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Credits Contents
Homebrew By IrishBandit
Dungeons and Dragons 5th Edition by Wizards of the 1. Feats
Coast
InDesign Template by /u/Barkalot
3. Fighting Styles
Feedback by Discord of Many Things 3. Martial Archetypes
(https://discord.gg/ZrDhU7X) Banneret
Feedback by /r/UnearthedArcana
Cavalry
5. Divine Domains
Art Credits Civilization
Cover - Unknown
Travel
Inside Cover - Jen Zee
Feats - Cory Trego-Erdner 7. Sacred Oath
Banneret - Eric Lofgren Oath of Zeal
Cavalry - Pablov 07
Civilization Domain - Jen Zee 8. Sorcerous Origin
Travel Domain - Nikola Sinitsa Imperial Ancestry
Oath of Zeal - Krukof2
Oath of Zeal Background - Snowskadi
Imperial Ancestry - Ismael Bergara
Imperial Ancestry Background - Unknown
Feats
Armorer
You are trained in the upkeep and construction of
weapons and armor. You gain the following benefits:

Increase your Intelligence by 1, to a maximum of 20.


You gain proficiency with leatherworkers and smiths
tools. If you are already proficient with them, you add
double your proficiency bonus to checks you make with
them.
You can spend an hour repairing a piece of equipment Gladiator
damaged by rust, ooze, or similar degrading effects. Fighting for an audience is your forte, and you
Each hour spent repairing an item removes one maximize the use of more exotic weapons to show off
instance of its cumulative penalty. You must have your prowess. You gain the following benefits:
smiths tools, as well as access to a sufficient heat
source and materials to use this benefit. Increase your Charisma score by 1, to a maximum of
You are able to refine armor in a variety of ways. Over 20.
12 hours, you can modify one piece of nonmagical You gain proficiency in Performance.
armor to either remove its disadvantage on stealth You gain proficiency with Nets, and ignore the
rolls, or to give it acid or cold resistance. You must have limitation on number of attacks when attacking with
smiths tools or leatherworkers tools, as appropiate to a net. Being within 5 feet of a hostile creature doesnt
the type of armor, as well as access to a sufficient heat impose disadvantage on your attack rolls with a net,
source and materials worth the base cost of the armor and the escape DC for your nets increases by your
to use this benefit. proficiency Bonus.
You gain proficiency with tridents, and your weapon
Blowdart Master attacks with them score a critical hit on a roll of 19 or
20.
Blowguns and darts are excellent stealth weapons, and
you have mastered their careful application. You gain
the following benefits: Herbalist
You are adept at harnessing the useful properties of
You gain a +1 bonus to damage rolls made with a herbs and plants. You gain the following benefits:
blowgun or dart.
When you use a blowgun, its damage die increases Increase your Intelligence or Wisdom score by 1, to a
from 1 to a d4. (This benefit has no effect if another maximum of 20.
feature has already improved the weapons die.) You gain proficiency with herbalism kits. If you are
When you attack using a blowgun or dart while hidden, already proficient with them, you add double your
you do not give away your position. proficiency bonus to checks you make with them.
You ignore the loading quality of blowguns. As an action, you can inspect a plant within 5 feet of
you and determine whether it is edible or poisonous,
Cartographer provided that you can see and smell it.
You can apply herbal remedies to help you or your
You have studied in the methods and techniques of allies recover from maladies. Over the course of a
mapmaking. You gain the following benefits: short rest, you can remove one poison or disease from
a friendly creature within reach. You must have an
Increase your Intelligence by 1, to a maximum of 20. herbalism kit and either a component pouch or access
You gain proficiency with cartographers and to local herbs to use this benefit.
navigators tools. If you are already proficient with them,
you add double your proficiency bonus to checks you
make with them. Martial Training
You can easily, accurately understand maps that are Prerequisites: Character level 4, Dexterity 13 or
not written in a language you can read. Strength 13
Even when you are drawing a map while traveling, you
remain alert to danger. You have trained in a certain specialized technique of
Maps that you draw can be easily understood by fighting. You gain the following benefits:
any creature that shares a language with you, and a
creature possessing such a map cannot become lost Increase your Strength or Dexterity score by 1, to a
within the area the map displays if it can unederstand it. maximum of 20.
You must have cartographers tools to use this benefit. You gain the benefits of a Fighting Style of your choice.
You cannot become lost except by magical means, You can select this feat multiple times. You cant take
and always know which way is north. You must have a Fighting Style option more than once, even if you
navigators tools to use this benefit. later get to choose again.

