Cave-Guard (5e Class)

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Cave-Guard[edit]

Everyone has a role in Tribe of Rushing Water. Yours is to protect everyone including the young, the old, and the weak.

Tribe of the Rushing Water[edit]

In this world, animals, like cats, are as smart as humans. Up in the mountains, where dangerous birds live, there is a tribe of cats called Tribe of Rushing Water. Everyone is split into two groups: Prey-Hunter and Cave-Guard. In order to keep the tribe alive the two groups work together to achieve something that they cannot do by themselves.

Cave-Guard spend most of their time do one of the two things: guarding the cave and guarding the hunting party. Guarding the cave is simple, just sit in front of the cave entrance. Guarding the hunter party is a different story. Prey-Hunter have their entire focus on tracking and killing prey. It is your job to keep your eye out from any flying bird of prey. In more dangerous hunts, you protect the Prey-Hunter from their own prey.

Creating a Cave-Guard[edit]

What causes you to leave the mountain and seek adventure? Why are you so protective of others? Why do you sacrifice yourself for others?

Quick Build

You can make a Cave-Guard quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Tribe background. Third, choose quarterstaff, chain mail and shield, and dungeoneer's pack.

Logo-tribe-textless.png
Vector Sigma [1]

Class Features

As a Cave-Guard you gain the following class features.

Hit Points

Hit Dice: 1d12 per Cave-Guard level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Cave-Guard level after 1st

Proficiencies

Armor: light, medium, heavy, and shield
Weapons: simple weapons
Tools: none
Saving Throws: Strength, Wisdom
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) quarterstaff or (b) Any simple weapon
  • (a) Scale mail and shield or (b) chain mail and shield
  • (a) Explore's pack or (b) dungeoneer's pack
  • sling shot and bag with 20 ammo

Table: The Cave-Guard

Level Proficiency
Bonus
Features Talents Known
1st +2 Improved Natural Camouflage , Strength of the Grave -
2nd +2 Form of the Mountain -
3rd +2 Guard Post, Mountain's Challenge -
4th +2 Ability Score Improvement -
5th +3 Extra Attack -
6th +3 Guard Post Improvement -
7th +3 Guard Talent 1
8th +3 Ability Score Improvement 1
9th +4 2
10th +4 Guard Post Improvement 2
11th +4 3
12th +4 Ability Score Improvement 3
13th +5 No Flaws in Stone 3
14th +5 Guard Post Improvement 3
15th +5 4
16th +5 Ability Score Improvement 4
17th +6 5
18th +6 Unwavering Mountain 5
19th +6 Ability Score Improvement 5
20th +6 Unchanging Mountain 5

Improved Natural Camouflage[edit]

At 1st level, you apply natural camouflage to make it easier to hide. When you are in mountains or stony ground (like caves), you roll with advantage in stealth checks. As long you are not moving, you can make hide action in the open space.

Additionally, natural camouflage serves as armor depending on what material you use. You can change your materials after a short or long rest.

Mud Camouflage

You cover your fur in mud. This coating is considered as Light armor with an ac of 12 + Dexterity Modifier. At 10th level, this ac is increased by 1.

Pebble Camouflage

You cover your fur in mud and small pebbles. This coating is considered as medium armor with an ac of 14 + Dex modifier (max 2). At 10th level, this ac is increased by 1.

When you put on pebble camouflage, you may choose to add bigger pebbles and increase ac by 1 but you have a disadvantage on stealth rolls.

Stone Camouflage

You cover your fur in mud and stone. This coating is considered as heavy armor with an ac of 14 + proficiency bonus. You need 13 strengths to properly use it and you have a disadvantage on stealth rolls.

Mountain's Challenge[edit]

At 1st level, even your attacks have an unspoken challenge. A creature hit by your weapon has disadvantage on attack rolls against targets other than you until the start of your next turn.

Form of the Mountain[edit]

At 2nd level, your Stone Camouflage can be used as makeshift armor. As an action, your Stone Camouflage hardens. While this feature is active, you gain the following benefits:

  • You gain 4 temporary hit points for each level you have in this class
  • You cannot be unwilling to be moved
  • Your melee weapon attacks deal an extra 1d6 bludgeoning damage to any target they hit.
  • The first creature you hit with an attack on your turn, comes Mountain's Threat until the start of your turn or the end of this feature. Whenever a Mountain's threat hit any other than you with an attack, that creature has resistance to the damage dealt by the attack.

These benefits last for 10 minutes or until you lose all these temporary hit points. You can use this two times before you need a short or long rest to regenerate.

