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# Archetype Revisions
Here are revisions of some archetypes, as well as homebrewed archetypes, intended to make the classes and characters you can play with them better or more interesting. They seek to bring all archetypes and options available to a player up to a similar level, so that the choice is not between what is mechanically better, but instead what fits their intended character idea the most aptly. It is intended to be used alongside [Class Revisions](https://www.gmbinder.com/share/-L7TRRlwTf7Gmzl_kQC3 "Class Revisions")
\pagebreakNum ## Barbarians #### Muscle Wizard A fun and flavorful homebrew I borrowed. #### Storm Herald This is a minor change, just a buff to the 3rd level features, and the allowance of changing elements without requiring a level up. ## Fighters #### Battlemaster To be used with the Fighters with Maneuvers rework explicitly. It minorly buffs the archetype to keep it competitive with other archetypes now that they use Battlemaster as a base. #### Champion A buff to Champion by using the UA Brute Fighter archetype. #### Purple Dragon Knight A reimagining of a dreadfully underpowered Fighter archetype into a powerful support oriented leader that can still carry its own weight in and out of combat. ## Rangers #### Beastmaster Much like Re-Revised Ranger, this is a mixture of base Beastmaster and Revised Beastmaster from the UA. It tones down the archetype, getting rid of proficiency in all saves, but doesn't cause Ranger to lose out on Extra Attack. #### Hunter Conclave A slightly modified Hunter to round it out and make some features less awkward. To be used with Re-Revised Ranger explicity. #### Bounty Hunter A homebrewed archetype for Ranger that focuses on utility and grit to get the job done, borrowing some features from Rogue. ## Rogues #### Assassin A partial rework of a finicky and bland Rogue archetype, making it both more reliable and varied. ## Warlock #### Hexblade ## Wizards #### Chronomancer A very nice homebrew that avoids the pitfalls of most attempts at integrating Chronomancy into 5e. \pagebreakNum # Primal Path - Muscle Wizard ___ Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal. #### Path of the Muscle Wizard You're a wizard! Perhaps you went to wizarding school on a football scholarship or just picked up a book at the gym and started reading. No matter how you got here, you're a wizard, one that just coincidentally has massive, rippling muscles. You have the big dumb hat and the book filled with gibberish and everything! You gently remind others, often by beating them to a pulp and cracking their bones, that your magical powers shouldn't be questioned. You're a good wizard, the best one, even! And only a fool would say otherwise. ### Unarguable Wizardry Starting at 3rd level, your unquestionable legitimacy (and immense pectoral muscles) gives you advantage of Charisma (Intimidation) checks made to convince others that you are, in fact, a wizard. Additionally, if someone questions your legitimate magical prowess, you can instantly fly into a rage for 1 round. This rage can't be extended and does not count against your total number of Rages following a long rest. ### “Cantrips” At 3rd level, you can call upon your "magic" to cast "cantrips" in combat. You can use the following "cantrips" a number of times equal to your Strength modifier. You regain all expended uses when you take a short or long rest. While you are raging, you can cast your "cantrips" at will; using them does not count against your total number of uses. - **Mage Hand.** When you hit a creature within 5 ft with an attack, you can use your hand (and you are a mage, after all) to attempt to shove the creature as a bonus action. - **Shocking Grasp.** When you hit a creature with an attack, as a bonus action you can hit your target even harder than usual, a fact which they will find quite shocking. The creature can't take a reaction until the beginning of your next turn. - **True Strike.** When you hit a creature with an attack, you can really, truly strike your target as a bonus action to deal an additional 1d8 damage to the creature of the attack's type. \columnbreak ### “Spells” By 6th level, your "magic" is powerful enough to cast every "spell" that exists (and no one can or will prove otherwise without broken ribs.) However, you only prepared the following "spells" today. You can cast each of these "spells" once and recover all expended uses when you finish a long rest. - **Burning Hands.** Your backhand slap is legendary. As an action on your turn, you can make an unarmed attack roll against each creature within your reach. Each creature hit takes 1d8 + your Strength modifier bludgeoning damage. - **Magic Missile.** When you take the Attack action on your turn, you can use your bonus action to make a ranged weapon attack using a ranged or thrown weapon you are holding. Because magic missile never misses, you have advantage on this attack roll. - **Shield.** As a reaction when you're targeted by an attack, you can quickly produce a shield to defend yourself. You gain the shield's bonus to AC against this attack, even if you weren't holding it before. If you are hit, you can reduce the amount of damage taken by 1d12 + your Constitution modifier. Additionally, because you're so good at magic, any unarmed strikes you make are magic, overcoming resistances against nonmagical attacks. ### Magic Resistance By 10th level, you're such an amazing wizard that other wizards can't even touch you. While you're raging, you have resistance to damage from spells. ### I Cast Fist! Starting at 14th level, you can crush your enemies with your ultimate "spell", Fist. While you're raging, you can use your action and punch your foe really, really hard. Make a melee attack roll, with advantage, against one creature within your reach. On a hit, you deal bludgeoning damage equal to 6d8 + your Strength modifier. You can cast this spell a number of times equal to half your Strength modifier rounded up. You regain all expended uses on a long rest.
