I really like this and love the concept! I think you could increase the range of the Living Legacy and Protect the Bloodline abilities for all three types or give the Warrior another ability as it'll likely never be within range of the caster to use those abilities. The Arcanist would thus need a new ability (maybe a cantrip or Level 1 spell that it can cast in place of one of its attacks?), but I think the constant Temp HP from the Saint overshadows it already. You could also let the Protect the Bloodline buff last until the start of your next turn ala Shield or remove the 3/day limiter on it.
I really like this and love the concept! I think you could increase the range of the Living Legacy and Protect the Bloodline abilities for all three types or give the Warrior another ability as it'll likely never be within range of the caster to use those abilities. The Arcanist would thus need a new ability (maybe a cantrip or Level 1 spell that it can cast in place of one of its attacks?), but I think the constant Temp HP from the Saint overshadows it already. You could also let the Protect the Bloodline buff last until the start of your next turn ala Shield or remove the 3/day limiter on it.
Interactive Options: Bandits, Outlaws and Scallywags
Spirit Cage
Stupid Stallworth walked by me while I was inspecting the runes. Next second he's trying to kill us all and leave.
-Bartholomew the Wise's retelling of his latest dungeon delve
Typically surrounded by wards or runes meant to trap the ghost, entrances to a Spirit Cage (Which can be identified by a successful DC 12 Arcana Check) can be described as the bars of a cell, only the living can pass through while the deceased cannot. The shape and contents of the room tend to vary, some being abandoned studies, others being a simple stone circle in the woods. The reason for the spirits trapping too varies, however over time they all eventually become deranged freedom seekers, willing to harm anything and everything to get its way out.
When a living creature enters a Spirit Cage, the ghost will attempt to posses their bodies, forcing them to make a DC 13 Wisdom Saving Throw. On a failure, the ghost successfully possesses the subject and controls their actions. It however cannot cast spells the subject would typically know nor can access their memories. They may repeat this saving throw at the end of their turns until they succeed, which in turn ends the possession. On a success, the creature becomes aware of the spirits presence and is not possessed. The ghost can possess up to three creatures at once.
The spirits goal is to use the mortal body to destroy the runes surrounding the entrance, as that is the only way they may escape, even if they are possessing a creature. There are three prominent symbols in a Spirit Cage entrance, each with a 14 AC and 20 HP. Once all three are destroyed, the magic in the Spirit Cage dies and the ghost may leave. Whether it decides to try and keep the mortal's bodies or simply leave it is the Dungeon Masters choice.
I really like this and love the concept! I think you could increase the range of the Living Legacy and Protect the Bloodline abilities for all three types or give the Warrior another ability as it'll likely never be within range of the caster to use those abilities. The Arcanist would thus need a new ability (maybe a cantrip or Level 1 spell that it can cast in place of one of its attacks?), but I think the constant Temp HP from the Saint overshadows it already. You could also let the Protect the Bloodline buff last until the start of your next turn ala Shield or remove the 3/day limiter on it.
My Homebrew: DMs Guild, Subclasses, Monsters, Feats, Backgrounds, Magic Items
Migrating to 2024 and releasing new Homebrew regularly.
Feedback and play-testing appreciated!
Thanks for the feedback!
Come participate in the Competition of the Finest Brews, Edition XXIX?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Everyone is posting really nice submissions btw! I am reading all of em, even though I haven't said a lot haha
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Will there be any halloween submissions I wonder
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Am snek.
Ooh good idea!
Roll for Initiative: [roll]1d20+7[/roll]
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
Actually, the Halloween submission thing gave me a really good idea for the last category.
Roll for Initiative: [roll]1d20+7[/roll]
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
We could do a Holiday theme for one of the categories in the next one, so people could do Halloween, Christmas, Hanukkah, New Years, etc. submissions.
My Homebrew: DMs Guild, Subclasses, Monsters, Feats, Backgrounds, Magic Items
Migrating to 2024 and releasing new Homebrew regularly.
Feedback and play-testing appreciated!
Looking forward to seeing it
I am also here.
Am snek.
Interactive Options: Bandits, Outlaws and Scallywags
Spirit Cage
Stupid Stallworth walked by me while I was inspecting the runes. Next second he's trying to kill us all and leave.
-Bartholomew the Wise's retelling of his latest dungeon delve
Typically surrounded by wards or runes meant to trap the ghost, entrances to a Spirit Cage (Which can be identified by a successful DC 12 Arcana Check) can be described as the bars of a cell, only the living can pass through while the deceased cannot. The shape and contents of the room tend to vary, some being abandoned studies, others being a simple stone circle in the woods. The reason for the spirits trapping too varies, however over time they all eventually become deranged freedom seekers, willing to harm anything and everything to get its way out.
When a living creature enters a Spirit Cage, the ghost will attempt to posses their bodies, forcing them to make a DC 13 Wisdom Saving Throw. On a failure, the ghost successfully possesses the subject and controls their actions. It however cannot cast spells the subject would typically know nor can access their memories. They may repeat this saving throw at the end of their turns until they succeed, which in turn ends the possession. On a success, the creature becomes aware of the spirits presence and is not possessed. The ghost can possess up to three creatures at once.
The spirits goal is to use the mortal body to destroy the runes surrounding the entrance, as that is the only way they may escape, even if they are possessing a creature. There are three prominent symbols in a Spirit Cage entrance, each with a 14 AC and 20 HP. Once all three are destroyed, the magic in the Spirit Cage dies and the ghost may leave. Whether it decides to try and keep the mortal's bodies or simply leave it is the Dungeon Masters choice.
*I felt this fit as the ghost is a body thief*
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
Revised Summon Ancestral Spirit with relatively minor changes (will edit original post)
Come participate in the Competition of the Finest Brews, Edition XXIX?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
This might be the first time where the interactive category seems the most popular hahaha
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My submission to the DM category: Prisoner's Revenge.
Come participate in the Competition of the Finest Brews, Edition XXIX?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Only 11 more days :D
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We're in the final week!
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woop woop!
Hi, I’m DrakenBrine, here’s my Sig and characters
I am The Grand Envisioner!
Close to missing the deadline on this one, but please see below my entry into the Interactive Options: Bandits, Outlaws and Scallywags category.
'The Highway Rat' a (primarily) social NPC inspired by the Julia Donaldson children's book of the same name.
https://www.dndbeyond.com/monsters/4971171-the-highway-rat
No worries, you're still 6 days early
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It's the last weekend!
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Three more hours!
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And we are closed for submissions
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Am snek.