Difference between revisions of "Unseelie (5A)"
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=== Wild Hunt === | === Wild Hunt === | ||
Beginning at 7th level, you can spend an action to magically call 2d6 [https://roll20.net/compendium/dnd5e/Monsters:Wolf/#h-Wolf Wolves] or [https://roll20.net/compendium/dnd5e/Monsters:Swarm%20of%20Ravens/#h-Swarm%20of%20Ravens Swarms of Ravens]. | Beginning at 7th level, you can spend an action to magically call 2d6 [https://roll20.net/compendium/dnd5e/Monsters:Wolf/#h-Wolf Wolves] or [https://roll20.net/compendium/dnd5e/Monsters:Swarm%20of%20Ravens/#h-Swarm%20of%20Ravens Swarms of Ravens]. | ||
− | The called creatures arrive at the end of your turn, acting right after you and obeying your spoken commands | + | The called creatures arrive at the end of your turn in an empty space within 30 feet of you, acting right after you and obeying your spoken commands |
Controlling the wild hunt does not require any action. | Controlling the wild hunt does not require any action. | ||
If you or they are touched by sunlight they disappear. | If you or they are touched by sunlight they disappear. | ||
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=== Winter Gore === | === Winter Gore === | ||
− | At 11th level you can make a Dark Strike attack with your antlers as a bonus action. If you performed the Dash action this round, your gore attack does two Dark Strike dice of damage. | + | At 11th level you can make a Dark Strike attack with your antlers as a bonus action. If you performed the Dash action this round, your bonus action gore attack does two Dark Strike dice of damage. |
=== Flush Prey === | === Flush Prey === | ||
− | At 15th level when you hit a creature with a weapon attack, you can use the Monster Scare ability as a bonus action | + | At 15th level when you hit a creature with a weapon attack, you can use the Monster Scare ability as a bonus action. |
+ | The cone must be positioned so that the target of the attack is in the area. | ||
=== Sky Lord === | === Sky Lord === | ||
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[http://dnd5e.wikidot.com/spell:wind-walk Wind Walk] as ritual spells. | [http://dnd5e.wikidot.com/spell:wind-walk Wind Walk] as ritual spells. | ||
Constitution is your spellcasting ability for these spells. | Constitution is your spellcasting ability for these spells. | ||
+ | |||
+ | == Author's Notes == | ||
+ | Maybe the wolves and raven swarms should be replaced with 1 mob creature to speed play. |
Latest revision as of 13:01, 7 December 2024
Starfox's 5th Edition Fan Page |
This is an original Bogeyman subclass.
The wild hunt races through the night, honest folk mumble prayers behind locked doors while the huntsman chases his prey.
You are a changeling, an imposter, or suffer from a bargain or curse of the fey. You live your life pretending to be a humanoid, while you are actually a child of the Winter Court. Unseelie are skilled with weapons, giving them the respect of warriors and making them less reliant on the dark strike.
A less extreme variant of this is the Unseelie Knight fighter subclass.
Changeling
You are a creature of winter night. Your creature type changes to fey. You have antlers, and your skin is the texture of bark, wood, or ice. Withered leaves and evergreen plants crown your head, and you may occasionally leave a dead leaf or twig behind.
Your Dark Strike is an attack with antlers that inflicts piercing damage.
Poseur
You are a skilled warrior and gain proficiency with all martial weapons. You also learn to cast Disguise Self as a ritual with a duration of 24 hours.
Master Hunter
At 3rd level you become a master hunter. You learn to cast Disguise Self and Alter Self at will. Constitution is your spellcasting ability. You learn the Deception and Survival skills. For each of these skills you already know you learn another skill of your choice instead.
Winter Spirit
At 6th level you gain resistance to cold, electrical, and thunder damage. You also gain resistance to bludgeoning, piercing, and slashing damage, but magical and iron weapons ignore this resistance. Since most weapons of war are made of iron, this mainly protects against natural attacks, but it will protect against the occasional thrown rock or wooden club.
Wild Hunt
Beginning at 7th level, you can spend an action to magically call 2d6 Wolves or Swarms of Ravens. The called creatures arrive at the end of your turn in an empty space within 30 feet of you, acting right after you and obeying your spoken commands Controlling the wild hunt does not require any action. If you or they are touched by sunlight they disappear. The beasts otherwise remain for 1 hour, until reduced to zero hit points, or until you dismiss them as an action. You can use this feature a number of times equal to your proficiency bonus and regain all uses when you end a long rest. When you reach 15th level as a a bogeyman, you call 4d6 wolves or swarms of ravens.
Winter Gore
At 11th level you can make a Dark Strike attack with your antlers as a bonus action. If you performed the Dash action this round, your bonus action gore attack does two Dark Strike dice of damage.
Flush Prey
At 15th level when you hit a creature with a weapon attack, you can use the Monster Scare ability as a bonus action. The cone must be positioned so that the target of the attack is in the area.
Sky Lord
When you reach 20th level, you master the fury of the blizzard. All your weapon attacks inflict an additional d10 cold damage. You can cast Control Weather and Wind Walk as ritual spells. Constitution is your spellcasting ability for these spells.
Author's Notes
Maybe the wolves and raven swarms should be replaced with 1 mob creature to speed play.