Sunday, July 20, 2014

Nature Domain 5E Cleric (Druid)

This is my attempt to create a "Druid like" Domain for use in my home game for my brother who ONLY plays druids. 

Nature Domain
Domain spells:
Level 1 Mage Armor (bark skin), Sanctuary.
Level 3 Spirit Guardians (fey), Lightning bolt.
Level 7 Fire Storm, Regeneration.
Level 9 True Resurrection, Meteor storm.

Bonus proficiency: Nature

Animal companion: Druids start with an animal companion. List to come later.

Channel Divinity: Shape change
Starting at 3nd level, you can use your Channel Divinity
to a druid gains the ability to turn herself into any Small or Medium animal and back again. Her options for new forms include all creatures with the animal type. The effect lasts for 1 hour per druid level, or until she changes back. 

Woodland stride Starting at 3rd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment.

 Balance of life
Beginning at 6th level, the druid may bond two friendly targets together. The bond lasts for a number of rounds equal to the Druid's level. Any healing spell cast on either bonded target heals the other for half the number of points.Any damage dealt to either is divided between the two. Druid must have a long rest before another bond can be made.

Elemental Strike
At 8th level, Any spell cast that does fire, lightning, or cold damage does extra 1d8 damage to
the target. When you reach 12th level, the extra damage increases to 2d8. If the spell does more than one type of damage only the fire, lightning, or cold damage does extra damage.

Channel Divinity: Healing Rain
Starting at 18th level, You can call a rain storm 60' radius. The rain continues to fall for a number of turns equal to the druids level. At the start of any friendly targets turn that starts within the rain heals hit points equal to the druids level. Channel Divinity: Healing Rain can only be used out doors and under an open sky.

Martial Archetype: Ranger

Martial Archetype: Ranger
Rangers are specialist Fighters. Rangers are masters of the woodlands and wild places. specializing in ranged and two weapon fighting.

Pre req: Fighting style, Must take Archery or Two weapon fighting.

Level 3: Woodland Stride: Gain skill proficiency in nature and Stealth. Full movement in woodland and wild surroundings. Advantage on Survival rolls in woodlands.

Level 7: Favored Enemy: +2 Damage to favored enemies. Improved crit against favored enemies (19-20). (choose 2) Goblins, Orcs, Gnolls, Kobalds, Fey, Hobgoblins, Undead, Dradonoids, And any other choices allowed by the GM.

Level 9: Combat Master: (replaces Indomitable) Have advantage on hit rolls against favored enemy.

Level 10: Fighting style: gain Archery or Two weapon fighting.

Level 15: Improved Combat Master: Improved crit when using fighting style (19-20), When attacking favored enemy (18-20).

Level 18: Hold the Line: If the ranger chooses not to move and makes a stand he may make an attack on any enemy as a free reaction who comes with in range (melee) or moves into sight (ranged) up to 5 targets. Rangers cant Hold the line again till after a long rest.

Thursday, July 17, 2014

5E Race Dhampir

A dhampir is the child of a vampire and a human.While a Dhampir is mortal, the blood of the cursed surges through its veins.

To play the race of Dhampir you must also choose "The Cursed" as your background.

Ability score increase: +2 Str, +2 Dex, +2 Cha.

Age: Dhampir do not age as mortals do. After reaching adulthood their age slows if not halts all together.

Alignment: while free willed dhamire's often tent toward lawful, as they are bound to the laws of the night.

Size:same as human.

Speed: 30'
Language: can speak and read common and one language of choice.

Vulnerability: Radiant and fire damage do maximum damage to Dhamires.
Children of the night: When using stealth skill at night Dhampires have Advantage.

The Cursed (Background)

Skill proficiencies: Deception, Stealth. 
Languages: Pick two.
Trinkets: Roll 3 times on the Trinkets table. These are precious mementos from the long life that you have lived. Memories of lost loved ones and emotional anchors to the past. It would be painful to lose even one of these items.

Start with 15gp

1    I hate what I am, and try to prove to others that I am no monster.
2    I accept what I am. Curse or blessing.
3    I I have been chosen, I don't think I'm better, I am better than those around me.
4    Its because of those fowl creatures that I am this way, I will destroy them all.

1   Tradition: The old ways must be upheld. If we don't have our traditions we might as well be animals. (lawful)
2   Redemption: I will do what I can to prove myself worthy of the light. (Good)
3   Freedom: Mortal laws are for mortals, I am beyond them. (Chaotic)
4   Power: I see no reason I should not use what I am to get what I want. (evil)
5   Live and let live: I keep my opinions to myself, I expect others to do the same. (neutral)
6   Knowledge: I will use my gifts and long life to acquire and pass on the experience and knowledge I collect. (any)

1    I don't make friends easily, But when I do I am loyal to the end.
2    Honor is my life. Bonds and vows are taken to the grave.
3    Protecting those around me is how I prove my worth.
4    I understand that we are not bound by our past mistakes. I will look beyond such things in others.

1    I do my best to not let others know what I am. I do everything I can to keep my secrets.
2    Hunters have found out what I am. I have them the slip and moved on. Its only a matter of time          before the find me again.
3    I don't get close to others, I am different. I cant pretend otherwise.
4    Its hard for me to forgive an insult. Even is I forgive, I don't forget.