Homebrew:Dark Trapper: Difference between revisions

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[[file:bodyguard.jpg|right|thumb|500px]]
[[file:dark trapper.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Bodyguard subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
{{ooc note|This is an implementation of the Dark Trapper subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
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{{base class|fighter|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|ranger|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
Bodyguards are highly skilled fighters that hone their skills and reflexes to recognize and react to threats swiftly, warn others of danger, and if necessary, put themselves in harms way to protect their charges.
Blood magic is often banned for a reason. Dark Trappers tap into the primordial magic that binds creatures to the world they live in. You have learned the shape of reality, and can use it to force creatures to stay in a location, send pulsing waves of damage through their blood, and harness the energy your prey provides to keep yourself alive longer.


Anyone with the unflinching devotion to protect their allies can excel as a bodyguard. In the Forgotten Realms, the Masked Lords of Waterdeep often secure the services of bodyguards, as do many wealthy merchants traveling up and down the Sword Coast. In Eberron, the most famed and respected bodyguards in the Five Nations belong to House Deneith’s Defenders Guild, followed closely by distinguished members of House Medani’s Warning Guild.
== Dark Tether ==
 
== Selfless Guardian ==
''3rd-level {{PAGENAME}} feature''
''3rd-level {{PAGENAME}} feature''


You have honed your reflexes to instinctively interpose yourself between your allies and danger. Whenever an ally you can see would take damage, you may move up to half your speed directly toward that ally as a reaction. This movement does not provoke opportunity attacks. If this movement brings you within 5 feet of your ally, you may choose to take the damage they would be dealt in their stead.
You can temporarily restrict the movement of your prey. As an action, you can choose one point you can see within 60 feet of you. Choose a number of creatures up to your Wisdom modifier (minimum of one) within 10 feet of that point. Each of these creatures must succeed on a Wisdom saving throw or else be tethered to that point.


You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a short or long rest.
While tethered in this way, the creature can’t move further from that point in any direction, although it can move closer. These tethers last for 1 minute or until you dismiss them as a bonus action. A tethered creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.


== Threat Assessment ==
While a creature is tethered, it takes 1d4 psychic damage at the beginning of each of its turns, and it can’t take reactions. If the creature dies, its tether vanishes.
''3rd-level {{PAGENAME}} feature''


You develop a talent for instinctively recognizing hostile intentions. You gain proficiency in the Insight skill if you do not have it already. Whenever you make a Wisdom ({{insight}}) check to determine whether a creature intends harm toward you or an ally you can see, treat a roll of 7 or lower on the d20 as an 8.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.


== Vengeful Guardian ==
== Uncanny Strikes ==
''7th-level {{PAGENAME}} feature''
''7th-level {{PAGENAME}} feature''


When you use Selfless Guardian, the next attack you make before the end of your next turn that hits the creature that triggered your reaction deals an additional 1d10 damage.
You can use your tethers to inflict more injury on your quarry. You have advantage on attack rolls against creatures in your dark tethers. When you hit a tethered creature with a weapon attack, that creature takes an extra 1d8 psychic damage. You can deal this extra damage only once each turn.


== Always Vigilant ==
== Blood Bound ==
''10th-level {{PAGENAME}} feature''
''11th-level {{PAGENAME}} feature''


You can no longer be surprised and you have advantage on initiative rolls. As a reaction when you roll initiative, you can cause one ally that can hear you and who is surprised to no longer be surprised.
You gain the ability to spread damage even outside of your tethers. Once per turn, when you hit a creature that is within 5 feet of another creature with a weapon attack, you can choose to force the second creature to make a Dexterity saving throw. On a failure, the second creature takes half the damage you dealt to the first creature.


== Enduring Guardian ==
== Deadfall ==
''15th-level {{PAGENAME}} feature''
''15th-level {{PAGENAME}} feature''


When you use your Selfless Guardian feature, you immediately gain resistance to all damage until the end of your next turn, including the damage you take as part of your reaction. Additionally, when you roll initiative and have no uses of Selfless Guardian remaining, you regain one use of that feature.
You learn to drain the life force of your prey more effectively and repurpose it. When you deal damage with your Blood Bound ability, you can gain temporary hit points equal to half of the damage dealt with your weapon attack.
 
== Perfect Guardian ==
''18th-level {{PAGENAME}} feature''
 
After you use your Selfless Guardian feature, until the end of your next turn, you may continue to choose to take any damage an ally within 5 feet of you would be dealt, instead of that ally.
 
Additionally, when you choose to take damage from an attack that hits an ally, you suffer no damage if the attack roll doesn’t equal or exceed your Armor Class.
 
Lastly, after using your Selfless Guardian feature, all of your attacks deal an additional 1d10 damage to creatures that attempted to deal damage to allies within 5 feet of you, until the end of your next turn.


[[category:homebrew fighter subclasses]]
[[category:homebrew ranger subclasses]]

Revision as of 04:58, 13 November 2023

(OOC: This is an implementation of the Dark Trapper subclass from Tasha's Crucible of Everything Else volume 1)

Base Class: Ranger

Blood magic is often banned for a reason. Dark Trappers tap into the primordial magic that binds creatures to the world they live in. You have learned the shape of reality, and can use it to force creatures to stay in a location, send pulsing waves of damage through their blood, and harness the energy your prey provides to keep yourself alive longer.

Dark Tether

3rd-level Dark Trapper feature

You can temporarily restrict the movement of your prey. As an action, you can choose one point you can see within 60 feet of you. Choose a number of creatures up to your Wisdom modifier (minimum of one) within 10 feet of that point. Each of these creatures must succeed on a Wisdom saving throw or else be tethered to that point.

While tethered in this way, the creature can’t move further from that point in any direction, although it can move closer. These tethers last for 1 minute or until you dismiss them as a bonus action. A tethered creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

While a creature is tethered, it takes 1d4 psychic damage at the beginning of each of its turns, and it can’t take reactions. If the creature dies, its tether vanishes.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.

Uncanny Strikes

7th-level Dark Trapper feature

You can use your tethers to inflict more injury on your quarry. You have advantage on attack rolls against creatures in your dark tethers. When you hit a tethered creature with a weapon attack, that creature takes an extra 1d8 psychic damage. You can deal this extra damage only once each turn.

Blood Bound

11th-level Dark Trapper feature

You gain the ability to spread damage even outside of your tethers. Once per turn, when you hit a creature that is within 5 feet of another creature with a weapon attack, you can choose to force the second creature to make a Dexterity saving throw. On a failure, the second creature takes half the damage you dealt to the first creature.

Deadfall

15th-level Dark Trapper feature

You learn to drain the life force of your prey more effectively and repurpose it. When you deal damage with your Blood Bound ability, you can gain temporary hit points equal to half of the damage dealt with your weapon attack.