Class Archetypes (Greyfeather Only)

Greyfeather is a unique setting, with many unique class features that I wished to extend to players. Therefore, I have added an archetype for each class that is strictly unique to Greyfeather. The following is a listing of class archetypes that can only be played in the Greyfeather realm and are not available in any other land on Grendoth. These archetypes get all of the other class abilities as listed in the Player's Handbook.

Bard - College of Battle
Features

The Paladin gains all of the Paladin features in the Player's Handbook, as well as the additional features below.

Spell Weave:  At 3rd level, the bard can weave magical spells into their music, be it by instrument or by song. This eliminates the need for material or semantic components. As a bonus action, they can weave a different spell into the end of their first spell. The first spell continues for one additional round and the new spells takes effect at the beginning of their next turn. They can continue this as long as they maintain the two songs at the end of each round.

Extended Song:  At 6th level, the bard can now extend the current song without continuing to play or sing. On a successful Performance check at a DC 13, the bard can choose to extend the current song by two rounds, thus freeing them up to weave another song into the mix at the beginning of their next round.

Solid Illusion: At 14th level, the bard can create solid illusions using their song or music. The object or creation cannot be bigger than Medium sized. The illusion can move, act and speak as it were real and only Truesight can discern the difference between illusion and reality. Anyone viewing this illusion can make a Wisdom save on a DC 18 to disbelieve. If they fail, they truly believe what is in front of them and they do not hear the music or song being played.

Cleric - Greyfeather Domain
Features

The Cleric gains all of the Cleric features in the Player's Handbook, as well as the additional features below.

Extra Healing: At 1st level, the cleric may choose the Greyfeather Domain. This grants them an additional healing spell per day that does not use a spell slot. They also gain the following spells without using a spell slot: Guiding Bolt and Bless.

Advanced Turn Undead: At 2nd level, the cleric is able to turn undead as if they were 3 levels higher. They also can destroy undead 1 CR higher than the Player’s Handbook states (i.e. at 2nd, they cannot turn a CR 1/2, but the Greyfeather Domain allows them to do so).

Heavily Armored: At 6th level, the cleric is given the feat Heavily Armored and allowed to wear heavy armor without having to take any additional training. They also gain the following spells without using a spell slot: Find Traps and Dispel Magic.

Divine Guidance: At 8th level, the cleric is so in tune with their deity that they can communicate with them mentally with a 50% chance of success. This is not a Divine Intervention roll, as that is a separate roll. This is just the ability to speak with their god to ask for guidance. They also gain another CR level on destroying undead and they gain the following spells without using a spell slot: Dispel Good/Evil and Heroes’ Feast. This ability can only be used once per long rest.

Bonus Healing: At 17th level, the cleric gains the ability to cast all healing spells that require touch from a 30’ range as if they touched the injured person. They also gain an additional healing dice without having to cast the spell at a higher level.

Cleric - Artistry Domain
Features

The Artistry Domain Cleric is unlike any of the other domain clerics. Much like a Bard, they use musical instruments or their voice to case their clerical spells, though they still have to pray to their deity to get those spells. As you read the abilities below, keep this in mind as the channeling that must be done, is done through their music and prose, not all divine spellcasting.

Domain Spells

1st level - Bless, Detect Magic

3rd level - Augury, Calm Emotions

5th level - Daylight, Revivify

7th level - Divination, Freedom of Movement

9th level - Commune, Hallow

 The Stage Is The thing

At 1st level, the Artistry Domain cleric gains proficiency in the Performance skill. If they are already proficient, they gain double their proficiency in the skill. If they are currently double proficient, they gain an additional +1 to this skill.

Channel Divinity

Mastery of Performance: While using this ability, you improve your Performance skill while channeling this. When you use this, you can roll 1d6 and add this to your Performance skill check. This ability can last for 10 minutes (concentration).

Influence Emotions: At 6th level, the Artistry Domain cleric can channel their deity to influence the emotions of those around in a 30’ radius. This can be to bolster the morale of friendly folk around them or to lower the morale of their enemies. It must be announced beforehand which way the cleric is going with this. For aiding their enemies, it gives their allies a +1 to hit and damage while concentrating. For their enemies, this causes a -1 to hit and damage on their attacks.

Cast Doubt

At 8th level, the Artistry Domain cleric can use their aura to cast doubt within their enemies. To use this, they must concentrate on a target within 30’ that they can see, causing this enemy to make a Wisdom saving throw against the cleric’s spell DC. If they fail, they are uncertain in their path toward the cleric and their allies, causing them to attack at Disadvantage for up to 1 minute (concentration required).

Beauty In All Things

At 17th level, the Artistry Domain cleric can project the power of their deity in a 30’ radius from themselves. While projecting this aura (no concentration required), all allies in this radius feel euphoric and strengthened by this, healing 3d10 hit points (plus the cleric’s Wisdom modifier), it can remove 2 levels of Exhaustion and counts as a short rest for all party members. After this wave of power is complete, all who were in the radius are in a good mood and happy.

Druid - Circle of Nature
Features

The Druid gains all of the Druid features in the Player's Handbook, as well as the additional features below.