\pagebreakNum # Path of the Storm Herald All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects. Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts. ### Storm Aura Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover. Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice by spending 24 hours in meditation, or whenever you gain a level in this class. If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. - **Desert.** When this effect is activated, all other creatures in your aura take 4 fire damage each. The damage increases when you reach certain levels in this class, increasing to 5 at 5th level, 6 at 10th level, 7 at 15th level, and 8 at 20th level. - **Sea.** When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 3d6 at 10th level, 4d6 at 15th level, and 5d6 at 20th level. - **Tundra.** When this effect is activated, each creature of your choice in your aura gains 3 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 4 at 5th level, 5 at 10th level, 6 at 15th level, and 7 at 20th level. \columnbreak ### Storm Soul At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura. - **Desert.** You gain resistance to fire damage, and you don't suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire. - **Sea.** You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet. - **Tundra.** You gain resistance to cold damage, and you don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube. ### Shielding Storm At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura. ### Raging Storm At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura. - **Desert.** Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to half your barbarian level. - **Sea.** When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave. - **Tundra.** Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.
\pagebreakNum # Battle Master ___ Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge. ### Archetype Maneuvers As a Battlemaster you can learn any Combat Maneuver of your choice. ### Student of War At 3rd level, you gain proficiency with one type of artisan’s tools of your choice. ### Master of Battle In addition at 3rd level, your Superiority Dice become a d8, and you gain two additional Superiority Dice. ### Know Your Enemy Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: - Strength score - Dexterity score - Constitution score - Armor Class - Current hit points - Total class levels (if any) - Fighter class levels (if any) In addition, you learn 1 extra Maneuver. ### Improved Combat Superiority At 10th level, your Superiority Dice become a d10. ### Relentless Beginning at 15th level, when you roll initiative and have no Superiority Dice remaining, you regain 1 Superiority Die. In addition, you learn 1 extra maneuver. ### Masterful Combat Superiority Starting at 18th level, you have Advantage on rolls with your Superiority Dice, and your Superiority Dice become a d12. In addition, you learn 1 extra maneuver.
\pagebreakNum # CHAMPION ___ The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous Training with physical excellence to deal devastating blows. ### Archetype Maneuvers As a Champion, in addition to the base Fighter maneuvers, you can also learn the Aggressive Attack, Precision Attack, Riposte, and Trip Attack maneuvers. ### Champion Strikes Starting at 3rd level, your weapon attacks strike with greater ferocity and precision than others among your peers. Your damage rolls with your weapon increase by the amount listed in the table below: ##### Champion Strikes | Fighter Level | Damage Increase | |:-------------:|:-------------| | 3rd | 1d4 | | 10th | 1d6 | | 18th | 1d8 | | 20th | 1d10| ### Remarkable Athlete Starting at 7th level, you gain proficiency in the Athletics skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: - Acrobatics, Insight, Perception. ___ Your proficiency bonus is doubled for any ability check you make that uses Athletics. ### Additional Fighting Style At 10th level, you can choose a second option from the Fighting Style feature. ### Devastating Critical Starting at 15th level, when you score a critical hit with a weapon attack, you deal additional damage added to the total damage result equal to your level in this class. ### Survivor At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, if are below half your maximum hit points, you regain hit points equal to 5 + your Constitution modifier (minimum of 1). You don’t gain this benefit if you have 0 hit points.
