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View Full Version : D&D 5e/Next Covenant Series, Episode #1 The Way of White: An Ongoing Dark Souls Project



Ziegander
2015-07-20, 03:53 PM
The Way of White
A Covenant for your 5th Edition Campaign


http://s01.riotpixels.net/data/6b/c9/6bc97b06-7d41-47c3-a773-99920702f075.png.240p.jpg

Devoted to the gods and led by the Allfather Lloyd, members of the Way of White make all efforts to beat back the darkness and prolong the Age of Light. Followers of this covenant wish to repress the spread of the undead plague and combat the abyssal horrors who rampage across the lands. To this end, they enclose those cursed with the dark mark in the Northern Asylum, kindle Lord Gwyn's sacred bonfires, and send their clerics and knights on pilgrimages to Lordran, the land of the gods, to seek the Rite of Kindling in an effort to extend the life of the First Flame. It is said that through kindling, followers of this covenant will be granted magnificent powers. It is unknown what connection, if any, the Way of White has to the Fire Keepers whose own souls serve as fuel to Lord Gwyn's sacred bonfires.

Clerics make up the majority of the Way of White's members, followed closely by Paladins and certain Fighters who have attained the rank of Knight of the Talisman. However, some Druids and Monks also follow Allfather Lloyd's teachings and work in their own unique ways to strengthen the light in the face of the burgeoning darkness of undeath and the Abyss.

NEW SPELLS
Divine Force
2nd-level evocation
Classes: Cleric
Casting Time: 1 reaction
Range: Self
Components: V, M
Duration: Instantaneous

Each creature within a 20ft spherical radius of you (stopping at the ground below your feet, if any) must succeed on a Strength saving throw or be pushed by an invisible force in a straight line to the edge of the radius and knocked prone. Unattended objects weighing less than 20 pounds, including thrown weapons and ammunition fired from weapons, are automatically pushed to the edge of the radius.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the radius increases by 10ft and the weight of unattended objects that the spell can push increases by 10 pounds. When you cast this spell using a spell slot of 4th level or higher, you may choose any number of creatures or objects within the radius and deal those creatures and objects 1d8 force damage for every two slot levels above 2nd. When you cast this spell using a 9th-level spell slot, the radius increases to 100ft and the weight of unattended objects that the spell cast increases to 100 pounds. If you cast this spell from a 9th-level spell slot and choose to deal damage with it, you must deal damage to all creatures and objects within the radius and deal an additional 3d8 radiant damage to each creature and object in the radius. Each creature dealt radiant damage in this way must succeed on a Constitution saving throw or be blinded until the end of its next turn.

Homeward
3rd-level conjuration
Classes: Druid, Ranger
Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: Instantaneous

You teleport yourself from your current location to the location of the last Sacred Bonfire you rested at, regardless of the distance between you and that Bonfire (as long as you remain on the same plane of existence), bringing all objects you can carry along with you. If you choose, you may also teleport a number of other, willing creatures up to your spellcasting ability modifier in this way. If you would arrive, and the space you and/or any other accompanying creatures would occupy is already occupied by one or more creatures, then you and any other teleporting creatures suffer 2d8 force damage and are shunted to the nearest unoccupied space(s) within 20ft of the bonfire. If there is no such space, the spell fails to teleport any creature for whom there is not enough space.

Sacred Bonfires are magical locations in Lordran that are maintained by Fire Keepers who use their own souls as fuel to keep them going. Those with the Fire Keeper's blessing may rest at these Bonfires knowing that no harm will come to them while they eat, sleep, and recuperate and can even bring their fallen allies back from the dead. These Bonfires are set at particular areas within Lordran and were first constructed by Gwyn, the Lord of Sunlight when he made his pilgrimage to kindle the First Flame.

Magic Barrier
5th-level abjuration
Classes: Cleric, Druid
Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: Concentration, up to one hour

For the spell's duration you have resistance to all damage dealt by spells and other magical effects.

