Nature's Chosen (5e Class)

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Nature's Chosen[edit]

A large party in the center of the town. A fruit Leshy is in the center of the celebration. She uses magic to grow fruits from the ground. As the town members feast on it, they slowly become drunk and merry. The happy Lreshy continues to play music and keep the party up. Who would have thought a creature from nature would throw such a great party with timber town?

What it means to be Nature's Chosen[edit]

Once in a while, a person becomes great friends with one of the shy Leshy. When Leshy's creator takes interest in this rare, strong friendship, they can offer a gift. The gift of Nature's Chosen. The power to become closer to nature. The ability to become a Leshy. The freedom to follow their passion. Very few refuses this gift.

Other times, a person managed catch the eye of nature. Over time, their body becomes infused with the power of nature. One day, they simply gain the ability to transform into a Leshy.

A Nature's Chosen called to three behaver. The calling to have fun with others. With the talent in music, cocktail fruits, and natural charm, they can easily start up any party and become the center of it. The calling of growing nature. Their magic is given to help and improve the wellbeing of nature. The final call is to follow their dreams. They are unbound from the rules of civilization and the responsibility to protect nature. Nature's Chosen is to have have fun first then help nature herself.

Creating a Nature's Chosen[edit]

How did you become Nature's Chosen? What is your dream? Why do you want to bring joy to others? Why do you want to improve nature? How do you balance between civilization life and growing nature?

Quick Build

You can make a Nature's Chosen quickly by following these suggestions. First, charisma or strength should be your highest ability score, followed by dexterity or constitution. Second, choose the Hermit background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Nature's Chosen you gain the following class features.

Hit Points

Hit Dice: 1d10 per Nature's Chosen level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Nature's Chosen level after 1st

Proficiencies

Armor: light, medium, or heavy armor and shield
Weapons: simple weapons
Tools: All musical instruments
Saving Throws: Wisdom and charisma
Skills: Any 3 skills

Equipment

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

Table: The Nature's Chosen

Level Proficiency
Bonus
Features Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 Vegetive Entity, Reclaim Weapons -
2nd +2 Beast Tamer, Fruits of Nature (d6) -
3rd +2 Spellcasting, Muse 1 2
4th +2 Ability Score Improvement 1 3
5th +3 Extra Attack 1 3
6th +3 Healing Balm 1 3
7th +3 Muse Feature 2 4 2
8th +3 Ability Score Improvement 2 4 2
9th +4 Shaman's Rituals, Fruits of Nature (d8) 2 4 2
10th +4 Verdant Burst 3 4 3
11th +4 Bestial Fury 3 4 3
12th +4 Ability Score Improvement 3 4 3
13th +5 Shaman's Rituals Improvement, Fruits of Nature (d10) 4 4 3 2
14th +5 Muse Feature 4 4 3 2
15th +5 Evasion Master 4 4 3 2
16th +5 Ability Score Improvement 5 4 3 3
17th +6 Shaman's Rituals Improvement, Fruits of Nature (d12) 5 4 3 3
18th +6 Muse Feature 5 4 3 3
19th +6 Ability Score Improvement 6 4 3 3 1
20th +6 Perfect physique 6 4 3 3 1

Vegetive Entity[edit]

At 1st level, you are given a special ability to become a plant-like creature by nature. As an action, you become one with nature and transform into a leshy and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

  • 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. Leshy stats can be found at the bottom of this class.
  • If your armor does not fit in your new form, it disappears.
  • When you are not wearing armor, your ac is 10 + your strength modifier + your charisma modifier. You can use a shield and still benefit from this.
  • Your strength based attacks deals an extra 1d4 acid or poison damage

You can enter your vegetive entity twice per short or long rest.

Reclaim Weapon[edit]

At 1st level, nature has reclaim your weapons, making it better than before. When you are wielding a weapon, it becomes a reclaim weapon until you let go of your weapon. Reclaimed weapons deal an extra 1 poison damage if wrapped by vines and thorns or an extra 1 acid damage as a web of fungus covers the weapon.

Additionally, you gain one fighting style from the ranger class.

Beast Tamer[edit]

At 2nd level, you bring your best animal companion with you to your travels. You gain Primal Companion from Tasha's Beast Master Ranger.

Fruits of Nature[edit]

At 2nd level, you can quickly grow fruits to help your friends to feel better. During a short rest, you can choose that the fruits you have grown. You can make some of them to be a weakly acholic (similar to a cocktail). Regardless, they do not provide any nutrition.

