D&D 5E Martial and magic order ideas

cbwjm

Legend
With the new solamnic Knight feats from the Dragonlance UA out, it's made me start thinking of other feat ideas, that are similar in style. Something like:

Bushi
Benefit: Training with the katana (longsword) and wakazashi (shortsword).
Benefit: Choose* from the brace, evasive footwork, or menacing attack manoeuvres.
Benefit: Superiority dice (d6) equal to your proficiency bonus/long rest.

Crane Clan
Requirements: bushi feat, 4th level
Ability Score increase: Dexterity or Charisma
Benefit: Choose* from the precision attack or tactical assessment manoeuvres.
Benefit: +2 superiority dice (upgrade to d8)

What I like about the system as presented is that superiority dice and manoeuvres are no longer just the domain of the battlemaster. Now you can be a champion, an eldritch knight, a ranger, or a cleric and have these bonus abilities, it really opens up customisation, especially with the bonus feat suggestions in the dragonlance UA.

*As I've noted on the dragonlance thread, I'd actually grant all of the manoeuvres of the feat, not just provide a list to choose from.
 

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cbwjm

Legend
I changed the thread title to also accommodate the magic tradition feats. They also provide some nice customisation. Maybe you studied the elemental tradition at the Western air temple. Choose a cantrip and a spell from the following list: absorb elements, featherfall, thunderwave, or Zephyr strike.

Adept of Air might allow you to learn any 2nd level spell that deals with elemental air, and provide a secondary benefit which increases your walking speed by 10 feet.
 

Stormonu

Legend
I don't quite like the "backgrounds" from the Dragonlance UA, but I have been considering a feat to grant special organizational abilties in my campaign world. Something that can be taken from level 1, with a "follow up" feat that adds extra abilities at 4th or later.

I am also contemplating allowing some of these feats to either be taken in place of a racial abilty (for those organizations tied to races, such as elves) or possibly a class/subclass feature (for those organizations with strong ties to a class, say an order of Rangers).

Off the top of my head:

Ice Mage: The ice mages are a loose confederacy of arcane spellcasters based in the Glacier of Seasons. Each true ice mage has gained a sphere of influence over a village or larger congregation, where they use their influence to assist or dominate the populace under their sphere of control. Through alliances and trade agreements, the Ice Mages bargain and wheedle for supplies, control and power.

Adept Ice Mage
Requirement:
Acceptance as an Ice Mage or apprentice Ice Mage, ability to cast spells from the Bard, Wizard, Sorceror or Warlock spell list of 1st level or higher
Benefits:
  • Increase your Intelligence or Charisma by 1, up to 20.
  • Gain proficiency in the skill Intimidation, Persuasion or Deception.
  • Add the following spells to your spells known, as you become able to cast spells of the appropriate level:
1st: Command, Unseen Servant
2nd: Detect Thoughts, Suggestion
3rd: Bestow Curse, Clairvoyance
4th: Arcane Eye, Mordenkainen's Private Sanctum

Ice Mage
Requirement:
Adept Ice Mage, 4th level or higher
Benefits:
  • Increase your Intelligence or Charisma by 1, up to 20.
  • You gain an extra spell slot equal to your PB. If your PB is higher than the highest level spell you can cast, you instead gain a spell slot equal to the highest level spell you can cast (ex., if your PB is +3, but you can only cast 2nd level spells, you gain a 2nd level spell slot, not 3rd). When this spell slot is used, it refreshes when your other spell slots are refreshed (i.e., long rest for Wizards, Eldritch Knights and Sorcerors, short rest for Warlocks).
 
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cbwjm

Legend
I don't quite like the "backgrounds" from the Dragonlance UA, but I have been considering a feat to grant special organizational abilties in my campaign world. Something that can be taken from level 1, with a "follow up" feat that adds extra abilities at 4th or later.

