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Nature Ruzic

He breathes in, silently inhaling air little by little as the hunting party walks inches from his view between the treestump and thick shrubbery. They make dangerous boasts as they walk by, exchanging words of arrogant disrespect for the land. he exhales with a grin, and looses an arrow. A panther leaps visciously at his prey from beside him while they hastily turn around.   She dashes, spear in hand, gracefully through the forest. The invading gnolls quickly bark and laugh as she runs by. Then she halts, spinning her spear in her hand before unleashing a powerful throw. The spear flies, encasing itself in a shell of bramble and thorns. The first gnoll is taken out before they can even get close, she unsheathes her scimitar, and prepares for battle.
hit dice: 1d6
hit points at 1st level: 8 + Constitution Modifier
hit points at higher levels: 1d8 (Or 6) + your constitution Level
armor proficiencies: Light
weapon proficiencies: Martial ranged weapons, Simple ranged weapons, Simple Melee Weapons. Light weapons, Finesse Weapons.
tools: 1 Toolset of your choice, 1 instrument of your choice
saving throws: Dexterity, Wisdom
skills: Choose 4 from Acrobatics, Stealth, Sleight of hand, Nature, Investigation, Religion, Animal Handling, Insight, Perception, Medicine, Survival, Intimidation, Persuasion.
starting equipment:

  • A set of light armor

  • A Martial ranged weapon with 20 ammo or A simple Ranged weapon with 20 ammo and a simple melee weapon

  • Two simple melee weapons or A Martial weapon

  • A Silver dagger

  • An Explorer's pack

  • An Instrument


spellcasting:
Nature Ruzic have a deep connection with their enviroment and people, and have a unique ability to manipulate both with their strange primal understanding of magic. Though nowhere near the mastery of the Water Ruzic, it is no secret that the Nature Ruzic are able to tweak the rules a little.    
LevelSpellsSpell Slots
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
2nd:1st Level Spells Hail of Thorns, Hunter's Mark, Speak with Animals, Animal Friendship, Ensnaring Strike, Detect Poison and Disease 2 - - - - - - - -
3rd:2nd Level Spells Animal Messenger, Barkskin, Beast Sense, Cordon of Arrows, Darkvision, Silence, Spike Growth 4 2 - - - - - - -
5th:3rd level spells Conjure Barrage, Conjure Beasts, Nondetection, Plant Growth, Speak with plants 4 3 1 - - - - - -
8th:4th level spells Conjure Woodland Creatures, Grasping Vine, Stone Skin 4 3 2 1 - - - - -
10th:5th level Spells Commune with Nature, Conjure Volley, Swift Quiver, Tree Stride, 4 3 2 2 1 - - - -
12th:6th Level Spells Wall of Thorns, Move Earth, Heal, Conjure Fey, Transport Via plants. 4 4 2 2 1 1 - - -
14th: 7th Level Spells Mirage Arcane, Restoration 4 4 3 3 2 2 1 - -
17th:8th Level Spells Animal Shapes, Earthquake 4 4 4 3 3 2 1 1 -
20th:9th Level Spells Astral Projection 4 4 4 3 3 3 2 1 1
Spent
So much
Fucking time on t h i s !

