Ranger Warden Conclave

Art Credit: Dark Souls (FromSoftware Inc., & Bandai Namco Games)

This week we have a defensively-minded ranger, the Warden. While most rangers want to help people survive in the wilderness, the Warden is quite the opposite. They want people to GTFO, or die.

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Ranger Warden Conclave

The Wardens are the warriors of the woods. Their mandate is to protect the wild lands from interlopers, to preserve the power and eminence of sites of natural import. If their preservation comes at the price of violence, the Wardens are prepared to pay. Wardens are fearless defenders, whose protective magics and techniques serve as a deterrent to all who wander where they don’t belong.

Warden Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Warden Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

3rdShield
5thWarding Bond
9thElemental Weapon
13thStoneskin
17thInsect Plague

Wardens’ Fangs

When you take this Conclave at 3rd level, you gain the ability to coat your weapons with supernatural poison. You can spend an action to run your fingers along the blade or point of your weapon. This must be a melee weapon or piece of ammunition and it must deal Piercing or Slashing damage. That weapon or ammunition gains one of the following effects when the it deals damage with an attack:

  • Maggot Root Poison. The target must also make a Constitution Saving Throw against your Spellcasting DC. On a failure, they take 3d6 Poison damage and are Poisoned until the end of their next turn. On a success, they take half damage and are not Poisoned.
  • Mindmist Poison: The target must also make a Wisdom Saving Throw against your Spellcasting DC. On a failure, they are Stunned until the end of their next turn.

The poison remains active for 1 minute or until you hit with an attack using that weapon or ammunition. You can use this ability a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Concerted Defense

Beginning at 7th level, you become a master of coordinating with your teammates in combat. When you end your turn, you may give 1 other creature within 5 ft +2 AC until the start of your next turn. The creature only benefits from this bonus as long as it remains within 5 ft of you.

Empowered Fangs

At 11th level, you may imbue 3 pieces of ammunition with poison when you use Wardens’ Fangs. Additionally, when you use Wardens’ Fangs on a melee weapon, it lasts for 3 hits instead of 1.

No Quarter

At 15th level, you become particularly adept at making brutal strikes whenever your opponents present the smallest opportunity. You may use your reaction to make an attack of opportunity whenever a creature within range makes a weapon attack against a target other than yourself. If you hit with this attack, it deals an extra 2d10 force damage.

Paladin Oath of Beauty

Art Credit: Fullmetal Alchemist Brotherhood

This is a call to action! Follow me on Twitter @OctopusRPG. Work in progress gets posted there and I’m in the middle of a cool 2-page-dungeon project! I’m trying to expand my reach and every single follow is a big deal to me.

This week we have a Paladin subclass based on the 20 CHA beautiful beast of a character that was part of the last big campaign I ran.

Paladin Oath of Beauty

The tenets of beauty foster an appreciation for the world informed by details that others may overlook.

  • Beauty in all Things: Appreciate beauty in all it’s forms, whether occurring in nature, or a product of art and culture.
  • Patron of the Arts: Protect works of art and provide those that create them the circumstances to succeed.
  • Heart and Soul: Endeavor to share emotional truths through art.
  • Beauty Starts Within: Through the pursuit of beauty, one’s body becomes an object of beauty itself.

Oath Spells

3rdDisguise SelfColor Spray
5thEnthrallMirror Image
9thHypnotic PatternDaylight
13thHallucinatory TerrainStone Shape
17thDreamCreation

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Truth in Art: As an action, present your holy symbol and speak a prayer of beauty. For 1 minute, creatures you designate within 10 feet of you gain advantage on all Insight and Investigation checks and resistance to all psychic damage.
  • Sublime Motion: You can use your Channel Divinity to amplify the beauty and efficiency of your body’s movements. As a bonus action, you may make a single melee weapon attack against a target in range when you activate this channel divinity. For 1 minute, when you take the attack action on your turn you can also make a single melee weapon attack as a bonus action.

Captivating Aura

Starting at 7th level, the effortless and profound emotional weight of your  presence commands attention at all times. When a spell targets a friendly creature within 10 feet of you, you may use your reaction to redirect the spell and force it to target yourself. You gain advantage on any saving throw you make to resist the effects of the spell.

At 18th level, the range of this aura increases to 30 feet.

Clarity of Self

At 15th level, your ability scores and HP maximum cannot be reduced by any means. You gain advantage on all Investigation checks to discern illusions.

