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View Full Version : Revised "Ocean domain" and "The wendigo" from batch 2.



mcumoric
2020-11-22, 12:19 AM
These are revisions of the ocean domain and the wendigo from batch 2 of my 5e subclasses.

Cleric

Ocean domain
Ocean domain clerics are clerics who worship the gods of the seas. They often wear jewelry made of shells or pearls.

Expanded spell list
You gain the following spells at their respective levels:

Cleric level - Spells
1st - Fog cloud, Create/destroy water
3rd - Moonbeam, Blur
5th - Tidal wave (XGE), Wall of water (XGE)
7th - Watery sphere (XGE), Summon elemental (Tasha’s cauldron of everything, Water only)
9th level - Maelstrom (XGE), Conjure elemental (Water only)

Ocean adept
Starting at the 1st level, you gain a swimming speed of 40 feet and you can gain the ability to breathe underwater. In addition you learn the speak with animals spell but can only cast it on beasts with an innate swimming speed.
In addition you learn the shape water (XGE) cantrip.

Ocean’s guard
Starting at the 1st level, you gain proficiency in tridents as well as hand crossbows, heavy crossbows and nets. You also gain proficiency in shields and learn the aquan language.

Channel divinity: Davy jones’ locker
Starting at the 2nd level, you can use your channel divinity to wrap chains around a creature within range. The chain wrapped creature takes 1d6 cold damage and 1d6 bludgeoning damage at the beginning of each of their turns as if they were trapped at the bottom of the sea. They may use an action to break the chains with a strength saving throw against your spell save dc, which on a success they escape and the chains shatter.

Reel them in
Starting at the 6th level, when you hit a creature with a weapon attack, or you cast a spell of 1st level or higher on them, you may use a bonus action to pull the creature 20 feet towards you. If the target is unwilling they must make a strength saving throw against your spell save dc to not be pulled.

Ocean’s blessing
Starting at the 8th level, when you restore hp to a creature with a spell, they gain the next attack they make deals an additional 1d8 cold damage.
Starting at the 14th level, the extra cold damage deals an additional 1d8 damage (for 2d8 damage).

Oceanic divide
Starting at the 17th level, as an action you can turn the ground beneath you temporarily to water. Every piece of land and terrain based plantlife in a 100 foot sphere centered on you turns to saltwater for 1 hour or until you dispel it. After the duration all land returns to normal as it was, just before it changed to water.

Warlock

The Wendigo
You have struck a deal with a powerful wendigo, a primal being of hunger and savagery. Your magic causes you to hunger and sometimes rip apart your enemies.

Expanded spell list
You add the following spells to your spell list.

Spell level - Expanded Spells
1st - False life, Hunters mark
2nd - Enhance ability (self only), Spike growth
3rd - Bestow curse, Haste (self only)
4th - Guardian of nature (XGE, Primal beast only), Ice storm
5th level - Steel wind strike (XGE), Cone of cold

Bloodthirsty transformation
Starting at the 1st level, you gain the ability to unleash a more feral form. You can use a bonus action to turn your hands into claws which you can use to swipe and slash at your foes. These claws are natural weapons that deal 1d8 + strength slashing damage. If you have both your hands free your claws when used together deal 1d10 + strength slashing damage on a hit.
When you reduce a humanoid to 0 hit points with your claws you gain temporary hit points equal to your proficiency bonus + your charisma modifier.

Thick skin
Starting at the 1st level, your maximum hit points increase by 1, and increase by an additional 1 for each level in this class. In addition while unarmored your armor class is equal to 10 + your strength modifier + your constitution modifier.

Extra attack
Starting at the 6th level, you may attack twice, instead of once whenever you take the attack action on your turn.

Eldritch swipes
Starting at the 10th level, when you hit a creature with your claws, you may use a bonus action to ignite your claws with eldritch energy, dealing an additional 1d10 + your charisma modifier force damage.

Blind fury
Starting at the 14th level, on your turn you can unleash a blind fury for a number of rounds equal to your charisma modifier.
During this time;

-You can make an additional claw attack when you take the attack action on your turn.

-You gain temporary hit points equal to twice your level which are lost at the end of the blind fury.

-All damage you take is reduced by 3.

You regain the use of this feature when you complete a long rest.

Invocations:

The Chase
Prerequisites: The wendigo patron
Your movement speed increases by 10 feet, and you gain a climbing speed equal to your walking speed.

Mindless Hunger
Prerequisites: The wendigo patron, level 9
You are immune to the charmed and frightened conditions.

Feral Senses
Prerequisites: The wendigo patron
You gain 60 feet of darkvision if you didn't already have darkvision. You also gain proficiency in survival and perception skills.

Eldritch Claws
Prerequisites: The wendigo patron, level 5
Your claws count as magical for overcoming resistance and immunity to non magical weapons.

mcumoric
2020-11-24, 08:52 PM
Channel divinity: Davy jones’ locker
Starting at the 2nd level, you can use your channel divinity to wrap chains around a creature within range. The chain wrapped creature takes 1d6 cold damage and 1d6 bludgeoning damage at the beginning of each of their turns as if they were trapped at the bottom of the sea. They may use an action to break the chains with a strength saving throw against your spell save dc, which on a success they escape and the chains shatter.

Wait I should have made this restrain the target as well... Whoops.