TEXT: A
  Homebrew By IrishBandit
  
  B
  Homebrew By IrishBandit
  Credits
  Homebrew By IrishBandit
  Dungeons and Dragons 5th Edition by Wizards of the 
  Coast
  InDesign Template by /u/Barkalot
  Monster Statblock Template by Solbera
  Created using Adobe InDesign and Photoshop
  Feedback by Discord of Many Things 
  (https://discord.gg/ZrDhU7X)
  Feedback by /r/UnearthedArcana
  Special thanks to /u/Phylae for wording feedback
  Art Credits
  Cover - Unknown
  Inside Cover: City Crest - Jen Zee
  Inside Cover: Map and Quill - Cory Trego-Erdner
  Feats: Blacksmith - Christopher Burdett
  Feats: Horse - Ben Wootten
  Feats: Satchel - Thraen
  Banneret - Eric Lofgren
  Cavalry - Pablov 07
  Civilization Domain - Jen Zee
  Travel Domain - Nikola Sinitsa
  Oath of Zeal - Krukof2
  Oath of Zeal: Background - Snowskadi
  Imperial Ancestry - Ismael Bergara
  Imperial Ancestry: Background - Unknown
  Nonplayer Characters: Tercio - Augusto Ferrer-Dalmau
  Contents
  1.  Feats
  3.  Fighting Styles
  4.  Martial Archetypes
  Banneret
  Cavalry
  6.  Divine Domains
  Civilization
  Travel
  8.  Sacred Oath
  Oath of Zeal
  9.  Sorcerous Origin
  Imperial Ancestry
  10. Exotic Mounts
  11. Nonplayer Characters
  Version 2.2
  27/01/2017
  
  1
  Homebrew By IrishBandit
  Feats
  Included here are 15 additional feats, many of which 
  are designed to breathe new life into underused 
  weapons and tools. These feats are primarily based 
  off of Unearthed Arcana: Feats, and are designed to 
  complement them.
  Armorer
  You are trained in the upkeep and construction of 
  weapons and armor. You gain the following benefits:
  • Increase your Intelligence score by 1, to a maximum 
  of 20.
  • You gain proficiency with leatherworker’s and smith’s 
  tools. If you are already proficient with them, you add 
  double your proficiency bonus to checks you make with 
  them.
  • You can spend an hour repairing a piece of equipment 
  damaged by rust, ooze, or similar degrading effects. 
  Each hour spent repairing an item removes one 
  instance of its cumulative penalty. You must have 
  smith’s tools, as well as access to a sufficient heat 
  source and materials to use this benefit.
  • You are able to refine armor in a variety of ways. Over 
  12 hours, you can modify one piece of nonmagical 
  armor to either remove its disadvantage on Dexterity 
  (Stealth) checks, or to give it resistance to either 
  acid or cold damage. You must have smith’s tools or 
  leatherworker’s tools, as appropiate to the type of 
  armor, as well as access to a sufficient heat source and 
  materials worth the base cost of the armor, which are 
  consumed, to use this benefit. You can't apply multiple 
  modifications to a single suit of armor with this feature.
  Artisan
  You are a creative, learning a variety of artistic crafts. 
  You gain the following benefits:
  • Increase your Intelligence by 1, to a maximum of 20.
  • You gain proficiency with two artisan's tools of your 
  choice. Your proficiency bonus is doubled for any 
  ability check you make that uses either of the chosen 
  proficiencies.
  Blowdart Mastery
  You have mastered the careful application of blowguns 
  and darts. You gain the following benefits:
  • You gain a +1 bonus to damage rolls you make with 
  blowguns and darts.
  • Your ranged attacks with blowguns use a d4 for 
  damage.
  • When you are hidden from a creature and attack 
  it with a blowgun or dart, making the attack doesn't 
  reveal your position.
  • You ignore the loading property of blowguns.
  Bow Mastery
  Bows are used by many, but you have trained to make 
  the most of these elegant weapons. You gain the 
  following benefits:
  • You gain a +1 bonus to damage rolls you make with 
  shortbows and longbows.
  • When you use the Attack action with a shortbow on 
  your turn, you can make one ranged weapon attack as a 
  bonus action.
  • You can use Strength instead of Dexterity for the 
  attack and damage rolls you make with longbows.
  Cartographer
  You have studied in the methods and techniques of 
  mapmaking. You gain the following benefits:
  • Increase your Intelligence score by 1, to a maximum 
  of 20.
  • You gain proficiency with cartographer’s and 
  navigator’s tools. If you are already proficient with them, 
  you add double your proficiency bonus to checks you 
  make with them.
  • You can easily and accurately understand maps, even 
  those written in a language you can't read.
  • Even when you are drawing a map while traveling, you 
  remain alert to danger.
  • Maps that you draw can be easily understood by 
  any creature that shares a language with you, and a 
  creature possessing such a map cannot become lost 
  within the area the map displays if it can understand it. 
  You must have cartographer’s tools to use this benefit.
  • You cannot become lost except by magical means, 
  and always know which way is north. You must have 
  navigator’s tools to use this benefit.
  