Resplendent Form

At 20th level, you can tap a well of sublime and indescribable beauty. Your body becomes humbling expression of emotion and power. As a bonus action, you gain the following effects:

  • When you activate this ability any hostile creature within 60 ft that can see you must make a Constitution saving throw against your spellcasting DC. On a failure, they are blinded by your beauty for 1 minute. They can repeat this saving throw at the end of each of their turns.
  • For the next 10 minutes, you can add your Strength modifier to any Charisma check you make, and you can add your Charisma modifier to any Strength check you make. When you make a melee weapon attack, you can add your Charisma modifier to the damage dealt.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Monk Way of Duality

Art Credit: Venerable Monk. D. Alexander Gregory. Wizards of the Coast (Magic the Gathering). 1993.

Subclass Sunday! A monk based on (the modern western pop-culture understanding of) Taoist principles. Also, follow me on Twitter @OctopusRPG! I’m throwing some cool stuff exclusively on there for now.

Monk Way of Duality

Good and evil, chaos and law, fortune and misfortune. What is the universe but a constant turmoil between dichotomous forces? The way of duality recognizes and, in fact, embraces the balance of these forces in conflict. Seeing no side as superior, members of this tradition are liminal bastions of neutrality, ensuring that these conflicts endure and thrive, believing that without them, the universe would be consumed by absolute entropy.

Equality of Force

When you take this tradition at 3rd level you gain the ability to redirect the force of certain attacks back onto the attacker. When a melee weapon attack deals non-magical damage to you, you can spend 2 ki points and use your reaction to deflect half the damage back onto the attacker. Reduce the damage you receive by half, and deal that amount of damage to the attacker.

Ritual of Ebb and Flow

Also at 3rd level, you can meditate to gauge the fortunes of certain actions. You can spend 1 minute and 2 ki points to cast Augury without providing material components.

Grasp of Life and Death

Starting at 6th level, you can influence the balance of vital energy in the body. As an action, you can spend 2 ki points to cast Vampiric Touch at 3rd level. Additionally, you gain the Chill Touch cantrip if you don’t already know it. These spells use Wisdom as your spellcasting modifier.

Body of Heaven and Earth

At 11th level, you become closely attuned to the natural balance of positive and negative energy in the universe. Whenever you finish a long rest, choose Necrotic or Radiant damage. You have resistance to this type of damage until you finish your next long rest.

Supreme Equivalency

Starting at 17th level, Equality of Force can be used to redirect any damage including ranged attacks and spells.

Fighter: The Dragoon

Yes, I’m sure it’s been done before, but I love Final Fantasy as a series and I love the Dragoon’s design specifically. They’re iconic and just kind of…weird. They wield lances but they don’t ride horses or even chocobo’s. They rode Wyverns once but that’s not their thing? They have this spikey-dragon-plate-armor motif and they jump like, really high? No joke, really, really high. And they drain energy for some reason also. It’s a, uh, diverse powerset but after a while you take it for granted. Yeah, you know, that’s a Dragoon. They’re doing Dragoon things, jumping around, whatever.

Fighter: The Dragoon

Of all the things that are symbolic of the nation of Ishgard, few are more recognized than the dragoon. Born amidst the timeless conflict between men and dragons, these lance-wielding knights have developed an aerial style of combat, that they might better pierce the scaled hides of their mortal foes.

Taking to the firmament as though it were an extension of the land, they descend upon the enemy with every onze of their bodies behind the blow. It is this penetrative power that characterizes the dragoon. (source: https://na.finalfantasyxiv.com/jobguide/dragoon/ )

Lance Master

At 3rd level you become versed in techniques to mitigate the downsides of wielding a lance. When using a lance, you no longer suffer disadvantage while attacking targets within 5 ft. In addition, you can use a lance 1-handed, even when you are not mounted.

Lancet

At 7th level, you can prepare a life-draining strike as a Bonus Action. Your next melee attack this turn gains advantage, and if it hits you gain Temporary HP equal to half the weapon damage dealt.  You can use this ability a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Dragon Dive

Starting at 10th level, your jump vertical jump height is tripled. In addition, you may jump 15 horizontal ft once per turn as part of your movement. Any target within 5 ft of where you land that is size Large or smaller must make a Strength saving throw against 8 + Your Proficiency Bonus + Your Strength Modifier. On a failure, the target is knocked prone.

Elusive Jump

Starting at 15th level, your Dragon Jump does not trigger attacks of opportunity.

White Draw

Starting at 18th level, your body gains the ability to disrupt magical energy before it can be used against you. If you are a target of a spell or in the area of effect of a spell and you can see the creature casting it, you can use your reaction make a Strength check. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. When this ability is successful, you recover 1d6 hp for each level of the spell. Once you use this feature, you can’t use it again until you finish a short rest.