# Weirdo Whoever Plays D&D: Homage to the Past WThis document of *Weirdo Whoever Plays D&D* introduces homebrew materials, specifically character options inspired by past editions of *Dungeons and Dragons*. Short disclaimer: I have very limited experience with *Dungeons and Dragons*, and most of that are limited to 5th edition. My first D&D playthrough was 3.5rd edition, I played a sorcerer with no directly damaging spells (which was a very inefficient, yet very interesting challenge, now that I think of it) and *then* I shifted to 5th edition and stayed there. Now, while I am more into 5th edition through and through, I do *not* intend to neglect past editions. I mean, 3.5rd edition was one of the most influential roleplaying system ever, and thanks to System Reference Guide we all have access to one of the most famous roleplaying game even now. I have never played 4th edition myself, but from what I've read from whatever I could come across, I can actually feel how Wizards of the Coast has tried to keep things balanced *and* interesting. The good thing of having homebrew materials in the game is, when you find some ideas that you find interesting, you can make it happen, at least within your campaign. So here are some archetypes inspired by (or, as I would confess, shamelessly ripped off from) many, many classes from the past *D&D* editions. #### Copyright Disclaimer This document may resemble content endorsed by, sponsored by, and/or affiliated with *Dungeons and Dragons* franchise, and/or include content directly affiliated with and/or owned by Wizards of the Coast. Weirdo Whoever neither claims nor implies any rights to *Dungeons and Dragons* copyrights, trademarks or logos, nor any owned by Wizards of the Coast. This document is for non-profit use only. Furthermore, the following content is a derivate work that falls under and the use of which is protected by the [Fair Use](https://en.wikipedia.org/wiki/Fair_use) designation of U.S. Copyright and Trademark Law. #### Feedbacks and Suggestions This document presents homebrew materials by Weirdo Whoever. These game mechanics are in draft form, usable in your campaign but not refined by design iterations or full game development. If you have any comments or suggestions concerning the materials, please contact Weirdo Whoever ([weirdowhoever@gmail.com](mailto:weirdowhoever@gmail.com)). ## Paladin Sacred Oath At 3rd level, a paladin gains the Sacred Oath feature. Here is a homebrew options for that feature: the Runepriest. ``` ``` ### Runepriest A Runepriest is a paladin who explores and utilizes the mystic power granted by the runes, a series of ancient scribes and languages that contain a strain of arcane and divine magic. Both a scholar and a warrior, a typical runepriest seeks to serve the deities by revealing wonders of the runes. #### Tenets of the Runepriest Paladins who walk the path of the runepriest share the following tenets, although the details may vary slightly. ***Know the Runes.*** Those who has lived and died before me has left what they knew in the form of runes. By studying them, I can ensure that their knowledge and wisdom are never forgotten, but handed down to the future generation. ***Know the World.*** The world is shrouded in many mysterious truths and logics that are still unrevaled to the mortal knowledge. It is my sacred quest to delve into the test presented by the Maker, and explain the unknown in order to fully understand the world I live in. ***Know the Foes.*** In order to defeat the foul and unknown presence, one must research it, avoid its strengths, and exploit its weakness. Even if it means painting my hands with mucks and grimes, this is nonetheless a must to my quest. ***Know Yourself.*** The most cryptic puzzle in this world is, ironically, myself. I must never hesitate to be truthful to myself, and strive to polish myself better. #### Restriction: Runes Paladins who chooses to become a runepriest must discover the cryptic runes from ancient ruins, hermetic rites, religous artifacts, or unfathomable ceremonies, and explore and study its magical properties. **Oath of Runic Lineage** serves as the generic name for this archetype if you use it in other campaign settings or to model other paladins. #### Oath Spells You gain oath spells at the paladin levels listed. | Level | Spell | |:-:|:-| | 3rd | *identify* | | 5th | *augury* | | 9th | *glyph of warding* | | 13th | *arcane eye* | | 17th | *hallow* | #### Channel Divinity When you take this oath at 3rd level, you gain the following Channel Divinity option. ***Rune State.*** As a bonus action, you can use your Channel Divinity option to enter the rune state for 1 minute. While you are in the rune state, once on each of your turn when you hit a hostile creature with a melee weapon attack, you gain one rune.
