Base Class: Druid
The path of the Faeborn will allow you proficiency with a weapon unsanctioned by druidic orders and choice of a fearsome Wild Shape. However you lose the ability to use Wild Shape at will and lose access to all other Wild Shape forms.
Faeborn Spells
Your connection to the Fae allows you to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to Faeborn spells.
Once you gain access to a Faeborn spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
Faeborn Spells
| Druid Level | Spells |
|---|---|
|
3rd |
Enhance Ability, Poisonous Cleave |
|
5th |
Mass Healing Word, Conjure Animals |
|
7th |
Dominate Beast, Wildwood Venom |
|
9th |
Tree Stride, Soul Execution |
Haunted by Shadows
Gain proficiency with a weapon of choice and replace your current wild shapes with a Shadowhorn Beast. A Wild Shape of this type may only be used under certain circumstances and may no longer be used at will. You may not use other Wild Shape options.
1 During a Dream: The first circumstance is during a dream the player may transform into the Shadowhorn Beast and the player or DM may narrate a story of their exploits. The Shadowhorn Beast likes to steal, often finding items of value from nearby settlements or performing other similar acts of mischief. The Shadowhorn Beast will then return to the exact spot where the player was sleeping and revert.
2 Great Peril: The second circumstance is during great peril. Examples are failing a death-saving throw, or being struck with an attack that deals more than half of your total hit points. This will bring forth the Shadowhorn Beast at full hit points and is not optional. The player may control the Shadowhorn Beast as they would their character and perform actions it may know. The Shadowhorn Beast will revert back to the Character at the end of combat.
3 Night Sneaking: The third circumstance is during the night while attempting a stealth check and no other player is within 50 ft of you. This will bring forth the Shadowhorn and is not optional. The Shadowhorn will revert back to the Character as soon as anyone sees it, causing them to think it was their imagination.
Shadowhorn Beast
Armor Class 15 (natural armor) Hit Points 35 (5d10 + 5) Speed 40 ft., climb 40 ft.
Glimmering Hunger. The Shadowhorn Beast has advantage on Dexterity Sleight of Hand checks that take place during the night.
Sink into Darkness
Starting at 6th level, Your wild shape now gains a stronger and more sinister form the Menacing Shadowhorn. You will also gain expertise in your choice of two skills or one skill and one tool.
Glimmering Hunger. The Menacing Shadowhorn has advantage on Dexterity Sleight of Hand checks that take place during the night.
Skulk in Darkness: The Menacing Shadowhorn has advantage on Dexterity Stealth checks that take place during the night.
Fortified Shadow: The Menacing Shadowhorn has resistance to Slashing, Piercing, Bludgeoning, and Necrotic Damage.
The Dark Resolution
When you reach the 10th level, You may now control your Wild Shape once more and transform at will as a free action during your turn. You, and the Shadowcrown Devourer now gain use of Extra Attack. This will allow you to attack again as a free action when you make an attack action during your turn. The Menacing Shadowhorn will grow stronger and larger transforming into the Shadowcrown Devourer, this form still knows the poisonous cleave spell.
Shadowcrown Devourer
Challenge 8 (3,900 XP) Proficiency Bonus +3 Senses Passive Perception 16
Glimmering Hunger. The Shadowcrown Devourer has advantage on Dexterity Sleight of Hand checks at all times.
Skulk in Darkness: The Shadowcrown Devourer has advantage on Dexterity Stealth checks at all times.
Fortified Shadow: The The Shadowcrown Devourer has resistance to Slashing, Piercing, Bludgeoning, and Necrotic Damage.
Profound Magic
Choose from one of several different ways to shape and wield your magic in an enhanced way.
Poisoners Restoration
When you deal poison damage you may heal for the amount of damage dealt and make an Arcana Check against a DC of 15, on a success you restore 1 spell slot of any level. If you would heal above your hit point maximum this way gain temporary hit points for an amount equal to the overflow. You can gain temporary hit points equal to your maximum hit points in this way.
Spell Memory
When you use your Wild Shape gain access to all of your spell slots and known spells. You may now cast any known spell while in Wild Shape in addition to any spells your Wild Shape may already know.
Spell Weave Splicing
When you cast a spell as an action during your turn you may cast the same spell or different lower level spell as a free action without expending a spell slot.
Previous Versions
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11/5/2024 12:16:57 AM
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Coming Soon
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