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Uncle Kittie's Unnecessary Revisions / Re: 5e Cleric and Pladin Subclasses
« Last post by bhu on March 19, 2024, 08:51:33 PM »THE OATH OF THE FROG COUNCIL
You are devoted to seeing justice served, whatever the price. When you graduated Paladin school, you tried working for several Gawds, but they all proved to be...sketchy in person. Then a fellow graduate brought you to the council. Finally, someone who had principles, and stood for them! You tend towards Neutrality and Good, though most traditional Paladin's refer to you as "that humorless jerk with the stick in his..." Well screw those guys. The Frogs do more good in the world than most of the Gawds combined. Plus, they really let you 'smite' the bad guys, unlike the Gawds who insist you be 'nice'. When has Evil ever respected nice?
TENETS OF THE COUNCIL
The council demands that you follow tenets that are similar to the Oath of Devotion. You are, however, allowed to raise a little hell, so to speak.
Justice. You uphold justice, not the law. Unjust laws are not to be followed. You get into political activism a lot.
Principle. Be willing to lay down your life, if necessary, for what you believe in. But only if necessary, we can't afford to lose good people on a whim.
Protection. Protect the weak and innocent. Punish those who harm them without mercy. This doesn't mean you can just kill them, especially when other punishments are more appropriate. Death can be a mercy to some.
Loyalty. Keep your word. Do your best to be dependable at al times. This does not mean you should let yourself be taken advantage of. If you are forced to promise not to kill an Evil Warlord, get someone else to do it.
Oath Spells
Paladin Level Spells
3rd: Bane, The Bad Ribbit*
5th: Marking Smite*, Zone of Ribbiting*
9th: Bestow Curse, The Frog From Somewhere*
13th: Summon Frulk!*, Wall of Frog*
17th: Behold the Fist of Justice!*, Croaking Smite*
CHANNEL DIVINITY
At 3rd Level, you gain the following two Channel Divinity options.
The Council's Wrath. As an Action, you can use your Channel Divinity to gain Advantage on attack rolls against any creature that is Marked, either by a Marked Smite spell or a Warlock of the Frog Council. This effect lasts for 1 Minute.
Turn the Marked. As an Action, you can use your Channel Divinity to rebuke the foes of the council. Any creature that is within 30 feet that is Marked, either by a Marking Smite spell or a Warlock of the Frog Council, must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action
AURA OF JUSTICE
At 7th Level you shed an aura of divine punishment. Any creature Marked by a Marked Smite spell, or the Mark ability of a Warlock of the Frog Council takes an extra 1d4 frog damage every time they take damage within 10 feet of you. This expands to 30 feet at 18th Level. A small frog literally runs screaming at them from the darkness to backhand them, and then flees, never to be seen again.
PUNISH THE GUILTY
At 15th Level, whenever a Marked creature (see Marked Smite or Warlock of the Frog Council) successfully attacks you, it must make a Charisma Save or be pulled Prone by some helpful frog spirits.
CHAMPION OF JUSTICE
At 20th Level you can become a Avatar of smiting justice for 1 Minute! This is a Bonus Action that gives you the following benefits:
You do an additional die of damage when using Divine Smite.
You may use Marking Smite without using a spell slot on one attack per round (this still uses a Bonus Action).
Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Marking Smite
2nd Level Evocation
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Instantaneous
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with green light as you strike, doing an additional 1d6 Frog damage. The attack Marks the target. This Mark can only be gotten rid of by getting a favorable Judgement from the Frog Council, do a successful mission of atonement for them, or be the recipient of a Remove Curse, Dispel Evil or Good or Wish spell. Anyone can see the Mark, and they will know that the Frog Council considers the bearer a potential bad guy. Other servants of the Frog Council can see a message of up to 10 words that you can decide to include as part of the design. While they are marked you always know their location so long as they are within 1000 feet of you (this negates Invisibility or other Illusions that would conceal the target). Spells like Nondetection or Mind Blank will temporarily suppress the tracking effect.
At Higher Levels: If cast as a 3rd Level of higher spell, the attack does an additional +1d6 damage per spell level.
Zone of Ribbiting
2nd Level Conjuration
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 Minute
You create a magical zone that becomes haunted by frog like entities in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, a creature is Deafened until it leaves the area of effect, and takes 2d6 thunder damage every round it remains there.
At Higher Levels: If cast as a 3rd Level of higher spell, the damage is increased by +1d6 per spell level
The Frog From Somewhere
3rd Level Conjuration
Casting Time: 1 Action
Range: 90 feet
Components: V, S, M (an origami frog)
Duration: Concentration, up to 1 Minute
A frog exits your clothing or equipment and rapidly circles your body while screaming, before biting down for 1d6 + your spellcasting ability modifier in frog damage. Despite any effort by the target, the frog cannot seem to be grasped or affected in any way, as evidenced by it pausing every so often to give the target the finger. As a bonus action on your turn, you can move the frog up to 20 feet and repeat the attack against a creature within 5 feet of it. Any target that takes damage loses it's Reaction on it's next turn.
