Author Topic: Requests that don't fit elsewhere  (Read 1899 times)

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Requests that don't fit elsewhere
« on: September 19, 2018, 12:48:19 AM »
reserveed

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Requests that don't fit elsewhere
« Reply #1 on: September 19, 2018, 12:49:19 AM »
Kaladin’s Shardplate (Full Plate)
Intended PC: Duskblade
Description: Full plate mail that has been infused with crystals and gemstones.
Primary Property: Mobility
Secondary Property: Electricity

5th: [Base Properties] +2 Full plate, effectively medium armor for purposes of Feats and abilities (Armor Check Penalty is -4, and Arcane Spell Failure chance is 25%), +4 to jump and tumble Checks, +10’  land speed
7th: [Primary] The wearer of the armor gains the benefits of the Spider Climb spell so long as the armor is worn.
9th: [Secondary] The wearer of the armor may cast Shocking Grasp 2/day as an 9th Level Wizard.
11th: [Primary] The wearer of the Armor gains the benefits of the Feather Fall spell as long as the armor is worn.
13th: [Drawback/Trade off/Curse] ???
15th: [Secondary] The wearer of the armor may cast Lightning Bolt 2/day as an 9th Level Wizard.
17th: [Capstone Power] Summon shardblade???


The Breaking Blade of Sindar (Halberd)
Intended PC: Cleric/Crusader
Description:
Primary Property: Combat Effects
Secondary Property: Sonic

5th: [Base Properties] +2 Halberd, with an additional +4 Bonus on Sunder Checks.  Additionally it may be used to unseat mounted opponents.  This is done as an Opposed Strength Check (the Halberd's wielder adds it's + Bonus).  The opponents Str Checks is -1 per 5 feet his mount moved this round.  If you win he is knocked from the saddle, takes 1d6 falling damage, and is prone.  If you fail your opponent gains an Attack of Opportunity.
7th: [Primary] You gain a +4 Bonus on Opposed Str Checks as long as you wield the Halberd.
9th: [Secondary] The wielder of the blade can cast Deafening Clang (see Spell Compendium) 2//day as a 9th Level Wizard.
11th: [Primary] The wielder of the Blade gains the benefits of the Combat Readiness spell (see Drow of the Underdark) as long as he holds it.
13th: [Drawback/Trade off/Curse]
15th: [Secondary] The holder of the blade may cast Resonating Bolt 2/day as an 9th Level Wizard.
17th: [Capstone Power]


Scarab of Aradros (Necklace)
Intended PC: Rogue/Psychic Warrior
Description:
Primary Property: Psionic Power Boost
Secondary Property: Shapechanging

5th: [Base Properties] This functions as a Torc of Power Preservation, but it reduces the cost of Power Points by -2, to a minimum of 1.  Anytime you need to lose your Psionic Focus, you may opt to spend 2 Power Points to avoid doing so.
7th: [Primary] While wearing this Torc you do not need to expend your Psionic Focus when using the Power Penetration Fat.
9th: [Secondary] You can Manifest Thicken Skin 2/day as a 9th Level Psion as long as you wear the Torc.
11th: [Primary] The owner of the Torc gains the benefits of the Bite of the Wolf Power as long as they wear it.
13th: [Drawback/Trade off/Curse]
15th: [Secondary] The wearer of the Torc may manifest Solicit Psicrystal 2/day as an 9th Level Psion.
17th: [Capstone Power]


Bracers of the Desert Wind (Bracers)
Intended PC: Cleric/Monk
Description:
Primary Property: Sand/Desert
Secondary Property: Monk abilities

5th: [Base Properties] These are +3 Bracers of Armor.  While wearing them Listen and Spot Penalties due to Dust/sandstorms are reduced by 4, and you gain a +2 Bonus on Fort Saves against wind effects.
7th: [Primary] You take no attack roll penalties from storms or duststorms, and can make ranged attack in Sandstorms (-2 for windstorm, -4 for hurricane, -8 for tornado, see Sandstorm page 16).
9th: [Secondary] The owner of the Bracers can cast Sunstroke (see Sandstorm) 2day as a 9th Level Wizard.
11th: [Primary] Your Unarmed Strike attacks gain the benefit of the Magic Fang spell as long as you wear the Bracers.
13th: [Drawback/Trade off/Curse]
15th: [Secondary] The wearer of the Bracers may cast Haste 2/day as an 9th Level Wizard.
17th: [Capstone Power]


The Holy Avenger of Anyariel (Greatsword)
Intended PC: Paladin/Sorcerer
Description:
Primary Property: Holy
Secondary Property: Paladin Abilities

5th: [Base Properties] This Functions as a +2 Holy Sacred Greatsword.
7th: [Primary] The Greatsword also gains the Axiomatic property.
9th: [Secondary] The owner of the Greatsword can cast Devastating Smite (see Forge of War) 2/day as a 9th Level Paladin.
11th: [Primary] The owner of the Greatsword gains the benefits of the Resistance spell as long as he holds it.
13th: [Drawback/Trade off/Curse]
15th: [Secondary] The holder of the Greatsword may cast Undead Bane Weapon 2/day as an 9th Level Wizard.
17th: [Capstone Power] The holder of the Greatsword may now Smite Evil at will.
« Last Edit: March 04, 2020, 09:31:17 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Requests that don't fit elsewhere
« Reply #2 on: June 17, 2020, 06:09:27 PM »
Come At Me Bro
You can piss off more people..
 Prerequisites: Antagonize https://www.d20pfsrd.com/feats/general-feats/antagonize/
 Benefits: 1/day you may antagonize all applicable creatures within 30 feet as a Standard Action.  The Save DC of the Antagonize Feat increases by +1.

