Beethoven's Guide to Goodwill

by HACtheGREAT

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Beethoven's Guide to Goodwill

Beethoven's Guide to Goodwill

Beethoven the Protector is a valiant Warforge Paladin with the soul aim of doing good and protecting the innocent. In his adventures with the Hounds of Salvation, an elite party of heros from Eberon, he has traveled to many places, and seen many things. This guide here provides a number of spells, magical items, and a new subclass, all for use by fellow do gooders in any setting, all collected by Beethoven and his friends throughout their magnificent travels.

A Word From Beethoven

Hello! I'm Beethoven, an adventurer of goodwill! Protector of the innocent, wielder of the great Mace Windu, champion of Dol-Arrah, and member of the famous Hounds of Salvation. I've traveled far in my many years of living, I've fought and seen a vast amount things, and in this guide I intend to present a collection of such things I've encountered.

I must warn you, the following pages contain a powerful enchantment placed by Wynston Wainwright, a wizard of extreme arcane knowledge. Should you use the following for the purposes of hurting others for evil reasons, I will be notified, and you do not want me as you're enemy.

With that being said, I hope you find the following useful in your endeavors!

With love, Beethoven the Protector!

Table of Contents

Subclasses

Cleric Subclass, Mystical Domain...........3
Paladin Subclass, Oath of Sacrifice...........4

Spells

Beethoven's Godly Smite (9th Level Evocation)...........5


Beethoven's Retributive Shield (2nd Level Abjuration)...........5


Charflema's Cackling Crowd (5th Level Enchantment)..........5.


Charflema's Slashing Step (5th Level Transmutation)...........5


Charflema's Creepy Clown (6th Level Conjuration)...........5


Wynston's Fiery Friend (7th Level Evocation)...........6


Wynston's Protection from Energy (5th Level Abjuration)...........6


Wynston's Reflexive Reflection (4th Level Abjuration)...........6

Magical Items

King's Metal Bat...........7
Sarge's Mighty Warhammer...........7
Shield of Protection...........8
Wynston's Explosive Tome...........8

Credits

The Cover Art for this collection was made by @horriblyawesome.art on Instagram, who drew Beethoven while he was drawing follower's dnd characters"
The Mystic Domain was made by a fellow party member, his discord is SarkhanTheMad#4640
Charflema and Wynston are also party members and do not belong to me, belonging to darksoulblueeye#6655 on discord and laserkarate#4049 on discord, respectively.

Page 2 | Introduction

Subclasses

Cleric Subclass, The Mystical Domain

Oh, Mystic, A wonderful Warforge (As myself) Sorcerer of incredible magical power! Due to problems, they had to leave the Hounds of Salvation relatively soon after joining, but that didn't stop them from helping where they could!

They even joined another party like the Hounds of Salvation! Now days they've reached quite the high status in magical power, so much so that they've created their own domain! Pretty awesome stuff if I do say so myself.


----- Beethoven the Protector

Magic is tied to the world in ways no scholar could ever fully explain, but we can all innately feel. Gods of the mystical domain are aware that magic is not a power only reserved for chosen few, it is the lifeblood of the world and a part of every being no matter their circumstance. Every being in the multiverse is connected by this thread and the Mystical Domain teaches ways to strengthen those bonds and unlock latent magical potential in others.

Mystical Domain Spells (1st Level)

You gain domain spells at the cleric levels listed in the Mystical Domain Spells table. See the Divine Domain class feature for how domain spells work.

Cleric Level Spells
1 Absorb Elements, Shield
3 Mirror Image, Misty Step
5 Counter Spell, Haste
7 Dimension Door, Polymorph
9 Far Step, Seeming

Mystical Initiate (1st Level)

When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the Sorcerer spell list. For you, these cantrips count as cleric cantrips.

Channel Divinity: Mystical Spells (2nd level)

Starting at 2nd level, you can use your Channel Divinity to send your magic through the Mystical tethers between beings.

As part of the action of casting a spell you may use your holy symbol or spellcasting focus and expend a use of your channel divinity feature. If you do so you may change the range of the spell from self to 30ft or add 1 additional willing target if the range was already greater than self.