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\page #### Sacred Rune Also starting at 3rd level, you learn and understand the mystic power of runes, and can channel the rune's power to perform a number of miracles. As a bonus action, you can expend one spell slot to gain a number of runes. You gain two runes for a 1st-level spell slot, plus one additional rune for each level above the 1st, to a maximum of five runes. The rune lasts for 1 hour or until you take a short rest or long rest. You can have up to five runes at a time. You know the *rune of mending* and one rune option of your choice. You learn two additional rune options when you reach 7th level, and again when you reach 15th and 20th level. Some Sacred Rune options have a minimum paladin level that you must meet in order to learn it. You use your Sacred Rune options by using one rune, which dissipates and is removed from you after you use it. Whenever you learn a new Sacred Rune option, you can also replace one Sacred Rune option that you already know with a different option. #### Aura of Runes When you reach 7th level, when a friendly creature starts its turn within 10 feet of you, you can give one to the creature. The creature can use your Sacred Rune option with the rune by expending the rune. The rune lasts for 1 hour, and a creature can have only one rune from you at a time. Once a creature gains a rune from you, it must finish a long rest before it can benefit from this aura again. At 18th level, the range of this aura increases to 30 feet. #### Runic Resolve By 15th level, you can use a bonus action to gain two runes. Once you use this feature, you must finish a long rest before you can use it again. #### Runic Paragon At 20th level, you memorize every runes from your oath, and has become the incarnation of runes. You can have an unlimited number of runes at a time. Additionally, when you roll for initiatives and have no rune left, you gain two runes. #### Sacred Runes The rune options are presented in alphabetical order. ***Rune of the Astral Winds. (7th Level Required.)*** You can take the Dash or Disengage action as a bonus action. ***Rune of Arrow's Flight (15th Level Required).*** When you hit a creature with a melee weapon attack, you can use a bonus action to mark the creature with a guiding rune. The next ranged attack roll against the marked creature gains advantage, if it is made before the start of your next turn. ***Ruen of Daunting Light (7th Level Required).*** When you hit a creature with a melee weapon attack, you can use a bonus action to mark the creature with a shining rune. Until the start of your next turn, no attack roll has disadvantage against the marked creature, and the marked creature cannot benefit from being invisible. ***Rune of Death's Verge.*** When you hit a creature with a melee weapon attack, you can use a bonus action to deal an extra 1d8 cold or necrotic damage (your choice). ***Rune of Divine Thunder.*** When you hit a creature with a melee weapon attack, you can use a bonus action to deal an extra 1d8 lightning or thunder damage (your choice). ***Rune of Endless Fire.*** When you hit a creature with a melee weapon attack, you can use a bonus action to deal an extra 1d8 fire or radiant damage (your choice). ***Rune of the Flanking Wind (7th Level Required).*** When you hit a creature with a melee weapon attack, you can use a bonus action to mark the creature with a guiding rune. The next time a creature other than you hits the marked creature with a melee weapon attack before the start of your next turn, the attack deals an extra 2d6 damage. ***Rune of the Hero's Resolve (15th Level Required).*** As a bonus action, you can gain 4d8 temporary hit points. You lose all temporary hit points gained this way at the start of your next turn. ***Rune of Mending.*** When you hit a creature with a melee weapon attack, you can use a bonus action to choose yourself or a friendly creature you can see within 10 feet of you. The chosen creature regains 1d8 hit points. ***Rune of Preservation (15th Level Required).*** When you take damage other than force, you can use a reaction to gain resistance to the one of the damage types of that damage until the start of the turn. ***Rune of Shielding (15th Level Required).*** When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use a reaction to gain advantage on the saving throw. ***Rune of the Unyielding Steel (7th Level Required).*** when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. ***Rune of Wrathful Ember (7th Level Required).*** When you hit a creature with a melee weapon attack, you can use a bonus action to leave a searing mark on the creature. Until the start of your next turn, whenever the marked creature is hit by a weapon attack, it takes an additional 1d6 fire damage. ## Ranger Archetype At 3rd level, a ranger gains the Ranger Archetype feature. Here are two homebrew options for that feature: the Seeker and the Warden. ### Seeker The Seeker archetype represents the connection between the ranger and the primal power of the wilderness. By channelling the raw magic from the nature, the ranger can embody the nature's solemn wrath against those who dare violate the primal world. #### Bonus Spells Your mystical training grants you the ability to cast certain spells. At 3rd, 5th, 9th, and 13th level, you gain access to the following spells. These spells count as ranger spells for you but do not count against the number of spells you know.