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Requests that don't fit elsewhere
« Reply #3 on: October 21, 2020, 07:32:36 PM »
Nevermore not one of mine, just translating by request
Illusion (Shadow)[Mind-Affecting]
Level: Sor/Wiz4
Components: V, S, M (raven feather and a drop of ink)
Casting Time: 1 Standard Action
Range: Medium (100 ft. +10 ft./Level)
Area: 20 ft. cube
Duration: 1 round/level
Saving Throw: Willpower negates
Spell Resistance: Yes

You gather up Shadow substance and use it to create a whirling flock of cacophonous ravens in a 20 ft. cube.  Living creatures within that area must make a Willpower Save or take a -4 Penalty on Wisdom Checks and suffers a negative emotion.  Roll 1d4 for each victim to determine which emotion:

1: Guilt The victim drops whatever it is holding and takes the -4 Penalty to attack rolls as well.

2: Despair: The victims movement speeds are halved, and it cannot make Swift Actions.

3: Fury: The victim obsessively attacks the creature nearest to it until it is dead, and then moves to the next nearest creature.  They will not retreat or surrender.

4: Sorrow: The victim drops prone and can only take Swift or Movement Actions.

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Requests that don't fit elsewhere
« Reply #4 on: January 03, 2022, 12:52:28 AM »
I have had a request to do a e version of The Farmer.  Hopefully I do Eiji-kun proud

FARMER
 An old man shakes an axe while screaming "Git off'n mah land!"  A Gnome shepherd smites wolves with her enchanted crook.  A burly Orc punches a bull unconscious to protect his family.  Or maybe you just see a shadowy figure peering at you from the confines of a corn field.  Watching.  Always watching.  All of these are examples of Farmers.

Nature and Family
Farmers draw on the power of nature in a manner similar to Druids.  Unlike Druids, they work the land.  They are shepherd's, apiarists, dairy farmers and growers of crops.  They create food and raw materials that civilization needs, but they don't turn their back on where their bounty came from.  Farmers often are midddlemen between cities and the more sylvan races.  They make sure the powers of nature are shown the proper veneration and respect.  Wealthy farmers invest in the conservation and restoration of spoiled lands as well.

CREATING FARMERS
When making a Farmer, consider what drew him to such a hard working life.  As well as what would tempt them to leave that life for adventure.  Is your Farmer leaving their beloved family behind to rescue his farm, which is in debt?  Are they doing it out of necessity, to protect the community?  Maybe they're the only thing preventing the local village and the  Fey going to war.

Quick Build
You can make a Farmer quickly by following these suggestions.  First, Wisdom should be your highest stat, followed by either Str or Con. Second, choose one of the following backgrounds:  Folk Hero or Hermit.

Code: [Select]
[b]   Proficiency Bonus  Features[/b]
1. +2         Spellcasting, I Reckon
2. +2         Stay Away From My Family, Farming Style
3. +2         -
4. +2         Ability Score Improvement
5. +3         -
6. +3         Farming Style Feature
7. +3         -
8. +3         Ability Score Improvement
9. +4         -
10.+4         Farming Style Feature
11.+4         -
12.+4         Ability Score Improvement
13.+5         -
14.+5         Farming Style Feature
15.+5         -
16.+5         Ability Score Improvement
17.+6         -
18.+6         Disease Resistance, Tireless Worker
19.+6         Ability Score Improvement
20.+6         Alien Abduction


Code: [Select]
[b]   Cantrips Known 1st  2nd  3rd  4th  5th  6th  7th  8th  9th[/b]
1.      2             2     -    -    -    -    -    -    -    -
2.      2             3     -    -    -    -    -    -    -    -
3.      2             4     2    -    -    -    -    -    -    -
4.      3             4     3    -    -    -    -    -    -    -
5.      3             4     3    2    -    -    -    -    -    -
6.      3             4     3    3    -    -    -    -    -    -
7.      3             4     3    3    -    -    -    -    -    -
8.      3             4     3    3    1    -    -    -    -    -
9.      3             4     3    3    2    1    -    -    -    -
10.     4             4     3    3    3    2    -    -    -    -
11.     4             4     3    3    3    2    1    -    -    -
12.     4             4     3    3    3    2    1    -    -    -
13.     4             4     3    3    3    2    1    1    -    -
14.     4             4     3    3    3    2    1    1    -    -
15.     4             4     3    3    3    2    1    1    1    -
16.     4             4     3    3    3    2    1    1    1    -
17.     4             4     3    3    3    2    1    1    1    1
18.     4             4     3    3    3    3    1    1    1    1
19.     4             4     3    3    3    3    2    2    1    1
20.     4             4     3    3    3    3    2    2    1    1

CLASS FEATURES
As a Farmer you gain the following features:

HIT POINTS
Hit Dice: 1d8 per Farmer Level
Hit Points at 1st Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Modifier per (Class name) Level after 1st

PROFICIENCIES
Armor: Light Armor.
Weapons: Simple Weapons plus the Flail.
Tools: Artisan's Tools, Herbalism Kit
Saving Throws: Constitution, Wisdom
Skills: Choose three from Arcana, Animal Handling, Athletics, History, Insight, Intimidation, Medicine, Nature, Perception, Persuasion, Stealth, and Survival

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) A Wooden Shield or (b) any Simple Weapon.
  • (a) A Shortbow or (b) any Simple melee weapon.
  • Leather Armor, an Explorer's Pack, and a Druidic Focus.


SPELLCASTING
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

Cantrips
At 1st level, you know two cantrips of your choice from the Farmer spell list. You learn additional Farmer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Farmer table.

Preparing and Casting Spells
The Farmer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Farmer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Farmer spells that are available for you to cast, choosing from the Farmer spell list. When you do so, choose a number of Farmer spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level Farmer, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of Farmer spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Wisdom is your spellcasting ability for your Farmer spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a Farmer spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Farmer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell Attack Modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting
You can cast a Farmer as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a druidic focus (see "Equipment") as a spellcasting focus for your Farmer spells.

