Genuine Contest: Old Faithful
This document presents homebrew materials by Weirdo Whoever. These game mechanics are in draft form, usable in your campaign but not refined by design iterations or full game development. If you have any comments or suggestions concerning the materials, please contact Weirdo Whoever (weirdowhoever@gmail.com).
At 3rd level, a bard gains the Bard College feature. Here is a new option for that feature: the College of Hymn. Bards of the College of Hymn devotes themselves on performing a chant or choir that is dedicated to the divinity they follow and serve. To a bard of the College of Hymn, their talents are a gift granted from the gods, and as such, they see fit that they do whatever they can to express their gratitude to the bestowers from higher planes. Throughout the small towns and hamlets, where people cannot afford a separate church or temple, travels the bards of the College of Hymn. The songs that praises the divine glory and the fables associated with religious morales are what instigates the belief among the mass. Starting at 3rd level when you join this college, choose a domain from your chosen deity's list of eligible domains. The following domains are especially appropriate for a bard who joins the College of Hymn: Knowledge, Life, Nature. When you gain a bard level and learn a new bard spell, you can choose the new spell from the cleric domain spell for your chosen domain, in addition to the bard spell list. You must otherwise obey all the restrictions for selecting the spell. If you know all of your domain spells, you can subsequent choose any spell of 5th level or lower from the cleric spell list instead. You must still obey all the restrictions for selecting the spell. Any cleric spell you gain from this feature is considered a bard spell for you. Also starting at 3rd level, you gain the ability to channel your deity's divine energy to manifest a number of magical effects. You know two such effects: Hymn of Inspiration and the Channel Divinity option granted at 2nd level by your chosen domain. You manifest that Channel Divinity option by using your Channel Divinity ability. When you use your Channel Divinity, you choose which effect to create. You must then finish a short rest or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect, the save DC equals your bard spell save DC. As a bonus action, you can use a musical instrument to play a piece of magical tunes that inspires a friendly creature that can hear you within 60 feet of you. The music lasts for 1 minute or until you are incapacitated or silenced, or until you voluntarily end it on your turn (no action required). When you use this Channel Divinity option, and as a bonus action on subsequent turns, you can grant a d4 to the inspired creature. The creature must be within 60 feet of you and able to hear to to gain a die from you. The creature can then use the die granted this way as a Bardic Inspiration die from you. You and the creature must obey all other restrictions for your Bardic Inspiration. The creature loses the die granted this way when the music of this feature ends, if it has any. When you reach 6th level, when you cast a bard spell of 1st level or higher that restores hit points to a creature other than you, you can expend one use of your Bardic Inspiration, roll the Bardic Inspiration die, and add that number to the amount of hit points you restore with the spell. Additionally, when you cast a bard spell of 1st level or higher that deals damage to one or more creature, you can expend one use of your Bardic Inspiration die, roll the Bardic Inspiration die, and add that number to the damage roll of the spell. By 14th level, the die granted by your Hymn of Inspiration becomes a d6. Additionally, when a creature that has a Bardic Inspiration die from you takes damage, it can use its reaction to roll the Bardic Inspiration die and gain temporary hit points equal to your Charisma modifier + the number rolled, which absorbs as much as the triggering damage as possible. At 2nd level, a druid gains the Druid Circle feature. Here is a new option for that feature: the Circle of Hallowed Realms. Druids of the Circle of Hallowed Realms are the tenacious followers of the oldest form of religious practices known as the Old Faith. They are the keepers of the long-lost realms that are once venerated as sacred, devoted to the entities of the higher existence, but now forgotten by civilized and more organized groups of religions. Druids of the Circle of Hallowed Realms usually form a sect, located near the hallowed ground they are connected to. At the night of the religious anniversary, these druids can be observed performing an archaic form of religious ceremonie and rite. Although very uncommon, some druids of the Circle of Hallowed Realms may be connected to a land that is not sanctified but defiled by divine magic. These druids may be a protector of everything else outside of the cursed land, or a malign spectator that seeks power tainted by vile presence that has corrupted the land they are connected to.
Homebrew Material
Bard College
College of Hymn
Divine Choir
Channel Divinity
Channel Divinity: Hymn of Inspiration
Fervent Chant
Zealous Inspiration
Druid Circle
Circle of Hallowed Realms
Hallowed Circle
When you choose this circle at 2nd level, the hallowed grounds grant you a fragment of divine magic. You gain the following benefits:
Bonus Proficiency. You gain proficiency in the Religion skill.
Circle Cantrip. You learn one cleric cantrip of your choice. This cantrip is a druid cantrip for you.
Circle Forms. You can use your Wild Shape to transform into one of the following creatures: blink dog, imp, satyr, sprite, quasit. You ignore the Max. CR and Limitations columns of the Beast Shapes table, but must abide by the other limitations of your Wild Shape.
Circle Spells
Your connection to the hallowed grounds grant you access to a number of divine spells that are normally unavailable to druids. Choose an affinity for the source of the hallowed grounds: good, evil, law, chaos, or neutrality. Your choice grants access to a list of circle spells when you reach 3rd, 5th, 7th, and 9th level, as shown in the table below.
Once you gain access to a circle spell, you always have it prepared, and it does not count against the number of spells you can prepare each day. If you gain access to a spell that does not appear on the druid spell list the spell is nonetheless a druid spell for you.