  2
  Homebrew By IrishBandit
  Gladiator
  Fighting for an audience is your forte, and you 
  maximize the use of more exotic weapons to show off 
  your prowess. You gain the following benefits:
  • Increase your Charisma score by 1, to a maximum of 
  20. 
  • You gain proficiency in Performance. 
  • You gain proficiency with nets, and when you use 
  the Attack action and attack with a net, you can use a 
  bonus action to attack with a one-handed weapon you 
  are holding. Being within 5 feet of a hostile creature 
  doesn't impose disadvantage on your attack rolls with a 
  net, and the escape DC for your nets increases by your 
  proficiency bonus. 
  • You gain proficiency with tridents, and you can roll one 
  additional weapon damage die when determining the 
  extra damage for a critical hit with a trident.
  Herbalist
  You are adept at harnessing the useful properties of 
  herbs and other plants. You gain the following benefits:
  • Increase your Intelligence or Wisdom score by 1, to a 
  maximum of 20.
  • You gain proficiency with herbalism kits. If you are 
  already proficient with them, you add double your 
  proficiency bonus to checks you make with them.
  • As an action, you can inspect a plant within 5 feet of 
  you and determine whether it is edible or poisonous, 
  provided that you can see and smell it.
  • You can apply herbal remedies to help yourself or 
  your allies recover from maladies. Over the course of 
  a short rest, you can remove one poison or disease 
  from a friendly creature within reach. You must have an 
  herbalism kit and either a component pouch or access 
  to local herbs to use this benefit.
  Martial Training
  Prerequisites: Character level 4, Dexterity 13 or 
  Strength 13
  You have trained in a certain specialized technique of 
  fighting. You gain the following benefits:
  • Increase your Strength or Dexterity score by 1, to a 
  maximum of 20.
  • You gain the benefits of a Fighting Style of your choice. 
  (Page 72 of the Player's Handbook, and additional 
  options below.)  
  You can select this feat multiple times. You can’t take 
  a Fighting Style option more than once, even if you 
  later get to choose again.
  Mounted Adept
  You have mounted training that allows you to effectively 
  control a mount in the chaos of battle. You gain the 
  following benefits:
  • You gain proficiency in Animal Handling.
  • Over the course of 2 hours, which can be done during 
  a rest, you can designate a mount as your steed. Your 
  steed becomes trained to answer your commands 
  without hesitation. While riding your steed, you 
  can use your action to command it to use any of its 
  actions. For each level you gain after 3rd, your steed 
  gains an additional Hit Die and increases its hitpoints 
  accordingly. (This benefit has no effect if another 
  feature has already improved the creature's Hit Dice.)
  Mounted Mage
  Prerequisites: The ability to cast at least one spell.
  You are trained in the use of magic from horseback. You 
  gain the following benefits:
  • You gain proficiency in Animal Handling.
  • When you cast a spell targeting yourself while 
  mounted, you can also affect your mount with the spell.
  • While mounted, you have advantage on melee spell 
  attack rolls against any unmounted creature that is 
  smaller than your mount.
  • While mounted, if your mount is subjected to an 
  effect that allows it to make a Dexterity saving throw to 
  take only half damage, it instead takes no damage if it 
  succeeds on the saving throw, and only half damage if 
  it fails.
  
  3
  Homebrew By IrishBandit
  Poisoner
  You have studied the secrets of poisons and toxins, 
  gaining the following benefits:
  • Increase your Intelligence by 1, to a maximum of 20.
  • You gain proficiency with poisoner’s kits. If you are 
  already proficient with them, you add double your 
  proficiency bonus to checks you make with them.
  • As an action, you can identify one poison within 5 feet 
  of you. You must see the poison for this benefit to work.
  • Over the course of a short rest, you can temporarily 
  improve the potency of one dose of poison. To use this 
  benefit, you must have a poisoner’s kit, and the poison 
  must be within reach. If the poison is applied within 1 
  hour after the short rest ends, its DC becomes 8 + your 
  proficiency bonus + your Intelligence modifier, and it 
  deals extra poison damage equal to your Intelligence 
  modifier.
  Slinger
  You are an expert with the sling, capable of striking 
  your foes with deadly precision. You gain the following 
  benefits:
  • You gain a +1 bonus to damage rolls made with a sling.
  • When you use a sling, its damage die increases from a 
  d4 to a d6. (This benefit has no effect if another feature 
  has already improved the weapon’s die.)
  • Your weapon attacks with a sling score a critical hit on 
  a roll of 19 or 20.
  • When you score a critical hit using a sling, the target 
  can’t take reactions until the end of your next turn.
  Thrown Weapon Master
  You are an expert at the techniques of throwing 
  weapons. You gain the following benefits:
  • You gain a +1 bonus to damage rolls you make with 
  thrown weapons.
  • Attacking at long range doesn't impose disadvantage 
  on your ranged weapon attack rolls with thrown 
  weapons.
  • When you hit a creature with a ranged weapon attack 
  with a thrown weapon, you have advantage on your 
  next melee weapon attack against that creature before 
  the end of your next turn.
  • You can use two-weapon fighting even when the one-
  handed melee weapons you are wielding aren't light, if 
  at least one of them has the thrown property.
  Trapper
  You are skilled at hunting and trapping, gaining the 
  following benefits:
  • Increase your Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in Survival. If you are already 
  proficient in it, you add double your proficiency bonus 
  to checks made with Survival.
  • You gain proficiency with nets, and when you use 
  the Attack action and attack with a net, you can use a 
  bonus action to attack with a one-handed weapon you 
  are holding. Being within 5 feet of a hostile creature 
  doesn't impose disadvantage on your attack rolls with a 
  net, and the escape DC for your nets increases by your 
  proficiency bonus.
  • The escape DC of hunting traps that you place 
  increases by your proficiency bonus.
  Whip Mastery
  You have mastered the strange and difficult art of using 
  a whip in combat. You gain the following benefits:
  • You gain a +1 bonus to damage rolls made with a whip.
  • When you use a whip, its damage die increases from a 
  d4 to a d6. (This benefit has no effect if another feature 
  has already improved the weapon’s die.)
  • Whenever you have advantage on a melee attack roll 
  you make with a whip and hit, you can knock a weapon 
  or another item from the target's grasp if the lower of 
  the two d20 rolls would also hit the target.
  Fighting Styles
  Whenever you choose a fighting style, you can also 
  choose from the following additional fighting styles:
  Unarmed
  Your unarmed strike uses a d4 for damage. (This benefit 
  has no effect if another feature has already improved 
  your unarmed strike's die.) When you use the Attack 
  action with an unarmed strike on your turn you can 
  make one additional unarmed strike as a bonus action.
  Throwing
  You gain a +2 bonus to ranged attack rolls you make 
  with a thrown weapon. Whenever you make a ranged 
  attack with a thrown weapon, you can immediately 
  draw another weapon as part of the attack.
  
