TEXT: Birthright
  Archetypes of Aebrynis
  This work contains material that is copyright Wizards of the Coast and/or other authors.
   
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  1
  
  Cleric
  D
  ivine servants of Cerilia's distant gods find
  themselves in the precarious position of
  ministering to a superstitious populace while
  also serving their temple. To make matters
  trickier, not all temples of the same god are in
  good standing with the others; political affiliation
  and temple intrigue sometimes drive a wedge
  between adherents of the same faith.
  Bloodline Domain
  The Bloodline domain is available to any deity of Cerilia. Its
  exact tenets vary from faith to faith, but those who follow this
  religious doctrine are sought out for their expertise in matters
  of lineage and inheritance. Some are scholars of the divine
  bloodlines, and others are holy (or unholy) champions
  venturing forth to battle blooded foes.
  The domain's mandate means that even clerics of opposing
  faiths and gods will meet to share knowledge and records of
  the scions they meet in their travels, or catalogue the affairs of
  powerful blooded entities, the awnsheghlien and fabled
  ersheghlien.
  Bloodline Domain Spells
  Cleric Level
  Spells
  1st
  amanuensis, detect divine blood
  3rd
  enhance ability, zone of truth
  5th
  clairvoyance, tongues
  7th
  death ward, locate creature
  9th
  blood boil, legend lore
  Archivist of Lineages
  Your clerical order is extremely proficient in the histories and
  relationships of noble bloodlines and keeps a quasi-religious
  text with them at all times known as the Archive of Lineages.
  Each cleric maintains their own copy of the Archive, which
  contains abbreviated family trees and major historical events
  regarding some of Cerilia's most storied families.
  It is the duty of each Archivist to catalogue the affairs of
  scions they encounter, and expand their copy of the Archive. If
  the cleric's copy of the Archive is damaged or destroyed, their
  first priority must be to repair the book or create a new copy
  to take with them on their journeys. Without it, the cleric
  cannot prepare any new spells.
  Bonus Proficiencies
  When you choose this domain at 1st level, you gain proficiency
  in History. You also gain proficiency in heavy armor.
   
  Bloodbane
  At 1st level, you possess the knowledge of how to more
  effectively engage blooded foes. You gain a +2 bonus to
  damage rolls with weapon attacks against creatures with a
  bloodline score. At 6th level, this bonus increases to +4. At
  11th level, it increases to +6. At 17th level, it increases to +8.
  Additionally, you have advantage on Wisdom (Survival)
  checks to track blooded individuals, as well as on Intelligence
  checks to recall information about them. Furthermore, you
  have advantage on saving throws against effects from a scion's
  blood abilities.
  Channel Divinity: Blood Augment
  When you reach 2nd level, you may use your Channel Divinity
  to boost the effects of a bloodline's power. As an action, you
  may choose one target within 60 feet of you that possesses a
  Bloodline ability score. For 1 minute, that target adds their
  Bloodline modifier to the result of attack rolls, skill checks,
  and saving throws. If you are a blooded scion, and your target
  either lacks a Bloodline score or their Bloodline score is
  weaker than your own, you may instead apply your own
  Bloodline modifier in place of the target's modifier.
  Shared Glory
  Starting at 6th level, when either you or an ally within 60 feet
  uses a blood ability, you and all allies within 60 feet of you
  gain temporary hit points equal to twice the Bloodline
  modifier of the individual activating the ability.
  Divine Strike
  At 8th level, you gain the ability to infuse your weapon strikes
  with divine 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 radiant damage to the target. When you
  reach 14th level, the extra damage increases to 2d8.
  Bloodline Transference
  Upon reaching 17th level, the cleric gains special powers as
  they relate to the ebb and flow of bloodlines. By spending at
  least 1 hour with the corpse of a slain scion that has been
  dead for no longer than 1 week, the cleric may transfer that
  scion's Bloodline to a new unblooded recipient. This recipient
  must be present for the rite, and the departed scion cannot
  already be divested of their divine blood by another source
  (such as being slain by a tighmaevril weapon).
  The recipient immediately gains a Bloodline score of 11
  with the same derivation of the slain scion. If the slain scion's
  Bloodline score was less than 11, the recipient's score is equal
  to that value. If the dead scion is later returned to life, they will
  do so without their bloodline! This does not give the recipient
  stewardship of the scion's holdings or provinces, though the
  recipient may later attempt to lay claim to them as the "blood
  heir" of the departed. The ceremony of investiture must still be
  performed to formalize the transference. The cleric may not
  use this ability more than once per week.
  2
  