One With Nature: At 2nd level, the druid can choose the Circle of Nature as their chosen path. At this level, the druid gains one additional spell slot to their current slots. They also double their wild shape time limit. All druidic spells that are damaging in nature gain an additional +2 to their damage. Improved Wild Shape At 6th level, the druid gains the ability to increase their wild shape capabilities. They can assume a form that is double the normal amount of hit dice instead of the standard. They also gain Pass Without Trace while in wild shape form.

Tremor sense: At 10th level, the druid is so attuned to the land that they gain tremorsense at 120’ radius of themselves. This only works outdoors. They can also communicate with any fey or sylvan creature and are looked upon by those creatures as an ally.

Influence Weather: At 14th level, the druid gains the ability to influence the weather. They must make a Wisdom check at DC 15 to succeed. A successful check allows the druid to stop rain or snow within a 5 mile radius of their current location, or cause it to rain or snow within a 5 mile radius of their current location.

Paladin - Oath of the Knight
Features

The Paladin gains all of the Paladin features in the Player's Handbook, as well as the additional features below.

Bonus Feat: At 3rd level, the paladin may choose this Oath to follow. They gain the following bonus spells at this level: Protection from Good/Evil, Heroism. If the paladin uses a shield, at this level, they gain the feat Shield Master. If the paladin does not use a shield, they gain the Feat Charger. If the paladin changes their fighting style at any point, they must drop the feat they gained and take up the other one (i.e. shield paladin then goes to greatsword, they lose Shield Master and gain Charger.)

Blessing Of The Devoted: At 7th level, the paladin is so devoted to their deity (regardless of alignment) that they tithe 10% of their earnings to the church and spend 20 minutes per day in prayer. To reward this devotion, their deity grants them 1 additional attribute point to any attribute they wish to put it on and +2 to their spell DC. The paladin also gains one additional spell slot per level (up to 2nd level).

Taunt: At 15th level, the paladin gains the ability to taunt their enemies, drawing attention away from less armored allies and bringing it on themselves. The paladin uses a verbal taunt, invoking the name of their deity, which acts as a spell, forcing the enemy to make a Wisdom saving throw against the paladin’s spell DC at disadvantage. Failure on this save forces the enemy to attack the paladin instead. On a successful taunt, the paladin gains a +4 to their armor class while fighting this enemy.

Holy/Unholy Paragon: At 20th level, the paladin gains an extra attack action. The paladin also gains the ability to destroy undead as if they were a 20th level cleric. They are also a paragon of their chosen deity, which creates awe and fear in their enemies in combat. This aura extends only to the paladin, but allows the first attack by the paladin to be made at advantage and the first attack against the paladin to be made at disadvantage. If the paladin succeeds on the first attack, this continues the awe and fear in the enemy and they continue to attack at disadvantage until the paladin misses on an attack roll (the paladin does not attack at advantage after that initial first strike).

Ranger - Forest Stalker
Features

The Ranger gains all of the Ranger features in the Player's Handbook, as well as the additional features below.

Hiding In The Shadows: At 3rd level, the ranger may choose this archetype. The Forest Stalker is a master of camouflage and stealth. At this level, they gain proficiency in Stealth and Survival, or if they have proficiency in it, they gain a double proficiency bonus to Stealth and Survival.

Blending In: At 7th level, the ranger gains the ability to use their surroundings to hide until an opportunity attack presents itself (they do not have to be in the wilderness to use this). They can use this skill as a reaction. When presented with this situation, the ranger rolls their Stealth check at advantage. Once used, it cannot be used again in the same fight.

Deadly Aim: At 11th level, the ranger gains the ability to make missile weapon attacks more deadly. On a successful missile weapon attack, they double the damage dice they roll and add their proficiency bonus to damage done.

Crippling Shot: At 15th level, the ranger gains the ability to fire an arrow at a vital area of their enemy (that is not a killing shot) to cripple them or pin them down. It requires a 'to hit' roll to succeed, but done at advantage. This can only be used once per short rest.

Rogue - Dungeon Crawler
Features

The Rogue gains all of the Rogue features in the Player's Handbook, as well as the additional features below.

Paving The Way: At 3rd level, the rogue can choose this archetype. The Dungeon Crawler excels at working their way through difficult dungeons, picking locks and locating and removing traps. At 3rd level, the Dungeon Crawler gains a +2 to Perception rolls that involve finding traps. They gain a +1 to Thieves Tools rolls to remove traps and to pick locks.

One More Try: At 9th level, the rogue gains the ability to get a 'do over' if they fail to disarm a trap or pick a lock. Upon a failed roll to disarm a trap or pick a lock, the rogue can use this ability to re-roll the check. If they fail the second time, they cannot try again for 30 minutes. They can only use this ability once per short rest.

Improved Stealth: At 13th level, the Dungeon Crawler gains the ability to move about in the shadows to avoid detection and attack from those shadows with advantage. While in a dungeon setting, they gain advantage on Stealth rolls. If they already have advantage on Stealth rolls (Boots of Elvenkind and such), they gain an additional +5 to Stealth rolls.