  4
  Homebrew By IrishBandit
  Martial Archetypes
  Banneret
  Also known as warlords, sergeants, or knight-
  commanders, bannerets are leaders on the battlefield, 
  commanding and inspiring their allies through their 
  heroism. Bannerets are not generals who sit and 
  command from afar, they command from the front, 
  fighting alongside their soldiers and allies in the midst 
  of battle.
  Morale
  You are able to inspire and bolster your comrades in 
  battle, using special dice called morale dice. To do 
  so, you use a bonus action on your turn to choose one 
  creature other than yourself within 30 feet of you who 
  can see or hear you. That creature gains one Morale 
  die, a d4, and temporary hitpoints equal to your fighter 
  level + your Charisma modifier.
  Once within the next 10 minutes, the creature can 
  roll the die and add the number rolled to one attack 
  roll, weapon damage roll, or saving throw it makes. 
  The creature can wait until after it rolls the d20 before 
  deciding to use the Morale die, but must decide before 
  the DM says whether the roll succeeds or fails.
  Alternatively, when an attack roll is made against the 
  creature, it can use its reaction to roll the Morale die 
  and add the number rolled to its AC against that attack, 
  after seeing the roll but before knowing whether it hits 
  or misses.
  Once the Morale die is rolled, or the creature loses 
  its temporary hitpoints, it is lost. If the creature's 
  temporary hitpoints are overwritten by another source, 
  the creature keeps the Morale die until rolled. A 
  creature can have only one Morale die at a time.
  You can use this feature a number of times equal 
  to your Charisma modifier (a minimum of once). You 
  regain any expended uses when you finish a short or 
  long rest.
  Leadership
  At 7th level, you lead your troops through fear or 
  love. Choose Intimidation or Persuasion. You gain 
  proficiency in the chosen skill. If you are already 
  proficient in it, you add double your proficiency bonus 
  to checks made with it.
  Hold the Line
  Beginning at 7th level, you can rally your allies even 
  in the most dire of situations. When you use your 
  Second Wind feature, you can expend one of your uses 
  of Morale to rally your allies. When you do so, roll a 
  morale die, and each friendly creature within 30 feet of 
  you that can see or hear you regains hitpoints equal to 
  the number rolled + your fighter level.
  Additionally, when a friendly creature within 30 feet 
  of you falls unconscious, you can use your reaction to 
  expend one use of Morale and move up to your speed 
  towards that creature. Roll a Morale die, the target 
  regains hitpoints equal to the number rolled times the 
  number of opportunity attacks you provoked by this 
  movement (1, if no opportunity attacks were provoked).
  Commander's Gambit
  Starting at 10th level, you can lead your allies in daring 
  assaults upon your enemies. As an action, you can 
  expend one of your uses of Morale and make a weapon 
  attack, rolling a Morale die and adding the number 
  rolled to the attack roll. If the attack hits, you can 
  immediately command your allies to attack. When you 
  do so, choose a number of allies within 30 feet of you 
  equal to your Charisma modifier (a minimum of 1). The 
  chosen creatures can each use their reaction to make 
  one weapon attack against the target.
  Fearless Leader
  Starting at 15th level, your fearless presence 
  emboldens your allies. You, friendly creatures within 10 
  feet of you, and creatures with a Morale die from you 
  can’t be frightened while you are conscious.
  Warlord
  Beginning at 18th level, you are a dominating presence 
  in battle, striking fear into your enemies and courage 
  into your allies. Your morale dice become d6s.
  Additionally, when you score a critical hit, the target 
  becomes frightened of you until the start of your next 
  turn, and you regain 1 use of Morale.
  
