PART 1
Subclasses
College of Servitude
By their very nature, bards are servants. This comes in many forms, from serving directly under a king or lord as a jester to indirectly serving up and coming heroes by spreading tales of their battles and achievements. Bards that choose to follow the College of Servitude take this service and dedicate their life completely to it, choosing to serve through words of inspiration and tales of glory. This class is not one that chooses to follow just one master through, instead seeing their allies and anyone that comes to help them along their journey as being worthy to serve. Whether on the battlefield or in the tavern, these bards see as life as servitude as the most fulfilling one.
Bonus Proficiencies
When you join the College of Servitude at 3rd level, you learn the Mage Hand, Mending, or Prestidigitation cantrip.
You also gain proficiency in one additional skill of your choice from the list below.
Proficiencies: Investigation, Medicine, Perception, Artisan’s tools
Aura of Inspiration
Starting at 3rd level, you are able to have your inspiration effect in a radius around you. Using a bonus action, you create an Aura of Inspiration that has a radius of 20 feet around you for 30 seconds. Creatures in the aura get +2 to their attack and +1 to AC.
At 14th level, the range of this aura increases to 60 feet, the duration increases to 1 minute, and the AC bonus increases to +2.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Perfected Servitude
At 6th level, your skills at assistance have called others to do better themself. When under the effects of your Aura of Inspiration, anytime an inspiration die is used by a creature other than yourself, that die roll is treated as the highest possible roll.
Chevalerie
When you reach 14th level, your chivalrous nature extends to those who aren't on your side.
If a creature enters your Aura of Inspiration, you can expend a use of your inspiration dice to force them to make all attacks at disadvantage until they leave the aura or make a charisma save equal to 10 + half your levels in this class at the end of their turn.
Roguish Archetype: Au Pair
Many rogues are known for their backstabbing nature, making them hard to trust. However, some rogues instead choose to use their skills to serve their allies. Taking the tricks that they learned on the job, these rogues are just as deadly to a stain as they are to an enemy in combat. Unfortunately for those that face them, this seeming innocence is not something that many can see through before it’s too late.
Timely Service
When you choose this archetype at 3rd level, you are able to add your proficiency bonus to your initiative.
Unassuming Presence
Starting at 3rd level, your nature as a servant is seemingly clear to all who see you. You have advantage on charisma (deception) rolls.
Additionally, if you have yet to attack during that combat, your first attack is made at advantage.
Donner un coup de main
At 9th level, your service to others is quick and neat.
You are able to your cunning action to use the help action.
Additionally, you learn the Mage Hand and Prestidigitation cantrips.
Sharp Eye
When you reach 13th level, you're able to pick up details that others miss.
You can add your Wisdom or Intelligence modifier to another creature's checks as long as you're within 10 ft of them.
Tidy Up
At 17th level, your neatness applies to the battlefield.
When you see an ally bring a creature to 0 hit points, you can use your reaction make another attack against another creature and apply your sneak attack damage on a successful hit.
You can use your movement before making this attack.
Once you do so, you can't use this feature again until you finish a short or long rest.
Lord of The Manor
Your patron is an entity known only as The Lord of The Manor. This entity has all those that made pacts with them act as a servant of some kind and send them off to the mortal realms to complete some task of some sort. This can range from finding a new duster to be used in the manor to brining it the head of a tarrasque to be used as the center piece of its dining table.
Expanded Spell List
The Lord of The Manor 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.
Lord of The Manor Expanded Spells
Spell Level | Spells |
---|---|
1st | Animal Friendship, Cure Wounds |
2nd | Aid, Enhance Ability |
3rd | Aura of Vitalit, Leomund's Tiny Hut |
4th | Aura of Life, Locate Creature |
5th | Animate Objects, Mass Cure Wounds |
Fine China
Starting at 1st level, your patron bestows upon you a chalice or platter for serving food or drink. You can change out between the chalice or platter at the end of a long rest, it can show up in any style that you desire and it serves as a spell casting focus.
If you lose your cup or platter, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous chalice or platter.
Using a bonus action, you are able to roll a d8 and take the corresponding effect from the Fine China Effects table. No matter what is produced, it smells and tastes wonderful, often reminding people of an food or drink they're fond of.
