Bloodwarden

by Syco7306

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Bloodwarden

In desolate plains and frigid peaks where
loyalty is forged in blood, a figure stands amidst
the howling winds, surrounded by comrades whose bonds run deeper than the veins coursing beneath the surface of their skin.

These are the Bloodwardens, warriors bound by an oath as ancient as time itself. As their brethren bleed, so do they. As their kin fall, so do they rise, fueled by the crimson life-force that binds them all.

In the heart of battle, as swords clash and cries echo across the fields, a Bloodwarden stands unyielding, a sentinel of unbroken resolve. As his brethren falter, their essence flows into him, igniting an inferno of unbridled fury within his soul. With every drop of blood shed, his strength surges, his spirit unyielding against the tides of peril for he knows his brothers are with him.

In the face of adversity, a Bloodwarden channels the primal essence and bonds of his brethren, melding flesh and spirit to become a living testament to their shared resilience. Through ancient rites, he draws upon the strength, love and courage of his allies, weaving their very power into his being, transforming into a force of nature, an embodiment of their collective will.

Within the chaos of battle, the Bloodwarden stands as a beacon of unity, a testament to the power of kinship forged in blood. Bound by an unbreakable bond, they march as one, their spirits entwined in a dance of shared destiny. For where one falls, another shall rise, a testament to the enduring legacy of the Bloodwarden, warriors of blood and iron, forged in the crucible of eternal brotherhood.

The Family You Choose

The path to becoming a Bloodwarden is paved with solemn oaths and unyielding loyalty. Born from the crucible of companionship, it is a journey undertaken by those who dare to forge kinship through the sacred pact of blood.

It is a testament to the depths one may take in devotion and sacrifice. It is a pledge sworn not in words alone, but in the very essence of one's being—a vow to stand as guardians, protectors, and brothers till the end of days.

Some brothers grew up with each other, others met on the field of battle and bonded over fights lost and won, either way one indisputable fact remains: the brothers would die for each other.

The Few, The Chosen

Throughout the history of brotherhoods, countless bonds are forged, yet only a select few rise as Bloodwardens.

For every legion of brothers, there emerges but a handful who heed the call to ascend, to embrace the mantle of the Bloodwarden. It is a journey fraught with trials and tribulations, a path reserved for those whose hearts beat in unison with that of their comrades.

In some cases a single pair of Bloodwardens may arise, a bond between two souls unaligned with a greater band.

Bloodwarden
Level Proficiency Bonus Features
1st +2 Pledge Of Allegiance, United We Conquer, Weapon Mastery (2024)
2nd +2 Fighting Style, Blood Vows
3rd +2 Brotherhood Feature
4th +2 Ability Score Improvement, Martial Versatility (Optional)
5th +3 Extra Attack, Improved Extra Attack (Optional)
6th +3 Strategic Displacement, March On
7th +3 Brotherhood Feature
8th +3 Ability Score Improvement, Martial Versatility (Optional)
9th +4 Pledge Of Devotion
10th +4 Ability Score Improvement, Martial Versatility (Optional)
11th +4 Brotherhood Feature
12th +4 Ability Score Improvement, Martial Versatility (Optional)
13th +5 Rally Our Cause
14th +5 Vigilant Guardian
15th +5 Brotherhood Feature
16th +5 Ability Score Improvement, Martial Versatility (Optional)
17th +6 Fight As One
18th +6 Brotherhood Feature
19th +6 Ability Score Improvement, Martial Versatility (Optional)
20th +6 Bound In Blood

Creating A Bloodwarden

When creating a Bloodwarden character, think about how your character came to know their brothers. Perhaps you were orphans who had no one else to rely on? Or maybe you joined a band of mercenaries who became a family to you? Or perhaps your brothers are your actual blood-related siblings who joined you for a life of adventure?

What led you away from your brothers? Perhaps you've been separated from them and are trying to reunite? Maybe you've split up on purpose to each lead a new life or follow an individual cause? Or maybe your brothers are long gone, their souls departed from this world and you're left alone.

What remains regardless, is that even worlds apart, transcending even life and death, your bond holds strong granting you the powers of the Bloodwarden.