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\page | Ranger Level | Spells | |:-:|:-| | 3rd | *entangle, sleep* | 5th | *hold person, web* | 9th | *hypnotic pattern, slow* | 13th | *confusion, dominate beast* #### Primal Power Starting at 3rd level when you choose this archetype, you can channel the primal magic through your bows and arrows. As an action, you can make one ranged weapon attack using a bow or a crossbow. On a hit, you can use a bonus action to cast a ranger spell you know that has a casting time of 1 action. If the spell targets a creature, you must target only the attacked creature. If the spell has an area of effect, it is centered on the attacked creature. If the spell's range is self, it targets the attacked creature. #### Inevitable Shot Also starting at 3rd level, when you miss a ranged weapon attack using a bow or a crossbow against a creature, you can use a bonus action to cause the ammunition move on its own to seek another target. You can make one additional ranged weapon attack with the same ammunition, against another creature you can see within 10 feet of the initial target. #### Seeker's Instinct Beginning at 7th level, your connection to the wilderness grants you some feats that you can utilize. You gain the following benefits: ***Eagle's Aim.*** Attacking at long range does not impose disadvantage on your ranged attack rolls using a bow or a crossbow. ***Stag's Grace.*** On your turn, the first opportunity attack roll against you have disadvantage. #### Primal Recovery At 11th level, you can commune with the spirits of the wilderness to regain some of your magical energy. During a short rest, you can regain two 1st-level slots or one 2nd-level spell slot that you expended. Once you use this feature, you cannout use this feature until you finish a long rest. #### Primal Magic Starting at 15th level, your bond to the nature's raw magic thickens, allowing you to cast some spells with less efforts. When you finish a long rest, choose two 1st-level ranger spells or one 2nd-level ranger spell. You can cast each of them once at their lowest level without expending a spell slot. When you do so, you must finish a long rest before you can do so again. If you want to cast either spell at a higher level, you must expend a spell slot as normal. ``` ``` ### Warden Becoming a Warden means becoming the most staunch protector of one's tribe and homeland. As a dedicated guardian of both natural and civilized world, you are more persistent, more vicious, and more merciless to your enemies than they are to you. #### Warden's Fury Starting at 3rd level when you choose this archetype, you can lash out your wrath against a foe that has threatened your allies. Other creatures provoke an opportunity attack from you immediately after they attack a creature other than you that you can see. Additionally, if you hit a creature with an opportunity attack provoked by this feature, the next attack roll against the target has advantage if it is made before the end of your next turn. #### Warden's Wrath Also starting at 3rd level, you gain one of the following features of your choice. ***Earthgrasp Strike.*** Once on each of your turn, when you hit a creature with a melee weapon attack, you can choose to crush the target into the earth, where rocks and roots hold it firm. The creature must succeed on a Strength saving throw against your ranger spell save DC or is knocked prone and its speed is reduced to 0 until the end of its next turn. ***Thorn Strike.*** Once on each of your turn, when you hit a creature within 30 feet of you with a weapon attack, you can choose to conjure a spectral vine that drags the creature. The creature must succeed on a Strength saving throw against your ranger spell save DC or is pulled up to 10 feet toward you. ***Thundering Strike.*** Once on each of your turn, when you hit a creature with a melee weapon attack, you can choose to make a small clap of hammer that blows the target away. The creature must succeed on a Strength saving throw against your ranger spell save DC or is pushed up to 10 feet away from you. #### Warden's Fleet Beginning at 7th level, you gain one of the following features of your choice. ***Primal Leap.