I RECKON
At 1st Level you gain Advantage on Charisma Checks meant to get news, rumors, or gossip, or to blend into the crowd to overhear conversation.

STAY AWAY FROM MY FAMILY
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal extra damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or an aberration.  This is identical to the Divine Smite Paladin ability for purposes of spells and other effects.  . 

FARMING STYLE
At 2nd level, you choose what kind of Farmer you will be.  A Harvester or Rancher for example.. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

ABILITY SCORE IMPROVEMENT
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.

DISEASE RESISTANT
At 18th Level you become immune to Diseases.

TIRELESS WORKER
At 18th Level the Farmer can make a DC 15 Constitution Save anytime they would be required to take a Level of Exhaustion.  If they are successful, they do not take the Level of Exhaustion.

ALIEN ABDUCTION
At 20th Level you are kidnapped by the Fey, and you are one of them when you return.  Your Type changes to Fey and you gain 60 foot Darkvision.  You gain Advantage on all Saving Throws against spells from the Enchantment and Illusion schools.  If you took the Alienist Farming Style, your Type becomes Aberration (and you gain 60 foot Darkvision.  You may now use Stay Away From My Family witih ranged weapon attacks, and it does Psychic instead of Radiant damage.

Farmer Spell List

Cantrips (0 Level): Druidcraft, Guidance, Magic Stone, Mending, Mold Earth, Shape Water, Shillelagh, Spare the Dying

1st Level: Animal Friendship, Beast Bond, Beget Bogun*, Create or Destroy Water, Detect Magic, Detect Poison and Disease, Entangle, Goodberry, Healing Word, Heroism, Hunter's Mark, Purify Food and Drink, Longstrider, Snare, Speak With Animals, Wrathful Smite

2nd Level: Animal Messenger, Beast Sense, Control Wood*, Darkvision, Enlarge/Reduce, Find Steed, Gust of Wind, Heat Metal, Lesser Restoration, Locate Animals and Plants, Locate Object, Pass Without Trace, Protection from Poison, Spider Climb, Spike Growth, Summon Beast, Warding Wind

3rd Level: Blinding Smite, Conjure Animals, Create Food and Water, Daylight, Dispel Magic, Leomund's Tiny Hut, Mass Healing Word, Meld Into Stone, Plant Growth, Protection from Energy, Speak With Plants, Summon Fey, Wind Wall

4th Level: Blight, Conjure Minor Elementals, Conjure Woodland Beings, Control Water, Death Ward, Dominate Beast, Find Greater Steed, Freedom of Movement, Giant Insect, Grasping Vine, Guardian of Nature,  Locate Creature, Mordenkainen's Faithful Hound, Poison*, Stone Shape, Summon Elemental (need 1 more)

5th Level: Animate Objects, Awaken, Commune With Nature, Conjure Elemental, Control Winds, Greater Restoration, Insect Plague, Legend Lore, Skill Empowerment, Transmute Rock, Tree Stride, Wall of Stone, Wrath of Nature

6th Level: Druid's Grove, Find the Path, Fire Seeds*, Heroes' Feast, Investiture of Wind, Sunbeam, Transport via Plants, Wall of Thorns, Wind Walk

7th Level: Animate Plants*, Changestones*, Investiture of the Scarecrow*, Regenerate, Whirlwind

8th Level: Abi-Dalzim's Horrid Wilting, Antipathy/Sympathy, Forest Child*, Sunburst

9th Level: Call Harvesters Scythe*, Control Weather, Foresight, Weird

* indicates a new spell
« Last Edit: February 26, 2022, 03:16:23 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Requests that don't fit elsewhere
« Reply #5 on: January 08, 2022, 11:45:12 PM »
FARMER STYLES
There are various sorts of farms, and therefore there are various sorts of Farmers.  The Style you chooses dictates what kind of agriculture you are proficient in.  Local Farmers may be rivals, but they will always cooperate against outsiders and strangers.


ALIENIST FARMER
Alienists are paranoid recluses terrified of "horrors from beyond."  Mostly because said horrors tend to visit them in their sleep.

BONUS CANTRIP
When you choose this style at 2nd level, you learn one additional Alienist cantrip of your choice.  Choose from the following: Resistance or Sacred Flame.

PARANOIA  
At 2nd Level choose 2 of the following Skills: Deception, Insight, Investigation, Perception, Stealth or Survival.  You gain  proficiency in those Skills if you do not have them.  If you have Proficiency in that skill already, you double your Proficiency Bonus with it.

STYLE SPELLS
Your study of the Far Realms infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to style spells connected to eldritch horrors. Once you gain access to a style spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

Code: [Select]
[b]Druid Level    Style Spells[/b]
   3rd           Invoke the Cerulean Sign*, Warding Bond
   5th           Crop Circle*, Intellect Fortress
   7th           Nature's Purity*, Nature's Wrath*
   9th           Antilife Shell, Teleportation Circle

READ THE OMENS


PERSONAL WARD
When you reach 10th level, you gain Resistance to Psychic damage and you are immune to poison and disease.

IMPROVED PERSONAL WARD
At 14th Level you can no longer be Frightened, Paralyzed or Stunned.


APIARIST FARMER
Apiarists are beekeepers, who raise bees for their wax and honey.  You also gain a lot of magical spells related to bees, and gain much news from your little companions.

BONUS CANTRIP
When you choose this style at 2nd level, you learn one additional Apiarist cantrip of your choice.  Choose from the following: Bee Sting or Buzzing Bee.

