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Izzarra
2021-12-03, 01:22 AM
Reibai
While some heroes speak to gods or consort with otherworldly muses, Reibai commune with the spirits of the world and the energies that exist in nature.

Alternate Class Name Ideas: Spirit Medium, Spiritbond, Shaman

Creating a Reibai
Creating a Reibai is done through walking the line between the spiritual world and the physical. A Reibai is essentially one being that has split into two, a perfect balance between a spirit of nature and a civilized humanoid. As the world never exists without a plethora of spirits inhabiting it, a Reibai cannot exist without their spirit animal companion.

Quick Build
You can make a Reibai quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Hermit background. Third, choose the druidcraft, guidance, and thorn whip cantrips, along with the 1st-level spells: bless, cure wounds, and entangle.

Table: Reibai


Level
Proficiency Bonus
Features
Cantrips Known
Spells Known


1
+2
Percipience, Spellcasting, Spirit Animal
3
3


2
+2
Medium Feature, Speak with Spirits
3
4


3
+2

3
5


4
+2
Ability Score Improvement
4
6


5
+3
Speak with Spirits Improvement
4
7


6
+3
Medium Feature
4
8


7
+3

4
9


8
+3
Ability Score Improvement
4
10


9
+4
Speak with Spirits Improvement
4
11


10
+4
Medium Feature
5
12


11
+4

5
14


12
+4
Ability Score Improvement
5
14


13
+5

5
16


14
+5
Medium Feature
5
16


15
+5
Spirit Bond
5
18


16
+5
Ability Score Improvement
5
18


17
+6

5
20


18
+6
Spirit Guardian, Speak with Spirits Improvement
5
20


19
+6
Ability Score Improvement
5
20


20
+6
Spirit Beast
5
20



Class Features
As a Reibai, you gain the following class features.

Hit Points
Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st.

Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Charisma, Wisdom
Skills: Choose two skills from Arcana, Animal Handling, Insight, Medicine, Nature, Persuasion, Religion, and Survival

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a scholar’s pack or (b) a dungeoneer’s pack
- Leather armor, any simple weapon, a druidic focus, and a brass brazier.
If you forgo this starting equipment, as well as the items offered by your background, you start with 4d4 × 10 gp to buy your equipment

Percipience
You can see and hear nature spirits otherwise imperceptible to mortals (unless a spirit wishes to show itself). You might find this ability disconcerting at first, because of how pervasive spirits are; they are everywhere, all the time, although only rarely do they pay attention to the actions of mortals. Sometimes you might become alerted to danger when the natural spirits of an area are upset or absent.

With a perception check (DC 15 is standard but the GM can change this depending on the situation) you can notice if something is disturbing the spirits in an area, though this does not inform you of what is wrong. After you make this check you cannot do so again until you finish a long rest or travel 10 miles away.

Reibai Magic
Drawing on the power of nature, you can cast spells to shape that essence to your will.

Cantrips
At 1st level, you know three cantrips of your choice from the reibai spell list. You learn additional reibai cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Reibai table

Spell Slots
You have the same number spell slots as a Druid of equivalent level.

Spells Known of 1st Level and Higher
You know three 1st-level spells of your choice from the reibai spell list.

The Spells Known column of the Reibai table shows when you learn more reibai spells of your choice.

Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the reibai spells you know and replace it with another spell from the reibai spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your reibai spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a reibai spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting
You can cast any reibai spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus
You can use a druidic focus (see Equipment) as a spellcasting focus for your reibai spells.

Spirit Animal
You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When casting find familiar you only need to provide the 10 gp worth of charcoal, incense, and herbs when you cause it to adopt a new form.

In combat you can take a bonus action on your turn to have your spirit animal make an attack. The spirit animal can also use its reaction to make attacks of opportunity as appropriate.

