living. Some rangers of this archetype make their oaths with a god or church, whilst other do so as part of fellowships and conclaves of other rangers. Oathkeepers are the hedge knights among wilderness warriors, guardians of virtue and faith who stand as bastions against the tide of evil and wrong. #### Tenets of Oathkeepers ___ Like a paladin, an Oathkeeper draws divine power from holy vows. By rejecting evil and impurity, oathkeepers find what they describe as true strength. ***Truth.*** Never deceive another for personal gain. Your word should be your bond. ***Zeal.*** Fear not to do good, for that is when evil wins. ***Protection.*** Yours is not a personal fight, but a fight for all mortalkind. Protect the weak from the evil, whether it spring from the city or the wild. ***Integrity.*** Live a life of honor and virtue; seek to do good by others, strive to serve, and take responsibility for your duties. #### Oathkeeper Magic ___ You gain access to additional spells at 3rd, 5th, 9th, 13th, and 17th level. Once you gain an Oathkeeper spell, it counts as a ranger spell for you but doesn't count against the number of ranger spells you know. ##### Oathkeeper Spells | Ranger Level | Spells | |:----:|:-------------| | 3rd | *protection from evil and good* | | 5th | *lesser restoration* | | 9th | *dispel magic* | | 13th | *death ward* | | 17th | \**holy weapon* | #### Smite the Horde ___ Beginning when you choose this archetype at 3rd level, you learn how to infuse your attacks with holy radiance. When you hit a creature with a weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d4 for a 1st-level spell slot, plus 1d4 for each spell level higher than 1st, to a maximum of 5d4. The damage increases by 1d4 if the target is an undead or a fiend. Additionally, hostile creatures within 10 feet of the target must make a Dexterity saving throw against your Ranger spell save DC. A creature takes the same amount of radiant damage on a failed save or half as much damage on a successful save. #### Bonus Favored Enemy ___ Also at 3rd level, you learn to track and destroy blasphemous monsters of undeath. Undead now count as an additional favored enemy for you. If you chose undead as your favored enemy at 1st level, you learn to track and destroy blasphemous monsters of the lower planes. Fiends now count as an additional favored enemy for you. @=====
> ##### The Revised Ranger >If you are using the Unearthed Arcana Revised Ranger class, include the following feature for this class at 5th level. >___ > #### Extra Attack > >Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
#### Channel Primeval: Turn Enemies ___ At 3rd level, as an action, you can draw on divine powers to command the creatures you hunt to yield. Each creature of a type you chose for your Favored Enemy feature that can see or hear you within 30 feet of you must make a Wisdom saving throw against your ranger spell save DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from \columnbreak ___ ___ ___ ___ ___ an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. After you use this feature, you must finish a short or long rest before you can use it again. #### Aura of Bravery ___ Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against being frightened while you are conscious. #### Weapon of Virtue ___ By 11th level, you are so suffused with righteous might that all your strikes carry divine power with them. Whenever you hit a creature with a weapon attack, the creature takes an extra 1d6 radiant damage. #### Purity of Spirit ___ Beginning at 15th level, you are always under the effects of a *protection from evil and good* spell.
##### Holy Weapon The spell *holy weapon* can be found in *Xanathar's Guide to Everything*.
RANGER ARCHETYPE | OATHKEEPER
@=====
OTHERWORLDLY PATRON | ARCANIST
# The Arcanist ### A Warlock Otherworldly Patron ___ Tracing her fingers across stone worn smooth by the ages, a young Tiefling concentrates as she recognizes the vague imprints left behind by what were once runes of mystic power. Suddenly, she smiles, having now found the ancient spell archive her benefactor was searching for. A Half-Elf grimaces a bit as he spends his late night watch idly flipping through the pages of his Book of Shadows, a not-too-shabby imitation of the grand arcane tome his master possesses. At some point, he would have to just get over the agony of indecision and choose what spells he would face the morrow with. As the pitch of battle turns against her allies, a grizzled Halfling focuses inward and breaks down her magic - in this circumstance, less is more. By the end of half a minute, her barrage of spells has left their ogre foes in retreat. It still leaves her a bit breathless sometimes, how in four years
she has accumulated more magical ability than her master did in forty. Though they may not be physical gods or extraplanar leviathans, the most powerful spellcasters can approach a level of skill and raw might that well exceeds the typical mortal experience. In the quest for