1
Mounted Adept Increase your Intelligence by 1, to a maximum of 20.
You gain proficiency with poisoners kits. If you are
You have mounted training that allows you to effectively already proficient with them, you add double your
control a mount in the chaos of battle. You gain the proficiency bonus to checks you make with them.
following benefits: As an action, you can identify one poison within 5 feet
of you. You must see the poison for this benefit to work.
You gain proficiency in Animal Handling. Over the course of a short rest, you can temporarily
Over the course of 2 hours, which can be done during improve the potency of one poison. To use this benefit,
a rest, you can designate a mount as your steed. you must have a poisoners kit, and the poison must
Your steed becomes trained to answer your commands be within reach. If the poison is applied within 1 hour
without hesitation. While riding your steed, you can use after the short rest ends, its DC becomes 8 + your
your action to command it to use any of its actions. proficiency bonus + your Intelligence modifier, and it
For each level you gain after 3rd, your steed gains deals extra poison damage equal to your Intelligence
an additional hit die and increases its hit points modifier.
accordingly
Any mount you conjure, such as through find steed or
phantom steed, also counts as your steed, but does not Slinger
gain additional hitpoints. You are an expert with the sling, capable of striking
your foes with deadly precision. You gain the following
Mounted Mage benefits:

Prerequisites: Ability to cast at least one spell. You gain a +1 bonus to damage rolls made with a sling.
When you use a sling, its damage die increases from a
You are trained in the use of magic from horseback. You d4 to a d6. (This benefit has no effect if another feature
gain the following benefits: has already improved the weapons die.)
Your weapon attacks with a sling score a critical hit on
You gain proficiency in Animal Handling. a roll of 19 or 20.
When you cast a spell targeting yourself while When you score a critical hit using a sling, the target
mounted, you can also affect your mount with the spell. cant take reactions until the end of your next turn.
While mounted, you have advantage on melee spell
attack rolls against any unmounted creature that is
smaller than your mount. Trapper
While mounted, if your mount is subjected to an You are skilled at hunting and trapping, gaining the
effect that allows it to make a Dexterity saving throw to following benefits:
take only half damage, it instead takes no damage if it
succeeds on the saving throw, and only half damage if Increase your Wisdom score by 1, to a maximum of 20.
it fails. You gain proficiency in Survival. If you are already
proficient in it, you add double your proficiency bonus
Piercer to checks made with Survival.
You gain proficiency with Nets, and ignore the
You are a master of getting through even the toughest limitation on number of attacks when attacking with
armor, using the morningstar, pike, and war pick. You a net. Being within 5 feet of a hostile creature doesnt
gain the following benefits when using any of them: impose disadvantage on your attack rolls with a net,
and the escape DC for your nets increases by your
You gain a +1 bonus to damage rolls made with the proficiency Bonus.
weapon. The DC of hunting traps that you place increases by
As an action, you can make one melee weapon attack your proficiency bonus.
and add 1d4 to the attack roll against a target wearing
medium or heavy armor, or a target with significant
natural armor. Whip Master
If you have advantage on a weapon attack against a You have mastered the strange and difficult art of using
target wearing medium or heavy armor, or a target with a whip in combat. You gain the following benefits:
significant natural armor on your turn, you can forgo
that advantage to gain a +3 bonus to the attack roll. You gain a +1 bonus to damage rolls made with a whip.
When you use a whip, its damage die increases from a
What constitutes significant natural armor has been d4 to a d6. (This benefit has no effect if another feature
left to the DM. The design intent is that monsters has already improved the weapons die.)
that mostly rely on their Dexterity for their AC are not While using a whip, you have advantage on attack rolls
valid targets. made to disarm (DMG 271) other creatures. When you
successfully disarm a one-handed weapon, you can
Poisoner immediately make a DC 14 Dexterity (Sleight of Hand)
check to flick the weapon towards you. On a success,
You have studied the secrets of poisons and toxins, you catch the weapon if you have an open hand, or the
gaining the following benefits: weapon lands at your feet if you do not.

