Homebrew:The Creeping Vine: Difference between revisions

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[[file:improviser.jpg|right|thumb|500px]]
[[file:creeping vine.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Improviser subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
{{ooc note|This is an implementation of {{PAGENAME}} subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
__NOTOC__
__NOTOC__
{{base class|rogue|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|warlock|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
Improvisers strive to never be caught off guard and to be able to think of solutions most wouldn’t consider. Able to utilize their environment and mundane objects, these genius rogues can fashion complex traps and helpful tools at a moment’s notice. Many dabble in arcane magic to further augment their attacks and contraptions and often attempt to outsmart their enemies, preparing tactics far in advance of any conflict.
Your patron is a magical plant, a powerful primal spirit, or some other grand entity of nature and growth, such as a powerful treant, an ancient green dragon, a totoro, or an archdryad. This being might seek to expand itself and its influence through seed or spore, or it might want to simply perpetuate, accelerate, or otherwise enable the natural cycles of life. In the Forgotten Realms, such beings include the Great Oak of Kuldahar and Zuggtmoy, the Demon Queen of Fungi. In the world of Ebberon, the daelkyr Avassh might be your patron, and in the world of Ravnica, the Selesnya Conclave might be the source of your powers.


== Improvised Trap ==
== Expanded Spell List ==
''3rd-level {{PAGENAME}} feature''
''1st-level {{PAGENAME}} feature''


You gain proficiency with tinker’s tools if you don’t already have it. You can use your action to make an Intelligence check using your tinker’s tools to create an improvised trap in an unoccupied space within 5 feet of you, using the environment and supplies you have gathered. The trap is hidden, but can be spotted on a successful Perception check with a DC equal to your tinker’s tool check result. You may only have one trap active at a time and can only lay another by dismantling and using parts of the first.
The Creeping Vine lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.


The trap lasts for one hour. If a creature enters the space in that time it must make a Dexterity saving throw with a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save the creature takes 2d6 acid, poison, bludgeoning, piercing, or slashing damage (your choice when you set the trap) and you can add your Sneak Attack dice, which deal the same damage type as the trap. Alternatively, you can sacrifice your Sneak Attack damage to instead cause the target to be restrained until the end of its next turn or to be knocked prone.
{| class="wikitable"
|+ Creeping Vine Expanded Spells
!Spell Level !! Spells
|-
|1st || ''[[spell:entangle|entangle]]'', ''[[spell:ensnaring-strike|ensnaring strike]]''
|-
|2nd || ''[[spell:pass-without-trace|pass without trace]]'', ''[[spell:spike-growth|spike growth]]''
|-
|3rd || ''[[spell:plant-growth|plant growth]]'', ''[[spell:stinking-cloud|stinking cloud]]''
|-
|4th || ''[[spell:evards-black-tentacles|Evard's black tentacles]]'', ''[[spell:grasping-vine|grasping vine]]''
|-
|5th || ''[[spell:tree-stride|tree stride]]'', ''[[spell:wrath-of-nature|wrath of nature]]''
|}


Beginning at 9th level, the damage of your traps counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
== Biome ==
''1st-level {{PAGENAME}} feature''


== Quick Contraption ==
You gain one of the following features, based on a biome of your choice.
''3rd-level {{PAGENAME}} feature''


You can spend 1 minute using your tinker’s tools to create the right item for a task at hand. Using the materials gathered from your surroundings, you can craft a nonmagical piece of adventuring gear worth no more than 25 gp. The item lasts for one hour, after which it breaks down into its constituent pieces.
;Arid
:You retain scarce resources like a cactus retains water. When you expend a Pact Magic spell slot on a spell that targets only one creature, and that spell has no effect on the target, you regain the spell slot.
;Boreal
:Like a pine tree in the taiga, you can enter a state of hibernation. As an action, you can turn yourself and your equipment to solid wood. You are petrified in a special way. You have all the traits of the petrified condition, except you remain conscious of your surroundings, you can perceive through your senses as normal, and your weight remains the same. You float in water, you are inflammable, and you do not need to eat, breathe, drink, or sleep. You can’t benefit from short or long rests while in this form. You can exit this state at any time (no action required), but no sooner than 1 hour after entering it. Once you have used this feature, you can’t use it again until you finish a long rest.
;Jungle
:You can entangle and ensnare your foes in creepers and vines. You learn the ''[[spell:thron-whip|thorn whip]]'' cantrip. It counts as a warlock spell for you but doesn’t count against the number of cantrips you can know. When you cast it, you can make one melee weapon attack as a bonus action. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a short or long rest.


== Escape Expert ==
== Defensive Growth ==
''9th-level {{PAGENAME}} feature''
''6th-level {{PAGENAME}} feature''


You have mastered the art of escaping from bonds. While your tinker’s tools are on your person, you have advantage on ability checks and saving throws made to escape from effects that would have you grappled or restrained. Additionally, you have advantage on checks made to hide or hold on to your thieves’ tools or tinker’s tools.
As a reaction when a Huge or smaller creature makes a melee attack against you, you can summon spectral vines to entangle it immediately before it strikes you. The creature must succeed on a Strength saving throw or become restrained until the end of your next turn. Once you use this feature, you can’t do so again until you finish a short or long rest.