*** As long as you are not wearing heavy armor, your jumping distance is doubled, you can always land on your feet, and you gain resistance to damage from falling. ***Stride of Forest and River.*** As long as you are not wearing heavy armor, your walking speed is increased by 10 feet, and you gain climbing speed and swimming speed equal to your walking speed. ***Windborne Step.*** As a bonus action, you can teleport into an unoccupied space you can see within 10 feet of you. You cannot use this feature if you are wearing heavy armor. #### Warden's Fortitude At 11th level, you gain one of the following features of your choice. ***Earthguard.*** At the start of your turn, you can use a bonus action to gain a +2 bonus to your AC and all saving throws until the start of your next turn or until you move, either voluntarily or involuntarily, or are incapacitated.
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> ##### The *Unearthed Arcana* Ranger > If you are using statistics from [the *Unearthed Arcana* article "The Ranger, Revised"](https://media.wizards.com/2016/dnd/downloads/UA_RevisedRanger.pdf), you can use these subclasses with it if you make one addition: give both subclasses the Extra Attack feature. > > **Extra Attack.** Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
***Font of Life.*** At the start of each of your turn, you can end one effect on yourself that is causing you to be blinded, deafened, or poisoned. If you do so, you gain temporary hit points equal to 1d10 plus your Constitution modifier (a minimum of 1). ***Verdant Life.*** As a bonus action, you can expend one spell slot to regain hit points. The hit points you regain equal 1d6 for a 1st-level spell slot, plus 1d6 for each spell slot level higher than 1st, to a maximum of 4d6. #### Vigilant Warden Starting at 15th level, you are the paragon of all wardens, constantly vigilant to your surroundings. You can use your reaction for opportunity attacks even if you have already expended your reaction this round, but not if you have already used your reaction this turn. Additionally, the first time you hit a creature with an opportunity attack on each round, you can apply your Warden's Wrath feature to the target. ## Sorcerous Origins At 1st level, a sorcerer gains the Sourcerous Origin Archetype feature. Here are two homebrew options for that feature: the Incantatrix and the Rainbow Servant. ### Incantatrix The origin of your innate magic remains a riddle of a century, even to the wisest of the wizards and warlocks ever known. Very few is known about the intantatrix, or the incantatar in males, although there are not as much witnesses of an incantatar than a rumor: That they excel at countering and negating other magics and spells; that all identified incantatrix are reportedly females of human and half-elven stock; and that they are elusive and secretive enough to allow no further investigations. A persistent rumor concerning incantatrix is their ability to steal other's magic and use it as their own. While no hard proof has been suggested to support this rumor, it may explain a series of mysterious cases of powerful wizards found devastated by what was apparently their signature spellcrafts. #### Bonus Proficiencies When you choose this sorcerous origin at 1st level, you gain proficiency in the Arcana skill. #### Arcane Senses Also starting at 1st level, you can heighten your senses to perceive magical activities around you. As an action, you can open your senses to perceive such magical power. Until the end of your next turn, you see a faint aura around any visible creature or object within 60 feet of you that bears magic, and you learn its school of magic, if any. You can use this feature a number of times equal to 1 plus your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest. #### Arcane Osmosis At 6th level, you learn the *counterspell* spell, if you have not learned it yet. This spell does not count against the number of sorcerer spells you know. Additionally, whenever you successfully negate a spell's effect with *counterspell*, you regain sorcery points equal to the negated spell's level. #### Ethereal Senses At 14th level, your senses become sensitive to magical weaves that constantly flows around you. You can see invisible creatures and objects within 10 feet of you, automatically detect visual