At Higher Levels: If cast as a 4th Level of higher spell, the damage increases by 1d6 for every two slot levels above 2nd.
Summon Frulk
4th Level Conjuration
Casting Time: 1 Action
Range: 90 feet
Components: V, S, M (giant frog's tooth)
Duration: Concentration, up to 1 hour
You call forth a hulking frog spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Frulk stat block. The creature resembles a malignant, froglike semi-humanoid thing. 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, use the higher level wherever the spell's level appears on the stat block.
Frulk
Medium Monstrosity
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 40 + 10 for each spell level above 4th
Speed: 30 ft., Swim 30 ft.
Str: 16
Dex: 10
Con: 15
Int: 6
Wis: 10
Cha: 16
Damage Resistances: Bludgeoning
Senses: Darkvision 60 ft., passive perception 10
Languages: understands the languages you speak
Proficiency Bonus: equals your proficiency bonus
Actions:
Multiattack. The aberration makes a number of attacks equal to half this spell’s level (rounded down).
Frogit!. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: (1d6 + PB + the spell's level) frog damage, and the target is grappled (escape DC 11 + PB).
Wall of Frogs
4th Level Conjuration
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (a dead cricket)
Duration: Concentration, up to 1 minute
You create a wall of frogs on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d4 frog damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d4 frog damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage
At Higher Levels: If cast as a 5th Level of higher spell, the damage increases by 1d4 for each slot level above 4th.
Behold the Fist of Justice!
5th Level Evocation
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Instantaneous
The next time you hit a creature with an unarmed strike attack before this spell ends, your fist shines with light, and the attack deals an extra 5d10 magical bludgeoning damage to the target. Additionally the target must make a Strength Saving Throw or be knocked up to 60 feet away in any direction, lands prone, and is Stunned until the beginning of your next turn. It takes an additional 1d6 non-magical bludgeoning damage per 10 feet it travels.
-
Croaking Smite
5th Level Evocation
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 Minute
The next time you hit a creature with a weapon attack before this spell ends, your weapon rumbles thunder, and the attack deals an extra 8d6 thunder damage to the target. Additionally, the target must make a Wisdom Saving Throw or be Incapacitated for 1 Minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You are devoted to seeing justice served, whatever the price. When you graduated Paladin school, you tried working for several Gawds, but they all proved to be...sketchy in person. Then a fellow graduate brought you to the council. Finally, someone who had principles, and stood for them! You tend towards Neutrality and Good, though most traditional Paladin's refer to you as "that humorless jerk with the stick in his..." Well screw those guys. The Frogs do more good in the world than most of the Gawds combined. Plus, they really let you 'smite' the bad guys, unlike the Gawds who insist you be 'nice'. When has Evil ever respected nice?
TENETS OF THE COUNCIL
The council demands that you follow tenets that are similar to the Oath of Devotion. You are, however, allowed to raise a little hell, so to speak.
Justice. You uphold justice, not the law. Unjust laws are not to be followed. You get into political activism a lot.
Principle. Be willing to lay down your life, if necessary, for what you believe in. But only if necessary, we can't afford to lose good people on a whim.
Protection. Protect the weak and innocent. Punish those who harm them without mercy. This doesn't mean you can just kill them, especially when other punishments are more appropriate. Death can be a mercy to some.
Loyalty. Keep your word. Do your best to be dependable at al times. This does not mean you should let yourself be taken advantage of. If you are forced to promise not to kill an Evil Warlord, get someone else to do it.
Oath Spells
Paladin Level Spells
3rd: Bane, The Bad Ribbit*
5th: Marking Smite*, Zone of Ribbiting*
9th: Bestow Curse, The Frog From Somewhere*
13th: Summon Frulk!*, Wall of Frog*
17th: Behold the Fist of Justice!*, Croaking Smite*
CHANNEL DIVINITY
At 3rd Level, you gain the following two Channel Divinity options.
The Council's Wrath. As an Action, you can use your Channel Divinity to gain Advantage on attack rolls against any creature that is Marked, either by a Marked Smite spell or a Warlock of the Frog Council. This effect lasts for 1 Minute.
Turn the Marked. As an Action, you can use your Channel Divinity to rebuke the foes of the council. Any creature that is within 30 feet that is Marked, either by a Marking Smite spell or a Warlock of the Frog Council, must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action
AURA OF JUSTICE
At 7th Level you shed an aura of divine punishment. Any creature Marked by a Marked Smite spell, or the Mark ability of a Warlock of the Frog Council takes an extra 1d4 frog damage every time they take damage within 10 feet of you. This expands to 30 feet at 18th Level. A small frog literally runs screaming at them from the darkness to backhand them, and then flees, never to be seen again.
