CoS 1/Bigwig
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Gift of the Woods
- 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 take 11d6 psychic damage and half that if they succeeded. After arriving, you become Fatigued, as does any creature that took more than 33 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 innate spells other than cantrips and you become Fatigued. All gifted spellcasting abilities recharge after a long rest.