At Higher Levels. If you cast this spell using a spell slot of 8th level or higher you are immune to the damage dealt by any spell cast using a spell slot of 5th level or lower and you have advantage on all saving throws against spells and other magical effects that deal damage.

Replenishment
4th-level evocation
Classes: Cleric, Druid
Casting Time: 1 bonus action
Range: 30ft
Components: V
Duration: 1 minute

One creature within range at the time you cast this spell regains a number of hit points at the start of each of its turns equal to 1d8 + your spellcasting ability modifier for the duration of the spell.

CLERICS
For Clerics, making a covenant with the Way of White takes the place of the Cleric's standard domain, granting features at the same class levels and of comparable power to those typically granted to followers of other gods. The Clerics of the Way of White are Allfather Lloyd's most trusted servants, having more intimate knowledge of his teachings than other followers and the greatest power among them over undead.

Most Clerics in this setting are members of the Way of White, but some may follow other covenants. For followers of the Way of White, Turn Undead (and the Destroy Undead class feature) are perfectly adequate representations of divine power such a character might channel in service to their gods. However, some Clerics in Lordran don't follow gods at all, and certainly don't oppose undeath in such a manner, if at all. In later installments of this series, I will detail replacements for the Turn Undead and Destroy Undead features of the standard 5e Cleric.

Cleric Spells


Cleric Level
Spells


1st
Bless, Cure Wounds



3rd
Augury, Homeward


5th
Daylight, Speak with Dead


7th
Death Ward, Replenishment



9th
Mass Cure Wounds, Scrying



Bonus Cantrips
As a member of this covenant, you gain the guidance and light cantrips if you don't already know them.

Lloyd's Teachings
You gain proficiency with the History and Religion skills and may use your Wisdom modifier in place of your Intelligence modifier when making ability checks with those skills.

Radiance of the Dawn
Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes. As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feel of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Enduring Light
Starting at 6th level, whenever you cast a spell of 2nd level or higher that restores hit points to a creature, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.

Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Sight of the Allfather
Starting at 17th level you can cast the true seeing spell at will without expending a spell slot and without the need of any components (including verbal or somatic ones).

FIGHTERS
A Knight of the Talisman makes a covenant with the Way of White in place of his or her Martial Archetype, becoming a bodyguard to the Clerics of the covenant and constant companion to those who seek the Rite of Kindling. Though perhaps less effective in the slaying of undead and fiends than their Paladin brothers, Knights of the Talisman utilize a number of divine spells to protect themselves and their allies against the encroaching darkness.

Special Thanks to ZenBear for his work on the Templar archetype found here (http://www.giantitp.com/forums/showthread.php?423152-Divine-Subclasses-Fighter-and-Rogue-(PEACH)).

Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.

Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip at 10th level.

Spell Slots. The Eldritch Knight Spellcasting table (PHB, pg 75) shows how many spell slots you have to cast your spells of 1st level and higher.

Spells Known of 1st-level and Higher. You know three 1st-level cleric spells of your choice, one of which must be an abjuration, divination, or enchantment spell. The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 7th, 13th, and 19th level must be from the abjuration, divination, or enchantment schools of magic. Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and must be an abjuration, divination, or enchantment spell if you're replacing one of those spells you gained at 3rd, 7th, 13th, or 19th level.

Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells, since you learn your spells from other members of the Way of White. You use your Wisdom modifier whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one (spell save DC = 8 + your proficiency bonus + your Wisdom modifier; spell attack modifier = your proficiency bonus + your Wisdom modifier).

Vigilance
At 3rd level you gain proficiency in Perception. If you already have proficiency, you double it.
You no longer need rest every 24 hours but instead can stave off fatigue for up to 72 hours before suffering any ill effects. You also only need three-quarters as much rest to gain the benefits of a long rest (6 hours sleep, 3 hours trance).

Insightful Guardian
At 7th level you add half your proficiency bonus to Wisdom saving throws and to all Wisdom-based ability checks that you do not already add your bonus to. You may cast the compelled duel spell once without using a spell slot, even if you do not know that spell. You cannot cast that spell in this manner again until you complete a short or long rest.

