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# 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. #### 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. **Trailblazer.** While within the radius, once per turn, you and friendly creatures can inflict 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 for damage before deciding to add the bonus, but must decide before the DM adjudicates the results of the damage. @=====
##### 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.
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. ***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 or affected by the *confusion* spell or effects similar to the *confusion* spell while you are conscious. At 18th level, the range of this aura increases to 30 feet.
> ##### 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 1d4 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.
@===== # 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. #### 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. ***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. @===== > ##### 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).
#### Wildman ___ Also at 3rd level, you know chaotic environments like the back of your hand. You gain proficiency in the Nature skill. #### Aura of Freedom ___ Starting at 7th level, 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. 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. \columnbreak > ##### 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. @===== # 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* |
> ##### 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*.
@===== #### 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. 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. #### 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. \columnbreak #### 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.
> ##### 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. @===== # 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. #### 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 three times 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 successful save, the creature takes half as much damage and is not knocked prone. #### 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. @===== # 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 creature points out the advantage for her barbarian ally to seize. 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 | *detect thoughts*, *dissonant whispers* | | 3rd | *detect thoughts*, *phantasmal force* | | 5th | *hypnotic pattern*, *sending* | | 7th | *confusion*, *dimension door* | | 9th | \**synaptic static*, *telepathic bond* | #### Bonus Cantrip ___ When you choose this domain at 1st level, you learn your choice of one of the following psionic cantrips: *delusion*, *mind meld*, *mystic charm*, or *mystic grasp*. These psionic cantrips are detailed at the end of this divine domain. #### Psychic Focus ___ Also 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. ***Mental Ward.*** You gain resistance to psychic damage. ***Between Step.*** Once on each of your turns, you can forfeit up to 15 feet of your movement to teleport the distance you forfeited to an unoccupied space you can see. You cannot teleport in this way if you are grappled or restrained. ***Precognition.*** You add half your proficiency bonus (rounded up) to initiative checks. ***Beguiling.*** You gain proficiency in your choice of either the Deception or Persuasion skills. ***Brutal.*** When you score a critical hit with a cleric spell attack, you can roll one of the spell’s damage dice one addit-ional time and add it to the extra damage of the critical hit. ***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. ***Rebuke the Grave.*** When you stabilize a creature, it regains 1 hit point and becomes conscious. ***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. #### 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 without a listed cost. When you do so, a creature cannot target you with *counterspell*. Additionally, a number of creatures of your choice up to your Wisdom modifier (minimum of 1 creature) that you can see and are within 10 feet of you must make an Intelligence saving throw. On a failed save, a creature has disadvantage on the first attack roll it makes before the end of its next turn as your psychic aura momentarily disorients it. #### 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. #### 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. 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. @=====
##### Synaptic Static ___ The spell *synaptic static* can be found in *Xanathar's Guide to Everything*.
## 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 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. #### 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. \columnbreak #### 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. @===== # 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* | \columnbreak #### 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 use a bonus action to 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 - excepting yourself if you are - must make a Dexterity saving throw. A creature takes the 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. #### 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 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.
> ##### 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. @===== #### Aura of Temperance ___ Starting at 7th level, when a hostile creature within 10 feet of you inflicts a critical hit, it becomes a normal hit instead. #### 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. \columnbreak
##### Holy Weapon The spell *holy weapon* can be found in *Xanathar's Guide to Everything*.
@===== # 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* |
##### Watery Sphere The spell *watery sphere* can be found in the *Elemental Evil Player's Companion* and in *Xanathar's Guide to Everything*.
#### Daily Arcana ___ Beginning at 1st level, your patron has taught you techniques for flexible 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. For example, if you're a 3rd-level warlock, you have two 3rd 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. @===== # Crusader ## 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 Crusader'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, Crusaders 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, Crusaders 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 Crusaders ___ It is common for Crusaders 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. #### Crusader'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 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. \columnbreak 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 the use of your 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. #### Superior Recovery ___ Beginning at 11th level, when you start your turn charmed, frightened, paralyzed, or petrified, you can 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. Alternatively, you can use your 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. Once you have used this feature, you must complete a short or long rest before you can use it again. #### Purehearted ___ Starting at 15th level, you are immune to being charmed. @===== ## 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 Crusader* ___ 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: 3rd 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 Crusader* ___ 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. \columnbreak
##### Credits and Thanks 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.gmbinder.com) by /u/Kamineigh. Four of the cantrips are featured alongside the domain. ___ The Crusader is a Way for the [Wanderer](https://drive.google.com/file/d/0B8eqcDznen8FYnpuem9mMG16SW8/view) class created by /u/Acr0ssTh3P0nd. ___ Created by /u/BunnygeonMaster using [GM Binder](https://www.gmbinder.com). ___ The PDF version with art and PHB-style formatting can be found [here](https://www.reddit.com/r/UnearthedArcana/comments/7tpegp/a_plethora_of_paladins_plus_some_8_archetypes_for/). ___ 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. ___