Homebrew:Circle of the Seafarers: Difference between revisions

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{{ooc note|This is an implementation of the Circle of the Seafarers subclass from [[Tasha's Crucible of Everything Else]] volume 2}}
{{ooc note|This is an implementation of the {{PAGENAME}} 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)}}

Latest revision as of 17:19, 26 July 2025

(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.