  Fighter
  S
  oldiers and mercenaries across Cerilia belong to
  the fighter class, and among them can be found
  schools of combat originating in every known
  culture. The unique nature of Cerilia's social strata
  gives rise to certain classifications of warrior that
  excel in the fields of leadership and battlefield
  command.
  Knight-Errant
  The knight-errant encompasses any titled warrior with a
  knowledge of the upper echelons of society. As representatives
  of their respective regents (or themselves regents) they can
  take the role of questing knights, warrior-emissaries, or
  bodyguards to prominent nobles.
  Aspirant
  As a titled warrior, you gain the service of an aspirant, which
  may carry a regionally-appropriate title such as squire. This
  individual accompanies you on your travels and is primarily
  suited to tending your gear and steed, as well as helping you
  into your armor each day.
  Your aspirant is of a race and gender of your choice, and
  uses the base statistics outlined below; you may modify the
  aspirant's ability scores based on their race. You replace their
  proficiency bonus with your own (affecting their attack rolls,
  skills, and saving throws accordingly), and apply your
  proficiency bonus to their damage rolls. Their hit point
  maximum equals their normal maximum or four times your
  fighter level, whichever is higher. When you gain an ability
  score increase through level advancement, your aspirant also
  gains an ability score increase to be distributed to your liking.
  Your aspirant rolls for initiative like any other creature, but
  you determine its actions and behavior and can equip them as
  you desire out of your personal wealth.
  If your aspirant is slain in battle, they may be returned to life
  normally, or you may petition a regent for a new aspirant.
  After a period of one month traveling with you, this
  prospective aspirant gains all of the abilities granted through
  this feature, until that time, they have the base statistics listed
  below.
  Maltreatment of one's aspirant is a dishonorable action
  which may cause the aspirant to leave the knight-errant's
  service or be recalled by the aspirant's liege lord if the offense
  is grave enough. Repeated acts of callousness regarding one's
  aspirant, such as constantly putting them in harm's way so
  that the knight-errant can avoid injury or accusation, may
  prevent the acquisition of a new aspirant for a period of one
  year or until the knight-errant can atone for their deeds.
  Armor Specialization
  At 7th level, choose one type of armor (light, medium, or
  heavy) with which you are proficient. While wearing armor of
  this type, you gain a +1 bonus to AC.
   
  Mandate of War
  Upon reaching 10th level, the knight-errant can call for special
  dispensation to levy troops. When the knight-errant attempts
  to muster armies as part of a domain action (whether as the
  regent or as a lieutenant) they halve the Gold Bar cost for
  mustering non-mercenary units.
  When attached to a unit as a commander, the knight-errant
  grants the unit an additional +1 bonus on battle resolution
  checks.
  The knight-errant also has advantage on initiative checks.
  People's Champion
  When the knight-errant reaches 15th level, they inspire those
  around them to greater heights by virtue of their deeds and
  skill. As a bonus action, the knight-errant may grant
  proficiency with any one skill in which they are trained to any
  ally who can see and hear them until the end of the knight-
  errant's next turn.
  Furthermore, the knight-errant gains proficiency in any one
  saving throw of their choice.
  Strength of Arms
  An 18th level knight-errant lives and dies by the sword in the
  name of the quest. Whenever the knight-errant of this level
  successfully strikes an opponent in melee, they gain
  temporary hit points equal to the better of their Strength or
  Dexterity modifiers. If the attack is a critical hit, you gain
  temporary hit points equal to your fighter level.
  3
  Aspirant
  Medium or Small humanoid (any race), any alignment
  Armor Class 15 (leather armor, shield)
  Hit Points 7 (1d8+2) or four times your fighter level
  Speed 30ft. or 25ft. as appropriate for race
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
  Senses passive Perception 10
  Languages Common and any appropriate racial
  language
  Challenge 0 (10 XP)
  Actions
  Shortsword. Melee Weapon Attack: +2 to hit, reach
  5ft., one target. Hit 5 (1d6 + 2)
  