Sympathetic Reverberation (6th Level)

Starting at 6th level you learn to harness the sympathetic Mystical reverberations of granting others magic to restore your own magical potential. When you cast a spell that affects one or more willing creatures (excluding yourself) you may recover a spell slot of 1/2 the level of the slot expended, rounded down. This does not affect spells you cast using spell slots lower than level 2.

Potent Spellcasting (8th Level)

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

Mastery of Mystical Energies (17th Level)

At 17th level, you choose four spells from the sorcerer spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

Page 3 | Mystic Dommain

Paladin Subclass, Oath of Sacrifice


The Oath of Sacrifice is an oath upheld by those who value their allies over their own self. They will do everything they can to ensure those they wish to protect are unharmed, at the expense of their own well being. Due to this, the Oath of Sacrifice is one of the most dangerous oaths to take, and those who do know very well the risk of doing so. However, the ability to protect their friends, family, and allies, is a great motivator.

Tenets of Sacrifice -

Ones who have an Oath of Sacrifice typically have the following tenants, though the reasons of them being ready to sacrifice themselves might be different depending on the Paladin. Oath of Sacrifice Paladins are typically good aligned.


You for them. When people are in danger, you will be their shield, even at the expense of your body.


Always present. No matter what, you must be ready in the event somebody needs your help.


Know who deserves your shield. While always ready to protect, know who deserves your sacrifice, as some will not appreciate it, and others will take advantage of it.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Sacrifice table. See the Sacred Oath class feature for how oath spells work.

Oath of Sacrifice Spells

Paladin level Spells
3rd Compelled Dual, Cure Wounds
5th Aid, Warding Bond
9th Intellect Fortress, Pulse Wave
13th Aura of Life, Death Ward,
17th Mass Cure Wounds, Wall of Force

Channel Divinity

3rd Level Oath of Sacrifice Feature


When you take this oath at 3rd level, you gain the following two Channel Divinity options:

Shield: As a bonus action, you can expend a use of your Channel Divinity to shield your allies from harm. For one minute after you use this ability, you can expend a reaction to move up to half your movement within 30ft of you is hit with an attack. If you can get within 5ft of the creature, you can swap places with them as part of the same reaction, and if you do you take the damage of the attack instead of them.

Sentinel: As an action you can expend a use of your Channel Divinity to become alert for a longer period of time. For 8 hours after you use this ability, you can not be surprised, and instead of sleeping to take a long rest you only need to spend 8 hours doing nothing more than light activity, such as keeping watch or reading.

Aura of Sacrifice

7th level Level Oath of Sacrifice Feature


At 7th level, you emit an aura of aid to your allies, at the expense of your own vitality. This aura has a radius of 10ft, which increases to 30ft when you reach 18th level.

As a bonus action, you can cause yourself to take Xd6 damage, where X is your proficiency bonus or lower. Any number of creatures within your aura of your choice gain a number of Temporary HP equal to the damage you took. This Temporary Hp lasts until a creature benefiting from it takes a long rest.

Keep Them From The Gates Of Death

15th level Level Oath of Sacrifice Feature


At 15th level, when a creature within range of your Aura of Sacrifice is reduced to 0 HP or killed outright, you can spend a reaction for them to instead be dropped to 1 HP. When you use this reaction, you take an amount of damage equal to the damage they took. If they didn’t take damage, you take an amount of damage equal to half their current HP before they were killed.

Once you use this ability you can’t do so again until you take a Long Rest.

Semblance of Sacrifice

20th level Level Oath of Sacrifice Feature


At 20ft level you can spend an action to enter a state of total protection, giving you a better ability to help your friends. This form lasts for 1 minute and grants the following benefits:

  • You gain 50 Temporary HP
  • Attack rolls against creatures of your choice (Not including yourself) within 30ft of you have disadvantage.
  • When a creature misses an attack roll due to disadvantage, you can force them to make a wisdom saving throw against your spell save DC. On a failure they are frightened of you until the end of their next turn, and must spend their action while frightened dashing away from you in a straight line.

Once you've used this ability, you can't do so again until you take a Long Rest, unless you expend a 5th-level spell slot to use it again.

Page 4 | Oath of Sacrifice

Spells

Oh I do love spells! My friends, mainly Charflema and Wynston, are very good at casting them! And while I can't cast high level ones myself, Char and Wynston helped me make some good big spells. They're the best!