  5
  Homebrew By IrishBandit
  Cavalry
  Cavalry are mounted fighters. Whether charging into 
  combat on their armored mount, or harassing the 
  enemy flanks on a swift horse, cavalry are the masters 
  of mobility on the battlefield.
  This archetype is designed with the assumption that 
  you can readily acquire a horse by 3rd level, and that 
  your mount is not acting independently from you, that 
  you are directly controlling your mount as described 
  in the second paragraph of Controlling a Mount on 
  page 198 of the Player’s Handbook.
  Mounted Training
  When you choose this archetype at 3rd level, you are 
  trained to control a mount amidst the chaos of battle.
  You gain proficiency in Animal Handling. Over the 
  course of 2 hours you can designate a mount as your 
  steed, which can be done during a rest. Your steed 
  becomes trained to answer your commands without 
  hesitation. While riding your steed, you can use your 
  action to command it to use any of its actions. 
  For each level you gain after 3rd, your steed gains an 
  additional Hit Die and increases its hitpoint maximum 
  accordingly. (This benefit has no effect if another 
  feature has already improved the creature's Hit Dice.)
  Whenever you gain the Ability Score Improvement 
  class feature from this class, your steed’s abilities also 
  improve. Your steed can increase one ability score of 
  your choice by 2, or it can increase two ability scores of 
  your choice by 1. As normal, your steed can’t increase 
  an ability score above 20.
  Your steed has advantage on saving throws to avoid 
  falling prone and being frightened.
  You can only have one steed at a time. If you 
  designate a different mount as your steed, the original 
  mount loses the ability score and Hit Dice increases, 
  and the new mount gains them. 
  Persistence
  Starting at 7th level, you and your steed have advantage 
  on saving throws to resist exhaustion, and your steed 
  gains proficiency in Constitution saving throws. 
  Additionally, you add double your proficiency bonus 
  to Animal Handling checks involving your steed 
  and similar creatures.
  Mounted Fighting Style
  At 10th level, you specialize into your personal style of 
  mounted combat. Gain one of the following features of 
  your choice.
  Cataphract. While your steed is wearing barding, 
  it gains a +1 bonus to AC and resistance to slashing 
  damage from nonmagical attacks.
  Jinete. While mounted on your steed and wielding a 
  melee weapon in one hand and no other weapons, you 
  gain a +2 bonus to damage rolls with that weapon.
  Keshik. While mounted on your steed, you can make 
  one additional ranged weapon attack against a target 
  within 15 feet of you as a bonus action when you take 
  the Attack action on your turn.
  Sowar. While mounted on your steed and wielding a 
  shield, attacks against you from more than 10 feet away 
  are made with disadvantage.
  Uhlan. While mounted on your steed and wielding 
  a heavy weapon or a lance, when you hit a creature 
  smaller than your steed with a melee attack, it must 
  succeed on a Strength saving throw or be knocked 
  prone. The DC is equal to 8 + your proficiency bonus + 
  your Strength modifier.
  Quick Response
  Starting at 15th level, while mounted on your steed, you 
  gain advantage on initiative rolls and can't be surprised 
  while you are conscious.
  Indomitable Steed
  Beginning at 18th level, your steed can reroll a saving 
  throw that it fails. If it does so, it must use the new roll. 
  Your steed can use this feature three times between 
  long rests.
  Elite Cavalry
  At 18th level, you are the master of battlefield mobility. 
  Your steed’s movement speed increases by 15 feet, and 
  you can use your bonus action to command your steed 
  to take the Dash action.
  
  6
  Homebrew By IrishBandit
  Divine Domains
  Civilization
  Gods of Civilization —including Amaunator, Erastil, 
  and Athena— concern themselves with the ideals 
  of communities and laws. They oversee the 
  construction of towns, cities, and empires. Devouts of 
  Civilization are leaders of small villages and sprawling 
  metropolises, they are pioneers and settlers, taming the 
  wilds in the name of order and society. Whether grand 
  cathedrals or humble abbies, the gathering places 
  of followers of Civilization gods tend to become the 
  centers of communities.
  Civilization Domain SpellS
     Cleric Level 
  Spells
  Bonus Proficiencies
  At 1st level, you gain proficiency with martial weapons, 
  as well as two tools of your choice. You also gain 
  proficiency in one of the following skills of your choice: 
  History, Investigation, or Persuasion.
  Divine Wayfinder
  Starting at 1st level, you are able to sense the auras 
  of nations and empires. You are innately aware of the 
  ruling nation of the land you are in, its government 
  type, and who its leader is. As an action, you are able 
  to discern the direction and distance of the nearest 
  settlement.
  Channel Divinity: Flagbearer
  Starting at 2nd level, you carry the flag of your 
  civilization wherever you go, exerting and expanding 
  the influence of your culture in any environment.
  As an action, you can use your Channel Divinity to 
  conjure a Divine Banner in an unoccupied space within 
  5 feet of you. The Divine Banner is attached to the 
  ground and can't be moved without being destroyed. 
  The Divine Banner bears the flag of your nation, 
  religion, or personal heraldry. The Divine Banner is a 
  10-foot-tall medium object, with hitpoints equal to four 
  times your cleric level, and AC equal to your cleric spell 
  save DC. If you summon a Divine Banner while you 
  already have one active, the first banner is destroyed.
  When you place a Divine Banner, you choose one of 
  the following options. Unless otherwise specified, the 
  Divine Banner lasts for 10 minutes, or until dispelled as 
  an action.
  Hallowed Ground. Friendly creatures within 15 feet 
  of the Divine Banner gain the effects of a bless spell. 
  Undead within 30 feet have disadvantage on saving 
  throws against any effect that turns undead.
  Rally Point. All friendly creatures that can see the 
  Divine Banner can move up to their speed towards it 
  as a bonus action, and opportunity attacks provoked by 
  this movement have disadvantage.
  Resilience. All friendly creatures within 30 feet of the 
  Divine Banner have advantage on saving throws that 
  they are proficient with.
  Shared Burden
  Beginning at 6th level, when a friendly creature within 
  30 feet of you takes damage, you can use your reaction 
  to cause it to instead take half as much damage. After 
  the target takes the damage, you take the same amount 
  of damage, which can't be reduced or prevented in any 
  way. If the target has damage altering features such 
  as resistance or vulnerability, these are applied to the 
  damage before you use your reaction. You can use this 
  feature a number of times equal to 1 + your Wisdom 
  modifier (minimum of 1). When you finish a long rest, 
  you regain all expended uses.
  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.
  Bannerlord
  Starting at 17th, your Divine Banner gains increased 
  power and new abilities.
  Your Divine Banner gains immunity to radiant 
  damage, and damage from nonmagical attacks. You 
  also gain the following Flagbearer options:
  Colonization. The Divine Banner lasts for 12 hours. 
  After 30 minutes, the Divine Banner becomes a portal 
  to a Mordekainen’s magnificent mansion. If the Divine 
  Banner takes any damage during these 30 minutes, it is 
  destroyed.
  Final Stand. All friendly creatures within 30 feet of 
  the Divine Banner have advantage on all attack rolls, 
  ability checks, and saving throws. This effect lasts for a 
  number of rounds equal to your Wisdom modifier. Once 
  the effect is over, all allies affected have disadvantage 
  on all attack rolls, ability checks, and saving throws for 
  7 days. Once you have used this option, you can't use it 
  again for 7 days.
  Resistance. Choose a damage type. All friendly 
  creatures that can see the Divine Banner have 
  resistance against that damage type.
  comprehend languages, sanctuary
  suggestion, warding bond
  beacon of hope, Leomund's tiny hut
  fabricate, guardian of faith
  commune with civilization, hallow
  1st
  3rd 
  5th
  7th
  9th
  