2
Fighting Styles Hold The Line
Beginning at 7th level, you can rally your allies even
Whenever you choose a fighting style, you can also
in the most dire of situations. When you use your
choose from the following additional fighting styles:
Second Wind feature, you can expend one of your uses
of Morale to rally your allies. When you do so, roll a
Unarmed morale die, and each friendly creature within 30 feet of
Your unarmed strikes deal 1d4 damage. When you use you that can see or hear you regains hitpoints equal to
the Attack action with an unarmed strike on your turn the number rolled + your fighter level.
you can make one additional unarmed strike as a bonus Additionally, when a friendly creature within 30
action. feet of you falls unconcious, you can expend one of
your uses of Morale as a reaction and move up to your
Throwing speed towards that creature. Roll a morale die, the
You gain a +2 bonus to ranged attack rolls you make target regains hitpoints equal to the number rolled x
with a Thrown weapon. Whenever you make a ranged the number of opportunity attacks provoked by this
attack with a Thrown weapon, you can draw another movement (a minimum of 1).
Thrown weapon.
Font of Morale
Martial Archetypes Beginning when you reach 10th level, you regain all of
Banneret your expended uses of Morale when you finish a short
or long rest.
Also known as warlords, sergeants, or knight-
commanders, bannerets are leaders on the battlefield, Commander's Gambit
commanding and inspiring their allies through their At 10th level, you can lead your allies in daring assaults
heroism. Bannerets are not generals who sit and upon your enemies. As an action you can expend one of
command from afar, they command from the front, your uses of Morale and make a weapon attack, rolling
fighting alongside their soldiers and allies in the midst a morale die and adding the number rolled to the attack
of battle. roll. If the attack hits, you can immediately command
your allies to attack. When you do so, choose a number
Morale of friendly creatures within 30 feet of you equal to your
You are able to inspire and bolster your comrades in Charisma modifier. The chosen creatures can use their
battle, using special dice called morale dice. To do reaction to make one weapon attack against the target.
so, you use a bonus action on your turn to choose one
creature other than yourself within 30 feet of you who Fearless Leader
can see or hear you. That creature gains one Morale Starting at 15th level, your fearless presence
die, a d4, and temporary hitpoints equal to your fighter emboldens your allies. You, friendly creatures within
level + your Charisma modifier. 10 feet of you, and creatures with a Morale die cant be
Once within the next 10 minutes, the creature can frightened while you are conscious.
roll the die and add the number rolled to one attack
roll, weapon damage roll or saving throw it makes.
The creature can wait until after it rolls the d20 before Warlord
deciding to use the Morale die, but must decide before Beginning at 18th level, you are a dominating presence
the GM says whether the roll succeeds or fails. in battle, striking fear into your enemies and courage
Alternatively, when an attack roll is made against the into your allies. Your morale dice become d6s.
creature, it can use its reaction to roll the Morale die Additionally, When you score a critical hit, the
and add the number rolled to its AC against that attack, target becomes frightened of you until the start
after seeing the roll but before knowing whether it hits of your next turn, and you can immediately
or misses. use your Morale feature, targeting
Once the Morale die is rolled, or the creature loses each friendly creature within
their temporary hitpoints, it is lost. If the creature's 30 feet of you that
temporary hitpoints are overwritten by another source, can see you.
the creature keeps the Morale die until rolled. A
creature can have only one Morale die at a time.
You can use this feature a number of times equal to
1 + your Charisma modifier (a minimum of once). You
regain any expended uses when you finish a long rest.

