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1046031-Diehl Expansion Pack v1 Printer Friendly
1046031-Diehl Expansion Pack v1 Printer Friendly
Totem spirit
These options are available to you when you choose a totem
animal at 3rd level.
Lion. While you're raging, you gain advantage on
opportunity attacks, and can Dash as a bonus action. The
spirit of the Lion makes you a fierce hunter, who will never let
his prey escape.
Sheep. While you're raging, you may use a bonus action on
your turn to designate up to two allies within 30 ft. of you as
under your protection. Until the start of your next turn, while
you are within 5 ft. of that ally, all attacks against them are
made with disadvantage. The spirit of the Sheep gives you a
flock mentality; you must put the survival of the flock above
your own.
Aspect of the Beast
These options are available to you when you choose a totem
animal at 6th level.
Lion. You gain the regal confidence of the king of the
jungle. You have advantage on charisma checks to interact
with royalty and nobility.
Sheep. You hair grows longer and wool-like. You are
resistant to the effects of cold temperatures and
environments. You can also spend 1 hour shearing yourself,
after which you are resistant to the effects of hot
temperatures and environments for 1 month (after which
your wooly hair grows back).
Totemic Attunement
These options are available to you when you choose a totem
animal at 14th level.
Lion. While you're raging, you can use your action to
bellow a mighty roar. All hostile creatures within 30 ft. of you
must succeed on a Wisdom saving throw (DC equal to 8 +
your proficiency bonus + your Charisma modifier) or be
frightened of you until the end of your next turn.
Sheep. While you're raging, you can cast the spell Absorb
Elements as a reaction.
College of Choir
When one hears of a bard in town, they typically picture The Faithful
either a gallivanting, charming scoundrel or a self-assured It seemed to me that although Clerics and Paladins
lore-singer. The former variety of bards have little use for were still the premier faith-based classes, most of
religion, and the latter tend to consider it with historical the other classes have or have recentely recieved a
curiosity, rather than steadfast devotion. Nonetheless, there subclass option for faithful members of that class
exists a college of bards, often trained as part of a church (Favored Soul Sorcerer, Theurgy Tradition Wizard,
congregation, dedicated not to the paltry songs of men, but to Celestial Pact Warlock, etc.). However, neither Bard
the singing of praise to their gods. The College of Choir nor Monk had such an option... until now.
encompasses both bards embarking to herald the greatness New Cleric Domains
of their gods, and seasoned bards who convert to a faith later
in their life. Placed here due to lack of space on the next page.
These were my attempts to explore some yet-
unexplored divine domain ideas. The Death and
Bonus Proficiencies Trickery Domains didn't feel quite right for a god
When you join the College of Choir at 3rd level, you gain like Tharzidun, so my Chaos Domain is an attempt
proficiency with Religion, Medium Armor, and Shields. at giving him and other gods of chaos a more
mechanically fitting domain.
Uplifting Melody The Law Domain is the natural opposite, and also
Also at 3rd level, you learn to lift a creature's spirit with the draws on the concepts of the Paladin's Oath of the
lyrics of your song. A creature that has a Bardic Inspiration Crown, where a deity's primary goal is the
die from you can roll the die and add two times the number preservation of civilization.
rolled to one saving throw it makes. Alternatively, as a bonus
action, that creature may roll the Bardic Inspiration die and
gain temporary hit points equal to the number rolled times
two.
Divine Secrets
At 6th level, you learn three spells of your choice from the
Cleric or Paladin spell list. A spell you choose must be of a
level you can cast, as shown on the Bard table, or a cantrip.
The chosen spells count as bard spells for you but don't count
against the number of bard spells you know. Furthermore,
any Cleric or Paladin spells you acquire at higher levels from
the Magical Secrets feature do not count against the number
of bard spells you know.
Angelic Chorus
At 14th level, you gain one use of Channel Divinity per day.