If you or any friendly creatures who eat the fruits and regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Spellcasting[edit]

At 3rd level, You have learned to follow the nature's flow and change its path through music. While they are limited, it is an important tool to bring forth nature and joy.

Spell Slots

The Nature's Chosen table shows how many spell slots you have to cast your ranger 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 long rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.

Spells Known of 1st Level and Higher

You know one 1st-level spells of your choice from the ranger spell list.

The Spells Known column of the Nature's Chosen table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 9th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your ranger spells. Your magic comes from the nature and you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Ritual Casting

You can cast any ranger spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a musical instrument as a spellcasting focus for your ranger spells.

Muse[edit]

At 3rd level, you chose a Muses. Choose between , all detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 14th, and 20th 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, instead of once, whenever you take the Attack action on your turn.

Healing Balm[edit]

Beginning at 6th level, you use the fruits and herbs of nature to heal your ally. You have a pool of healing balm represented by a number of d4s equal to twice your Nature's Chosen level.

As a bonus action, you can choose an ally you can see within 5 feet of you and spend a number of those dice up to your charisma modifier. Roll the spent dice and add them together. The target regains a number of hit points equal to the total.

You regain the expended dice when you finish a long rest.

Shaman's Rituals[edit]

At 9th level, you learn how to cast spells from shamans, druids, ranger, and other natural spellcaster. You can cast the following spells as rituals and without any spell slots or preparing the spell. These spells are added to your spell list but you don't automatically learn them.

Shaman's Rituals
Level Ritual Spells
9th Animal Friendship, Animal Messenger, Beast Bond, Beast Sense, Detect Poison and Disease, Locate Animals or Plants, Purify Food and Drink, Speak with Animals
13th Lesser Restoration, Locate Object, Meld into Stone, Speak with plants, Spike Growth, Tiny Hut, Water Breathing, Wither and Bloom
17th Create Food and Water, Daylight, Locate Creature, Motivational Speech, Plant Growth

Bestial Fury[edit]

Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks.

Evasion Master[edit]

Beginning at 15th level, you and your beast companion train to avoid attacks. You and your beast companion gain evasion.

Perfect Physique[edit]

At 20th level, you hone your body to get the perfect body. our Strength and Charisma scores increase by 4. Your maximum for those scores is now 24.

Muses[edit]

Your magic is controlled by music and your fate is controlled by your muse. Nature's chosen are given abilities to help them seek out on what inspired them. It is up to fates and you if your dream does come true.

Hint: a certain animal can belong to multiple subclasses

People[edit]

You desire to be with people. You enjoy being the center of attention. You are inspired to change people's lives.

People Spells

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

Whenever you gain a Nature's Chosen level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a bard spell list.

People Spells
Level Spell
3rd Friends, Charm person
7th Suggestion
13th Fast Friends
19th Compulsion
Avian Companion

At 3rd level, birds, like people, cannot help themselves from flocking towards you. When your Beast Tamer is an avian, it gains the following:

  • They can speak the same languages as you
  • They gain expertise in performance and perception or deception
  • Sing: as an action, all creatures within 30 ft have disadvantage on perception check until the end of the bird's turn as they lower their guard from the calming singing.
Birdic Inspiration

At 7th level, you can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d8.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Birdic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Birdic Inspiration die is rolled, it is lost. A creature can have only one Birdic or Bardic Inspiration die at a time.

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

Your birdic die becomes d10 at 18th level.

Bird of Paradise

At 14th level, your bird companion becomes the pretties bird of them all. Your bird companion's charisma is increased by 2.

Additionally, your avian companion gains the Bird of Paradise: If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing or dancing. At the end of the performance, choose a number of humanoids or birds within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

Song Bird

At 18th level, your avian companion helps you to resist evil effects. When you give no commands to your bird companion, they may choose between taking the dodge action or countercharm.

Countercharm: As an action, you can start a song that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The song ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Combat[edit]

You enjoy the thrill of combat. You desire to become stronger and better. You actively seek out strong foes to self-improve yourself.

Combat Spells

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

Whenever you gain a Nature's Chosen level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a paladin spell list.

