Shepherd Archetypes in Ascent of the Old Ones | World Anvil
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Shepherd Archetypes

The following archetypes are available for the Shepherd class.  

CHRONICLER

Pick this archetype if you want to wander the wastes, collecting stories from the world’s history and myth, and impart your collected wisdom on the people you meet.   3 - History Buff
You become proficient in History. If you’re already proficient in History you gain expertise in it, doubling your Proficiency bonus to History skill checks.   3 - Inspired Recollection
You take lessons from the stories you’ve learned and can apply them even in tense situations.   When you take the Dodge, Disengage, or Hide action, you use the breathing room to recollect applicable stories. On your next turn you are treated as though you had Help on a single ability check or attack roll of your choice.   6 - Jack of all Trades
You can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.   14 - Lessons of the Past
You can expend one use of Motivate Excellence when you make an ability check. Roll a Motivation die and add the number rolled to the result of your check. You can choose to do so after you roll the die for the ability check, but before the Guide tells you whether you succeed or fail.  

Commander

Pick this archetype if you want to lead others into battle, whether for glory, greed, or the greater good.   Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with martial weapons, medium armor, and shields.   3/6 - Call to Arms
You can spend your action to allow one allied creature within 30 feet who can hear you to make a single attack using an unarmed attack, melee weapon, or loaded ranged weapon.   At 6th level, up to two allied creatures within range can make an attack when you use this feature.   3 - Tactician
When all creatures involved in an encounter have rolled initiative, you and a willing ally can swap your positions in the turn order.   6 - Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.   14 - Commander's Strike
After you spend Command points during your action, you can spend a bonus action to make a weapon attack.  

Regent

Pick this archetype if you want your friends and loyal followers to hang upon your every word.   3 - Bring out the Best
You draw forth the potential of others, and you yourself draw strength from the people who believe in you. You gain the following benefits:
• When you use the Help action to grant advantage to an allied creature, you may give them one of your Motivation dice as part of the same action. The creature which receives the Motivation die doesn’t have to spend it on the action to which your Help applies if they would rather keep it.
• Whenever an allied creature uses the Help action to grant you advantage, you roll three d20s instead of two and take the best result. If you also have disadvantage on the roll, your advantage is still cancelled out as normal.   6 - Coordinate Defense
You help your allies see opportunities, and they watch over you in turn. You gain the following benefits:
• Whenever you see a hostile creature move out of the reach of an allied creature within 60 feet of yourself who can hear you, you can spend your reaction to allow that ally to make an opportunity attack. The hostile creature’s movement can only provoke one opportunity attack: if your ally takes one using this feature they can’t make another with their own reaction. However, they’re free to spend a reaction to make an opportunity attack in the same round the next time a creature leaves their reach, even if it’s the same creature.
• When you have half your maximum hit points or less and are hit by an attack, one allied creature within 60 feet of you who can see you may spend their reaction to move their speed either toward you or toward the creature that attacked you. Their movement must take them by the most direct available route. Only one ally can move toward you this way per turn.   14 - Inspire Wrath
If you spend one or more Command points on your turn, any allied creature can spend a bonus action on their turn to make an attack. Once one of your allies has taken advantage of this feature, no one can do so again until after your next turn. If no one takes advantage of this feature before the beginning of your next turn, its benefit is lost.  

Tyrant

Pick this archetype if you prefer to guide your followers with a closed fist rather than a gentle hand.   3 - Rule by Fear
You become proficient in Intimidation. If you’re already proficient in Intimidation you gain expertise in it, doubling your Proficiency bonus to Intimidation skill checks.   Additionally, when you use the Help action to grant advantage to an allied creature, you may give them one of your Motivation dice as part of the same action. The creature which receives the Motivation die doesn’t have to spend it on the action to which your Help applies if they would rather keep it.   6 - Threat of Failure
You find that fear can inspire effort as readily as encouragement. As a bonus action, you can threaten a single allied creature within 60 feet that can see or hear you. The target gains a number of points of Threat equal to your Charisma bonus. Threat can be spent in any of the ways listed below, and must be spent before the end of your target’s next turn. Any Threat not spent by then is lost.
• Movement. On its turn, a creature may spend any amount of its Threat to add +5 feet to its movement for each point of Threat spent.
• Ability Checks. When it fails an ability check, the creature may spend any amount of its Threat to add +2 to its check result for each point of Threat spent. Any Threat spent must be spent in one go, and if the ability check is still failed any spent Threat is lost.
• Attacks. When it makes an attack roll and misses, the creature may spend any amount of its Threat to add +1 to the result of the roll for each point of Threat spent. Any Threat spent must be spent in one go, and if the attack still misses any spent Threat is lost.
• Damage. After making a damage roll, the creature may spend any amount of its Threat to add +2 to its damage total for each point of Threat spent. You may use this feature a number of times equal to your Proficiency bonus. You regain spent uses of the feature when you finish a short or long rest.   14 - Inspire Wrath
If you spend one or more Command points on your turn, any allied creature can spend a bonus action on their turn to make an attack. Once one of your allies has taken advantage of this feature, no one can do so again until after your next turn. If no one takes advantage of this feature before the beginning of your next turn, its benefit is lost.

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