Legend of Feixu
Subclass
In the world of Feixu, path of cultivation and self-improvement are plenty. In a world influenced by Dragon dynasty, the imperial bureaucracy plays a significant role. Our heroes could work as civil servants, administrators, or scholars serving the dragon emperor.
These are my homebrew subclass that are inspired by Eastern mythology and Feixu world settings. All subclasses from Long Fei's Legend of Feixu are available for player characters in this adventure unless your DM decides otherwise.
Barbarian
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Path of Draconic Fury
Bard
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College of Calligraphy
Cleric
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Avarice Domain
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Chaos Domain
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Love Domain
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Travel Domain
Druid
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Circle of the Desert
Fighter
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Celestial Knight
Monk
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Way of Serenity
Paladin
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Oath of Cultivation
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Oath of Corruption
Ranger
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Flying Sword
Rogue
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Shadow Master
Sorcerer
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Reincarnated Soul
Warlock
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Elder Dragon Patron
Wizard
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School of Astrology
Avarice Domain
Clerics of the Avarice domain are drawn to the allure of wealth and material possessions. They believe that the accumulation of riches is a path to power and influence, and they use their divine connection to pursue this goal. While not inherently evil, clerics of this domain often walk a fine line between ambition and greed.
Avarice Domain Spells
Cleric Level | Spells |
---|---|
1 | distort value, identify |
3 | locate objects, gift of gap |
5 | incite greed, tiny hut |
7 | fabricate, resilient sphere |
9 | creation, wall of force |
Acquisitive Focus
1st-level Avarice Domain feature
You gain proficiency with the Investigation skill, and you can use Investigation checks when trying to identify valuable items or hidden treasure.
As a reaction, you give yourself a bonus equal to your Wisdom modifier (minimum of one) to an Intelligence, Wisdom, or Charisma ability check. You can use this feature a number of times equal to your proficiency bonus, you regain all of its uses after a long rest.
Treasure Vault
1st-level Avarice Domain feature
You have a portable extradimensional space (similar to a Bag of Holding) to store your collected treasures. As an action, you can put an item inside the portal or pull it out. This extradimensional space can only collect one item at a time. Following these restriction:
- The item must not weight more than your cleric levels times 10 (pound).
- The item cannot be larger than 5-foot cube.
- The item must not be worn or carried by another creature.
Upon DM's discretion, a mass of item could be considered as one item such as a power of diamond worth 100 gp, etc.
You gain an additional portable extradimensional space when you reach 6th level, 11th level, and 20th level in this class.
Channel Divinity: Material Protection
2nd-level Avarice Domain feature
As a reaction when you are targeted by an attack or taking damage, you can use your Channel Divinity to create a shimmering barrier of coins and precious gems. This grants you temporary hit points equal to your cleric level and imposes disadvantage on the attack roll against you. The temporary hit points last until the end of your next turn.
When you use this feature, you can also spend a spell slot to increase the total temporary hit points by 10 per spell slot level and extend the duration for 1 more turn.
While the temporary hit points from this feature is active, the shimmering light from your treasure is blinding your enemy. When a hostile creature enters the area of 10 feet radius around you for the first time on a turn or starts its turn there, it must make a Constitution saving throw against your cleric spell save DC. On a failed save, the creature is blinded until the beginning of its next turn.
Channel Divinity: Wealthy Boon
6th-level Avarice Domain feature
As an action, you can use your Channel Divinity to bless one nonmagical weapon or piece of armor, causing it to become temporarily magical. The chosen item gains a +1 bonus to attack and damage rolls or AC (your choice).
When you use this feature, you can also spend a spell slot to increase the bonus to attack and damage rolls or AC:
- 4th level spell slot for +2
- 6th level spell slot for +3
This blessing lasts for 1 hour or until you use this feature again.
Divine Strike
8th-level Avarice Domain feature
At 8th level, you gain the ability to infuse your weapon strikes with a heavy weight of coins and gems. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 magical bludgeoning damage to the target. When you reach 14th level, the extra damage increases to 2d8.
If they are carrying an item, you can force them to make a Strength saving throw against your spell save DC. On fail, they drop whatever they are carrying.
