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character:ravi:class [2022/10/13 17:17] – ↷ Page moved from character:delta:class to character:ravi:class Cindercharacter:ravi:class [2023/06/11 18:17] (current) – [4th Level Hunter] Cinder
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 ====4th Level Hunter==== ====4th Level Hunter====
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-**Feat: Mobile**  +**Feat: Mobile** ++ [1] | //Source: Player's Handbook// ++ \\
-//Source: Player's Handbook// \\+
  
 You are exceptionally speedy and agile. You gain the following benefits: You are exceptionally speedy and agile. You gain the following benefits:
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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 to the branded creatureand 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 +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 gain the following benefits against the creature you have marked. 
-modifier (minimum of 1 damage). +  *You always know the general direction((North, East, South, West)) of the branded creature and you gain a bonus (Proficiency + Wisdom) on any __Perception__ or __Survival__ check you make to track your prey. 
- +  *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). \\ +  *Whenever you hit the marked creature with a melee attack, you deal an additional 1d6 damage. This damage is the same type as the attack.  
-Once you use this feature, you can’t use it again until you finish a short or long rest.+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 a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses of this feature upon a short or long rest.
  
 ====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, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ number but dose tell you their direction from your character. 
  
 **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==== 
----- 
- 
-**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 \\ 
- 
-**Multi-class Bonuses** \\ 
-Light armor, medium armor, shields 
- 
-**Druidic** 
-//Source: Player's Handbook// \\ 
-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. 
- 
-**Wild Shape** 
-//Source: Player's Handbook// \\ 
-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. 
- 
-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't have a flying or swimming speed. 
- 
-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: 
-  *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. 
-  *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 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. 
- 
-**Combat Wild Shape** 
-//Source: Player's Handbook// \\ 
-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, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended. 
- 
-**Circle Forms** 
-//Source: Player's Handbook// \\ 
-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. \\ You learn its emotional state, \\ whether it is affected by magic of any sort,  +  *You gain advantage on Animal handling checks. 
-\\ its short-term needs (such as food or safety), \\ actions you can take (if any) to persuade it to not attack. \\ You cannot use this ability against a creature that you have attacked within the past 10 minutes. +  *Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent.  
-  *Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 10 uninterrupted minutes in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. \\ If there are multiple groups of your favored enemies within range, you learn this information for each group.+    *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 can take (if any) to persuade it to not attack. 
 +You cannot use this ability against a creature that you have attacked within the past 10 minutes. 
 + 
 +Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 10 uninterrupted minutes in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. \\ If there are multiple groups of your favored enemies within range, you learn this information for each group.
  
 //Source: Tasha's Cauldron of Everything// //Source: Tasha's Cauldron of Everything//
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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.
 +
 +====Level 4 Ranger====
 +
 +**Feat: Ability Score Improvment** \\
 +Increase your Constitution score by 2
 +====Level 5 Ranger====
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