Combat Spells
Level Spell
3rd Lighting Lure, Compelled Duel
7th Magic Weapon
13th Crusader’s Mantle
19th Aura of Purity
Ursidae Companion

At 3rd level, unlike most people, you play with the dangerous creatures called bears. When your Beast Tamer is a bear, it gains the following:

  • Size becomes large
  • Goaling Roar: As an action, all creatures within 10 ft make a wisdom saving throw vs your spell dc or become unable to attack any creature except the bear until the end of their turn. This can be used once per long rest.
  • Daunting Roar: As n action, all creatures within 10 ft make a wisdom saving throw vs your spell dc or become frightened by the bear until the end of their turn. This can be used once per long rest.
Resilance Leshy

At 7th level, you become more used to the common combat. While you are in Vegetive Entity, you gain resistance to two of the follow damage types: bludgeoning, piercing, or slashing damage. The can change your resistance as a bonus action.

Reckless Attack

At 7th level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Rampaging Bear

At 14th level, there is nothing scarier in the animal kingdom than a raging bear. Your bear companion gain rage from barbarian and frenzy from berserker barbarian. While they cannot enter rage, they can enter frenzy twice per long rest.

Complete Resilience

At 18th level, mortal weapons have a hard time hurting you. You gain resistance to bludgeoning, piercing, and slashing damage with in Vegetive Entity. Additionally, you gain resistance to other damage types of your choosing while in this form. You can change your resistance as a bonus action.

Restorative[edit]

You like to fix object and cure people. You enjoy the challenge of fixing broken complex object. You like the praises and fame from healing others. It is your job to fix the world.

Restorative Spells

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

Whenever you gain a Nature's Chosen level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a cleric spell list.

Restorative Spells
Level Spell
3rd Mending, healing word
7th Lesser Restoration
13th Mass Healing Word
19th Aura of Life
Clestial Companion

At 3rd level, you are blessed with the presence of celestial creatures. When your Beast Tamer is a celestial, it gains one of the following:

Pegasus

They become size large and rideable

Unicorn

Healing Touch: They can cast cure wounds without any spell slots. You can use this feature up to your proficiency bonus per long rest.

Preserve Life

At 7th level, You can use your divine magic to heal the badly injured and fix broken items. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your Nature's Chosen level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead.

Additionally, all items in range have mending cast on them. This mending cannot regain hit points or grant temporary hit points.

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

Celestial Companion Improvement

At 14th level, your celestial companions become stronger. You celestial companion gains one of the following.

Giant Pegasus

Up to three people can be on a Pegasus as there size becomes massive.

Unicorn

Shimmering Shield: As a reaction, the unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn’s next turn. You can use this feature up to your proficiency bonus per long rest.

Supreme Healing

At 18th level, your healing is unmatched. You gain Supreme Healing from life cleric.

One Shot[edit]

It is your dream to one shot your foes. You aim to hit extremally hard, regardless the cost. One shotting a creature gives you great joy.

One Shot Spells

Starting at 3rd level, you learn additional spells when you reach certain levels in this class, as shown on the One Shot Spells table. Each of these spells counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Whenever you gain a Nature's Chosen level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a paladin spell list.

One Shot Spells
Level Spell
3rd Booming Blade, Thunderous Smite
7th Branding Smite
13th Blinding Smite
19th Staggering Smite
Horned Companion

At 3rd level, you show the right amount of respect to these noble, and dangerous, creatures. When your Beast Tamer has horns or other bone-like growth on their head, it becomes size large and gain the gorge ability.

Gore: a normal attack with increase damage of 1d4.

Prepare the One Shot

At 7th level, you prepare to strike with all your might. As an action, choose one creature within 60 ft and study their behavior. Until the end of your next turn, you have advantage all attack rolls against the creature. If you hit the targeted creature while this effect is up, you may spend a spell slot to deal an extra acid damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

Stampede

At 14th level, never get in a way of a stampede. Your horned companion gains the charge feature:

Charge: If the companion moves at least 20 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 1d8 bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Fear Nothing

At 18th level, we fear no foe. You and friendly creatures within 10 feet of you can't be frightened while you are conscious. Additionally, your horned companion and friendly creatures within 10 feet of them can't be frightened while they are conscious.

Crime[edit]

You enjoy preform petty crime, not the hard and real crime. You like to figure out how far you can push your petty crime until someone notices. You like to think of new ways to technically breaking the law. Committing petty crime is fun as long no one is hurt.

Crime Spells

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

Whenever you gain a Nature's Chosen level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an illusion from any spell list.