Bane of the Faithless
Starting at 10th level, whenever you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a cleric or paladin spell cast before the end of your next turn.

Divine Resurgence
At 15th level, when you use your Second Wind feature, you add your Wisdom modifier to the total hit points restored and you may expend a spell slot of any level. If you expend a spell slot in this way, choose a number of creatures up to that slot's level within 60 feet of you that you can see. Those creatures also benefit from your Second Wind.

Chosen Warrior
Your devotion to the Way of White graces you with uncanny prowess in combat. Beginning at 18th level, you are always under the effects of a bless spell.

Ziegander
2015-07-20, 03:56 PM
PALADINS
Paladins are a common sight in Lordran and none more so than those devoted to the Way of White. Often sent on dangerous missions to arrest undead or destroy minions of the Abyss, Paladins of the Way of White are found in Lordran, specifically, to track down and secure the Rite of Kindling. Mostly similar to Paladins of Devotion, Paladins of the Way of White differ mainly in the spells they receive, though all Paladins in Lordran operate under slightly different rules and powers than normal.

Paladins in Lordran accept their oaths or enter their covenants at 1st-level, rather than at 3rd. Each Paladin gains a new feature at 1st-level that replaces the Divine Sense typical to Paladins in other worlds. Below, the new features for the oaths in the Player's Handbook are described, and the feature gained by Paladins of the Way of White is detailed along with the rest of its features.

Oath of Devotion
A paladin who has taken the Oath of Devotion retains his or her Divine Sense feature.

Oath of Ancients
Wisdom of a Thousand Rings
A paladin who has taken the Oath of Ancients has advantage on saving throws to resist being charmed or frightened by a Fey or Fiend creature, has advantage on all Intelligence (Investigation) checks versus Illusion spells and effects, and has advantage on all Wisdom (Insight) checks made to discern that a creature has taken a form that differs from their true form.

Oath of Vengeance
Righteous Wrath
Once per round, a paladin who has taken the Oath of Vengeance may make an opportunity attack without using their Reaction (they may still use their Reaction that round to make an additional opportunity attack, should they have the chance and the wish to take it).


Rite of Passage
Whenever a paladin that has devoted himself to the Way of White completes a short or long rest at a Sacred Bonfire he gains an Inspiration point. The paladin may instead elect to grant this inspiration to a friendly companion resting there with him.

Paladin Spells


Paladin Level
Spells


3rd
Cure Wounds, Protection from Evil and Good



5th
Divine Force, Lesser Restoration


9th
Beacon of Hope, Dispel Magic


13th
Death Ward, Guardian of Faith



17th
Destructive Smite, Magic Barrier



A Paladin of the Way of White has all of the same features as a Paladin of Devotion except for Divine Sense and Aura of Devotion. Instead of Aura of Devotion, paladins devoted to the Way of White gain the following replacement feature:

Kindle the Light
Starting at 7th level, after you complete a short or long rest at a Sacred Bonfire (see above), you and each friendly creature that rested with you gains temporary hit points equal to six times your Charisma modifier. As long as any such creature possesses these temporary hit points, that creature radiates bright light in a 10ft radius around them, and dim light shines 10ft beyond that.

DRUIDS
Druids devoted to the Way of Light offer shelter and guidance to pilgrims on their way to Lordran or to those already in Lordran and seeking the Rite of Kindling. They keep safe some of the more remote Sacred Bonfires of Lordran and know the most secure ways into the most dangerous regions of land of the gods. Druids who devote themselves to the Way of White do so in place of a typical Druid Circle, and gain new benefits at the same levels a Druid of the Land or Druid of the Moon would.