PUNISH THE GUILTY
At 15th Level, whenever a Marked creature (see Marked Smite or Warlock of the Frog Council) successfully attacks you, it must make a Charisma Save or be pulled Prone by some helpful frog spirits.
CHAMPION OF JUSTICE
At 20th Level you can become a Avatar of smiting justice for 1 Minute! This is a Bonus Action that gives you the following benefits:
You do an additional die of damage when using Divine Smite.
You may use Marking Smite without using a spell slot on one attack per round (this still uses a Bonus Action).
Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Marking Smite
2nd Level Evocation
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Instantaneous
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with green light as you strike, doing an additional 1d6 Frog damage. The attack Marks the target. This Mark can only be gotten rid of by getting a favorable Judgement from the Frog Council, do a successful mission of atonement for them, or be the recipient of a Remove Curse, Dispel Evil or Good or Wish spell. Anyone can see the Mark, and they will know that the Frog Council considers the bearer a potential bad guy. Other servants of the Frog Council can see a message of up to 10 words that you can decide to include as part of the design. While they are marked you always know their location so long as they are within 1000 feet of you (this negates Invisibility or other Illusions that would conceal the target). Spells like Nondetection or Mind Blank will temporarily suppress the tracking effect.
At Higher Levels: If cast as a 3rd Level of higher spell, the attack does an additional +1d6 damage per spell level.
Zone of Ribbiting
2nd Level Conjuration
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 Minute
You create a magical zone that becomes haunted by frog like entities in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Wisdom saving throw. On a failed save, a creature is Deafened until it leaves the area of effect, and takes 2d6 thunder damage every round it remains there.
At Higher Levels: If cast as a 3rd Level of higher spell, the damage is increased by +1d6 per spell level
The Frog From Somewhere
3rd Level Conjuration
Casting Time: 1 Action
Range: 90 feet
Components: V, S, M (an origami frog)
Duration: Concentration, up to 1 Minute
A frog exits your clothing or equipment and rapidly circles your body while screaming, before biting down for 1d6 + your spellcasting ability modifier in frog damage. Despite any effort by the target, the frog cannot seem to be grasped or affected in any way, as evidenced by it pausing every so often to give the target the finger. As a bonus action on your turn, you can move the frog up to 20 feet and repeat the attack against a creature within 5 feet of it. Any target that takes damage loses it's Reaction on it's next turn.
At Higher Levels: If cast as a 4th Level of higher spell, the damage increases by 1d6 for every two slot levels above 2nd.
Summon Frulk
4th Level Conjuration
Casting Time: 1 Action
Range: 90 feet
Components: V, S, M (giant frog's tooth)
Duration: Concentration, up to 1 hour
You call forth a hulking frog spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Frulk stat block. The creature resembles a malignant, froglike semi-humanoid thing. 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, use the higher level wherever the spell's level appears on the stat block.
Frulk
Medium Monstrosity
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 40 + 10 for each spell level above 4th
Speed: 30 ft., Swim 30 ft.
Str: 16
Dex: 10
Con: 15
Int: 6
Wis: 10
Cha: 16
Damage Resistances: Bludgeoning
Senses: Darkvision 60 ft., passive perception 10
Languages: understands the languages you speak
Proficiency Bonus: equals your proficiency bonus
Actions:
Multiattack. The aberration makes a number of attacks equal to half this spell’s level (rounded down).
Frogit!. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: (1d6 + PB + the spell's level) frog damage, and the target is grappled (escape DC 11 + PB).
Wall of Frogs
4th Level Conjuration
Casting Time: 1 Action
Range: 120 feet
Components: V, S, M (a dead cricket)
Duration: Concentration, up to 1 minute
You create a wall of frogs on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d4 frog damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d4 frog damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage
At Higher Levels: If cast as a 5th Level of higher spell, the damage increases by 1d4 for each slot level above 4th.
Behold the Fist of Justice!
5th Level Evocation
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Instantaneous
The next time you hit a creature with an unarmed strike attack before this spell ends, your fist shines with light, and the attack deals an extra 5d10 magical bludgeoning damage to the target. Additionally the target must make a Strength Saving Throw or be knocked up to 60 feet away in any direction, lands prone, and is Stunned until the beginning of your next turn. It takes an additional 1d6 non-magical bludgeoning damage per 10 feet it travels.
-
Croaking Smite
5th Level Evocation
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 Minute
The next time you hit a creature with a weapon attack before this spell ends, your weapon rumbles thunder, and the attack deals an extra 8d6 thunder damage to the target. Additionally, the target must make a Wisdom Saving Throw or be Incapacitated for 1 Minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.