Excessive Wish
17th-level Avarice Domain feature
Your ability to amass wealth and possessions becomes legendary. You gain the ability to cast the wish spell. This spell doesn’t count against the number of cleric spells you know.
When you cast wish to create one object of up to 25,000 gp in value that isn't a magic item, you have no chance of losing the ability to cast the spell.
Chaos Domain
Clerics of the Chaos domain are conduits of wild and unpredictable magical energy. They believe that chaos is the true essence of the multiverse, and they embrace the randomness and change that it brings. These clerics can harness chaotic forces to manipulate luck, fate, and reality itself.
Chaos Domain Spells
Cleric Level | Spells |
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1 | chaos bolt, hideous laughter |
3 | mirror image, Nathair's mischief |
5 | counterspell, fireball |
7 | confusion, polymorph |
9 | awaken, maelstrom |
Voice of Anarchy
1st-level Chaos Domain feature
As a reaction when you or a creature within 60 feet roll a d20, you can force a reroll. The target must use the result of the second roll, even if it is better or worse.
Once you do so, make a Wisdom saving throw DC 10. On success, you regain the use of this feature. The DC goes up by 5 each time you use it, it resets back to 10 after a long rest. On fail, you cannot use this feature again until you take a long rest.
Unpredictable Outcome
1st-level Chaos Domain feature
Your connection to the primordial Chaos allows you to manipulate reality in unpredictable ways. When you make an ability check, you can roll a d20.
- On a 10 or higher, you have a +5 bonus to this ability check.
- On a 9 or lower, you have a -5 penalty to this ability check.
Channel Divinity: Chaos’s Urge
2nd-level Chaos Domain feature
As an action, you can unleach the power of primordial chaos upon everyone. Every creature within 30 feet of you (including yourself) must make a Charisma saving throw against your spell save DC, they can willingly fail this.
On fail, the creature is affected by Chaos’s Urge. Every time the affected creature make an attack roll or a saving throw, they must roll a d20.
- On a 10 or higher, you have a +5 bonus to an attack roll or a saving throw.
- On a 9 or lower, you have a -5 penalty to an attack roll or a saving throw.
Chaos’s Urge lasts for 1 minute or until you’re incapacitated or die.
Channel Divinity: Chaotic Transformation
6th-level Chaos Domain feature
You gain the ability to channel the chaotic energies of the multiverse. As an action, you can touch a creature, spend one use of your Channel Divinity and force them to make a Charisma saving throw against your spell save DC, they can willingly fail this. Roll a d6, the target creature is altering the creature's reality in one of the following ways:
- 1 - Miniaturization. The creature's body shrinks significantly, becoming Tiny-sized. Its Strength and Constitution scores are reduced by 5, and its hit points become 1. It gains a flying speed of 60 feet and has advantage on attack rolls with Dexterity, Dexterity checks and saving throws. This effect lasts for 1 minute, after which the creature returns to its normal size with full hit points.
- 2 - Growth Spurt. The creature's body rapidly grows, becoming Large-sized. Its Strength and Constitution scores are increased by 4, and it gains temporary hit points equal to your cleric level. It has advantage on attack rolls with Strength, Strength checks and saving throws but its Dexterity scores is reduced by 5. This effect lasts for 1 minute, after which the creature returns to its normal size without temporary hit points.
- 3 - Elemental Infusion. The creature's body transforms into an elemental form for 1 minute, gaining resistance to one type of damage (roll a d6: 1-2: fire, 3-4: cold, 5-6: lightning). It can also use an action to unleash a breath weapon dealing d10s damage of the chosen type in a 30-foot cone (Constitution save for half damage). The number of d10s equals to your proficiency bonus.
- 4 - Polymorph Fusion. The creature's body fuses with that of a nearby creature (chosen randomly if multiple creatures are nearby, this can be you). They combine their hit points and bodies for 1 minute but retain their own minds. They share initiative, but take seperate Action, Bonus Action, and Reaction. The Fusion form takes the highest AC, saving throw modifier, and movement of the two. At the end of this duration, they separate, with each creature regaining half of their combined hit points remain.
- 5 - Invisibility. The creature becomes invisible for 1 minute. During this time, it can move freely and perform actions without breaking invisibility. However, it reappears if it makes an attack or casts a spell.