Druids in Lordran do not gain the Wild Shape class feature at 2nd level and regardless of what other choices they make cannot take the Circle of the Moon, do not gain any improvements to the Wild Shape feature at 4th level and 8th level, and do not gain the Beast Spells feature at 18th level. The Archdruid feature at 20th level retains the name, but its effect is changed. Instead they gain the following replacement features:

Aspect of Nature
Starting at 2nd level, you are able to draw power from your surroundings to bolster your spirit as well as your body, and take on characteristics of the creatures and lands you meet on your journey. As an action, choose one of the following aspects and gain its benefits for up to 1 hour, or until you dismiss the effect (a bonus action). After using this feature you cannot do so again until you complete a short or long rest. At 8th level you may use your Aspect of Nature twice between rests, and beginning at 18th level you can use it three times between rests. When you benefit from this feature, even if you have further uses, you cannot use this feature again until the duration of your current benefit has expired.


Agility. Your speed increases by 10ft and you gain a bonus to your AC against opportunity attacks equal to your Wisdom modifier. The bonus to speed increases by 5ft at 6th, 10th, 14th, and 18th level. If you are at least 10th level, you gain the ability to move across liquids on your turn without falling during the move.

Aquatic. Requires Druid level 6. You gain a swim speed of 40ft and can breath water as well as air. Your swim speed increases by 10ft at 10th level and again at 18th level. You may substitute a Wisdom (Athletics) check for any Strength (Athletics) check related to swimming or executing special actions or maneuvers while underwater, and if you are at least 14th level you have advantage on such checks. You do not suffer disadvantage on any attack roll you make while underwater, and if you are at least 18th level, when you attack a creature without a swim speed your attacks have advantage.

Endurance. You gain temporary hit points equal to your Druid level + your Wisdom modifier. For the duration of the effect, you have advantage on all Constitution ability checks and saving throws, and as long as you wear no armor, your AC equals 10 + your Constitution modifier + your Wisdom modifier. If you are at least 10th level, while you have temporary hit points from this ability you have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons and you cannot be stunned. If you are at least 18th level, at the start of your turn if you are missing any of the temporary hit points granted to you by this aspect you regain a number of them equal to your Wisdom modifier. You cannot exceed a number of temporary hit points equal to your Druid level + your Wisdom modifier in this way.

Might. Your Strength score increases by 2 (this cannot cause your Strength score to exceed 20 unless you are at least 10th level) and you have advantage on all Strength-based ability checks and saving throws. If you are at least 10th level, you grow to Large size and any melee weapon attacks that you make using Strength deal 1d4 extra damage.

Open Sky. Requires Druid level 10. You gain a Fly speed of 50ft. If you are at least 18th level you do not provoke opportunity attacks while flying out of the reach of non-flying creatures.

Greenvigor. Requires Druid level 10. Your body becomes plant-like. For the duration of the effect you may substitute a Wisdom (Stealth) check for any Dexterity (Stealth) checks you make while in areas of forest, overgrowth, or similar terrain, and you have advantage on such checks. Your AC improves by 2 so long as you are wearing light or no armor, you have advantage on saving throws against poison and resistance to poison damage, and you gain a vine lash that deals slashing damage equal to 1d8 + the higher of your Strength or Dexterity modifiers to a single target as a melee weapon attack with a reach of 10ft. This attack counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You may make one attack with your vine lash as a bonus action, though if you do, you may not add your ability modifier to the damage roll. If you are at least 14th level, when you hit a creature with your vine lash that creature must succeed at a Strength saving throw (DC 8 + your Wisdom modifier + your proficiency bonus) or be pulled 10ft closer to you or restrained until the start of your lnext turn (your choice). The damage of your vine lash increases to 1d10 at 18th level.

Tooth and Nail. You become like a beast, granting you advantage on Wisdom (Perception) checks based on smell and gaining your choice between a bite attack that deals piercing damage equal to 1d8 + your Strength modifier to a single target as a melee weapon attack with a reach of 5ft, or a pair of claws that each deal slashing damage equal to 1d4 + your Dexterity modifier to a single target as a melee weapon attack with a reach of 5ft. If you are at least 6th level, your bite and claw attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. If you are at least 10th level, you have advantage on Death Saves and you are not incapacitated at 0 hit points until you fail your first Death Save.

