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  1. - Top - End - #1
    Dwarf in the Playground
     
    SamuraiGuy

    Join Date
    Jul 2018
    Location
    hamilton
    Gender
    Male

    Default Circle of hoodoos (Druid subclass)

    Circle of hoodoos
    Druids of the hoodoo are druids that were chilling in the badlands when they spotted a hoodoo. They thought, “screw it let's make that our circle”. And that's how the circle of the hoodoo was made.

    Spire of rock
    Starting at the 2nd level, you may use an action to summon a hoodoo in a 5x5 unoccupied space within 30 feet of yourself. This hoodoo takes up nearly the whole space and is considered difficult terrain. However a large or larger creature may not move through this space. If they try to they have a 52% chance to topple it over. If a hoodoo topples each medium or smaller creature within 5 feet of the hoodoo must make a dexterity saving throw versus your spell save dc or take 2d6 bludgeoning damage and be restrained in rock. A creature restrained in rock can use an action to make a strength saving throw versus your spell save dc to break out of the rock. A large creature only takes 1d6 bludgeoning damage on a fail and is not retrained. A hoodoo also topples if it takes 10 points of damage. The hoodoo is immune to psychic damage as well.

    Geology
    Starting at the 2nd level, you have advantage on checks when determining any type of rock. You also learn the terran language.

    Tent rocks
    Starting at the 2nd level, you may rest under a hoodoo when you take a short or long rest. When you do so it gives you protection from the elements and when you and each other creature who rested under it wake up you all gain 4 temporary hit points.

    Fairy chimney
    Starting at the 6th level, while you have a hoodoo summoned that isn’t toppled you may expend a use of your wild shape to summon 2d4 + 2 sprites from the hoodoo. These fey are under your control (No action required), however they are weak spirits and only have 1 hit point each. They disappear after 1 minute.

    Magical rock
    Starting at the 6th level, a toppled hoodoo now deals magical bludgeoning damage for overcoming resistance and immunity.

    Bigger rock
    Starting at the 10th level, your hoodoo that you summon can now be large in size (10ftx10ft). A large hoodoo can be moved through, as difficult terrain for a large creature without toppling it, though a huge creature has a 68% chance of toppling it. In addition it takes 20 points of damage to topple it instead of 10. When toppled it deals 4d6 bludgeoning damage on a fail and can now restrain large creatures and damage them normally. A huge or larger creature only takes 1d6 bludgeoning damage on a fail.

    Skyscraper
    Starting at the 14th level, when you summon a hoodoo, you can expend a 5th level spell slot to make the hoodoo, huge in size. It now deals 8d6 bludgeoning damage when toppled to any creature that fails a save, and now deals half as much on a successful save. It can now restrain huge and smaller creatures. The radius that it can topple in extends by another 5 feet meaning each creature within 10 feet of the hoodoo is at risk of being crushed. Gargantuan creatures are not restrained from this attack, but still take the full damage. The hoodoo now takes 40 damage to collapse.

  2. - Top - End - #2
    Pixie in the Playground
    Join Date
    Jun 2020

    Default Re: Circle of hoodoos (Druid subclass)

    Thanks for sharing

  3. - Top - End - #3
    Dwarf in the Playground
     
    SamuraiGuy

    Join Date
    Jul 2018
    Location
    hamilton
    Gender
    Male

    Default Re: Circle of hoodoos (Druid subclass)

    Quote Originally Posted by brucecy92 View Post
    Thanks for sharing
    Your welcome mate.

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