# Weirdo Whoever Plays D&D: Magical Muscles
WThis document of *Weirdo Whoever Plays D&D* introduces homebrew materials, specifically a number of archetype options for combat-oriented classes that grants some magical properties.
In [the last WWPD&D document](https://drive.google.com/drive/folders/0B1N8tpKqqS3XX0NZVjVleFNxRU0) I gushed about how I *love* warlocks. Now that I think of it, I am a fan of so-called "spellsword"-type combatant, which is what a warlock with Pact of the Blade basically is. (No wonder I suck at *Skyrim* as a pure fighter.) Now that I think of it, other classes and archetypes I also like tend to take advantage of both decent combat abilities and spellcasting abilities, such as Eldritch Knight and paladins (but not clerics, for some reason).
I'm a fan of hybrids, but with reasons. One of so many things I fell for D&D is that, spells are designed to be "different", not just be "good". Spells are supposed to be used at an exquisite situation, for equally exquisite outcomes. So many things could happen, it's kinda hard to expect what comes next, and that's the part of drama D&D provides. Often combat-oriented classes do not gain access to these spells, which is why although they may mow down horde of monsters like nothing, they still can find themselves stuck in non-combat troubles. The "magical muscle"-type character is the best of both worlds, being a decent combat machine while still be versatile like a spellcaster.
The good thing of having homebrew materials in the game is, you can add whatever you want in any classes, as long as you carefullly design them in a way that it provides an interesting gaming experience while not frustrating others for playing either an overpowered or underpowered character. So here are some attempts I made to implement more magical abilities to some so-called "muscle" classes: Barbarians, fighter, and monks.
#### 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)).
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## Barbarian Primal Path
At 3rd level, a barbarian gains the Primal Path feature. Here is a new option for that feature: the Path of the Scourge.
### Path of the Scourge
Among the multiverse are powerful, supernatural entities that have been despised as heathen deities. The Path of the Scourge is their vengeance and retaliation against those who have looked down upon what they could not even cope with. A barbarian who walks the Path of the Scourge encounters and makes a pact with these "heathen" entities, who proposes boons of mysterious power, in exchange of their service.
In many cases, the outlander and their patron share a common enemy, a civilization which has expanded its border beyond it could handle with. More than one empire has fallen at the hand of a mighty savage who has sworn his/her vengeance in the name of the pagan deity.
#### Herald of the Scourge
Starting when you choose this path at 3rd level, choose one Otherworldly Patron from the warlock class.
#### Pact Magic
At 3rd level, you gain the ability to cast spells.
**Cantrips.** You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.
**Spell Slots.** The Path of the Scourge Pact Magic table shows how many spell slots you have. The table also shows what the levels are those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level and higher, you must expend a spell slot. You regain all expended spell slot when you finish a short rest or long rest.
**Spells Known of 1st-Level and Higher.** You know two 1st-level spells of your choice from the warlock spell list. If the Otherworldly Patron you chose with your Herald of the Scourge feature provides an expanded spell list, the spells are added to the warlock spell list for you.
The Spells Known column of the Path of the Scourge Pact Magic table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher that what's shown in the table's Slot Level column for your level.
Additionally, whenever you gain a level in this class, you can choose one of the warlock spell you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
**Spellcasting Ability.** Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
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##### Path of the Scourge Pact Magic
| Barbarian
Level | Cantrips
Known | Spells
Known | Spell
Slots | Slot
Level |
|:-:|:-:|:-:|:-:|:-:|
| 3rd | 2 | 2 | 1 | 1st |
| 4th | 2 | 3 | 2 | 1st |
| 5th | 2 | 3 | 2 | 1st |
| 6th | 2 | 3 | 2 | 1st |
| 7th | 2 | 4 | 2 | 2nd |
| 8th | 2 | 4 | 2 | 2nd |
| 9th | 2 | 4 | 2 | 2nd |
| 10th | 2 | 5 | 2 | 2nd |
| 11th | 2 | 5 | 2 | 2nd |
| 12th | 2 | 5 | 2 | 2nd |
| 13th | 2 | 6 | 2 | 3rd |
| 14th | 2 | 6 | 2 | 3rd |
| 15th | 2 | 6 | 2 | 3rd |
| 16th | 2 | 6 | 2 | 3rd |
| 17th | 2 | 7 | 2 | 3rd |
| 18th | 2 | 7 | 2 | 3rd |
| 19th | 2 | 8 | 2 | 4th |
| 20th | 2 | 8 | 2 | 4th |
- **Spell save DC** = 8 + your proficiency bonus + your Charisma modifier
- **Spell attack modifier** = your proficiency bonus + your Charisma modifier
#### Admonishing Strike
Also starting at 3rd level, you can channel the power of your heathen entity to empower your melee weapon attack. When you hit a creature with a melee attack while raging, you can expend a spell slot to deal an additional 1d12 damage to the target per spell slot level, to a maximum of 4d12. The damage type of the additional damage is same to the damage dealt by the weapon to the target.
