I created this recently for a game world that has a lot of ritualistic magic and mythology in it. The theme really is a more barbaric proto druid, with a definite melee focus. I hope I've struck a decent balance and managed to create something that plays well with other classes. It's my first attempt at this sort of thing in 5e, so I appreciate any and all suggestions, reviews and criticisms
Thanks!
*******************************
Vargur
A Vargur is not born, but created. Ancient Druidic rites detail the painful and powerful rituals required to bond man and primal creature into a singular entity - whose sole purpose is to wage war on behalf of the Druidic circles, their masters. A Vargur is a proto-druid, more war like and less finesse.
The rituals are not a guarantee – it can fail, with both souls perishing. It can go wrong... with something “not right” returning in the newly minted form. Even when all goes to plan, Vargurs are so dangerous that they can’t be relied on to be safe during times of peace – often, their very creators must assume the harrowing task of putting them down.
A Vargur appears human, but something about them always feels “off”, or feral.
Level
Prof. Bonus
Features
Spells Known
Cantrips Known
1
2
3
4
1
+2
Druidic, Spellcasting, Natures Wrath
-
1
-
-
-
-
2
+2
Canny Hunter
1
1
2
-
-
-
3
+2
Feral Path
2
1
3
-
-
-
4
+2
Ability Score Improvement
2
1
3
-
-
-
5
+3
Varging
3
2
4
2
-
-
6
+3
Extra Attack
3
2
4
2
-
-
7
+3
Improved Feral Path
4
2
4
3
-
-
8
+3
Ability Score Improvement
4
2
4
3
-
-
9
+4
Improved Varging
5
3
4
3
2
-
10
+4
-
5
3
4
3
2
-
11
+4
Woodland Stride
6
3
4
3
3
-
12
+4
Ability Score Improvement
6
3
4
3
3
-
13
+5
Improved Varging
7
3
4
3
3
-
14
+5
-
7
3
4
3
3
-
15
+5
Improved Feral Path
8
3
4
3
3
-
16
+5
Ability Score Improvement
8
3
4
3
3
-
17
+6
-
9
3
4
3
3
1
18
+6
Feral Senses
9
3
4
3
3
1
19
+6
Ability Score Improvement
10
3
4
3
3
2
20
+6
Primal Beast
10
3
4
3
3
2
Class Features:
Hit Points:
Hit Dice: d8 per Vargur level
Hit Points at Level 1: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (5) + your Constitution modifier per Vargur level after first level
Proficiencies:
Armor: As per druids
Weapons: As per druids, hand axe, battle axe, Maul (stone)
Tools: As per druids
Saving Throws: As per druids
Skills: As per druids
Druidic:
You know Druidic, the secret language of the Druids. See PHB, pp 66 for more details.
Spell Casting:
Cantrips:
At first level, you know 1 cantrip (choose either Poison Spray or Produce Flame). You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column.
Spellcasting:
By the time you reach second level, you can start to cast real magical spells. The Vargur table shows how many spell slots you have to cast your spells of first level or higher. To cast one of these spells, you must expend a spell slot of the spell’s level or higher. You regain all spell slots when you finish a long rest.
Spells Known of First Level and Higher:
You know one first level spell of your choice from the Druid spell list. The Spells known column from the Vargur table shows when you learn more Druid spells of your choice. Each of these spells must be of a level for which you have spell slots.
Additionally, when you gain a level in this class, you can choose one Druid spell you know and replace it with another spell from the Druid spell list, which also must be of a level for which you have spell slots.
Natures Wrath:
As a bonus action, you may charge your melee weapon with Produce Flame or Poison Spray, both cast at the basic casting level.
On a successful melee attack with the charged weapon, in addition to the normal physical damage caused by the attack, the charged spell goes off on the target. Only 1 target is affected.
You can cast these spells normally, following all the regular spell casting rules, as well.
Canny Hunter:
You gain advantage on Survival (Tracking) checks.
Feral Path:
At third level, when you adopt a Feral Path, you attune yourself with the spirit of the animal sacrificed in your creation. Once you have chosen a path, your physical features distort a bit, causing you to take on some slight similarities to your bestial half.
Path of the Boar: You gain 2d8 temporary hit points. Every time your Feral Path improves (Seventh and Fifteenthlevels), you gain an additional 1d8 temporary hit points – for a total of 3d8 temporary hit points at level 15. Temporary hit points are regained after a long rest.