----- Beethoven the Protector


Beethoven’s Godly Smite

(9th Level Evocation)


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V, S, M (A golden amulet that looks like a tiny Mace of Disruption, worth 1000gp)
  • Duration: Concentration up to 1 minute
  • Classes Cleric, Sorcerer, Wizard, Warlock

When you cast this spell you invoke the explosive power of Beethoven the Protector, and are granted a momentary blast of incredible power to smite your foes.
The next time you hit a creature with a melee weapon attack, you deal an extra 6d8 + Your Proficiency Bonus Radiant Damage plus 5d10 Force Damage.
If the creature hit is an Undead or Fiend, they take an additional 2d6 + 1d8 Radiant Damage.
For the duration of the spell you crit when you roll a 19 or 20 on the die to hit, and have advantage on attack rolls against Fiends and Undead.
The spell ends when you hit a creature with a melee attack for the first time (triggering the smite damage)

Beethoven's Retributive Shield

(3rd Level Abjuration)


  • Casting Time: 1 Bonus Action
  • Range: 30ft
  • Components: V, S, M (A Shield)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Cleric, Paladin

When you cast this spell you surround a creature within range in a protective shield of energy. Until the spell ends, that creature gains a +2 bonus to their AC. Additionally, while this bonus is active, when a creature hits them with an attack, the attacker takes 2d6 Force Damage, if the attacker is within 30ft of the hit creature.

Charflema's Cackling Crowd

(5th Level Enchantment)


  • Casting Time: 1 Action
  • Range: 30ft
  • Components: V, S, M (A rubber nose that squeaks when squeezed)
  • Duration: Concentration, up to 1 minute\
  • Classes Bard, Wizard

Up to 10 creatures of your choice within range are suddenly magically influenced to think that you're the funniest thing ever as you honk your rubber nose. Any targets must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

Charflema’s Slashing Steps

(7st Level Transmutation)


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (Two weapons that deal Slashing Damage and 420 Gp worth of jewelry)
  • Duration: Concentration up to 10 Minutes
  • Classes: Bard, Sorcerer, Warlock,

When you cast this spell you invoke the power of Charflema, a ruthless bard of incredible skill with the blade. Until the spell ends, you gain the following benefits:

Benefits
You gain proficiency with weapons that deal Slashing Damage and have advantage on attack rolls made with such weapons.
Attack rolls made with Slashing weapons gain the Reach property
When you hit with an attack with a Slashing weapon you deal an extra 1d6 weapon damage and an extra 1d6 Thunder damage. When a creature takes thunder damage from this they are knocked back 10ft.
When you take the attack action you may make one extra attack as long as it's made with a Slashing weapon
Your speed increases by 20ft.
You gain advantage on Intimidation and Performance checks while holding a pair of Slashing weapons in your hand.

You can not make use of these benefits if you are unable to use Verbal components.

Charflema's Creepy Clown

6th Level Conjuration


  • Casting Time: 1 Action
  • Range: 90ft
  • Components: V, S, M (A clown horn worth 600 Gp)
  • Duration: Concentration, up to 1 hour
  • Classes Bard, Druid, Warlock, Wizard

You call forth a playful and terrifying spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Clown Spirit stat block. When you cast the spell, choose Whiteface or Tramp.

Page 5 | Spells

The creature resembles a clown of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Wynston's Fiery Friend

7th Level Evocation


  • Casting Time: 1 Action
  • Range: 60ft
  • Components: V, S, M (Sulfur and Bat Guano)
  • Duration: Concentration, up to 1 hour.
  • Classes Druid, Wizard

You summon forth an elemental beast of fire that detonates the nearby area upon arrival. Pick a point within range that you can see, all creatures within 15ft of that point must make a Dexterity Saving Throw or take 8d6 fire damage, half as much on a success. Additionally, a Fire Elemental is summoned on the point chosen.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.