Anything produced by the Chalice or platter disappears once it's used again or after 1 hour, the creature must completely finish the food or drink to gain the effects, and a creature can't be under more than one effect at a time.
You can do this another of times equal to your charisma modifier per long rest.
VIP
Starting at 6th level, you can choose a creature to give the VIP treatment to as you channel the energy of your patron through them.
At the end of a long rest, choose a creature to be your VIP. You can choose to share an initiative with your VIP and while within 15 feet of that VIP, your VIP gains +1 to their AC and add your charisma modifier to their attack rolls.
Live to Serve
Once you reach 10th level, your desire to serve follows you even beyond death. When you fall below 1 hit point and are within range of your VIP, you can instead drop to a number equal to half your warlock levels.
Once you use this feature, you can't use it again until you finish a short or long rest.
Door to The Manor
Finally, at 14th level you are able to open the door of The Manor to those around you.
Using a bonus action, you open an unseen door in time and space and summon through a wave of refinement and regality.
Up to 6 creatures of your choice regain a number of hit points equal to 10 times your warlock level and are blessed by the Manor for 30 seconds (5 rounds of combat).
Creatures blessed by the Manor have advantage on attacks and add your Charisma modifier to their attack and damage rolls.
You must finish a short or long rest before you can use this feature again.
Fine China Effects, Chalice
Roll | Effect |
---|---|
1 | Your Chalice Fills up with a red liquid. Drinking it heals 1d4 + 4 hit points. |
2 | Your Chalice Fills up with a purple liquid. Drinking it gives access to the message spell for 1 hour |
3 | Your Chalice Fills up with a black liquid. Drinking it causes 1d4 + 4 necrotic damage. |
4 | Your Chalice Fills up with a white liquid. Drinking it grants the drinker darkvision of 120 feet for 24 hours. |
5 | Your Chalice Fills up with a dark red liquid. Drinking it gives the drinker advantage on all physical (str, dex, con) checks for 1 minute. |
6 | Your Chalice Fills up with a green liquid. Drinking it gives the user a one time use of Dragon's Breath (cast at 2nd level). This holds for 24 hour or when they use it. |
7 | Your Chalice Fills up with a clear liquid. Drinking it gives the drinker advantage on all mental (int, wis, cha) checks for 1 minute. |
8 | Your Chalice Fills up with a blue liquid. Drinking it restores one 1st level spell slot. |
Fine China Effects, Platter
Roll | Effect |
---|---|
1 | A sandwich appears on the platter. Eating it gives advantage to all attacks for 30 seconds. |
2 | A kabob appears on the platter. Eating it gives resistance to non-magical damage for 1 minute |
3 | A cake appears on the platter. Eating it allows the addition of your proficiency modifier on the next save made. |
4 | A chicken leg appears on the platter. Eating it grants +30 ft of movement for 1 minute. |
5 | A small salad appears on the platter. Eating it allows communication with animals for 1 hour. |
6 | A piece of cheese appears on the platter. Eating it allows the user to add 1d4 to all perception rolls for 1 hour. |
7 | A pile of berries appears on the platter. Eating it grands the effect of lesser restoration |
8 | A pastry appears on the platter. Eating it allows for one use of the charm person spell within 24 hours of eating it. |
Path of the Sworn Protector
For most Barbarians, when they enter their rage, they lose all care when it comes to their own health or wellbeing. However, just because they don’t care about themselves doesn’t mean they don’t care about others. Taking the path of the “Gentle Giant” those that follow the Path of The Sworn Protector choose a creature that is always on their mind even when raging. The blind rage that they use when cutting through their enemies is instead turn into a sword and shield to protect those that they have a soft spot for.
Soft Spot
When you choose this path at 3rd level, you also choose a creature that you have a "soft spot" for. This is known as your "Soft Spot Creature" or SSC and you can choose another creature at the end of a long rest.
