Here's the butler Yusuke assets from global Version 1.2!
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Here's the butler Yusuke assets from global Version 1.2!
The Arcanists in a Nutshell | Blonney
Tick-tock, all I need is some more time. Dear friend, we're gathered here once again.
Good night, Nikki fans!
zᶻ ૮˶- ﻌ -˶ა⌒)ᦱ
The Chalk Prince and the Dragon from Footprints of the Traveler Yu-Peng Chen, Dimeng Yuan, HOYO-MiX
Version 1.2 has been released!
This one is a pretty big one, and we apologize in advance to anyone who needs to change their characters. Thankfully this should be the first and last update for a long while that will affect characters! With over 40+ new skills, 14 new armors and weapons, and some new rules and balance changes, this update will certainly give many new options and play styles for your characters!
Major changes include:
- Edited and fixed various typos and errors once again, as well as some formatting issues in the hunting section.
- Changed the skills section to be alphabetically ordered, and for skill upgrades to be below their required skills.
- Fixed a paradox where a character takes Jack of all Trades and uses it to get Morally Grey, which disables Jack of all Trades, which means Morally Grey cannot be selected, which undisables Jack of all Trades, etc.
- Nerfed Morally Grey, Leopard Strike, Favored Enemy, and Manipulative
- Buffed Unblinking Sights, and Riverclan Training
- Changed Twolegplace Training and Overdrive
- Temporarily removed Creative, Vigilance, and Heart of the Dice
- Switched Loner's Loner skill with Part of the Pack
- Switched Cheating Death and New Life
- Changed Mind Palace's name to Memory Bank
- Added the following skills: Lumbering Soul, Look Who Has The High ground now!, Full Stomach, Escape Route, Taunt, Through Rain And Snow, What Could Go Wrong?, Reversal, Big Game Hunter, Professionals Have Standards, Rapid Fire, Money Shot, Be Efficient, Hunter's Prey, Sniper, Polished, Hardened Armor, Master of Defense, Hotshot, Have a Light?, Firefighter, Slippery, Behind Enemy Lines, Carrion Bite, Acidic Strike, Fast Target, Archer's Bane, Im A Frickin Blur Here!, Thousand Yard Stare, Outlier, Tiger's Fury, Gullible, Caught Off Guard, Curiosity Killed The Cat..., ...But Satisfaction Brought It Back, Pacifistic, An Eye For An Eye, Spiritual Connection, Healing Mastery, Medical Expertise, Part of the Pack And Quick Defense
- Added the following armors: Thorn, Blood, Garlic, Ribbon, Wooden Plank, Trash Can Lid and Slingshot
- Added the following weapons: Stone, Bola, Dart, Glass, Glass Claw, Club, And Whip
- Edited Level Ups to clarify characters beginning from scratch begin at Level 0
- Completely changed the damage section's formatting, damage, etc.
- Added Health Bonuses to Level Ups.
- Added Damage and Health Upgrades *Experimental
- Gave an upgrade to Health to every clan.
- Gave the Bite attack the ability to be rolled with Agility.
- Added rules for multiple Advantages/Disadvantages
- Added new rules in:
Battle section regarding Agility ties and Damage
Skill section regarding exiled/promoted/rank changes
- Edited the Title page slightly to look better
- Removed Herobrine, he unfortunately had to go
Druid: Circle of the Hierophant V1.2
The Circle of the Hierophant learns to perfect the blending of elemental and primal magic.
One feeds into the other, and their fusion energizes a great cycle through which these druids can transcend common mortality and become something greater.
Fire and wind, earth and water are theirs to command.
The elements serve these druids as they carve their name into history.
As you progress up the ladder of knowledge, exposure to elemental power slowly changes you; your mortality is stripped away until you become something akin to the primordials of old.
Elemental Insight
At 2nd level, your understanding about reality and its characteristics seems to transcend the normal limits and opens your mind to new possibilities.
When making a skill check related to Intelligence (such as a Nature check), you use your choice of your Intelligence or Wisdom modifier for the Roll.
Also, you gain Advantage on Charisma checks made to interact with elemental creatures.
