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Archetype Pack

The document describes two new archetypes: the Path of the Elemental Brute barbarian and the College of Chance bard. The Path of the Elemental Brute grants barbarians elemental resistance and damage abilities based on their chosen element. The College of Chance focuses on gambling and altering luck, allowing bard abilities like rerolling natural 1s and cheating death via a game of chance against the god of death. The document also details the Circle of the Swarm druid, which can command and transform into swarms of insects and summon swarms of locusts with devastating abilities.

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0% found this document useful (0 votes)
245 views5 pages

Archetype Pack

The document describes two new archetypes: the Path of the Elemental Brute barbarian and the College of Chance bard. The Path of the Elemental Brute grants barbarians elemental resistance and damage abilities based on their chosen element. The College of Chance focuses on gambling and altering luck, allowing bard abilities like rerolling natural 1s and cheating death via a game of chance against the god of death. The document also details the Circle of the Swarm druid, which can command and transform into swarms of insects and summon swarms of locusts with devastating abilities.

Uploaded by

Jaime
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Archetype Pack v0.

31
By Some Anon with a few ideas.
Barbarian Path: Path Of The Elemental Brute
Path of the Elemental Brute
Not everyone is as gifted with natural magic as Sorcerers are. Some either have not
enough skill to weave proper spells, or simply not enough control. Barbarians and other
outlander types are not exempt from being born with magic. Most that have this problem
seek help to become proper casters, while a select few decide they should just keep
smashing things, but now with more fire!

Elemental Calling
When you choose this path at 3rd level, you hone your savage magic to a single element.
Pick one of the following elements: Fire, Cold, Poison, Lightning, or Thunder. This choice
will dictate abilities you gain at later levels. You have resistance to your chosen element
while in rage. This resistance becomes immunity to said element at 10th level.

Tempered Elements
Starting at 6th level, your elemental magic has adapted to help you in your travels. You
gain a bonus depending on what element you picked at 3rd level.
Fire.​You no longer suffer negative effects of high temperatures, such as the
exhaustion from prolonged exposure to extremely hot climates.
Cold.​ You no longer suffer negative effects of low temperatures, such as the
exhaustion from prolonged exposure to extremely cold climates.
Poison. ​ You are now immune to being poisoned, and can taste when food or drink
has been poisoned.
Lighting. ​You can no longer be blinded by bright lights, and don’t suffer
disadvantage on Wisdom (Perception) checks that rely on sight when in overly bright
environments.
Thunder. ​ You can no longer be deafened by loud noises, and don’t suffer
disadvantage on Wisdom (Perception) checks to pinpoint sounds in overly noisy
environments.

Overflowing Power
At 10th level, you have more elemental power than you know what to do with. Your
power leaks out when you enter rage. When in rage you can channel your power into an
aura made of the elements. You can create or dismiss this aura as a bonus action. Any
creature that moves within 5 feet of you for the first time on a turn or ends its turn there
takes 1d10 damage of the element you chose at 3rd level. The aura will disappear should
you be fall unconscious or end your rage. You can use this feature a number of times
equal to your Constitution modifier. When you finish a long rest, you regain any
expended uses.

Smash N’ Blast
By 14th level, you can channel your elemental power into your weapon to make your hard
hits hit harder. Your weapon attacks now pulse with elemental energies. When you land a
critical hit, add your Constitution modifier to the critical damage. Also the damage dealt
by the critical die will be of the elemental type you chose at 3rd level.

Bard College: College Of Chance


 
College of Chance
Bards are quite used to being the “Face” of a situation. Some use this to distract people to
better their gambling prowess. This college brings a Bard’s gambling skill to places
where few adventurers would think to use it.

Loaded Dice
When you join this College at 3rd level, you learn to tap into the essence of luck to alter
games of chance in your favor. You can add your Charisma modifier to any ability check
made to play a game of chance, you are able to tell when someone is cheating in such
games as well. You also gain proficiency in one gaming set of your choice.
 
Coin of Chance
Also at 3rd level, you can alter fate in subtle ways with a simple coin toss. As a bard you
should have some amount of currency available to you. You may pick a single coin out of
your wealth and spend a short rest infusing it with your Bardic magic. Flipping the coin
will alter your fate in a positive way. You may flip the coin when you make a ability check,
but before the result is determined, using the coin will give you advantage on said ability
check. If you create a new Coin of Chance while you still have one, the previous one will
lose its magic. Only you can use your Coin of Chance. One you use your Coin of Chance
you cannot use it again until you finish a short or long rest.

