Homebrew:Divine Herald: Difference between revisions

From Campaigns
Jump to navigation Jump to search
Created page with "{{subst:homebrew:wasteland wanderer}}"
 
mNo edit summary
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
[[file:wasteland wanderer.jpg|right|thumb|500px]]
[[file:divine herald.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Wasteland Wanderer subclass from [[Xanathar's Lost Notes to Everything Else]]}}
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[Xanathar's Lost Notes to Everything Else]]}}
__NOTOC__
__NOTOC__
{{base class|ranger|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|rogue|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
Some worlds thrive with large swathes of the land covered with flora and fauna that can be both beautiful and dangerous. Other lands, or other worlds, become desolate wastelands through cataclysmic occurrences either natural or manufactured.
Your strict upbringing made you an unwavering and swift agent of divine retribution. You don’t simply exist to serve the priests of your order, you have a higher purpose and calling–to alleviate the world of false prophets and heretics.


Apocalyptic events turn the land into hazardous voids more dangerous than any monster. Only the hardiest life forms survive, and even they are often mutated into hideous reflections of their natural selves.
== Spellcasting ==
When you reach 3rd level, you gain the ability to cast spells. See [[beyond:sources/phb/spellcasting|chapter 10 of the ''Player's Handbook'']] for the general rules of spellcasting and [[beyond:sources/phb/spells#ClericSpells|chapter 11]] for the cleric spell list.


The Sea of Silt in Dark Sun’s Athas, the Mournlands of Eberron, and the spellplagued areas of {{faerun}} are just some examples in lore.
;Cantrips.
:You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
;Spell Slots.
:The Divine Herald Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
:For example, if you know the 1st-level spell cure wounds and you have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
;Spells Known of 1st-Level and Higher.
:You know three 1st-level cleric spells of your choice.
:The Spells Known column of the Divine Herald Spellcasting table shows when you learn more cleric spells of 1st level or higher. The spells must be of a level for which you have spell slots. Casting the spell doesn’t remove it from your list of known spells.
:Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.
;Spellcasting Ability.
:Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through dedicated study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
<center>'''Spell save DC''' = 8 + your proficiency bonus + your Wisdom modifier</center>
<center>'''Spell attack modifier''' = your proficiency bonus + your Wisdom modifier</center>


Forged in harsh kiln of apocalyptic survival are the Wasteland Wanderer. These rangers of ruin rely on the skills and knowledge they have gathered by surviving the terrible conditions of their world—and often helping others survive as well.
{| class="wikitable" style="text-align:center"
 
|+ Divine Herald Spllcasting
== Wasteland Wanderer Magic ==
! rowspan="2" | Rogue Level
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Wasteland Wanderer Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
! rowspan="2" | Cantrips Known
 