illusions and succeed on saving throws against them. Furthermore, you can see into the Ethereal Plane within 10 feet of you. As a bonus action, you can spend 1 sorcery point to increase this feature's radius to 60 feet for 1 minute. Once you do so, you must finish a short rest or long rest before you can do so again. #### Improved Arcane Osmosis At 18th level, you can use your reaction to cast *counterspell* even if you have already expended your reaction this round, but not if you have already used your reaction this turn. Additionally, when you successfully negate a spell's effect with the counterspell spell, you can spend 3 sorcery points to copy that spell for 8 hours. During this duration, you know the spell and can cast it using your spell slots. The creature cannot cast that spell until the 8 hours have passed. Once you use copy a spell this way, you cannot do so again until you finish a long rest. ### Rainbow Servant Your innate magic comes from couatls, the celstial serpents that keeps track of the ancient quest bestowed by their creators. Granted divine magic by the feathered serpent, you can conjure miracles and wonders in the name of your caretakers, on your quest to spread the virtue and hope. #### Restriction: Touched by Couatls Sorcerers who chooses to take the Rainbow Servant origin must contact with couatls, who grants your magic as your caretakers. Hermetic and reclusive, it is a quest by itself to discover couatls, but often they take shelter in an ancient tribe or ruin deep in humid jungles. **Prismatic Bloodline** serves as the generic name for this archetype if you use it in other campaign settings or to model other sorcerers. #### Bonus Proficiencies When you choose this sorcerous origin at 1st level, you gain proficiency in the Religion skill. Additionally, you can speak, read and write Celestial.
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\page #### Rainbow Mantle Also starting at 1st level, you can simulate the couatls' rainbow-colored wings, in a form of feathered mantle. As a bonus action, you can magically wreathe yourself in translucent feathers that gleam in all spectrum of visible colors. For 1 minute, you gain the following features: - You shed bright light in a 10-foot radius and dim light for an additional 10 feet. - On your turn, you can walk on thin air as if stepping up and down the invisible stairs. The air counts as difficult terrains for the purpose of this movement. You cannot move more than 10 feet above the surface this way. - You are always the effect of the *feather fall* spell. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest. #### Rainbow Shroud At 6th level, the prismatic gleam of your mantle provides you additional defense. While under the effect of your Rainbow Mantle feature, you gain a +1 bonus to your AC and all saving throws. Additionally, while under the effect of your Rainbow Mantle feature, you can spend 2 sorcery points as an action to diffuse light around you into a blinding flash. Each creature within 10 feet of you must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, a creature takes 2d8 radiant damage and becomes blinded until the end of your next turn. On a successful save, a creature takes half as much damage and is not blinded. #### Rainbow Veil Beginning at 14th level, your mantle veils your mind from outer interentions. While under the effect of your Rainbow Mantle feature, you have resistance against psychic damage. Additionally, when you start your turn while under the effect of your Rainbow Mantle feature, you can spend 1 sorcery point to end one effect on yourself that is causing you to be charmed or frightened. #### Rainbow Wings When you reach 18th level, your mantle can now function as a pair of wings. While under the effect of your Rainbow Mantle feature, you gain flying speed equal to your walking speed. ## Arcane Tradition At 2nd level, a wizard gains the Arcane Tradition feature. Here are two new homebrew option for that feature: the Alienist and the Effigy Master. ### Alienist The alienists deal with powers and entities from terrifyingly remote reaches of space and time. Best described with adjectives like *eldritch*, *unfathomable*, or *unspeakable*, the entities from the most distant realms are channeled into the Material