Sirithhyando
2016-05-09, 08:04 AM
Hi everyone,
This is my first try for homebrew.
I think i've got something that's... hum... balance? I hope so at least.
So thanks in advance for commenting.
Prestige Class : Chosen of the Wild
Prerequisite :
Character level 5
Must be proficient in the nature skill
Charisma 13
Special task : A druid must ask his circle to make the warrior an honorary member. If accepted, the warrior go through a consecration ritual becoming a Chosen of the Wild. The ritual end with the gift of a weapon or a set of weapon meant to protect the wild and the circle.
Class features
As a Chosen of the Wild, you gain the following class feature
Hit Dice : 1d10 Per Chosen of the Wild level
Hit Points Per Level: 1d10 (or 6) + Your Constitution Modifier Per Chosen of the Wild Level Proficiencies
Tools : None
Saving Throws : None
Skills: Choose one between Animal handling, Perception and Stealth
Level
1st
Ability score improvement, Consecration
2nd
Weapon of the Wild, Wild Senses
3rd
Weapon of the light
4th
Ability score improvement
5th
Consecration improvement
6th
Protector's Aura
7th
Ability score improvement
8th
Weapon of the Wild improvement
9th
Consecration improvement
10th
Ability score improvement, Celestial companion
Consecration :
A druid from the Chosen circle must make a magic oil at the cost of 200gp, creating the oil takes 1 hour. He then perform a consecration ritual that takes 4 hours during which the Chosen lay in deep meditation while the druid perform the rites. When finished, the Chosen gains a supernatural ability determined before the ritual and chosen within the table. This consecration ritual can be done only once each time the Chosen gains this feature. The effect of the ritual is decided through this table with the prerequisite on the left. You gain a second and a third supernatural ability when you gain this class feature again.
Level + Charisma mod
Ability/ Effect
8 or lower
Holy Sight : You can see normally in darkness, both magical and non-magical, to a distance of 120ft
9-11
Land’s Stride : Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical 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.
12-14
Divine strike : Once on each of your turn when you hit with a weapon attack, you can cause the attack to deal an extra 1d6 thunder damage to the target. When you reach level 10 of Chosen of the wild and have a charisma score of 20, the extra damage become 1d10 This feature doesn’t stack with Weapon of the light feature.
15-16
Stalker : When you are in an area of dim light or darkness, you can use an action to become invisible until you take an action or a reaction.
17-18
Divine protector When you or a creature 30ft from takes damage, you can use your reaction to have the target gain resistance to the triggering attack
19+
Divine Body : The Chosen’s Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma score improves by 1. Your maximum ability score increase to 22.
Weapon of the Wild :
A druid from the Chosen circle must make a magic oil at the cost of 200gp (per weapon), creating the oil takes 1 hour. He then perform a ritual that takes 4 hours during which the Chosen lay in deep meditation with his weapon(s) on his laps while the druid perform the rites. When finished, the Chosen weapon(s) permanently gains a new supernatural ability determined before the ritual. This ritual can be done only once each time the Chosen gains this feature. The effect of the ritual is decided through this table with the prerequisite on the left. Those supernatural ability can only be used when those weapon(s) are wielded by the Chosen.
Level + Charisma mod
Ability/ Effect
9 or lower
Summon weapon : As long as your druid gifted weapon(s) is/are on the same plane, you can use an action to have them appear in your hands.
10-11
Thunder strike : When you hit with your druid gifted weapon(s), you deal your charisma mod damage to ennemy adjacent to your target.
12-13
Weapon enhancement : Weapon(s) become +1
14-15
Weapon enhancement : Weapon(s) become +2
16-18
Elemental weapon : As a reaction from taking acid, cold, fire, lightning or thunder damage. The druid gifted weapon(s) capture some of the energy, lessening its effect on you and storing it for your next attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with an attack using this/those weapon(s), the target takes an extra 1d6 damage of the triggering type. This ability can be use a number of time per short rest equal to your charisma mod.
19+
Sentience : The weapon(s) becomes a +2 intelligent artifact, with the same alignment as the Chosen. When you gain the ability to summon your celestial companion, and your character level is 18 or more, the weapon(s) become +3. It gain true sight up to 60ft and can communicate telepathically with it’s weilder. While attuned to this/those artifact, you gain +1 bonus to AC.