While you are within 15 ft of this creature and raging, you gain the following benefits:
- You have advantage on attacks made against any creature that has damaged your SSC
- You can make opportunity attacks against creatures that move out of your chosen SSC's reach. (You can use your movement as part of this reaction)
Mindless Protection
Beginning at 6th level, you are able to protect your chosen SSC without thinking. When you see them take damage and are within 10 ft of them, you can use 5 ft of movement and your reaction to take the damage for them.
You can do this a number of times equal to your CON modifier and regain all uses after a long rest.
Soften Rage
At 10th level, you have soften to another creature. When you start raging, choose an additional SSC for the duration of your rage.
Infectious Rage
At 14th level, your rage seeps into your SSC. While raging, you can use your bonus action to give your SSC(s) the benefits of your rage for 1 minute. They do not have the same armor or magic restrictions as the normal rage and lose it if they fall to 0 hit points or less.
After you activate this feature, you can’t use this feature again until you finish a short or long rest.
Fighter: Squire
Before a knight becomes worthy of serving by the king, they muse first act as a squire to others. Squire knights are those who have just started off in their journey and thus focus their attention on serving as an attendant to their Master. That being said, looking down at a squire is not something that is done without fault as many squires are just as strong and possibly stronger than their Master. It’s simply through their devotion and servitude do they gain this power.
Serve Thy Master
When you choose this archetype at 3rd level, you also choose a Master to serve.
At the end of each long rest, choose one ally to be considered your Master. You can choose to share an initiative with your Master and all attacks made within 15 ft of your master are made at advantage.
Additionally, at 3rd level, when you use your Second Wind feature, your Master benefits from the feature as well at the start of their next turn. If they fall unconscious before then, they don't gain these benefits.
Protect Thy Master
Starting at 7th level, you've honed your skills to protect your master in the heat of battle.
When you are within 15 ft of your master, you can use a bonus action to change your stance, granting your master and yourself +1 to AC for 1 minute.
You can do this a number of times equal to your proficiency bonus.
Guide Thy Master
At 10th level, you're able to summon a steed to assist you and your master.
You are able to use the spell Find Steed. When the spell is cast using this feature, you instead summon 2 steeds, one for you and one for your master.
Once you use this feature, you cannot do so again until after a long rest.
Aid Thy Master
Upon reaching 15th level, you are able to assist your master both in and out of combat. As long as you target your master, you can use the help action as a bonus action.
Also, when your Master makes a check or save that you have proficiency in, they can add your proficiency modifier to it.
Avenge Thy Master
At 18th level, your oath to your master runs through your soul.
When you see a creature make a successful attack against your master, you can use this feature to make an attack again them (you may use your movement in this attack). You make this attack at advantage, crit at 19-20, and add your proficiency modifier to the damage roll.
If the attack causes your master to fall to 0 hit points, any successful hit is considered a critical.
You can use this feature three times. You regain all expended uses of it when you finish a long rest.
PART 2
Spells
Cantrips
Infuse Weapon
cantrip conjuration
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a nonmagical weapon)
- Duration: 1 hour
The blade of the weapon that you touch is strengthened. For the duration, it becomes a magical weapon for the sake of overcoming resistances.
Spell Lists. Artificer, Bard, Cleric, Druid
Psychic Blade
cantrip conjuration
- Casting Time: 1 Action
- Range: 60 ft
- Components: S
- Duration: Instantaneous
A floating knife only visible to you appear floating around your body. Make a ranged spell attack against the target. On a hit, the target takes 1d6 psychic damage.
At Higher Levels. The spell creates more than one knife when you reach higher levels: two knives at 5th level, three knives at 11th level, and four knives at 17th level. You can direct the knives at the same target or at different ones. Make a separate attack roll for each target.
Spell Lists. Artificer, Bard, Sorcerer, Warlock, Wizard
1st Level
Helping Hands
1st-level conjuration
- Casting Time: 1 action
- Range: 60 ft
- Components: V, S
- Duration: 8 hours
Three spectral, floating hands appears at a point you choose within range. The hands lasts for the duration or until you dismiss it as an action. The hands vanishes if it is ever more than 60 feet away from you or if you cast this spell again.
You can use your action to control the hands, either as a group or one at a time. You can use the hands to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hands up to 30 feet each time you use it.
The hands can’t attack, activate magical items, or carry more than 10 * your spell modifier (minimum of 10).