Wynston's Protection from Energy

5th Level Abjuration


  • Casting Time: 1 Action
  • Range: 10ft
  • Components: V, S, M (Cat Hair and a piece of a wand made for Evocation Magic)
  • Duration: Concentration, up to 1 hour.
  • Classes Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard

For the duration, up to 6 willing creatures within range has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. \columnbreak


Clown Spirit

Medium, Fey


  • Armor Class 12 + the level of the spell (natural armor)
  • Hit Points 60 (Tramp Only), 40 (Whiteface only), +15 for each spell level above 6th
  • Speed 40ft

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 16 (+3) 12 (+1) 16 (+3)

  • Condition Immunities Charmed, Frightened,
  • Senses Darkvision 60ft, Passive Perception 11
  • Languages All the languages you speak
  • Challenge -- Proficiency Bonus equals your bonus

Mimed Wall (Whiteface Only, 3/day). As a reaction when Whiteface or a creature within 15ft of them is attacked they can give that creature a +5 bonus to their AC against that attack, potentially causing it to miss.

Butt of the Joke (Tramp Only). Attacks made against creatures within 5ft of the Tramp (Of the Tramp's choosing) have disadvantage. If an attack misses because of this disadvantage, the attack hits the Tramp.

Actions

Multiattack. The Clown makes a number of attacks equal to half this spell’s level (rounded down).

Rain Cloud (Tramp Only) Ranged Spell Attack: your spell attack modifier to hit, 150ft, one target. Hit: 3d4 + 3 + the spell’s level Lightning Damage

Balloon Weapon (Whiteface Only) Melee Weapon Attack: your spell attack modifier to hit, 5ft, one target. Hit: 2d8 + 3 + spell's level Bludgeoning Damage.

Wynston's Reflexive Reflection

4th level Abjuration


  • Casting Time: 1 Reaction, which you take when you're targeted by a spell
  • Range: 60ft
  • Components: V, S, M (A small mirror)
  • Duration: Instantaneous
  • Classes Sorcerer, Warlock, Wizard

You attempt to reflect a spell back at it's caster. If the creature is casting a spell of 4th level or lower, its spell is reflected and instead of targeting the original target, it targets the caster. If it is casting a spell of 5th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell is reflected

At Higher Levels When you cast this spell using a spell slot of 5th level or higher, the interrupted spell is reflected if its level is less than or equal to the level of the spell slot you used.

Page 6 | Spells

Magical Items

King’s Metal Bat

(Legendary Quarterstaff, Requires Attunement)

This fine crafted bat was used by The King, a monk of great renown. A blur on the battlefield and able to knock any opponent into a stunned state with nothing but his martial arts techniques, King made for an incredible ally of the Hounds of Salvation. His monk essence has been infused in this bat, which made for his token weapon during combat.


The Metal Bat has +3 to hit and damage rolls, and does 1d10 Bludgeoning damage instead of 1d6. Additionally, it has 20 charges, which can be spent on some of the following abilities. Some abilities say “Passive”, these abilities are constantly active. Every dawn the Metal Bat regains 1d10 + 5 charges.


The Metal Bat also has the following abilities:

King’s Step (Passive / 1-3 Charges): While holding the Metal Bat your speed increases by 30ft. Additionally, while holding the bat, you can spend 1-3 of it’s charges to use a Bonus Action to take the Dash or Dodge Action. When you do so, your jump distance is doubled. If you take Dash Action in this way, you can take it for each charge spent.
Metal Bonk (2 Charges): When you hit a creature with the Metal Bat, you can spend 2 charges to attempt stunning them. The hit creature must make a DC 20 Constitution saving throw or be stunned until the end of your next turn. When you stun a creature in this way, you can spend a bonus action to make an unarmed strike against them, which if it hits deals 1d10 + Your Strength or Dexterity modifier Bludgeoning Damage , and you can choose to either knock the target 15ft back or to knock them prone.
Destructive Reverberation (5 Charges): When you hit a creature with an attack, you can spend 5 charges to send a shockwave through their body. Anytime within a year after you use this ability, you can take an action to cause another shockwave to shoot through the hit target’s body, at 100 times the strength of the first. The target must succeed on a DC 20 Constitution saving throw or be dropped to 0 hit points instantly. If they succeed, they take 10d10 Necrotic damage

Sarge’s Mighty Warhammer

(Legendary Warhammer, Requires attunement by a creature with at least a 16 Strength)

This mighty warhammer was wielded by Sarge Melot, a powerful Barbarian who fought with the might of fierce beasts. His very fighting essence is infused in this Warhammer, and those who wield it feel the strength of powerful animals surge through their own veins


The Warhammer is a magical weapon that has +3 to attack rolls and damage rolls. Additionally, it has 20 charges and regains 1d10 + 7 charges when you take a long rest. The DC for any of the following abilities is 21.


