Nature Pact

Your organization lives and thrives in the untamed wilds, whether forests, deserts, tundra, or even oceans. Nature cannot be controlled, but you know how to channel primal magic. Barbarians, druids, rangers, beasts, and nature spirits are your domain’s agents, and with these forces on your side, you are unstoppable.   Officer Titles
  • The Connected- Nature links a companion’s senses with your own. As an action, you can link yourself to a willing creature you can see within 30 feet of you for 1 hour. This replaces any previous links you made using this feature. While a linked creature is within 100 feet of you and one of you has to make an ability check or a saving throw, both of you roll the same check or save. The creature making the check or save then uses the highest roll.
  • The Pack Leader- As an action, you summon a beast of your choice with a challenge rating equal to or lower than your domain size into an unoccupied space you can see within 30 feet of you. The beast’s weapon attacks are magical, and it gains temporary hit points equal to 5 × your domain size. The beast acts on its own initiative and understands and follows your verbal commands. The beast follows your commands for 1 hour or until it is reduced to 0 hit points, at which point it disappears. You must finish a long rest before you can use this feature again.
  • The Primal- If you move at least 10 feet toward a Huge or smaller creature, then hit that creature with a melee weapon attack on the same turn, the attack deals extra damage equal to twice your proficiency bonus and the target must succeed on a Strength saving throw or be knocked prone. The DC for this saving throw equals 8 + your proficiency bonus + your Strength or Dexterity modifier, whichever is higher.
  • The Speaker- You gain proficiency in the Persuasion skill. Additionally, as an action, you can select a number of willing creatures you can see within 100 feet of you equal to your level + your domain size. For 1 hour, any of these creatures and you can speak telepathically to each other, singly or in groups, regardless of distance.
  • The Stalwart- As an action, you grant yourself and one ally you can see temporary hit points equal to 5 × your domain size. You must finish a long rest before you can use this feature again.

Specializations

 
Barbarian Tribe
  Power, ferocity, and strength define the barbarian warriors who make up your organization, allowing you to push through enemies and knock all obstacles out of your path.  
Skill Bonus Defense Bonus
Operations: +1 Resolve: +1
 
  • Impenetrable Defense- As a bonus action, take a power die from your domain’s pool and select a number of creatures within 15 feet of you equal to the number on the power die. Until the end of your next turn, any damage each of those creatures takes is reduced by the number on the power die.
  • Ready to Slay- bIf your domain’s Resources level is 2 or higher at the start of a battle, when- ever a unit your domain controls is attacked by an opposed unit, the target unit can use its reaction to make an attack against the opposed unit. This feature can be used a number of times during the battle equal to your domain size.
  • Trial by Pyre- As a domain action, make an Operations test against an opposed domain’s Resolve. On a success, reduce the target domain’s Resolve level by 1 and select one of that domain’s lieutenants. That lieutenant is vulnerable to fire damage until the end of the intrigue. Additionally, each time that lieutenant takes fire damage until the end of the intrigue, they become frightened of the source of the damage until the end of their next turn.
 
Druid Circle
  As the leaders of a druid circle, you gain the alle- giance of beasts, plants, and even the elements to your cause. Your agents learn how to use terrain to their advantage, hiding in plain sight and creating an information network unlike any other.  
Skill Bonus Defense Bonus
Espionage: +1 Espionage: +1
 
  • Primal Conjuration- As an action, take a power die from your domain’s pool and conjure a beast, a fey, or a plant creature (your choice) with a challenge rating equal to or lower than the num- ber on the power die. The creature appears in an unoccupied space that you can see within 30 feet of you. You mentally control the actions the creature takes. It acts when it is summoned, and on each of your turns thereafter. Creatures summoned by this power disappear when they are reduced to 0 hit points or after a number of rounds equal to 1 + your domain size, whichever comes first.
  • Eagle Eye- Make an Espionage test against an opposed domain’s Resources as a domain action. On a success, you increase your domain’s Communications level by 1, and you learn the ability scores, AC, hit points, traits, and action options of one lieutenant from the opposed domain.
  • Torrential Terrain- If your domain’s Communications level is 2 or higher at the end of deployment, select a number of spaces on the battlefield equal to your domain size. These spaces contain rain until the end of the battle. Any unit your domain controls ignores the effect of rain in these spaces.
 
Hunter Conclave
  You lead a hunter conclave, whose members are dedicated to taking on aberrations, monstrosi- ties, undead, and other unnatural creatures that threaten the wilds.  
Skill Bonus Defense Bonus
Diplomacy: +1 Espionage: +1
 
  • Rapid Assault- When you hit with a weapon attack, you can use a bonus action to take a power die from your domain’s pool and immediately make another attack with the same weapon. The attack has a bonus to the attack and damage roll equal to the number on the power die.
  • Marked Targets- If your domain’s Communications level is 2 or higher at the end of deployment, select a number of opposed units equal to 3 + your domain size. The next Attack test made against any chosen unit by a unit your domain controls has advantage.
  • Ruinous Fire- As a domain action, make an Espionage test against an opposed domain’s Communications. On a success, at the end of the next deployment, select a number of that opposed domain’s units equal to your domain size. Those units cannot move during the first round of the battle.
Skills Defenses
Diplomacy: 1 Communications: 10
Espionage: 0 Resolve: 12
Lore: 2 Resources: 11
Operations: -1
Domain Power Vine Entrapment- As a bonus action, take a power die from your domain’s pool and choose a creature within 30 feet of you that you can see. That creature must make a Dexterity saving throw with a DC equal to 10 + the number on the power die. On a failure, thorny vines erupt from the ground and wrap around the creature, which is restrained for a number of rounds equal to the number on the power die. A restrained creature can use an action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the save DC. On a success, the creature ends the restrained condition but takes piercing damage equal to 1d10 × your domain size.     Domain Features Fog of War- As a domain action, make a DC 16 Lore test. On a success, you summon the Frog of War, a special unit that is a single massive amphibian ready to devour enemies of nature. Natural Disaster- Once per intrigue as a domain bonus action, you can make a Lore test against an opposed domain’s Resources. On a success, the opposed domain’s Resources level decreases by 2

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