Plane, manifesting as bane to all mortal sentience and blessings to those who are willing to risk a fragment of sanity in return of immense power it grants. In most societies, alienists are treated just like the entities they deal with - blasphemous, dangerous, insane, and most of all, different. Most alienists take such hostility and apathy as ignorance of mortal beings, not knowing how insignificant they are compared to the world *they* know. Some alienists suffer from their inner dilemma, and very few even seeks to protect their beloved world and realms against the alien terror with the very same power they "stole" from the farthest corner of the world. #### Aberrant Inclination When you choose this tradition at 2nd level, whenever you make a Charisma check when interacting with aberrations, your proficiency bonus is doubled if it applies to the check. Additionally, you can speak Deep Speech. Although it is very uncommon to see Deep Speech in written forms, you can read and write Deep Speech written in any scripts you can read or write. #### Pseudonatural Companion Also starting at 2nd level, you can perform an eldritch ritual to bring forth entities from otherworldly planes and bind its essence into a beast that is no larger than Medium and that has a challenge rate of 1/4 or lower. The ritual takes 8 hours, and you must expend 150 gp worth of rare herbs and incenses in order to perform the ritual. The beast in which you bind the otherworldly essence must be present during the ritual, and must stay alive for the entirety of the ritual. At the end of the 8 hours, the beast undergoes a horrifying transformation and becomes your pseudonatural companion. Your pseudonatural familiar gains all the benefits of the Pseudonatural Quirks feature, as described below. You can have only one pseudonatural familiar at a time. If your pseudonatural is ever slain, you can perform another ritual by following the same ritual above. Additionally, when you cast the find familiar spell, your familiar can be an aberration in addition to other creature types presented in the spell's description. #### Pseudonatural Quirks Your pseudonatural companion is magically linked to you, and gains a variety of benefits from your link and the otherworldly essences imbued to it. The pseudonatural companion loses its Multiattack action, if it has one. Your pseudonatural is an aberration instead of a beast. It understands Deep Speech, and it can telepathically speak to any creature it can see within 30 feet of it. It does not need to share a language with the creature for it to understand its telepathic speech, but the creature must be able to understand at least one language. The pseudonatural companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. Your pseudonatural companion has abilities and game statistics determined in part of your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, your companion also adds its proficiency bonus to its AC and to its damage rolls.
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\page >##### Notes on Companions >[The *Unearthed Arcana* article "The Ranger, Revised"](https://media.wizards.com/2016/dnd/downloads/UA_RevisedRanger.pdf) had some sidebars for applying some rules on your animal companions. As I created homebrew archetypes I benchmarked this particular article at its fullest, hence I thought it is not only appropriate but also essential I directly quote these sidebars for your reference, albeit a bit of wording edits to match the archetypes: > >***Keeping Track of Proficiency.*** When you gain your companion at 2nd level, its proficiency bonus matches yours at +2. As you gain levels and increase your proficiency bonus, remember that your companion’s proficiency bonus improves as well, and is applied to the following areas: Armor Class, skills, saving throws, attack bonus, and damage rolls. > >***Expanding Companion Options.*** Depending on the nature of your campaign, the DM might choose to expand the options for your companion. As a rule of thumb, a beast can serve as a companion if it is Medium or smaller, has 15 or fewer hit points, and cannot deal more than 8 damage with a single attack. In general, that applies to creatures with a challenge rating of 1/4 or less, but there are exceptions.