Spellbeast

While you are bound to a single element, your bonded beast has no such limitations. Able to conjure spells from almost any type. Your beast can prepare a certain number of spells (table below) and cast them using their mouth for verbal, or body motions for Somatic. They cannot cast spells that require materials unless those materials are already prepared and are attached to the beast via clothing or armor. Any spell the beast casts that requires concentration will only last 3 turns unless recasted. If any spell requires a spoken word or language that cannot be spoken by beasts, likes chants and prayers, then the beast cannot cast it. A spell can only be cast at the minimum spell slot its unlocked at unless it is used five times within a week, then it will become "trained", you cannot switch the trained spell when preparing new spells.    
LevelSpelltablePrepared SpellsSpellSlots
Cantrip Max 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
2nd Wizard 3 2 1 - - - - - - -
3rd Wizard 4 2 2 1 - - - - - - -
4th Wizard, Cleric 5 2 3 1 - - - - - - -
5th Wizard, Cleric 5 3 3 2 1 - - - - - -
6th Wizard, Cleric, 5 3 3 2 1 - - - - - -
7th Wizard, Cleric 5 3 3 2 1 - - - - - -
8th Wizard, Cleric, Warlock 6 3 4 2 2 1 - - - - -
9th Wizard, Cleric, Warlock 6 3 4 2 2 1 - - - - -
10th Wizard, Cleric, Warlock 7 3 4 2 2 1 - - - - -
11th Wizard, Cleric, Warlock 7 3 4 2 2 1 - - - - -
12th Wizard, Cleric, Warlock, 7 3 4 3 2 1 - - - - -
13th Wizard, Cleric, Warlock 8 3 4 3 2 2 1 - - - -
14th Wizard, Cleric, Warlock, Sorcerer 8 4 4 3 2 2 1 - - - -
15th Wizard, Cleric, Warlock, SOrcerer 8 4 4 4 2 2 1 - - - -
16th Wizard Cleric, Warlock, Sorcerer 8 4 4 4 3 2 1 1 - - -
17th Wizard, Cleric, Warlock, Sorcerer 9 4 4 4 3 2 2 1 - - -
18th Wizard, Cleric, Warlock, Sorcerer 9 4 4 4 3 2 2 1 1 - -
19th Wizard, Cleric, Warlock, SOrcerer 9 4 4 4 3 3 3 2 1 1 -
20th Wizard, Cleric, Warlock, Sorcerer 10 4 4 4 3 3 3 2 1 1 1
Fuck Extra Row Woops
class features:

Light Armor Expertise

The Nature Ruzic are masters of light armor, they need to be in order to masterfully navigate the woods with little to no hinderance. You can make any light armor look like regular clothing via either a leatherworking kit or a tailoring kit. Doing so loses any stealth disadvantage added by any particular light armor sets, allows you to enter locations that may prohibit armor unbothered, and removes the don doff time armor has.  

Soul of Nature

Your soul pumps with life and earth, your body as adaptable as can be. Passively gain resistance to hostile enviroments over the course of five days, after five days, gain resistance to a damage type closest to the enviroment, and lose any negative side effects from navigating that biome. The exception is lands closely related to fire, (Volcanos, deserts, etc). You have disadvantage on any saving throw against biome effects related to heat or flame. You are also able to form and manipulate vines, thorns, roots, leaves, moss, and grass.  

Kindred Spirit

Starting at 2nd level, you bond your spirit with that of a tamed beast. If their health maximum is less than yours, increase it to match yours. On a level up your bonded beast gains 1d6 (or 4) plus its constitution modifer. and for every feature you gain, your beast gains one as well. Your bonded beast gains 10 + their dexterity modifer + their strength modifier AC when unarmored.  

Fighting Style

At 2nd level, choose a fighting style.  

Archery:

You gain a +2 bonus to attack rolls you make with ranged weapons.  

Defense:

While you are wearing armor, you gain a +1 bonus to AC.  

Two-Weapon Fighting:

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  

Dueling:

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.  

Thrown Weapon Fighting:

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.  

Bond:Instinct

At 2nd level, choose your bonded companions instinct.  

War Beast

Companion Gains profeciency bonus in Athletics, Intimidation, and light, medium and heavy armor.  

Hunter

Companion Gains proficiency in Acrobatics and Stealth and light armor. When attacking with advantage, gain a bonus attack.  

Scamp

Companion Gains proficiency in Arcana and Performace, While unarmored required nat roll for crit is reduced by one. Required nat roll for crit fail is increased by 1 for saving throws from opponent targeted by your companions spells.  

Ruzic Path

At 3rd level, choose one of two Paths to follow; Path of the Huntress, or Path of the Chimera. Your companion will follow your path.  

Ability Score Increase

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your chose by 2, or you can increase two ability scores by 1. Or choose a Feat of Strength.   The Same applies to your companion.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you make an Attack action on your turn.   The number of attacks incrreases to three when you reach 11th level and to four when you reach 20th level in this class.   The Same Applies to your companion.  

Wild Feast

Starting at 7th level, you can eat raw meat, so long as it is not diseased, without suffering a penalty of comfort or health. You can skin creatures and harvest the meat effeciently even without the tools. Herbs of minor poison levels can be turned into spices for your food, increasing its lavishness, without causing damage to you.  

Bond:Loyalty

Starting at 7th level, your bonded companion cannot be turned against you via spell or other means, and can help you if you are knocked unconcious, suffering a status effect, or are charmed/seduced.  

Ruzic Stubborness

Starting at 9th level, if knocked to or below 0 hitpoints, for 3 turns you have the ability to move at half your movement speed and can only make bonus actions. One per short rest you can reroll a failed saving throw. If your death saving throw crit fails, you can choose to reroll it once per short rest. If your death saving throw crit succeeds you become stablized.  

