5e:Nightstalker/Druid: Difference between revisions
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|trait5name=Turn Creatures of Enmity | |trait5name=Turn Creatures of Enmity | ||
|trait5desc=Starting at 10th you gain the ability to turn creatures of enmity. As an {{srd5lc|Action}}, you present your {{srd5lc|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 {{srd5lc|Minute}}, or until it takes any damage. | |trait5desc=Starting at 10th you gain the ability to turn creatures of enmity. As an {{srd5lc|Action}}, you present your {{srd5lc|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 ({{SRD5|DC}} = 8 + your {{srd5lc|Proficiency Bonus}} + your Wisdom modifier). If the creature fails its saving throw, it is ''turned''. This lasts for 1 {{srd5lc|Minute}}, or until it takes any damage. | ||
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. |
Revision as of 12:17, 31 August 2020
Circle of the Nightstalker is a druid circle of the Druid class.
Circle of the Nightstalker
Nightstalker druids are called to protect people from and/or exterminate these creatures of enmity and to extract revenge upon creatures of enmity.
Circle of the 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:
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang,
- redirect: Template:5xlang, or
- 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 (DC = 8 + your proficiency bonus + your Wisdom modifier). 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
- Ben Petrisor, et. al.. UA 2020 Subclasses Part 3 (5e 2014) (2020-02-24). Wizards of the Coast. ↑
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