Order of Serataani (5e Subclass)

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Order of Serataani[edit]

Blood Hunter Subclass

Blood hunters from the order of the Serataani are devoted to the Wild Mother, and gain their powers from nature as well as from their goddess. They hunt unnatural monsters that disturb the equilibrium of the natural world.

Spellcasting
Blood Hunter Spellcasting
Bloodhunter
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Spellcasting
When you reach 3rd level, you can draw the power from nature to cast spells.
Cantrips
You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
Spell Slots
The Order of the Serataani Spellcasting table shows how many spell slots you have to cast your 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.
Spells Known of 1st Level and Higher
You know three 1st-level druid spells of your choice. The Spells Known column of the Path of the Order of the Serataani spellcasting table shows when you learn more druid spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the druid spells he know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for the druid spells. You use your Wisdom whenever a spell refers to his spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Rite of Thorns

Starting at 3rd level, you learn a new Crimson Rite: the Primeval Rite. Weapons with this rite are ensnared by thorns. The damage type for this rite is piercing, and this piercing damage is considered magical. In addition, you can place a rite upon a druidic focus. When you do so, you add your Rite Die to the damage of your druid cantrips.

Path of the Forest

At 7th level, when you are nearby a tree or shrub of your size or higher, you can enter it, spending 10 feet of movement, and emerge within 5 feet of another shrub or tree of your size or larger you can see within 60 feet.

Brand of the Grasping Vines

At 11th level, when you place your Brand of Castigation, you can cause spectral vines to spring up and reach for that creature. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.

Blood Curse of the Infectious Growth

At 15th level, you learn a new curse, the curse of the Infectious Growth. As an Action, you cause tiny plant seeds to sprout inside a creature's blood you can see within 30 feet, causing plants to constrict that creature from the inside. The cursed creature can make a Constitution saving throw at the end of each of its turns, ending the curse on itself on a success.

Amplify. The plants sprout from the creature's flesh. The creature have its movement speed reduced to 0 and takes 2d6 piercing damage when you inflict this curse, and it takes this damage again each time it fails a Constitution saving throw to end the curse. A creature reduced to 0 hit points by this feature becomes a tree.
Aura of Bloom

At 18th level, you exude an aura of flourishment and nurturing in a 30-foot radius around you. This aura has the following effects:

  • Any friendly creature within the aura can roll a hit dice, regaining hit points equal to the number rolled plus a roll of your hemocraft die.
  • A creature under the effects of your Brand of Castigation rolls your hemocraft die and subtract from the saving throws to end the restrained condition if it makes the save while within your aura range.
  • A creature under the effects of your Blood Curse of the Infectious Growth take damage equal to your hemocraft die in each turn it starts within the aura.
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