\pagebreakNum # Purple Dragon Knight A Purple Dragon knight inspires greatness in others by committing brave deeds in battle. Your words and commands carry a magic all their own, and the mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. While a lone knight might be a skilled warrior, a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band. ### Archetype Maneuvers As a Purple Dragon Knight, in addition to the base Fighter maneuvers, you can also learn the Commander's Strike, Disarming Attack, Goading Strike, and Rally maneuvers. ### Battle Cry Starting at 3rd level when you choose this archetype you gain Battle Cry. As an action, you can affect a number of allied creatures of choice equal to your proficiency bonus + your Charisma modifier that can hear you within 60ft. Those creatures (which can include yourself) gain a +2 bonus to all damage rolls with weapons and can gain 5 temporary hit points for 1 minute or until they fall unconscious. The damage and temporary hit points increase as you gain levels in this class. You regain your usage of Battle Cry on a short or long rest. | Level | Damage Bonus | THP | |:-----:|:--:|:--| | 3rd | +2 | 5 | | 11th | +3 | 10 | | 20th | +4 | 15 | ### Born to the Saddle Also starting at 3rd level, your mastery as a rider becomes apparent. Mounting or dismounting a creature costs you only 5 feet of movement, you have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. ### Royal Envoy Starting at 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: **Animal Handling, Insight, Intimidation,** or **Performance.** Your proficiency bonus is doubled for any ability check you make that uses Persuasion. ### Inspiring Surge Starting at 10th level, when you use your Action Surge feature, you can affect a number of friendly creatures equal to your Charisma modifier (minimum 2) within 60ft feet of you that can hear you. Each of those allies can use their reaction to move up to their move speed and take the Attack action. ___ ### Bulwark Starting at 15th level when friendly creatures within 30ft of you are subject to a saving throw, you can use your reaction to grant them advantage on the saving throw. You can affect a number of creatures equal to your Charisma modifier (minimum 1). If a creature would take damage from the effect, they only take half damage on a failed save, or no damage if they succeed on the saving throw. Once you use this feature you cannot use it again until you finish a long rest. ### Marshall Starting at 18th level you are a leader from the front lines, inspiring your allies to continue the fight. You regain your usage of Battle Cry after 10 minutes. Additionally, as long as you are not incapacitated or otherwise unconscious, you and allies within 60ft of you that can see you have Advantage on any saving throws to avoid being Frightened.
\pagebreakNum # Beastmaster ___ The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike. Emulating the Beast Master archetype means committing yourself to this ideal, working in partnership with an animal as its companion and friend. ### Ranger's Companion With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. Choose a beast that is no larger than Medium and that has a challenge rating of 1/2 or lower. It should be a creature common to the region you hail from or currently inhabit. At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion's Bond ability. You can have only one animal companion at a time. If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion's spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body. If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion. Like any creature, the beast can spend hit dice during a short rest. Should the beast drop to 0 hit points it makes Death Saving Throws as if it were a PC. Also, whenever you achieve an Ability Score Increase from the Ranger class your Beast Companion can choose to increase one of its ability scores by 1. Your beast companion cannot increase its Intelligence score, or increase any ability score above 20 in this way. ### Companion's Bond When you gain your Beast Companion, its Hit Dice increase to 3 if it did not have at least 3 already. For every Ranger level you achieve after the 3rd, your Beast Companion gains an additional Hit Dice. It uses your proficiency bonus rather than its own, and it adds your proficiency bonus to its AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Your beast companion also gains any Saving Throw you yourself are proficient in. The beast obeys your commands as best as it can. It takes its turn immediately before or after you, your choice. You can verbally command the beast with no action required by you, commanding it to take the Attack, Dash, Disengage, Dodge, or Help action. If you are incapacitated or absent, your beast companion acts on its own, focusing on protecting you and itself. \columnbreak ### Beast's Attack Your beast companion can only make a single attack even if it has the Multiattack feature normally. When you gain the Extra Attack feature at 5th level, whenever you take the attack action on your turn you can forgo making one of your attacks to direct your beast companion to make a second attack of its own as a reaction. ### Beast's Defense Beginning at 7th level, when your beast companion is forced to make a saving throw, it can use its reaction to gain Advantage on the roll provided it can see you. ### Bestial Fury Beginning at 11th level, your beast companion has Advantage on attack rolls against creatures you have hit this round. ### Superior Beast's Defense At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack's damage against it. In addition, it can use its bonus action to take the Dash, Disengage, or Dodge action on its turn.