Additionally, you are able to speak, read, and write Primordial fluently.
Elemental Upsurge
Starting at 2nd level, you learn to unravel and entwine the primal and elemental magics.
You can augment your attacks to deal elemental damage onto creatures.
You have a pool of energy represented by a number of d6s equal to your druid level.
When you roll damage for a spell or melee attack, you can increase that damage by spending dice from the pool.
You can spend a number of dice equal to half your druid level or less.
Roll the spent dice and add them to the damage as either acid, cold, fire, lightning, necrotic or thunder damage (Player’s Choice).
If you cast a spell or hit a creature with a melee attack which has been augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the attack’s damage.
You regain the expended dice when you finish a long rest.
Adding Flair...
Being able to add extra elemental damage to Anything sounds like it would be useful, but more often than not you’ll find that most creatures have Resistances and not Vulnerabilities.
Where one GM might say that using this ability to augment a spell with acid damage would do more damage to a building, cold damage slows a creature down, etc., another GM might not...
Elemental Transcendence
At 6th level, elemental power eliminates your weaknesses and girds you and your allies against damage and infirmity.
Starting at 6th level, you can transform into an Elemental with a Challenge Rating as high as your Druid level divided by 3 (rounded down).
In addition, over the course of a short rest, you may enact a sacred invocation of the elements to impart you and your allies attunement to these forces.
You can choose up to a number of creatures equal to your Wisdom Modifier (minimum of 1) within 30 feet who stay within range for the entire short rest to receive this attunement.
At the end of the short rest, each creature gains resistance to either acid, cold, fire, lightning, necrotic, or thunder damage (your choice).
Each creature may have a different resistance but can only benefit from one source of this feature at a time.
This benefit lasts for one hour.
You regain the use of this feature after a Long Rest.
Primordial Harbinger
At 10th level, your mastery over elemental power reaches a point at which you command the embodiment of the elements without fail.
Starting at 10th level, your Spells that summon or create Elementals under your command count as one Spell Slot higher when casting for the purposes of determining the number of Elementals and the Challenge Rating Limitations of the Elementals summoned.
Furthermore, you cannot lose control of Elementals created or summoned by your Spells that have a Challenge Rating of one-third your Druid level (rounded down) or less.
If you would lose control due to losing Concentration on Spell, you instead act as if you had maintained Concentration if the summoned Elemental is of an appropriate Challenge Rating.
Conduit Of The Elemental Chaos
At 14th level, you begin to attain a perfect mastery over the elements and can call upon their power whenever you choose.
You may cast the Absorb Elements Spell at 3rd-Level At-Will.
Additionally, you may choose to instead store the Extra Damage Dice to your Elemental Upsurge pool.
You may use these Dice as normal, choosing the Elemental Damage you deal with them, but you cannot exceed your Maximum Total using this feature.
This is the latest Version, Version 1.2 of the Homebrew Druid Archetype, Circle of the Hierophant.
With a complete re-do of the Higher Levels Abilities, I feel like this is much more clear on its intents and advantages, compared to Version 1.1.
And a HUGE Thanks to @valgee for their AMAZING Critique of the Hierophant Druid.
A lot of this Version is taking inspiration from their Feedback.
And I believe that this is probably going to need one more Update, but it's almost there!
But, of course, it still needs improvements…
So Leave a Comment, Re-Blog with your Critiques, and Send Us a Message with your Thoughts and Feelings about this Homebrew Archetype!
(Tell us if you like the new Format for the Higher Level Abilities!)
And we’ll see Version 1.3 (And possibly the Final Version) soon!
Version 1.2!!
I decided to make a new version of this very old edit!! And...OMG!! I like how it ended up!!! (I can say my editing skills are getting better~!(˶‾᷄ ⁻̫ ‾᷅˵)) So proud of myself :’D
(Ok I seriously didn’t change much, but those little details I DID change made the difference!)
(You can see the first version here--> version 1)
Oh, I didn't process this before, but it's interesting that they're posting Synergy-style information for the original Phantom Thieves as they get added! These aren't visible anywhere in-game, so I guess they're put together entirely for promotional material?