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Racial Variant For Half-Orc Shamans/Druids
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<blockquote data-quote="doctorbadwolf" data-source="post: 7038660" data-attributes="member: 6704184"><p>Nice! And yes, Savage Attack. It was a long day. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> </p><p></p><p>I like the Call on Spirits thing. </p><p></p><p>I wonder if it would make sense to make it a full on subrace? I'm specifically thinking about Eberron or other worlds with less savage, more just Primal/tribal orcs, here. The standard orc doesn't really mechanically represent the thematics, but I'm not sure if just swapping Savage Attack with a less "stab things" ability does the needed work, or if swapping a wisdom bonus and switching Intimidate with Nature, as well, would be the way to go. </p><p></p><p>Either way... </p><p></p><p>Call On Spirits</p><p></p><p>As a 1 minute ritual, you call into the spirit world, asking for guidance. You gain one of the following benefits:</p><p></p><p>*Advantage on your next Nature, History, Perception, Insight, or Investigate check before the end of your next long rest. </p><p></p><p>*A tiny natural beast finds its way to you within the next few minutes, and answers 3 questions, in the language of Spirits. </p><p></p><p>*The Spirits guide you to a safe place to make camp, and help you obscure your camp from outsiders. Any creature trying to locate the camp, even by magical means, has disadvantage to do so. If the magical means requires no roll, this ability has no effect. </p><p></p><p>That feels about as strong as the extra damage from Savage Attack, to me. Thoughts? </p><p></p><p>If it seems too strong, I may crack open the middle earth adventurers book and look at the traits in there. Here are some good, subtle, nature related traits for elves and, IIC, Dunadain. Like being able to listen to trees and rocks and the earth itself.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7038660, member: 6704184"] Nice! And yes, Savage Attack. It was a long day. :) I like the Call on Spirits thing. I wonder if it would make sense to make it a full on subrace? I'm specifically thinking about Eberron or other worlds with less savage, more just Primal/tribal orcs, here. The standard orc doesn't really mechanically represent the thematics, but I'm not sure if just swapping Savage Attack with a less "stab things" ability does the needed work, or if swapping a wisdom bonus and switching Intimidate with Nature, as well, would be the way to go. Either way... Call On Spirits As a 1 minute ritual, you call into the spirit world, asking for guidance. You gain one of the following benefits: *Advantage on your next Nature, History, Perception, Insight, or Investigate check before the end of your next long rest. *A tiny natural beast finds its way to you within the next few minutes, and answers 3 questions, in the language of Spirits. *The Spirits guide you to a safe place to make camp, and help you obscure your camp from outsiders. Any creature trying to locate the camp, even by magical means, has disadvantage to do so. If the magical means requires no roll, this ability has no effect. That feels about as strong as the extra damage from Savage Attack, to me. Thoughts? If it seems too strong, I may crack open the middle earth adventurers book and look at the traits in there. Here are some good, subtle, nature related traits for elves and, IIC, Dunadain. Like being able to listen to trees and rocks and the earth itself. [/QUOTE]
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