Lucky Mishap
Starting at 6th level, your lucky streak begins to rub off on your combat skills, letting you
turn a terrible accident into a critical success. Whenever your d20 roll on an attack roll,
ability check, or saving throw is a 1, you may treat it as if the roll were a 20.

Cheating Death
At 14th level, you have the potential to be one of, if not the luckiest people in the world.
Whether it be through skill or dumb luck, you are quite confident in your ability to win.
Should you reach 0 hit-points, fail to stabilize and perish you can test your luck against
whichever God of Death, or otherworldly force that makes a claim for your soul. You play
a game of chance with Death, what said game is and entails is all up to your DM for flavor
reasons. To see how well you did in this game of chance you roll a d20, and look to the
following table to see the result. As this is a special game of chance, you may not use the
“Loaded Dice” feature to add your Charisma modifier to the roll. Once you have used this
feature you cannot use it again until the next dawn.
Game of Death
d20 roll Result of game Effect

1 Tried to cheat and were Death banishes your soul to the depths of The
caught. Abyss or the lowest layer of Hell.

2-3 Complete Loss. Death takes your soul and it must be bartered with
by anyone that wants to revive you.

4-5 Loss. You are dead, and may not be revived for the next
24 hours.

6-7 Close loss. You are dead.

8 - 10 Stalemate. Roll again.

11 - 13 Close win. Death revives you under the conditions of the


“Reincarnation” spell

14 - 15 Cheated and got away with Death is a sore loser and revives you under the
it. conditions of the “Revivify” spell

16 - 17 Win. Death revives you under the conditions of the


“Raise Dead” spell.

18 - 19 Complete win. Death revives you under the conditions of the


“Resurrection” spell.

20 Convinced Death to take Death revives you under the conditions of the
someone else. “True Resurrection” spell, on the condition that
you send them another soul to play this game in
the next 24 hours, should you fail to do so you will
be put back into the game of death, rerolling any
20.

Druid Circle: Circle Of The Swarm

Circle of the Swarm


The Circle of the Swarm is a group of druids focused on the control of swarms of
creatures. Whether it is to command swarms of animals to do their bidding, or to focus
on their wild shape to gain the ability become a swarm themselves.
Master of Many
When you choose this circle at 2nd level, you learn of better ways to deal with swarms of
creatures. Swarms of beats are no longer immune to your charming effects.

Swarm Shape
Also at 2nd level, you can use your Wild Shape to turn into a swarm of beasts or insects
instead of a single beast. The rules for Swarm Shape are the same as a regular Wilde
Shape, only you now can turn into Swarms (Such as a swarm of beetles, a swarm of
quippers once you have access to swim speed, or a swarm of bats once you have access
to flying speed).

Conjure Swarm
Starting at 6th level, you have the Conjure Animals spell prepared if you do not already. If
gained through this feature it does not count against the number of spells prepared. You
can also use this spell to call swarms of creatures. The DM has the statistics for swarms of
creatures.

Calling the Swarm


At 10th level, you can cast Insect Plague as a 5th-level spell without expending a spell slot
or requiring material components. You can use the feature a number of times equal to
your wisdom modifier (Minimum of 1). When you finish a long rest, you regain any
expended uses.

Insect Armageddon
By 14th level, when you use either Calling the Swarm or Swarm Shape features, you draw
on more of the power your Druid Circle provides. When using either feature you may
spend an additional use of your Calling the Swarm feature to summon a Swarm of
Locusts. If summoned from Calling the Swarm, the Swarm of Locusts will be in the center
of the Insect Plague spell and immune to the damage of that casting of the spell. If
summoned from Swarm Shape the Swarm of Locusts will appear within 10-feet of you in
an unoccupied space.

SWARM OF LOCUSTS
Medium swarm of Tiny beasts, unaligned
Armor Class​ 12 (natural armor)
Hit Points ​30 (7d8)
Speed​ 5ft.,​climb 20ft., fly 30ft.

STR 3 (-4) INT 1 (-5)
DEX 13 (+1) WIS 7 (-2)
CON 10 (+0) CHA 1 (-5)
Damage Resistances​ bludgeoning, piercing, slashing
Condition Immunities​ charmed, frightened, paralyzed, petrified, prone, restrained,
stunned
Senses​ blindsight 10ft., passive Perception 8
Languages ​ -
Challenge​ 1/2 (100 XP)
Swarm.​ The swarm can occupy another creature's space and vice versa, and the swarm
can move through any opening large enough for a Tiny insect. The swarm can't regain hit
points or gain temporary hit points.
ACTIONS
Bites.​
Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 14
(6d4) piercing damage, or 6 (3d4) piercing damage if the swarm has half of its hit points
or fewer.

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