Homebrew:Bestial Spirit: Difference between revisions

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{{ooc note|This is an implementation of the Spellslinger subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
{{ooc note|This is an implementation of the Bestial Spirit subclass from [[Tasha's Crucible of Everything Else]] volume 2}}
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{{base class|sorcerer|blockquotestyle=width:100%}}
{{base class|sorcerer|blockquotestyle=width:100%}}
Some creatures are born with an innate connection to the Weave and can use their own bodies as a spellcasting focus. These sorcerers often find their abilities well suited to life in the wild frontier or as clandestine agents for powerful organizations.
{{sidebar|content1class=left|content1=As long as they dry off before they come inside I don't mind them. I won't tolerate the smell of a wet sorcerer in my house.|content2class=right|content2=TASHA}}
Power drawn from the great Beastlands or another plane of great beasital power has been passed down your lineage since an ancestor made a deal with a great animal god, or perhaps spent an amount of time within the great library. Either way, a powerful bestial spirit resides within you. Occasionally appearing as cat-like eyes, higher reflexes, excessive hair growth, or sharpened nails and teeth, this spirit brings about a new commune with nature and the animals that reside within.


Any number of factors can bestow this gift upon a creature. Known spellslingers often cite events such as the following for their gifts: surviving a magical cataclysm, a blessing of a powerful fey monarch, an ancestor’s bargain with an otherworldly being, or sheer dumb luck.
== Bestial Spirit Magic ==
''1st-level {{PAGENAME}} feature''


== Natural Focus ==
You learn additional spells when you reach certain levels in this class, as shown on the Bestial Spirit Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. These spells can't be replaced when you gain a level in this class.
''1st-level {{PAGENAME}} feature''


You are a natural spellcasting focus. You can ignore the material components of your sorcerer spells, if those material components lack a cost and aren’t consumed by the spell. You must still have a free hand to perform the somatic components of spells.
{| class="wikitable"
|+ Bestial Spirit Spells
! Sorcerer Level !! Spells
|-
| 1st || ''[[spell:animal-friendship|animal friendship]]'', ''[[spell:speak-with-animals|speak with animals]]''
|-
| 3rd || ''[[spell:animal-messenger|animal messenger]]'', ''[[spell:beast-sense|beast sense]]''
|-
| 5th || ''[[spell:conjure-animals|conjure animals]]'', ''[[spell:spirit-guardians|spirit guardians]]''
|-
| 7th || ''[[spell:dominate-beast|dominate beast]]'', ''[[spell:giant-insect|giant insect]]''
|-
| 9th || ''[[spell:antilife-shell|antilife shell]]'', ''[[spell:commune-with-nature|commune with nature]]''
|}


== Quickdraw ==
== Animal Instinct ==
''1st-level {{PAGENAME}} feature''
''1st-level {{PAGENAME}} feature''


When you roll initiative, you can use your reaction to cast a cantrip that normally has a casting time of 1 action.
As your eyes sharpen and your mindset shifts you become innately more in tune with the world around you. You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.
 
In addition, choose one of the following skills: {{Perception}}, {{Stealth}}, or {{Survival}}. You gain proficiency with that skill and with {{Animal handling}}. As a result of the primal magic in your veins, whenever you make a check using either of these two skills, you gain a bonus to the check equal to your Charisma modifier (minimum of 1).


== Slings ==
== Nature's Paths ==
''6th-level {{PAGENAME}} feature''
''6th-level {{PAGENAME}} feature''


You have the unique ability to twist your magic in ways no other sorcerer can. These are called Slings, and many enhance or modify your spells in some way. You gain two of the following Slings of your choice and an additional one at 14th level. When you gain Metamagic options at 10th and 17th levels, you can choose from either the Metamagic list or Sling list.
An innate understanding of movement through nature and the muscle memory of every animal begins to course through you. You gain a climbing and a swimming speed equal to your walking speed, you can climb difficult surfaces (including upside down on ceilings) without needing to make an ability check, and you can breathe water as well as air.
 
You can use only one Sling or Metamagic option on a spell when you cast it, unless otherwise noted.
 
=== Cautious Caster ===
As a reaction when you make a saving throw, you can expend 1 sorcery point to roll 1d4 and add the number rolled to your result.
 
=== Cover Shooter ===
When you make a ranged spell attack roll, you can expend 1 sorcery point to gain advantage on the roll. You must have half or three-quarters cover from the target when you cast the spell to use this Sling.
 
=== Distracting Spell ===
When you cast a spell that targets one creature, you can spend 1 sorcery point as a bonus action to distract the target. The next attack roll made against the creature before the start of your next turn is made with advantage.
 
=== Extra Careful Spell ===
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s entire force. To do so, you spend 2 sorcery points and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw, and takes no damage if it would normally take half damage on a successful save.
 
If you know the Careful Spell Metamagic option when you take this Sling, you can replace that option with a different Metamagic option. You can’t replace it with a Sling.
 