enlightenment and true understanding of the cosmos, certain of these mages find themselves in need of other, lowlier agents to go about the physical world whilst their consciousnesses swim through ethereal seas. You have made a pact with one such arcanist, receiving a portion of their unfathomable power in exchange for a service rendered, loyalty given, or otherwise fulfilling one of the mage's needs. Your patron may be a court wizard in need of eyes across the empire while they spend their time researching. Or perhaps a secretive lich sold you a seed of their ability in exchange for the last holy relic needed to complete their phylactery. Whoever your patron is, they have given you a shortcut in arcana that they may have never had, which could be either a sign of goodwill... or an omen of inevitable envy. #### Expanded Spell List The Arcanist lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. ##### The Arcanist Expanded Spells | Spell Level | Spells | |:---:|:-----------| | 1st | *color spray*, *identify* | | 2nd | *blindness/deafness*, *rope trick* | | 3rd | *glyph of warding*, *sending* | | 4th | *greater invisibility*, \**watery sphere* | | 5th | *Bigby's hand*, *cloudkill* | @=====
___ ___ ___ ___ ___ ___ #### Daily Arcana ___ Beginning at 1st level, your patron
has taught you techniques for flex-
ible spell preparation. You prepare
a list of warlock spells that are available for you
to cast, in addition to your spells known. To do so,
choose two spells from your warlock spell list. The spells
you choose must be of a level you are capable of casting using spell slots from your Pact Magic feature. For example, if you're a 3rd-level warlock, you have two 2nd level spell slots. Your list of prepared spells can include two spells of 1st or 2nd level, in any combination, chosen from your warlock spell list. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warlock spells requires time spent communing with your patron and memorizing the incantations and gestures you must make to cast the spells: at least 1 minute per spell level for each spell on your list. The number of spells you can prepare for your list increases as you gain levels in this class. Beginning at 6th level, you can select up to three spells for your list of prepared spells, and at 14th level you can select up to four spells for your list. #### Sway Spellcasting ___ At 6th level, whenever you or a creature within 60 feet of you makes a saving throw against a spell, you can use your reaction to grant either a bonus or a penalty to the roll equal to your Charisma modifier. You can choose to use this feature after the creature makes its roll, but before it is determined whether the saving throw succeeds or fails. After using this feature, you must complete a short or long rest before you can use it again. #### Weird Constitution ___ By 10th level your patron's influence rests so heavily on you that it partially nullifies hostile magic. You gain resistance against damage from spells.
___ Also, you add your proficiency
bonus to saving throws made to maintain
concentration on your warlock spells if you do not
already do so. #### Eldritch Deconstruction ___ Beginning at 14th level, you can break down some of your raw magic power into broader applications, using two lesser spells in the place of one. As an action, you can expend one spell slot to create two temporary lower level spell slots. The combined total of the levels of the new spell slots must be equivalent to the level of the original spell slot. Additionally, as part of this action, you can cast up to two spells using the newly created temporary spell slots. Each spell must have a casting time of one action in order to do so. You do not regain these temporary spell slots when you finish a short or long rest; you only regain the original spell slot you expended to create them. After using this feature, you must complete a short or long rest before you can use it again.
##### Watery Sphere The spell *watery sphere* can be found in the *Elemental Evil Player's Companion* and in *Xanathar's Guide to Everything*.
OTHERWORLDLY PATRON | ARCANIST
@=====
WANDERER'S WAY | SEEKER
# Seeker ## A Wanderer's Way ___ Clad in scraps and pieces of armor, the human at the
edge of the dungeon delving band looks to be easy
prey for the vampire. From the corridor's shadows he
works his unnatural charm, quickly overpowering the
knight's mind, and he goes in for the kill. To his surprise, however, the knight whirls around to face him. She is
already free of his charm, and her sword flares with
divine retribution. A shield-bearing dwarf collapses to one knee under the storm giant's crushing strike, and with a glance, he can
see that the mystic minstrel he travels with is in dire
straits herself, unable to lend aid. Calming himself, the
dwarf silently pleas to Moradin. In the very next moment,
his wounds and aches vanish. He is ready to fight. Surrounded by the rest of the party, a battle nun gently cradles their ailing friend, caught in maddening