For every two levels you gain after 2nd, your pseudonatural companion gains an additional Hit Die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion's abilities improve. Your companion's abilities also improve. Your companion can increase one ability score of your choice by 1. As normal, your animal companion cannot increase an ability score above 20 this way, unless its description specifies otherwise. Your companion's alignment is any chaotic alignment of your choice. Your companion shares your ideal, and its bond is always, "My summoner granted this vessel of flesh and bone for me, and is willing to interact with me sincerely for a mortal being. I am more than willing to risk any threats for my summoner." #### Blessings from Insanity Starting at 6th level, when you make an Intelligence, Wisdom or Charisma checks or saving throw, you can choose to gain advantage on the die roll. Each time you use this feature before you finish a long rest, you gain a cumulative -1 penalty to all Intelligence, Wisdom or Charisma checks and saving throws, to a minimum of -5. When you finish a long rest, the penalty resets to 0. #### Unfathomable Mentality At 10th level, you and your pseudonatural companion develop mental oddities. Your companion has immunity against psychic damage, and it is immune to being charmed or frightened. Additionally, you have advantage on saving throws against being charmed or frightened. ``` ``` #### Aberrant Longevity When you reach 14th level, your association with alien entities greatly renders your physiological activities different from what it should be. You suffer none of the frailty of old age, you cannot be aged magically, and you no longer need food or water to survive. However, you can still die of old age. Additionally, your pseudonatural companion regenerates at uncanny agility. At the start of each of its turns, your pseudonatural companion regains hit points equal to 3 + your Intelligence modifier if it has no more than half of its hit points left. Your pseudonatural companion does not gain this benefit if it has 0 hit points. ## Effigy Master The effigy master is fascinated by the animating force of life itself, and has devoted themselves in creating one from scratch. Through numerous experiments, trials, and errors, the effigy master has succeeded in creating a contraption, brought to an imitation of life through magical energy, known as an effigy. With the trustworthy effigy right next to them, the effigy master continues to pursue the secret of life and animation. #### Bonus Proficiencies When you choose this tradition at 2nd level, you gain proficiency in one artisan’s tool of your choice. #### Effigy Also starting at 2nd level, you can craft an effigy, a mechanical construct that resembles a beast and imbued with magic to imitate life at full capacity. When you craft an effigy, you choose a beast you have seen that is no larger than Medium and that has a challenge rate of 1/4 or lower to base your effigy’s exterior appearance. Crafting an effigy takes 8 hours and 250 gp worth of raw materials. After 8 hours of work, your effigy is fully functional and is magically bonded with you. Your effigy gains all the benefits of the Effigy Gimmicks feature, as described below. You can have only one effigy at a time. If your effigy is "killed," it can be returned to life via normal means, such as with the revivify spell, or you can repair it over the course of a long rest if you have access to its body. If you repair your killed effigy, it returns to life with 1 hit point at the end of the rest. If your effigy is destroyed beyond repair, you can craft a new one with the same rules described above. #### Effigy Gimmicks Your effigy is magically linked to you, and gains a variety of benefits from your link and its constructed nature. The effigy loses its Multiattack action, if it has one. Your effigy is a construct instead of a beast. It understands any language you can speak, but it cannot speak on its own. It is immune to poison damage, and it cannot be charmed, frightened, or poisoned. The effigy obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
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\page Your effigy has abilities and game statistics determined in part of your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, your companion also adds its proficiency bonus to its AC and to its damage rolls. For every two levels you gain after 2nd, your effigy gains an additional Hit Die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your effigy's abilities improve. Your effigy can increase one ability score of your choice by 1. As normal, your effigy cannot increase an ability score above 20 this way, unless its description specifies otherwise. Your effigy’s alignment is any lawful alignment of your choice. Your effigy shares your ideal, and its bond is always, "Prime Directive: Protect and serve the creator at all costs." #### Effigy Upgrades Your effigy is your creation, and as your creation, you can upgrade its capacity for your adventures. At 2nd level, you know two upgraded from the following lists, which are already implemented to your effigy upon creation. You gain one additional upgrade when you reach 6th level, and again at 10th and 14th level. Implementing a new upgrade to your effigy takes 1 hour of maintenance and 50 gp worth of raw materials. This task can be performed over the course of a short rest or long rest. ***Chatbox.