Scarecrow Master (5e Class)

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Scarecrow Master[edit]

Creating an Scarecrow Master[edit]

Do you want to harvest the powers of Scarecrows? Do you have a connection to dark magical constructs? Do you want to use the tireless powers and immortal patience? Then allow yourself to use this class!

Quick Build

You can make a Scarecrow Master quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Scarecrow Master you gain the following class features.

Hit Points

Hit Dice: 1d8 per Scarecrow Master level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Scarecrow Master level after 1st

Proficiencies

Armor: None
Weapons: Dagger, Sickle, Handaxe, and any form of Scythe
Tools: Herbalism Kit, Woodcarver’s tools, Carpenter's Tools
Saving Throws: Constitution, Dexterity
Skills: Choose 3 from Athletics, Sleight of hand, Stealth, Arcana, Nature, Animal Handling, Perception, Survival, and Intimidation.

Equipment

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

Table: The Scarecrow Master

Level Proficiency
Bonus
Features Fear Points
1st +2 Unnatural Claws, Fear Powers 2
2nd +2 Tireless Resistence 4
3rd +2 Subclasses 6
4th +2 Ability Score Improvement 8
5th +3 10
6th +3 Scarechetypes 12
7th +3 14
8th +3 Ability Score Improvement 16
9th +4 18
10th +4 Scarechetypes 20
11th +4 22
12th +4 Ability Score Improvement 24
13th +5 26
14th +5 Scarechetypes 28
15th +5 30
16th +5 Ability Score Improvement 32
17th +6 34
18th +6 36
19th +6 Ability Score Improvement 38
20th +6 40

Unnatural Claws[edit]

At 1st level, you have grown unnatural Scarecrow claws which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike. Your claws count as magical for the purposes of overcoming resistances. This damage increases to 2d4 at level 10.

Fear Powers[edit]

At 1st level, you discover that having tapped into Scarecrow powers grants you access to their most potent ability. Their ability to induce fear. You can use these abilities by using Fear Points you have a number of fear points based on your level. As shown on the leveling graph. You regain all expended Fear Points when you finish a long rest. Some of these abilities require a saving throw the DC for your Fear Powers saving throws = 8 + your proficiency bonus + your Dexterity modifier

  • Terrifying Glare. As an action You can spend 3 Fear Points to target a creature you can see within 30 feet of you. If the target can see you the target must make a Wisdom saving throw. On a failed save it becomes magically frightened until the end of your next turn. If the target was already frightened before it failed the wisdom saving throw of Terrifying Glare the frightened target Becomes paralyzed On a failed save.
  • Abhorrent Attacks When making a Melee attack with a weapon you are proficient with. You can spent 1 Fear point to make it so that if the attack hits the target of the attack is forced to make a Wisdom saving throw or be frightened until the end of your next turn.

Tireless Resistence[edit]

At 2nd level, You start to mimic scarecrows in body and ability. You have advantage on Saving Throws against poison, and you have resistance against poison damage. and you have advantage on saves against effects that would put you to sleep.

Subclasses[edit]

3rd level, you chose a Scarechetype. Choose between Herbivore Harvester, Soul Slasher, or Wooden Warden all detailed at the end of the class description. Your choice grants you features at 3rd level and again at the 6th, 10th, 14th level.

Ability Score Increase[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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


Scarechetypes[edit]

Soul Slasher[edit]

You want to be more efficient at harvesting souls and lean more into the soul part of the Scarecrow

Soul Harvest

Once you reach 3rd level, you learn how to use basic soul collection to strengthen yourself. Whenever a creature you can see dies, you can use your reaction to harvest their soul through your Soul Harvesting Gaze. Whenever you do that you gain 1 of that creatures hitdice + both your Constitution and Dexterity modifier in temporary hitpoints.

Syphoning Slashes

At 6th level, you start to more directly harvest souls. Whenever you make an attack using your Unnatural Claws, you regain half of the damage dealt as health. As you slash at the creature's pure essence.

Decaying Disposition

At 10th level, you now harvest enough of their soul with every strike that they start to feel it in the moment. Whenever you hit two attacks using your Unnatural Claws in the same turn against the same creature. The creature has to make a Constitution saving throw against your Scarecrow Magic DC or take your Unnatural Claws damage again in necrotic damage.

Herbivorius Harvester[edit]

Wooden Warden[edit]

Laminate Legion[edit]

Fearing Fright[edit]

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