5e:Nightstalker/Druid: Difference between revisions

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|subclassType=Druid Circle
|subclassType=Druid Circle
|summary=Vampire/Witch/Dragon/Ghost Hunter
|summary=Vampire/Witch/Dragon/Ghost Hunter
 
<!--
Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
-->
|trait1name=Enmity
|trait1name=Enmity
|trait1desc=When you choose this subclass at 2nd level, you have enmity with a certain {{SRD5|Monster  
|trait1lvl=2nd
Type|type}} of {{srd5lc|Creature}}. Choose one of the following types: {{srd5lc|Aberration}}s, {{srd5lc|Celestial}}s, {{srd5lc|Construct}}s, {{srd5lc|Dragon}}s, {{srd5lc|Fey}}, {{srd5lc|Fiend}}s, {{srd5lc|Shapechanger}}s, or {{srd5lc|Undead}}. These are {{anchor|creatures of enmity}}.  
|trait1desc=You have enmity with a certain {{SRD5|Monster Type|type}} of {{srd5lc|Creature}}. Choose one of the following types: {{srd5lc|Aberration}}s, {{srd5lc|Celestial}}s, {{srd5lc|Construct}}s, {{srd5lc|Dragon}}s, {{srd5lc|Fey}}, {{srd5lc|Fiend}}s, {{srd5lc|Shapechanger}}s, or {{srd5lc|Undead}}. These are {{anchor|creatures of enmity}}.  


You also learn to speak, read, and write one of the following languages: {{5elang|Abyssal}}, {{5elang|Celestial}}, {{5elang|Deep Speech}}, {{5elang|Draconic}}, {{5elang|Infernal}}, or {{5elang|Sylvan}}.
You also learn to speak, read, and write one of the following languages: {{5elang|Abyssal}}, {{5elang|Celestial}}, {{5elang|Deep Speech}}, {{5elang|Draconic}}, {{5elang|Infernal}}, or {{5elang|Sylvan}}.


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.
You may gain enmity with an additional type every 3rd level hereafter (5th, 8th, 11th, 14th, 17th, and 20th). You do not gain additional languages at these levels.


|trait2name=Esoteric Knowledge
|trait2name=Esoteric Knowledge
|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}}.
|trait2lvl=2nd
|trait2desc=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=Nightstalker Magic
|trait3lvl=2nd
|trait3desc=You learn an additional {{srd5lc|Spell}}s when you reach certain levels in this class, as shown in the Nightstalker Spells table. The spell counts as a druid spell for you, but it doesn’t count against the number of druid spells you know.<br />
{{5e Subclass Spells Table
|name=Nightstalker
|class=Druid
|spells2=Protection from Evil and Good, Searing Smite
|spells3=Gentle Repose, Knock
|spells5=Counterspell, Remove Curse
|spells7=Banishment, Greater Invisibility
|spells9=Dispel Evil and Good, Hold Monster
}}


|trait3name=Protection from Creatures of Enmity
|trait4name=Protection from Creatures of Enmity
|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.  
|trait4lvl=6th
|trait4desc=As an {{srd5lc|Action}} you can select a number of willing creatures{{5ertyac}} equal to your {{srd5lc|Proficiency Bonus}} within 30 feet of you to be protected agaist 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.
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}}.
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
|trait5name=Iron Resolve
|trait4desc=Beginning at 10th level, you gain {{srd5lc|Proficiency}} is Wisdom {{srd5lc|Saving Throw}}. If you already have proficiency in this, you gain proficiency in your choice of either {{SRD5|Intelligence}} or {{SRD5|Charisma}} saving throws.  
|trait5lvl=10th
|trait5desc=You gain {{srd5lc|Proficiency}} is Wisdom {{srd5lc|Saving Throw}}. If you already have proficiency in this, you gain proficiency in your choice of either {{SRD5|Intelligence}} or {{SRD5|Charisma}} saving throws.  


|trait5name=Turn Creatures of Enmity
|trait6name=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 ({{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.  
|trait6lvl=10th
|trait6desc=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.  
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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.


|trait6name=Nature's Restorative Protection
|trait7name=Nature's Restorative Protection
|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}}.
|trait7lvl=14th
 
|trait7desc=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=
|trait7desc=


|desc=Nightstalker {{srd5lc|Druid}}s are called to protect people from and/or exterminate these creatures of enmity and to extract revenge upon creatures of enmity.
|desc=Nightstalker {{srd5lc|Druid}}s are called to protect people from and/or exterminate these creatures of enmity and to extract revenge upon creatures of enmity.
 
<!--
Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
-->
{{5e Subclass Feature Table
{{5e Subclass Feature Table
|name=Circle of the Nightstalker <!-- name of subclass -->
|name=Circle of the Nightstalker <!-- name of subclass -->
|class=Druid <!-- name of the class -->
|class=Druid <!-- name of the class -->
|level2={{iplink|Enmity}}, {{iplink|Esoteric Knowledge}}
|level2={{iplink|Enmity}}, {{iplink|Esoteric Knowledge}}, {{iplink|Nightstalker Magic}}
|level6={{iplink|Protection from Creatures of Enmity}}
|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}}

Revision as of 12:03, 23 January 2021

Rlyehable  +

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


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, Nightstalker Magic 
6th Protection from Creatures of Enmity 
10th Iron Resolve, Turn Creatures of Enmity 
14th Nature's Restorative Protection

 

Enmity

2nd level Circle of the Nightstalker feature.
You have enmity with a certain 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: Abyssal, Celestial, Deep Speech, Draconic, Infernal, or Sylvan.

You may gain enmity with an additional type every 3rd level hereafter (5th, 8th, 11th, 14th, 17th, and 20th). You do not gain additional languages at these levels. 

Esoteric Knowledge

2nd level Circle of the Nightstalker feature.
Your esoteric knowlege grants you advantage on Intelligence and Wisdom skill checks that are related to creatures of enmity

Nightstalker Magic

2nd level Circle of the Nightstalker feature.
You learn an additional spells when you reach certain levels in this class, as shown in the Nightstalker Spells table. The spell counts as a druid spell for you, but it doesn’t count against the number of druid spells you know.
Nightstalker Spells

Druid Level Spells  
2nd protection from evil and good, searing smite 
3rd gentle repose, knock 
5th counterspell, remove curse 
7th banishment, greater invisibility 
9th dispel evil and good, hold monster
 

Protection from Creatures of Enmity

6th level Circle of the Nightstalker feature.
As an action you can select a number of willing creatures [1] equal to your proficiency bonus within 30 feet of you to be protected agaist 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

Iron Resolve

10th level Circle of the Nightstalker feature.
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

10th level Circle of the Nightstalker feature.
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

14th level Circle of the Nightstalker feature.
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

  1. Rule Tip: You're a Creature. 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. - UA 2020 Subclasses Part 3.

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