Base Class: Fighter
Schoolmen of the Realm largely agree that there exist two separate, but undeniably entwined forms of Corn Knight.
First is the true Corn Knight, a cosmic emissary, angelic in its form, not native to the mortal realm. This being is not native to the mortal plane, hailing instead from the cosmic outer bank known as Corn Realm, an Elysian reflection and divine repository of the worlds crops.
The second form are also known as Corn Knights, or sometimes Knights of Corn. These are mortal beings who attempt to emulate the valour and wisdom of the True Corn Knights. As their training and study advances many Corn Knights start to develop abilities reminiscent of their more Celestial Counterparts.
It is not unheard of for these True Corn Knights to find themselves for whatever reason trapped on the Mortal Plane, stripped of their abilities they often fall into the Ranks of the Knights of the Corn, hoping their dedication to the Crop might return them to their homeland.
The Raw Power of Corn
When you choose this archetype at third level you gain new abilities which are fuelled by special dice known as corn dice. You begin with Corn Dice equal to your proficiency modifier.
Strength of corn
Corn Knights are trained to withstand tremendous amounts of pain and hardship, this allows them to shrug off smaller less lethal attacks with ease. When you spend your Corn Dice at the beginning of your turn add your proficiency bonus to your AC for the next round, potentially bodying any damage that comes your way.
Way of corn
Corn Knights are trained in many different academic pursuits, with a heavy focus on agriculture and local knowledge. When using this ability you gain advantage on Survival, History, or Arcana for the next ten minutes.
Will of corn
All Corn Knights understand that, just as the Crop must eventually fall to the Harvest, (the much storeyed “Summer Dance”), so too must the Corn Knight themselves suffer. Equally, however, they understand that, as the Crop will once again rise, so too will the Knight of Corn. When taking damage, you may spend your Corn Dice as a reaction to retaliate with a might shove, dealing 1d4 bludgeoning damage, as well as knocking your opponent Prone as the condition.
The Raw Power of Corn Continues
At 7th level your dedication to the way of corn grants you access to further Corn Dice abilities
Corn Damage
A profound change has come over you, the power of Corn Realm flows through your every move, you have been rewarded for your diligence. On a successful attack spend your Corn Dice to add 2d6 Corn Damage to your weapons damage. Corn Damage is unique and cannot be healed by regular means, additionally no creature is immune to Corn Damage. The amount of damage you do increases to d8s at 10 level and d12s at 15.
Voice of Corn
The corn speaks! You have learned the secret pastoral language of the crops. Spend a Corn Dice to communicate with any crop as though using the speak with plants spell. At the DM’s discretion the crop may also hide you for the duration of the ability, giving anyone attempting to find you disadvantage to their roll.
Sunlight Healing
At 10th level you gain access to the true nourishing power of the sun. You no longer need to eat or drink, relying on Sunlight alone. Additionally, once a day you may heal 1d6 + your constitution modifier by meditating for ten minutes in direct sunlight.
Summon Corn Maiden
Your dedication to Corn Realm is rewarded! At 15th level you have learned how to ask the realm itself for aid. Spend a Corn Dice to summon 1d4 Corn Maidens to your location. Corn Maidens resemble women woven from strands of withered Corn Husk, they float ethereally slightly above the earth, twirling and dancing.
Corn maiden
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Corn maiden Medium Elemental
Armor Class 11 + the level of the spell (natural armor)
Hit Points 35 + 15 for each spell level above 3rd
Speed 30 ft.
STR 13 (+1) DEX 16 (+3) CON 15 (+2) INT 4 (−3) WIS 10 (+0) CHA 16 (+3)
Immunities: Piercing, poisoning
Corn’s Stature. The maiden has advantage on attack rolls against prone creatures.
Flight: Corn Maidens have a flight speed equal to their walking speed.
Dance of the Sun. Melee Weapon Attack: your attack modifier to hit, reach 5 ft., one target. Hit: 1d12 Corn Damage.
Summer’s Balm (1/Day). The Corn Maiden sings. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be charmed and deafened by the maiden for 1 minute. The charmed and deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Corn Realm’s Fury
Your transformation into a True Corn Knight is almost complete, Corn Realm itself lies just beyond your fingertips. At 18th level, as a reaction, you may cause 1d4 Corn Damage to your enemies without spending a single Corn Dice. Additionally, when you roll initiative if you do not have any Corn Dice you may regain one.
The True Summer’s Dance
At 18th level, when you die you are returned to Corn Realm, where you serve as a True Corn Knight for 1d100 years, at the end of which you return to the Mortal Plane.
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Posted Oct 16, 2023This is exactly what I've been looking for!