You learn two Channel Divinity options from any Cleric
domains of your choice. Any ability that relies on your Cleric
level instead relies on your Bard level, and any ability that
relies on your Wisdom instead relies on your Charisma.
Chaos Domain Law Domain
Gods of chaos, such as Tharizdun, Llolth, the Great Old One, Gods of law, including Pholtus, Erathis, and Aueron, uphold
and others delight in tormenting the feeble minds of mortals. the values of civilization. They seek to defend the cities and
Clerics of these gods are instruments of chaos; their purpose towns against the forces of barbarism and savagery, and to
is to confuse, befuddle, and fracture the minds of those preserve the legacy of civilizations past.
around them, especially those that seek to enforce law and
order. Law Domain Spells
Cleric Level Spells
Chaos Domain Spells
1st Command, Heroism
Cleric Level Spells
3rd Locate Object, Skywrite
1st Arms of Hadar, Tasha's Hideous Laughter
5th Beacon of Hope, Sending
3rd Phantasmal Force, Web
7th Banishment, Dimension Door
5th Blink, Hypnotic Pattern
9th Legend Lore, Scrying
7th Confusion, Phantasmal Killer
9th Animate Objects, Reincarnate Bonus Proficiency
When you choose this domain at 1st level, you gain
Bonus Cantrips proficiency with heavy armor.
When you choose this domain at 1st level, you gain the Minor
Illusion and Vicious Mockery cantrips if you do not already Lawbearer
know them. They count as cleric cantrips for you. At 1st level, you learn one language of your choice. You also
become proficient in History and Persuasion, and your
Instrument of Disorder proficiency bonus is doubled for any ability check you make
Starting at 1st level, your discordant nature is sufficient to that uses either of those skills.
unnerve lawful creatures in your presence. You have
advantage on Charisma (Intimidation) checks and Channel Divinity: Invoke Order
disadvantage on Charisma (Persuasion) checks to interact Starting at 2nd level, you can use your Channel Divinity to
with creatures of a Lawful alignment. The reverse is true for bring calm and order to chaotic situations. As an action, you
creatures of Chaotic alignment. present your holy symbol, and every creature of your choice
within 30 ft. of you must make a Wisdom saving throw.
Channel Divinity: Invoke Chaos Creatures have advantage on this saving throw if they are
Starting at 2nd level, you may use your Channel Divinity as a actively hostile towards you or your allies specifically. Any
reaction when you are hit by an attack to roll twice on the creature that fails this saving throw is charmed by you for 1
Wild Magic Surge table (Player's Handbook p. 104). Choose minute or until it suffers any damage. You may command
one of the two effects you roll. It occurs immediately, before creatures charmed this way as a bonus action on your turn to
the attack is resolved. move in orderly fashion in a direction of your choosing.
Constructs and Undead are immune to this effect.
Chaos Monger
Beginning at 6th level, your thinking becomes so chaotic that Living Bulwark
effects that would damage the minds of other creatures have Starting at 6th level, you gain the ability to magically shield
little effect on you. You becomes resistant to psychic damage, those around you from the forces of chaos, becoming the
gain advantage on saving throws against charms, and magic shield of society. You gain an additional reaction per round. As
can't put you to sleep. If you already have advantage on saving a reaction when any creature within 60 feet of you suffers
throws against charms, you become immune to charms. damage, you may take half of that damage to yourself. The
damage you take when using this ability is of the same type
Potent Spellcasting as that of the original attack. If you have resistance to that
Starting at 8th level, you can add your Wisdom modifier to type of damage, you take only half damage as normal.
the damage you deal with any cleric cantrip.
Divine Strike
Avatar of Pandemonium Starting at 8th level, you gain the ability to infuse your
Starting at 17th level, you learn the spell Weird, and can cast weapons strikes with divine force. Once on each of your turns
it as a Cleric Spell. Additionally, once per long rest, you may when you hit a creature with a weapon attack, you can cause
cast Wierd centered on yourself without expending a spell the attack to deal an extra 1d8 force damage to the target.
slot. If you do, you also must make a saving throw against its When you reach 14th level, the extra damage increases to
effects. 2d8.
