Paths Of The Past

by Hastek

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"Paths of the Past Vol I"

Character Options

Ch. 1: Subclasses

Bard: College of Flame Artist...............3

A flame artist studies the movements of fire, adding its grace to his repertoire. He seeks truth in fire’s burning essence, and uses his performance to unleash the power of fire against those who dare oppose him.

Cleric: Travel Domain.........................4

You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic.

Druid: Circle of the Ancient Guardian..5

Ancient guardians revere nature and draw power from its divine energies, but also protect the customs, histories, and lore of their tribe and race. They act as ambassadors and protectors of the old ways, nurturing their tribe’s growth and holding back civilization’s corruptive influence.

Sorcerer: Abyssal Bloodline.................6

Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and alignment) is up to you.

Warlock: The Putrefactor ...................7

Some warlocks find their patrons while in the throes of despair and grief when all they desire is to see the veneer of civilization peel back to reveal the filth and rot that underlies all things. The arcane power they inherit is bleak and tainted, eating them from the inside out and transforming them into living avatars of entropy.

Wizard: Hallowed Necromancer............8

Many wizards study necromancy to create undead, but some study the same arts to purge the stain of undeath.

College of Flame Artist

A flame artist studies the movements of fire, adding its grace to his repertoire. He seeks truth in fire’s burning essence, and uses his performance to unleash the power of fire against those who dare oppose him.

Blazing Blades

3rd-level College of Flame Artist feature

The flames artist´s song causes allies’ weapons to burst into flames.

A creature that has a Bardic Inspiration die from you, when it hits a creature can expend the Bardic Inspiration to deal fire damage equal to your Bardic Inspiration die.

Fan the Flames

3rd-level College of Flame Artist feature

You learn additional spells when you reach certain levels in this class, as shown on the Fan the Flames table. The spell counts as a bard spell for you, but it doesn't count against the number of bard spells you know. These can't be replaced when you gain a bard level.

Bard Level Spell
1st Burning Hands
3rd Flaming Sphere
5th Fireball
7th Wall of Fire
9th Immolation
Fire Break

6th-level College of Flame Artist feature

A fire artist’s performance can bend flames away from others.

As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself fire resistance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one).

Each of them gains resistance to fire damage until the end of your next turn. If a creature hits with a melee attack while it has this resistance, the creature takes 5 fire damage.

Song of the Fiery

6th-level College of Flame Artist feature

You have resistance to fire damage and whenever you deal fire damage you ignore resistances.

Fire Music

14th-level College of Flame Artist School feature

You know Conjure Elemental. It doesn't count against the number of bard spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so its casting time is one action. If you do so, the spell's duration becomes 1 minute for that casting.

Travel Domain

You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. The gods of Travel are: Akadi, Baervan Wildwanderer, Celestian, Fenmarel Mestarine, Hermes, Lliira, Oghma, Selûne, Sharess and Tymora.

At each indicated cleric level, you add the listed spells to your spells prepared.

Travel Domain Spells

Cleric Level Spell
1st Longstrider, Zephyr Strike
3rd Locate Object, Knock
5th Ashardalon's Stride, Fly
7th Dimension Door, Locate Creature
9th Teleportation Circle, Far Step
Agile Feet

1st-level Travel Domain feature

As a free action, you can gain increased mobility until the start of your next turn, for the duration, your walking speed increases by 10 feet and moving through nonmagical difficult terrain costs you no extra movement.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Sacred Threshold

1st-level Travel Domain feature

As an action, you can bless a door, a window, or another portal with a touch. For 1 minute, you can increase or decrease the DC of any check to unlock or force open the portal by an amount equal to your Wisdom modifier. In addition, your first ally to pass through the portal during this time gains an amount of temporary hit points equal to your Cleric level.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity: Dimensional Hop

2nd-level Travel Domain feature

You can use your Channel Divinity to move in the blink of an eye. As a bonus action you can teleport up to 60 feet. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but they must be within 5 feet of you

Door Sight

6nd-level Travel Domain feature

As an action you can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. During that time, you must touch the surface you want to see through.