The damage of the bite attack increases to 2d6 at 10th level and 2d8 at 18th level. The damage of the claws increases to 1d6 at 10th level and 1d8 at 18th level. You may make an attack with both claws when you take the attack action, and when you hit a creature with the bite attack, that creature must succeed on a Strength saving throw (DC 8 + your Wisdom modifier + your proficiency bonus) to avoid being knocked prone. If you are at least 14th level your bite attacks are automatic critical hits against prone targets. If you are at least 14th level, when you hit a creature with a claw attack you may attempt to start a grapple with that creature as a bonus action.


Land's Stride
Starting at 8th level, moving through non-magical, difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Archdruid
At 20th level you can take on a second aspect, or even a third, by expending an additional use of your Aspect of Nature feature even while you already gain the benefit of a different one (or two different ones). You can not take on the same aspect more than once. Additionally, you are able to maintain the effects of your Aspects of Nature beyond 1 hour by concentrating as if you were concentrating on a spell.


Bonus Cantrips
At 2nd level, when you devote yourself to the Way of White, you learn the guidance and produce flame cantrips if you don't already know them.

Locate Bonfire
Starting at 2nd level, as an action, you can open your awareness to follow in the footsteps of Lord Gwyn when he first made his pilgrimage to the Kiln of the First Flame, enabling you to detect the presence of any of Lord Gwyn's Sacred Bonfires near you. So long as you maintain Concentration (as if to maintain a spell), you know the direction to any Sacred Bonfire within 180 feet of you, even if that bonfire is behind total cover. If you are within 30 feet of that bonfire you are also aware of any hostile creatures in that area, though you do not know their number, their location, or the direction to any one of them specifically. If there is no bonfire within 180 feet of you upon using this ability, the effect automatically ends. You can use this feature a number of times per day equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

Covenant Spells
Your devotion to the Way of White inspires you with the ability lo cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to covenant spells taught to you by the Clerics of the Way of White. Once you gain access to a covenant spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Druid Spells


Druid Level
Spells


3rd
Pass Without Trace, Homeward



5th
Meld into Stone, Slow


7th
Death Ward, Freedom of Movement


9th
Flame Strike, Hallow




Verdant Force
Starting at 6th level, whenever you take a short rest bathed in the warmth of natural sunlight you regain an extra 5 hit points during that rest +5 for each Hit Die you rolled to regain hit points during that rest. After taking such a rest you add half your proficiency bonus to the attack roll and damage roll of any cantrip or spell you cast that deals fire, lightning, or radiant damage. This additional effect lasts until the next time you take a short or long rest.

Lloyd's Ward
When you reach 10th level, you can't be charmed or frightened by fiends or undead, and you have resistance to necrotic damage.

Fortify Bonfire
When you reach 14th level, you may treat the hallow spell as a ritual any time you cast it on a Sacred Bonfire. When you cast the hallow spell upon a Sacred Bonfire your spell does not require verbal or material components and effects such as Courage, Energy Protection, or Tongues, that affect creatures within the area persist on those creatures for 1 hour after leaving the hallowed Bonfire.

ZenBear
2015-07-20, 05:49 PM
I'm pretty stoked you used my custom subclass for this, albeit with a few modifications. 😄

I'm concerned that labeling the subclass exclusive to the Way of White will be too limiting though. If you keep the spell casting the way I had it then a Fighter could pick the Templar subclass for any Covenant they wish with different Domain Spells. The "protector of pilgrims" theme suits Way of White best, sure, but flexibility is key to Dark Souls, and getting too specific is constraining.

I love the Cleric customizations. Enduring Light might be a bit on the strong side, but not game breaking.

JNAProductions
2015-07-20, 06:20 PM
Seconded the love. This is some fantastic work!

Ziegander
2015-07-20, 07:46 PM
I'm pretty stoked you used my custom subclass for this, albeit with a few modifications. 😄

Loved your Templar, man.