Leadership
At 7th level, choose Intimidation or Perception. You
gain proficiency in the chosen skill. If you are already
proficient in it, you add double your proficiency bonus
to checks made with it.

3
Cavalry Mounted Fighting Style
At 10th level, you specialize into your personal style of
Cavalry are mounted fighters. Whether charging into mounted combat. Gain one of the following features of
combat on their armored mount, or harassing the your choice:
enemy flanks on a swift horse, cavalry are the masters Cataphract. While your steed is wearing barding, it
of mobility on the battlefield. gains a +1 bonus to AC and resistance against slashing
damage from nonmagical attacks.
This archetype is designed with the assumption that Jinete. While mounted on your steed and wielding a
you can readily acquire a horse by 3rd level, and that melee weapon in one hand and no other weapons, you
your mount is not acting independently from you, that gain a +2 bonus to damage rolls with that weapon.
you are directly controlling your mount as described Keshik. While mounted on your steed, you can make
in the second paragraph of Controlling a Mount on one additional ranged weapon attack against a target
page 198 of the Players Handbook. within 15 feet of you as a bonus action when you take
the Attack action on your turn.
Mounted Training Sowar. While mounted on your steed, when a creature
When you choose this archetype at 3rd level, you are that is more than 10 feet away from you attacks you,
trained to control a mount amidst the chaos of battle. their attack roll has disadvantage. You must be wielding
You gain proficiency in Animal Handling. Over the a shield.
course of 2 hours, which can be done during a rest, Uhlan. While mounted on your steed and wielding
you can designate a mount as your steed. Your steed a heavy weapon or a lance, when you hit a creature
becomes trained to answer your commands without smaller than your steed with a melee attack, it must
hesitation. While riding your steed, you can use your succeed a Strength saving throw or be knocked prone.
action to command it to use any of its actions. The DC is equal to 8 + your proficiency bonus + your
For each level you gain after 3rd, your steed gains Strength modifier.
an additional hit die and increases its hit points
accordingly Quick Response
Whenever you gain the Ability Score Improvement Starting at 15th level, while mounted on your steed,
class feature, your steeds abilities also improve. Your you gain advantage on initiative rolls, and cannot be
steed can increase one ability score of your choice by surprised unless you are unconscious.
2, or it can increase two ability scores of your choice
by 1. As normal, your steed cant increase an ability
score above 20 using this feature unless its description
Indomitable Steed
Beginning at 18th level, your steed can reroll a saving
specifies otherwise.
throw that it fails. If it does so, it must use the new roll.
Any mount you conjure, such as through find steed or
Your steed can use this feature three times between
phantom steed, also counts as your steed, but does not
long rests.
gain additional hitpoints or ability score improvements.

Combat Steed Elite Cavalry


At 18th level, you are the master of battlefield mobility.
Your steed is well-suited to the rigors and chaos of war.
Your steeds movement speed doubles, and you can
Your steed has advantage on saving throws to avoid
command your steed to Dash as a bonus action.
falling prone and becoming frightened.

Persistance
Starting at 7th level, you and your steed have advantage
on saving throws to resist exhaustion, and your steed
gains proficiency with constitution saving throws.
Additionally, you add double your proficiency bonus
to Animal Handling checks involving your steed
or other similar creatures.

4
Divine Domains
Civilization
Gods of Civilization including Amaunator, Erastil,
and Athena concern themselves with the ideals
of communities and laws. They oversee the
construction of towns, cities, and empires. Devouts of
Civilization are leaders of small villages and sprawling
metropolises, they are pioneers and settlers, taming the
wilds in the name of order and society. Whether grand
cathedrals or humble abbies, the gathering places
of followers of Civilization gods tend to become the
centers of communities.