death throes. With the touch a hand and a prayer to
the heavens, open wounds are knit shut, and once
shallow breathing steadies and calms. He is healed. Evil never sleeps, and certain wanderers train
themselves to keep up, always ready to hold the
forces of darkness at bay. Those wanderers whom
follow the Seeker's way adopt a path of spiritual
virtue akin to the oaths of shining knights and the pious vows of itinerant priests from tales of yore. Invoking the gods' blessings to preserve them, Seekers shrug off injuries and curses that cannot be allowed to halt their righteous cause. Be they militants of their religion or knight-errants devoted only to deity, Seekers are as pure as lambs and as cunning as snakes, tirelessly employing all their conviction, skill, and strength in the great cosmic battle. #### Tenets of Seekers ___ It is common for Seekers to hold themselves to solemn oaths, that they might better live up to their sacred missions. ***Noble.*** Your cause is not of this world, and you must also abstain from its vices. Seek instead what is upright and pure. ***Selfless.*** Live for others, not for yourself. May your last breath be for the sake of the innocent and defenseless. ***Pious.*** Stay true to your faith, your loyalties, and your code. ***Unshakable.*** Act out of principle and not out of fear. See your responsibilities through to the end. #### Seeker's Focus ___ Once per turn when you choose this subclass at 3rd level, when you hit the target of your Worldly Focus with a weapon attack, you may roll your Focus die and add it to the damage of the attack. Additionally, a weapon you wield counts as magical for the purpose of overcoming resistances and immunities to nonmagical damage. #### Healing Prayer ___ Also at 3rd level, you can mend your own wounds through pious invocation. You have a pool of healing power that replenishes when you take a long rest. With that pool, you
___ ___ can restore a total number of hit points equal to your Wanderer level x 5. As an action, you can speak or think a prayer to restore a number of hit points to yourself, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure yourself of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Healing Prayer, expending hit points separately for each one. #### Minor Recovery ___ At 7th level, you can petition the divine for aid when in dire straits. When you start your turn blinded, deafened, poisoned, or stunned, you can expend a use of your Sudden Surge to end one such effect on yourself at the end of your turn, no action required. In order to use this feature, you can't be unconscious. You can use this feature only once on your turn. #### Superior Recovery ___ Beginning at 11th level, when you start your turn charmed, frightened, paralyzed, or petrified, you can expend a use of your Sudden Surge to end one such effect on yourself at the end of your turn, no action required. In order to use this feature, you can't be unconscious. You can use do this only once on your turn. Alternatively, you can expend a use of your Sudden Surge as an action to reduce your exhaustion level by one, reverse any reduction to one of your ability scores, or end one effect reducing your hit point maximum. #### Purehearted ___ Starting at 15th level, you are immune to being charmed. @=====
WANDERER'S WAY | SEEKER
\columnbreak ## Additional
Traveler Talents At 2nd level, a Wanderer gains the Traveler Talents feature. The following are new options for that feature. #### Divine Perception *Prerequisite: 3rd level, Way of the Seeker* ___ As an action, you can open your awareness to detect powerful good or evil. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the *hallow* spell. You can use this feature a number of times equal to 1 + half your Wisdom modifier (minimum of 1). When you finish a long rest, you regain all expended uses. #### Ghosthunter *Prerequisite: 5th level* ___ You can make Survival checks to track incorporeal undead, such as banshees, ghosts, specters, or wraiths, even if they don't leave any physical trail, and you are immune to being possessed. #### Healing Hands *Prerequisite: 3rd level, Way of the Seeker* ___ You can use the pool of healing power from your Healing Prayer to restore the health of others. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. #### Parish Priest ___ You learn one cantrip and one 1st-level spell that has the ritual tag. These spells must be from the cleric spell list. When you cast this 1st-level spell using this feature, you may only cast it as a ritual. Wisdom is your spellcasting ability for these spells.
#### Renaissance Man *Prerequisite: 11th level, proficiency in the Athletics, History, and Performance skills* ___ Whenever you make an Athletics, History, or Performance skill check, you can treat a d20 roll of 9 or lower as a 10.
@=====
Play Nothing But Paladins
