CoS 1/Bigwig
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Gift of the Woods
If given upon death, you are revived with full HP and gain Stoneskin for 1 hour.
If given in an agreement, gain full HP, gain Stoneskin for 1 hour and you become under the effects of Fire Shield; you choose warm or cold shield
- Changes: Your eye colour becomes emerald, your skin takes on streaks of green and grass and leaves start spontaneously growing in your hair, brow and beard. Animals look at you strangely and seem to heed your words.
- Nature's Loremaster:
- Gain the ability to speak and understand Druidic.
- Gain proficiency in Nature, Survival and Handle Animal. If you already have proficiency in one or more of those skills, check in turn Nature, Survival, Handle Animal, Medicine, Stealth or Perception and pick the first one you lack proficiency in to gain that instead. If you are proficient in all of these you instead gain Expertise in one or more skills, picked as you would have to gain proficiency.
- When making any Deception, Handle Animal, Intimidation, Nature, Perception, Stealth or Survival checks in a forest, you roll with advantage.
- Nature's Protection: Gain the effects of permanent Barkskin, but the feature disappears if you take fire damage. This can be dismissed as an action. While under the effects of Barkskin, you may as a Bonus Action increase the potency of this ability, gaining the effects of Stoneskin and Protection from Energy for 10 minutes (choose energy type when increasing potency). After 10 minutes the Barkskin, Stoneskin and Protection from Energy effects dissipate. The Barkskin effect returns after a long or short rest.
- Nature's Zealot: Gain the ability to Rage like the Barbarian class feature. If you already have the ability to Rage, gain one additional use of it between long rests. After you critically hit any abomination against nature (blights, undead, abberations, fiends, devils and demons), gain a Channeled Boon.
- Innate Spellcasting:
- Gain the Shillelagh and Druidcraft cantrips (or two other Druid Cantrips if you already have these)
- Gain the ability to cast Speak with Animals. This ability recharges after a long or short rest.
Gift of the Swamp
- Changes: Any clothes or armor you wear starts to shift in green and brown hues and whispers of the wilderness can be heard around you if one listens carefully.
- Nature's Loremaster:
- Gain the ability to speak with plants.
- Gain three more proficiencies, assigned in order like the Gift of the Woods.
- When making any Deception, Handle Animal, Intimidation, Nature, Perception, Stealth or Survival checks in any wilderness you roll with advantage.
- Nature's Zealot: Whenever you activate your Rage ability, you can choose to have Zephyr Strike bestowed upon on you, not requiring concentration.
- Nature's Sage: When you touch a plant you may see its entire life span from now to when it was a tiny sapling, including seeing surroundings and hearing any words spoken near it. You can move forward and backwards in time at will. Recharges 5-6 at the next dawn. You may at will scry on any plant within Barovia that you have received permission to carve the symbol of the Weaver on.
- Fey Step: While you are in a wilderness area you can as an action step through the Fey Realm to translocate yourself and others to another destination, like the Teleport spell. Each creature transported must make a DC 18 Wisdom saving throw or roll on the Feywild Wild Magic table; on a success the roll is voluntary. Each creature that failed the Wisdom save take 11d6 psychic damage and half that if they succeeded. After arriving, you become Fatigued, as does any creature that took 33 or more psychic damage or reached 0 hit points.
- Innate Spellcasting:
- Gain the cantrip Whip or any one Druid cantrip of your choice. You may replace one you already have with one of your choosing.
- Gain the ability to twice choose to cast Pass Without Trace, Spike Growth, Guardian of Nature, Augury or Plant Growth. This ability recharges after a long or short rest.
- Gain the ability to cast Revivify where the valuable material components may be coins instead. When so cast, you lose the ability to cast any gifted spells other than cantrips and you become Fatigued. All gifted spellcasting abilities recharge after a long rest.
Gift of the Mountains
- Changes: Your body is infused with Feywild energies and you are blessed by an animal spirit - the Raven. Anyone with a passive Perception of 14 or higher, or anyone who takes an Action to look carefully, can see a slight shimmer on you appearing occasionally. You can suppress this by concentrating.
- Part of the Crew: You are blessed by the Mountain Fane and becomes a full raven lycanthrope and can alter your appearance.
- Your type alters to Humanoid/Shapechanger
- Gain Fly speed equal to walking speed +20.
- Damage Immunities: All physical non-silvered or non-lycanthrope damage up to [LvL/2].
- Damage Resistance: Poison, Lightning, Cold, Psychic, Thunder, Force as well as non-magical Bludgeoning, Piercing and Slashing weapon attacks.
- Shapechanger. The lycantrope can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
- Lycanthropic regeneration. The lycantrope regains [HD] hit points at the start of its turn. The lycantrope dies only if it is dealt silvered damage while it has 0 hit points, if it reaches 0 hit points while it has silver poisoning or if it's dealt [HP/2] damage during one turn while at 0 hit points.
- Silver sensitivity. If struck by a silvered weapon the werewolf becomes silver poisoned until after its next attack or action. While silver poisoned it regenerates half (rounded down) of the hit points it would regenerate if not silver poisoned. If struck by a silvered weapon while siver poisoned, no regeneration is possible until the silver poisoning is alleviated.
- Mimicry. The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC [8+Con+Prof] Wisdom (Insight) check.
- Multiattack. If the character does not already have two or more attacks, it can now attack a second time when taking the attack action.
- Beak (Raven or Hybrid Form Only). Melee Weapon Attack: [Dex or Str + prof] to hit, reach 5 ft., one target. Hit: 1 piercing damage in raven form, or 1d4+STR/DEX piercing damage in hybrid form. If the target is humanoid, it must succeed on a DC [8+Con+Prof] Constitution saving throw or be cursed with wereraven lycanthropy.
- Twice, you can change your shape to any humanoid creature or any medium or smaller fey creature and retain that shape as long as you are concentrating. You gain most abilities of the new form but no spells or spell-like abilities. The uses reset at midnight.
- You no longer leave tracks unless you concentrate to do so.
- Nature's Loremaster:
- Gain the innate ability to speak with animals.
- If you lack proficiency in any listed in Gift of the Woods, you gain those. Gain Expertise in the first three.
- Fey Step:
- This now works as long as you are at least 100 feet away from a building and the psychic damage dealt is instead 2d6 and causing Fatigue to anyone taking 5 or more psychic damage or reach 0 hit points.
- Innate Spellcasting:
- You can now choose spells four times
- Gain Blight as a 6th level spell as one you can choose.
- Gain the Animal Friendship spell that you can cast at will.
- Plant Growth's 8 hour version can be cast without expending a choice.
- You may choose to cast Reincarnate instead of Revivify using the same rules. Doing so permanently reduces your maximum hit points by a number equal to the HD of the creature it was cast upon. This reduction can only be restored by a 9nth lvl spell.
- As an 8-hour ritual you may replace one Druid cantrip you already have with another one of your choosing.