== Arcane Augmentation ==
== Flora Speaker ==
''13th-level {{PAGENAME}} feature''
''10th-level {{PAGENAME}} feature''


You have learned to augment your attacks and traps with magical effects. Whenever you roll Sneak Attack damage for a weapon attack or a trap, you can choose to deal acid, cold, fire, lightning, poison, or thunder damage, instead of the normal damage type.
You can imbue limited sentience and animation to plants within 5 feet of you, giving them the ability to communicate with you. You can question plants about events in the area within the past day, gaining information about creatures that have passed, weather, and other circumstances.


== Flash Bomb ==
== Natural Defense ==
''17th-level {{PAGENAME}} feature''
''10th-level {{PAGENAME}} feature''


You are able to improvise a powerful explosive that can be thrown to disorient and subdue your enemies. As an action, you throw the explosive to a point you choose within 30 feet of you. Each creature within 10 feet of it must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save, each creature takes radiant damage equal to your Sneak Attack dice and is stunned and blinded for 1 minute. On a successful save, a creature takes half damage and isn’t stunned or blinded.
You can adapt your form to become plant-like, making you resilient against certain types of damage. Whenever you finish a long rest, choose one of the following plant types to emulate.


Creatures that are stunned and blinded by this feature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature, you can’t do so again until you finish a long rest.
;Algae
:You gain resistance to slashing damage.
;Leaf
:You gain resistance to bludgeoning damage.
;Wood
:You gain resistance to piercing damage.


[[category:homebrew rogue subclasses]]
== Force of Nature ==
''14th-level {{PAGENAME}} feature''
 
As an action, you can cast the ''[[spell:awaken|awaken]]'' or ''[[spell:wall-of-thorns|wall of thorns]]'' spell once without expending a spell slot and without material components. When you cast awaken in this way, the awakened plant returns to mundanity after 8 hours.
 
Once you use this feature, you can’t do so again until you finish a long rest.
 
[[category:homebrew warlock subclasses|Creeping Vine]]

Latest revision as of 17:27, 26 July 2025

(OOC: This is an implementation of The Creeping Vine subclass from Tasha's Crucible of Everything Else volume 1)

Base Class: Warlock

Your patron is a magical plant, a powerful primal spirit, or some other grand entity of nature and growth, such as a powerful treant, an ancient green dragon, a totoro, or an archdryad. This being might seek to expand itself and its influence through seed or spore, or it might want to simply perpetuate, accelerate, or otherwise enable the natural cycles of life. In the Forgotten Realms, such beings include the Great Oak of Kuldahar and Zuggtmoy, the Demon Queen of Fungi. In the world of Ebberon, the daelkyr Avassh might be your patron, and in the world of Ravnica, the Selesnya Conclave might be the source of your powers.

Expanded Spell List

1st-level The Creeping Vine feature

The Creeping Vine lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Creeping Vine Expanded Spells
Spell Level Spells
1st entangle, ensnaring strike
2nd pass without trace, spike growth
3rd plant growth, stinking cloud
4th Evard's black tentacles, grasping vine
5th tree stride, wrath of nature

Biome

1st-level The Creeping Vine feature

You gain one of the following features, based on a biome of your choice.

Arid
You retain scarce resources like a cactus retains water. When you expend a Pact Magic spell slot on a spell that targets only one creature, and that spell has no effect on the target, you regain the spell slot.
Boreal
Like a pine tree in the taiga, you can enter a state of hibernation. As an action, you can turn yourself and your equipment to solid wood. You are petrified in a special way. You have all the traits of the petrified condition, except you remain conscious of your surroundings, you can perceive through your senses as normal, and your weight remains the same. You float in water, you are inflammable, and you do not need to eat, breathe, drink, or sleep. You can’t benefit from short or long rests while in this form. You can exit this state at any time (no action required), but no sooner than 1 hour after entering it. Once you have used this feature, you can’t use it again until you finish a long rest.
Jungle
You can entangle and ensnare your foes in creepers and vines. You learn the thorn whip cantrip. It counts as a warlock spell for you but doesn’t count against the number of cantrips you can know. When you cast it, you can make one melee weapon attack as a bonus action. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a short or long rest.

Defensive Growth

6th-level The Creeping Vine feature

As a reaction when a Huge or smaller creature makes a melee attack against you, you can summon spectral vines to entangle it immediately before it strikes you. The creature must succeed on a Strength saving throw or become restrained until the end of your next turn. Once you use this feature, you can’t do so again until you finish a short or long rest.

Flora Speaker

10th-level The Creeping Vine feature

You can imbue limited sentience and animation to plants within 5 feet of you, giving them the ability to communicate with you. You can question plants about events in the area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

Natural Defense

10th-level The Creeping Vine feature

You can adapt your form to become plant-like, making you resilient against certain types of damage. Whenever you finish a long rest, choose one of the following plant types to emulate.

Algae
You gain resistance to slashing damage.
Leaf
You gain resistance to bludgeoning damage.
Wood
You gain resistance to piercing damage.

Force of Nature

14th-level The Creeping Vine feature

As an action, you can cast the awaken or wall of thorns spell once without expending a spell slot and without material components. When you cast awaken in this way, the awakened plant returns to mundanity after 8 hours.

Once you use this feature, you can’t do so again until you finish a long rest.