You can continue to see for up to 10 minutes with each use of this power, but you must touch the surface and take no other action for the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you have.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Divine Strike

8nd-level Travel Domain feature

At 8th level, the cleric gains the ability to infuse his or her weapon strikes with divine energy. Once on each of the cleric's turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 force damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8.

Travel as One

17nd-level Travel Domain feature

When you use your Channel Divinity: Dimensional Hop or cast Dimension Door, Teleportation Circle, Word of Recall, Plane Shift or Gate. You and any creatures you teleport gain a number of temporary hit points equal to your cleric level + your Wisdom modifier.

Circle of the Ancient Guardian

Ancient guardians revere nature and draw power from its divine energies, but also protect the customs, histories, and lore of their tribe and race. They act as ambassadors and protectors of the old ways, nurturing their tribe’s growth and holding back civilization’s corruptive influence.

Circle Spells

Your link to your divine energies grants you access to certain spells. At 2nd level, you learn the Thaumaturgy cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Ancient Guardian Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle Spells

Druid Level Spell
1st Comprehend Languages, Sanctuary
3rd Calm Emotions, Suggestion
5th Fast Friends, Tongues
7th Guardian of Faith, Mordenkainen's Private Sanctum
9th Dispel Evil and Good, Legend Lore
Community Bond

2nd-level Circle of the Ancient Guardian feature

You learn two languages of your choice. You also become proficient in your choice of two of the following skills: Medicine, History, Nature, or Religion.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Patience of Nature

2nd-level Circle of the Ancient Guardian feature

Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

Dispel Hostility

6th-level Circle of the Ancient Guardian feature

If a creature targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (a creature needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. A creature is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

Additionally you can cast calm emotions without expending a spell slot and you regain the ability to do so when you finish a long rest.

Unimpeachable

10th-level Circle of the Ancient Guardian feature

You have resistance to psychic damage and whenever you or a creature of your choice within 20 feet of you. Has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself.

Undo Artifice

14th-level Circle of the Ancient Guardian feature

As an action you can touch a nonmagical or magical object that isn't being worn or carried, to transform the target into another object. The new object must have a gold value equal to or less than the original and the object must be of the same rarity than the original.

You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Abyssal Bloodline

Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and alignment) is up to you.

Abyssal Magic

1st-level Abyssal Bloodline feature

You learn additional spells when you reach certain levels in this class, as shown on the Abyssal Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or a evocation spell from the sorcerer, warlock, or wizard spell list.

Abyssal Spells

Sorcerer Level Spell
1st Burning Hands, Cause Fear
3rd Enhance Ability, Flame Blade
5th Haste, Summon Lesser Demons
7th Summon Greater Demon, Stoneskin
9th Banishing Smite, Destructive Wave (necrotic only)
Claws

1st-level Abyssal Bloodline feature

You can grow claws as a free action. These claws are treated as natural weapons, when you use the Attack action with these claws on your turn, you can also make an claw attack as a bonus action, assuming you haven't already taken a bonus action this turn. You can use your Charisma instead of Strength for attacks and damage rolls when you attack with claws.

At 6th level, these claws are considered magic weapons for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

At 11th level, these claws become flaming weapons, dealing an additional 1d6 of fire damage on a hit.

Demon Resistances

6th-level Abyssal Bloodline feature

As an action you can expend 2 sorcery points and for 1 minute you gain gain resistance to lightning and poison damage and you have advantage on saving throws made against poison.

Extra Attack

6th-level Abyssal Bloodline feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Added Summonings

14th-level Abyssal Bloodline feature

Whenever you summon a Fiend with the demon subtype using Summon Lesser Demons or Summon Greater Demon you summon one additional creature of the same kind and CR.

Additionally you can use your Charisma for any check or saving throw that would normally require Strength.

Demonic Might

18th-level Abyssal Bloodline feature

The power of the Abyss flows through you. As a bonus action, you gain the following benefits for 1 minute:

  • Immunity to lightning and poison damage.
  • Resistance to acid, cold and fire damage.
  • Telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).

Once you use one of these bonus action benefits, you can't use that benefit again until you finish a long rest, unless you spend 5 sorcery points to use it again.