! rowspan="2" | Spells Known
{| class="wikitable"
! colspan="4" | &mdash;Spell Slots Per Spell Level&mdash;
|+ Wasteland Wanderer Spells
|-
! Ranger Level !! Spell
! 1st !! 2nd !! 3rd !! 4th
|-
| 3rd || 3 || 3 || 2 || &mdash; || &mdash; || &mdash;
|-
| 4th || 3 || 4 || 3 || &mdash; || &mdash; || &mdash;
|-
| 5th || 3 || 4 || 3 || &mdash; || &mdash; || &mdash;
|-
| 6th || 3 || 4 || 3 || &mdash; || &mdash; || &mdash;
|-
| 7th || 3 || 5 || 4 || 2 || &mdash; || &mdash;
|-
| 8th || 3 || 6 || 4 || 2 || &mdash; || &mdash;
|-
| 9th || 3 || 6 || 4 || 2 || &mdash; || &mdash;
|-
| 10th || 4 || 7 || 4 || 3 || &mdash; || &mdash;
|-
| 11th || 4 || 8 || 4 || 3 || &mdash; || &mdash;
|-
| 12th || 4 || 8 || 4 || 3 || &mdash; || &mdash;
|-
| 13th || 4 || 9 || 4 || 3 || 2 || &mdash;
|-
| 14th || 4 || 10 || 4 || 3 || 2 || &mdash;
|-
| 15th || 4 || 10 || 4 || 3 || 2 || &mdash;
|-
|-
| style="text-align:center" | 3rd || ''[[spell:purify-food-and-drink|purify food and drink]]''
| 16th || 4 || 11 || 4 || 3 || 3 || &mdash;
|-
|-
| style="text-align:center" | 5th || ''[[spell:aid|aid]]''
| 17th || 4 || 11 || 4 || 3 || 3 || &mdash;
|-
|-
| style="text-align:center" | 9th || ''[[spell:mass-healing-word|mass healing word]]''
| 18th || 4 || 11 || 4 || 3 || 3 || &mdash;
|-
|-
| style="text-align:center" | 13th || ''[[spell:death-ward|death ward]]''
| 19th || 4 || 12 || 4 || 3 || 3 || 1
|-
|-
| style="text-align:center" | 17th || ''[[spell:mass-cure-wounds|mass cure wounds]]''
| 20th || 4 || 13 || 4 || 3 || 3 || 1
|}
|}


== Vigilant Guardian ==
== Harbinger of Faith ==
At 3rd level, you become harder to ambush and can’t be surprised while in your favored terrain. If a member of your party is surprised at the start of combat, you have advantage on initiative rolls.
Starting at 3rd level, your Sneak Attack deals radiant damage instead of dealing the damage of the same type as your weapon. If you follow an evil god, it deals necrotic damage instead.
 
Additionally, when you hit a creature with a weapon attack on your turn, you can instill doubt in your target, causing it to question its convictions. The target must make a successful Wisdom saving throw or suffer disadvantage on the next attack it makes within 1 minute. You can use this feature an amount of times equal to your Wisdom modifier (minimum of 1). You regain all uses after a long rest.
 
== Dogma Votary ==
At 3rd level, your studies have given you a wide knowledge of religion and its impact on life. Whenever you make an Intelligence ({{history}} or {{religion}}) check to recall information about the gods or their worshipers, you are considered proficient in these skills and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
 
== Guise of the Believer ==
Starting at 9th level, your time spent among the zealous gives you impeccable insight into their mannerisms, speech patterns, and venerable demeanor, even outside of your religious affiliation.


Additionally, you can use your bonus action to make a Wisdom ({{perception}}) or Intelligence ({{investigation}}) check to notice hidden enemies. If you notice a hidden creature, you can immediately move up to half your speed and make one additional weapon attack against that target, as part of that same bonus action. When you do, you have advantage on the attack and you deal an additional 2d8 damage on a hit.
When posing as a member of a religious organization, your identity is unquestioned by the masses. You have advantage on Charisma ({{deception}}) checks you make against a discerning creature to expose your guise.


== Trail of Trouble ==
Additionally, you can instill further doubt in your target, granting them disadvantage in the contest with your posturing. Once you have used this feature, you must finish a short or long rest before you can use it again.
Starting at 7th level, while traveling in your favored terrain at a normal pace, you have a +5 bonus to your passive Wisdom ({{perception}}) and passive Intelligence ({{investigation}}) scores to detect the presence of secret doors and traps.


Additionally, you can use your Primeval Awareness feature to focus your senses to unnatural disturbances nearby. For 1 minute per level of the spell slot you expend, you can divine the types of traps to a range of 60 feet, learning how they trigger, and the type of damage they deal. During this time, you also gain resistance to damage dealt by traps you identify with this feature until you finish a short or long rest.
== Crosier of Penance ==
At 13th level, the fire of your faith can’t be extinguished. When you are reduced to 0 hit points and don’t die outright, you can choose to make a DC 10 Wisdom saving throw. If you succeed, you can immediately expend any number of Hit Die, roll them, and regain hit points equal to the result.