Path of the Lion: If a target has already been attacked by an ally this round, you gain Advantage on your first attack against the target.
Path of the Jackal: You provoke no attacks of opportunity when you move out the reach of a creature that you have made at least one attack against during your movement.
Ability Score Improvement:
When you reach fourth level, and again at eighth, twelfth and sixteenth level, you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. As normal, you can’t increase an ability score above 20 using this feature.
Varging:
Starting at level 5, you can use your action to magically assume the shape of your Feral Path beast. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your Vargur level is equivalent to “druid levels” for determining the maximum CR you can “Varg” into, where higher CR variants exist. Varging is a limited form of Wild Shaping.
You can stay in this shape for a number of hours equal to your Vargur level. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form as a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
See the Wild Shape entry in the Druid character class section of the PHB for more information.
Improved Varging:
At ninth and thirteenth level, your skill at Varging increases. At ninth level, you gain the Combat Wild Shape ability (PHB, pp69). At thirteenth level, you gain the Beast Spells ability (PHB, pp 67) ability.
Improved Feral Path:
At seventh and fifteenth level, your Feral Path benefits improve.
Path of the Boar: At level 7, if you can charge at least 30 feet towards an opponent, you can make a single melee attack at the end of that charge. If it hits, you can attempt to Shove the target back, or prone, as a free action.
At level 15, you can shrug off attacks with ease. You gain Resistance against all physical attacks, but are weak to magic or silver weapons. This effect lasts for 1 minute. You can reuse this ability after a short or long rest.
Path of the Lion: At level 7, if you attack one creature twice and hit with both attacks, you can make a free Shove attempt to knock them prone.
At level 15, you gain advantage on all athletic checks for jumping or leaping and you are able to clear an additional 10 feet of distance on either one.
Path of the Jackal: At level 7, whenever you reduce an opponent to 0 hit points, you gain advantage on your next attack.
At level 15, you gain a free 15 foot movement whenever you reduce an opponent to 0 hit points.
Feral Senses:
As per Barbarian entry, PHB.
Primal Beast:
At level 20, you can use your Varging an unlimited number of times.
Hello Folks!
I created this recently for a game world that has a lot of ritualistic magic and mythology in it. The theme really is a more barbaric proto druid, with a definite melee focus. I hope I've struck a decent balance and managed to create something that plays well with other classes. It's my first attempt at this sort of thing in 5e, so I appreciate any and all suggestions, reviews and criticisms
Thanks!
*******************************
Vargur
A Vargur is not born, but created. Ancient Druidic rites detail the painful and powerful rituals required to bond man and primal creature into a singular entity - whose sole purpose is to wage war on behalf of the Druidic circles, their masters. A Vargur is a proto-druid, more war like and less finesse.
The rituals are not a guarantee – it can fail, with both souls perishing. It can go wrong... with something “not right” returning in the newly minted form. Even when all goes to plan, Vargurs are so dangerous that they can’t be relied on to be safe during times of peace – often, their very creators must assume the harrowing task of putting them down.
A Vargur appears human, but something about them always feels “off”, or feral.
Level
Prof. Bonus
Features
Spells Known
Cantrips Known
1
2
3
4
1
+2
Druidic, Spellcasting, Natures Wrath
-
1
-
-
-
-
2
+2
Canny Hunter
1
1
2
-
-
-
3
+2
Feral Path
2
1
3
-
-
-
4
+2
Ability Score Improvement
2
1
3
-
-
-
5
+3
Varging
3
2
4
2
-
-
6
+3
Extra Attack
3
2
4
2
-
-
7
+3
Improved Feral Path
4
2
4
3
-
-
8
+3
Ability Score Improvement
4
2
4
3
-
-
9
+4
Improved Varging
5
3
4
3
2
-
10
+4
-
5
3
4
3
2
-
11
+4
Woodland Stride
6
3
4
3
3
-
12
+4
Ability Score Improvement
6
3
4
3
3
-
13
+5
Improved Varging
7
3
4
3
3
-
14
+5
-
7
3
4
3
3
-
15
+5
Improved Feral Path
8
3
4
3
3
-
16
+5
Ability Score Improvement
8
3
4
3
3
-
17
+6
-
9
3
4
3
3
1
18
+6
Feral Senses
9
3
4
3
3
1
19
+6
Ability Score Improvement
10
3
4
3
3
2
20
+6
Primal Beast
10
3
4
3
3
2
Class Features:
Hit Points:
Hit Dice: d8 per Vargur level
Hit Points at Level 1: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (5) + your Constitution modifier per Vargur level after first level
Proficiencies:
Armor: As per druids
Weapons: As per druids, hand axe, battle axe, Maul (stone)
Tools: As per druids
Saving Throws: As per druids
Skills: As per druids
Druidic:
You know Druidic, the secret language of the Druids. See PHB, pp 66 for more details.