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you summon an additional hand and the range increases by 15 ft for each slot level above 1st.
Spell Lists. Artificer, Bard, Sorcerer, Warlock, Wizard
Maid's Watch
1st-level enchantment
- Casting Time: 1 Minute (ritual)
- Range: Touch
- Components: V, S, (a piece of glass)
- Duration: 1 hour
You touch a space and send your magic through the area in a 30 ft radius. For the duration, you are able to use a bonus action to see anything going on in that radius. While doing so, you cannot see out of your own eyes.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range increases by 30 ft or the duration increases by 1 hour for each slot level above 1st.
Spell Lists. Artificer, Warlock, Wizard
Noelle's Preemptive Shield
1st-level abjuration
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S, M (iron dust)
- Duration: 1 Minute
You create a field of condensed magic around a target creature. For the duration, it gains a +1 to your AC.
Spell Lists. Artificer, Bard, Cleric, Paladin, Sorcerer, Wizard
2nd Level
Deadly Assist
2nd-level enchantment
- Casting Time: 1 reaction
- Range: 120 ft
- Components: V, S
- Duration: Instantaneous
When you see an ally make a successful attack against a creature within range, you can use this spell to add 2d8 the damage done by the attack.
Spell Lists. Artificer, Bard, Sorcerer, Warlock, Wizard
Instant Loaf
2nd-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (water, wheat)
- Duration: Instantaneous
A loaf of fresh bread appears in your hand, cut up into 6 slices. Eating a slice heals a creature 5 points and provides enough nourishment to sustain a creature for one day.
The bread loses its potency if it has not been consumed within 24 hours of the casting of this spell.
Spell Lists. Bard, Druid, Ranger
Song of Healing
2nd-level evocation
- Casting Time: 10 minutes
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
Up to six creatures of your choice that can hear you within range each regain hit points equal to 1d8 + your spellcasting ability modifier.
Any flora that hear this song start growing at a faster rate and heal any negative effects
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
Spell Lists. Bard
3rd Level
Refresh
3rd-level Transmutation
- Casting Time: 1 Action
- Range: 60 ft
- Components: V, S, M (a feather)
- Duration: Instantaneous
You send out a pulse of cleanliness in a 60 radius around you, instantaneously cleaning any object in the radius and healing any creatures in the radius 1d4 hit points. (this does not apply to unconscious creatures or undead).
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius increases by 30 ft for each slot level above 3rd.
Spell Lists. Bard, Cleric, Paladin, Wizard
4th Level
Multi-Shield
4th-level abjuration
- Casting Time: 1 reaction to seeing a damaging spell cast.
- Range: 120 ft
- Components: V, S
- Duration: Instantaneous
Choose up to 3 creatures within range of the spell. They have resistance to the first instance of damage they receive until the start of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you choose an additional creature for each slot level above 4th.
Spell Lists. Sorcerer, Warlock, Wizard
Skill Transfer
4th-level enchantment
- Casting Time: 1 Minute (ritual)
- Range: Touch
- Components: V, S
- Duration: 10 minutes
Touching a willing creature, you switch out one of your ability scores for theirs and they instead get yours.
Spell Lists. Bard, Ranger, Wizard
5th Level
Ayo's Floating Blades
5th-level conjuration
- Casting Time: 1 action
- Range: 120 ft
- Components: V, S
- Duration: Concentration, up to 1 hour.
5 spectral, floating knives appear around you for the duration of the spell.
As long as you have a blade, you can use a bonus action to make a ranged spell attack with one blade. On a hit, it deals 2d10 + your spell casting modifier force damage.
Hit or miss, the blade then disappears.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the blades deal 1d10 addition damage for every slot level above 5th.
Spell Lists. Artificer, Sorcerer, Warlock, Wizard
Mass Assistance
5th-level abjuration
- Casting Time: 1 Action
- Range: 60 ft
- Components: V, S, M(a four leaf clover)
- Duration: 10 Minutes
You reach out and command the weave to bolster the skills of those around you.
Choose up to 6 creatures within range. During the duration of this spell, those creatures can choose to make one roll at advantage and add your spell casting modifier to it.
