Homebrew:Circle of the Seafarers: Difference between revisions

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{{ooc note|This is an implementation of the Circle of the Coven subclass from [[Tasha's Crucible of Everything Else]] volume 2}}
{{ooc note|This is an implementation of the Circle of the Seafarers subclass from [[Tasha's Crucible of Everything Else]] volume 2}}
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{{base class|druid|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|druid|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{sidebar|content1class=left|content1=I suppose some fool will be calling me a druid now. However, best not to make jest of these folks. Toil and trouble indeed.|content2class=right|content2=TASHA}}
{{sidebar|content1class=left|content1=Pirates with a cause.|content2class=right|content2=TASHA}}
Druids are known amongst the masses for their secret groups, sacred locales, and sacramental rites. None fit this description more so than the druids that gather together in the spirit of cult sorority, where the whole is exponentially more powerful than the mere sum of its parts - which parts often consist of hags and other unseelie fey. These mystical magicians, while not known for infant-snatching like their namesake, do give more attention to the civilized world than the rest of their kind. Their skill with the cauldron, and their ability to take the form of humanoids in addition to beasts, allow them to closely observe and even infiltrate communities of all kinds. While the intentions of these druids are frequently debated amongst those who are familiar with them, their power is not.
You follow an old tradition of sea-dwelling druids that protect the waters from creatures, and creatures from the waters. Your culture has developed unique fighting styles not found in other druidic sects, which make you excellent combatants in and around the seas.


== Double, Double ==
== Unarmored Defense ==
''2nd-level {{PAGENAME}} feature''
''2nd-level {{PAGENAME}} feature''


As an action, you can expend a use of your Wild Shape to magically polymorph into a Small or Medium humanoid. Your statistics are the same in this form, and your equipment magically resizes to fit your new form. You can remain in this form for a number of hours equal to half your druid level rounded down (minimum of 1 hour) and can end it early as an action. You gain a number of temporary hit points equal to 4 times your druid level, and you revert to your normal form early if you lose all of these temporary hit points. All other standard Wild Shape rules still apply while you are transformed in this way.
Water is not kind to leather armor. Because of this, your society has developed defensive measures that eschew armor of any type. With a heightened awareness of your immediate surroundings, when you are not wearing armor or shields, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.


While you are transformed using your Wild Shape feature, whether into a beast or humanoid form, you gain a special action. While in your Wild Shape, you can use your action to briefly adopt a ghastly appearance, forcing all creatures within 30 feet that can see you to make a Wisdom saving throw. On a failed save, the creature is frightened of you for 1 minute. It can repeat this saving throw at the end of each of its turns, ending the effect on a success.
== Sentinel of the Sea ==
''2nd-level {{PAGENAME}} feature''
 
You are proficient with water vehicles, [[equipment:navigators-tools|navigator's tools]], and the signature weapons of seafarers: the [[equipment:net|net]] and [[equipment:trident|trident]]. When you aren't wearing medium or heavy armor, you gain the following benefits:


If you model your appearance after a specific humanoid, a suspicious creature can make an Intelligence ({{Investigation}}) check against your spell save DC, realizing that you are an imposter on a success.
* You can use Dexterity instead of Strength for the attack and damage rolls of tridents and spears, and the attack rolls of nets.
* You have a swimming speed equal to your walking speed.


== Toil and Trouble ==
== Handy ==
''2nd-level {{PAGENAME}} feature''
''2nd-level {{PAGENAME}} feature''


You gain proficiency with [[equipment:alchemists-supplies|alchemist's supplies]] and [[equipment:poisoners-kit|poisoner's kit]]. Additionally, the gold and time that you must spend to brew potions or poisons is halved.
You are proficient in skill checks made to tie and untie knots, and you can spend 1 hour working on a damaged net to repair it to full capacity. This can be done as part of a short or long rest.
 
You also gain proficiency in one of the following skills of your choice: {{Acrobatics}}, {{Athletics}}, {{Sleight of hand}}, or {{Stealth}}.


== Circle Spells ==
== Sidestep ==
''2nd-level {{PAGENAME}} feature''
''2nd-level {{PAGENAME}} feature''


You have learned the secret magics of hags, granting you access to certain spells. At 2nd level, you learn the ''[[spell:minor-illusion|minor illusion]]'' cantrip, and it doesn't count against the number of druid cantrips you know. You also learn the ''[[spell:hex|hex]]'' spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. These count as druid spells for you.
When you are wielding a trident or spear and a creature within 5 feet of you makes an attack against you, you can use your reaction to make a special melee attack against the creature. On a hit, instead of dealing damage you move 5 feet without provoking opportunity attacks, potentially causing the attack to miss if you move out of range.