Off the top of my head:

Ice Mage: The ice mages are a loose confederacy of arcane spellcasters based in the Glacier of Seasons. Each true ice mage has gained a sphere of influence over a village or larger congregation, where they use their influence to assist or dominate the populace under their sphere of control. Through alliances and trade agreements, the Ice Mages bargain and wheedle for supplies, control and power.

Adept Ice Mage
Requirement:
Acceptance as an Ice Mage or apprentice Ice Mage, ability to cast spells from the Bard, Wizard, Sorceror or Warlock spell list of 1st level or higher
Benefits:
  • Increase your Intelligence or Charisma by 1, up to 20.
  • Gain proficiency in the skill Intimidation, Persuasion or Deception.
  • Add the following spells to your spells known, as you become able to cast spells of the appropriate level:
1st: Command, Unseen Servant
2nd: Detect Thoughts, Suggestion
3rd: Bestow Curse, Clairvoyance
4th: Arcane Eye, Mordenkainen's Private Sanctum

Ice Mage
Requirement:
Adept Ice Mage, 4th level or higher
Benefits:
  • Increase your Intelligence or Charisma by 1, up to 20.
  • You gain an extra spell slot equal to your PB. If your PB is higher than the highest level spell you can cast, you instead gain a spell slot equal to the highest level spell you can cast (ex., if your PB is +3, but you can only cast 2nd level spells, you gain a 2nd level spell slot, not 3rd). When this spell slot is used, it refreshes when your other spell slots are refreshed (i.e., long rest for Wizards, Eldritch Knights and Sorcerors, short rest for Warlocks).
Nice, that's a great way of specialising a group of spellcasters. I think adding in the background information helps define them, helps with ground them within the world.

Speaking of the background game element, after the Ravnica book came out, I've added spells to spell lists based on backgrounds as well as through feats. I have a region in my world with a background "Mystic of Punt" which provides a number of spells that get added to any spell list, I also do the same with acolyte. Basically Acolyte grants a special ability like command once per day or perhaps even starting out with an uncommon magical item, depending on which faith you belong to. I qutie like customisation options like this which is why I'm really liking the dragonlance feats.
 

cbwjm

Legend
I have an ancient order of knights in my own world called the Order of the Vigilant Dragon. Formed after the mythic age to watch over the sites of the sleeping dragon elders, either to warn when they wake, or wait until their ancient lords awaken and restore the dragon empires, the actual reason has been lost.

Using the ideas from the dragonlance UA, the beginner feat, and a feat detailing one of the chapters might look like the following.

Note, that I'm going to be granting all of the manoeuvres rather than requiring the player to select one.

Squire of the Vigilant Dragon
Prerequisite: fighter, paladin, or ranger class, or Knight of the Vigilant Dragon background
Draconic Patron.

Honoured Order. You have advantage on Persuasion checks when dealing with dragonborn and dragons if you make your membership in the order known.
Special Manoeuvres. You learn the following 3 manoeuvres.
• Commander’s Strike
• Commanding Presence
• Menacing Attack
Superiority Dice. You gain a number of superiority dice equal to your proficiency bonus. These dice are d6s,and you can use them only with the maneuver you gain from this feat and with any maneuvers you gain from feats that have this feat as a prerequisite. A superiority die is expended whenyou use it,and you regain all expended superiority dice when you finish a long rest.

Order of the Argent Dragon
The order of the Argent Dragon was formed by a frost dragon dedicated to the protection if those in its charge. You are an exemplar of the order.
Prerequisites: Squire of the Vigilant Dragon, 4th level
Ability Score Increase. +1 Con, Wis, or Cha
Argent Manoeuvres. You gain the binding ice and goading attack manoeuvres.
Superiority Dice. You gain two superiority dice,which you add to the dice you have from the Squire of Solamnia feat. All the dice are now d8s.

New Manoeuvres
Binding Ice. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to freeze the target. You add the superiority die to the damage roll as cold damage, and the target must make a Constitution saving throw. On a failed save, their movement is set to 0 until the end of your next turn.
 

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