Wild senses : Time spent with druids in the wild made an impression that cannot be denied by the Chosen. The Chosen gains expertise in perception and stealth if the Chosen is proficient. If not, the Chosen simply gains the proficiency without the expertise.
Weapon of the light : As an action, the Chosen weapon(s) become "holy" for 1 minute. This ability can be used a number of time equal to your charisma mod per short rest. An "holy" weapon deals 1d4 additional radiant damage and also shed dim light in a 30 foot radius. A hit against an evil being have a critical range of 18-20 and deal 2d4 additional radiant damage instead.
Protector’s Aura : Hostile creature consider the area around the Chosen as difficult terrain. Also, hostile creatures cannot benefit from the disengage action. The Chosen aura is a 10 foot radius centered on the Chosen. This feature can be used as an action and last for one minute. A Chosen of the Wild may use this feature a number of time equal to his charisma modifier per long rest.
Celestial companion : Your time serving as a protector of the wild have been notice by the druid circle. As long as you continue to protect the circle, you are blessed by a celestial companion. The celestial companion is a warhorse who is considered a celestial beast. It can be summon as an action and will appear by your side. The celestial companion is immune to exhaustion effect though he still must rest at least 8 hours a day.
Prestige Class : Chosen of the Wild
Prerequisite :
Alignment : Any good
Character level 5
Must not be able to cast a spell Must accept to lose the ability to cast spell's
Must be proficient in the nature skill
Charisma 13
Special task : A druid must ask his circle to make the warrior an honorary member. If accepted, the warrior go through a consecration ritual becoming a Chosen of the Wild. The ritual end with the gift of a weapon or a set of weapon meant to protect the wild and the circle.
Class features
As a Choosen of the Wild, you gain the following class feature
Hit Dice : 1d10 Per Chosen of the Wild level
Hit Points Per Level: 1d10 (or 6) + Your Constitution Modifier Per Chosen of the Wild Level Proficiencies
Tools : None
Saving Throws : None
Skills: Choose one between Animal handling, Perception and Stealth
Level
1st
Consecration
2nd
Weapon of the Wild, Wild Senses
3rd
Ability score improvement
4th
Consecration improvement
5th
Weapon of the light
6th
Ability score improvement
7th
Protector's Aura
8th
Weapon of the Wild improvement
9th
Ability score improvement, Consecration improvement
10th
Celestial companion
Consecration :
A druid from the Chosen circle must make a magic oil at the cost of 100gp, creating the oil takes 1 hour. He then perform a consecration ritual that takes 4 hours during which the Chosen lay in deep meditation while the druid perform the rites. When finished, the Chosen gains a supernatural ability determined before the ritual. This consecration ritual can be done only once each time the Chosen gains this feature. The effect of the ritual is decided through this table with the prerequisite on the left. You gain a second and a third supernatural ability when you gain this class feature again.
Level + Charisma mod
Ability/ Effect
8 or lower
Holy Sight : You can see normally in darkness, both magical and non-magical, to a distance of 120ft
9-11
Land’s Stride : Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical 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.
12-13
Divine strike : Once on each of your turn when you hit with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach level 10 of Knight of the wild and have a charisma score of 20, the extra damage become 2d8. This feature doesn’t stack with Weapon of the light feature.
15-16
Divine Clarity : The Chosen’s Intelligence, Wisdom, and Charisma score improves by 1.
17-18
Stalker : When you are in an area of dim light or darkness, you can use an action to become invisible until you take an action or a reaction.
19+
When you or a creature 30ft from takes damage, you can use your reaction to have the target gain resistance to the triggering attack
Weapon of the Wild :
A druid from the Chosen circle must make a magic oil at the cost of 100gp (per weapon), creating the oil takes 1 hour. He then perform a ritual that takes 4 hours during which the Chosen lay in deep meditation with his weapon(s) on his laps while the druid perform the rites. When finished, the Chosen weapon(s) permanently gains a new supernatural ability determined before the ritual. This ritual can be done only once each time the Chosen gains this feature. The effect of the ritual is decided through this table with the prerequisite on the left. Those supernatural ability can only be used when those weapon(s) are wielded by the Chosen.
Level + Charisma mod
Ability/ Effect
9 or lower
Summon weapon : As long as your druid gifted weapon(s) is/are on the same plane, you can use an action to have them appear in your hands.
