Wizard Arcane Tradition
At 2nd level, a wizard gains the Arcane Tradition feature. Here are a number of options for that feature, all converted from materials of past editions.
Eldritch Theurge
Eldritch Theurge is an arcane tradition reserved for wizards who, either in an desperate attempt to achieve magical understanding or a freak accident involving arcane and planar experiments, have touched with supernatural and otherworldly entities. The incident has bestowed a strain of uncanny and eldritch magic to the wizard, granting them immense power.
Eldrith Theurge is a rare sight, but is often shunned by their fellow delvers of arcane secrets, because the incident is often seen as a cheap trick for those who are not talented and educated to be a wizard. Often, an Eldrith Theurge finds understanding from warlocks.
Spellblast
Starting at 2nd level when you choose this tradition, you can channel the eldritch strain within yourself into a magical bolt. You gain a ranged spell attack you can use with the Attack action. The attack has a range of 60 feet. You are proficient with it, and you add your Intelligence modifier to its attack and damage rolls. On a hit, the attack deals 1d8 force damage.
When you hit a creature with this special attack, you can use a bonus action to cast a wizard spell of 5th level or lower, which must be of a casting time of 1 action. The spell cast this way targets the creature hit with the attack. You must expend the spell slot and components as normal.
If the spell targets more than one creature, the spell targets only the creature you hit with the attack. If the spell has an area of effect, it is centered on the target. If the spell's range is self, it targets the creature you hit with the attack.
Arcane Invocation
When you reach 6th level, your understanding on the eldritch magic bestowed upon yourself increases, enabling you to utilize them to sculpt your spellcraft. Choose one of the following options:
Extended Spellbast. The range of the special attack granted by your Spellblast feature increases to 120 feet.
Focused Spellblast. When you make a special attack granted by your Spellblast feature while concentrating on a wizard spell, you gain a bonus to the attack roll equal to the level of the spell you are concentrating on, to a maximum of +5.
Precise Spellblast. When you make a special attack granted by your Spellblast feature, you have advantage on the attack roll if the target is under the effect of your wizard spell.
Empowered Spellblast
By 10th level, once on each of your turn when you hit a creature with a special attack granted by your Spellblast feature, you can deal an extra 1d8 force damage with the attack.
Greater Arcane Invocation
At 14th level, your understanding on your eldritch capabilities further increases. Choose one of the following options:
Debilitating Spellblast. When you hit a creature with a special attack granted by your Spellblast feature, it has disadvantage on the first saving throw it makes to avoid or resist the effect of your wizard spell, if you cast it before the end of your next turn.
Overchanneled Spellblast. When you hit a creature with a special attack granted by your Spellblast feature while concentrating on a wizard spell, you can end your concentration on the spell to deal an extra damage with the attack equal to four times the level of the spell, to a maximum of 20.
Weakening Spellblast. When you hit a creature with a special attack granted by your Spellblast feature, it takes maximum damage from the next wizard spell you cast before the end of your next turn.
Wayfarer
Wayfarer is a specialized arcane tradition that studies mostly conjuration spells. Unlike more mainstream school of conjuration, wayfarers specialize in dimensional and planar travel, especially teleportation — both themselves and other people.
Most wayfarers are associated with the Wayfarer Union, an organizations of wizards and spellcasters devoted to magical transportation. A talented wayfarer is nominated as a guide, and actively participates in the union's trade of transporting people and goods across towns, cities, and even planes of existence.
Restriction: Wayfarer Union
Wizards who choose to become a wayfarer must join the Wayfarer Union, and abide to the union's rules and restrictions, including the union fee, trainings, and union activities.
School of Arcane Transportation serves as the generic name for this tradition if you use it in other campaign settings or to model other wizards.
Dimensional Anchor
Starting at 2nd level when you choose this tradition, you learn a simple magical trick that anchors yourself to a point within your current dimension. When you cast a wizard spell of 1st level and higher, you can create an invisible, intangible anchor in a 5-foot cube you can see within 5 feet of you.
When you cast a wizard spell to teleport, you can instead teleport to the anchor, even if you cannot see it, but it must be within the range of the spell.
The anchor lasts for 24 hours or until you dismiss it (no action required). You can have only one anchor at a time. If you create another anchor while you already have one, the previous anchor disappears.
Wayfarer's Backtrack
Also starting at 2nd level, you can use an action to teleport you or a willing creature you touch into the anchor created with your Dimensional Anchor feature. The anchor must be within 100 feet of you.
If there is no unoccupied space that the target can fit in, the target takes 3d6 force damage, and the feature fails for the target.
You can use this feature twice. You regain one expended use when you cast a wizard spell of 1st level or higher. You regain all expended uses when you finish a long rest.
When you reach 10th level, you can use this feature four times before you take a long rest.