I'm concerned that labeling the subclass exclusive to the Way of White will be too limiting though. If you keep the spell casting the way I had it then a Fighter could pick the Templar subclass for any Covenant they wish with different Domain Spells. The "protector of pilgrims" theme suits Way of White best, sure, but flexibility is key to Dark Souls, and getting too specific is constraining.

Personally, I like to design with specificity in mind. When I design stuff like this especially, I want a separate subclass for each covenant so that I can evoke the flavor and the lore specific to each covenant within the crunch of the mechanics. So, while covenants like the Princess Guard and Warrior of Sunlight have a lot of similar design space, they have their own place in the lore, and, for me, should have their own Fighter subclasses.


I love the Cleric customizations. Enduring Light might be a bit on the strong side, but not game breaking.

Glad to hear it. The Cleric "domain" was a delicate balancing act that I'm still wavering a little on, but I love it too for the most part.


Seconded the love. This is some fantastic work!

Thanks man. I'll hopefully have the other half of it completed by tomorrow night.

Gnorman
2015-07-20, 08:13 PM
Stupid sexy Ziegander, designing awesome classes and features for editions I don't play.

Ziegander
2015-07-21, 04:42 PM
Unfortunately the second half of this is not going to make it up tonight. Stay tuned.

Wartex1
2015-07-21, 06:17 PM
What covenant do you plan on doing next?

Ziegander
2015-07-21, 06:35 PM
What covenant do you plan on doing next?

A good question! I sort of planned to release these in the order they appear in game, but to be honest I also planned on including things as covenants for D&D that are not presented as such in the video game. Such as the Dragon School of Vinheim and the Covenant of the Flame (Pyromancy). So, I guess I would probably do the Dragon School next, then the Covenant of the Flame, followed by the Forest Hunter and Chaos Servant covenants. Next I suppose would come the Warrior of Sunlight covenant, then the Blade of the Darkmoon and Princess Guard covenants, followed finally by the Gravelord Servant, the Darkwraiths, and the Path of the Dragon.

Any other suggestions?

Gr7mm Bobb
2015-07-22, 07:55 AM
*Starts a slow clap and looks about the room*

Nicely done on all of these, I would love to use these in one my worlds. Trying to patiently await the Sunlight Covenant, not much success.

Ziegander
2015-07-22, 05:32 PM
Paladins and Druids are up. Monks remain to follow. I will try to get those done tomorrow, but, as always, no promises.

EDIT: Wouldn't you know it, I forgot the promised "Druids in Lordran" sidebar which would detail a Wild Shape replacement feature. Whoops. I'll finish that up today, hopefully along with the Monk.

Ziegander
2015-07-23, 03:26 PM
That face you make when you're in the middle of writing the Way of White Monk and you hit backspace three times and instead of deleting, your browser takes you back three pages...

http://images5.fanpop.com/image/answers/2532000/2532989_1332418727575.48res_200_202.jpg

ZenBear
2015-07-23, 03:33 PM
That face you make when you're in the middle of writing the Way of White Monk and you hit backspace three times and instead of deleting, your browser takes you back three pages...

http://images5.fanpop.com/image/answers/2532000/2532989_1332418727575.48res_200_202.jpg

Ouch. 😖 That's why I always start with a Word doc and copy/paste.

Ziegander
2015-07-24, 12:06 PM
Anyway, now I've got the wild shape replacement feature up, Aspect of Nature. I think it's pretty damn awesome.

Aspect of Nature
Starting at 2nd level, you are able to draw power from your surroundings to bolster your spirit as well as your body, and take on characteristics of the creatures and lands you meet on your journey. As an action, choose one of the following aspects and gain its benefits for up to 1 hour, or until you dismiss the effect (a bonus action). After using this feature you cannot do so again until you complete a short or long rest. At 8th level you may use your Aspect of Nature twice between rests, and beginning at 18th level you can use it three times between rests. When you benefit from this feature, even if you have further uses, you cannot use this feature again until the duration of your current benefit has expired.