Starting at 3rd level when you cast the spell, you can choose one of the normal forms for your spirit animal or one of the following special forms: a blood hawk, a boar, a flying snake, a giant badger, a a giant frog, giant weasel, a mastiff, a mule, a panther, or a wolf. However, it loses its Multiattack action, if it has one.

Your spirit animal has abilities and game statistics determined in part by your level. Your spirit animal uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a spirit animal also adds its proficiency bonus to its AC. Your spirit animal becomes proficient with all saving throws. I has a number of Hit Points equal to 2 + your Charisma modifier + five times your reibai level (it has a number of Hit Dice [d8s] equal to your reibai level)

Whenever you gain the Ability Score Improvement class feature from this class, your spirit animal’s abilities also improve. Your spirit animal can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your spirit animal can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

Speak with Spirits
Starting at 2nd level, you can speak with the spirit of a tree, a brook, an animal, the air, a stone, or any other part of nature that you can touch. Twice per short rest you can ask spirits questions with one word answers. You can only ask a specific spirit one question per day. Generally, only natural things have spirits, wood made into a door or water in a fountain usually has lost its spirit. The spirit is not omniscient. It knows all observable facts about its surroundings, and can answer any such question with 100 percent accuracy. For example, if a reibai asked the spirit of a river if any people on horseback had crossed it in the last three days, it would be able to answer the question. A spirit’s surroundings are never more than a 100-yard radius, however a river that is miles long will have many spirits. It is possible that a spirit knows the answer to a question about things farther afield (GM’s discretion). They never know the answer to a question pertaining to the future or to the thoughts of another.

When you use this ability, it generally takes at least a minute to coax a spirit to appear. These spirits may take on a translucent humanoid form or simply make a face appear in the water, wood, or other substance they inhabit.

To convince the spirit to give an answer the GM might ask you to make a Persuasion check. A failed check might result in no answer, or it might result in a lie (GM’s discretion).

At 5th level, you can ask a single spirit an amount of questions equal to your proficiency bonus, with one word answers for each.

Beginning at 9th level, you can use this ability three times between rests, and beginning at 18th level, you can use it four times between rests. When you finish a short or long rest, you regain your expended uses.

Spirit Strike
At 11th level when you command your spirit animal to take the Attack action, the creature can make two attacks, or it can take the Multiattack action if its form normally has that action.

Spirit Bond
At 15th level, your bond with your spirit animal has grown so strong that it cannot be dispelled by traditional means, as it draws its power from both the spiritual world and yourself. The spirit animal will only disappear if it drops to 0 hit points. It is immune to the spell Antimagic Field, as well as the effects of antimagic or null zones. This does not prevent magical spells or effects from targeting the spirit animal, such as Bless or Banishment.

As an action you can call your spirit animal to your side. This functions as the spell dimension door. When this ability is used, the familiar appears adjacent to you (or as close as possible if all adjacent spaces are occupied). If the familiar is out of range, the ability is wasted. You can use this ability once per long rest.

Spirit Guardian
At 18th level, your spirit animal comes to your aid when your need is greatest. While the spirit animal is within 100 feet of you, it will not disappear unless you dismiss it or die. If the familiar drops to 0 hit points, it instead becomes unconscious. It will remain unconscious until it receives healing or is dismissed. As an action, you may spend 5 HP to resuscitate your spirit animal, it regains consciousness with 1 HP.

If you drop to 0 HP, your spirit animal is instantly transported to the nearest open space next to you. It will automatically take the attack action on any enemy creatures it can see within 10 feet of your body. If no creatures are within this space, it will take a defensive position between you and the nearest enemy and use the Dodge action.

Spirit Beast
At 20th level, your spirit animal becomes the embodiment of the power of the wilds. Its Strength and Constitution scores increase by 4. The maximum for those scores is now 24.
Mediums
At 2nd level, you choose to identify as a Medium to a specific spiritual realm: Heaven, Earth, or Metal. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th.