=== Piercing Spell ===
When you cast a spell that targets one creature and uses an attack roll, you can spend 1 to 5 sorcery points to deal additional piercing damage. Your spell attack deals an additional 1d8 piercing damage for each point expended. You must choose to add this damage before making your attack roll. If the spell requires you to make multiple attack rolls, this benefit only applies to one of those attacks.
 
=== Moving Spell ===
When you hit a creature with a spell attack roll, you can expend 1 sorcery point to force that creature to succeed on a Strength saving throw or else be pushed up to 10 feet in a horizontal direction of your choice.
 
=== Quick Feet ===
You can spend 1 sorcery point to take the Dash, Disengage, or Dodge action as a bonus action.
 
=== Shootout ===
When a creature misses you with a ranged attack, you can spend 2 sorcery points as a reaction to make a ranged spell attack with a cantrip against the attacker. This cantrip must normally have a casting time of 1 action.
 
=== Switcharoo ===
Immediately before or after you use an action to cast a spell of 1st level or higher, you can use a bonus action to spend 2 sorcery points to magically trade places with a willing creature within 30 feet that you can see.


== Fancy Feet ==
== Fight and Flight ==
''14th-level {{PAGENAME}} feature''
''14th-level {{PAGENAME}} feature''


You gain proficiency in Dexterity saving throws.
The animal spirits within you begin to take form and flight. You gain a magical flying speed equal to your walking speed.


== Metamagician ==
== Fury of the Pack ==
''18th-level {{PAGENAME}} feature''
''18th-level {{PAGENAME}} feature''


Whenever you finish a long rest, you can exchange one of your Metamagic options or Slings for a different Metamagic option or Sling of your choice.
As an action, you can spend up to 10 sorcery points and summon celestial spirits that take the form of beasts or swarms of beasts and appear in unoccupied spaces that you can see within 120 feet. The summoned spirits can have a combined challenge rating equal to or lower than the sorcery points spent. For example, if you spend 5 sorcery points, you could summon one CR 5 beast, or two CR 2 beasts and one CR 1 beast, or some other combination. Any beast or swarm of beasts with a challenge rating lower than 1 costs 1 sorcery point to summon.


[[category:homebrew sorcerer subclasses]]
[[category:homebrew sorcerer subclasses]]

Revision as of 05:50, 8 February 2024

(OOC: This is an implementation of the Bestial Spirit subclass from Tasha's Crucible of Everything Else volume 2)

Base Class: Sorcerer

Power drawn from the great Beastlands or another plane of great beasital power has been passed down your lineage since an ancestor made a deal with a great animal god, or perhaps spent an amount of time within the great library. Either way, a powerful bestial spirit resides within you. Occasionally appearing as cat-like eyes, higher reflexes, excessive hair growth, or sharpened nails and teeth, this spirit brings about a new commune with nature and the animals that reside within.

Bestial Spirit Magic

1st-level Bestial Spirit feature

You learn additional spells when you reach certain levels in this class, as shown on the Bestial Spirit Spells table. Each spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. These spells can't be replaced when you gain a level in this class.

Bestial Spirit Spells
Sorcerer Level Spells
1st animal friendship, speak with animals
3rd animal messenger, beast sense
5th conjure animals, spirit guardians
7th dominate beast, giant insect
9th antilife shell, commune with nature

Animal Instinct

1st-level Bestial Spirit feature

As your eyes sharpen and your mindset shifts you become innately more in tune with the world around you. You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

In addition, choose one of the following skills: PerceptionWisdom (Perception)skillYour Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door., StealthDexterity (Stealth)skillMake a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard., or SurvivalWisdom (Survival)skillThe DM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.. You gain proficiency with that skill and with Animal HandlingWisdom (Animal Handling)skillWhen there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the DM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.. As a result of the primal magic in your veins, whenever you make a check using either of these two skills, you gain a bonus to the check equal to your Charisma modifier (minimum of 1).

Nature's Paths

6th-level Bestial Spirit feature

An innate understanding of movement through nature and the muscle memory of every animal begins to course through you. You gain a climbing and a swimming speed equal to your walking speed, you can climb difficult surfaces (including upside down on ceilings) without needing to make an ability check, and you can breathe water as well as air.

Fight and Flight

14th-level Bestial Spirit feature

The animal spirits within you begin to take form and flight. You gain a magical flying speed equal to your walking speed.

Fury of the Pack

18th-level Bestial Spirit feature

As an action, you can spend up to 10 sorcery points and summon celestial spirits that take the form of beasts or swarms of beasts and appear in unoccupied spaces that you can see within 120 feet. The summoned spirits can have a combined challenge rating equal to or lower than the sorcery points spent. For example, if you spend 5 sorcery points, you could summon one CR 5 beast, or two CR 2 beasts and one CR 1 beast, or some other combination. Any beast or swarm of beasts with a challenge rating lower than 1 costs 1 sorcery point to summon.