  Rogue
  W
  hile the lords and ladies play at court, the
  shadows are alive with intrigue. Spies and
  agents wield gossip as a weapon, and ever does
  gold grease the gears of politics in Cerilia.
  Some of these scions of skulduggery are
  regents in their own right, ruling business
  empires alongside their political
  establishment.
  However, not all rogues are exemplars of legerdemain and
  scandal.
  Umbral Warden
  This tradition of warrior-rogues has its roots in halfling
  culture, during the last days they enjoyed before the coming of
  the Shadow. Using the tenebrous echoes of that spiritual
  world, umbral wardens flit from shadow to shadow and strike
  at creatures for whom the darkness is also home.
  The umbral warden fights in dim lightning and darkness. It
  is critical to many of their skills that they pay heed to the
  lightning conditions in which they do battle -- umbral wardens
  prefer dark environments as a result and suffer no significant
  peril from such conditions due to their umbral charm.
  Umbral Charm
  When you select this archetype at 3rd level, you come into
  ownership of an umbral charm. This is a relic of the Shadow
  World, and can take the form of any object easily kept in a
  pocket or on a chain around one's neck. The object exists
  partially in one world and partially in the other, serving as the
  anchor for the warden's powers.
  Your umbral charm possesses 3 charges that you use to
  power some of your abilities. The charm regains all of its
  charges at nightfall each day. While in the Shadow World, your
  abilities do not consume the charm's charges.
  While the charm is on your person, you can see in
  conditions of complete darkness, both magical and
  nonmagical, out to 120 feet as though it were dim light. If the
  charm is either lost or destroyed, you must visit a location
  where the Shadow World is near to the real world and find a
  new object of similar value. You can only possess one umbral
  charm at a time.
  Shadow Magic
  At 3rd level, you may use your action to expend 1 charge from
  your umbral charm and cast one spell from the following list:
  see invisibility, silent image. When you reach 6th level, you add
  the blink and major image spells to this list. At 9th level, you
  also gain hallucinatory terrain and phantasmal killer spells.
   
  Shadewarp
  Beginning at 9th level, when an ally within 60 feet is struck by
  a melee attack, you may use your reaction and expend 1
  charge from your umbral charm to cloak them in shadow and
  illusion to spirit them out of harm's way. The ally gains
  resistance against the damaging attack and teleports to any
  location adjacent to you. You may choose to teleport to where
  the ally once stood, and gain advantage on your next attack
  roll against the creature that triggered your reaction.
  To use this ability, both you and the ally must be standing in
  conditions of dim light or darkness.
  Twilight's Foe
  Upon reaching 13th level, you may expend 1 charge from your
  umbral charm whenever you deal damage with your sneak
  attack against foes with the aberration, celestial, fey, fiend, or
  undead types, or creatures whose origin is the Shadow World.
  The damage inflicted by your sneak attack is always the
  maximum possible result when empowered in this way.
  Empowered Charm
  Also at 13th level, the number of charges in your umbral
  charm increases to 5.
  Confounding Darkness
  At 17th level, when a creature attacks you while either you or
  the creature are standing in conditions of dim light or
  darkness, the attack roll suffers disadvantage. Whenever an
  attack roll misses you by virtue of this effect, you may use your
  reaction and expend 1 charge from your umbral charm to
  immediately teleport adjacent to the attacker (if necessary)
  and make a single attack roll against them, with advantage.
  4
  