10-11
Thunder strike : When you hit with your druid gifted weapon(s), you deal your charisma mod damage to ennemy adjacent to your target.
12-13
Weapon enhancement : Weapon(s) become +1
14-15
Weapon enhancement : Weapon(s) become +2
16-18
Elemental weapon : As a reaction from taking acid, cold, fire, lightning or thunder damage. The druid gifted weapon(s) capture some of the energy, lessening its effect on you and storing it for your next attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with an attack using this/those weapon(s), the target takes an extra 1d6 damage of the triggering type. This ability can be use a number of time per short rest equal to your charisma mod.
19+
Sentience : The weapon(s) becomes a +2 intelligent artifact, with the same alignment as the Chosen. When you gain the ability to summon your celestial companion, and your character level is 18 or more, the weapon(s) become +3. It gain true sight up to 60ft and can communicate telepathically with it’s weilder. While attuned to this/those artifact, you gain +1 bonus to AC.
Wild senses : Time spent with druids in the wild made an impression that cannot be denied by the Chosen. The Chosen gains expertise in perception and stealth if the Chosen is proficient. If not, the Chosen simply gains the proficiency without the expertise.
Weapon of the light : As an action, the Chosen weapon(s) become "holy" for 1 minute. This ability can be used a number of time equal to your charisma mod per short rest. An "holy" weapon deals 1d4 additional radiant damage and also shed dim light in a 30 foot radius. A hit against an evil being have a critical range of 18-20.
Protector’s Aura : Hostile creature consider the area around the Chosen as difficult terrain. Also, hostile creatures cannot benefit from the disengage action. The Chosen aura is a 10 foot radius centered on the Chosen. This feature can be used as an action and last for one minute. A Chosen of the Wild may use this feature a number of time equal to his charisma modifier per long rest.
Celestial companion : Your time serving as a protector of the wild have been notice by the druid circle. As long as you continue to protect the circle, you are blessed by a celestial companion. The celestial companion is a warhorse who is considered a celestial beast. It can be summon as an action and will appear by your side. The celestial companion is immune to exhaustion effect though he still must rest at least 8 hours a day.
This is my first try for homebrew.
I think i've got something that's... hum... balance? I hope so at least.
So thanks in advance for commenting.
Prestige Class : Chosen of the Wild
Prerequisite :
Character level 5
Must be proficient in the nature skill
Charisma 13
Special task : A druid must ask his circle to make the warrior an honorary member. If accepted, the warrior go through a consecration ritual becoming a Chosen of the Wild. The ritual end with the gift of a weapon or a set of weapon meant to protect the wild and the circle.
Class features
As a Chosen of the Wild, you gain the following class feature
Hit Dice : 1d10 Per Chosen of the Wild level
Hit Points Per Level: 1d10 (or 6) + Your Constitution Modifier Per Chosen of the Wild Level Proficiencies
Tools : None
Saving Throws : None
Skills: Choose one between Animal handling, Perception and Stealth
Level
1st
Ability score improvement, Consecration
2nd
Weapon of the Wild, Wild Senses
3rd
Weapon of the light
4th
Ability score improvement
5th
Consecration improvement
6th
Protector's Aura
7th
Ability score improvement
8th
Weapon of the Wild improvement
9th
Consecration improvement
10th
Ability score improvement, Celestial companion
Consecration :
A druid from the Chosen circle must make a magic oil at the cost of 200gp, creating the oil takes 1 hour. He then perform a consecration ritual that takes 4 hours during which the Chosen lay in deep meditation while the druid perform the rites. When finished, the Chosen gains a supernatural ability determined before the ritual and chosen within the table. This consecration ritual can be done only once each time the Chosen gains this feature. The effect of the ritual is decided through this table with the prerequisite on the left. You gain a second and a third supernatural ability when you gain this class feature again.
Level + Charisma mod
Ability/ Effect
8 or lower
Holy Sight : You can see normally in darkness, both magical and non-magical, to a distance of 120ft
9-11
Land’s Stride : Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical 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.
12-14
Divine strike : Once on each of your turn when you hit with a weapon attack, you can cause the attack to deal an extra 1d6 thunder damage to the target. When you reach level 10 of Chosen of the wild and have a charisma score of 20, the extra damage become 1d10 This feature doesn’t stack with Weapon of the light feature.
