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character:ravi:class [2022/10/13 17:17] – ↷ Page moved from character:delta:class to character:ravi:class Cinder | character:ravi:class [2023/03/02 17:24] – [Level 3 Ranger] Cinder | ||
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**Brand of Castigation** //Source: WotC Affiliate Homebrew// \\ | **Brand of Castigation** //Source: WotC Affiliate Homebrew// \\ | ||
- | At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction | + | At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). |
- | modifier (minimum of 1 damage). | + | *You always know the general |
- | + | *Each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature suffers psychic damage equal to your Wisdom modifier (minimum of 1 damage). | |
- | Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell). \\ | + | |
- | Once you use this feature, you can’t use it again until you finish | + | Your brand lasts until you dismiss it or until the target dies, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell). \\ |
+ | You may use this feature | ||
====7th Level Hunter==== | ====7th Level Hunter==== | ||
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- | **Primeval Awareness** //Source: Ranger Homebrew// \\ | ||
- | Beginning at 9th level, you can use your action and expend one spell slot OR a use of your blood Maledict to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, | ||
**Hardened Soul** //Source: WotC Affiliate Homebrew// \\ | **Hardened Soul** //Source: WotC Affiliate Homebrew// \\ | ||
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In addition, a branded creature can’t take the Dash action, and if a creature branded by you attempts to teleport or leave their current plane via ability, spell, or portal, they take 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the teleport or plane shift fails. | In addition, a branded creature can’t take the Dash action, and if a creature branded by you attempts to teleport or leave their current plane via ability, spell, or portal, they take 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the teleport or plane shift fails. | ||
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- | ====Druid Introduction==== | ||
- | ---- | ||
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- | **Hit Points** | ||
- | ***Hit Dice** 1d8 per druid level \\ | ||
- | *Hit Points at 1st Level: 8 + your Constitution modifier \\ | ||
- | *Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st \\ | ||
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- | **Multi-class Bonuses** \\ | ||
- | Light armor, medium armor, shields | ||
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- | **Druidic** | ||
- | //Source: Player' | ||
- | You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. | ||
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- | ====Level 1 Druid==== | ||
- | ---- | ||
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- | ====Level 2 Druid==== | ||
- | ---- | ||
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- | **Wild Companion (Optional)** \\ | ||
- | At 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components. \\ | ||
- | When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. | ||
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- | **Wild Shape** | ||
- | //Source: Player' | ||
- | Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. | ||
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- | Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn' | ||
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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, | ||
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- | While you are transformed, | ||
- | *Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, | ||
- | *When you transform, you assume the beast' | ||
- | *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' | ||
- | *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' | ||
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- | **Combat Wild Shape** | ||
- | //Source: Player' | ||
- | When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. \\ | ||
- | Additionally, | ||
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- | **Circle Forms** | ||
- | //Source: Player' | ||
- | The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there. \\ | ||
- | Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down. | ||
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**Primeval Awareness** \\ | **Primeval Awareness** \\ | ||
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you. | Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you. | ||
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*You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. | *You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. | ||
- | *Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. | + | |
- | \\ its short-term needs (such as food or safety), | + | |
- | *Additionally, | + | *You learn its emotional state, |
+ | *whether it is affected by magic of any sort, | ||
+ | *its short-term needs (such as food or safety), | ||
+ | *Actions | ||
+ | You cannot use this ability against a creature that you have attacked within the past 10 minutes. | ||
+ | |||
+ | Additionally, | ||
//Source: Tasha' | //Source: Tasha' | ||
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You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest. | You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest. | ||
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+ | ====Level 4 Ranger==== | ||
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+ | **Feat: Ability Score Improvment** \\ | ||
+ | Increase your Constitution score by 2 | ||
+ | ====Level 5 Ranger==== |