Inevitability
2014-11-25, 03:09 AM
I am currently working on my own major campaign setting, which I'll call Project Lightbringer for now. This thread will be a collection of all new subclasses I create for this project.
PEACH'ing is encouraged and very appreciated!
Circle of the Fey
[fluff to come]
Fey Companion
When you choose this circle at 2nd-level, you gain the service of a minor fey creature. You can cast Find Familiar once per day as a 1st-level spell, with the following changes to the spell:
-The summoned creature's type is always Fey.
-Instead of a creature from the given list, your companion must be an Awakened Shrub, Baboon, Badger, Cat, Deer, Eagle, Giant Fire Beetle, Owl, Poisonous Snake, Raven, Spider or Sprite.
Child of the Fey
Starting at 2nd-level, you slowly become more like the beings you look up to. You gain the ability to speak, read, and write either Sylvan or Elvish fluently (if you already know both languages, you learn another language). You also gain advantage on saving throws to avoid being charmed or frightened, and magic can't put you to sleep.
Fey Magic
Your connection to the fey allows you to master magic other druids would never be able to access. At 3rd, 5th, 7th, and 9th level you can add certain spells to your spell list. From there on, you can prepare those as if they were normal druid spells.
Druid Level
Spells
3rd
Suggestion, Invisibility
5th
Hypnotic Pattern, Major Image
7th
Dimension Door, Greater Invisibility
9th
Dominate Person, Seeming
Summoner of the Fey
Starting at 6th level, Fey and Feylike creatures who answer your summons are bolstered by your primal magic. Whenever you summon one or more creatures considered fey (such as by using Conjure Animals or Conjure Fey) they all gain one of the following benefits, chosen by you at the time of casting. Creatures summoned by the same spell can't have different benefits. In addition, when you summon only a single creature, you can choose two benefits from the list, instead of one.
-The creature adds your proficiency bonus to its weapon damage rolls.
-The creature gains temporary hit points equal to your druid level.
-The creature's speed increases by 20 ft. If the creature has multiple movement modes, the bonus applies to one of them.
-A single creature summoned by the spell is invisible until it takes an action or for 1 minute.
In addition, the fey creature created by Conjure Fey does not become hostile to you and your companions if you lose concentration.
Fey Tongue
Starting at 10th level, you become a powerful ally of all things fey. Because of this, fey creatures instinctually recognize you as a friend. You gain advantage on all Persuasion, Deception, Performance and Insight checks to interact with fey.
When dealing with nonfey, you are still blessed with the social grace of fey, albeit somewhat less so. Choose one skill of Deception, Persuasion, Performance and Insight. You gain proficiency in the chosen skill.
Additionally, you are considered proficient in Insight and all charisma-based skills when using them against or on creatures charmed by you.
Fey Circle
When you reach 14th-level, you can create fey circles, mystic portals leading into the feywild. A fey circle is 15-ft in diameter, essentially taking up 9 squares. To use this ability, you must first spend a day creating the complicated patterns that allow fey circles to come into existence. Afterwards, you can complete the circle by casting Plane Shift (no material component is required) on the circle. This has several effects.
First, those who are standing in the circle can travel to a place in the feywild determined by the DM as an action.
Second, you can call fey to aid you through the circle the moment you complete it. Treat this as if you cast Conjure Fey, Conjure Woodland Beings, and Conjure Animals at their lowest level, except the conjured creatures all appear within and adjacent to the circle and you do not need to maintain concentration on the spells. When the spell duration expires, the creatures do not disappear, although conjured beings do disappear when they drop to 0 hit points.
The conjured beings are under no compulsion to obey you, but they do listen to you and will agree to serve you if you can convince them. The DM controls the creatures, and they have their own turns. Summoned creatures start out at least indifferent in attitude towards you and up to seven creatures you designate when summoning the creatures, and display their normal behavior towards any other creature.
After 1d6 days, the circle loses its magic properties, and all beings summoned by it return to the feywild (unless they have been killed). A 14th-level or higher Druid of the Fey Circle can still repower it by casting Plane Shift on the circle. Similarily, by casting Plane Shift on a still active circle, the time it remains active increases by 1d6 days. After a circle has existed for a year and a day, it becomes permanent, eliminating the need to extend its duration.
The same circle can never conjure fey more than once.
You cannot create fey circles when you are in the feywild, or when a fey circle you created is still active. If you do create a fey circle while another is still active, the previous circle immediately loses its magic properties, and all beings summoned by it return to the feywild if they are still alive.
