View Full Version : D&D 5e/Next Welcome to the Jungle (Jumanji inspired archetypes) (PEACH!)

2018-01-31, 02:37 PM
As stated, the following archetypes are inspired by the various incarnations of Jumanji. Please read and comment. Let me know if you like them, let me know if you don't (and why!), and please let me know any way to improve them you can think of.

Barbarian Archetype: Savage

There is a tribe of barbarians in the deep dark jungle for whom raging is about causing and feeling as much pain and anguish as possible. It is a holy thing for them to feel or inflict pain and when they enter the throes of rage, pain is all they can think about.

Pain Culture:
When you take this path at 3rd level, you have become used to pain. You have advantage on concentration checks when not raging and you automatically succeed on any concentration check whose DC is less than 10 + your proficiency bonus + your Constitution modifier.

Masochistic Frenzy:
When you choose this path at third level, you are spurred on by the pain of your wounds whenever you rage. You may enter a rage as a reaction whenever you take damage. When you start raging, you gain temporary hit points equal to your Barbarian level plus twice your Constitution modifier. If any are remaining when you stop raging, they are lost.

Sadistic Frenzy:
At 6th level, inflicting pain is how you show respect and admiration for others. If you are charmed or frightened when raging, you do not suffer the usual effects and instead gain advantage on attacks against the creature that charmed or frightened you. If you are charmed or frightened when not raging, you may enter a rage as a reaction.

Beautiful Agony:
At 10th level, your rage is horrifyingly compelling to others. When you inflict or suffer a critical hit, other creatures that can see or hear you must make a Wisdom save at a DC equal to your passive Intimidation or become both charmed and frightened for one turn.
You may enter a rage as a reaction when any creature you can see or hear (including yourself) suffers a critical hit.

Avatar of Pain:
At 14th level, you can use your reaction to make an attack against any creature in your melee range who has successfully hit another creature.

Druid Archetype: King of Beasts

The wild holds great power for those who know how to command its denizens. The savagery of nature is yours to wield.

Summon Vermin:
You are capable of summoning a small creature, no larger than a rat, as a bonus action. This creature is tiny and has only 1 hit point and deals no appreciable damage on an attack. The creature is loyal to you and you are capable of sharing its senses if you concentrate. The vermin persists for ten minutes per your highest spell level unless killed.
The creature may climb onto a larger creature and attack as if the creature they are climbing on is prone. Also, depending on the creature summoned it may be either venemous or carry diseases and a successful attack by the creature requires the target make a Constitution save versus your spell save DC.
If you wish the creature to have a specific poison or disease, you must make a successful Nature skill check depending on the poison or disease.

Beast Spy:
At 6th level, you gain a dedicated animal companion much like the Beastmaster Ranger archetype. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beastís AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.
This animal follows your commands to the best of its ability and you can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action.
While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isnít hostile to you, either the same type of beast as before or a different one.
Like any creature, the beast can spend Hit Dice during a short rest. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.
You can mentally link to your companion and share your senses with them for up to an hour at a time if you concentrate. While using this feature, you may issue mental commands to your companion as a bonus action. Once the link is dropped, you require a long rest before you can do it again.

Command Beasts:
At 10th level, you are able to command local wildlife to do your bidding. By expending a Druid spell slot and concentrating, you can command a number of beasts with Intelligence of 4 or less and a total CR equal to your Wisdom modifier * the level of the expended spell slot. This control lasts for up to twenty minutes per level of the expended spell slot, or until you lose concentration.
When released, all of the beasts you commanded will attempt to flee if able.

Summon Beasts:
At 14th level, you learn Conjure Animals if you didn't already know it. In addition, you are able to cast the spell Conjure Animals as a 7th-level spell without using a spell slot and maintain the duration for up to two hours of concentration. You must complete a long rest before you may use this feature again.

Ranger Archetype: Great White Hunter

There is nothing more thrilling than bringing down dangerous game.

Dangerous Game:
When you join this conclave at 3rd level, you may select two additional favored enemy types from the list of Favored Enemies. In addition, you gain proficiency with firearms if your campaign has them.

Superior Aim:
At 5th level, you have an uncanny knack for hitting what you want. When you take the Attack action on your turn, you may make one called shot without disadvantage.

Even More Dangerous Game:
At 7th level, you are an even more experienced hunter and you know their tricks inside and out. You may select an additional two groups from wither the Favored Enemy or Greater Favored Enemy list to use your Favored Enemy bonus against. In addition, you gain advantage on saving throws made against non-spell effects of creatures on your favored enemy list.

Supernatural Tracking:
At 11th level, when you make a Wisdom (Survival) skill check, it counts as magical means.

The Most Dangerous Game:
At 15th level, you have hunted almost everything that there is to hunt. You gain your favored enemy bonus against all creatures.

2018-02-08, 02:28 AM
*pokes* Like? Dislike? Wanna feed me to Zathura?