Stalwart Guardian
Starting at 17th level, you gain resistance to bludgeoning,
piercing, and slashing damage.
Circle of Corruption Occult Infusion
Druids are raised to respect and revere the natural order of Starting at 6th level, when you hit a creature with a weapon
things, and their power comes from their ability to channel under the effect of the Shillelagh spell, you may choose to
the life force of the world around them. Few druids begin deal a type of damage associated with the source of your
their journeys with anything but respect for Mother Nature. power rather than bludgeoning damage.
However, in rare cases druid might be convinced—or seduced Source of Power Damage Type
—into abandoning their calling and embracing the forces that
Undead Necrotic
others of their kind despise. They channel undeath, fiendish
power, and the alien forces of the Far Realms rather than Fiends Fire
those of the life around them, and in doing so join the Circle Abberations Psychic
of Corruption.
Additionally, once per turn when you deal damage of the
Unnatural Affinity type associated with the source of your power, you may add
When you choose this circle at 2nd level choose Abberations, your Wisdom modifier to the damage roll. You may do this up
Fiends, or Undead. Your choice will determine the source of to three times per day. You regain all uses of this feature after
your new power: if Abberations, then the Far Realms; if a long rest.
Fiends, then the Abyss or the Hells; if Undead, then Undeath. Furthermore, your attacks in beast form count as magical
You may no longer turn into Beasts with the Wild Shape for the purpose of overcoming resistance and immunity to
feature. However, you can turn into creatures of the type you nonmagical attacks and damage.
chose with a challenge rating as high as 1.
Starting at level 6, you may transform into creatures of the The Corrupted
type you chose with a challenge rating of up to your druid Starting at 10th level, your physical body undergoes a
level divided by 3, rounded down. permanent alteration to reflect the unnatural influences on
your form. This alteration is chosen randomly from one of
Circle Spells three possible changes based on the source of your power
Your mystical connection to the forces you draw on infuses when you reach 10th level, and cannot be changed.
you with the ability to cast certain spells. At 3rd, 5th, 7th, and Undead: Your blood turns black in your veins, adopting
9th level you gain access to circle spells associated with the qualities of undeath. You are immune to poison damage and
source of your power. the poisoned condition.
Once you gain access to a circle spell, you always have it Undead: One of your hands fades to shadow, becoming
prepared, and it doesn't count against the number of spells incorporeal. You are permanently considered to be under the
you can prepare each day. If you gain access to a spell that effect of the Vampiric Touch spell, and do not need to
doesn't appear on the druid spell list, the spell is nonetheless concentrate on it.
a druid spell for you. Undead: Wraith-like shadows hang about your form, and
Undead Circle Spells follow you as you walk. Whenever you deal necrotic damage,
Druid Level Spells
the target must make a Constitution save against your spell
save DC. If it fails, the target's HP is also reduced by an
3rd Blindness/Deafness, Ray of Enfeeblement amount equal to the damage dealt.
5th Animate Dead, Vampiric Touch Fiends: Red, leathery wings sprout from your back. You
gain a flying speed equal to your walking speed.
7th Death Ward, Compulsion Fiends: Your skin hardens and takes on a fiendish
9th Cloudkill, Cone of Cold appearance. You are resistant to fire and poison damage.
Fiends: Your teeth grow to fangs, horns sprout from your
Fiend Circle Spells head, and your eyes become entirely black. You have
Druid Level Spells advantage on persuasion checks to interact with evil
creatures, and intimidation checks to interact with neutral or
3rd Invisibility, Scorching Ray good creatures.
5th Fireball, Stinking Cloud Abberations: You grow a third eye somewhere on your
7th Fire Shield, Greater Invisibility
body. You have advantage on perception checks requiring
sight and intimidation checks to interact with non-planar
9th Flame Strike, Hallow entities.
