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character:oz:class [2023/11/24 16:08] Cindercharacter:oz:class [2023/11/24 16:42] Cinder
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 =====The Great Druid Ozrelia===== =====The Great Druid Ozrelia=====
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 ---- ----
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-===== Class =====+===== Druid of the Spore Circle =====
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 You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
  
-While you are transformed, the following rules apply:+ While you are transformed, the following rules apply: 
   *Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.   *Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
   *When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.   *When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
   *You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.   *You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
   *You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.   *You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
-  *You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.+  *You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. 
  
 **Bonus Cantrip** \\ **Bonus Cantrip** \\
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-==== 14th Level Class ==== +====Level 14 Spore Druid==== 
-----+ 
 +**Fungal Body** \\ 
 +At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated
  
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-==== 16th Level Class ==== +====Level 16 Spore Druid==== 
-----+**Feat: Fey Touched** //Source: Tasha's Cauldron of Everything// \\ 
 + 
 +Your exposure to the Feywild's magic has changed you, granting you the following benefits: 
 +  *Increase your **Intelligence**, Wisdom, or Charisma score by 1, to a maximum of 20. 
 +  *You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
  
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-==== 18th Level Class ==== +====Level 18 Spore Druid==== 
-----+ 
 +**Timeless Body** \\  
 +Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. 
 + 
 +**Beast Spells** \\ 
 +Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.
  
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-==== 20th Level Class ==== +====Level 20 Spore Druid==== 
-----+ 
 +**Archdruid** \\ 
 +At 20th level, you can use your Wild Shape an unlimited number of times. \\ 
 +Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
  
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 ====Level 13 Spore Druid==== ====Level 13 Spore Druid====
  
-====Level 14 Spore Druid==== 
  
-**Fungal Body** \\ 
-At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated 
 ====Level 15 Class==== ====Level 15 Class====
  
-====Level 16 Spore Druid==== 
-**Feat: Fey Touched** //Source: Tasha's Cauldron of Everything// \\ 
  
-Your exposure to the Feywild's magic has changed you, granting you the following benefits: 
-  *Increase your **Intelligence**, Wisdom, or Charisma score by 1, to a maximum of 20. 
-  *You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the Divination or Enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat. 
 ====Level 17 Spore Druid==== ====Level 17 Spore Druid====
  
-====Level 18 Spore Druid==== 
  
-**Timeless Body** \\  
-Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year. 
- 
-**Beast Spells** \\ 
-Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components. 
 ====Level 19 Spore Druid==== ====Level 19 Spore Druid====
  
-====Level 20 Spore Druid==== 
  
-**Archdruid** \\ 
-At 20th level, you can use your Wild Shape an unlimited number of times. \\ 
-Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape. 
  • character/oz/class.txt
  • Last modified: 7 months ago
  • by Cinder