15-16
Stalker : When you are in an area of dim light or darkness, you can use an action to become invisible until you take an action or a reaction.
17-18
Divine protector When you or a creature 30ft from takes damage, you can use your reaction to have the target gain resistance to the triggering attack
19+
Divine Body : The Chosen’s Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma score improves by 1. Your maximum ability score increase to 22.
Weapon of the Wild :
A druid from the Chosen circle must make a magic oil at the cost of 200gp (per weapon), creating the oil takes 1 hour. He then perform a ritual that takes 4 hours during which the Chosen lay in deep meditation with his weapon(s) on his laps while the druid perform the rites. When finished, the Chosen weapon(s) permanently gains a new supernatural ability determined before the ritual. This ritual can be done only once each time the Chosen gains this feature. The effect of the ritual is decided through this table with the prerequisite on the left. Those supernatural ability can only be used when those weapon(s) are wielded by the Chosen.
Level + Charisma mod
Ability/ Effect
9 or lower
Summon weapon : As long as your druid gifted weapon(s) is/are on the same plane, you can use an action to have them appear in your hands.
10-11
Thunder strike : When you hit with your druid gifted weapon(s), you deal your charisma mod damage to ennemy adjacent to your target.
12-13
Weapon enhancement : Weapon(s) become +1
14-15
Weapon enhancement : Weapon(s) become +2
16-18
Elemental weapon : As a reaction from taking acid, cold, fire, lightning or thunder damage. The druid gifted weapon(s) capture some of the energy, lessening its effect on you and storing it for your next attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with an attack using this/those weapon(s), the target takes an extra 1d6 damage of the triggering type. This ability can be use a number of time per short rest equal to your charisma mod.
19+
Sentience : The weapon(s) becomes a +2 intelligent artifact, with the same alignment as the Chosen. When you gain the ability to summon your celestial companion, and your character level is 18 or more, the weapon(s) become +3. It gain true sight up to 60ft and can communicate telepathically with it’s weilder. While attuned to this/those artifact, you gain +1 bonus to AC.
Wild senses : Time spent with druids in the wild made an impression that cannot be denied by the Chosen. The Chosen gains expertise in perception and stealth if the Chosen is proficient. If not, the Chosen simply gains the proficiency without the expertise.
Weapon of the light : As an action, the Chosen weapon(s) become "holy" for 1 minute. This ability can be used a number of time equal to your charisma mod per short rest. An "holy" weapon deals 1d4 additional radiant damage and also shed dim light in a 30 foot radius. A hit against an evil being have a critical range of 18-20 and deal 2d4 additional radiant damage instead.
Protector’s Aura : Hostile creature consider the area around the Chosen as difficult terrain. Also, hostile creatures cannot benefit from the disengage action. The Chosen aura is a 10 foot radius centered on the Chosen. This feature can be used as an action and last for one minute. A Chosen of the Wild may use this feature a number of time equal to his charisma modifier per long rest.
Celestial companion : Your time serving as a protector of the wild have been notice by the druid circle. As long as you continue to protect the circle, you are blessed by a celestial companion. The celestial companion is a warhorse who is considered a celestial beast. It can be summon as an action and will appear by your side. The celestial companion is immune to exhaustion effect though he still must rest at least 8 hours a day.
Prestige Class : Chosen of the Wild
Prerequisite :
Alignment : Any good
Character level 5
Must not be able to cast a spell Must accept to lose the ability to cast spell's
Must be proficient in the nature skill
Charisma 13
Special task : A druid must ask his circle to make the warrior an honorary member. If accepted, the warrior go through a consecration ritual becoming a Chosen of the Wild. The ritual end with the gift of a weapon or a set of weapon meant to protect the wild and the circle.