Civilization Domain Spells


Cleric Level Spells Resilience. All friendly creatures within 30 feet of the
1st comprehend languages, sanctuary Divine Banner have advantage on saving throws that
3rd suggestion, warding bond they are proficient with.
5th beacon of hope, Leomund's tiny hut
7th fabricate, guardian of faith Shared Burden
9th commune with civilization, hallow At 6th level, when a friendly creature within 30 feet of
you takes damage, you can use your reaction to cause
Bonus Proficiencies them to instead take half as much damage. After the
At 1st level, you gain proficiency in martial weapons, target takes the damage, you take the same amount of
as well as two tools of your choice. You also gain damage, which can't be reduced or prevented in any
proficiency in one of the following skills of your choice: way. If the target has damage altering features such
Persuasion, Investigation, or History. as resistance or vulnerability, these are applied to the
damage before you use your reaction. You can use this
Divine Cartography ability a number of times equal to 1 + your Wisdom
Starting at 1st level, you are able to sense the auras modifier. When you finish a long rest, you regain all
of nations and empires. You are innately aware of the expended uses.
ruling nation of the land you are in, its government type,
and its leader. As an action, you are able to discern the Divine Strike
direction and distance of the nearest settlement. At 8th level, you gain the ability to infuse your weapon
strikes with divine energy. Once on each of your turns
Channel Divinity: Flagbearer when you hit a creature with a weapon attack, you can
Starting at 2nd level, you carry the flag of your cause the attack to deal an extra 1d8 radiant damage
civilization wherever you go, exerting and expanding to the target. When you reach 14th level, the extra
the influence of your culture in any environment. damage increases to 2d8.
As an action, you can use your Channel Divinity to
conjure a Divine Banner in an unoccupied space within Bannerlord
5 feet of you. The Divine Banner is attached to the Starting at 17th, your Divine Banner gains increased
ground and cannot be moved without being destroyed. power and new abilities.
The Divine Banner bears the flag of your nation, Your Divine Banner gains immunity against radiant
religion, or personal heraldry. The Divine Banner is damage, and damage from non-magical weapons. You
a 10 foot tall Medium object, with hitpoints equal to also gain the following Divine Banner ability options:
your cleric level x 4, and AC equal to your cleric spell Colonization. The Divine Banner lasts for 12 hours.
save DC. If you summon a Divine Banner while you After 30 minutes, the Divine Banner becomes a portal
already have one active, the first banner summoned is to a Mordekainens magnificent mansion. If the Divine
destroyed. Banner takes any damage during these 30 minutes, it is
When you place a Divine Banner, you choose one of destroyed.
the following effects. Unless otherwise specified, the Final Stand. All friendly creatures within 30 feet of
Divine Banner lasts for 10 minutes, or until dispelled as the Divine Banner have advantage on all attack rolls,
an action. ability checks, and saving throws. This effect lasts for a
Hallowed Ground. Friendly creatures within 15 feet number of rounds equal to your Wisdom modifier. Once
of the Divine Banner gain the effects of bless. Undead the effect is over, all allies affected have disadvantage
within 30 feet have disadvantage on saving throws on all attack rolls, ability checks, and saving throws for
against Turn Undead. 7 days. Once you have used this ability, you cannot use
Rally Point. All friendly creatures that can see the it again for 30 days.
Divine Banner can move up to their speed towards it as Resistance. Choose a damage type. All friendly
a bonus action, and attacks of opportunity provoked by creatures that can see the Divine Banner have
this movement have disadvantage. resistance against that damage type.

5
Spell: Commune with Civilization
5th-level divination (ritual)
Quickened Pace
Casting Time: 1 minute At 1st level, you are blessed with quickened travel. Your
Range: Self base movement speed is increased by 5 feet. At 10th
Components: V,S level this bonus increases to 10 feet. While you are
Duration: Instantaneous mounted, your mount is also granted this bonus.