Abberations: One of your arms is replaced with a mass of
Abberation Circle Spells writhing tentacles. You gain +2 to Strength and have
Druid Level Spells advantage on grappling checks.
Abberations: Your brain is opened to an understanding of
3rd Detect Thoughts, Phantasmal Force the far realms. You gain a +2 to Intelligence. Pick two Psionic
5th Clairvoyance, Sending Talents from the Mystic class. You learn these talents and can
7th Phantasmal Killer, Evard's Black Tentacles use them with Intelligence as your Psionic Ability Score.
9th Dominate Person, Telekinesis
Corrupting Influence Circle of Hickory
Starting at 14th level, you can temporarily morph the world Druids of the Circle of the Hickory embrace the strength of
around you into a facsimile of the world you draw your power the Hickory tree, and use it to defend the wilds. They bravely
from. As an action, you cause the effect associated with the charge into the heat of battle, striking down foes with the
source of your power for 1 minute: wrath of nature.
Undead: You surround yourself with shadow and gloom
out to 30 ft.. All bright light in that area becomes dim light. All
undead within this aura gain a bonus to attack rolls equal to Force of Nature
your Wisdom modifier. Radiant damage against any creature When you choose this circle at 2nd level, you learn the
in this aura is halved. Any creature other than yourself and Shillelagh cantrip if you don't know it. If you do, you learn one
undead that starts its turn within this aura must make a additional druid cantrip of your choice.
Wisdom saving throw against your spell save DC or be
frightened of you until it exits the aura. Shillelagh Master
Fiends: You surround yourself with infernal flames, and Starting at 2nd level, you gain the ability to cast Shillelagh
the ground around you turns to hardened magma that emits using a spell slot, rather than as a cantrip. If you cast it at 1st
toxic fumes out to 30 ft.. All fiends within this aura gain a level, the damage die for the spell becomes a d10. If you cast
bonus to attack rolls equal to your Wisdom modifier. Cold it at 3nd level, the die becomes a d12.
damage against any creature in this aura is halved. Any Additionally, when you hit a creature with a weapon under
creature other than yourself and fiends that starts its turn the effect of Shillelagh, you may use your bonus action and
within this aura must make a Constitution saving throw expend a spell slot to deal additional force damage equal to
against your spell save DC or suffer 1d10 fire and 1d10 the level of the spell slot you expended times 5.
poison damage. Furthermore, you gain the ability to cast Shillelagh on any
Abberations: ou warp space around you, giving it a stick of wood up to 15 ft. long. A stick longer than 10 ft. has a
shimmering, discordant appearance. Sounds and images are reach of 10 ft. for the purpose of making attacks.
distorted within the aura. All abberations within this aura
gain a bonus to attack rolls equal to your Wisdom modifier. Hammer of the Woodlands
Thunder damage against any creature in this aura is halved. Starting at 6th level, you can attack twice instead of once
Any creature other than yourself and abberations that starts whenever you take the Attack action on your turn with a
its turn within this aura must make a Wisdom saving throw weapon under the effect of your Shillelagh.
against your spell save DC or suffer 2d10 psychic damage.
- Plantshape
Starting at 10th level, you learn to adopt plant forms just as
you do animals. You may now turn into any Beast or Plant
Corrupters and Corrupted with a CR of 2 or less with your Wild Shape.
I really like the common trope in fantasy that
wielding powers best left alone often takes a toll on Permanent Barkskin
the wielder. The idea of nature being corrupted by Starting at 14th level, your attunement to the forest is such
unnatural influences is another common fantasy that your skin begins to mimic the bark of a deciduous tree.
theme that I drew on for this class. Furthermore, Your base AC equals 16 + your dexterity modifier when you
Druids didn't really have an evil option until now, are not wearing armor.
and this seemed an appropriate way to give them -
one.