- 6 - Temporal Split. The creature's body splits into two identical copies, each with half of its hit points and abilities. These copies act independently but share the same initiative count. After 1 minute, the two copies merge back into one creature with hit points equal to the average of the two copies' current hit points.
After the Chaotic Transformation ends, the creature who were transformed (both creatures if there are two) must make a Charisma saving throw DC 10 or be infected with short-term madness for the next 1 minute. Roll d4:
- 1: The creature retreats into their mind and becomes paralyzed. The effect ends if the creature takes any damage.
- 2: The creature becomes incapacitated and spends the duration screaming, laughing, or weeping.
- 3: The creature becomes frightened and must use their action and movement each round to flee from the source of the fear.
- 4: The creature falls unconscious. The DC goes up by 5 each time the creature roll the save, The DC resets back to 10 after the creature takes a long rest.
Chaos Strike
8th-level Chaos Domain feature
You gain the ability to infuse your weapon strikes with chaos energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage to the target. When you reach 14th level, the extra damage increases to 2d8. You roll a d10 to determine the damage type: 1 - fire, 2 - cold, 3 - lightning, 4 - acid, 5 - thunder, 6 - necrotic, 7 - radiant, 8 - poison, 9 - force, 10 - true damage (cannot be reduced by any mean).
Chaotic Ascendance
17th-level Chaos Domain feature
At 17th level, your connection to the Chaos domain reaches its peak. You gain the ability to control your Chaotic Transformation feature. You can choose which form is selected and you can spend an additional Channel Divinity to add another transformation onto the same target.
Love Domain
Clerics who follow the Love domain draw their divine power from the boundless wellspring of love and compassion that exists in the world. They are healers and protectors, dedicated to nurturing the bonds between individuals and fostering harmony.
But just because they’re love, doesn’t mean they’re defenseless. After all, there is no love without war.
Love Domain Spells
Cleric Level | Spells |
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1 | ceremony, silvery barbs |
3 | calm emotions, suggestion |
5 | hypnotic pattern, tongues |
7 | charm monster, death ward |
9 | dominate person, skill empowerment |
Heartseeker
1st-level Love Domain feature
You gain proficiency in Insight and Persuasion.
You can use your action to touch a creature and magically knows the creature's current emotional state. You can also force the target to make a Charisma saving throw. If the target fails a Charisma saving throw against your spell save DC, you also knows the creature's alignment. If the target has the same creature type as you, they automatically fail the saving throw.
Love’s Embrace
1st-level Love Domain feature
When you cast a spell that restores hit points to a creature, you can choose to redirect a portion of that healing to another creature within 30 feet of the original target. This allows you to spread the love and healing to those in need.
Channel Divinity: Channel Affection
2nd-level Love Domain feature
When you use your Channel Divinity feature, you radiate an aura of love and joy:
As an action, you create an aura of affection. You and friendly creatures within 10 feet of you have advantage on saving throws against being frightened or charmed. Additionally, you have advantage on all Charisma checks, and creatures that can see you are less likely to attack you directly, you can add your proficiency bonus to your AC against attacks made by creatures and saving throws against the spells and effects from creatures that have an Intelligence scores of 6 or higher and are not immune to charmed.
The aura remains for 1 minute or until you’re incapacitated or die.
Blessing of Companionship
6th-level Love Domain feature
You become stronger the more companion you have on your side. When you make an attack roll, an ability check, or a saving throw. You can invoke the power of your companions to enhance your abilities (no action requires), increasing your attack roll, ability check, or saving throw.
You gain a +1 bonus equal to a number of friendly creatures within 60 feet of you. This bonus can stack up to a number equal to your proficiency bonus.
You can decide after the die is rolled, but before the DM determines what happens.
Your can use this feature a number of time equal to your Wisdom modifier (minimum of one). You regain all of its uses after a long rest.
Selfless Act
8th-level Love Domain feature
When a friendly creature you can see within 60 feet is targeted by an attack, you can use your reaction to magically redirect part of the attack to yourself. The damage your friendly creature takes is reduced by 1d8 and you also take force damage for the same amount.
When you reach 14th level, the damage reduction increases to 2d8.