You briefly become one with civilization and gain


knowledge of the surrounding territory. In a civilized
Channel Divinity: Traveling Companion
Starting at 2nd level, you can use your Channel Divinity
area, the spell gives you knowledge of the area within
to share beneficial magic with a traveling companion.
3 miles of you. The spell doesnt function where there
When you cast a spell targeting a single friendly
is no construction, such as in the wilderness.
creature, you can use your Channel Divinity to target a
You instantly gain knowledge of up to three facts of
second friendly creature (including yourself) in range
your choise about any of the following subjects as they
with the same spell. To be eligible, a spell must be
relate to the area:
incapable of targeting more than one creature at the
road layout and landmarks
spells current level.
prevalent goods, services, factions, or cultures
powerful celestials, fey, fiends, elementals, or undead
influence from other planes of existence Channel Divinity: Divine Transposition
building type of your choice Starting at 6th level, you can use your channel divinity
For example, you could determine the fastest route to teleport or to swap positions with allies.
to the city center, the local popular foods, and the As an action, you can use your Channel Divinity to
locations of any blacksmiths in the area. teleport up to 30 feet to an unoccupied space that you
can see. Alternatively, you can choose a space within
range that is occupied by a Small or Medium creature.
Travel If that creature is willing, you both teleport, swapping
Gods whose portfolios include the Travel domain places.
such as Desna, Avandra, Fharlanghn, and Hermes
are patrons of travelers and explorers, whether by Divine Strike
sea or land. Travel gods send their priests wandering At 8th level, you gain the ability to infuse your weapon
throughout the world as itinerant preachers, or as strikes with divine energy. Once on each of your turns
guides to those who travel the roads, rivers, wilds, and when you hit a creature with a weapon attack, you can
seas of the world. Followers of Travel gods worship cause the attack to deal an extra 1d8 radiant damage.
at small roadside temples or self-made shrines at When you reach 14th level, the extra damage increases
locations important to the traveller. to 2d8.
Travel Domain Spells
Cleric Level Spells Divine Teleportation
Starting at 17th level, You gain the ability to prepare
1st expeditious retreat, longstrider the teleport spell, which counts as a cleric spell for
3rd find steed, misty step you, and you may treat your familiarity with the target
5th haste, phantom steed as Very Familiar, unless it is a False Destination. Any
7th dimension door, freedom of movement creatures you teleport (via any means, not just teleport)
9th teleportation circle, tree stride are granted the effects of freedom of movement for one
minute after arriving at their destination.

Well Traveled
At 1st level, you gain proficiency in Land and Water
Vehicles, as well as Navigators Tools. You also learn
one language of your choice.