Thanks to /u/AeronDrake for the [formatting guide](https://www.reddit.com/r/UnearthedArcana/comments/656l98/formatting_tips_for_the_homebrewery/) and watercolor stains. Thanks to the Discord of Many Things for feedback and design assistance. The Psionics Domain was inspired by the Psionic Cantrips from ["Mental Magic: Mind Over Matter"](https://www.reddit.com/r/UnearthedArcana/comments/7rgf1e/mental_magic_mind_over_matter_5e/) by /u/Kamineigh. Four of the cantrips are featured alongside the domain. The Seeker is a Way for the [Wanderer](https://www.reddit.com/r/UnearthedArcana/comments/7x2sdt/class_the_wanderer_v13_because_if_we_have/) class created by /u/Acr0ssTh3P0nd. ___ ___ ___ ___ This is part of the Buildbrew Up initiative, an attempt to prevent the constant flow of the same old homebrew by creating content that supports other homebrew content. Search "Buildbrew Up" on /r/UnearthedArcana if you're interested, and feel free to join the movement. (v2.0) Created by /u/BunnygeonMaster using
[WWW.GMBINDER.COM](https://www.gmbinder.com)
\columnbreak
## Art Credits Credit to the following artists for their lovely work: ##### Cover Pages - [Meeting on the Route](https://www.artstation.com/artwork/9bnKo) by [Agata Hop](https://www.artstation.com/ahop) - [Unnamed rabbit](https://commons.wikimedia.org/wiki/File:Lear_-_Rabbit.jpg) by [Edward Lear](https://en.wikipedia.org/wiki/Edward_Lear) ##### The Lyan - [Clerik](https://darianaloki.deviantart.com/art/Clerik-377448592) by [DarianaLoki](https://darianaloki.deviantart.com/) - [Bridge-medieval-fantasy-city](https://commons.wikimedia.org/wiki/File:Bridge-medieval-fantasy-city.png) by [David Revoy](https://www.davidrevoy.com/) - [The Golden Knights](https://www.alexstoneart.com/j6hw91nva3xit7kneq16ohho3u2430) by [Alex Stone](https://www.alexstoneart.com/) ##### The Fantra - The first [unnamed piece](https://www.kekaiart.com/uploads/5/4/7/6/5476798/151154_orig.jpg) by [Kekai Kotaki](https://www.kekaiart.com/) - [Ranger](https://www.alexstoneart.com/character-illustrations/8zavhbhih08h5c9srub8cwl74s32sn) by [Alex Stone](https://www.alexstoneart.com/) - [Forest Keeper](https://lucy-lisett.deviantart.com/art/Forest-Keeper-564555282) by [Lucy-Lisett](https://lucy-lisett.deviantart.com/) ##### The Paramander - [Dragon Slayer](https://dleoblack.deviantart.com/art/Dragon-Slayer-updated-510134853) by [dleoblack](https://dleoblack.deviantart.com/) - [Cove Giant](https://www.stefankopinski.com/projects/81W6G) by [Stefan Kopinski](https://www.stefankopinski.com/) - [Wizard's Study](https://fineartamerica.com/featured/wizards-study-mary-williams.html) by [Mary Williams](https://fineartamerica.com/profiles/mary-williams.html) - [Gaurd Knight](https://dleoblack.deviantart.com/art/Gaurd-knight-418283785) by [ConceptMike](https://conceptmike.deviantart.com/) ##### Betrothal - [Rose knight](https://www.artstation.com/artwork/dQ3z3) by [Lawrence vdm](https://www.artstation.com/lawrencevdm) - [Shovel Knight Tribute](https://pehesse.deviantart.com/art/Shovel-Knight-Tribute-464400739) by [Pehesse](https://pehesse.deviantart.com/) ##### Tradition - [Forrest Defender](https://www.artstation.com/artwork/DNRAe) by [Sebastian Horoszko](https://www.artstation.com/sebastianhoroszko) - [Absolution](https://www.artstation.com/artwork/xOD6R) by [Thomas Tan](https://www.artstation.com/thomastan) ##### Tomorrow - [Steampunk Ironman](https://www.artstation.com/artwork/steampunk-ironman-d85683cb-f8d3-4de0-8309-93c386c28e34) by [Thomas Tan](https://www.artstation.com/thomastan) - [Steampunk concerthall](https://drawingnightmare.deviantart.com/art/Steampunk-concerthall-95978550) by [DrawingNightmare](https://drawingnightmare.deviantart.com/) ##### Intellect - [Dwarf Cleric](https://cdnb.artstation.com/p/assets/images/images/000/769/771/large/hua-lu-id-dwarf-cleric.jpg?1443928047) by [Hua Lu](https://www.artstation.com/hualu) - [+STAR CITY I+](https://era-7.deviantart.com/art/STAR-CITY-I-650805111) by [ERA-7](https://era-7.deviantart.com/) ##### Psionics - [Pathfinder - Psychic Anthology Illustration](https://www.artstation.com/artwork/4qx54) by [Forrest Imel](https://www.artstation.com/forrestimel) ##### Oathless - [Victory!](https://pablofernandezartwrk.deviantart.com/art/Victory-312568444) by [Pablo Fernandez](https://pablofernandezartwrk.deviantart.com/art/Victory-312568444) ##### Oathkeeper - [Hopeful Knight](https://www.artstation.com/artwork/81vPR) by [Manuel Castañón](https://www.artstation.com/castaguer) - [The First Harvest in the Wilderness](https://commons.wikimedia.org/wiki/File:Asher_B._Durand_-_The_First_Harvest_in_the_Wilderness_-_Google_Art_Project.jpg) by [Asher Brown Durand](https://en.wikipedia.org/wiki/Asher_Brown_Durand) ##### The Arcanist - [The Alchemist](https://tida.artstation.com/projects/rRO2) by [Tida Kietsungden](https://tida.artstation.com/) - [Fire mage](https://eliag1101.deviantart.com/art/Fire-mage-168183745) by [Eliag1101](https://eliag1101.deviantart.com/) ##### Seeker - [Sun Priest](https://bochoart.com/portfolio/sun-priest) by [Dmitri Bochukov](https://bochoart.com/) - [Grand Cathedral](https://www.artstation.com/artwork/yvQJ) by [Lam Nguyen](https://www.artstation.com/artwork/yvQJ9)