Not So Fast: At 17th level, the Dungeon Crawler gains the ability to spot traps much easier due to their time in the dungeon setting. While in a dungeon setting, they gain advantage on Perception checks to spot traps, even magical traps. This does not give them a bonus to remove those traps, just spot them.

Sorcerer - Witch Origin
Features

The Sorcerer gains all of the Sorcerer features in the Player's Handbook, as well as the additional features below.

Witch Magic: At 1st level, the Witch (male and female are called a Witch) gains a +1 to spell DC due to their increased magical nature.

Elemental Affinity: Starting at 6th level, when you cast a spell that deals damage of the type associated with your witch ancestry, add your Intelligence modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Illusionary Visage: At 14th level, the Witch gains the ability to change their appearance once per long rest that is very difficult to detect, even by a creature with Truesight. If they encounter something with Truesight ability, or the spell Truesight is cast on them, the creature must make a Wisdom save at the Witch's spell DC or they will be fooled into believing the visage they see.

Born On The Bayou: At 18th level, the Witch gains the ability to move through swampy or difficult terrain without suffering a penalty. In addition, the Witch gains another +1 to spell DC.

Warlock - The Faerie (Pact Origin)
Features

The Warlock gains all of the Warlock features in the Player's Handbook, as well as the additional features below.

Pact of the Grimoire: At 1st level, your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list. While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If you lose your Book of Shadows, 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 book. The book turns to ash when you die.

Vanish: At 6th level, your patron gives you the ability to make yourself Invisible (per the Invisibility spell) when you are in danger. This can be used as a reaction. You reappear if you attack another or make an offensive action.

Faerie Charm: At 10th level, your patron grants you the ability to use charm to escape a dangerous situation once per long rest. The warlock uses this ability by choosing one target per point of Charisma modifier and concentrating. Those creatures who are immune to charm must still make a Wisdom saving throw against the Warlock's spell DC at advantage. Those who are resistant to charm must make a Wisdom saving throw as a normal roll. Those who are neither resistant or immune to Charm must save at disadvantage.

Utopia: At 14th level, the warlock can choose a single target of their choice within 60' and send them to Utopia. They must make a Wisdom saving throw against the warlock's spell DC to resist. On a failed save, they are charmed by the warlock and believe they are in a forested paradise for up to 1 hour. During this time, they will follow the warlock's commands and answer their questions, if asked. They cannot be told to harm themselves in any way.

Wizard--Arcanist
The General Wizard is a trained wizard without a school. They might have learned from some old, retired wizard that takes on students, or from some nefarious wizard who doesn't want anyone to know they know magic (those are harder to find), but they didn't attend the Wizard's College in either Greyfeather City or in Elvenwood. Anyone choosing this archetype must be able to explain how they could afford to learn magic this way, as it is a very expensive way of learning magic (Some costs could be as high as 500 gp per year, minimum 2 years of study). This is considered a new archetype but for Grendoth lands only.

Savant

Beginning at 2nd level, the gold and time you must spend to copy an any wizard spell into your spellbook is halved.

Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Benign Transposition

Starting at 6th level, you can use your action to 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. If that creature is willing, you both teleport, swapping places. Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier to the damage roll of any wizard evocation spell you cast.

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

Wizard – Chronomancy
Features

The Wizard gains all of the Wizard features in the Player's Handbook, as well as the additional features below.

Delay Image: At 2nd level, the Chronomancer becomes surrounded by a thin magical aura, bending time slightly causing their image to appear 1 second behind actual motion. This grants them +2 to AC and +1 to saves from direct magical attack. This spell can be reversed, Advance Image creates a false image half a second ahead of the target, which causes the creature to attack with a -1 penalty.

Timeslip: At 6th level, the Chronomancer can slip through the barrier between reality and Temporal Prime. Anycreature intending to attack the Chronomancer after they Timeslip loses the rest of their attacks for that round. The Chronomancer can take up to 5 companions with them on a Timeslip, but all have to be willing and touching the Chronomancer in some way. The Chronomancer can decide how long this timeslip lasts up to 1 minute. They will return to Temporal Prime in the exact place they left (or up to 10' from their original location which is unoccupied).

Melee Manager: At 10th level, the Chronomancer manipulates time so that they get more out of a single combat round. They gain an additional melee attack (not attack action) for every five levels of the Chronomancer. They also gain a +1 to their Initiative roll and a +1 to AC. This does not allow for an additional spell to be cast and is not cumulative with itself. This can be cast on another willing creature.

Temporal Push: At 14th level, the Chronomancer can push a creature through a slipgate in time, which takes the creature out if Temporal Prime for 1 round plus 1 round per level of the Chronomancer (the exact time frame must be decided at the time the spell is cast). The creature must make a Wisdom saving through against the Chronomancer's spell DC to resist. If the creature succeeds in their roll, the Chronomancer must make a Wisdom saving through against a DC 15 or be pushed through the slipgate themselves. If the creature fails the saving throw, it is pushed through the slipgate and will return at the appointed time assigned by the Chronomancer.