  7
  Homebrew By IrishBandit
  Spell: Commune with Civilization
  5th-level divination (ritual)
  Casting Time: 1 minute
  Range: Self
  Components: V, S
  Duration: Instantaneous
  You briefly become one with civilization and gain 
  knowledge of the surrounding territory. In a civilized 
  area, the spell gives you knowledge of the area within 
  3 miles of you. The spell doesn’t function where there 
  is no construction, such as in the wilderness.
  You instantly gain knowledge of up to three facts of 
  your choice about any of the following subjects as they 
  relate to the area:
  • road layout and landmarks
  • prevalent goods, services, factions, or cultures
  • powerful celestials, fey, fiends, elementals, or undead
  • influence from other planes of existence
  • building types of your choice
  For example, you could determine the fastest route 
  to the city center, the popular local foods, and the 
  location of any blacksmiths in the area.
  Travel
  Gods whose portfolios include the Travel domain— 
  such as Desna, Avandra, Fharlanghn, and Hermes— 
  are patrons of travelers and explorers, whether by 
  sea or land. Travel gods send their priests wandering 
  throughout the world as itinerant preachers, or as 
  guides to those who travel the roads, rivers, wilds, and 
  seas of the world. Followers of Travel gods worship 
  at small roadside temples or self-made shrines at 
  locations important to the traveller.
  travel Domain SpellS
     Cleric Level 
  Spells
  Well-Traveled
  At 1st level, you gain proficiency with land and water 
  vehicles, as well as navigator’s tools. You also learn one 
  language of your choice.
  Quickened Pace
  At 1st level, you are blessed with quickened travel. Your 
  speed is increased by 5 feet. At 10th level, this bonus 
  increases to 10 feet. While you are mounted, your 
  mount is also granted this bonus.
  Channel Divinity: Traveling Companion
  Starting at 2nd level, you can use your Channel Divinity 
  to share beneficial magic with a traveling companion.
  When you cast a spell targeting a single friendly 
  creature, you can use your Channel Divinity to target a 
  second friendly creature (including yourself) in range 
  with the same spell. To be eligible, a spell must be 
  incapable of targeting more than one creature at the 
  spell’s current level.
  Channel Divinity: Divine Transposition
  Starting at 6th level, you can use your Channel Divinity 
  to teleport or to swap positions with allies.
  As an action, you can use your Channel Divinity to 
  teleport up to 30 feet to an unoccupied space that you 
  can see. Alternatively, you can choose a space within 
  range that is occupied by a Small or Medium creature. 
  If that creature is willing, you both teleport, swapping 
  places.
  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. 
  When you reach 14th level, the extra damage increases 
  to 2d8.
  Guided Teleport
  Starting at 17th level, you gain the ability to prepare 
  the teleport spell, which counts as a cleric spell for you. 
  You treat your familiarity with the destination as very 
  familiar, unless it is a false destination. 
  Additionally, any creatures you teleport (via any 
  means, not just teleport) are granted the effects of a 
  freedom of movement spell for 1 minute after arriving 
  at their destination.
  expeditious retreat, jump
  find steed, misty step
  haste, phantom steed
  dimension door, freedom of movement
  teleportation circle, tree stride
  1st
  3rd 
  5th
  7th
  9th
  