Agility. Your speed increases by 10ft and you gain a bonus to your AC against opportunity attacks equal to your Wisdom modifier. The bonus to speed increases by 5ft at 6th, 10th, 14th, and 18th level. If you are at least 10th level, you gain the ability to move across liquids on your turn without falling during the move.

Aquatic. Requires Druid level 6. You gain a swim speed of 40ft and can breath water as well as air. Your swim speed increases by 10ft at 10th level and again at 18th level. You may substitute a Wisdom (Athletics) check for any Strength (Athletics) check related to swimming or executing special actions or maneuvers while underwater, and if you are at least 14th level you have advantage on such checks. You do not suffer disadvantage on any attack roll you make while underwater, and if you are at least 18th level, when you attack a creature without a swim speed your attacks have advantage.

Endurance. You gain temporary hit points equal to your Druid level + your Wisdom modifier. For the duration of the effect your AC equals 10 + your Constitution modifier + your Wisdom modifier. If you are at least 10th level, while you have temporary hit points from this ability you have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons and you cannot be stunned.

Might. Your Strength score increases by 2 (this cannot cause your Strength score to exceed 20 unless you are at least 10th level) and you have advantage on all Strength-based ability checks and saving throws. If you are at least 10th level, you grow to Large size and any melee weapon attacks that you make using Strength deal 1d4 extra damage.

Open Sky. Requires Druid level 10. You gain a Fly speed of 50ft. If you are at least 18th level you do not provoke opportunity attacks while flying out of the reach of non-flying creatures.

Greenvigor. Requires Druid level 10. Your body becomes plant-like. For the duration of the effect you may substitute a Wisdom (Stealth) check for any Dexterity (Stealth) checks you make while in areas of forest, overgrowth, or similar terrain, and you have advantage on such checks. Your AC improves by 2 so long as you are wearing light or no armor, you have advantage on saving throws against poison and resistance to poison damage, and you gain a vine lash that deals slashing damage equal to 1d8 + the higher of your Strength or Dexterity modifiers to a single target as a melee weapon attack with a reach of 10ft. You may make one attack with your vine lash as a bonus action, though if you do, you may not add your ability modifier to the damage roll. If you are at least 14th level, when you hit a creature with your vine lash that creature must succeed at a Strength saving throw (DC 8 + your Wisdom modifier + your proficiency bonus) or be pulled 10ft closer to you or restrained until the start of your lnext turn (your choice). The damage of your vine lash increases to 1d10 at 18th level.

Tooth and Nail. You become like a beast, granting you advantage on Wisdom (Perception) checks based on smell and gaining your choice between a bite attack that deals piercing damage equal to 1d8 + your Strength modifier to a single target as a melee weapon attack with a reach of 5ft, or a pair of claws that each deal slashing damage equal to 1d4 + your Dexterity modifier to a single target as a melee weapon attack with a reach of 5ft. If you are at least 10th level, you advantage on Death Saves and you are not incapacitated at 0 hit points until you fail your first Death Save.

The damage of the bite attack increases to 2d6 at 10th level and 2d8 at 18th level. The damage of the claws increases to 1d6 at 10th level and 1d8 at 18th level. When you hit a creature with the bite attack, that creature must succeed on a Strength saving throw (DC 8 + your Wisdom modifier + your proficiency bonus) to avoid being knocked prone. If you are at least 14th level your bite attacks are automatic critical hits against prone targets. You may make an attack with both claws when you take the attack action. If you are at least 14th level, when you hit a creature with a claw attack you may attempt to start a grapple with that creature as a bonus action.


Let me know how you feel about it. It may be overpowered...

Wartex1
2015-07-24, 01:01 PM
It doesn't look too strong, but the last two options might be a hassle to use and remember.

What does the Druid's capstone become with Wildshape removed?

Ziegander
2015-07-24, 01:05 PM
It doesn't look too strong, but the last two options might be a hassle to use and remember.

What does the Druid's capstone become with Wildshape removed?

It's in there. Check the main post with the Druids in Lordran spoiler tab.