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Frejkin

hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per cultist level after 1st
armor proficiencies: Light armour, medium armour
weapon proficiencies: Longbows, shortbows, light crossbows, quarterstaffs, daggers
tools: Herbalism kit
saving throws: Charisma, Wisdom
skills: Choose two from Acrobatics, Animal Handling, Nature, Perception, Religion, Stealth and Survival
starting equipment:
spellcasting:

You know three cantrips of your choice from the frejkin spell list. You learn additional frejkin cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Frejkin table.

The Frejkin table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer 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 cleric spells that are available for you to cast, choosing from the frejkin spell list. When you do so, choose a number of cleric spells equal to your Charisma modifier + your cleric 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 cleric, you have four 1st level and two 2nd level spell slots. With a Charisma 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 change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

 

Spellcasting Ability

Spell save DC:

8 + your proficiency bonus + your Charisma modifier

Spell attack modifier:

your proficiency bonus + your Charisma modifier


class features:

Level 2

Wild Shape

You can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your cleric level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.

 
Beast Shapes

Level | Max. CR | Limitations | Example

2nd | 1/4 | No flying or swimming speed | Wolf

4th | 1/2 | No flying speed | Crocodile

8th | 1 | --- | Giant eagle

 

You can stay in a beast shape for a number of hours equal to half your family level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

 
  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
  • While you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
 

Level 4

Ability Score Improvement

You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 8th, 12th, 16th and 19th level.

 

Level 10

Divine Intervention

You can call on Frej to intervene on your behalf when your need is great.

Imploring your deity's aid requires you to use your action. Describe the assistance you seek and roll percentile dice. If you roll a number equal to or lower than your cleric level, Nyissa intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell would be appropriate.

If Frej intervenes, you can't use this feature again for a short moon. Otherwise, you can use it again after you finish a long rest.

subclass options:

Level 1

You have 1 class point.

You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.

 

Optional Abilities

Fey Presence

Frej bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your cleric spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

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

 

Part of the Forest

You are particularly familiar with The Forest of Frej. When you make an Intelligence or Wisdom check related to The Forest of Frej, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in The Forest of Frej, you gain the following benefits:

 
  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
 

Mimicry

You can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check against your cleric spell save DC.

 

Level 5

You gain 1 class point.

 

Optional Abilities

Combat Wild Shape

You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

 

Charm Animals and Plants

As an action, you present your holy symbol and invoke Frej's name. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

You must then finish a short or long rest to use this ability again.

 

Natural Recovery

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 family 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 Frej Kin, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

 

Beast Speech

You can cast speak with animals at will, without expending a spell slot.

 

Misty Visions

You can cast silent image at will, without expending a spell slot.

 

Level 6

You gain 2 class points.

 

Optional Abilities

Primal Strike

Your attacks in beast form now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

 

Misty Escape

You can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

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

 

Entropic Ward

You learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.

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

 

Feral Visage

Your body grows more bestial and large. You are considered one size larger, for the purposes of determining carrying capacity. In addition, horns grow from your head and your jaw is turned into a powerful maw. You may use this feature once between long rests.

You gain the following benefits of this transformation:

 
  • Your fanged maw and your horns are natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
  • You can add your Strength modifier as a bonus to your Charisma (Intimidation) checks.
 

Level 8

You gain 1 class point.

 

Optional Abilities

Dreadful Word

You can cast confusion once using a family spell slot. You can’t do so again until you finish a long rest.

 

Toxic Spores

A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a Constitution saving throw against your cleric spell save DC or become poisoned. While poisoned in this way, a target takes 1d10 poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

 

Level 11

You gain 1 class point.

 

Optional Abilities

Elemental Wild Shape

You can expend two uses of Wild Shape at the same time to transform into air elemental, an earth elemental, a fire elemental, or a water elemental.

 

Beguiling Defences

You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your family spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

 

Tranquility

You can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.

 

Poison Gas

Whenever you kill an enemy with poison damage, poison gas emanates from their corpse. For one minute, any creature starting its turn in a 5-foot radius of the afflicted corpse must make a Constitution saving throw equal to your Spell Save DC.

On a failure, they take damage equal to that which was inflicted in the dead enemy's final blow, and become poisoned for the duration.

On a success, they take half damage and do not become poisoned.

 

Level 14

You gain 1 class point.

 

Optional Abilities

Vanish

You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

 

Nature's Sanctuary

Creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your family 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.

 

Dark Delirium

You can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your family spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.

Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.

You must finish a short or long rest before you can use this feature again.

 

Level 17

You gain 2 class points.

 

Optional Abilities

Master of Myriad Forms

You can cast alter self at will, without expending a spell slot.

 

Master of Nature

You gain the ability to command animals and plant creatures, provided you already have the ability to charm them. While creatures are charmed by you, you can take a bonus action on your turn to verbally command what each of those creatures will do on it's next turn.

 

Level 18

You gain 1 class point.

 

Optional Abilities

Feral Senses

You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

 

Beast Spells

You can cast any of your cleric spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a spell while in a beast shape, but you aren’t able to provide material components.

 

Level 20

You gain 1 class point.

 

Optional Abilities

Divine Intervention

Your call for intervention succeeds automatically, no roll required.

 

Archdruid

You can use your Wild Shape an unlimited number of times.

 

Frejkin Table

LevelClass PointsAbilitiesOptional AbilitiesCantrips Known1st2nd3rd4th5th6th7th8th9th
11SpellcastingFey Presence, Part of the Forest, Mimicry32------------------------
21Wild Shape---33------------------------
31------342---------------------
41Wild Shape Improvement, Ability Score Improvement---443---------------------
52---Combat Wild Shape, Charm Animals and Plants, Natural Recovery, Beast Speech, Misty Visions4432------------------
64---Primal Strike, Misty Escape, Entropic Ward, Feral Visage4433------------------
74------44331---------------
85Wild Shape Improvement, Ability Score ImprovementDreadful Word, Toxic Spores44332---------------
95------443331------------
105Divine Intervention---543332------------
116---Elemental Wild Shape, Beguiling Defences, Tranquility, Poison Gas5433321---------
126Ability Score Improvement---5433321---------
136------54333211------
147---Vanish, Nature's Sanctuary, Dark Delirium54333211------
157------543332111---
167Ability Score Improvement---543332111---
179---Master of Myriad Forms, Master of Nature5433321111
1810---Feral Senses, Beast Spells5433331111
1910Ability Score Improvement---5433332111
2011---Divine Intervention Improvement, Archdruid5433332211

Created by

Namiridite.

Statblock Type

Class Features

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