Nora's Book of Secrets Paths for classes that have been long lost, or hidden for centuries, now to be revealed.

Cleric Domains Along with the domains from the PHB and other sources, you can select from the following domains. Emotions Domain The Emotions Domain focuses on the things that give creatures agency- love, hate, happiness, despair, admiration and disdain. Gods of emotion promote the idea that emotions are what define you as beings, and as your identity. That emotions should be the defining factor in decision making, and that they are no less objective than logical conclusions. Gods such as Ilimar, Sune, Erythnul, Sargonnas, The Fury, Aphrodite and Hathor are popular gods to bestow this domain, however any god that believes in the importance of emotions have the ability to. Emotions Domain Spells Cleric Level Spells 1st charm person, Tasha's hideous laughter 3rd calm emotions, zone of truth 5th aura of hope, fear 7th compulsion, confusion 9th dream, scrying Keen Insight When you chose this domain at 1st Level, you gain a divine sense over others. You gain proficiency in the Insight skill, and add your proficiency bonus twice to any insight based skill checks you do. Additionally, you may reroll the result of any insight based skill checks a number of times equal to your wisdom modifier. Channel Divinity: Heightened Emotions Starting at 2nd Level, you can use your Channel Divinity to create an area of heightened emotions where good results are great, and bad results are terrible. You create a 120 long sphere starting at a point within 120 feet of you for up to 1 hour. This sphere is invisible to anyone but you. Any Charisma based checks where everyone involved are within the sphere have heightened results. If the roll is 10 or below, the result of the d20 roll is instead a 1, however, if the result of the roll is 11 or higher, it acts as if it was a 20. Channel Divinity: Imbue Emotions At 6th Level, you can use your Channel Divinity feature to manipulate the emotion of others. As a bonus action, you can present your holy symbol, and select a number of creatures equal to your wisdom modifier. These creatures must make a wisdom saving throw. On a success, nothing happens, however, on a failure, they become either charmed by you or frightful of you (you can select a different option for each creature that failed its saving throw) Potent Spellcasting Starting at 8th Level, creatures that succeed on a saving throw against one of your cleric cantrips take half damage instead of no damage. Emotional Manipulation Starting at 17th Level, when you use your Heightened Emotions feature, you also gain the ability to make any single charisma skill check done within the area instantly use 20 + the targets skill bonus as the result. Additionally, you gain the ability to make any single charisma skill check within the area 1 + the targets skill bonus as the result.

Fighter Archetypes In addition to the set of archetypes found in the PHB and other sources, you can select from the following options Mythril Guard A Mythril Guard spends years of its life focuses on understanding the Weave. Not to controll it like a spellcaster, but instead to sew it into their own body, controlling the magic of others, rather than creating their own. These powerful Anti-Mages are often raised by necessity, as powerful mages or clerics take over, a savvy fighter decides to counter them directly, stopping them with every move. The technique of the Mythril Guard has been passed down in secret by many students of long gone mage fighters, and today is often a mythic ability that spreads fear and hope in those that know about it. The development of a Mythril Guard is to learn to weave themselves into the weave as if they were a natural part of it, gaining more control of the elements of it in their surroundings. Weave Sense Starting at 3rd Level, when you select this archetype, your senses are connected to that of the weave's, granting you great understanding of magic and its properties. You can cast the Detect Magic and Identify spells as a ritual, without the use of any material components. Additionally, you gain proficiency with the Arcana skill, and when you roll a skill check with the Arcana Skill, your proficiency bonus is doubled. Spell Destruction Starting at 3rd level, you gain the ability to pull on the weaves threads, potentially disrupting any spell cast that you can see. As a reaction, when a spell is cast within your line of sight, you can attempt to disrupt the spells casting. Roll a d20 and add your proficiency bonus and intelligence modifier to the roll. If the result is equal to or more then 10 + the spell's level, that spell fails. This is a non-magical effect, and thus can not be countered by a Counterspell spell. You can do this once, and your ability to do it recharges on a short rest. You gain one additional use per Short Rest at 13th Level. Magical Lore Starting at 7th Level, your connection to the weave grows strong enough that you can better understand any magics that you can see. You instantly know whether any effect is magical, whether the effect is divine magic or arcane magic, and if the magic is caused by an innate spellcasting or spellcasting features. Additionally, while detect magic is activated, you can spend 1 minute studying any magical effect to learn what spells, if any, are being detected. Similarly, when you cast Identify on any living creature, you can also learn any spells it can cast from the Innate Spellcasting feature, if any, and any Magical Items it is attuned to. Woven Body Starting at 15th Level, the stitches of the weave are so deep that they course through your skin, protecting you from magical effects. You have advantage on any saving throws against magic, additionally, anyone targeting you with any magical spell attacks have disadvantage on their attack roll. Mythril Soul At 18th Level, your soul is stitched into the weave so deeply, that you have become a part of is web. Over the course of an hour, you can attune yourself to one of the magical schools bound by the Weave. When a spell of this school is cast within 120 feet of you, you feel each ethereal thread of the Weave being touched by the spell, and you know the exact position of the caster. You may use your reaction to impose disadvantage on the spell. If this spell requires a Saving Throw by its target, the target gains advantage on their save. If the spell requires a melee or ranged spell attack, the roll has disadvantage.