Bond:Guardian

Starting at 9th level, your companion is always alert for danger while by your side. As long as you are within 10ft of you bonded companion, your companion is immune to being surprised. If you are stationary, your companion will warn you of incoming ambushes, and will wake at the slightest hint of danger.
subclass options:

Tradition of the Huntress

Stalk your prey, track their movements, and when the oppertunity arrives, devour their spirit. The Path of The Huntress is to know when your opponent is at their weakest, to exploit any break in their stance, face, or soul. You and your beast will become the shadow no one dares near, the treeline no one dare approach, the silence no one wants to break.  

Stalk

Starting at 3rd level, You can take the hide, disengage, and dash as bonus actions. As a bonus action, mark a creature to stalk. as long as you are within 100ft of your target, you are aware of their general location. Attacks made against the stalked target with advantage deal 2d6 bonus damage and trigger a reaction allowing you to enter stealth.   at 5th, 8th, 12th, 16th, and 20th level, the extra damage die increases by 1.  

Bond:Devour Light

Starting at 3rd level, your bonded companion gains the Invisibility spell as a once per short rest ability. While invisible, your companion will not make any noise. If you attack an opponent within 15ft of your companion with advantage, it triggers a once per turn reaction allowing your companion to attack the target and deal 2d4 extra damage. If you chose the Hunter Instinct for your beast, they do not deal sneak attack damage with their auto attack.   at 5th, 8th, 12th, 16th, and 20th level, the extra damage die increases by 1.  

Willbreaker

Starting at 5th level, the required nat dice roll required for a crit is reduced by 1, on a crit you automatically break opponents concentration (if any) as well as negate any buffs for up to 1d6 turns. Stalked opponents do not recieve the effects of Guidance or similar if targeting you.  

Bond:Quick

Starting at 5th level, your companion's Spellcasting ability is changed to dexterity, and your beast no longer has disadvantage on casting spells close to an opponent. You are always aware of your companions general location, and they gain proficiency in Insight and Sleight of hand.  

Nocturnal

Starting at 7th level, creatures of the dark are neutral, and will not hunt you or your companion. You can communicate with small creatures, like rats, cats, and birds via simple ideas. Creatures of the dark are likely to help you with simple tasks or directions. If you are able to hear you are aware of the location of any hidden or invisible creature within 10ft of you.  

Bond:Keen

Starting at 7th level, your companion refreshes their actions and bonus actions when first initiating in combat. If you attack a target while stealth, and your companion is also stealthed and within 15ft, your companion can automatically stealth attack before combat begins.    

Roots

At 10th level, you choose the spirit beast in which your Ruzic bloodline stems from, or is empowered by.  

Black-Footed Cat

You embody Lethality, Ambush, and Agility. You gain proficiency to any weapon of your choice, while using that weapon you can choose to use dexterity as its attack modifier even if it isn't a finesse weapon. While within 20ft of a stalked target you gain advantage on stealth, sleight of hand, and acrobatic skill checks. Killing a stalked target grants 10ft to movement speed for the next turn. When attacking an opponent with their vulnerability, deal triple damage.  

Raven

You embody Cunning, Trickery, and Efficiency. Attacking a target that has taken damage within the last turn treats that target as if they were being stalked, your first attack against a stalked target will allow you to roll a sleight of hand check to steal an item from them. You also gain the ability to mimic the noises of animals and people after being in their presence for a week. Anyone animals or anyone using Speak With Animals will hear mimicked animal noises as whatever you intend to say, but you'll have a really bad and obvious accent.  

Chameleon

You embody Stealth, Reflex, and Awareness. You can cast the invisibilty spell once per short rest as well as the ability to climb flat surfaces. If you are detected while in stealth, you can cast invisibility as a reaction once per short rest. If you are still or moving slowly, you can camoflauge your body and clothing to match your surrounding enviroment doing so will automatically trigger stealth for creatures who don't see you camoflauge.  

Spirit Bond

At 10th level, your bonded companion's spirit has fully imprinted on yours, insert some lore shit here.  

Seer

You can see through the eyes of your bonded companion at will, and they through yours. Doing so will allow you to telepathically communicate with each other. If directing your companion to interact with specific objects or do complex actions they will understand you completely. While your bonded companion looks through your eyes it will gain the benefits of it's animal features (such as sense of smell) and remember what it senses after it stops.  