  8
  Homebrew By IrishBandit
  Sacred Oath
  Oath of Zeal
  The Oath of Zeal is a sworn vow to serve the church of 
  their faith. Usually known by the moniker of Inquisitor, 
  paladins who swear this oath devote their lives to 
  rooting out enemies of their faith, using guile when 
  righteousness is not an option. They sacrifice their own 
  purity in order to cleanse those who defy their faith, 
  and are willing to take extreme measures to achieve 
  their goals.
  Tenets of Zeal
  To the paladins that swear the Oath of Zeal, their 
  long list of tenets are as important as their faith. The 
  specifics vary based on the god that a paladin serves, 
  but they all share the ideals of destroying the enemies 
  of their church and of their god.
  Root out Heresy. Wherever the enemies of my faith 
  hide, I must hunt them down.
  Heretics Must be Punished. There can be no mercy 
  for those who will not repent.
  By Any Means. My qualms cannot get in the way of 
  my duty to my faith.
  Absolute Faith. I will never go against my church and 
  my faith, and I will never attack those who are faithful.
  Oath Spells
  You gain oath spells at the paladin levels listed.
  oath of zeal SpellS
     Paladin Level Spells
  Channel Divinity
  When you take this oath at 3rd level, you gain the 
  following two Channel Divinity options.
  Stern Gaze. As a bonus action, you can focus your 
  mind on a particular creature, using your Channel 
  Divinity. Choose one creature within 60 feet of you that 
  you can see. You have advantage on Charisma checks 
  and Charisma saving throws against that creature, and 
  the target has disadvantage on Charisma checks and 
  Charisma saving throws against you for 1 minute.
  Unexpected Strike. You are exceptionally effective at 
  getting the drop on heretics. When you hit a surprised 
  creature with a melee attack, you can expend your 
  Channel Divinity to make that attack a critical hit.
  Lay on Brands
  At 7th level, you can use Lay on Hands points instead of 
  a spell slot when you use Divine Smite. You must spend 
  10 points per spell slot level. You can't use Divine Smite 
  at a level above your highest level spell slot.
  Soul Gaze
  Starting at 15th level, your Stern Gaze Channel Divinity 
  option also affects Wisdom checks and Wisdom saving 
  throws.
  Wrath of the Faith
  At 20th level, you can directly channel the fury of your 
  faith into combat. Using your action, you can undergo 
  a transformation. For 1 minute you gain the following 
  benefits:
  • You have the benefits of Stern Gaze against every 
  creature within 60 feet of you. 
  • When you use Divine Smite, you deal an extra 1d8 
  radiant damage. 
  • You emanate an aura of menace in a 60-foot radius. 
  The first time an enemy creature enters the aura or 
  starts its turn there, the creature must succeed on 
  a Wisdom saving throw or be frightened of you for 1 
  minute or until it takes any damage. The DC is equal 
  to your paladin spell save DC. Attack rolls against the 
  frightened creatures have advantage.
  Once you use this feature, you can’t use it again until 
  you finish a long rest.
  bane, disguise self 
  detect thoughts, zone of truth
  bestow curse, fear
  compulsion, greater invisibility
  mislead, scrying
  3rd
  5th 
  9th
  13th
  17th
  
  9
  Homebrew By IrishBandit
  Sorcerous Origin
  Imperial Ancestry
  There is power in king’s blood. Whether a far flung 
  cousin, the son of a deposed prince, or an unknown 
  bastard, your lineage can be traced back to great 
  kings and emperors. You might be totally unaware of 
  your connection to a lost empire, or you are the last 
  surviving heir of a deposed dynasty. Whatever your 
  connection to your lineage, your bloodline has granted 
  you powerful magical abilities.
  Ancestral Homeland
  Starting at 1st level, you gain knowledge of your 
  lineage’s homeland. You or your DM selects the location 
  of your homeland, be it a city, region, or country. You 
  always know roughly how far away you are from your 
  homeland and in what direction it lies. You also gain 
  knowledge of the geography, people, and culture of your 
  homeland, even if you have never been there, and learn 
  the predominant native language if you don't already 
  know it.
  Commanding Voice
  Your bloodline has granted you a powerful, imposing 
  voice. At 1st level, you learn the command spell, which 
  counts as a sorcerer spell for you, and does not count 
  against your number of spells known. Additionally, you 
  gain proficiency in either Intimidation or Persuasion, 
  and gain advantage in the chosen skill when interacting 
  with someone from your homeland.
  Majestic Presence
  Starting at 6th level, when you or a friendly creature 
  within 30 feet of you makes a Charisma or Wisdom 
  saving throw, you can spend 2 sorcery points to grant 
  them advantage on the saving throw. You can choose 
  to use this feature after the creature makes its roll, but 
  before the DM determines whether the saving throw 
  succeeds or fails.
  Bend the Knee
  Starting at 14th level, when a creature fails a saving 
  throw imposed by one of your spells, you can spend 3 
  sorcery points to cause them to be frightened of you 
  until the end of your next turn.
  Ancestral Title
  Starting at 18th level, the combined talents and 
  knowledge of your storied ancestors flow through your 
  veins. You adopt a title befit a king, and gain permanent 
  benefits associated with that title. Choose one of the 
  following benefits:
  The Conqueror. Your Empowered Spell Metamagic 
  option no longer costs sorcery points if you do not also 
  use a different Metamagic option during the casting of 
  the spell.
  The Great. Increase one ability score of your choice 
  by 2. Your maximum for that score is now 22.
  The Holy. You learn three cleric spells of your choice, 
  which must be of 3rd level or lower. These spells count 
  as sorcerer spells for you and do not count against your 
  number of spells known.
  The Kind. You gain advantage on Charisma checks 
  and saving throws, and Majestic Presence costs 1 
  sorcery point.
  The Terrible. You are immune to being frightened, 
  and Bend the Knee costs 1 sorcery point.
  The Wise. You gain proficiency with Intelligence and 
  Wisdom saving throws, and Majestic Presence costs 1 
  sorcery point.
  