Class features
As a Choosen of the Wild, you gain the following class feature
Hit Dice : 1d10 Per Chosen of the Wild level
Hit Points Per Level: 1d10 (or 6) + Your Constitution Modifier Per Chosen of the Wild Level Proficiencies
Tools : None
Saving Throws : None
Skills: Choose one between Animal handling, Perception and Stealth
Level
1st
Consecration
2nd
Weapon of the Wild, Wild Senses
3rd
Ability score improvement
4th
Consecration improvement
5th
Weapon of the light
6th
Ability score improvement
7th
Protector's Aura
8th
Weapon of the Wild improvement
9th
Ability score improvement, Consecration improvement
10th
Celestial companion
Consecration :
A druid from the Chosen circle must make a magic oil at the cost of 100gp, creating the oil takes 1 hour. He then perform a consecration ritual that takes 4 hours during which the Chosen lay in deep meditation while the druid perform the rites. When finished, the Chosen gains a supernatural ability determined before the ritual. This consecration ritual can be done only once each time the Chosen gains this feature. The effect of the ritual is decided through this table with the prerequisite on the left. You gain a second and a third supernatural ability when you gain this class feature again.
Level + Charisma mod
Ability/ Effect
8 or lower
Holy Sight : You can see normally in darkness, both magical and non-magical, to a distance of 120ft
9-11
Land’s Stride : Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical 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.
12-13
Divine strike : Once on each of your turn when you hit with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target. When you reach level 10 of Knight of the wild and have a charisma score of 20, the extra damage become 2d8. This feature doesn’t stack with Weapon of the light feature.
15-16
Divine Clarity : The Chosen’s Intelligence, Wisdom, and Charisma score improves by 1.
17-18
Stalker : When you are in an area of dim light or darkness, you can use an action to become invisible until you take an action or a reaction.
19+
When you or a creature 30ft from takes damage, you can use your reaction to have the target gain resistance to the triggering attack
Weapon of the Wild :
A druid from the Chosen circle must make a magic oil at the cost of 100gp (per weapon), creating the oil takes 1 hour. He then perform a ritual that takes 4 hours during which the Chosen lay in deep meditation with his weapon(s) on his laps while the druid perform the rites. When finished, the Chosen weapon(s) permanently gains a new supernatural ability determined before the ritual. This ritual can be done only once each time the Chosen gains this feature. The effect of the ritual is decided through this table with the prerequisite on the left. Those supernatural ability can only be used when those weapon(s) are wielded by the Chosen.
Level + Charisma mod
Ability/ Effect
9 or lower
Summon weapon : As long as your druid gifted weapon(s) is/are on the same plane, you can use an action to have them appear in your hands.
10-11
Thunder strike : When you hit with your druid gifted weapon(s), you deal your charisma mod damage to ennemy adjacent to your target.
12-13
Weapon enhancement : Weapon(s) become +1
14-15
Weapon enhancement : Weapon(s) become +2
16-18
Elemental weapon : As a reaction from taking acid, cold, fire, lightning or thunder damage. The druid gifted weapon(s) capture some of the energy, lessening its effect on you and storing it for your next attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with an attack using this/those weapon(s), the target takes an extra 1d6 damage of the triggering type. This ability can be use a number of time per short rest equal to your charisma mod.
19+
Sentience : The weapon(s) becomes a +2 intelligent artifact, with the same alignment as the Chosen. When you gain the ability to summon your celestial companion, and your character level is 18 or more, the weapon(s) become +3. It gain true sight up to 60ft and can communicate telepathically with it’s weilder. While attuned to this/those artifact, you gain +1 bonus to AC.
Wild senses : Time spent with druids in the wild made an impression that cannot be denied by the Chosen. The Chosen gains expertise in perception and stealth if the Chosen is proficient. If not, the Chosen simply gains the proficiency without the expertise.
Weapon of the light : As an action, the Chosen weapon(s) become "holy" for 1 minute. This ability can be used a number of time equal to your charisma mod per short rest. An "holy" weapon deals 1d4 additional radiant damage and also shed dim light in a 30 foot radius. A hit against an evil being have a critical range of 18-20.
Protector’s Aura : Hostile creature consider the area around the Chosen as difficult terrain. Also, hostile creatures cannot benefit from the disengage action. The Chosen aura is a 10 foot radius centered on the Chosen. This feature can be used as an action and last for one minute. A Chosen of the Wild may use this feature a number of time equal to his charisma modifier per long rest.
Celestial companion : Your time serving as a protector of the wild have been notice by the druid circle. As long as you continue to protect the circle, you are blessed by a celestial companion. The celestial companion is a warhorse who is considered a celestial beast. It can be summon as an action and will appear by your side. The celestial companion is immune to exhaustion effect though he still must rest at least 8 hours a day.