\pagebreakNum # Bounty Hunter ## Ranger Archetype Bounty Hunters work on the edge of the law to bring criminals and offenders to justice. Through their own cunning, effective use of tools and weapons, as well as a bit of dirty work, they always get their mark. By taking up this archetype you take up the role of a dogged and determined fighter who excels at isolating and neutralizing their prey. Remember, it does say Dead or Alive. ### Tools of the Trade Beginning at 3rd level when you choose this archetype you become proficient with using and creating common tools used to get the drop on your foes. You gain proficiency with Thieve's Tools, and by making simple modifications to your boots, gloves, and using sturdy iron hooks your climbing speed becomes equal to your walking speed. Should you ever lose your climbing equipment you can replace it for 20gp worth of materials. You also have your reliable Knuckledusters to help subdue the most stubborn targets. Your unarmed strikes increase to 1d4 bludgeoning damage and once on each of your turns when you make a weapon attack, you can make another attack with an unarmed strike as part of the same action. ### Bounty's Mark Also starting at 3rd level, as an Action you can mark a creature you can see or that you know what they specifically look like. You can Mark a number of creatures equal to your Wisdom modifier (minimum 1), and regain all expended uses when you finish a long rest. While a creature is Marked you have Advantage on Perception checks to spot that creature, and as long as you can see your Mark you can use your reaction to move up to your speed towards that creature on each of your turns. This effect lasts for 12 hours, or until the creature dies or you choose a new Mark. ### Seasoned Hunter Starting at 7th level, you are ever alert, more than used to turncoats and ambushes in your line of work. You gain proficiency in one of Perception, Insight, or Survival. When you roll initiative you can use your Reaction take the Dodge action until the start of your turn. In addition, you've learned that the most obvious or rational explanation is not always the correct way to solve a problem. You can use Wisdom for Investigation checks and whenever you use your Thieve's Tools. \columnbreak ### Underground Contacts Also starting at 7th level, you are a well established part of an information network. Whenever you are in a large city you have not yet visited you can spend 1d4 hours to establish contact with it, or 1 hour to re-establish contact with a city you have already contacted. These contacts will help you in finding any creature or area of interest, as well as alert you to possible leads of criminals with bounties in the area. When you make contact roll a d20 and consult the table below.
| Contact | Result | |:-------:|:-----------:| | 20 | Snitch. You learn the exact location of who or what you're looking for. | | 14-19 | Strong Lead. You have a +5 to your next Investigation (Wisdom) roll. | | 3-13 | Weak Lead. You establish contact but fail to make any headway on your target. | | 1-2 | Ratted out. You have Disadvantage on your next Investigation roll as your target lays low. |
### Shock and Awe Starting at 11th level, you can add your Wisdom modifier to your Initiative rolls. Whenever you take the attack action on your turn you can draw and make an extra ranged weapon attack with a weapon that has the light and thrown properties as part of the same action against a creature that has not yet acted in the round. ### Smarter than you Look Starting at 15th level, you're always alert for threats from any angle, magical or mundane. You add half your Wisdom modifier to your AC rounded down (minimum 1), and when you are subject to an Intelligence or Charisma saving throw, you can use your Wisdom modifier instead. (You still apply any negative modifiers from your Intelligence or Charisma scores, and are not considered Proficient in the saves unless you were already.)
\pagebreakNum # Assassin ___ You focus your training on the grim art of death. Those who adhere to this archetype are diverse hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency. ### Bonus Proficiencies Starting at 3rd level when you choose this archetype, you gain proficiency in the Disquise Kit and can choose it as a target of Expertise. ### Surprising Strike Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You can add your proficiency bonus to your initiative rolls. On your first turn during combat, you have advantage on attack rolls against creatures that have not acted yet. In addition, any hit you score against a creature that is Surprised is a critical hit. A creature that did not expect you to attack them is considered Surprised until the end of your turn. ### Poison Master Starting at 9th level, you have intricate knowledge of poisons and how to make them. You can proficiency with the Poisoner's Kit and can use it to create natural poisons in your downtime. You can create poisons in your downtime or during a long rest as long as you have the necessary funds or ingredients respectively. Additionally, you can determine whether or not a food is poisoned and have advantage on determining what kind of poison a creature is poisoned by, as well as how to neutralize it using common ingredients. ### Imposter At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. You do not have to make any Charisma (Deception) or Charisma (Performance) checks to pass yourself off as this person, and can only be revealed if others are given an obvious reason to stop believing you. ### Silent Assassin Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is Surprised, double the damage of the attack. If the damage exceeds half its maximum hit point value it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, it is instantly killed or knocked unconscious and stable (your choice).