#### Messenger of the Scourge
When you reach 6th level, you learn the *find familiar* spell and can cast it as a ritual. The spell does not count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
You can communicate thelepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
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#### Heathen Resilience
Beginning at 10th level, when you take damage while raging, you can use your reaction and expend a spell slot to gain temporary hit points equal to 5 plus your Constitution modifier per spell slot level, which takes as much of the triggering damage as possible. You lose all temporary hit points you gained this way when your rage ends.
#### Relentless Scourge
Starting at 14th level, when you start your turn while raging and have no spell slots remaining from your Pact Magic feature, you can regain one spell slot from your Pact Magic feature.
Once you use this feature, you must finish a long rest before you can use it again.
## Fighter Martial Archetypes
At 3rd level, a fighter gains the Martial Archetype feature. Here are two new options for that feature: the Faith Militant and Neon Knight.
### Faith Militant
The archetypal Faith Militant devotes oneself to an entity of higher existence. While not chosen as a paladin, Faith Militants train themselves harsh and rigid to stand the first in line at the moment of battle, in pursuit of the glory of their sacred crusade. Their devotion, apparently, was answered by their deity, for they are granted divine power to aid themselves and other comrades in combat.
Being a Faith Militant is suffering, many would agree. Faith Militants, too, agree that saying. Not all mortals agree on their cause, and some of the most heathen adversaries would downright deny and mock their belief. But they can't stop the determined crusaders. They're on a mission from their deity.
#### Divine Conquest
When you choose this archetype at 3rd level, choose a domain from your chosen deity's list of eligible domains. Alternatively, the following domains are thematically appropriate and easily compatible with the concept of this archetype: *Light, Tempest, War.*
#### Spellcasting
Starting at 3rd level, you gain the ability cast spells.
**Cantrips.** You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
**Preparing and Casting Spells.** The Faith Militant Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
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##### Faith Militant Spellcasting
| Fighter
Level | Cantrip
Known | Domain Spells
Known | 1st | 2nd | 3rd | 4th |
|:-:|:-:|:-:|:-:|:-:|:-:|:-:|
| 3rd | 2 | 1 | 2 | - | - | - |
| 4th | 2 | 1 | 3 | - | - | - |
| 5th | 2 | 1 | 3 | - | - | - |
| 6th | 2 | 1 | 3 | - | - | - |
| 7th | 2 | 1 | 4 | 2 | - | - |
| 8th | 2 | 2 | 4 | 2 | - | - |
| 9th | 2 | 2 | 4 | 2 | - | - |
| 10th | 3 | 2 | 4 | 3 | - | - |
| 11th | 3 | 2 | 4 | 3 | - | - |
| 12th | 3 | 2 | 4 | 3 | - | - |
| 13th | 3 | 2 | 4 | 3 | 2 | - |
| 14th | 3 | 3 | 4 | 3 | 2 | - |
| 15th | 3 | 3 | 4 | 3 | 2 | - |
| 16th | 3 | 3 | 4 | 3 | 3 | - |
| 17th | 3 | 3 | 4 | 3 | 3 | - |
| 18th | 3 | 3 | 4 | 3 | 3 | - |
| 19th | 3 | 3 | 4 | 3 | 3 | 1 |
| 20th | 3 | 4 | 4 | 3 | 3 | 1 |
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, chooose a number of cleric spells equal to your Wisdom modifier plus a third of your fighter level, rounded down (minimum of one spell). The spells must be an abjuration or divination spell of your choice, and must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
**Domain Spells.** Starting at 3rd level, you gain one 1st-level spell from the domain spell list for your chosen domain. You gain another spell from your domain spell list when you reach 8th level, and again at 14th and 20th level. Each of these spells can come from any school of magic, but must be of a level for which you have spell slots.
Once you gain a domain spell, you always have it prepared, and it does not count as the number of spells you can prepare each day. If you have a domain spell that does not appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Whenever you gain a level in this class, you can replace one of the domain spell you know with another spell of your choice from the domain spell list. The new spell can come from any school of magic, but must be of a level for which you have spell slots.