NATURAL RECOVERY
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your farmer level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.  For example, when you are a 4th-level farmer, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

STYLE SPELLS
Your mystical connection to bees infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to style spells connected to bees. Once you gain access to a style spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

Code: [Select]
[b]Druid Level    Style Spells[/b]
   3rd           Big Bee's Warding Sting*, Bumble Dance*
   5th           Bee Safe*, Summon Bee*
   7th           Beeatrice's Angry Hive*, Beerd*
   9th           Big Bee's Interposing Sting*, I'll Bee Back*

BEE STUNG
Starting at 6th Level you are Immune to Poison damage and the Poisoned condition.

POTENT STING
At 6th level, you enhances your destructive spells. Whenever you cast a spell that deals damage, roll a d8, and you gain a bonus equal to the number rolled to one damage roll of the spell.

LOYAL HIVE
Starting at 14th level, the bees you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of Summon Bees as if it were cast with a 9th-level spell slot. It summons four bees of your choice that are challenge rating 2 or lower. The conjured bees appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

Once you use this feature, you can’t use it again until you finish a long rest.



HARVEST FARMER
Harvest Farmers raise fruit or vegetable crops, and specialize in plant based magics.

FARMIN' SKILLS
At 2nd Level you become proficient with Farmer Weapons and one additional Skill of your choice.

NATURAL RECOVERY
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your farmer level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.  For example, when you are a 4th-level farmer, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

STYLE SPELLS
Your mystical connection to plants infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to style spells connected to plants. Once you gain access to a style spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

Code: [Select]
[b]Druid Level    Style Spells[/b]
   3rd           Barkskin, Brambles*
   5th           Clairvoyance, Sending
   7th           Land Womb*, Summon Plant*
   9th           Natural Spell (Druid's Grove)*, Plant Body**

LAND'S STRIDE
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

FRIEND OF THE GREEN
When you reach 10th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a plant creature attacks you, that creature must make a Wisdom saving throw against your farmer spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.  Additionally you gain Advantage on Persuasion Checks made against Plant Creatures.

GREEN THUMB
By 14th level, you have learned to use magic to quicken plants. You can cast the Spike Growth spell at will.



INTERMEDIARY FARMER
Intermediaries serve as  go-betweens twist the local mortals and Fey.  You try to keep both sides happy and ensure there is no violence.  You learn a bit of Fey magic in the process too.

DIPLOMACY
When you choose this style at 2nd level, you learn the Sylvan language, and gain Proficiency in one of the following skills: Deception, Insight, Intimidation, Investigation, Perception or Persuasion.

FEY MAGIC
At 2nd Level you learn the Friends Cantrip. You have the Charm Person spell prepared. It counts as a farmer spell for you, and it doesn't count against the number of spells you can have prepared.
You can cast Charm Person without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

STYLE SPELLS
Your mystical connection to the Fey infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to style spells connected to the Fey. Once you gain access to a style spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

Code: [Select]
[b]Druid Level    Style Spells[/b]
   3rd           Phantasmal Force, Suggestion
   5th           Hypnotic Pattern, Major Image
   7th           Charm Monster, Greater Invisibility
   9th           Mislead, Seeming


WOODLAND FRIENDS
At 6th level, you gain the ability to reach out for Help. Using this feature, you can cast Summon Fey without material components.  Once you use this feature, you can’t use it again until you finish a short or long rest

GLAMOUR WARD
When you reach 10th level, you can't be charmed. 

FEY GROUPIE
When you reach 14th level, creatures of the Feywild sense your connection to nature and become hesitant to attack you. When a Fey creature attacks you, that creature must make a Wisdom saving throw against your farmer spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.



RANCHER FARMER
Ranchers are shepherds, or raise animals for produce. 

FARMIN' SKILLS
At 2nd Level you become proficient with Farmer Weapons and one additional Skill of your choice.

NATURAL RECOVERY
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your farmer level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.  For example, when you are a 4th-level farmer, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

STYLE SPELLS
Your mystical connection to animals infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to style spells connected to animalss. Once you gain access to a style spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

Code: [Select]
[b]Druid Level    Style Spells[/b]
   3rd           Beast Bond, Enhance Ability
   5th           Beast Weapon*, Embrace the Wild*
   7th           Aspect of the Livestock*, Beast Heart*
   9th           Antilife Shell, Giant Beast*

MIGHTY SUMMONER
At 6th level, beasts that you conjure are more resilient than normal. Any beast summoned or created by a spell that you cast gains two benefits:

    The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.

    The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

HUSBANDRY
W hen you reach 10th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast creature attacks you, that creature must make a Wisdom saving throw against your Farmer spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.  The creature is aware of this effect before it makes its attack against you.  Additionally, you gain Advantage on Animal Handling Checks, and you cn make Animal Handling Checks on wild, as well as domesticated, animals.

NO ONE MESSES WITH THE FOOD GUY
Starting at 14th level, the beasts you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of Conjure Animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

Once you use this feature, you can’t use it again until you finish a long rest.



TATTERDEMALION
Tatterdemalions farm nothing.  Their fields are barren, and they have gone mad for one of various reasons.  They are mere scarecrows now.

BONUS CANTRIP
When you choose this style at 2nd level, you learn one additional Tatterdemalion cantrip of your choice.  Choose from the following: Thaumaturgy or Vicious Mockery.

HARVEST'S SCYTHE
Starting at 2nd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your farmer level.

When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your farmer level or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell’s damage.  You do not get this healing effect if the creature you killed was Undead.

You regain the expended dice when you finish a long rest.

STYLE SPELLS
Your mystical connection to terror and death infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to style spells connected to fear. Once you gain access to a style spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

Code: [Select]
[b]Druid Level    Style Spells[/b]
   3rd           Apparition*, Vision of Entropy*
   5th           Bestow Curse, Fear
   7th           Crushing Despair*, Phantasmal Killer
   9th           Hallow, The Crows*

AWAKE BROTHER
At 6th level, your spores gain the ability to enchant a scarecrow and animate it. If a scarecrow 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately. The creature uses the Scarecrow stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.

