Homebrew:Burghal Explorer: Difference between revisions

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[[file:providence.jpg|right|thumb|500px]]
[[file:burghal explorer.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Oath of Providence subclass from [[Xanathar's Lost Notes to Everything Else]]}}
{{sidebar|title=Expanded Natural Explorer Option|content1class=left|content1=Because some rangers, like burghal explorers, are most at home in cities, the favored terrain options for the Natural Explorer feature have been expanded to include urban environments. Any ranger can add urban environments as a type of favored terrain at 1st, 6th, or 10th level instead of choosing from the options in the ''Player's Handbook''.}}
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[Xanathar's Lost Notes to Everything Else]]}}
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{{base class|paladin|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|ranger|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
Paladins who take the Oath of Providence believe they are the hand of destiny, striking down enemies beyond redemption. They believe in their hearts that some creatures, often those who commit atrocities, are fated to die in battle. These paladins are the executioners. Their oath gives them the power to bend destiny in their favor and send foes to their final fate.
Burghal Explorers are at home in tight places, making their living as urban bounty hunters or guiding magical search crews through dangerous ruins. Dark slums and ruined cities, choked with thirsty weeds and decorated with crumbling remnants of once-thriving communities, become gathering points for desperate innocents—and for sneak-thieves and bandits who prey on the helpless.


== Tenets of Providence ==
Burghal Explorers toe the line between the natural forest and cityscapes, moonlighting as vigilantes, or fending off unnatural horrors that reach covetously toward the darkest, deepest plots of land.
The tenets of the Oath of Providence are written in stone on the tombs of paladins undertaking this path.


;Embrace Destiny.
== Burghal Explorer Magic ==
:When bad luck comes your way, understand it was meant to be and search for the opportunity fate has given you within your loss.
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Burghal Explorer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
;Deliver Enemies to Fate.
:Those who become your enemies aren’t long for this world. They must die by your hand.
;Accept Immutability.
:Fate is a force more powerful than the gods. Accept that there are situations in which you're powerless and take power over that you can influence.
;Strength in Numbers.
:Together with your allies, you have the power to influence fate. Destiny smiles upon those who embrace it.


{| class="wikitable"
{| class="wikitable"
|+ Oath of Providence spells
|+ Burghal Explorer Spells
! Paladin Level !! Spells
! Ranger Level !! Spell
|-
|-
| style="text-align:center" | 3rd || ''[[spell:bless|bless]]'', ''[[spell:divine-favor|divine favor]]''
| style="text-align:center" | 3rd || ''[[spell:find-familiar|find familiar]]''
|-
|-
| style="text-align:center" | 5th || ''[[spell:aid|aid]]'', ''[[spell:augury|augury]]''
| style="text-align:center" | 5th || ''[[spell:misty-step|misty step]]''
|-
|-
| style="text-align:center" | 9th || ''[[spell:bestow-curse|bestow curse]]'', ''[[spell:clairvoyance|clairvoyance]]''
| style="text-align:center" | 9th || ''[[spell:tongues|tongues]]''
|-
|-
| style="text-align:center" | 13th || ''[[spell:death-ward|death ward]]'', ''[[spell:divination|divination]]''
| style="text-align:center" | 13th || ''[[spell:faithful-hound|faithful hound]]''
|-
|-
| style="text-align:center" | 17th || ''[[spell:commune|commune]]'', ''[[spell:legend-lore|legend lore]]''
| style="text-align:center" | 17th || ''[[spell:animate-objects|animate objects]]''
|}
|}


== Channel Divinity ==
== Grazing Strike ==
When you take this option at 3rd level, you gain the following two Channel Divinity options.
At 3rd level, you gain the ability to hinder your foes with your strikes. Whenever you hit a creature with a weapon attack, you can graze your target’s arm, leg, chest, or head (provided it has the body part). When you do, the creature takes an additional 1d4 damage of the weapon’s type and you impose one of the following effects on that target:


;Predestination.
;Head.
:You can use your Channel Divinity to invoke the divine to smile upon your allies. When one creature within 60 feet of you that you can see makes a saving throw, you can use your reaction to grant the creature advantage on the save, using your Channel Divinity. If the effect allows the creature to take only half damage on a successful save, the creature instead takes no damage on a successful save, and only half as much damage one a failed one.
:It has disadvantage on the next saving throw it makes before the end of its next turn.
;Kiss of Calamity.
;Arm.
:As an action, your Channel Divinity can be used to besiege your enemies with bad luck. While you are conscious, each hostile creature that can see or hear you within 30 feet of you must make a Charisma saving throw, gaining disadvantage on all saving throws for 1 minute on a failure.
:It has disadvantage on the next Strength check or attack roll it makes before the end of its next turn.
;Leg.
:Its movement speed is reduced by 10 feet until the end of its next turn.
;Chest.
:It must succeed on a Strength saving throw. If it fails, you can push it up to 5 feet away from you. If it hits a wall, or other permanent structure as a result of being pushed, it takes an additional 1d6 bludgeoning damage.