The Warhammer also has the following abilities:

Elken Ram (1-5 Charges) - You can spend up to 5 charges as a bonus action to summon Sarge’s Elken Ram, bursting forward with incredible speed to knock down your foes. You can move up to your speed, and can move through creature’s spaces. Any creatures you move through must make a Dexterity Saving Throw or take Xd12 + 7 bludgeoning damage, where X is the number of Charges you spent, or half as much on a success. Additionally, on a failure the creature is knocked Prone.

Eagle Sight (1-5 Charges) - You can spend an action to infuse yourself with the vision of an eagle. For one hour, you can see up to x miles away with no difficulty (Where X is the number of charges spent). You are able to see details as if they are only 100ft away. Additionally dim light does not impose disadvantage on Perception Checks.

Wolf Tactics (1-5 Charges) - Once per turn when you hit a creature with a melee attack, you can spend a number of charges to cause your allies to gain the boon of the Wolf, increasing their team work. Till the end of your next turn, attack rolls made by your allies (but not yourself) have advantage against the target you hit. Also, they gain a bonus to their attack damage rolls equal to the number of charges spent.

Page 7 | Magic Items

Shield of Protection

(Very Rare Shield, Requires attunement)

This type of magical shield was created by Beethoven the Protector. Or rather, he asked his friend Wynston to make it. Regardless, it embodies Beethoven’s ideals, protecting your allies at all costs. These shields have been distributed to members of The Golden Shields, a guild lead by Beethoven with the ideals to stop evil from affecting the good citizens of this world.


While you use this shield, all creatures within 10ft of you (not including you) gain a +2 bonus to their AC. Additionally, if you gain a bonus to your AC from a spell or magical item (not including this one) you can add that bonus to the bonus your allies get from this shield.


When a creature benefiting from this bonus takes damage, you can choose to reduce the damage they take by half, and reflect the damage not taken to the creature that dealt them damage. You may use this ability once per Short Rest.

Wynston’s Explosive Tome

(Legendary Spellbook, Requires attunement by a Wizard)

This spellbook was once held by the incredible wizard Wynston Wainwright, an arcanist who’s magic could shape reality itself. This spellbook was used by him during his adventures, and has absorbed his magical potential. This allows the user of this tome to tap into the explosive power of Wynston’s magic, allowing for the replication of some of his incredible feats, such as vaporising knights with a flick of his wrist, demolishing camps of soldiers with fire, and disintegrating giant enemy Warforge.


While attuned to the book, your Spell Save DC and Spell To Hit increase by 2. Additionally, the book has 20 charges. The Spell Book regains 1d10 + 5 charges at Dusk. Any time a saving throw is needed you use your wizard spell save DC to determine the save DC.
Additionally the following spells are contained within the tome: Fireball, Disintegrate, Shapechange, Feather Fall, Clone, Teleport, Fly, Arcane Eye, Bigby's Hand, Delayed Blast Fireball, Counterspell.


The Tome also has the following abilities:

Magical Stores (1-7 Charges): You may cast one of the spells contained within the Spell Book (Including spells added after attuning) without expending spell slots or material components by expending a number of charges equal to the spell’s level. You can’t spend more than 7 charges. If you expend more charges than the spell’s normal level, the spell is upcasted to the level of charges spent.

Maximum Evocational Power (3 Charges): When you cast an evocation spell of 6th level or higher, whether from this book or another source, you can choose to spend 3 charges and maximize the damage rolled. For example, a 3rd level Fireball that does 8d6 damage would instead do 48 damage. Using this ability more than once has a toll. When you use this ability for a second time and each time after that, you take 2d12 Necrotic damage that is unavoidable.

Focused Evocation (1-20 Charges): When you cast an Evocation spell, you can choose to spend any number of charges. You may then choose a number of creatures equal to the charges spent. Those creatures automatically succeed on their save against the spell, if it would have them make one, and take no damage if succeeding on the save would normally make them take half. Additionally, the spell’s damage roll increases by an amount equal to the number of creatures targeted by this ability.

Page 8 | Magic Items
 

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