Strength of the Grave[edit]

Starting at 3rd level, your existence is tied to the mountain. When damage reduces you to 0 hit points, you can make a Constitution saving throw (DC 10 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by necrotic damage or by a critical hit.

After the saving throw succeeds, you can’t use this feature again until you finish a short or long rest.

Guard Post[edit]

At 3rd level, you chose a Guard Posts, Choose between Travel and Teller of the Pointed Stones, both of which are detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, and 14th levels.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

At 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

Guard Talent[edit]

At 7th level, each Cave-Guard learn and talented in different things. Guard talents is the features and abilities you learn from other Cave-Guard. You gain one guard talents of your choice. When you gain certain Cave-Guard levels, you gain additional talent of your choice, as shown in the Talents Known column of the Cave-Guard table. A level prerequisite refers to your level in this class.

Some guard talents use a DC or a spell saving DC. The DC for these talents are 8 + your wisdom modifier + your proficiency mod.

Additionally, whenever you reach a level in this class that grants the Ability Score Improvement feature you can choose one of the talents you know and replace it with another talent that you could learn at that level.

No Flaws in Stone[edit]

At 13th level, your "armor" can protect you from the heaviest blows. You take 3 less damage from non-magical bludgeoning, piercing, or slashing damage as long you are wearing heavy armor or in Form of the Mountain.

Additionally, any critical hit against you counts as a normal hit instead, unless you’re incapacitated.

Unwavering Mountain[edit]

At 18th level, there is no difference between you and a mountain for trying to get pass you. After 10 minute of being on watch, the following is applied:

  • No one can teleport into the room that your are guarding
  • You cannot be teleported
  • You cannot be surprised
  • You have advantage to perception checks
  • You have immunity on all conditions

Your watch ends when you go below 0 hp or be more than 10 ft from your watch point.

Additionally, you gain 30 ft of blind sense and true sight.

Unchanging Mountain[edit]

At 20th level, you become near unkillable. You have an advantage to all saving throws and proficiency in all saving throws.

Additional, your ac is increased by 1.

Guard Talents[edit]

Rock Shield

You can give others a fraction of the unkillable mountain. If you are in Form of the Mountain and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.

When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 11th level and by 4d6 at 15th level.

Life Bound

You make sure that one person is protected by you. After a long rest, choose one creature you see. They take half damage from all sources. When they take damage, you take the same amount of damage.

9th level[edit]

One with the Mountain

You are able to become part of the mountain. You can cast meld into stone at will.

Mountain and Me are the Same

You can still move and act normally when petrified. Sadly, your weapons and armor are not immune to its effects. While petrified, your ac cannot go below 16 and your weapon attacks are effectively longsword (one handed) or great sword (two handed).

11th level[edit]

Emotion Defense

You are as emotionless as the mountain. You and any creatures within 10 ft of you cannot be charmed or frightened.

Elemental Defense

You are as resistant as the mountain. As a reaction, you gain resistance to acid, cold, fire, lightning, or thunder damage to the triggering attack.

15th level[edit]

Come Over Here

You move rocks to push your enemies closer. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to cause rocks to push them towards you and they make a Strength saving throw against 8 + your wisdom saving throw + your proficiency bonus, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this bonus action.

You can use this reaction twice per short or long rest.

Come Over There

You move rocks to pull your enemies away. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to cause rocks to pull them towards you and they make a Strength saving throw against 8 + your wisdom saving throw + your proficiency bonus, pulling the creature up to 30 feet away from you to an unoccupied space. This movement can trigger attack of opportunity.

You can use this reaction twice per short or long rest.

17th level[edit]

Stone Resilience

You can choose two damage types when you finish a short long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Adaptive Resilience

You adapt to the current events. When you take damage, you gain resistance to one of the damage type caused by that attack. This resistance last until short or long rest.

You can use this feature once per short or long rest.

Guard Posts[edit]

Each guard improves to fit their post better. It will be bad if a guard did not pick up a few tricks to make the job easier.

Travel [edit]

The rarest post of them all. Your post is to protect travelers from possible dangers. With your wild shape ability, you scare off dangerous predators.

Wild Shape

At the 3rd level, you can use your bonus action and one use of Form of the Mountain to magically assume the shape of a cat or great cat.

Your Cave-Guard level determines the beasts you can transform into, as shown in the Beast Shapes table.