**Spellcasting Ability.** Wisdom is your spellcasting ability for your cleric spells, since the power of your spells comes from your devotion to your deity. You use your Wisdom modifier whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
- **Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier
- **Spell attack modifier** = your proficiency bonus + your Wisdom modifier
**Spellcasting Focus.** You can use a holy symbol as a spellcasting focus for your cleric spells.
#### Channel Divinity
Also starting at 3rd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effect. You start with two such effect: Divine Safeguard and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Divinity ability.
When you use your Channel Divinity, you choose which option to use. You must then finish a short rest or long rest before you can use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect, the DC equals your cleric spell save DC.
**Channel Divinity: Divine Safeguard.** When a hostile creature within 10 feet of you makes an attack roll against you or a friendly creature within 10 feet of you, you can use your Channel Divinity as a 1.
#### Military Chaplain
By 7th level, you are the pillar of faith in the midst of the battlefield. You gain one of the following benefits:
**Combat Medic.** When you make a Wisdom (Medicine) check to stabilize a dying creature with a healer's kit, you are considered proficient in the Medicine skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Additionally, when you use a healer's kit to stabilize a dying creature, that creature also regains hit points equal to your fighter level.
**Commissary.** When a friendly creature you can see within 30 feet of you drops to 0 hit point but is not killed outright, you can use a reaction to make an inspiring speech. The creature drops to 1 hit point instead, and gains temporary hit points equal to your fighter level. The temporary hit points gained this way all disappears at the start of your next turn. The creature cannot benefit from this feature again until it finishes a long rest.
#### Guiding Strike
Beginning at 10th level, you channel a glimpse of divine power through your weapon, penetrating the target's defense for your allies. Once on each of your turn, when you hit a creature with a weapon attack, the creature suffers a -5 penalty to its AC against the next attack it takes, if the attack is made before the start of your next turn.
#### Indomitable Faith
When you reach 15th level, you are protected by the divine power to the point that you cannot be overwhelmed by mortal sufferings. You become immune to diseases, your hit point maximum cannot be reduced, and you cannot be aged magically.
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#### Channel Divinity: Faith Is My Shield
At 18th level, when you take damage, you can use your Channel Divinity as a reaction to gain temporary hit points equal to your hit point maximum. The temporary hit points you gain this way take as much of the triggering damage as possible, and disappears at the start of your next turn.
### Neon Knight
The archetypical Neon Knight is an embodiment of brilliance of the Positive Plane. By harnessing the radiance of the Positive Plane, either by magical practice, innate talents, or a contract with a powerful entity, a fighter can channel the bright and mighty power of the Positive Plane to strike down their enemies with extreme prejudice.
#### Neon Touch
Starting at 3rd level when you choose this archetype, you can harness the power of the Positive Plane to imbue a streak of faint light into an object. As an action, you can touch an object no larger than 10 feet in any dimension. The object sheds dim light in a 5-foot radius for 1 minute or until your concentration is broken (as if concentrating on a spell). While shedding light this way, the affected object cannot benefit from being invisible.
When you use this feature, you can choose to imbue even brighter light into the object. If you do so, the object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Attack rolls against the object that is shedding bright light with this feature had advantage.
If the object is a creature and is unwilling to be subjected to the effect, it can make a Charisma saving throw. The save DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier. On a success, this feature has no effect.
You can use this feature a number of times equal to 1 plus your Charisma modifier (a minimum of once). You regain all expended uses when you finish a short rest or long rest.
#### Dazzling Critical
Also starting at 3rd level, your most deadly blows are empowered by the destructive brilliance. When you score a critical hit with a weapon attack, the target takes an extra 1d6 radiant damage.
When you reach 15th level, the radiant damage increases to 2d6.
#### Knight's Brilliance
By 7th level, the power of the Positive Plane gives you inspiration on intellectual and social knowledge. You gain proficiency in one of the following skills: Arcana, History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
#### Neon Presence
Beginning at 10th level, your armor and shield emit a streak of brilliant light. As long as you are wearing armor and/or wielding a shield, dim light shines from you in a 10-foot radius. You can toggle the light on or off as a bonus action.
Additionally, as a bonus action, you can expend one uses of your Neon Touch feature to let out even brighter light via your armor and/or your shield. For 1 minute, bright light shines from you in a 10-foot radius, and dim light shines 10 feet beyond that.
#### Dazzling Strike
When you reach 15th level, once on each of your turn when you hit a creature with a weapon attack, you can choose to deal an extra 2d6 radiant damage against the target.