\pagebreakNum # Hexblade ___ You have made your pact with a mysterious entity from the Shadowfell—a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting. Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends. ### Expanded Spell List The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. ##### Hexblade Expanded Spells |Spell Level |Spells |:-:|:-:| 1st| shield, wrathful smite 2nd| blur, branding smite 3rd| blink, elemental weapon 4th| phantasmal killer, staggering smite 5th| banishing smite, cone of cold ### Hexblade's Curse Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. You can curse a number of creatures equal to half your Charisma modifier rounded down. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You regain all expended uses of your Curse when you finish a short or long rest. \columnbreak ### Hex Warrior At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons. You can bond to a weapon you are proficient in at the end of a long rest. At any time you can summon the weapon into your hand as a Bonus Action. While wielding this weapon you have a +1 bonus to attack and damage rolls unless it is a magic weapon that already has a bonus to those rolls. Additionally, you can use your Pact Weapon as a spellcasting focus. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type. ### Spectral Weapon Starting at 6th level your patron grants you an otherworldly spectral weapon to do your bidding. This weapon has the statistic of a Specter except with the same alignment as your Patron, and has additional hit points equal to half your Warlock level. It can take on the form of whatever weapon you wish, but its statistics do not change. The Spectral Weapon rolls its own initiative, obeys your verbal commands, and gains a bonus to its attack rolls equal to your Charisma modifier (minimum 0). Should the Specter be destroyed you can resummon it at the end of a long rest. ### Armor of Hexes At 10th level, your hex grows more powerful. If the target cursed by your Hexblade's Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll. ### Master of Hexes Starting at 14th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply an extra curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature. \pagebreakNum # Arcane Traditions - Chronomancer ___ The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study. #### School of Chronomancy As a member of the school of Chronomancy, you seek to control the fate of the universe at its most fundamental level. While many novice chronomancers falter before the mindbending implications of their work, masters of the craft are decisive in their manipulation of space and time. Of all the schools of magic, members of this school are the most likely to meddle with forces beyond their control, potentially leading to catastrophe in the past, present, and future. ### Temporal Savant Beginning when you select this school at 2nd level, the time you must spend to copy a spell into your spellbook is halved. ### Chronostutter At 2nd level, you can delay your spells for a short period. When you cast a spell, you may delay its effect until an initiative count of your choice (losing all initiative ties), or up to 6 seconds when out of combat. The spell resolves as if you are still standing in the space where you cast the spell. ### Timeline Convergence At 6th level, you can pull knowledge from versions of yourself in alternate realities, where you took a different path in life. You gain proficiency with a tool or skill, or learn a cantrip from any spell list. During a long rest, you can exchange the chosen proficiency or cantrip with another one. > ##### Homebrew by /u/belithioben \columnbreak ### Impose Continuity Starting at 10th level, when you cast a spell with a duration of 1 minute or longer, you can lock its presence in time. If you would lose concentration on that spell, you can use your reaction to maintain it. Affected creatures may repeat their saving throws against the spell at that time. In addition, you can double its duration to a maximum duration of 24 hours. Once you use this feature, you can’t use it again until you finish a long rest. ### Causal Paradox At 14th level, you discover the means to transmit spells backwards in time. Your future self can now use you as a temporal anchor, a remote location in space and time around which their spells can manifest. - **Spells from the Future.** At any time, you may have a spell spontaneously arrive from the future, with no discernible source. This can even occur during other creatures' turns, as though an unseen caster had readied the spell for that precise moment. Choose a spell of 1st to 5th level and a casting time of one action or bonus action from the wizard spell list. The effects of the spell occur with no action or component cost required, although you count as the caster of the spell for purposes of range, concentration, and ability scores. The spell can use any spell slot of 1st to 5th level. - **The Unspoken Promise.** By universal decree, every effect must have a cause. When a spell arrives from the future, you accrue causal debt, a promise that at some point, the spell will be repaid. While in debt for a spell, you cannot have further spells arrive. - **Spells for the Past.** During a short or long rest, you can perform an hour-long ritual to send the chosen spell into the past, thus paying off your causal debt. At the end of the ritual you cast the spell as normal, consuming material components and a spell slot of the correct level. The effects of the spell don't occur at the time of casting. If you don't have the ability to cast the spell, you have to prepare, learn, or otherwise acquire the spell before you can perform this ritual.