In combat, the Scarecrow's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

BLACKENED SOUL
At 10th level, you gain resistance to necrotic and psychic damage. In addition, while you aren’t incapacitated, any opponent within 30 feet of you has advantage on saving throws to avoid the Frightened conditiion.

TOO FAR GONE
At 14th Level, you have permanently gone round the bend.  You are immune to being Charmed, Frightened, Paralyzed or Stunned.  You also gain Advantage on Saving Throws against spells from the Illusion school.
« Last Edit: February 22, 2022, 03:12:29 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Requests that don't fit elsewhere
« Reply #6 on: January 09, 2022, 12:01:45 AM »
BEGET BOGUN
1st Level Conjuration (Ritual)  (Druid, Farmer)
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (plus 10 GP worth of rare herbs and fungi)
Duration: Instantaneous
You animate a small figure made from vegetable matter into a creature known as a Bogun, that serves you in a manner similar to a Familiar.  It's stats are identical to a Awakened Shrub. Your Bogun acts independently of you, but it always obeys your commands. In Combat, it rolls its own Initiative and acts on its own turn.

When the Bogun drops to 0 Hit Points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your Bogun is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your Bogun's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the Bogun has. During this time, you are deaf and blind with regard to your own Senses.  You can't have more than one Bogun at a time.
  At Higher Levels: If cast as a 2nd Level or higher spell, you create a Greater Bogun instead.


APPARITION
2d Level Illusion (Warlock)
Casting Time: 1 Action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 10 minutes
When casting this spell, you touch 1 willing creature (this can be yourself).  For the duration of the spell, those who see the face of the spells recipient see their personal fears staring back at them.  They have to make a Wisdom Save or be Frightened.  On each of its turns, the Frightened creature must take the Dash action and move away from the spells recipient by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from the spells recipient, or where it can no longer see them, this effect ends.


BIG BEE'S WARDING STING
2nd Level Evocation (Wizard)
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: 1 Minute
You create a stinger the size of a human fist made from pure force.  It attacks anything that attacks you, acting on your turn.  Whenever another creature attacks you, the stinger will pursue, moving up to 6o feet per round.  It will make a melee spell attack against that creature using your attack bonus.  On a successful hit, the opponent takes force damage equal to 1d8 + your spellcasting ability modifier.  If more than on creature has attacked you, you may change the stings target as a Bonus Action. 
  At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the target takes an additional 1d8 damage for a number of rounds for every two slot levels above 2nd.  For example, if cast as a 4th Level spell, the target takes 1d8 damage for two rounds on a successful hit.


BRAMBLES
2nd Level Transmutation (Druid)
Casting Time: 1 Bonus Action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 1 hour
You touch a nonmagical club, greatclub or quarterstaff.  Until the spell ends, that weapon becomes a magic weapon that does both Piercing or Bludgeoning damage.  Unless an opponent is Resistant or Immune to both damage types, it takes full damage.
  At Higher Levels: When this spell is cast using a spell slot of 4th Level or higher, it gains a +1 Bonus to attack rolls and damage rolls.  When you use a spell slot of 6th Level or higher, this Bonus increases to +2.


BUMBLE DANCE
2nd Level Transmutation (Bard)
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
For the duration of the spell, you movements become erratic.  Until the spell ends, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.  While this spell resembles the Dodge Action, you may still make attacks during it.


CONTROL WOOD
2nd Level Transmutation (Artificer, Druid)
Casting Time: 1 Action
Range: 60 Feet
Components: V, S
Duration: Instantaneous
You cause wood to bend and warp, permanently destroying its straightness, form, and strength.  This allows you to perform one of the following effects:
   Warp a wooden door so that it busts off it's hinges and opens.
   Warp a wooden door so that it becomes stuck, and requires a Str Check equal to your spell DC to open.
   Destroy one nonmagical weapon that has wooden components.
   Cause a wooden boat to leak.
   Cause any wooden item of 60 pounds or less to shape itself as you see fit.
   Create a club, greatclub or quarterstaff (or any other purely wooden tool or object) from an appropriate amount of wood.


INVOKE THE CERULEAN SIGN
2nd Level Evocation (Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, Wizard)
Casting Time: 1 Action
Range: 15 foot Radius extending from your square
Components: S
Duration: 1 Round
When casting this spell, you draw a glowing blue rune in the air, which explodes into a pulse of light.  Aberrations, Fiends, Monstrosities and Undead within this area must make a Charisma Saving Throw or be Stunned for 1 Round
  At Higher Levels: When you cast this spell at 3rd Level or higher, targets are Stunned one additional Round per spell Level.


VISION OF ENTROPY
2nd Level Illusion (Sorcerer, Warlock, Wizard)
Casting Time:  1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 Minute
With a whisper and wave of your hand, you invite the targeted creature to behold the seething chaos of the infinite void surrounding the Abyss.  As long as you maintain the spell, the target must make an Intelligence Saving Throw or be Stunned.  Once it succeeds, you must choose a new target for the spell.  If it fails the Saving Throw 3 rounds in a row, the target falls Unconscious for 1 round.


BEAST WEAPON
3rd Level Transmutation (Druid)
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Hour
When you cast this spell you gain a natural weapon of your choice (claws, bite, tail, etc.).  The weapon does 2d4 slashing, piercing or bludgeoning damage (choose one when casting the spell).  This attack is a magical weapon, and gives one additional bonus depending on the damage type.  If the weapon deals bludgeoning damage, opponents you successfully attack with it must make a Str Saving Throw or be knocked Prone.  If the weapon deals Piercing damage, targets you successfully attack with it must make a Strength Save or be Grappled.  If the weapon deals slashing damage, it is a Finesse Weapon.