Danger Wayfarer
When you reach 6th level, when you fall or take damage, you can expend one use of your Wayfarer's Backtrack feature to teleport into the anchor created with your Dimensional Anchor feature. The anchor must be within 100 feet of you.
Additionally, when a creature that you can see within 30 feet of you falls or takes damage, you can expend one use of your Wayfarer's Backtrack feature to teleport that creature into the anchor created with your Dimensional Anchor feature. The anchor must be within 100 feet of you, and the creature must be willing to teleport.
If there is no unoccupied space that the target can fit in, the target takes 3d6 force damage, and the feature fails for the target.
Expert Wayferer
Starting at 10th level, the anchor created from your Dimensional Anchor feature lasts for 7 days.
Baleful Teleportation
At 14th level, you can use your Wayfarer's Backtrack and Danger Wayfarer feature to teleport an unwilling creature. An unwilling creature must succeed on a Charisma saving throw against your wizard spell save DC to avoid the effect.
Additionally, when you successfully teleport an unwilling creature with your Wayfarer's Backtrack and Danger Wayfarer feature, you can distort the dimension around the target, disorienting its destination. The target must succeed on a Dexterity saving throw against your wizard spell save DC or falls prone on arrival.
Warlock Otherworldly Patrons
At 1st level, a warlock gains the Otherworldly Patron feature. Here are a number of options for that feature, all converted from materials of past editions.
Holy Scourge
Your patron is a supernatural entity that holds grudge against evil creatures, especially fiends and undeads. Often your patron is associated with Upper Planes, often as a form of celestials, demigods, or vestiges, but not all patrons have a good nature — some of the patrons simply loathe evil and vile creatures as a part of their portfolio, or out of personal spite.
Notable Holy Scourge patrons include Meridia, the Daedric Prince of Light and Radiance; Michael, one of the four Archangels; and the Shining One, the Knight-God of Crusade.
Expanded Spell List
The Holy Scourge 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.
| Spell Level | Spells |
|---|---|
| 1st | command, guiding bolt |
| 2nd | branding smite, spiritual weapon |
| 3rd | crusader's mantle, daylight |
| 4th | aura of life, staggering smite |
| 5th | banishing smite, flame strike |
Eldritch Smite
Starting at 1st level when you choose this patron, once on each of your turn when you hit a creature with a melee weapon attack or your eldritch blast, you can expend one warlock spell slot to deal radiant damage with the attack. The radiant damage equals 2d6 for a 1st-level spell slot, plus 1d6 per each spell slot level above 1st, to a maximum of 5d6. The damage increases by 1d6 if the target is a fiend or an undead.
Aura of Valor
When you reach 6th level, your patron's presence emanates from you as an aura. You and friendly creatures within 10 feet of you have advantage on saving throws made to avoid or resist being charmed or frightened. You must be conscious to provide this benefit.
When you expend a warlock spell slot to cast a warlock spell of 1st level or higher or use your Eldritch Smite feature, the range of the aura increases to 30 feet for 1 minute.
Solemn Resilience
At 10th level, your patron grants you protection toward fiendish and unholy harms. You gain resistance against necrotic damage, and your hit point maximum cannot be decreased.
Additionally, when a fiend or undead attacks you, that creature must make a Wisdom saving throw against your warlock spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. The creature is aware of this effect before it makes its attack against you. Once you use this feature, you must finish a long rest before you can do so again.
Aura of Menace
By 14th, your patron's solemn wrath emanates from you as an aura. When a hostile creature first enters in an area within 10 feet of you or starts its turn there, ti must succeed on a Wisdom saving throw against your warlock spell save DC. On a failed save, the creature has disadvantage on all ability checks, attack rolls, and saving throws for 1 minute or until it moves out of the aura. This feature has no effect when you are unconscious.
Fiends and undeads have disadvantage on the saving throw, and take psychic damage equal to half your warlock level plus your Charisma modifier on a failed save.
When you expend a warlock spell slot to cast a warlock spell of 1st level or higher or use your Eldritch Smite feature, the range of the aura increases to 30 feet for 1 minute.
Credits
All contents are created by Weirdo Whoever unless noted otherwise. Special thanks to D&D Wiki, NaturalCrit Homebrewery tool, and GM Binder for providing the templates for my imaginations.
Once again, I regard my most sincere thanks to my old DM, from whom I borrowed many past edition books.
Eldritch Theurge. Converted from a prestige class of the same name from the 3.5rd edition supplement Complete Mage.
Wayfarer. Converted from the Wayfarer Guide prestige class from the 3.5rd edition supplement Complete Arcane.
Holy Scourge. The name is taken from the prestige class of the same name from 3.5rd edition supplement Complete Mage; the features are taken from the Enlightened Spirit prestige class from the same book.
All patrons from the example are derived from other works: Meridia is from Elder Scrolls; Michael is from Christianity lore (especially Catholic); and the Shining One is from Dungeon Crawl.