#### Neon Pressure
At 18th level, the brilliance from your armor and shield is overcharged with the energy from the Positive Plane, which can be weaponized against your enemies. When a hostile creature enters or starts its turn within the light from your Neon Presence and Neon Touch feature, it must make a Charisma saving throw. The save DC for this saving throw equals 8 + your proficiency bonus + your Charisma modifier. Creatures in the bright light have disadvantage on the saving throw. On a failed save, the creature takes 2d8 radiant damage and is blinded for 1 minute. On a successful save, the creature takes half as much damage and is not blinded.
## Monk Monastic Traditions
At 3rd level, a monk gains the Monastic Tradition feature. Here are a new option for that feature: the Way of the Vestigial Whispers.
### Way of the Vestigial Whispers
Priests and theurgists may tell the tales of the old times, when the world was inhabited by nothing but divine entities. Unlike mortal creatures, deities cannot be truly killed; with out enough beliefs and faith, however, a deity can be rendered into a vestige, or shadow of itself, too weak to maintain its divine influence on others.
Occasionally such vestiges seek to retrieve the glory of the past, back when they were deities with full power.
#### Vestigial Bond
Starting when you choose this tradition at 3rd level, you make a pact with the vestige you are contacted, who bestows what is left of its power upon you. Pick a divine domain from your chosen deity's list of eligible domains. Alternatively, the following domains are thematically appropriate and easily compatible with the concept of this monastic tradition: *Knowledge, Nature, Trickery.*
#### Channel Mystery
Also starting at 3rd level, you gain the ability to channel mystic energy bestowed within you from the vestige, using that energy to fuel magical effects. You start with two such effects: Inner Peace and the Channel Divinity option granted at 2nd level by your chosen domain. You employ that Channel Divinity option by using your Channel Mystery ability.
When you use your Channel Mystery, you choose which effect to create. You must then finish a short or long rest to use your Channel Mystery again.
Some Channel Mystery effects require saving throws. When you use such an effect, the save DC equals your ki save DC.
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- **Channel Mystery: See the Unseen.** As an action, you use your Channel Mystery to heighten your senses to a supernatural degrees up to 1 minute. During the duration, as long as you maintain your concentration (as if concentrating on a spell), you gain a +5 bonus to the Wisdom (Perception) checks, and you can see through Ethereal Planes.
#### Vestigial Magic
At 6th level, you learn all 1st- and 2nd-level cleric domain spells for your chosen domain. To cast one of these spells, you spend a number of ki to create a spell slot of a given level, and then use that slot to cast a spell. The ki cost of each spell slot is detailed on the table below. You cannot cast any other spells with the spell slot created this way.
When you cast a cleric spells with this feature, you use its casting times and other rules, but you do not need to provide material components for it.
You use your Wisdom modifier whenever a cleric spell cast with this feature refers to your spellcasting ability.
| Slot Level | Ki Cost |
|:----------------:|:-------:|
| 1st | 2 |
| 2nd | 3 |
| 3rd | 5 |
#### Spectral Stride
Starting at 10th level, when you use the Step of the Wind feature, you can choose to spend an additional 1 ki. If you do so, until you stop moving, you can move through other creatures and objects as if they were difficult terrain, and opportunity attacks against you have disadvantage on the attack roll. As normal, you cannot end your turn inside an object.
#### Channel Mystery: Vestigial Intervention
When you reach 17th level, you can call your vestige to intervene on your behalf when your need is great.
As an action, you can use your Channel Mystery to implore your vestige's aid. Describe the assistance you seek, and roll a d20. On a 20, your vestige intervenes. The DM chooses the nature of the invervention; the effect of any cleric domain spell would be approbriate.
If the vestige intervenes, you cannot ues this Channel Mystery option again for 3 days.
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## 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.
***Path of the Scourge.*** Originally posted on [D&D Wiki](https://goo.gl/BVmC31).
***Faith Militant.*** Originally posted on [D&D Wiki](https://goo.gl/qDCDxv).
***Neon Knight.*** Originally posted on [D&D Wiki](https://goo.gl/NYgKyd), modified for WWPD&D. (Special mentions to [Ronnie James Dio](https://en.wikipedia.org/wiki/Ronnie_James_Dio), may he rock in heaven, for his awesome song that provided the namesake.)
***Way of the Vestigial Whispers.*** Based on the [Way of the Heavenly Lores](https://goo.gl/Phq3m9) posted on D&D Wiki, also created by Weirdo Whoever.