Spell Lists. Artificer, Bard, Cleric, Druid, Paladin
6th Level
Conjure Self
6th-level conjuration
- Casting Time: 1 Minute (ritual)
- Range: Touch
- Components: V, S, (a piece of hair or saliva of the target)
- Duration: Concentration, up to 8 hours
You touch a humanoid an create a near perfect copy of it. The clone looks exactly like the original creature but has a small symbol of your choice on its forehead.
The clone has the same stats of the original but half as many hit points.
The clone acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A clone can’t attack or cast spells, but it can take other actions as normal.
When the clone drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your clone is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your clone’s eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.
Spell Lists. Sorcerer, Warlock, Wizard
7th Level
Cleansing Mark
7th-level enchantment
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
You reach out and mark as creature for "cleansing".
Make a melee spell attack against a creature. On a hit, the creature is marked with a sigil of your choice. While this sigil is active, the creature has disadvantage on all saves and checks relating to one ability of your choice.
Additionally, whenever this creature is dealt damage, they take an additional 4d8 damage of a type of your choice.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the extra damage increased by 2d8 every slot level above 7th.
Spell Lists. Sorcerer, Warlock, Wizard
8th Level
Power Word: Protect
8th-level enchantment
- Casting Time: 1 action
- Range: 60 ft
- Components: V, S
- Duration: 1 Minute
You speak a word of power that can protect a creature within range. For the duration of this spell, that creature adds +5 to its AC.
Spell Lists. Artificer, Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
9th Level
Y'thazarh Cleaning Service
9th-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a clean cloth)
- Duration: Instantaneous
6 objects (hands, tentacles, wings) spring forth from your body and attack up to 6 creatures within range. Those creatures must make a dexterity saving throw, taking 20d8 damage of your choice on a fail and half as much on a save.
If this spell drops a creature to 0 hit points, it instantly dies and its existence is wiped from all time and space. The creature can be restored to life by means of a wish spell.
Spell Lists. Bard, Cleric, Sorcerer, Warlock, Wizard
PART 3
Items and Feats
Items
A Broken Pocket Watch
Wondrous Item, Legendary
This pocket watch doesn't seem to stop spinning. Belonging to a maid of the Hayes family, it was given as a gift from a daughter of the family before the start of a conquest, promising the two lovers would be together again.
Repeat Action
This item has 1d4 + 1 charges.
In reaction to seeing an action preformed, you can use your reaction to use a charge to allow a creature to perform that action again as a bonus action.
Forceful Wait
As an action, you can use two charges to force a creature to pass it's next turn in combat.
The Pocket Watch gets back 1d2 charges at the next dawn.
Duster
Wondrous Item, uncommon
This simple feather duster seems to hold dust and debris more than most items. Shaking it leads to the release of its contents.
Dusty
This item has 1d4 + 1 charges.
As a bonus action, you can shake the duster. Creatures within 5 feet of you must make a DC 10 Con saving through or be blinded until the end of their next turn.
The Duster gets back all of its charges at the next dawn.
Dynamic Servant's Outfit
Armor(light), very rare (requires attunement)
Worn by the servants of the greater houses, these outfits woven from Elven magic allow the servant a degree of individuality while granting enough armor so that the servant can protect their liege should the need arise.
Protected
The outfit offers an AC of 12 + Dex modifier
Protector
As long as the wearer is within 10 ft of an ally, they gain a +1 to initiative
Cloth Shift
As a bonus action, the wearer can change it to match an outfit that they have seen before.
Guardian's Shield
Armor (shield), very rare (requires attunement)
A shield used by guardians and other hired help, it's specially crafted to keep others as well as the use protected.
This shield has 1d4 + 1 charges. As a reaction to seeing someone attacked, you can expend 1 charge to cast the shield spell on them.
The shield regains 1d3 expended charges daily at dawn.
Kitchen Knife
Weapon (dagger), rare
Used by the servants of The Laird, the knife is supposed to be used in the kitchen to prepare food but it's magical edge works just as well for cutting through skin.
Sharp Edge
The knife deals 1d6 instead of 1d4 slashing damage.