  10
  Homebrew By IrishBandit
  Exotic Mounts
  This section contains statistics for a few steeds more 
  fantastical and rare than a horse. These steeds are 
  meant to be exotic and unique, hard to train, expensive 
  to equip, and only used by a select few. 
  This section is made to complement Appendix A 
  of the Monster Manual, which includes many more 
  creatures that can also easily be used as exotic mounts.
  Clockwork Horse
  Large construct, unaligned
  Armor Class 18 (natural armor)
  Hitpoints 45 (6d10 + 12)
  Speed 45 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  11 (+1)
  14 (+2)
  3 (-4)
  3 (-4)
  1 (-5)
  Damage Immunities poison, psychic
  Condition Immunities blinded, charmed, deafened, exhaustion, 
  frightened, paralyzed, petrified, poisoned
  Senses blindsight 60 ft. (blind beyond this radius), passive 
  Perception 6
  Languages —
  Challenge 1 (200 XP)
  Loud Machinery. The horse has disadvantage on Dexterity 
  (Stealth) checks.
  Actions
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) bludgeoning damage.
  Vent Steam (Recharge 5-6). The horse exhales steam at a 
  creature within 5 feet of it. The creature must succeed on a DC 
  13 Constitution saving throw or take 13 (2d12) fire damage.
  Clockwork Horses are durable, untiring mounts. However 
  they are very complex to create and maintain, and loud 
  when active.
  Jaguar
  Medium beast, unaligned
  Armor Class 13
  Hitpoints 13 (3d8)
  Speed 50 ft., climb 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  16 (+3)
  10 (+0)
  3 (-4)
  14 (+2)
  7 (-2)
  Skills Perception +4, Stealth +7
  Senses darkvision 60 ft., passive Perception 14
  Languages —
  Challenge 1/2 (100 XP)
  Ambusher. The jaguar has advantage on attack rolls against 
  surprised creatures.
  Keen Smell. The jaguar has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 6 (1d6 + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) slashing damage.
  Jaguars are jungle stalkers, suitable as mounts for goblins, 
  halflings, gnomes, and other small folk..
  Warhorse Zombie
  Large undead, any evil alignment
  Armor Class 13 (barding scraps)
  Hitpoints 45 (6d10 + 12)
  Speed 60 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  12 (+1)
  15 (+2)
  3 (-4)
  8 (-1)
  3 (-4)
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 60 ft., passive Perception 9
  Languages —
  Challenge 1/2 (100 XP)
  Trampling Charge: If the zombie moves at least 20 feet straight 
  toward a creature and then hits it with a hooves attack on the 
  same turn, that target must succeed on a DC 14 Strength saving 
  throw or be knocked prone. If the target is prone, the horse 
  can make another attack with its hooves against it as a bonus 
  action.
  Undead Fortitude. If damage reduces the zombie to 0 hit 
  points, it must make a Constitution saving throw with a DC of 
  5 + the damage taken, unless the damage is radiant or from 
  a critical hit. On a success, the zombie drops to 1 hit point 
  instead.
  Actions
  Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 
  Hit: 11 (2d6 + 4) bludgeoning damage.
  Warhorse zombies are the product of necromancy, used 
  alongside warhorse skeletons in the cavalry of undead 
  hordes.
  
  11
  Homebrew By IrishBandit
  Nonplayer Characters
  This section contains statistics for humanoid soldiers 
  to help flesh out your militaries, guard patrols, or 
  mercenary crews. Some of these characters are based 
  on the soldiers described in /u/ StudiedAmbivalence's 
  excellent On War in Dungeons and Dragons.
  Crossbowman
  Medium humanoid (any race), any alignment
  Armor Class 14 (ring mail)
  Hitpoints 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12 (+1)
  13 (+1)
  12 (+1)
  10 (+0)
  11 (+0)
  10 (+0)
  Skills Athletics +3
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  Crossbow Expert. Being within 5 feet of a hostile creature 
  doesn't impose disadvantage on the crossbowman's ranged 
  attack rolls.
  Cataphract
  Medium humanoid (any race), any alignment
  Armor Class 17 (splint)
  Hitpoints 58 (9d8 + 18)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  11 (+0)
  15 (+2)
  11 (+0)
  11 (+0)
  15 (+2)
  Saving Throws Con +4, Wis +2
  Skills Animal Handling +2, Athletics +5
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 4 (1,100 XP) or 3 (700 XP) if unmounted
  Mounted Combatant. While mounted, the cataphract has 
  advantage on melee attack rolls against any unmounted 
  creature that is smaller than its mount.
  Actions
  Multiattack. The cataphract makes two melee attacks.
  Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 
  Hit: 8 (1d10 + 3) piercing damage.
  Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) 
  slashing damage if used with two hands.
  Shortbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., 
  one target. Hit: 3 (1d6) piercing damage.
  Cataphracts, clad in heavy armor, are heavy shock cavalry 
  capable of breaking through even prepared enemy lines. 
  Cataphracts ride warhorses wearing splint barding (AC 17).
  Heavy Longbowman
  Medium humanoid (any race), any alignment
  Armor Class 18 (plate)
  Hitpoints 97 (13d8 + 39)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  13 (+1)
  16 (+3)
  12 (+1)
  12 (+1)
  11 (+0)
  Saving Throws Str +7
  Skills Athletics +7
  Senses passive Perception 11
  Languages any two languages
  Challenge 6 (2,300 XP)
  Longbow Mastery. The longbowman uses Strength instead of 
  Dexterity for the attack and damage rolls of longbows, and 
  gains a +1 bonus to damage rolls it makes with longbows 
  (included in the attack).
  Sharpshooter. Attacking at long range doesn't impose 
  disadvantage on the longbowman's ranged attack rolls, 
  and before it makes an attack wilh a ranged weapon it can 
  choose to take a -5 penalty to the attack roll. If the attack 
  hits, it adds +10 to the attack's damage.
  Actions
  Multiattack. The longbowman makes three longbow attacks, or 
  two warhammer attacks.
  Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., 
  one target. Hit: 8 (1d8 + 4) piercing damage.
  Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) 
  slashing damage if used with two hands.
  Heavy longbowmen are elite soldiers trained to take down 
  armored opponents from extreme ranges using massive 
  warbows and specially crafted arrows to pierce even the 
  toughest of plate mail.
  Actions
  Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 
  100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
  Crossbowmen are deployed in a support role alongside the 
  primary infantry force.
  