Disclaimer

The usage of the word brother in this document is meant to be gender neutral, there is no precedent for Bloodwardens to be exclusive to male PCs.

Authors Note

Optionally listen to this while reading through the document, it sets the mood.

Quickbuild

You can make a Bloodwarden quickly by following these suggestions. First, put your highest ability score in Charisma, followed by Strength or Dexterity and Constitution. Second, choose the Mercenary Veteran background.

Multiclassing Prerequisites

You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

Class Features

As a Bloodwarden, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per Bloodwarden level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per bloodwarden level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Charisma, Constitution
  • Skills: Choose two from Acrobatics, Athletics, Intimidation, Medicine, Perception, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon or (b) two simple weapons
  • (a) five javelins or (b) any simple ranged weapon
  • (a) ring mail and a shield or (b) a chain shirt
  • (a) a dungeoneer's pack (b) an explorer's pack

Pledge of Allegiance

Through the ancient rites of the Bloodwarden, you can forge temporary pacts with your allies by pledging yourself to them through.

  • At the end of a Long Rest you may choose an amount of allies, that you can see, equal to 2 + your Charisma modifier (minimum of 2) to pledge yourself to. You gain a passive aura known as your pledge range. This range starts as a 20 ft. radius centered on you.
  • Anytime a pledged ally within your pledge range takes damage, you may use your reaction to reduce the damage they take by an amount equal to your Charisma modifier + Bloodwarden level to a minimum of 1.
  • Alternatively, anytime you take damage, you may use your reaction to grant a pledged ally within your pledge range temporary hit points equal to your Charisma modifier + Bloodwarden level
  • You may use this feature an amount of times equal to your Charisma modifier (minimum of once), regaining all expended uses on a Short or Long Rest.

United We Conquer

Working together with allies, you can fell enemies many times more powerful than each of you alone.

  • Once on each of your turns, you and pledged allies within your pledge range deal an additional 1d4 damage when you make an attack. Multiple instances do not stack.
  • If there are no pledged allies in your pledge range, you do not benefit from this extra damage.
  • The die improves at certain Bloodwarden levels, becoming a d6 at 5th, a d8 at 9th, a d10 at 13th and a d12 at 17th.

Weapon Mastery (D&D 2024)

  • Your training with weapons allows you to use the Mastery property of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
  • You gain the ability to use additional Mastery Properties at levels 4 and 10 in this class.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
    • In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
  • Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
  • Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
  • Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Blood Vows

Early into a your journey, you will swear upon one of these solemn vows, helping shape the kind of warden you are.

More than just a means to gain power, blood vows are a promise of loyalty and devotion towards a warden's allies.

At 2nd level, pick one of the Blood Vows detailed at the end of this document, once chosen the vow cannot be changed.

Brotherhood

At 3rd level, you realize the extent of your bonds, allowing your brothers guide you like never before. Each Brotherhood is detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 11th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at, 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Martial Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to Bloodwardens. This replacement represents a shift of focus in your martial practice.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Improved Extra Attack (Optional)

This feature replaces the Extra Attack feature and works with features that interact with Extra Attack.

  • You can attack twice, instead of once, whenever you take the Attack action on your turn.
  • When you reach 7th level in this class, you become keenly aware of the capabilities of your allies and that battle is won through the strength of the many. You may forgo your second attack and make a bonus action to have a pledged ally within your pledge range make either a single weapon attack, unarmed strike or cantrip.
  • You can target each pledged ally this way only once per combat.

Strategic Displacement

By 6th level, your time with your brothers has given you greater insight on the art of war and strategy.

  • As a bonus action on your turn, you can maneuver an ally into a more advantageous position. Choose a pledged ally who can see or hear you. That ally may use it's reaction to move up to half its speed without provoking opportunity attacks and gains an amount of temporary hit points equal to your Charisma modifier + half your Bloodwarden level.
  • You may use this feature an amount of times equal to your Charisma modifier (minimum of once), gaining all expended uses back on a Short or Long Rest.