Lure of the Heavens
Your connection to the skies above is so strong that your feet barely touch the ground. At 2nd level, you no longer leave tracks. At 6th level, you can hover up to 6 inches above the ground or liquid surfaces. At 10th level, you can spend an action to gain a flying speed of 30 feet for one minute. Once you do this you cannot do so again until you finish a short or long rest.

Spirit Animal
At 2nd level, the flesh of your spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 10 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, it is surrounded by a small nimbus of light.

Stardust
Starting at 6th level as an action, you can cause stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as would a candle, and it cannot benefit from concealment or any invisibility effects. The creature has disadvantage on attack rolls and sight-based Perception checks. This effect lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). Sightless creatures cannot get disadvantage from this ability. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Starburn
Starting at 10th level, your spirit animal can rebuke attackers with the fire of the stars themselves. When a creature within 60 feet of you that you can see hits your spirit animal with an attack or causes an attack of opportunity, your spirit animal may use its reaction to cause the creature to make a constitution saving throw against your spell save DC. The creature emits bright light for 1 round and takes 4d10 fire or radiant damage (your choice) on a failed saving throw, and half as much damage on a successful one. Once you use this ability, you can't use it again until you finish a short or long rest.

Void Adaptation
Starting at 14th level you gain darkvision 60 feet. If you already possess darkvision, the range instead increases by 30 feet. In addition, you can see in supernatural darkness, you suffer no harm from being in environments of extreme heat or extreme cold (as detailed on page 110 of the Dungeon Masters Guide) and you no longer need to breathe.

Nature’s Gifts
You can command trees and other plants to yield magical berries and fruit. This ability functions as the Goodberry spell, except it creates a number of berries equal to your proficiency bonus and each berry restores a number of hit points equal to your Charisma modifier (minimum 1 hit point). Once you use this feature, you can't use it again until you finish a long rest.

Spirit Animal
Your spirit animal looks like a rock or wooden figurine or a vaguely animal-shaped stone or tree branch when it is motionless. The spirit animal can try to hide when it is lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. It gains a +2 bonus to AC and has advantage on stealth checks to hide .

Ward of Stone
Starting at 6th level, as an action you can touch a willing creature (or target yourself) and grant a ward of stone. The warded creature gains resistance to bludgeoning, piercing, and slashing damage against the next attack that does one of these types of damage. This ward lasts for 1 minute, after which it fades away if not already expended. At 10th level the ward lasts for one additional attack. At 14th level it lasts for three attacks. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Bloody Roots
Beginning at 10th level, as an action, you can cause a field of thick roots to burrow up from the ground. This ability functions as Evard’s Black Tentacles. The area can be centered on you or your spirit animal when you activate it but remains stationary if either of you moves. Both you and your spirit animal are unaffected by the roots. Your allies treat the area as difficult terrain, but the roots don’t attack them. Once you use this feature, you can't use it again until you finish a short or long rest.

Body of Earth
At 14th level, you can spend an action to gain resistance to all damage except psychic damage for 1 minute. In addition during this time, every turn as an action, you can cause jagged pieces of stone to explode from your body in a 10-foot-radius burst. Each creature in that area must make a Dexterity saving throw, taking 6d6 piercing damage on a failed save, or half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a short or long rest.

Bonus Proficiencies
At 2nd level, you gain proficiency with medium armor, shields, and martial weapons.

Spirit Animal
At 2nd level, your spirit animal looks like a fiercer version of its species, with rippling muscles and a stockier frame. Increase the strength or constitution of your spirit animal by 2, or increase both strength and constitution by 1. As normal, your spirit animal can’t increase an ability score above 20 using this feature. Once per short rest you can spend a bonus action to grant yourself or your spirit animal resistance to bludgeoning, piercing, and slashing damage for one minute.

Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Warding Spirit
At 10th level, your spirit animal can fend off strikes directed at nearby creatures. If a creature you or your familiar can see within 5 feet of it is hit by an attack, your familiar can use its reaction to roll 1d8 and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Battle Magic
At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a reibai spell, you can make one weapon attack as a bonus action.


Cantrips
Control Flames
Druidcraft
Guidance
Gust
Light
Mending
Mold Earth
Resistance
Sacred Flame
Shape Water
Thorn Whip
Thunderclap

1st
Absorb Elements
Animal Friendship
Bane
Beast Bond
Bless
Charm Person
Create or Destroy Water
Cure Wounds
Detect Magic (Ritual)
Detect Poison and Disease (Ritual)
Earth Tremor
Entangle
Fog Cloud
Goodberry
Healing Word
Jump
Longstrider
Protection from Evil and Good
Purify Food and Drink (Ritual)
Snare
Speak with Animals (Ritual)
Thunderwave

2nd
Aid
Animal Messenger (Ritual)
Beast Sense (Ritual)
Darkvision
Dust Devil
Earthbind
Enhance Ability
Find Traps
Flame Blade
Flaming Sphere
Gust of Wind
Healing Spirit
Hold Person
Lesser Restoration
Locate Animals or Plants (Ritual)
Locate Object
Pass Without Trace
Protection from Poison
Silence (Ritual)
Skywrite (Ritual)
Spike Growth
Spiritual Weapon
Warding Wind

3rd
Beacon of Hope
Call Lightning
Conjure Animals
Daylight
Dispel Magic
Erupting Earth
Mass Healing Word
Meld into Stone (Ritual)
Plant Growth
Protection from Energy
Remove Curse
Revivify
Sleet Storm
Speak with Plants
Spirit Guardians
Tongues
Tidal Wave
Wall of Water
Water Breathing (Ritual)
Water Walk (Ritual)
Wind Wall

4th
Charm Monster
Conjure Minor Elementals
Conjure Woodland Beings
Control Water
Dominate Beast
Freedom of Movement
Grasping Vine
Ice Storm
Locate Creature
Polymorph
Stone Shape
Watery Sphere

5th
Awaken
Commune with Nature (Ritual)
Conjure Elemental
Contagion
Control Winds
Geas
Greater Restoration
Maelstrom
Mass Cure Wounds
Planar Binding
Scrying
Transmute Rock
Wall of Stone
Wrath of Nature

6th
Bones of the Earth
Conjure Fey
Find the Path
Harm
Heal
Heroes’ Feast
Move Earth
Planar Ally
Sunbeam
True Seeing
Wall of Thorns
Wind Walk

7th
Conjure Celestial
Etherealness
Fire Storm
Mirage Arcane
Plane Shift
Regenerate
Resurrection
Reverse Gravity
Whirlwind

8th
Antipathy/Sympathy
Control Weather
Earthquake
Sunburst
Tsunami

9th
Astral Projection
Foresight
Mass Heal
Storm of Vengeance
True Resurrection

JNAProductions
2022-01-06, 11:39 AM
Quick Build lists four spells to pick, but you only seem to start with three known at level one.

Basic Features look fine. Reasonable hit die, reasonable gear, reasonable skills and saves.

Percipience has no mechanics listed with it. Intentional?

Magic has your table mismatch the text. Fix whichever one is wrong.

Spirit Animal feels like it might be a little fragile. Also, it still costs moolah to cast the spell-for such a central feature, I'd remove that cost.

Speak With Spirits looks neat.

Spirit Strike is fine.

Spirit Bond feels kinda lackluster. Immunity to being Dispelled is cool, but situational in the extreme.

Spirit Guardian cool.

Spirit Beast okay.

Subclasses don't look that bad either.

Overall, though, this class is (in my opinion) far too reliant on the Familiar. Considering how fragile they can be... Not sure I'm a fan.

Izzarra
2022-01-07, 10:41 PM
I have addressed the points that you have brought up and made the familiar a little less squishy.