Spell Casting:
Cantrips:
At first level, you know 1 cantrip (choose either Poison Spray or Produce Flame). You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column.
Spellcasting:
By the time you reach second level, you can start to cast real magical spells. The Vargur table shows how many spell slots you have to cast your spells of first level or higher. To cast one of these spells, you must expend a spell slot of the spell’s level or higher. You regain all spell slots when you finish a long rest.
Spells Known of First Level and Higher:
You know one first level spell of your choice from the Druid spell list. The Spells known column from the Vargur table shows when you learn more Druid spells of your choice. Each of these spells must be of a level for which you have spell slots.
Additionally, when you gain a level in this class, you can choose one Druid spell you know and replace it with another spell from the Druid spell list, which also must be of a level for which you have spell slots.
Natures Wrath:
As a bonus action, you may charge your melee weapon with Produce Flame or Poison Spray, both cast at the basic casting level.
On a successful melee attack with the charged weapon, in addition to the normal physical damage caused by the attack, the charged spell goes off on the target. Only 1 target is affected.
You can cast these spells normally, following all the regular spell casting rules, as well.
Canny Hunter:
You gain advantage on Survival (Tracking) checks.
Feral Path:
At third level, when you adopt a Feral Path, you attune yourself with the spirit of the animal sacrificed in your creation. Once you have chosen a path, your physical features distort a bit, causing you to take on some slight similarities to your bestial half.
Path of the Boar: You gain 2d8 temporary hit points. Every time your Feral Path improves (Seventh and Fifteenthlevels), you gain an additional 1d8 temporary hit points – for a total of 3d8 temporary hit points at level 15. Temporary hit points are regained after a long rest.
Path of the Lion: If a target has already been attacked by an ally this round, you gain Advantage on your first attack against the target.
Path of the Jackal: You provoke no attacks of opportunity when you move out the reach of a creature that you have made at least one attack against during your movement.
Ability Score Improvement:
When you reach fourth level, and again at eighth, twelfth and sixteenth level, you can increase one ability score of your choice by 2, or you can increase two ability scores by 1. As normal, you can’t increase an ability score above 20 using this feature.
Varging:
Starting at level 5, you can use your action to magically assume the shape of your Feral Path beast. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your Vargur level is equivalent to “druid levels” for determining the maximum CR you can “Varg” into, where higher CR variants exist. Varging is a limited form of Wild Shaping.
You can stay in this shape for a number of hours equal to your Vargur level. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form as a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
See the Wild Shape entry in the Druid character class section of the PHB for more information.
Improved Varging:
At ninth and thirteenth level, your skill at Varging increases. At ninth level, you gain the Combat Wild Shape ability (PHB, pp69). At thirteenth level, you gain the Beast Spells ability (PHB, pp 67) ability.
Improved Feral Path:
At seventh and fifteenth level, your Feral Path benefits improve.
Path of the Boar: At level 7, if you can charge at least 30 feet towards an opponent, you can make a single melee attack at the end of that charge. If it hits, you can attempt to Shove the target back, or prone, as a free action.
At level 15, you can shrug off attacks with ease. You gain Resistance against all physical attacks, but are weak to magic or silver weapons. This effect lasts for 1 minute. You can reuse this ability after a short or long rest.
Path of the Lion: At level 7, if you attack one creature twice and hit with both attacks, you can make a free Shove attempt to knock them prone.
At level 15, you gain advantage on all athletic checks for jumping or leaping and you are able to clear an additional 10 feet of distance on either one.
Path of the Jackal: At level 7, whenever you reduce an opponent to 0 hit points, you gain advantage on your next attack.
At level 15, you gain a free 15 foot movement whenever you reduce an opponent to 0 hit points.
Feral Senses:
As per Barbarian entry, PHB.
Primal Beast:
At level 20, you can use your Varging an unlimited number of times.
<< edited for readability >>