March On

Also at 6th level, you and pledged allies within your pledge range gain a +2 bonus to initiative. This bonus increases to +3 at 9th level and +4 at 14th.

Pledge Of Devotion

At 9th level, your companions have become more than just allies, they have your utter devotion allowing you to defend and fight for them better than ever.

  • Your pledge range extends from to 40 ft.
  • You may now target 2 pledged allies whenever you use your Pledge of Allegiance reactions.

Rally Our Cause

By 13th level, you've become more attuned to your allies, capable of orchestrating the battlefield to their strengths.

  • Whenever you use Strategic Displacement, you may now maneuver 2 allies.
  • Additionally, the maneuvered allies may choose to move up to their full movement speed, or make a single attack action or cantrip before or after moving.

Vigilant Guardian

Guarding those you've pledged yourself to is paramount to a Bloodwarden. At 14th level your reflexes are honed, ready to defend an ally at any given moment. You gain 2 additional reactions per round for a total of 3, the additional reactions may only be used for Bloodwarden features and only one reaction may be used per turn.

Fight As One

Starting at 17th level, you and your pledged allies share mind and soul. You share strength, courage and spirit. You fight as one.

  • Your pledge range extends to 60 ft.
  • When you and your pledged allies are all within your pledge range, you all gain a bonus to weapon damage rolls equal to your Charisma modifier.
  • You and your pledged allies within your pledge range regain an amount of hit points equal to your Charisma modifier at the start of your turns when below half your own maximum hit point total but above 0.
  • You have advantage on death saving throws while there is at least one conscious pledged ally within your pledge range.
  • Pledged allies within 30 ft. of you have advantage on death saving throws while you're conscious.

Bound in Blood

At 20th level, the bond between you and your pledged allies transcends mere companionship, weaving your vitality into a single thread of shared endurance. As long as the brotherhood stands together, your combined strength creates an unbreakable wall reinforcing the other in the face of any onslaught.

  • You and your pledged allies within your pledge range share a special pool of temporary hit points equal to your hit point maximum.
  • These temporary hit points can exist in addition to regular temporary hit points and are deducted after regular temporary hit points.
  • If the pool of temporary hit points is depleted, you and all your pledged allies may take an additional Action on your next turns. This Action cannot be used to cast a spell. This trait only functions once per Long Rest.
  • This pool of temporary hit points is refreshed at the end of every Short Rest.

Brotherhood

The focus of a Bloodwardens existence revolves around their sworn brothers, the ones they pledge their sword, shield and loyalty to, but not all Bloodwardens are the same, some may pledge themselves to an entire band of brothers, some may have only a single blood brother to rely on and other Bloodwardens may no longer have anyone. Different brotherhoods may shape each Bloodwarden in different ways, forging their beliefs and ideals as well as their skills and capabilities.

Legion's Brotherhood

the Bloodwardens of the Legion's Brotherhood bear the weight of collective allegiance. Bound not to one, but to many, their vows echo in a chorus of unyielding solidarity. Each comrade's pledge strengthens their resolve, each bond a testament to their shared purpose. In the heart of battle, they stand not as individuals, but as a legion, their unity a shield against the darkest of foes. As brothers and sisters in arms, they march forward, their allegiance to each other unwavering, their devotion unbroken by the trials of war.

Wall of Shields

At 3rd level, you learn to strengthen your bond with your pledged allies, allowing the Brotherhood to act as a unified front, even when scattered. When within your pledge range, your pledged allies extend the range in a radius equal to half your pledge range centered on them.

Chain of Blades

Also at 3rd level, while all pledged allies are within your pledge range, you and your pledged allies may deal an additional 2d4 United We Conquer bonus damage instead of 1d4. The size of the dice otherwise increases as normal.

Turn the Blade

With practiced coordination, you and your allies may shift your united offense to gain a greater defense.

  • At 7th level, you and your pledged allies can forgo the extra damage from United We Conquer to instead gain damage reduction equal to a roll of those dice the next time you take damage. Multiple instances of this effect cannot stack.
  • If Chain of Blades is active, you and your pledged allies may instead choose to forgo only one of the dice instead of both to gain damage reduction equal to a single roll of United We Conquer.