*** You install a small magical gadget to your effigy’s throat that enables your effigy to synthesize voices. Your effigy can speak any language you can speak, with a metallic voice that is easily distinguishable from natural voice. Additionally, while your effigy is within 100 feet of you, you can use your magical link to speak through your effigy in your own voice. ***Flaming Breath.*** You install a nozzle and a container of magical concoction inside your effigy's throat. Your effigy can use an action to exhale the concoction, which ignites into a line of fire 30 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw against your wizard spell save DC. A creature takes fire damage equal to 2d8 plus your wizard level, or half as much damage on a succeesful one. Once the effigy uses this feature, it must finish a short rest or long rest before it can use it again. ***Illuminating Eyes.*** You install a pair of magical lanterns in your effigy’s eyes. Your effigy gains darkvision with a range of 60 feet, if it does not have it already. Additionally, your effigy can use its action to toggle on its lantern, casting bright light in a 60-foot cone and dim light for an additional 60 feet. The light lasts for 1 hour or until your effigy toggles it off as a bonus action. Once your effigy uses this feature, it must finish a short rest or long rest before it can use it again. ***Lightning Catcher.*** You install a small container in your effigy that stores lightning and connects it to its skin. Your effigy gain resistance to lightning damage. Additionally, when a creature hits your effigy with a melee weapon attack, your effigy can use its reaction to discharge lightning it stored, dealing 2d8 lightning damage to the attacker. Once your effigy uses this feature, it must finish a short rest or long rest before it can use it again. ***Porter.*** You install a small magical chest to your effigy's body. Your effigy can hold up to 3 cubic foot or 100 pounds of gear. The chest weighs 50 pounds, regardless of the chest's contents. Retrieving an item from the chest requires an action. The chest is nearly indestructible, but a *disintegrate* spell targeted the chest can destroy it without harming anything inside it. ***Propelling Devices.*** You install a number of small nozzles to your effigy's legs. Your effigy's walking speed is increased by 10 feet, and its jumping distance is doubled. Additionally, when your effigy falls, it can use its reaction to maneuver itself with the nozzles, landing on its feet. ***Security Sensor.*** You install a curious set of antennae and coils to your effigy's back. Your efficy can use its action to activate the sensor, detecting potential hostile entities within its proximity. Until the end of its next turn, your effigy knows the location of any beast, humanoid, or plant within 60 feet of it that is not behind total cover. It knows the type of any being whose presence it senses, but not its identity. ***Spell Relay.*** You install an exquisite device inside your effigy, which acts as a beacon for your magic. When you cast a spell with a range of touch, your effigy can deliver the spell as if it had cast the spell. Your effigy must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. Additionally, when you cast a wizard spell targeting yourself, you can also affect your effigy with the spell if it is within 30 feet of you. ## Credits All contents are created by Created by [Weirdo Whoever](http://weirdoworkshop.blogspot.com) unless noted otherwise. Special thanks to [D&D Wiki](http://www.dandwiki.com) and [NaturalCrit Homebrewery tool](http://homebrewery.naturalcrit.com) for providing the templates for my imaginations. ***Alienist.*** Converted from 3.5rd edition supplement *Complete Arcane.* Originally posted on [D&D Wiki](https://goo.gl/6Bs1gS) and [*Weirdo Whoever Plays D&D: Companions.*](http://homebrewery.naturalcrit.com/share/Skt7q5U0-) ***Effigy Master.*** Converted from 3.5rd edition supplement *Complete Arcane.* ***Incantatrix.*** Converted from *Dragon* magazine. Originally posted on [D&D Wiki](https://goo.gl/FU9Ubp). ***Rainbow Servant.*** Converted from 3.5rd edition supplement *Complete Divine.* ***Runepriest.*** Converted from 4th edition supplement *Player's Handbook 3.* ***Seeker.*** Converted from 4th edition supplement *Player's Handbook 3.* ***Warden.*** Converted from 4th edition supplement *Player's Handbook 2.*
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