Crime Spells
Level Spell
3rd Minor illusion, Disguise Self
7th Invisibility
13th Major Image
19th Greater Invisibility
Rodent Companion

At 3rd level, you see rodents as cute friends, not disguising pest. When your Beast Tamer is a rodent, it gains the following:

  • Size becomes tiny
  • Proficiency in stealth
  • Gain a swimming, burrowing, and climbing speed of 20 ft
  • Chew: You deal tripled damage against wooden and wall materials. With enough damage, it can create a hole in the object.
Cunning Action

At 7th level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Little Thieves

At 14th level, you train your rodent friend to help you with your crime. Your rodent companion can lift and carry an object up to five times their weight. Additionally, your companion gains expertise in lock picking.

Reliable Talent

At 18th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Magic[edit]

You are fascinated the art of magic. You want to study every form of magic. There is so many different ways to channel magic and you want to see all of them. Magic is always interesting and unexpecting.

Magic Spell

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

Whenever you gain a Nature's Chosen level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a wizard spell list.

Magic Spells
Level Spell
3rd Mage hand, Detect Magic
7th Magic Weapon
13th Counterspell
19th Arcane Eye
Feline Companion

At 3rd level, it is well known that witches have cats. When your Beast Tamer is a cat, it gains Pounce feature.

Pounce. If the cat moves at least 20 ft. straight toward a creature and then hits its normal attack on the same turn, that target must succeed on a Strength saving throw vs your spell dc or be knocked prone. If the target is prone, the tiger can make one bite attack witch deals half damage of the normal attack against it as a bonus action.

Witch's Familiar

At 7th level, your companion is better than most familiar. Your feline companion is also your familiar with the effects of the find familiar spell.

Share Spells

At 14th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.

Magic Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that you know. You can cast those spells at their lowest level without expending a spell slots. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

After a long rest, you can exchange one or both of the spells you chose for different spells of the same levels.

Pranks[edit]

You enjoy seeing people's reaction to your pranks. You find it funny to see people fall for your pranks. You spend large amount of time plotting your next great prank.

Prank Spell

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

Whenever you gain a Nature's Chosen level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a bard spell list.

Pranks Spells
Level Spell
3rd Infestation, Unseen servant
7th Nathair’s Mischief
13th Nondetection
19th Giant Insect
Bug Companion

At 3rd level, you care about the small creatures When your Beast Tamer is a bug, it gains the following:

  • size becomes tiny
  • expertise in stealth
  • Increase ac by 2
  • You no longer add your proficiency modifier to the damage.
Gather Swarm

At 7th level, you prepare your swarm to hurt anyone that wishes harm on you. You gain Gather Swam from Swarmkeeper ranger.

Like a Fly on a Wall

At 14th level, your companion is hard to spot. They gain +10 to stealth checks and can hide in the open.

Swarming Dispersal

At 18th level, you learn to use your transformation abilities to avoid attacks from angry victims of your pranks. You gain Swarming Dispersal from swarmkeeper ranger.

Civilization[edit]

You are interested in the history of civilization. Just because you are given nature spells and transform into nature, does not mean that you have to fight civilization. You enjoy learning about a civilization culture.

Civilization Spell

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

Whenever you gain a Nature's Chosen level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an artificer spell list.

Civilization Spells
Level Spell
3rd Create Bonfire, Identify
7th Pyrotechnics
13th Tiny Servant
19th Mordenkainen’s Private Sanctum
Primate Companion

At 3rd level, primates treat you as you are one of them. When your Beast Tamer is a primate, it gains the following:

  • They gain your weapon and armor proficiency.
  • Monkey see, monkey do: They gain proficiency in the last skill, tool, or musical instrument that you last used and you had proficiency in.
  • Rock Throw: Range Weapon Attack: your spell attack modifier to hit, range 20/60 ft., one target. Hit: 1d6 + 2 + PB bludgeoning
The Right Tool for the Job

At 7th level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Additionally, you gain expertise in the magical tool that you have created.

Going Bananas

At 14th level, your primate goes crazy. As an action, your primate goes ape and gain the following for 1 minute:

  • Increase speed by 30 ft
  • Take and deal half damage
  • Constantly making noise that can be heard up to 1 mile away and they cannot sleep
  • All creatures within 60 ft have disadvantage on perception checks
  • extremely annoying and a great alarm clock

This can stop prematurely as an action or you petting them as a free action.