Legion's Cadence

Once you reach 11th level, you've become well acquainted to the rhythm of battle, capable of orchestrating your allies to march as one.

  • Whenever you move on your turn, pledged allies within your pledge range may use their reaction to move up to their movement speed. This movement does not provoke attacks of opportunity, but your allies must end their movement within your pledge range.
  • After moving this way, your pledged allies gain temporary hit points equal to your Bloodwarden level + Charisma modifier.

Strength in Numbers

By 15th level, you have proven yourself a skilled leader. Though not pledged to them, you're able to support all allies and overwhelm foes with your sheer numbers.

  • Non-pledged allies within your pledge range may gain the damage bonus from United We Conquer, but not from Chain of Blades.
  • If you only have pledged allies within your pledge range at the start of your turn, you and all your pledged allies within your pledge range may instead gain a +2 to your AC, saving throws, attack rolls or damage rolls until the start of your next turn. You and your pledged allies choose the bonus for yourselves.

One For All

By 18th level you've proven yourself the stalwart defender of your kin and guardian of the many. But your own allies are not helpless, this burden is not for you to carry alone.

  • Whenever a pledged ally within your pledge range falls to 0 hit points, they instead fall to 1 and gain temporary hit points equal to the damage that would've brought them to 0 or your Bloodwarden level, whichever is higher. Each pledged ally can benefit from this trait once until they take a Short or Long Rest.
  • Additionally, when you and/or pledged allies within your pledge range are forced to make a saving throw which targets multiple of you, if one of you succeeds, the rest of you gain a bonus on the save equal to the Bloodwarden's Charisma modifier.

Dyad Brotherhood

Within the confines of the Dyad
Brotherhood, the Bloodwarden finds
solace in a singular kinship, bound by a
pact shared with but one blood brother.
Conquering shared trials, they navigate the world
through thick and thin, their unity a beacon amidst the darkness of the world. As they draw strength from each other, each promise resounds with the weight of their unwavering bond. Through the ebb and flow of fate's currents, they stand as guardians to each other.

Blood Brother

By 3rd level, when you pick this Brotherhood, you gain the power to forge a deeper bond with a single pledged ally.

  • Whenever you choose your pledged allies at the end of a Long Rest, you may pick one of them to be your blood brother. Your blood brother requires 2 pledge slots.
  • Your pledge range is considered doubled for your blood brother.

Spear & Shield

Additionally at 3rd level, when you pick your blood brother you may assign yourselves a role: Spear or Shield, which provide each of you with certain benefits. You cannot both take the same role and lose any benefits if you lose the role.

  • Spear. Once per turn, when you make an attack against a creature that's attacked the Shield since your last turn, you deal additional damage equal to the Bloodwarden's United We Conquer die.
  • Shield. When the Spear takes damage, while you're both within the Bloodwarden's pledge range, you may use your reaction to reduce the damage the Spear would take by half and take the same amount. You both then gain temporary hit points equal to the Bloodwarden's Charisma modifier + Prof. Bonus.

Call To War

Once you reach 7th level, you are capable of synchronizing yourself to your blood brother.

  • While they're within your pledge range, at the start or end of your blood brother's turns, you may make one weapon attack, unarmed strike, or move up to half your speed, without provoking opportunity attacks, towards your blood brother.

Unstoppable & Immovable

At 11th level, through the experiences of your roles, you and your blood brother gain additional benefits:

  • Spear. Your movement speed increases by 10 ft., difficult terrain does not cost you extra movement and you can dash as a bonus action.
  • Shield. You gain one damage resistance of your choice which isn't Bludgeoning, Piercing or Slashing, have advantage on saves against being knocked prone or pushed and can dodge as a bonus action.

Dynamic Duo

At 15th level, your connection as Spear and Shield reaches its pinnacle, further enhancing your coordination. Each of you gains an additional benefit based on your role, allowing you to work together with even greater efficiency.

