Homebrew:Bog Phantom: Difference between revisions

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[[file:dark trapper.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Bog Phantom subclass from [[Tasha's Crucible of Everything Else]] volume 2}}
{{ooc note|This is an implementation of the Dark Trapper subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
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__NOTOC__
{{base class|ranger|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|ranger|blockquotestyle=width:100%}}
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.
{{sidebar|content1class=left|content1=Not the most flattering title, but also not something to be trifled with.|content2class=right|content2=TASHA}}
You follow patterns set by [[monster:will-o-wisp|will-o'-wisp]]s, departed souls that feed on fear and despair. Good Bog Phantoms often serve as guides in swamps or other dangerous areas. Evil ones may copy the behaviors of their power's inspiration, and enjoy luring unsuspecting wanderers to their deaths.


== Dark Tether ==
== Bog Phantom Magic ==
''3rd-level {{PAGENAME}} feature''
''3rd-level {{PAGENAME}} 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.
You learn an additional spell when you reach certain levels in this class, as shown in the Bog Phantom Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.


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.
{| class="wikitable"
|+ Bog Phantom Spells
! Level !! Spells
|-
| 3rd || ''[[spell:charm-person|charm person]]''
|-
| 5th || ''[[spell:invisibility|invisibility]]''
|-
| 9th || ''[[spell:vampiric-touch|vampiric touch]]''
|-
| 13th || ''[[spell:greater-invisibility|greater invisibility]]''
|-
| 17th || ''[[spell:mislead|mislead]]''
|}


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.
== Bonus Cantrip ==
''3rd-level {{PAGENAME}} feature''
 
You learn the ''[[spell:dancing-lights|dancing lights]]'' cantrip, and it counts as a ranger spell for you.
 
== Shock ==
''3rd-level {{PAGENAME}} feature''


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.
As an action you can emit a brief pulse of electricity. All creatures of your choice within 10 feet of you must succeed on a Constitution saving throw or else take 1d8 lightning damage. The DC for this saving throw is equal to your spell save DC.


== Uncanny Strikes ==
The damage of this effect increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
 
== Phantom State ==
''7th-level {{PAGENAME}} feature''
''7th-level {{PAGENAME}} 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.
By 7th level, you have learned to briefly adopt a spectral form. As an action, you can turn yourself and your equipment incorporeal for 1 minute, or until you dismiss the effect as an action. While in this state, you have the following features:
 
* You cannot make weapon attacks.
* You have a flying speed of 50 feet.
* You can pass through objects and creatures as if they were difficult terrain. If you end your turn inside an object or creature, you take 5 (1d10) force damage.
* You have resistance to all damage except force damage.
* Even when you are in plain sight, it takes a successful Wisdom ({{Perception}}) check to spot you if you have neither moved nor attacked. A creature that tries to enter your space while unaware of you is surprised by you. The DC for this check is equal to your spell save DC.
 
Once you have used this feature, you may not do so again until you finish a short or long rest.


== Blood Bound ==
== Improved Shock ==
''11th-level {{PAGENAME}} feature''
''11th-level {{PAGENAME}} 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.
When a creature succeeds on a saving throw against your Shock feature, it takes half damage instead of no damage.


== Deadfall ==
== Phantom Menace ==
''15th-level {{PAGENAME}} feature''
''15th-level {{PAGENAME}} 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.
You can now remain in your Phantom State for up to 1 hour.


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

Revision as of 05:19, 8 February 2024

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

Base Class: Ranger

You follow patterns set by will-o'-wisps, departed souls that feed on fear and despair. Good Bog Phantoms often serve as guides in swamps or other dangerous areas. Evil ones may copy the behaviors of their power's inspiration, and enjoy luring unsuspecting wanderers to their deaths.

Bog Phantom Magic

3rd-level Bog Phantom feature

You learn an additional spell when you reach certain levels in this class, as shown in the Bog Phantom Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Bog Phantom Spells
Level Spells
3rd charm person
5th invisibility
9th vampiric touch
13th greater invisibility
17th mislead

Bonus Cantrip

3rd-level Bog Phantom feature

You learn the dancing lights cantrip, and it counts as a ranger spell for you.

Shock

3rd-level Bog Phantom feature

As an action you can emit a brief pulse of electricity. All creatures of your choice within 10 feet of you must succeed on a Constitution saving throw or else take 1d8 lightning damage. The DC for this saving throw is equal to your spell save DC.

The damage of this effect increases when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Phantom State

7th-level Bog Phantom feature

By 7th level, you have learned to briefly adopt a spectral form. As an action, you can turn yourself and your equipment incorporeal for 1 minute, or until you dismiss the effect as an action. While in this state, you have the following features:

  • You cannot make weapon attacks.
  • You have a flying speed of 50 feet.
  • You can pass through objects and creatures as if they were difficult terrain. If you end your turn inside an object or creature, you take 5 (1d10) force damage.
  • You have resistance to all damage except force damage.
  • Even when you are in plain sight, it takes a successful Wisdom (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.) check to spot you if you have neither moved nor attacked. A creature that tries to enter your space while unaware of you is surprised by you. The DC for this check is equal to your spell save DC.

Once you have used this feature, you may not do so again until you finish a short or long rest.

Improved Shock

11th-level Bog Phantom feature

When a creature succeeds on a saving throw against your Shock feature, it takes half damage instead of no damage.

Phantom Menace

15th-level Bog Phantom feature

You can now remain in your Phantom State for up to 1 hour.