Class Archetypes

There are class archetypes in the *Player's Handbook* and *Xanathar's Guide to Everything*, which are both
recognized in my game world. 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. Some can be found under Class Archetypes (Greyfeather Only)‎‎ and can only be used in the Greyfeather realm. The archetypes listed here are ones that I’ve converted from other editions and added them to the world as a whole. They can be used in any realm that is on Grendoth. These archetypes get all of the other class abilities as listed in the *Player's Handbook*.

## Cleric - Greyfeather Domain (Greyfeather Only)

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 (Greyfeather Only)

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
 3rd
 5th
 7th
 9th

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 (Greyfeather Only)

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.

Tremorsense

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.

## **Druid – Circle of the Avenger**

The Avenger druid has seen Nature suffer great wrongs. He had hoped to live as a Guardian or Village Druid. However, during his training, forces defiled the area under his protection and slew his mentor. Maybe he feels he was too gentle, too weak. It doesn’t matter. He won’t let it happen again. The Avenger no longer holds the defensive. Instead, he roams the world seeking wrongs to right and foes to fight. And whether his opponent is a brutal king cutting down ancient forest to build a fleet of war galleys, or an evil vampire menacing a peaceful halfling village, the Avenger acts to stop him. Permanently. This druid is a grim, strong, and silent warrior of the wilds. The Avenger has little time for anything but his mission, although he’s as patient as a spider when it serves his plans. A loner, he avoids love or friendship, fearing either could compromise his mission; if he associates with a party of adventurers, he treats them as allies, but not as friends. The Avenger rarely speaks more than absolutely necessary to humans and most demihumans (although he may talk to animals or sylvan races like wood elves). He doesn’t bother to explain or justify his actions. The Avenger dislikes remaining in one place, and frequently moves on after finishing a particular job.

**Saving Throws:** Wisdom, Constitution

**Skills:** Choose two of the following skills: Animal Handling, Perception, Survival,
Nature, Stealth, and Insight.

**Armor and Weapons:**

* auarterstaff, mace or scimitar
* any light armor, including a shield (wooden)
* The Avenger gets Druidic abilities at 6th, 10th and 14th level

**Features**

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

**Righteous Anger:** At 2nd level when this circle is chosen, the Avenger gains the ability to use their fury to gain temporary hit points equal to their Wisdom + their Constitution modifiers. These hit points last until either the druid dismisses them or until they are incapacitated.

**Nature’s Smite:** At 6th Level, the Avenger gains the ability to use Nature’s Smite on their chosen weapon. As a bonus action, they cast this spell on their chosen weapon, making it glow with a dark green essence. When the Avenger strikes an opponent successfully, in addition to weapon damage, they do an addition 3d6 Elemental damage (chosen by the Avenger-lightning, fire, cold, or acid). The type of elemental damage must be chosen at the time the spell is cast. The Avenger can use this ability twice per long rest and the smite remains on the weapon for 1 minute. If the Avenger does not wish to use a weapon, they can cast this as a spell that doesn’t require a spell slot with the same results. They can only use it twice per long rest and the spell is considered a concentration spell.

**Woodland Smite:** At 10th level, the Avenger gains the ability to use Woodland Smite on their chosen weapon. As a bonus action, they can cast this spell on their chosen weapon, making it glow with a light brown essence. When the Avenger strikes an opponent successfully, the opponent must make a DC 15 Wisdom saving throw or be stunned for 1 minute. At the beginning of each of their turns after being stunned, the opponent can attempt to make another saving throw against it to break free. The Avenger can use this ability twice per long rest and the smite remains on the weapon for 1 minute.

**Avenger’s Smite:** At 14th level, the Avenger gains the ability to use Avenger’s Smite. This is not a weapon proc, but it is a natural ability of the Avenger that punishes all enemies in a 30’ radius of them. When using this ability, the Avenger uses an action to call down the wrath of the deity to smite their enemies through lightning strikes and wind gusts that seemingly come out of nowhere. When the Avenger uses this ability, all enemies within a 30’ radius of the Avenger must make a Dexterity saving throw against the Avenger’s spell DC as well as a Strength saving throw. On a failed save, the creature takes 10d6 lightning damage, half if they save, and their movement speed is cut in half by gale force winds that buffet only the creature under the spell’s effect. If they make their Strength saving throw against the winds, they move as normal.

## Wizard--Arcanist (Grendoth Only)

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.