5e:Nightstalker/Druid: Difference between revisions

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|trait2desc=Beginning at 2nd level, your esoteric knowlege grants you {{srd5lc|Advantage}} on {{SRD5|Intelligence}} and {{SRD5|Wisdom}} {{srd5lc|Skill}} {{srd5lc|Check}}s that are related to {{iplink|creatures of enmity}}.
|trait2desc=Beginning at 2nd level, your esoteric knowlege grants you {{srd5lc|Advantage}} on {{SRD5|Intelligence}} and {{SRD5|Wisdom}} {{srd5lc|Skill}} {{srd5lc|Check}}s that are related to {{iplink|creatures of enmity}}.


|trait3name=
|trait3name=Protection from Creatures of Enmity
|trait3desc=Starting at 6th level
|trait3desc=Starting at 6th level, as an {{srd5lc|Action}}, select a number of willing creature equal to your {{srd5lc|Proficiency Bonus}} within 30 feet of you to be protected against creatures of enmity.
 
The protection grants several benefits. Creatures of enmity have {{srd5lc|Disadvantage}} on {{srd5lc|Attack Roll}}s against the targets. The targets also can’t be {{srd5lc|Charmed}}, {{srd5lc|Frightened}}, or {{srd5lc|Possessed}} by them. If the targets are already charmed, frightened, or possessed by such a creature, the target has {{srd5lc|Advantage}} on any new {{srd5lc|Saving Throw}} against the relevant effect.
 
This effect lasts up to 10 minutes. After you use this feature, you may not use it again until you finish a {{srd5lc|Long Rest}}.
{{5e:Rule Tip/You're a Creature}}
   
   
|trait4name=Iron Resolve
|trait4name=Iron Resolve
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A turned creature must spend its {{srd5lc|Turn}}s trying to {{srd5lc|Move}} as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take {{srd5lc|Reaction}}s. For its action, it can use only the {{srd5lc|Dash}} action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the {{srd5lc|Dodge}} action.  
A turned creature must spend its {{srd5lc|Turn}}s trying to {{srd5lc|Move}} as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take {{srd5lc|Reaction}}s. For its action, it can use only the {{srd5lc|Dash}} action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the {{srd5lc|Dodge}} action.  


Once nightstalker uses this feature, he/she may not use it again until he/she finishes a short or long rest.
Once nightstalker uses this feature, he/she may not use it again until he/she finishes a short or long rest.
<div class="ringed shaded">
If the class already has a "Turn" feature (such as the Cleric's Turn Undead) this feature just extends the kind of creatures that may be turned.


|trait6name=
|trait6name=Nature's Restorative Protection
|trait6desc=At 14th level,  
|trait6desc=At 14th level, your {{srd5lc|Ability Score}}s and {{srd5lc|Hit Point Maximum}} cannot be reduced by any means. You also cannot suffer levels of {{srd5lc|Exhaustion}}.


|trait7name=
|trait7name=
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|class=Druid <!-- name of the class -->
|class=Druid <!-- name of the class -->
|level2={{iplink|Enmity}}, {{iplink|Esoteric Knowledge}}
|level2={{iplink|Enmity}}, {{iplink|Esoteric Knowledge}}
|level6={{iplink|__}}
|level6={{iplink|Protection from Creatures of Enmity}}
|level10={{iplink|Iron Resolve}}, {{iplink|Turn Creatures of Enmity}}
|level10={{iplink|Iron Resolve}}, {{iplink|Turn Creatures of Enmity}}
|level14={{iplink|__}}
|level14={{iplink|Nature's Restorative Protection}}
}}
}}
}}
}}

Revision as of 16:50, 30 August 2020

Work in Progress
Rlyehable  +

User Creation
Source: Rlyehable
Date Created: 2020-08-24
Status: 1st Draft


Nightstalker is a druid circle of the Druid class.

Nightstalker

Nightstalker druids are called to protect people from and/or exterminate these creatures of enmity and to extract revenge upon creatures of enmity.

Nightstalker Features

Druid Level Features  
2nd Enmity, Esoteric Knowledge 
6th Protection from Creatures of Enmity 
10th Iron Resolve, Turn Creatures of Enmity 
14th Nature's Restorative Protection

 

Enmity

When you choose this subclass at 2nd level, you have enmity with a certain [[SRD5:Monster Type|type]] of creature. Choose one of the following types: aberrations, celestials, constructs, dragons, fey, fiends, shapechangers, or undead. These are creatures of enmity.

You also learn to speak, read, and write one of the following languages:

  1. redirect: Template:5xlang,
  2. redirect: Template:5xlang,
  3. redirect: Template:5xlang,
  4. redirect: Template:5xlang,
  5. redirect: Template:5xlang, or
  6. redirect: Template:5xlang.

You may gain enmity with an additional type every 3rd level hereafter (4th, 7th, 10th, 13th, 16th, and 19th). You do not gain additional languages at these levels. 

Esoteric Knowledge

Beginning at 2nd level, your esoteric knowlege grants you advantage on Intelligence and Wisdom skill checks that are related to creatures of enmity

Protection from Creatures of Enmity

Starting at 6th level, as an action, select a number of willing creature equal to your proficiency bonus within 30 feet of you to be protected against creatures of enmity.

The protection grants several benefits. Creatures of enmity have disadvantage on attack rolls against the targets. The targets also can’t be charmed, frightened, or possessed by them. If the targets are already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

This effect lasts up to 10 minutes. After you use this feature, you may not use it again until you finish a long rest.

Rule Tip: You're a Creature: [1]
A creature is anything that belongs to one of the creature types listed in the introduction of the Monster Manual (5e). Player characters — including your character — are all creatures, and most of them are humanoids, one of the game’s types.

 

Iron Resolve

Beginning at 10th level, you gain proficiency is Wisdom saving throw. If you already have proficiency in this, you gain proficiency in your choice of either Intelligence or Charisma saving throws. 

Turn Creatures of Enmity

Starting at 10th you gain the ability to turn creatures of enmity. As an action, you present your holy symbol or item that is a bane to the creature (wolf's bane, cold iron, silver, etc.) and verbally censure the creature of enmity. Each creature of enmity that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned. This lasts for 1 minute, or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the dodge action.

Once nightstalker uses this feature, he/she may not use it again until he/she finishes a short or long rest. 

Nature's Restorative Protection

At 14th level, your ability scores and hit point maximum cannot be reduced by any means. You also cannot suffer levels of exhaustion.


Sources and Notes


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