The Putrefactor

Some warlocks find their patrons while in the throes of despair and grief when all they desire is to see the veneer of civilization peel back to reveal the filth and rot that underlies all things. The arcane power they inherit is bleak and tainted, eating them from the inside out and transforming them into living avatars of entropy.

Expanded Spell List

1st-level Putrefactor feature

Spell Level Spells
1st False Life, Ray of Sickness
3rd Blindness/Deafness, Melf's Acid Arrow
5th Bestow Curse, Stinking Cloud
7th Death Ward, Giant Insect
9th Contagion, Insect Plague
Bonus Cantrips

1st-level Putrefactor feature

You learn the contagion and acid splash cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

Infestation of Entropy

1st-level Putrefactor feature

A putrefactor’s body hosts various pests—insects, rats, or other scavengers—as part of her connection with her patron. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a short or long rest.

Verminous Blood

6th-level Putrefactor feature

The swarming creatures within a putrefactor begin to replace her bodily fluids. Whenever you takes slashing or piercing damage from a melee attack, the creatures spill out and bite the attacker, dealing piercing damage equal to twice your profency bonus.

This damage count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Putrefied Innards

10th-level Putrefactor feature

The infestation begins assuming various functions of the warlock’s organs. As a reaction when you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Disgorge Swarm

14th-level Putrefactor feature

The putrefactor can disgorge all the crawling creatures within it. As an action you disgorge one of the following creatures 30 feet from you:

  • Swarm of Rats
  • Swarm of Beetles
  • Swarm of Centipedes
  • Swarm of Insects
  • Swarm of Rot Grubs
  • Swarm of Spiders
  • Swarm of Wasps
  • Swarm of Maggots

The creature lasts 1 hour or if you are reduced to 0 life points at which point it approaches you and returns to your body.

As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the creature does nothing other than defend itself against hostile creatures. Once given an order, the creature continues to follow that order until its task is complete.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Hallowed Necromancer

Many wizards study necromancy to create undead, but some study the same arts to purge the stain of undeath.

School of Hallowed Necromancer

2nd-level Hallowed Necromancer feature

A hallowed necromancer must specialize in the school of necromancy and swear never to create undead.

The gold and time you must spend to copy a necromancy spell into your spellbook is halved.

Turn Undead

2nd-level Hallowed Necromancer feature

As an action, you channel positive energy to cause panic in the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw against to your spell DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Once you use this feature, you can't use it again until you finish a short or long rest.

Deathbane

6th-level Hallowed Necromancer feature

Whenever you cast a spell that deal damage if the creature is an undead you can maximize one die of the damage roll.

Additionally, as an action, you can imbue one weapon that you are holding with positive energy. For 1 minute, when a creature hits an undead with this weapon, the undead has disadvantage on the next weapon attack roll it or saving throw makes before the end of its next turn. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you fall unconscious, this effect ends.

Once you use this feature, you can't use it again until you finish a short or long rest.

Positive Touch

10th-level Hallowed Necromancer feature

Choose a undead within 5 feet of you and as an action make a melee spell attack against it. On a hit, the undead must make a Wisdom saving throw. If the creature fails this save and is an undead of CR 4 or lower the creature is instantly destroyed.

At 14th level you can destroy an undead of CR 6 or lower

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Guarded Life

14th-level Hallowed Necromancer feature

Undead´s have disadvantage on attack rolls against you. You also can't be charmed, frightened, or possessed by an undead.

Additionally, as an reaction you can reroll a saving throw that you fail against a necromancy spell or a effect originated by an undead. If you do so, you must use the new roll.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Paths of the Past Vol I

This is a new type of content to make as a creator and at first it was going to be more extensive but I have first decided to venture with something smaller, in case you have made it this far and give you the time to read this, thanks, and I will try constantly improve regarding bringing this and more content to this D&D community.

Created by: Hastek 01

Artist Credits:

Cover - David Abouaf

Page 2 - Clint Cearley

Page 3 - 齐霁 Stella Qi

Page 4 - Ari-Matti Toivonen

Page 5 - Teemu Husso

Page 6 - J. R. Coffron

Page 7 - devin platts

Page 8 - Jonas Jakobsson

 

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