== Shared Succor ==
After the saving throw succeeds, you can’t cast a spell or use this feature again until you finish a long rest.
At 11th level, when you cast a ranger spell that restores hit points to a creature other than you, treat any dice rolled to determine the hit points regained as having rolled their maximum value, and you regain hit points equal to your Wisdom modifier.


== Safety in Numbers ==
== Last Rites ==
At 15th level, you gain the ability to use an enemy’s momentum against it. When a creature within 30 feet of you deals damage to anyone other than you, you can use your reaction to grant its target resistance to the attack’s damage and you can make a special weapon attack as part of the same reaction. You have advantage
At 17th level, when you hit a creature that is below its hit point maximum, you can use your Sneak Attack feature on that creature, even if you are at disadvantage.
on the attack roll, and if it hits, your target has disadvantage on its next attack roll until the end of its next turn.


You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest.
This damage increases by 1d6 if the target is an undead, fiend, or celestial.
[[category:homebrew ranger subclasses|Wasteland Wanderer]]
[[category:homebrew rogue subclasses|Divine Herald]]

Latest revision as of 17:25, 26 July 2025

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

Base Class: Rogue

Your strict upbringing made you an unwavering and swift agent of divine retribution. You don’t simply exist to serve the priests of your order, you have a higher purpose and calling–to alleviate the world of false prophets and heretics.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 for the cleric spell list.

Cantrips.
You learn three cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.
Spell Slots.
The Divine Herald Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and you have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Spells Known of 1st-Level and Higher.
You know three 1st-level cleric spells of your choice.
The Spells Known column of the Divine Herald Spellcasting table shows when you learn more cleric spells of 1st level or higher. The spells must be of a level for which you have spell slots. Casting the spell doesn’t remove it from your list of known spells.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability.
Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through dedicated study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Divine Herald Spllcasting
Rogue Level Cantrips Known Spells Known —Spell Slots Per Spell Level—
1st 2nd 3rd 4th
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Harbinger of Faith

Starting at 3rd level, your Sneak Attack deals radiant damage instead of dealing the damage of the same type as your weapon. If you follow an evil god, it deals necrotic damage instead.

Additionally, when you hit a creature with a weapon attack on your turn, you can instill doubt in your target, causing it to question its convictions. The target must make a successful Wisdom saving throw or suffer disadvantage on the next attack it makes within 1 minute. You can use this feature an amount of times equal to your Wisdom modifier (minimum of 1). You regain all uses after a long rest.

Dogma Votary

At 3rd level, your studies have given you a wide knowledge of religion and its impact on life. Whenever you make an Intelligence (HistoryIntelligence (History)skillYour Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations. or ReligionIntelligence (Religion)skillYour Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.) check to recall information about the gods or their worshipers, you are considered proficient in these skills and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Guise of the Believer

Starting at 9th level, your time spent among the zealous gives you impeccable insight into their mannerisms, speech patterns, and venerable demeanor, even outside of your religious affiliation.

When posing as a member of a religious organization, your identity is unquestioned by the masses. You have advantage on Charisma (DeceptionCharisma (Deception)skillYour Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.) checks you make against a discerning creature to expose your guise.

Additionally, you can instill further doubt in your target, granting them disadvantage in the contest with your posturing. Once you have used this feature, you must finish a short or long rest before you can use it again.

Crosier of Penance

At 13th level, the fire of your faith can’t be extinguished. When you are reduced to 0 hit points and don’t die outright, you can choose to make a DC 10 Wisdom saving throw. If you succeed, you can immediately expend any number of Hit Die, roll them, and regain hit points equal to the result.

After the saving throw succeeds, you can’t cast a spell or use this feature again until you finish a long rest.

Last Rites

At 17th level, when you hit a creature that is below its hit point maximum, you can use your Sneak Attack feature on that creature, even if you are at disadvantage.

This damage increases by 1d6 if the target is an undead, fiend, or celestial.