PEACH'ing is encouraged and very appreciated!
Circle of the Fey
[fluff to come]
Fey Companion
When you choose this circle at 2nd-level, you gain the service of a minor fey creature. You can cast Find Familiar once per day as a 1st-level spell, with the following changes to the spell:
-The summoned creature's type is always Fey.
-Instead of a creature from the given list, your companion must be an Awakened Shrub, Baboon, Badger, Cat, Deer, Eagle, Giant Fire Beetle, Owl, Poisonous Snake, Raven, Spider or Sprite.
Child of the Fey
Starting at 2nd-level, you slowly become more like the beings you look up to. You gain the ability to speak, read, and write either Sylvan or Elvish fluently (if you already know both languages, you learn another language). You also gain advantage on saving throws to avoid being charmed or frightened, and magic can't put you to sleep.
Fey Magic
Your connection to the fey allows you to master magic other druids would never be able to access. At 3rd, 5th, 7th, and 9th level you can add certain spells to your spell list. From there on, you can prepare those as if they were normal druid spells.
Druid Level
Spells
3rd
Suggestion, Invisibility
5th
Hypnotic Pattern, Major Image
7th
Dimension Door, Greater Invisibility
9th
Dominate Person, Seeming
Summoner of the Fey
Starting at 6th level, Fey and Feylike creatures who answer your summons are bolstered by your primal magic. Whenever you summon one or more creatures considered fey (such as by using Conjure Animals or Conjure Fey) they all gain one of the following benefits, chosen by you at the time of casting. Creatures summoned by the same spell can't have different benefits. In addition, when you summon only a single creature, you can choose two benefits from the list, instead of one.
-The creature adds your proficiency bonus to its weapon damage rolls.
-The creature gains temporary hit points equal to your druid level.
-The creature's speed increases by 20 ft. If the creature has multiple movement modes, the bonus applies to one of them.
-A single creature summoned by the spell is invisible until it takes an action or for 1 minute.
In addition, the fey creature created by Conjure Fey does not become hostile to you and your companions if you lose concentration.
Fey Tongue
Starting at 10th level, you become a powerful ally of all things fey. Because of this, fey creatures instinctually recognize you as a friend. You gain advantage on all Persuasion, Deception, Performance and Insight checks to interact with fey.
When dealing with nonfey, you are still blessed with the social grace of fey, albeit somewhat less so. Choose one skill of Deception, Persuasion, Performance and Insight. You gain proficiency in the chosen skill.
Additionally, you are considered proficient in Insight and all charisma-based skills when using them against or on creatures charmed by you.
Fey Circle
When you reach 14th-level, you can create fey circles, mystic portals leading into the feywild. A fey circle is 15-ft in diameter, essentially taking up 9 squares. To use this ability, you must first spend a day creating the complicated patterns that allow fey circles to come into existence. Afterwards, you can complete the circle by casting Plane Shift (no material component is required) on the circle. This has several effects.
First, those who are standing in the circle can travel to a place in the feywild determined by the DM as an action.
Second, you can call fey to aid you through the circle the moment you complete it. Treat this as if you cast Conjure Fey, Conjure Woodland Beings, and Conjure Animals at their lowest level, except the conjured creatures all appear within and adjacent to the circle and you do not need to maintain concentration on the spells. When the spell duration expires, the creatures do not disappear, although conjured beings do disappear when they drop to 0 hit points.
The conjured beings are under no compulsion to obey you, but they do listen to you and will agree to serve you if you can convince them. The DM controls the creatures, and they have their own turns. Summoned creatures start out at least indifferent in attitude towards you and up to seven creatures you designate when summoning the creatures, and display their normal behavior towards any other creature.
After 1d6 days, the circle loses its magic properties, and all beings summoned by it return to the feywild (unless they have been killed). A 14th-level or higher Druid of the Fey Circle can still repower it by casting Plane Shift on the circle. Similarily, by casting Plane Shift on a still active circle, the time it remains active increases by 1d6 days. After a circle has existed for a year and a day, it becomes permanent, eliminating the need to extend its duration.
The same circle can never conjure fey more than once.
You cannot create fey circles when you are in the feywild, or when a fey circle you created is still active. If you do create a fey circle while another is still active, the previous circle immediately loses its magic properties, and all beings summoned by it return to the feywild if they are still alive.