Spell-Storing Item

At 18th level, you can now store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).

While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your charisma modifier (minimum of twice) or until you use this feature again to store a spell in an object.

Sea[edit]

The horror, monsters, and the strange life of the sea gives your curiosity, instead of fear. You want to explore the deep dark of the sea that no person ever gone to. You want to find new times of creatures that live deep in the ocean

Spell

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

Whenever you gain a Nature's Chosen level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a warlock spell list.

Sea Spells
Level Spell
3rd Shape Water, Arms of Hadar
7th Air Bubble
13th Tidal Wave
19th Black Tentacles
Aquain Companion

At 3rd level, you often swim with the aquatic creatures. When your Beast Tamer can swim or breath under water, it gains the following:

  • Speed speed is doubled or gain 60 ft swimming speed
  • A medium or smaller creature can ride them
  • Darkvision up to 120 ft
  • They can communication with you telepathically.
Gift of the Sea

At 3rd level, you gain a swimming speed of 40 feet, and you can breathe underwater.

Oceanic Soul

At 7th level, you are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.

Sky Swimmer

At 14th level, air is just lighter water. Your aquatic creatures can swim though the air and gain flying speed equal to their swimming speed.

Fathomless Plunge

At 18th level, you gain Fathomless Plunge from fathomless warlock

History[edit]

You desire to learn what nature look like many centuries ago. You like to learn on how creatures back then reacted to a much different environment. And dinosaurs are cool.

History Spell

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

Whenever you gain a Nature's Chosen level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination from any spell list.

History Spells
Level Spell
3rd Guidance, Comprehend Languages
7th Borrow Knowledge
13th Clairvoyance
19th Divination
Reptilian Companion

At 3rd level, reptilians are known to sun bathe around you. When your Beast Tamer is has scales, it gains the following:

  • +1 AC
  • Loose Tail: As a reaction and 1 point of necrotic damage, your companion loses their tail. The triggering attack targets the tail instead of your companion. The tail has 1 hp and 10 AC. This cannot be used again until your companion is healed.
Blessings of Knowledge

At 7th level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Prehistoric Adaption

At 14th level, your companion gains abilities that would help them in the ancient days. Your reptilian companion gains one of the following:

  • Tyrannosaurus Rex

Your companion's attacks deal an extra 1d8 damage. If a creature did not move, cast a spell, or attack, they are invisible to your companion.

  • Dilophosaurus

Acid Spit: As an action, make a ranged attack of 30/90 ft. On a hit, it deals 1d4 acid damage and the creature is blind until the end of their turn.

  • Stegosaurus

Thagomizer (tail): make a melee attack with 10 ft reach. On a hit, deal the usual damage and the creature is grappled from being pinned by its spikes.

  • Triceratops

Gore: just a normal attack that deals an extra 1d4 damage

  • Velociraptor

Pack Tactics. The velociraptor has advantage on attack rolls against a creature if at least one of the velociraptor's allies is within 5 feet of the creature and the ally isn't incapacitated.

  • Spinosaurus

Bite: normal attack with strength or dexterity saving throw vs your spell dc or become grappled.

Tail: normal attack that has reach and with strength or dexterity saving throw vs your spell dc or become prone.

  • Archaeopteryx

Sharp set of teeth in their beak gives them double amount of damage dice.

Draconic Adaption (optional feature)

Replaces Prehistoric Adaption

At 14th level, dragons live in the ancient days, right? Your reptilian companion gains the ability to use Drake’s Breath from Drakewarden ranger.

Visions of the Past

At 18th level, you gain Visions of the Past from knowledge cleric.

Agriculture[edit]

Many people forget how important agriculture is. Not only it produce food for the people but it also allowed civilization to exist. You are impressed that people have tamed dangerous tigers and wolves into the cute and friendly house cats and dogs.

Agriculture Spell

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

Whenever you gain a Nature's Chosen level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a druid spell list.