BEE SAFE
3rd Level Conjuration  (Druid)
Casting Time: 1 Action
Range: Self
Components: V. S, M
Duration: Concentration, up to 1 Minute
Angry Bees wreathe your body for the duration. You can end the spell early by using an action to dismiss it. Whenever a creature within 5 feet of you hits you with a melee attack, the bees attack them.  The attacker takes 1d6 piercing damage, and must make a Constitution Save or acquire the Poisoned Condition.


CROP CIRCLE
3rd Level Abjuration  (Cleric, Druid, Warlock)
Casting Time: 1 Minute
Range: 10 feet
Components: V, S, M (alchemical salts worth at least 100 gp, which the spell consumes)
Duration: 1 Hour
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.  Choose one or more of the following types of creatures: Aberrations, Fey, Fiends, Monstrosities, or undead. The circle affects a creature of the chosen type in the following ways:

The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.

    The creature has disadvantage on attack rolls against targets within the cylinder.
    Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.
    When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

  At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.


EMBRACE THE WILD
3rd Level Transmutation
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 Hour
This spell allows you to adopt the senses of a Beast.  For the duration of the spell you are proficient in all Perception Checks.  If you are already Proficient, you add your Spell Level to your Passive Perception. 


SUMMON BEE
3rd Level Conjuration  (Druid)
Casting Time: 1 Action
Range: 60 feet
Components: V, S. M
Duration: Concentration, up to 1 our
You summon some random Bee friends, roll 1d6 and consult the following chart: 1-2 (2 Bees of Challenge Rating 1 or less), 3-4 (4 Bees of Challenge Rating 1/2 or lower), 5-6 (8 Bees of Challenge Rating 1/4 or lower).  The DM chooses the Bees who appear, and you choose the unoccupied spaces you can see within range where they appear. A summoned Bee disappears when it drops to 0 hit points or when the spell ends.
  At Higher Levels: When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many Bees. If you cast it using a spell slot of 8th or 9th level, you summon three times as many Bees.  The Bees are an ally to you and your companions. In combat, the Bees share your initiative count, but they take their turn immediately after yours. They obey your verbal commands (no action required by you). If you don’t issue any, they attack whatever is closest to them (even allies).


ASPECT OF THE LIVESTOCK
4th Level Transmutation
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Hour
When you cast this spell, you gain the abilities of a common farm animal.  Choose one of the following:

Cattle: You gain Advantage on Strength checks and Saves.  You also gain a Gore melee attack doing 1d6 plus your spellcasting ability modifier piercing damage.

Goat: You gain Advantage on Intelligence checks and Saves.  You also gain a Headbutt melee attack doing 1d6 bludgeoning damage.  Additionally, the target must make an Intelligence Save, or be Stunned 1 Round.

Horse: You gain Advantage on Charisma checks and Saves.  If you move at least 20 ft. straight toward a creature and then hit it with a melee attack on the same turn, that target must succeed on a Charisma saving throw or be knocked prone.

Llama: You gain Advantage on Dexterity checks and Saves.  You also gain a Spit ranged attack, with a range of 30 feet.  Opponents you hit must make a Dexterity Save or be Blinded for 1 Minute.  The Blindness ends early if the opponent takes an Action to clear it's eyes.


BEAST HEART
4th Level Transmutation  (Druid)
Casting Time: 1 Action
Range: 20 feet
Components: V, S
Duration: Concentration, up to 1 Hour
When you cast this spell, choose up to 3 creatures within the spells range (this can include yourself).  The targets gain Advantage on Strength Checks and Saving Throws.  They also gain 2d6 temporary hit points, which are lost when the spell ends.  Successful melee attacks by the spells recipients do an additional +1d6 damage.
  At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.


BEEATRICE'S ANGRY HIVE
4th Level Conjuration (Cleric, Druid)
Casting Time:
Range:
Components:
Duration:
text
  At Higher Levels: text if spells effects differ at higher levels


BEERD
spell Level and School (Ritual in parentheses if necessary)
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up  to 1 Minute
text
  At Higher Levels: text if spells effects differ at higher levels


CRUSHING DESPAIR
4th Level Illusion (Bard, Sorcerer, Warlock)
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
Each creature in a 30-foot cone must make a Charisma saving throw. On a failed save, the targets are overwhelmed with despair for the duration of the spell. During this time, it can't Attack or target any creature with harmful Abilities, Spells, or other magical Effects.


LAND WOMB
4th Level Transmutation (Ritual)
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: 8 Hours
You, and up to 2 other creatures (who must bee holding hands) step into a patch of soil large enough to fully contain your bodies, melding yourselves and all the equipment you carry with the earth for the duration. Using your movement, you step into the earth at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses (and even then your opponent will need a spell that lets you see through solid earth), and you are considered to be 10 feet down within the earth.

While merged with the stone, you can't see what occurs outside it by nonmagical means, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the earth. You can use your movement to leave the earth where you entered it, which ends the spell. You otherwise can't move.
  At Higher Levels: If you cast this at 5th Level or higher, you can bring one additional creature per spell slot Level over 4th.


NATURE'S PURITY
4th Level Evocation (Druid)
Casting Time: 1 Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
A shimmering green beam of light springs forth from your outstretched hand.  Make a ranged spell attack against a target.  On a successful hit the target takes 4d10 force damage.  If the target is an Aberration, Construct, Fiend or Undead, it must make a Charisma Saving Throw, or take an additional 2d10 damage on the following round.
  At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 1d10 for each slot level above 4th.


NATURE'S WRATH
4th Level Evocation (Druid)
Casting Time: V, S
Range: 150 feet
Components: V, S
Duration: Concentration, up to 10 Minutes
Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.

When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Charisma saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.  This spell doesn't effect Beasts, Constructs, Elementals, Fey or Plants.  Aberrations take an additional 2d10 damage, and have Disadvantage on the Saving Throw.
  At Higher Levels: text if spells effects differ at higher levels


POISON
4th Level (Druid, Farmer)
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
While this spell is in effect, whenever you make an unarmed strike or natural weapon attack against an opponent, they must make a Constitution Save or take 4d10 poison damage.
  At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.