  • Spear. Once per turn, while you and the Shield are both within the Bloodwarden's pledge range, you can make a single additional weapon attack, or unarmed strike on your turn after making an attack.
  • Shield. You gain a second damage resistance of your choice which isn't Bludgeoning, Piercing or Slashing, and while you and the Spear are both within the Bloodwarden's pledge range, you gain a bonus to saving throws equal to the Bloodwarden's Charisma modifier.

Ride Or Die

As long as your brother lives you'll never stop fighting, you swore to protect them, you won't fail now.

  • At 18th level, as long as your blood brother still stands, so do you. While your blood brother is conscious and within your pledge range, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your blood brother falls unconscious, dies, leaves your pledge range or is in safety.

Fallen Brotherhood

Amidst the haunting echoes of lost kinship, Bloodwardens of the Fallen Brotherhood tread a path shrouded in sadness, regret and hate. Each step bears the weight of fractured bonds, memories of once-forged oaths now stained with blood. Bound by the silent echoes of departed comrades, they wander, haunted by the memories of their fallen brethren. Through the depths of their grief, they seek solace in the memories of those lost but never forgotten.

Severed Ties

At 3rd level, you can sever your connection with your pledged allies to gain a temporary surge of power.

  • As a bonus action, you may choose any number of pledged allies within your pledge range to sever your ties with. For each severed ally, you may roll an additional die of United We Conquer on your next successful attack and gain temporary hit points equal to to the amount of allies you severed times half your Bloodwarden level.
  • Additionally, you can now pledge yourself back to your severed allies at the end of a Short Rest.

Stand Alone

Also at 3rd level, you know the value of being able to take care of yourself, unreliant on others. You can now benefit from your United We Conquer bonus damage even if no pledged allies are within your pledge range.

Grim Authority

At 7th level, your understanding of tactics has darkened, allowing you to aggressively push any ally toward victory, regardless of their connection to you.

  • You can use Strategic Displacement on non-pledged allies as long as they're within your pledge range. When you do so in this way, instead of gaining temporary hit points, they instead gain a bonus to their next attack roll equal to your Charisma modifier.
  • You can amplify this feature, by dealing psychic damage equal to a roll of your United We Conquer die to the targeted ally. When you do so, the next time the targeted ally makes an attack or casts a cantrip, they may immediately make a weapon attack or unarmed strike right after.

Quid Pro Quo

By 11th level, you've become accustomed to watching out for yourself, even at the risk of your allies.

  • As a reaction to taking damage, you can shift some of the damage you take (up to your Charisma modifier + Proficiency Bonus) to an ally within your pledge range. The shifted damage cannot be resisted or reduced in any way and cannot bring the ally below 1 hit point.
  • Pledged allies gain temporary hit points equal to the damage they take, and advantage on their next ability check, attack roll or saving throw.
  • Non-Pledged allies gain advantage on their next ability check, attack roll or saving throw.
  • You can use this feature an amount of times equal to your Charisma modifier, regaining all uses on a Short or Long Rest.

Divided They Fall

Starting at 15th level, you capitalize on your enemies' isolation.

  • When you attack a creature that has no allies within 5 ft. of it, you have advantage on the attack roll.
  • Additionally, while within 5 ft. of you, enemy creatures cannot benefit from any source of advantage for attack rolls, ability checks or saving throws.
  • Once per turn, if you attack a creature that none of your allies have attacked yet this round, you deal an extra die of United We Conquer.

One Man Army

By 18th level, your strength grows as the bonds you forge are severed. The fewer pledged allies at your side, the more fiercely you fight to hold the line. As your pledged allies fall or your ties are severed, you gain the following benefits based on how many remain:

  • If you have 5 conscious, pledged allies, you gain a +2 bonus to your AC.
  • If you have 4 conscious, pledged allies, you gain advantage in 2 saving throws of your choice. (Choose each time)
  • If you have 3 conscious, pledged allies, you may apply your United We Conquer bonus damage on every attack.
  • If you have 2 conscious, pledged allies, you are immune to the Frightened and Charmed conditions and attacks against you have disadvantage.
  • If you have 1 conscious, pledged allies, you may make a third attack as part of the attack action.
  • If you have 0 conscious, pledged ally, you gain damage reduction equal to your Charisma modifier.
    • These benefits function retroactively, for example if you have 1 conscious, pledged ally, you gain all the previous benefits up to having 5 conscious, pledged allies.