Agriculture Spells
Level Spell
3rd Thorn Whip, Animal Friendship
7th Spike Growth
13th Plant Growth
19th Dominate Beast
Domesticated Companion

At 3rd level, you are known to be the animal whisperer. When your Beast Tamer is domesticated by people or lives in a urban environment (like pigeons), it gains the following:

  • Their size can be any where between tiny and large.
  • Gains proficiency in performance as they know some tricks.
  • They cannot be lost in an urban environment
  • Blend with the Crowd: as an action, you gain +10 stealth. This effect ends when you preform an action that is not normal for this creature or be in a location that this creature does not belong.
Charm Animals and Plants

At 7th level, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

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

Beast of Burden

At 14th level, your companion do better at their jobs. Your dominated companion gain one of following:

  • Deliverer News

You can cast animal messenger at will on your companion. While under the effects of animal messenger, their movement is tripled which allows them to deliver their payload faster than normal. After delivering the message, they will wait around up to 5 minutes before teleporting back to you.

  • Physical Labor

Your companion gain +2 strength and can carry twice as many. Additionally, they lose one level of exhaustion after a short rest.

  • Therapy/ Pet

Your companion gain +2 charisma. Additionally, they can cast calm emotions at will.

  • Pest

Your companion gains expertise in stealth and thieves' tool. As an action, they can teleport back to you.

Master of Nature

At 18th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.

Creation[edit]

You are amazed at what people and nature can create. You gawk at the massive castles and colorful shells equally. One day, you want to create something that leaves a mark on this world

Creation Spell

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

Whenever you gain a Nature's Chosen level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration from any spell list.

Creation Spells
Level Spell
3rd Blade Ward, Shield of Faith
7th Aid
13th Protection from Energy
19th Stoneskin
Shelled or Armored Companions

At 3rd level, you naturally become drawn to creatures with shells or a hard, armored skin. When your Beast Tamer has shell, armored skin (like crabs), or hard scales, it gains the following:

  • +2 AC
  • -5 ft speed
Strengthed by the Forge

At 7th level, you gain the ability to imbue magic into an armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor.

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

Artisan's Blessing

Starting at 7th level, you learn a simple magic ritual to create simple items.

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

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

Shelled in

At 14th level, your companions become better at defending. When your shelled or armored companions take the dodge action, they gain the following:

  • +5 ac
  • Become prone
  • Loose all movement
  • Advantage to resist being pushed or pulled.
Soul of the Forge

At 18th level, your mastery of the forge grants you special abilities:

  • You gain resistance to fire damage.
  • While wearing heavy armor, you gain a +1 bonus to AC.

Leshy[edit]

Small plant

You have the following features

  • Your subtype is plant
  • Your size is small
  • Your movement speed is 25 ft
  • Low-light vision: you treat dim light as bright light
Kindred Language

You can speak to and understand plants or fungus that matches with the plant or fungus that your leshy is based on.

Verdant Burst

When you leave this form, a burst of primal energy explodes from your body, restoring 3d6 Hit Points to each plant creature in a 30-foot radius. This area fills with the plant or fungus that your leshy is based on, becoming difficult terrain. If the terrain is not a viable environment for the plant or fungus, they wither after 24 hours.

Subraces

Choose one of the subraces below. The save throw dc of your subraces is 8 + your charisma modifier + your proficiency modifier

Leshy01.png
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Cactus[edit]

Spiny Body

A cactus leshy is covered in spines. Any creature that grapples cactus leshy or when cactus leshy grapples a creature, they takes your strength modifier piercing damage.

Adapted to the Desert

A cactus leshy have advantage to resisting the harsh climate of the hot desert.

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Fly Trap[edit]

Fly Trap Hands and Head

A fly trap leshy can cast primal savagery cantrip as the inside of a fly trap is very acidic. Charisma is your spellcasting modifier.

Spittle

A fly trap leshy can cast acid splash cantrip as you can spit a big blob of acid. Charisma is your spellcasting modifier.

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Strawberry leshy character by Sita on twitter

Fruit[edit]

Restorative Fruit

Your body continually produces small fruits imbued with primal magic. You or an ally can remove this fruit as a free action. If a living creature that can derive sustenance from fruit consumes it as an action within the next hour of picking the fruit, they regain hit points equal your level. You have one fruit per long rest.

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Fungus[edit]

Spore Pod

As an action, a fungus leshy throughs a spore pod at a creature within 60 ft. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 poison damage. As the spore irate the eyes of non-fungi creatures, it also has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spore pod’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Decompose

A fungus leshy can release fast growing spores into a corpse. As an action, you reach out and touch the corpse of a creature. Over the next minute, the corpse begins to rapidly decompose, sprouting fungus as it begins to degrade into compost and mulch. An odd-colored flower or two may also spring from the corpse in this time. Applicable requirements for resurrection are unaffected by this decomposition.