Table: Good
| Druid Level | Circle Spells |
|---|---|
| 3rd | lesser restoration, prayer of healing |
| 5th | remove curse, revivify |
| 7th | death ward, guardian of faith |
| 9th | greater restoration, raise dead |
Table: Evil
| Druid Level | Circle Spells |
|---|---|
| 3rd | blindness/deafness, enthrall |
| 5th | animate dead, bestow curse |
| 7th | blight, phantasmal killer |
| 9th | contagion, insect plague |
Table: Law
| Druid Level | Circle Spells |
|---|---|
| 3rd | hold person, zone of truth |
| 5th | animate dead, bestow curse |
| 7th | banishment, fabricate |
| 9th | antilife shell, geas |
Table: Chaos
| Druid Level | Circle Spells |
|---|---|
| 3rd | crown of madness, suggestion |
| 5th | feign death, major image |
| 7th | confusion, hallucinatory terrain |
| 9th | dream, planar binding |
Table: Neutrality
| Druid Level | Circle Spells |
|---|---|
| 3rd | calm emotions, spiritual weapon |
| 5th | dispel magic, protection from energy |
| 7th | dimension door, freedom of movement |
| 9th | contact other plane, dispel evil and good |
Consecrated Spells
When you reach 6th level, when you cast a druid spell of 1st level or higher that restores hit points to a creature other than you, you can reroll a 1 or 2 on a die when determining the amount of hit points you restore with the spell. You must use the new roll, even if the new roll is a 1 or a 2.
Additionally, when you cast a druid spell of 1st level or higher that deals damage to one or more creatures, you can reroll a 1 or 2 on a damage die for the spell. You must use the new roll, even if the new roll is a 1 or 2.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Hallowed Wild Shape
At 10th level, you can expend two uses of Wild Shape at the same time to transform into a celestial, fey or fiend with a Challenge Rating as high as 5. You must abide by all other limitations of your Wild Shape.
Keeper of the Divine Groves
By 14th level, the influence of divine magic to you is heightened to the point that you are extremely sensitive and resilient against some divine magic. You automatically know the presence of any place or object within 30 feet of you that has been consecrated or desecrated, as with the hallow spell.
Additionally, when you first enter an area that is affected by magical effect or starts your turn there, you have advantage on saving throws made to avoid or resist the harmful effect that affects the area, and on a successful save, you become unaffected by the same effect for the next 24 hours.
Martial Archetype
At 3rd level, a fighter gains the Martial Archetype feature. Here is a new option for that feature: the Crusader.
Crusader
To an archetypical Crusader, their faith is their strength. Unlike paladins, whose faith and dedication to divinity is manifested in magical aptitude and wonders, the Crusader's faith is expressed through the sheer willpower that is almost indomitable and unbreakable.
The Crusader shines the most where they should face the vile and blasphemous nemesis. Whatever harm and hazard they face, a Crusader will never surrender, scurry away, or otherwise give in to the faithless — even in the face of imminent death.
Sworn Enemy
Starting at 3rd level when you choose this archetype, you have sworn a religious crusade against the enemy of your faith.
As a bonus action, you can designate a hostile creature you can see within 30 feet of you as your sworn enemy. For the next 24 hours, you gain the following benefits:
- You have advantage on Wisdom (Survival) checks to track your sworn enemy.
- You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks to spot your sworn enemy, when it is hidden from you.
- Any weapon attack roll you make against your sworn enemy is a critical hit on a roll of 19 or 20 on the d20.
- Whenever you hit your sworn enemy with a weapon attack, you add your proficiency bonus to the damage roll.
When your sworn enemy dies, you can designate another creature as your sworn enemy after you finish a long rest.
If your sworn enemy is not dead within 24 hours, you suffer a terrible guilt from the failure of your crusade, taking a -4 penalty to all ability checks, attack rolls, or saving throws. Every time you finish a long rest, the penalty is reduced by 1 until it disappears. The penalty all disappears when your sworn enemy dies.
Zealous Intuition
By 7th level, you pick up a list of skills and knowledge as required for a devotee on a mission. You gain proficiency in one of the following skills: Arcana, Insight, Investigation, Religion. Alternatively, you gain proficiency in one artisan's tool of your choice.
Your proficiency bonus is doubled for any ability check you make with the chosen skill or tool.
Crusader's Warpath
Starting at 10th level, the penalty you suffer when your sworn enemy is not dead within 24 hours is decreased to -2.
Additionally, as a bonus action on your turn, you can move up to your walking speed toward your sworn enemy. You must be able to see your sworn enemy to use this feature.
Sworn Nemesis
When you reach 15th level, any attack roll you make against your sworn enemy is a critical hit on a roll of 18-20 on the d20.
Additionally, your sworn enemy has disadvantage on attack rolls against you, and you cannot be charmed, frightened, or possessed by your sworn enemy. If you are already charmed, frightened, or possessed by your sworn enemy, you have advantage on any new saving throw against the relevant effect.
Endless Crusade
By 18th level, you no longer suffer penalty when your sworn enemy is not dead within 24 hours.
Additionally, when your sworn enemy dies, as a bonus action on your subsequent turns, you can designate a new creature you can see within 30 feet of you as a sworn enemy. You can use this feature three times, and regain all expended uses when you finish a long rest.
Credits
All contents are created by Weirdo Whoever unless noted otherwise. Special thanks to D&D Wiki, NaturalCrit Homebrewery tool, and GM Binder for providing the templates for my imaginations.
Very special thanks to Genuine Fantasy Press (LLC) for their Genuine Homebrewing Contest, for which this entire brew was created.