Blood Vows

Blood Vows are pacts and promises etched into a Bloodwarden's very being. Once a vow has been chosen, it can no longer be changed.

Vow Of The Angel

You pledge yourself to the Angel, promising to tend to the wounds of your brothers when they are in suffering.

You may add your Charisma modifier to your Medicine (Wisdom) Checks and gain Proficiency in your choice of Herbalism or Poisoner's Kit.

Whenever you stabilize someone that has 0 hit points, you can bring them back up to 1 hit point.

Vow Of The Bastion

You pledge yourself to the Bastion, promising to be an unyielding shield for your brothers.

You may add your Charisma modifier to your Athletics (Strength) Checks.

Your hit point maximum increases by 2. For each subsequent level in this class, your hit point maximum increases by 1.

Vow Of The Entertainer

You pledge yourself to the Entertaining, promising to always lift the spirits of your brothers.

You gain Proficiency in Performance (Charisma) Checks and an instrument of your choice.

At the end of a Short or Long Rest, you can spend 10 minutes giving a performance to your pledged allies. You and your pledged allies then all get a special point of inspiration.

This inspiration can be held alongside regular inspiration, and disappears when you take a Short or Long Rest.

Vow Of The Magician

You pledge yourself to the Magician, promising to learn about the arcane arts that may one day harm your brothers.

You may add your Charisma modifier to your Arcana (Intelligence) Checks.

You may cast spells from spell scrolls that are on the wizard's spell list. Charisma functions as your spellcasting ability for these spells.

Vow Of The Pack

You pledge yourself to the Pack, promising to raise beasts as loyal as you to defend your brothers.

You may add your Charisma modifier to your Animal Handling (Wisdom) Checks.

You can disengage as a bonus action.

Vow Of The Scholar

You pledge yourself to the Scholar, promising to uncover old knowledge that may aid you and your brothers.

You may add your Charisma modifier to your History (Intelligence) Checks and gain Proficiency in Calligrapher's Supplies.

You gain Proficiency in 2 languages of your choice.

Vow Of The Sentry

You pledge yourself to the Sentry, promising to always look out for your brothers and let none who would do them harm approach.

You may add your Charisma modifier to your Perception (Wisdom) Checks and gain Proficiency in your choice of Cartographer's or Navigator's tools.

You cannot be surprised and may search as a bonus action.

Vow Of The Shadows

You pledge yourself to the Shadows, promising to guard your kin from the darkness, so that they may live in light.

You may add your Charisma modifier to your Stealth (Dexterity) Checks and gain Proficiency in your choice of Diguise Kit or Thieves' Tools.

You can hide as a bonus action.

Vow Of The Undertaker

You pledge yourself to the Undertaker, promising to honor fallen brothers and wardens that came before you.

You may add your Charisma modifier to your Religion (Intelligence) Checks.

You can fabricate useable material components for spells that bring back the dead (but not undead) at half the material cost and such spells don't require material components to be cast on you.

Vow Of The Venator

You pledge yourself to the Venator, promising to hunt your foes to the ends of the earth, for the safety of your brothers.

You may add your Charisma modifier to your Survival (Wisdom) Checks.

Your movement speed increases by 10 ft. and you gain a climb or swim speed equal to your walking speed.

Practice

Safe

Homebrewing

People love to flex their creative muscles while composing new homebrew content. More often than not, the inspiration for you homebrew comes from another source. Sometimes significantly. Other times just as a spark.

What is important for the community is that you share your sources of inspiration. This back cover can serve as an easy to find, easy to read place for you to do just that.

Cover Art: Jakub Rozalski

More Credits

Art Page 2: Jakub Rozalski

Art Page 3: xLaValentinax

Art Page 4: Jakub Rozalski

Art Page 6: PlanK-69

Art Page 7: Espen Olsen Sætervik

Art Page 8: hyunjoong

Art Page 9: LiamDrawZs

Art Page 10: vlasteyob

Art Page 11: CD PROJECT RED

 

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