6
Sacred Oath
Oath of Zeal
The Oath of Zeal is a sworn vow to serve the church of
their faith. Usually known by the moniker of Inquisitor,
paladins who swear this oath devote their lives to
rooting out enemies of their faith, using guile when
righteousness is not an option. They sacrifice their own
purity in order to cleanse those who defy their faith,
and are willing to take extreme measures to achieve
their goals.
Tenets of Zeal
To the paladins that swear the Oath of Zeal, their
long list of tenets are as important as their faith. The
specifics vary based on the god that a paladin serves,
but they all share the ideals of destroying the enemies
of their church and of their god.
Root out Heresy. Wherever the enemies of my faith
hide, I must hunt them down.
Heretics Must be Punished. There can be no mercy
for those who will not repent.
By Any Means. My qualms cannot get in the way of Lay on Brands
my duty to my faith. At 7th level, you can use Lay on Hands points instead of
Absolute Faith. I will never go against my church and a spell slot when you use Divine Smite. You must spend
my faith, and I will never attack those who are faithful. 10 points per spell slot level. You cannot Divine Smite
at a level above your highest spell slot.
Oath Spells
You gain oath spells at the paladin levels listed. Soul Gaze
Oath of Zeal Spells Starting at 15th level, your Stern Gaze Channel Divinity
Paladin Level Spells also affects Wisdom checks and Wisdom saving throws.
3rd bane, disguise self
5th detect thoughts, zone of truth Wrath of the Faith
9th bestow curse, fear At 20th level, you can directly channel the fury of your
13th compulsion, greater invisibility faith into combat. Using your action, you can undergo
17th mislead, scrying a transformation. For 1 minute you gain the following
benefits:
Channel Divinity You gain the benefits of Stern Gaze against every
When you take this oath at 3rd level, you gain the
creature within 60 feet of you.
following two Channel Divinity options.
When you use Divine Smite, you deal an extra 1d8
Stern Gaze. As a bonus action, you focus your mind
radiant damage.
on a particular creature, using your channel divinity.
You emanate an aura of menace in a 60-foot radius.
Choose one creature within 60 feet of you that you
The first time any enemy creature enters the aura
can see. You have advantage on Charisma checks and
or starts its turn there during a battle, the creature
Charisma saving throws against that creature, and
must succeed on a Wisdom saving throw or become
the target has disadvantage on Charisma checks and
frightened of you for 1 minute or until it takes any
Charisma saving throws against you for 1 minute.
damage. Attack rolls against the frightened creatures
Unexpected Strike. You are exceptionally effective at
have advantage.
getting the drop on heretics. When you hit a surprised
creature with a melee attack, you can expend your
Once you use this feature, you cant use it again until
Channel Divinity to make that attack a critical hit.
you finish a long rest.

7
Sorcerous Origin Commanding Voice
Your bloodline has granted you a powerful, imposing
Imperial Ancestry voice. At 1st level, you learn the command spell, which
counts as a sorcerer spell for you, and does not count
There is power in kings blood. Whether a far flung
against your Spells Known. Additionally, you gain
cousin, the son of a deposed prince, or an unknown
proficiency in either Intimidation or Persuasion, and
bastard, your lineage can be traced back to great
gain advantage in the chosen skill when interacting
kings and emperors. You might be totally unaware of
with someone from your homeland.
your connection to a lost empire, or you are the last
surviving heir of a deposed dynasty. Whatever your
connection to your lineage, your bloodline has granted Majestic Presence
you powerful magical abilities. Starting at 6th level, When you or a friendly creature
within 30 feet makes a Charisma or Wisdom saving
throw, you can spend 2 sorcery points to grant them
Ancestral Homeland advantage. You can choose to use this feature after the
Starting at 1st level, you gain knowledge of your
creature makes its roll, but before the GM determines
lineages homeland. You or your DM selects the location
whether the saving throw succeeds or fails.
of your homeland, be it a city, region, or country. You
always know roughly how far away you are from your
homeland, and in what direction it lies. You also gain Bend the Knee
knowledge of the geography, people, and culture of your Starting at 14th level, when a creature fails a saving
homeland, even if you have never been there, and learn throw imposed by one of your spells, you can spend 3
the native language if you do not know it. sorcery points to cause them to be frightened of you
until the end of your next turn.

Ancestral Title
Starting at 18th level, the combined talents and
knowledge of your storied ancestors flow through your
veins. You adopt a title befit a king, and gain permanent
benefits associated with that title. Choose one of the
following benefits:
The Conquerer. Your Empowered Spell Metamagic
no longer costs sorcery points if you have not already
used a different Metamagic option during the casting of
the spell.
The Great. Increase one ability score of your choice
by 2. Your maximum for that score is now 22.
The Holy. You learn three cleric spells of your choice,
which must be 4th level or lower. These spells count as
sorceror spells for you and do not count against your
Spells Known.
The Kind. You gain advantage on charisma checks,
and Majestic Prescence costs 1 sorcery point.
The Terrible. You are immune to being frightened,
and Bend the Knee costs 1 sorcery point.
The Wise. You gain advantage on wisdom checks,
and Majestic Presence costs 1 sorcery point.

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