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Hausregel für Tiergefährten in DnD 5E

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Kervin:

--- Zitat von: Idunivor am 22. Dezember 2017, 17:03:36 ---So kann man das mit dem Power Level auch besser kontrollieren, weil es nicht einfach jeder Druide bekommt, sondern nur der mit dem "Circle of the Beast" oder so.

--- Ende Zitat ---

Das wird dann noch einiges an Arbeit. Man könnte für den entweder aus den beiden anderen Zirkeln Teile übernehmen oder alldie Beastmaster Eigenschaften die ich schon in der Liste hab auf den Stufen durch den Zirkel erlernen... viel Denkarbeit... gsd sind ja jetzt ein paar Feiertage in denen ich mir darüber den Kopf zerbrechen kann.

Auch an dich ein Danke für den Input :thumbup:. Freu mich immer wieder wenn ich hier reinschau. Finde immer Leute die mirhelfen können^^

Schöne Feiertage
Werde mich dann mit der neuen Version zurück melden.  :holy:

Kervin:
Habe mich nun für einen Weg entschieden der meine erste Version mit dem "Herr der Tiere" Archetyp des Walddläufers kombiniert.

Habe dafür den "Zirkel des Wildtieres" erschaffen.

Hier der Link dazu....

Hoffe ihr gebt mir erneut euer Feedback

hoefgetier:
Nimm doch einfach den Circle of the Guardian aus Eberron, es gibt die Regeln im PDF Korranberg_Chronicle_-_Adventurers_Almanach

Circle of the Guardian druids exclusively belong to the
Wardens of the Wood sect. The Wardens believe in
harmony between civilization and nature. They do not
shun the innovations and progress of the Five Nations,
so long as they do not unduly impact the wild. While
most leaders and elders of the Wardens are druids of
the Circle of the Land, druids of the Circle of the
Guardian are respected commanders and stewards of
the Warden's armed forces as well as the training of
initiates intending to join the Warden's military.
Restriction. You must have been initiated into
druidism by way of the Wardens of the Wood druidic
sect.
When you choose this circle at 2nd level, you gain
proficiency with the Athletics skill, heavy armor, and
one martial weapon of your choice. The Wardens of the
Wood are very progressive for druids, and do not place
a large stigma on wearing metal armor or using metal
shields, though they still prefer wood, hide, and
leather.
As the martial arm of the Wardens, druids of the Circle
of the Guardian specialize in spells that allow them to
protect their allies and hunt threats within the
Towering Wood. At 3rd, 5th, 7th, and 9th level you gain
access to circle spells. Once you gain access to a circle
spell, you always have it prepared, and it doesn't count
against the number of spells you can prepare each day.
If you gain access to a spell that doesn't appear on the
druid spell list, the spell is nonetheless a druid spell for
you.
Druid Level Circle Spells
3rd blur, warding bond
5th aura of vitality, haste
7th guardian of nature*,
locate creature
9th hold monster, wrath of nature*
* These spells can be found in Xanathar’s Guide to Everything
At 6th level, you learn to use your magic to create a
powerful bond with a creature of the natural world.
With 8 hours of work and the expenditure of 50 gp
worth of rare herbs and fine food, you call forth an
animal from the wilderness to serve as your faithful
companion. You normally select your companion from
among the following animals: an ape, a black bear, a
boar, a giant badger, a giant weasel, a mule, a panther,
or a wolf (see the Monster Manual for these animals’
statistics). However, your DM might pick one of these
animals for you, based on the surrounding terrain and
on what types of creatures would logically be present
in the area.
At the end of the 8 hours, your animal companion
appears and gains all the benefits of your Companion’s
Bond ability. You can have only one animal companion
at a time.
If your animal companion is ever slain, the magical
bond you share allows you to return it to life. With 8
hours of work and the expenditure of 25 gp worth of
rare herbs and fine food, you call forth your
companion’s spirit and use your magic to create a new
body for it. You can return an animal companion to life
in this manner even if you do not possess any part of
its body.
If you use this ability to return a former animal
companion to life while you have a current animal
companion, your current companion leaves you and is
replaced by the restored companion.
Your animal companion gains a variety of benefits
while it is linked to you. The animal companion loses
its Multiattack action, if it has one. The companion
obeys your commands as best it can. It rolls for
initiative like any other creature, but you determine its
actions, decisions, attitudes, and so on. If you are
incapacitated or absent, your companion acts on its
own.
Whenever you take the Attack action, if your
companion can see you, it can use its reaction to make
a melee attack.
Your animal companion has abilities and game
statistics determined in part by your level. Your
companion uses your proficiency bonus rather than its
own. In addition to the areas where it normally uses its
proficiency bonus, an animal companion also adds
your proficiency bonus to its AC and to its damage
rolls.
Your animal companion gains proficiency in two
skills of your choice. It also becomes proficient with all
saving throws, and it rolls all saving throws with
advantage.
Your animal companion immediately gains 3 hit
dice when you bond to it, and for each level you gain
after 6th, your animal companion gains an additional
hit die. Each hit die the animal companion gains
increases its hit points accordingly.
For every Ability Score Improvement feature you
have, and whenever you gain it again, your
companion’s abilities also improve. Your companion
can increase one ability score of your choice by 2, or it
can increase two ability scores of your choice by 1. As
normal, your companion can’t increase an ability score
above 20 using this feature unless its description
specifies otherwise.
Your companion shares your alignment and has a
personality trait and a flaw that you can roll for or
select from the tables below. Your companion shares
your ideal, and its bond is always, “The druid who
travels with me is a beloved companion for whom I
would gladly give my life.”
d6 Trait
1 I’m dauntless in the face of adversity.
2 Threaten my friends, threaten me.
3 I stay on alert so others can rest.
4 People see an animal and underestimate me. I
use that to my advantage.
5 I have a knack for showing up in the nick of time.
6 I put my friends’ needs before my own in all
things.
d6 Flaw
1 If there’s food left unattended, I’ll eat it.
2 I growl at strangers, and all people except my
druid are strangers to me.
3 Any time is a good time for a belly rub.
4 I’m deathly afraid of water.
5 My idea of hello is a flurry of licks to the face.
6 I jump on creatures to tell them how much I love
them.
Starting at 10th level, whenever your companion uses
the Attack action and hits a creature, you may cast a
spell with a casting time of 1 action as a reaction with
the same creature as the target of your spell.
Beginning at 14th level, when you cast a spell targeting
yourself, you can also affect your beast companion
with the spell if the beast is within 30 feet of you.

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