Beast Shapes
Cave-Guard Level Creatures
3rd cat and panther
9th lion, tiger, and tressym (cat with wings and 60 ft flying speed)

You can stay in a beast shape for a number of hours equal to a third of your Cave-Guard level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Spirit of the Beast

At the 3rd level, the spirits of the beast refresh you and recover your wounds. while you are transformed by Wild Shape, you can use a bonus action to regain hit points equal to 1d10 + your Cave-Guard level.

Once you use this feature, you must finish a short or long rest before you can use it again. Entering a new Wild Shape or refreshing an existing wild shape also restores the uses of this feature.

Primal Strike

At 7th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Tougher Beast

At 7th level, the wild shape starts with more hit points than normal. Wild shapes have 2 extra hit points per Hit Die and gain 1 more natural ac.

Dire Beast

At the 10th level, you can expend two uses of Form of the Mountain at the same time to transform into the dire versions of your wild-shaped beast. Dire versions of your wild shape have the same stats of a normal wild shape except the following:

  • it is one size bigger
  • it has resistance to non-silvered piercing, bludgeoning, and slashing damage
  • it gains temporary hit points equal to your proficiency bonus
Thousand Forms

At the 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.

Additionally, you gain No Flaws in Stone while wild shaped.

Favorite Beast

At the 18th level, you are very familiar with the cat's wild shape. Wild shaping into a cat or tressym does not cost the use of Form of the Mountain. To become a Dire Beast variant of cat or tressym, it only cost of use instead of two.

Cave [edit]

As your class name hinted, most cave-guards... well guard caves. They are known to guard the cave to the Tribe of the Rushing Water. There has been stories of power cave-guards protecting a dragon's cave. In some stories, it is said that they were hired by the dragon. Others say that they guard the world from the dragon.

None Shall Pass

At the 3rd level, you lay magical traps to warn you of coming dangers. You can cast Alarm as a ritual. If you cast this spell this way, alarm spell is dispelled if you move more than 300 ft from it.

Forever Watching

At the 3rd level, out of all the cave-guards, you are most alert when guarding for a long time. If you don't move for 10 minutes, you can enter Form of the Mountain with spending any uses. This free use of Form of the Mountain can last forever but it ends if you move, attack, or cast spells. While you are not moving, attacking, or casting spells, you gain the following:

  • You have advantage on perception and investigation checks.
  • You gain +5 to passive perception and investigation.
Simple Trap

At 7th level, you set up traps for unwelcome visitors. You can cast snare at will. If you cast this spell this way, alarm spell is dispelled if you move more than 300 ft from it.

Beginer's Trap

At the 10th level, you combine magic into your traps. You learn one cantrip from any spell list and your wisdom is your spellcasting modifier. When a creature triggers an alarm spell, the chosen cantrip automatically used on the creature.

Minor Trap

At the 14th level, you make your alarm spell able to reveal invisible creatures. When you cast alarm spell, you can choose between beginner's trap or minor trap. When a minor trap alarm is triggered, faerie fire (with your wisdom is your spellcasting modifier) is casted, and only effects them, on them automatically. It does require your concentration.

Major Trap

At the 18th level, you make your alarm spell deadlier. When you cast alarm spell, you can choose between beginner's trap, minor, or major trap. When a major trap alarm is triggered, mind spike (with your wisdom is your spellcasting modifier) is casted on them as your reaction. It does require your concentration.

Herbs [edit]

You are the only one in the entire Tribe of Rushing Water that can heal others and leave the cave. You are valuable at treating wounds during a battle. With your herbal knowledge, it is your duty to protect and collect herbs around the baren mountains and lush valleys.

Mud'em

At the 3rd level, Mud'em is a special mixture of healing herbs. It gets its name from using mud to trap and stick these herb mixture onto a creature. Mud'em is a great universal bandage for all wounds. It naturally stops bleeding and speeds up healing. If a large amount of Mud'em dries up, it makes a weak sling to keep the broken bones from moving. Mud'em is a key to a successful field medic.

You have a pool of healing herbs inside of Mud'em represented by a number of d4s equal to half of your Cave-Guard level.

As bonus action, you take a Mud'em and use the herbs inside to heal a creature. You spend a number of those dice equal to your proficiency bonus or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You can replenish your supply of Mud'em at the cave of Tribe of Rushing Water or any location that store enough herbs to create Mud'em. Do note that most locations require a minimum of one hour to replenish the supply of Mud'em.

Basic Herbal Knowledge

At the 3rd level, you learn the most common herbs for healing and important herbs to treat wounds. You gain proficiency in medicine skills.