SUMMON PLANT
4th Level Conjuration (Druid)
Casting Time: 1 Action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 hour
You call forth a plant creature of challenge rating 5 or less. It manifests in an unoccupied space that you can see within range.  The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it take the Dodge action and uses its move to avoid danger.
  At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.


BIG BEE'S INTERPOSING STING
5th Level Evocation  (Wizard)
Casting Time:
Range:
Components:
Duration:
text
  At Higher Levels: text if spells effects differ at higher levels


THE CROWS
5th Level Illusion (Warlock)
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 Minute
A target of your choice hallucinates a flock of crows hellbent on attacking him.  The target must make a Charisma saving throw. On a successful save, the target takes 2d8 psychic damage, and the spell ends. On a failed save, the target takes 4d8 psychic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 psychic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. On any round the spell damages the target, it has Disadvantage on Attack rolls.
  At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.


GIANT BEAST
5th Level Transmutation
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You transform up to ten goats, two boars, five eagles, or one crocodile within range into giant versions of their natural forms for the duration. A goat becomes a giant goat, a boar becomes a giant boar, an eagle becomes a giant eagle, and a crocodile becomes a giant crocodile.

Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement.

A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.


I'LL BEE BACK
5th Level Conjuration  (Druid)
Casting Time:
Range:
Components:
Duration:
text
  At Higher Levels: text if spells effects differ at higher levels


NATURAL SPELL
5th Level Evocation (Druid)
Casting Time: 10 Minutes
Range: Self
Components: V, S. M (a magical fetish worth at least 1,500 gp)
Duration: 10 Days
Choose a spell of 4th level or lower that you can cast, that has a casting time of 1 action.  You cast that as a part of Natural Spell, expending the spell slots for both.  The other spell is placed into a plant you are touching (this can be a plant creature).  The plant must weigh no less than 8 pounds, and each plant can only hold one spell.  The plant will hold the spell for 10 days, or until it is used.  You may cast the spell as a Bonus Action at any time you are within 30 feet of the plant holding it.  You may only use this spell to store a number of spells equal to your proficiency bonus.


PLANT BODY
5th Level Transmutation (Druid)
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Hour
Your body temporarily transforms into some sort of vegetation.  Until the spell ends you gain the following benefits: You have Resistance to Bludgeoning and Piercing.  You also gain Immunity to the Charmed and Frightened Conditions.


FIRE SEEDS
6th Level Transmutation) (Ritual) (Druid Farmer)
Casting Time: 1 Action
Range: Touch
Components: V, S,  M
Duration: Instantaneous
You enchant up to 5 acorns, large seeds/nuts, pine cones or berries, turning them into fire bombs.  They can be thrown at any target within a range of 60 feet (up to 120 feet if fired from a sling). The target and anything within 10 feet of it lands takes 2d6 fire damage (half damage if they make a successful Dexterity Saving Throw) and catching the target on fire.  It takes an additional 1d6 Fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.  You may throw as many as all five of the acorns as one attack, as long as they all  go to the same target.   The bombs can be thrown by anyone, as they detonate on impact.  Optionally, when you create them, you can set them to explode on command, and you can detonate one or all of them as a Reaction.   This version sets a 5 foot square (as well as any flammable objects within it) on fire until extinguished (and deals damage as normal). As a 3rd option you can designate them as flash bombs.  In this case, when they explode they do 1d6 Radiant damage to everything within 10 feet, and they must make a Constitution Saving Throw or be Blinded for 1 Minute.  A creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer Blinded.
  At Higher Levels: text if spells effects differ at higher levels


ANIMATE PLANTS
7th Level Transmutation (Ritual) (Druid, Farmer)
Casting Time: 1 Action
Range: 120 feet
Components: V
Duration: Concentration, up to 1 Minute
Plants come to life at your command. Choose two Large or 1 Huge nonmagical Plants within range.  Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

An animated plant has an AC of 15 + the Level of the Spell, and it's hit points, attacks, Strength, and Dexterity are determined by its size. Its Constitution is 15 and its Intelligence and Wisdom are 4, and its Charisma is 3. Its speed is 30 feet (40 feet if Large or Huge).  It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated plant drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to its original form.

If you command a plant to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific plant inflicts slashing or piercing damage based on its form. A Large Plant has 60 hit points (plus an additional 15 hp per Spell Level over 7th).  A Huge Plant has 90 hit points (plus an additional 15 hp per Spell Level over 7th).  Strength is 18 for a Large creature, and 23 for a Huge creature.  Dexterity is 10 for a Large creature, and 8 for a Huge one.  Attack is +8 to hit and does 2d10+4 damage for a Large creature.  Attack is +10 to hit and does 2d12+6 damage for a Large creature. 

Optionally, you can choose to partially animate every nearby plant. IF this option is chosen it has the effects of an Entangle spell within a 40 foot square area.  Duration becomes 10 Minutes, no Concentration.

  At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the creature you animate gains increased AC and Hit Points.  If option two is taken, increase the area of effect by 10 square feet for every spell slot Level above 7th.


CHANGESTONES
7th Level Transmutation (Druid, Farmer, Sorcerer, Wizard)
Casting Time: 1 Action
Range: 30 feet
Components: V, S, M (200 GP per prepared stone)
Duration: 1 Hour (see text)
You place 4 Medium sized, specially prepare stones on the ground.  When casting the spell you must name a certain set of conditions, and an object or area to be protected.  When the conditions are met, the stones animate, using Stone Defender stats (see Mordenkainen's Tome of Foes).  They will attack anyone other than you and any creatures who are present that you designate when you cast the spell in order to protect their charge.  They remain active for 1 Hour, or until they reach 0 Hit Points.  Once animated, as a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself or it's charge against hostile creatures. Once given an order, the creature continues to follow it until its task is complete, but it will not leave sight of it's charge.
  At Higher Levels: If you cast this spell using a spell slot of 8th level or higher, you can animate two additional stones for each slot level above 7th.