  Wizard
  T
  he presence of a court wizard is a sign of
  prestige and wealth. Due to the inherent
  restrictions among non-elven arcanists,
  humans attach a great deal of pomp and ritual
  to their wizardly pursuits. Among Cerilia's
  elves, on the other hand, magic comes as easily
  as any other form of dedicated study, though
  powerful wizards are still respected for their talents.
  Mebhaighl Scholar
  Cerilia's unique form of magic is the focus of much study in
  academic circles, due to both its divine origin and peculiar
  restrictions in who and who cannot utilize it to its fullest.
  Wizards, in particular, find mebhaighl to be fascinating and
  frustrating in equal measure, and some devote their
  formidable talents to manipulating it.
  Infused Focus
  When you select this tradition at 2nd level, you may create a
  special arcane focus known as an infused focus. This process
  requires that you be in a province with a Source rating greater
  than zero and may be done over the course of a long rest. You
  may only own one infused focus at a time.
  Some of your tradition's abilities require the use of your
  infused focus. Whenever you prepare spells while in
  possession of your focus, you may use it to prepare one
  additional spell that you are normally able to prepare. If you
  lose or drop your focus after this spell is stored, you cannot
  cast that spell.
  Source-Fed Dwoemer
  When you reach 6th level, you gain the ability to tap the
  Source of a province, regardless of whether or not you own a
  Source holding there. Each whenever you cast a spell while
  wielding your infused focus, you may use a bonus action to
  add the Source rating of the province in which you stand as a
  bonus to your spellcasting attack roll, or as a penalty to the
  saving throw of the victims of your spell.
  You may use this feature a number of times equal to your
  Intelligence modifier. You regain all uses of this feature after
  completing a long rest.
  Should you own a Source holding in the province, you
  passively add the level of the holding to the result of
  spellcasting attack rolls, or subtract from the results of saving
  throws against your spells without needing to expend a use of
  this feature.
  You cannot use this feature on the effects of realm spells.
  Source Vigor
  Starting at 10th level, whenever you cast a spell of 1st level or
  higher, you gain temporary hit points equal to the spell slot
  used. You must be holding your infused focus to gain these hit
  points.
   
  Focused Concentration
  At 14th level, you may use your infused focus to contain the
  effects of one concentrated spell. When casting a spell that
  requires concentration, you may use your bonus action to
  transfer concentration to your focus to maintain the spell. You
  automatically succeed on concentration checks when
  suffering damage while concentrating on that spell, but only
  for as long as your infused focus remains occupying one hand.
  You lose concentration on this spell if you suffer any other
  condition that causes concentration to fail.
  This does not allow you to concentrate on more than one
  spell at a time. You may use this feature a number of times
  equal to your Intelligence modifier, and regain all expended
  uses after completing a long rest.
  5
  
  New Spells
  Wizard Spells
  1st Level
  Amanuensis
  Detect Divine Blood
  Spell Descriptions
  Amanuensis
  1st-level transmutation (ritual)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a quill with a silver point worth at least
  10 gp, plus adequate parchment or paper to complete the
  copy)
  Duration: 1 hour
  By means of this spell, you may copy written texts from any
  non-magical book, parchment, or other written medium. The
  quill that is the component of this spell animates and rapidly
  transcribes the text as a perfect copy of the original over the
  course of the duration, completing one page per minute (up to
  sixty pages per casting of the spell).
  The spell cannot copy diagrams or illustrations, nor can it
  transcribe magical texts, duplicate spell scrolls, or create
  glyphs of warding. Where such banned items occur, only a
  blank space will be revealed in the copy.
  The Amanuensis Spell
  There are many versions of this spell, homebrewed
  or otherwise, in various products due to its
  usefulness. You are welcome to use whichever
  version suits your group best.
  Blood Boil
  5th-level transmutation
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a small vial of snake venom)
  Duration: Concentration, up to 1 minute
  This spell, created as a bane to blooded scions and
  awnsheghlien everywhere, ravages the body and cripples the
  victim's divinely-gifted abilities. Choose a target that you can
  see within range that is not undead. The target must succeed
  on a Constitution saving throw or suffer 5d6 points of fire
  damage and 5d6 points of poison damage as their blood
  becomes a burning toxin within their veins. If the target is a
  blooded scion, the damage is increased to 5d8 fire and 5d8
  poison.
  On the initial round that the damage is suffered, the victim
  cannot activate any blood abilities or use powers related to
  their divine heritage. At the end of each of its turns, for as long
  as you concentrate, the victim can attempt another
  Constitution saving throw to end the secondary effect.
  Detect Divine Blood
  1st-level divination (ritual)
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  For the duration, you sense the presence and location of
  individuals possessing a bloodline within 30 feet of you. If you
  sense a bloodline in this way, you may use your action to
  pinpoint individuals with a bloodline of any strength,
  determining its derivation and relative strength (tainted,
  minor, major, great, true).
  The spell can penetrate most barriers, but it is blocked by 1
  foot of stone, 1 inch of common metal, a thin sheet of lead, or
  3 feet or wood or dirt.
  
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Birthright 5e - Archetypes of Aebryniss.pdf