Healer's Assistance

At the 3rd level, you spend a lot of time training to use the medicine. While you are not as good as a proper teller of stones, you can help them with their work. Whenever you help someone do any checks involving herbs (like healing with herbs or finding herbs), in addition to the advantage to the roll, they add your proficiency bonus to the roll.

Nature Soul

At 7th level, your link to the nature allows you to serve as a conduit for natural energy. You have resistance to poison or acid damage. You can change this after a long rest.

Additionally, you can cast Healing Spirit without components. When you cast it this way, instead of a spirit, a moving plant or tiny beast heals your allies.

You can use this once per short or long rest.

Mountain's Protective Coat

At the 10th level, you use a perfect mixture of mud to soften the blows from attacks. You gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your cave-guard level + your Wisdom modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your cave-guard level + your Wisdom modifier.

Mountain's Favorite

At the 14th level, your good deeds has given you a powerful protection. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of positive energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you regain hit points equal to 2d8 + your Wisdom modifier.

Once you use this feature, you can’t use it again until you finish a long rest.

Its not Your Time Yet

At the 18th level, you feel the Tribe of Endless Hunting guiding your steps. You can cast revivify without any spellslots. You can use this feature once per short or long rest.

When you cast revivify, you can choose to give a tribute or promise to Tribe of Endless Hunting instead of paying the material cost. Through signs, Tribe of Endless Hunting may barter for a different tribute or promise.

Hunt [edit]

The second job of cave-guard is to follow prey-hunts on their hunting missions. They tend to be completed focus on their dangerous mission. It is you job to keep a look out for new dangers and to protect them.

Ever Watchful

At the 3rd level, you keep you ears open when everyone else is distracted. When everyone in your party (with the exception of other hunt cave-guards) are distracted with something or have have disadvantage to perception roll, you have advantage to perception roll and +5 to your passive perception

Protect Others

At the 3rd level, with the help of the mountain, you can protect the people you love most. While you're in Form of the Mountain, the first creature you hit with a melee attack on your turn becomes the target of the mountain, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your Form of the Mountain ends.

Mountain's Shield

At 7th level, through the force of the mountain, you can help others. If you are in Form of the Mountain and another creature you can see within 30 feet of you is hit with your attack, you can use your reaction to force them to remake the attack roll and take the second result. The creature that is being attacked has advantage on the next attack roll or saving throw they makes within 1 minute. A creature can be empowered by only one use of this feature at a time.

Your Anger Blinds you

At the 10th level, you anger the wrath of all foes near you. As a bonus action, you can unleash a barrage of insults at all hostile creatures within 30 feet of you that can hear and understand you. They must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier), or it has disadvantage on attack rolls until the start of your next turn.

You can use this bonus action once per short or long rest.

Always by your Side

At the 14th level, you change the strength of the mountain to be with your love ones at all times. As a bonus action, you can take the dash action. You must end your turn closer to an ally.

Additionally, if an effects causes you to move, not push or pull, away from an ally, you instead can chose to move closer to an ally.

I am Here even in your Darkest Moments

At the 18th level, you can travel through the ground to a love one in danger. When a friendly creature within 500 ft of you takes damage that would bring them below 1 hit point, you gain awareness of this event and you can use your reaction to save them. You sink into the ground and appear in front of them. You take the damage instead of the creature. You cannot use this feature if you or the creature is not standing on solid ground.

You can use this feature once per short or long rest. If you are out of uses of this feature, you may gain 1 level of exhaustion and use this feature.

Teller of the Pointed Stones [edit]

You are the tribe of rushing water's leader. Unlike clan leaders, you have a close tie with the tribe of endless hunting (heaven) and you serve as the medicine cat. It would have been too much for a normal clan cat but in the unchanging mountain, there is little responsibility for a leader.

Note: this subclass is purposely very powerful

Teller of the Pointed Stones Spellcasting
Level Cantrips Know Spells Known 1st 2nd 3rd
3 2 2 1 - -
4 2 2 1 - -
5 2 3 1 - -
6 2 3 1 - -
7 2 4 1 1 -
8 2 4 1 1 -
9 2 5 1 1 -
10 3 5 1 1 -
11 3 6 1 1 -
12 3 6 1 1 -
13 3 7 1 1 1
14 3 7 1 1 1
15 3 8 1 1 1
16 3 8 1 1 1
17 3 9 1 1 1
18 3 9 1 1 1
19 3 10 1 1 1
20 3 11 1 1 1
Spellcaster

At the 3rd level, Tribe of Endless Hunting has shown the way of divine magic.