Leshy_GourdLeshy.png
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Gourd[edit]

Ensnare

When the gourd leshy damages a creature with an weapon attack, vines lash out from the leshy (or ammo) and wrap around the target’s limbs. The target must attempt a dexterity saving throw. On a failure, the target speed is reduced by 10 ft until the end of their turn.

Keepsake

A gourd leshy's head is hollow and a perfect place to store items inside. You can store one tiny object in your head. As long it is in your head, it is constantly under the effects of nondetection and mending. It is a free action to store and draw items from your head. When you leave this form, the item safely lands near you.

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Leaf[edit]

Deafening Blow

When a leaf leshy hits with its weapon attack, the creature makes a constitution saving throw. On a failure, they are deafened until the end of their turn.

Glide

The leshy glides gently through the air, moving 5 feet toward the ground and up to 25 feet forward.

Additionally, for the purpose of determining damage from falls, a leaf leshy always treats falls as if they were 20 feet shorter.

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Lichen Leshy by Jose Parodi

Lichen[edit]

Expert Climbers

You gain climbing speed equal to your walking speed

Degradation

The lichen leshy’s melee attacks envelop the target in a lattice of delicate digestive growths. The effected creature can use their action to tear away any such growths. If a creature ends its turn without having removed the growths, the tendrils fall away as they release acid. It deals 2d4 acid damage to that creature unless it succeeds on a Constitution saving throw. The acid damage increases to 2d6 at 6th level, 2d8 at 10th level, and 2d10 at 14th level.

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Lotus[edit]

Water Walker

You effortlessly float on the surface of water. You can walk on the surface of still water and other non-damaging liquids, moving at half your normal Speed. You can attempt to walk along the surface of flowing water as well, still moving at half Speed, but doing so requires a successful Acrobatics check to balance on top of the water with the same DC as to Swim through the water; on a failure, you fall into the water. This Acrobatics check doesn’t use an action.

Smell of Tranquility

A lotus leshy can bring tranquility to others. As an action, you release a calming, flowery smell and you cast calm emotions centered on yourself. A creature that succeeds at the save is immune to that leshy’s tranquility for 24 hours. The save DC is Charisma-based. You can use this up to your proficiency bonus per long rest.

Root[edit]

Tough

You have 5 * your level instead of 4 * your level of temporary hit points.

Rooted

You have advantage to preventing being shoved, prone, pushed, and pulled.

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Seaweed[edit]

Deep Sea Divers

A seaweed leshy gains a swimming speed equal to their movement speed. Additionally, you can breath underwater.

Sea Water Spray

A seaweed leshy's water jet has enough salt in it to temporarily impair their target's vision. As an action, choose a creature within 30 ft, they make a constitution saving throw. On a fail, they are blinded for 1 minute. This effect ends early if they use their action to rub the salt out of their eye or succeed the saving throw at the end of their turn.

Sun Flower[edit]

Heliotrope

Requirements: The sunflower leshy be in an area of bright light

When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, by reflecting light from their face, before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.

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

Putting Sun in Sun Flower

Once per long rest, you can cast day light centered on yourself.

Additionally, you can cast light cantrip on your self.

Vine[edit]

Climbing Vines

A vine leshy gains a climbing speed equal to their movement speed. You have advantage on athletics check to climb up. You do not need to use your hands to climb up.

Extend Vines

The vine leshy use their bonus action to extend or shorten their arms. With limbs extended, the vine leshy has a 10-foot reach. The leshy can't use weapons that already have reach in this way, because they would be unable to keep their balance.

Optional Feature[edit]

Humanoid Entity[edit]

Requirements: Your race is Leshy or Leshy-like

Replaces Vegetive Entity

At 1st level, you are given a special ability to become a humanoid-like creature by nature. As an action, you become one with flesh and transform into a humanoid creature and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

  • 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. Your new form is any humanoid race.
  • If your armor does not fit in your new form, it disappears.
  • When you are not wearing armor, your ac is 10 + your strength modifier + your charisma modifier. You can use a shield and still benefit from this.
  • Your strength based attacks deals an extra 1d4 damage

You can enter your humanoid entity twice per short or long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Nature's Chosen class, you must meet these prerequisites: str 13 and char 13

Proficiencies. When you multiclass into the Nature's Chosen class, you gain the following proficiencies:

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