  12
  Homebrew By IrishBandit
  Keshik
  Medium humanoid (any race), any alignment
  Armor Class 14 (leather)
  Hitpoints 45 (7d8 + 14)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  16 (+3)
  15 (+2)
  11 (+0)
  11 (+0)
  14 (+2)
  Saving Throws Con +4
  Skills Animal Handling +2, Athletics +2
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1 (200 XP)
  Archery. The keshik has a +2 bonus to attack rolls it makes with 
  ranged weapons (included in the attack).
  Inquisitor
  Medium humanoid (any race), any lawful alignment
  Armor Class 16 (chain mail)
  Hitpoints 55 (10d8 + 10)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  9 (-1)
  13 (+1)
  13 (+1)
  14 (+2)
  16 (+3)
  Saving Throws Wis +5, Cha +6
  Skills Insight +5, Religion +4, Stealth +2
  Senses passive Perception 11
  Languages any two languages
  Challenge 5 (1,800 XP)
  Divine Smite. When the inquisitor hits a creature with a melee 
  weapon attack, it can expend one spell slot to deal radiant 
  damage to the target, in addition to the weapon’s damage. The 
  extra damage is 9 (2d8) for a 1st-level spell slot, plus 4 (1d8) 
  for each spell level higher than 1st. The damage increases by 4 
  (1d8) if the target is an undead or a fiend.
  Spellcasting. The inquisitor is a 5th-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 14, +6 to hit with 
  spell attacks). The inquisitor has the following paladin spells 
  prepared:
  1st level (4 slots): bane, disguise self, shield of faith, wrathful smite
  2nd level (2 slots): branding smite, detect thoughts, zone of truth
  Unexpected Strike (Recharges after a Short or Long Rest). When 
  the inquisitor hits a surprised creature with a melee attack, the 
  attack is a critical hit.
  Actions
  Multiattack. The inqusitor makes two melee attacks.
  Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) slashing damage.
  Hand Crossbow. Ranged Weapon Attack: +2 to hit, range 
  30/120 ft., one target. Hit: 2 (1d6 - 1) piercing damage.
  Inquisitors hunt the enemies of their faith, bringing divine 
  fury when least expected.
  Legionary
  Medium humanoid (any race), any alignment
  Armor Class 17 (scale mail, shield)
  Hitpoints 16 (3d8 + 3)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  12 (+1)
  12 (+1)
  10 (+0)
  11 (+0)
  10 (+0)
  Skills Athletics +4
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/2 (100 XP)
  Pilum. When the legionary hits a creature with a ranged 
  weapon attack with a thrown weapon, it has advantage on 
  its next melee weapon attack against that creature before 
  the end of its next turn.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 
  ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing 
  damage.
  Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) piercing damage.
  Legionaries are versatile, general purpose infantry 
  equipped with both melee and thrown weapons.
  Actions
  Multiattack. The keshik makes three ranged attacks.
  Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., 
  one target. Hit: 6 (1d6 + 3) piercing damage.
  Shortsword. Melee Weapon Attack: +5 to hit, reach 10 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage.
  Keshiks pelt their foes with arrows while keeping safely 
  out of range atop their steeds. Keshiks ride unarmored 
  warhorses.
  
  13
  Homebrew By IrishBandit
  Pikeman
  Medium humanoid (any race), any alignment
  Armor Class 12 (leather)
  Hitpoints 11 (2d8 + 2)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  13 (+1)
  12 (+1)
  12 (+1)
  10 (+0)
  11 (+0)
  10 (+0)
  Skills Athletics +3
  Senses passive Perception 10
  Languages any one language (usually Common)
  Challenge 1/8 (25 XP)
  Sentinel. Other creatures provoke an opportunity attack when 
  they enter the pikeman's reach, and when the pikeman hits 
  a creature with an opportunity attack, the creature's speed 
  becomes 0 for the rest of the turn.
  Actions
  Pike. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. 
  Hit: 6 (1d10 + 1) piercing damage.
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
  Pikemen are the backbone of an army, using simple yet 
  effective weapons to form deadly walls of pikes.
  Sheriff
  Medium humanoid (any race), any lawful alignment
  Armor Class 15 (breastplate)
  Hitpoints 38 (7d8 + 7)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15 (+2)
  12 (+1)
  12 (+1)
  12 (+1)
  14 (+2)
  13 (+1)
  Skills Investigation +3, Perception +4
  Senses passive Perception 13
  Languages any one language (usually Common)
  Challenge 1 (200 XP)
  Second Wind (Recharges after a Short or Long Rest). The sheriff 
  can use a bonus action to regain 10 (1d10 + 5) hitpoints.
  Actions
  Multiattack. The sheriff makes two melee attacks.
  Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) 
  slashing damage if used with two hands.
  Light Crossbow. Ranged Weapon Attack: +3 to hit, range 
  30/120 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  Reactions
  Parry. The sheriff adds 2 to its AC against one melee attack that 
  would hit it. To do so, the sheriff must see the attacker and be 
  wielding a melee weapon.
  Sheriffs are lawmen, serving as guard captains or as the 
  arbiter of justice on the frontier.
  
  14
  Homebrew By IrishBandit
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/5th Edition/Homebrew/Rule of Law.pdf