INVESTITURE OF THE SCARECROW
7th Level Transmutation (Farmer)
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 10 Minutes
text
  At Higher Levels: text if spells effects differ at higher levels


FOREST CHILD
8th Level Transmutation  (Druid, Farmer)
Casting Time: 1 Action
Range: 150 feet
Components: V, S, M
Duration: Concentration, up to 1 Hour
You draw forth a humanoid figure from the wood of a Large or bigger tree.  It is a wooden statue resembling yourself, with the same ability scores (except Int and cha, which are both 3) and stats, but without your Class Abilities or equipment.  It has Damage Resistance to Bludgeoning and Piercing damage, and Vulnerability to Fire damage.  It's Armor Class is 18 plus your Dexterity modifier.  While your creature is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your creature's eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own Senses.  The creature is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat.  The creature lasts until it drops to 0 hit points, or the spell ends.  As a Bonus Action you can switch places with it (anything that would affect teleport affects this), but it reduces the maximum duration of the spell by 5 minutes each time you do this.  You may also cast a spell through it as an Action, and it's origin point is the creature instead of you.  Spells you cast with a Range of Self may be cast on yourself or the creature in this manner.  Using this ability likewise reduces the maximum duration of the spell by 5 Minutes each time it is used.


CALL HARVESTER'S SCYTHE
9th Level Conjuration (Farmer, Warlock)
Casting Time: 1 Bonus Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 Minute
You create a blade-shaped burst of necrotic energy about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you cast this spell, you can make up to two melee spell attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 8d6 necrotic damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 16d6 necrotic damage (for a total of 24d6 necrotic damage).

As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.

A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.




Farmer Weapons

Adze/Hoe, Cost: , Damage: 1d0 slashing, Weight: 4 pounds, Properties: Two-Handed
Machete, Cost: , Damage: 1d6 slashing, Weight: 1 1/2 pounds, Properties: Light
Mattock/Pickaxe, Cost: , Damage: 1d8 piercing or slashing, Weight: 5 pounds, Properties: Versatile (1d10)
Pitchfork, Cost: , Damage: 1d6 piercing, Weight: 6 pounds, Properties: Versatile (2d4)
Shovel, Cost: , Damage: 1d8 bludgeoning (or slashing if it's been sharpened), Weight: 6 pounds, Properties: Heavy, Two-Handed
Scythe, Cost: , Damage: 2d4 slashing or piercing, Weight: 5 pounds, Properties: Heavy, Two-Handed
« Last Edit: September 12, 2023, 12:32:15 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16054
  • Fnord bitches
    • View Profile
Re: Requests that don't fit elsewhere
« Reply #7 on: January 31, 2022, 01:11:08 AM »
Big Badger
Transmutation (Polymorph)
Level: Badger 9
Components: V, S
Casting Time: 1 Swift Action
Range: Personal
Target: You
Duration: 1 round/level (D)

You take on the form and abilities of a War Badger (see below for your new statistics).  You gain 150 temporary hit points, which disappear at the end of the spell's duration.
See the description of the new polymorph subschool on page 95 of PHB 2 for more details.




War Badger
                      Huge Magical Beast
Hit Dice:             25d10+175 (312 hp)
Initiative:           +8
Speed:                50 ft. (10 squares), Burrow 100 feet
Armor Class:          32 (-2 Size, +24 Natural), touch 8, flat-footed 32
Base Attack/Grapple:  +25/+50
Attack:               Claw +32 melee (2d6+9/19-20)
Full Attack:          2 Claws +32 melee (2d6+9/19-20) and 1 Bite +30 melee touch (2d8+5/19-20)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Rage, Musk, Improved Grab, Cracking Jaws, Powerful Claws and Teeth
Special Qualities:    Darkvision 60 feet, Scent, DR 10/-, SR 23, Tremorsense 120 ft., Immune to Poison
Saves:                Fort +21, Ref +14, Will +17
Abilities:            Str 28, Dex 11, Con 25, Int 6, Wis 17, Cha 14
Skills:                Intimidate +7, Listen +8, Search +6, Spot +8, Survival +8
Feats:                Blind-Fight, Epic Will, Improved Critical (Bite, Claws), Improved Initiative, Iron Will, Multiattack, Superior Initiative, Track
Environment:          Temperate Forests
Organization:         Solitary, pair, or cete (3-5)
Challenge Rating:     18
Treasure:             Standard
Alignment:            Always Neutral
Advancement:          26-50 HD (Gargantuan)
Level Adjustment:     ---

War Badgers are sent by the Gods to punish those who displease them.  But for their size, they look like normal badgers.

Rage (Ex): A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +8 to Strength, +8 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

Musk (Ex): Once every 1d4 rounds the War Badger may fart explosively, requiring everything within 20 feet of it to make a DC 29 Fortitude Save (Save DC is Constitution  based).  Opponents who fail their Save are Nauseated for 2d4 rounds.  Opponents who succeed are still Nauseated 1 Round.

Improved Grab (Ex): To use this ability, a War Badger must hit an opponent of any size with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it may use it's Cracking Jaws.

Cracking Jaws  (Ex): The War Badger does it's Bite damage with a successful Grapple Check.  It's Bite attack is also considered a touch  attack.

Powerful Claws and Teeth (Ex): The War Badgers natural weapons are considered both Epic and Adamantine for purposes of overcoming Damage Reduction.

Combat: Pretty much like most regular badgers. 
« Last Edit: February 04, 2022, 07:11:36 PM by bhu »