Cut Tendon
When you hit a creature with this weapon, this must make a DC 15 dex save or lose 5 feet of movement for 1 minute.
If they have 0 feet of movement and fail the save, they make their next attack at disadvantage.
Mopcap of the Night Servant
Wondrous Item,, legendary (requires attunement)
Worn by the servants of the greater houses, those that worked after hours often wore these weave laced caps to allow them to better serve their masters that seemed to never sleep. Even when the house was pitch black.
Perfected Darkvision
You have Darkvision up to 120 ft. You are able to see in color for the first 30 ft.
Bat Sight
if you are able to hear, you are aware of the location of any hidden or invisible creature within 30 feet of you.
Cloth Shift
As a bonus action, the wearer can change it to match an piece of headwear that they have seen before.
Ring of the Guard
Ring, common
A symbol of status used by the servants of the greater houses, the ring is given to those servants who willingly put their life on the line to protect others.
Blessed Protector
As long as you are within 15 ft of an ally, you and the ally both gain is a +1 bonus to your ACs.
War Broom
Weapon (Warhammer), rare
A broom infused with the power of fire, the broom was unknowingly blessed by both the God of the Forge and the God of Love when a simple house servant picked up the item to defend the master of the house. After fighting for hours without training, the gods decided to bless the broom with the same passion as the man who held it.
Roaring Passion
This 1d8 Bludgeoning damage. Using a bonus action, you can switch this type to fire damage for 1 hour.
Once you use this feature, you cannot do so again until the next dawn.
Clean Kill
When a creature is brought below 0 hit points, you can use a bonus action to cause them to burst into flames, completely destroying any evidence of them except their clothes and items.
Once you use this feature, you cannot do so again until the next dawn.
War Maiden's Dress
Armor (heavy), legendary (requires attunement)
A dress worn by a legendary War Maiden of past, they say she died wearing it when she sacrified her life for her queen.
Strong Yet Light:
This Armor gives its wearer 18 AC but does not impose disadvantage on stealth.
Magical Seams
The wearer of the armor has resistance to all non-magical attacks.
Shield of Love
If you are within 5 ft of an ally and see them get hit with an attack, you can use your reaction to add +2 to your AC and have the attack target you instead. You lose the AC bonus at the start of your next turn.
Once you use this feature, you cannot do so again until the next dawn.
Feats
Protector
You've dedicated your life to the protection of others. You gain the following benefits:
- Increase your Strength, Constitution, or Dexterity score by 1, to a maximum of 20.
- During the first round of any combat where you're within 15 ft of an ally, your attack rolls against any creatures have advantage and you have an additional 15 ft of movement.
- When a creature makes an attack against an ally within 5 ft of you, you can use your reaction to take the damage. (You can do this a number of times per long rest equal to your Con modifier)
Aid
You've dedicated your life to the assistance of others. You gain the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- You can use the "Help" action as a bonus action.
- When an ally makes an Int, Wis, or Cha check that you have proficiency in within 15 ft of you, they can add half your proficiency bonus to the roll.
Credits
Maid : Kanroji Mitsuri by NiccColee
The Vampire’s Maid by Racoona
Sakuya Izayoi: Touhou Project by Hito komoru
Sweet Snack by the artist at Sdorica
Log Horizon character Coppelia from the Log Horizon artist team
Guardian Maid by Chowbie
Demon Maid by Alen Rocha
Maid by Cushart
Maid concept : Sword by Bom Yeon
French Maid Nidalee by Even Amundsen
Shirogane Noel wielding Vordt's Great Hammer by Watao
Glencia, War Maiden from the Legend of The Cryptids team
Elf Maid by Matilda-Fiship
Canvas Prints by Albert Bierstadt
Dessert Traders by Tom Perkins
The wrath of a dragon by u/rezzyg
The Royal Watermill, Digital Environment Painting. By u/JordanJardine
Peaceful Day by andreasrocha
Sakuya Izayoi by Ryosios
Thank You
Hope You Enjoy
Open to Questions/Comments/Concerns
Hope You Enjoy
Open to Questions/Comments/Concerns
More Credits
Maybe you have so many people to give credit to that you need a bit more space. Well, you can use this column to do exactly that!