Cantrips

You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at the 10th level.

Spell Slots

The Teller of the Pointed Stones Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a short or long rest.

For example, if you know the 1st-level spell bless and have a 1st-level and a 2nd-level spell slot available, you can cast Bless using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level cleric spells of your choice, two of which you must choose from the divination or abjuration spells on the cleric spell list.

The Spells Known column of the Teller of the Pointed Stones Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be a divination or abjuration spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at the 8th, 14th, and 20th levels can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or abjuration spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Mountian Herbism

At the 3rd level, you are well known for any herbs that grow on the mountain. You have the advantage to find any herbs while in the mountain.

Additionally, you gain proficiency in medicine skills.

Proper Care

At the 3rd level, you have modified your medicine cave to improve healing. Whenever you are in the tribe of endless hunting holy locations or in a well-stocked collection of healing herbs, your healing spells are gaining the following:

  • Reroll any 1s or 2s on healing dice
  • Add your intelligence modifier to the healing
  • Double the amount of healing
  • Remove any magical effects
  • Remove any poison condition
Telling Stones and the Rippling Puddles

At the 3rd level, you can receive signs from the tribe of endless hunting. When you spend more than one minute in the tribe of endless hunting holy locations, you may receive messages from them through signs, usually strange sounds from stones and ripples of the puddles. The signs tell you two different things:

Subject

When you receive such omens, make a history check vs dc of 15. On a pass, you have an idea on the subject that the omen is referring to. On a failure, you get the broadest subject.

Result

All omens come in four different results. You make a religion check vs dc of 15. The higher the result, the clearer will be the omen's result.

  • Weal

Something good will happen to the subject.

  • Woe

Something bad will happen to the subject.

  • Ambivalent

Something both good and bad will happen to the subject.

  • Naught

Nothing good or bad will happen to the subject. It can be a neutral result or no result.

Example: The subject is water and bear. A roll of 5 means you know it is ambivalent. A roll of 10 means that it will be more a good result than a bad result. A roll 15 means that the omen relates to too much water (bad) and cleansing land (good). A roll 20 means there will be a flood (bad) but it will remove something evil from the land (good). A roll of 25 means that a flood will kill an evil bear from this land.

Helping Hand

At the 6th level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

Good Nature

At the 6th level, you easily form friendships with others. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.

Blessing of the Future

At the 10th level, during your long rest, you can receive a vision of what is to come today. When this happens, roll a d4 die. Until you finish your next long rest, you gain access to a special reaction based on the number you rolled:

  • Weal (1)

Whenever a creature you can see within 60 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d4 and add the number rolled to the total.

  • Woe (2)

Whenever a creature you can see within 60 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d4 and subtract the number rolled from the total.

  • Ambivalent (3)

Whenever a creature you can see within 60 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll two d12. Use one to subtract the number rolled from the total and use the other to add the number rolled from the total.

  • Naught (4)

Whenever a creature you can see within 60 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to remove the advantage or disadvantage.

You can only use this feature one minute before and after the event(s) that your vision showed you or event that is foretold by Telling Stones and the Rippling Puddles.

Share the Future

At the 10th level, you can help to change the future without leaving your home. After a short or long rest, you can tell a creature of a possible near future event shown to by your Blessing of the Future. They gain that special reaction while you lose that special reaction until end of long rest.

Additionally, after a short or long rest, you can tell a creature of a possible future event shown to by your Telling Stones and the Rippling Puddles. If you do so, that creature can reroll any dice roll once during that event.

Creatures can only benefit one Share the Future feature at a time.

Cleansing Touch

At the 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest.

Higher Power

At the 18th level, your connection with the Tribe of Endless Hunting has reached its height. Choose one cleric spell of any level. You can cast this spell without any spell slots once per long rest.

After long rest, you can replace this spell for any cleric spell.

Endless Arcanum

At the 19th level, tribe of endless hunting bestows upon you a magical secret called an arcanum. Choose one 4th-level spell from the cleric spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

HB or Official Druid Subclass [edit]

You can use any HB (with the usual approval of GM) and official subclasses for druid.

Treat druid subclass' 2nd level feature(s) as Cave-Guard's 3rd level feature(s).

Moon druid subclass is replaced by Travel subclass.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Cave-Guard class, you must meet these prerequisites: Strength 13

Proficiencies. When you multiclass into the Cave-Guard class, you gain the following proficiencies: Light armor, medium armor, shields

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