== Favor the Brave ==
== Above and Below ==
Beginning at 7th level, you take fortune into your own hands. When you make a weapon attack, you can choose to hit instead of rolling. You must use this feature before you roll.
At 7th level, you can identify the fastest routes across cityscapes or crumbling ruins, whether the path leads through the sewers below or the roofs above. Climbing and swimming no longer costs you extra movement and you can hold your breath for twice as long as normal.


You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.


== Gift of Foresight ==
== Streetwise ==
Starting at 15th level, your faith grants you a prophetic glimpse into the future. When you finish a short or long rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with your prophetic roll. You must choose to do so before the roll, and you can use roll in this way only once.
At 11th level, you disappear into crowds without hesitation. While you are hidden and moving through a crowd that isn’t hostile to you, you can don a disguise if you have prepared it in advance and you have at least one hand free. Wisdom ({{insight}}) checks to see through this disguise are made with disadvantage.


When you finish a short or long rest, you lose any unused prophetic roll.
Additionally, you can take the Disengage action as a bonus action on your turn. When you do, you can move through the space of any creature that is size Medium or larger and you ignore half cover when you make an attack against another creature.


== Hand of Fate ==
== Close Quarters ==
At 20th level, you become an agent of destiny, heavily influencing the outcome of the events around you. For 1 minute, you project an aura of dim, silver light in a 10-foot radius. Whenever an enemy creature starts its turn in your aura, it has disadvantage on attacks and saving throws, while you and friendly creatures have advantage on attack rolls and saving throws. When the aura fades away, you regain all expended uses of your Favor the Bold feature.
At 15th level, you always gain the benefits of half cover whenever two or more creatures are within 5 feet of you. As a bonus action while holding a shield, you can grant this to benefit to one of the creatures adjacent to you until the start of your next turn or it moves 10 feet away from you.
 
[[category:homebrew ranger subclasses|Burghal Explorer]]
Once you use this feature, you can’t use it again until you finish a long rest.
[[category:homebrew paladin subclasses|Providence]]

Latest revision as of 17:24, 26 July 2025

(OOC: This is an implementation of the Burghal Explorer subclass from Xanathar's Lost Notes to Everything Else)

Base Class: Ranger

Burghal Explorers are at home in tight places, making their living as urban bounty hunters or guiding magical search crews through dangerous ruins. Dark slums and ruined cities, choked with thirsty weeds and decorated with crumbling remnants of once-thriving communities, become gathering points for desperate innocents—and for sneak-thieves and bandits who prey on the helpless.

Burghal Explorers toe the line between the natural forest and cityscapes, moonlighting as vigilantes, or fending off unnatural horrors that reach covetously toward the darkest, deepest plots of land.

Burghal Explorer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Burghal Explorer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Burghal Explorer Spells
Ranger Level Spell
3rd find familiar
5th misty step
9th tongues
13th faithful hound
17th animate objects

Grazing Strike

At 3rd level, you gain the ability to hinder your foes with your strikes. Whenever you hit a creature with a weapon attack, you can graze your target’s arm, leg, chest, or head (provided it has the body part). When you do, the creature takes an additional 1d4 damage of the weapon’s type and you impose one of the following effects on that target:

Head.
It has disadvantage on the next saving throw it makes before the end of its next turn.
Arm.
It has disadvantage on the next Strength check or attack roll it makes before the end of its next turn.
Leg.
Its movement speed is reduced by 10 feet until the end of its next turn.
Chest.
It must succeed on a Strength saving throw. If it fails, you can push it up to 5 feet away from you. If it hits a wall, or other permanent structure as a result of being pushed, it takes an additional 1d6 bludgeoning damage.

Above and Below

At 7th level, you can identify the fastest routes across cityscapes or crumbling ruins, whether the path leads through the sewers below or the roofs above. Climbing and swimming no longer costs you extra movement and you can hold your breath for twice as long as normal.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Streetwise

At 11th level, you disappear into crowds without hesitation. While you are hidden and moving through a crowd that isn’t hostile to you, you can don a disguise if you have prepared it in advance and you have at least one hand free. Wisdom (InsightWisdom (Insight)skillYour Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.) checks to see through this disguise are made with disadvantage.

Additionally, you can take the Disengage action as a bonus action on your turn. When you do, you can move through the space of any creature that is size Medium or larger and you ignore half cover when you make an attack against another creature.

Close Quarters

At 15th level, you always gain the benefits of half cover whenever two or more creatures are within 5 feet of you. As a bonus action while holding a shield, you can grant this to benefit to one of the creatures adjacent to you until the start of your next turn or it moves 10 feet away from you.