Undying Love
17th-level Love Domain feature
At 17th level, your connection to the Love domain reaches its pinnacle. You gain the ability to cast the invulnerability spell once per long rest without expending a spell slot and doesn’t require a material component. Additionally, your Channel Affection aura now extends to 30 feet.
Travel Domain
Clerics who follow the Travel domain are devoted to deities associated with journeys, exploration, and wanderlust. They draw their divine power from the open road, the wind in their hair, and the thrill of adventure. These clerics serve as guides, protectors, and champions of those who seek to traverse the world.
Love Domain Spells
Cleric Level | Spells |
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1 | goodberry, longstrider |
3 | pass without trace, rope trick |
5 | haste, phantom steed |
7 | freedom of movement, greater invisibility |
9 | steel wind strike, teleportation circle |
Agile Traveler
1st-level Travel Domain feature
You gain proficiency in the Acrobatics and Survival skills.
While not wearing a medium or heavy armor, your speed increases by 5 feet. This bonus increases when you reach 10th level (10 feet) and 18th level (15 feet).
Gust of Speed
1st-level Travel Domain feature
After you use your action to cast a spell of 1st-level or higher. You can grant yourself or a willing creature within 30 feet of you 30-foot increase in movement speed until the end of your next turn. While your movement speed increases in this way, opportunity attack makes against the target with disadvantage.
You can use this feature a number of times equal to your proficiency bonus. You regain its uses after a long rest.
Channel Divinity: Guiding Beacon
2nd-level Travel Domain feature
Also at 1st level, you gain the ability to use your Channel Divinity to become a guiding beacon for your allies during their travels. As an action, you can create a magical, floating beacon of light that hovers above you, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The beacon dispels all magical darkness and illusion that has a level lower than or equal to your highest spell slot level. While the beacon is active, you can use the Dash action as a bonus action.
Allies within this radius gain advantage on Wisdom (Survival) checks to navigate, and they cannot become lost unless magically compelled to do so. The beacon lasts for 1 hour or until you use your Channel Divinity again.
Swift Recovery
6th-level Travel Domain feature
At 6th level, your connection to the road grants you and your allies the ability to recover quickly during rests. When you and your allies take a short rest, you regain a shard of magical power which you can divide between you and your friend. The number of shards is equal to half your cleric levels (rounded up) which can be consumed to gain one of the following benefits:
- You regain expended spell slots. The spell slots can have a combined level that is equal to the number of shards consume, but none of the slots can be 6th level or higher.
- You can consume 5 shards to regain a use of a feature that can only be regained after a long rest. This cannot be used to regain the use of this feature.
- You regain 10 hit points for every shard you consume.
If the shard is not consumed during the short rest, it dissipate into dust and loses its potency.
This feature can be used once per long rest.
Speedy Strike
8th-level Travel Domain feature
At 8th level, you gain the ability to infuse your weapon strikes with a force of travel. Once on each of your turn, if you move at least 20 feet straight toward the target immediately before the hit with a melee attack, you deal additional damage to the target equals to 1d6 per 10 feet of your movement (to the maximum number of d6s equals to your proficiency bonus). The damage type is the same type as your melee attack.
Eternal Wanderlust
17th-level Travel Domain feature
At 17th level, your connection to the Travel domain reaches its pinnacle. You can use your Channel Divinity to cast the plane shift and teleport spell once per long rest without expending a spell slot. This allows you to transport yourself and your allies to any where, any plane of existence, exploring realms beyond the material world.
Long Fei's
Legend of Feixu
Welcome to the mystical realm of Fèixū, a world steeped in the rich tapestry of Eastern mythology. Here, ancient legends come to life, and the boundaries between the mortal realm, the spirit realm, and the divine are often blurred.
Version 1.0.0
Art Credit:
- Cover Art (Back): Poet QuYuan - Antilous chao
- Page 1:
- Page 2:
- Page 3: Greed - Daria Rashev
- Page 4: Waukeen, Goddess of Coin by Mike Pape
- Page 5: Chaos fanart - KAIJU
- Page 6: Adrian Smith's Chaos Warrior
- Page 7: Aphrodite - Mariana Ferreira
- Page 8: Hades - Hermes
- Cover Art (Back): ZF Puhi An art exhibition of a Chinese village wit
My other Homebrew contents, including spells, subclasses, and playable races, can be found for free on u/dimijung41.