When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of the Coven Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
== Extra Attack ==
''6th-level {{PAGENAME}} feature''


{| class="wikitable"
You can attack twice instead of once whenever you take the Attack action on your turn. Thanks to your specialized training, you ignore the net's restriction on the number of attacks you can make with an action, bonus action, or reaction.
|+ Circle of the Coven Spells
! Druid Level !! Spells
|-
| 3rd || ''[[spell:hold-person|hold person]]'', ''[[spell:ray-of-enfeeblement|ray of enfeeblement]]''
|-
| 5th || ''[[spell:bestow-curse|bestow curse]]'', ''[[spell:counterspell|counterspell]]''
|-
| 7th || ''[[spell:conjure-woodland-beings|conjure woodland beings]]'', ''[[spell:phantasmal-killer|phantasmal killer]]''
|-
| 9th || ''[[spell:contact-other-plane|contact other plane]]'', ''[[spell:scrying|scrying]]''
|}


== Witch Step ==
== Amphibious ==
''6th-level {{PAGENAME}} feature''
''10th-level {{PAGENAME}} feature''


While you are in a humanoid Wild Shape, you can use your action to magically turn invisible until you attack, cast a spell, or until your humanoid Wild Shape ends. While invisible, you must concentrate as if you were concentrating on a spell, you leave no footprints, and any equipment that you chose to (or chose not to) alter to fit a humanoid Wild Shape is also invisible.
The magic of the water has changed your body. You can breathe both air and water, and you have resistance to cold damage.


== Witching Hour ==
== Spearfisher ==
''10th-level {{PAGENAME}} feature''
''10th-level {{PAGENAME}} feature''


When you are in a humanoid Wild Shape, your Strength score becomes 20 and you can make natural weapon attacks with either claws or a bite. These attacks deal 2d8 + your Strength modifier in either slashing damage (for claws) or piercing damage (for bite). The attacks are considered magical for the purposes of overcoming resistance and immunity.
Immediately after you make a ranged attack roll with a weapon that has the Thrown property, you can choose to have it magically reappear in your hand. Additionally, attacking at long range with such a weapon does not impose disadvantage on your attack roll.
 
Additionally, while in a humanoid Wild Shape, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered.


{{sidebar|content1class=left|content1=Power in numbers. The coven is not something to be trifled with.|content2class=right|content2=TASHA}}
== Coastal Warrior ==
== Shared Spellcasting ==
''14th-level {{PAGENAME}} feature''
''14th-level {{PAGENAME}} feature''


While you are within 30 feet of at least two other creatures that can cast spells of 1st-level or higher, spells you cast act as if they had been cast with a spell slot one level higher than the spell slot you used to cast them, but not beyond 9th-level.
You can now infuse the power of the depths into your attacks. Whenever you hit a creature with a weapon attack, including when you hit a creature with your special Sidestep attack, you also deal an amount of cold damage equal to your Wisdom modifier.


[[category:homebrew druid subclasses|Coven]]
[[category:homebrew druid subclasses|Seafarers]]

Revision as of 02:51, 8 February 2024

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

Base Class: Druid

You follow an old tradition of sea-dwelling druids that protect the waters from creatures, and creatures from the waters. Your culture has developed unique fighting styles not found in other druidic sects, which make you excellent combatants in and around the seas.

Unarmored Defense

2nd-level Circle of the Seafarers feature

Water is not kind to leather armor. Because of this, your society has developed defensive measures that eschew armor of any type. With a heightened awareness of your immediate surroundings, when you are not wearing armor or shields, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.

Sentinel of the Sea

2nd-level Circle of the Seafarers feature

You are proficient with water vehicles, navigator's tools, and the signature weapons of seafarers: the net and trident. When you aren't wearing medium or heavy armor, you gain the following benefits:

  • You can use Dexterity instead of Strength for the attack and damage rolls of tridents and spears, and the attack rolls of nets.
  • You have a swimming speed equal to your walking speed.

Handy

2nd-level Circle of the Seafarers feature

You are proficient in skill checks made to tie and untie knots, and you can spend 1 hour working on a damaged net to repair it to full capacity. This can be done as part of a short or long rest.

You also gain proficiency in one of the following skills of your choice: AcrobaticsDexterity (Acrobatics)skillYour Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips., AthleticsStrength (Athletics)skillYour Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.You try to jump an unusually long distance or pull off a stunt midjump.You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming., Sleight of HandDexterity (Sleight of Hand)skillWhenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The DM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket., or 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..

Sidestep

2nd-level Circle of the Seafarers feature

When you are wielding a trident or spear and a creature within 5 feet of you makes an attack against you, you can use your reaction to make a special melee attack against the creature. On a hit, instead of dealing damage you move 5 feet without provoking opportunity attacks, potentially causing the attack to miss if you move out of range.

Extra Attack

6th-level Circle of the Seafarers feature

You can attack twice instead of once whenever you take the Attack action on your turn. Thanks to your specialized training, you ignore the net's restriction on the number of attacks you can make with an action, bonus action, or reaction.

Amphibious

10th-level Circle of the Seafarers feature

The magic of the water has changed your body. You can breathe both air and water, and you have resistance to cold damage.

Spearfisher

10th-level Circle of the Seafarers feature

Immediately after you make a ranged attack roll with a weapon that has the Thrown property, you can choose to have it magically reappear in your hand. Additionally, attacking at long range with such a weapon does not impose disadvantage on your attack roll.

Coastal Warrior

14th-level Circle of the Seafarers feature

You can now infuse the power of the depths into your attacks. Whenever you hit a creature with a weapon attack, including when you hit a creature with your special Sidestep attack, you also deal an amount of cold damage equal to your Wisdom modifier.