Klepto

Your companion can use a minor form of telekineses to lift and carry light objects, as well as interact with objects, requires concentration. Oncoming projectiles can be caught by your companion with telekineses once per turn, Wisdom DC:5 per weight/size increase. if your companion is capable of throwing the projectile they can do so as part of the reaction.  

Patient

For every turn your companion does not make a physical attack, they deal 1d8 extra damage on their next attack, maximum 4d8. For every turn they do not cast a spell they gain +2 to the roll and effect of the spell, maximum +10. Making neither a physical attack or spellcast heals the companion for 2d10 and triggers stealth.

Tradition of the Chimera

 

All for One

Starting at 3rd level, you may bond with a second beast, which gains all the Bond Features.  

Bond:One for All

Your bonded companions can use the Help action on each other, if you or one of your bonded companions makes an action, they can use the action of one of the others (if it hasn't been used already) to make another.  

Pack Beast

At 5th level, you adapt the instincts of your bonded companions, gaining one heightened sense from each, as well as one of their attacks. Any attacks you are incapable of using due to size or weight restraints instead partially projects your spirit as that animal to do the chosen attack.  

Bond:Never Apart

At 5th level your bonded companions can summon small portals that only they can use to travel to each other or to you at expense of a spell slot. If they are incapable of summoning a portal to you, or choose not to, they can consume a spell slot to summon a spirit projection of the same animal to protect you for 1d4 turns.  

Ultrakill

at 7th level, Strength saving throws and athletic rolls will instead use Dexterity, including proficiency bonuses. Unarmed attacks can use dexterity rolls instead of strength and can apply bleeding. Attacking bleeding targets with unarmed attacks heals you for as much damage as you dealt.  

Bond:Spelleater

If your bonded companions succeed a saving throw against a spell targeting them, or they take damage from the spell, they can absorb the spell and recast it 1d4 times. If they take damage from the spell, they take half damage instead unless they take half damage as a result of a successful saving throw.   Starting at 12th level, Spelleater works for AOE spells.  

Roots

10th level choose one yagettit  

Great Elk

The movement speed of you and your bonded companions is equal to the highest ground movement speed between you three. Running at least half your new movement speed in a straight line gives you advantage on your next athletics, acrobatics, or attack roll as long as that action is made in the straight line. You can no longer be surprised, and gain +1 initiative for every ally within 30ft that is surprised when combat start. Whenever an ally within 30ft is healed you recieve half the healing they recieve.  

Lunar Wolf

You can summon glowing lunar arrows and bolts, or infuse your weaponry with lunar magic. Lunar weapons ignore physical resistances, have advantage on the paranormal, and deal 2d8 extra damage. Your bonded companion also gains the ability to attack non-physical creatures with physical attacks, and allies within 10ft of you have their attacks infused with lunar magic as well. During the night you gain the ability to cast Moonbeam, as well as perfect nightvision.    

FangOwl

You can summon spirit shades of animals you've hunted or befriended to aide you for brief moments, these shades have half as much health as their living form would have, and are ethereal. The shades can be up to large creatures, and will only be there for 1d4 turns. Spell slots can be expended to hold the shade on that plane for longer, adding an increased die stage for each spell slot expended. Shades you had a strong connection with, positive or not, can be bound to damaging spells. Large Shades are required for aoe spells.   Added note: turning a shade into a spell is not painful to the shade and is, in fact, really fun.    

Bond:Bright Spirit

    Your bonded companions are so potent with magical energy, their spirit manifests into one of ___ ways each.  

Warrior

Your Bonded Companion gains proficiency in a weapon of your choice. If they are unable to use the chosen weapon physically, or if they just don't want to, they can choose to wield it telekinetically. If the chosen weapon is light, they can telekinetically wield two (or a shield as an offhand). They can only telekinetically control the chosen weapon(s) within 5ft. If using physically (ex:holding in the mouth) their unarmed attack damage is added to the weapon damage. If wielded telekinetically they can make an unarmed attack as a bonus action.  

Aegis

Your Companion's defensive or buffing spells do not require concentration, however only one can be active on a person from them at a time. Defensive spells can also be cast as a reaction to attacks on allies within range.  

Naughty

Your bonded companion, on a crit for a spell, will cast a second spell of equal power on a different target, or the same target if no other is available. If the spell cast would break concentration with its own, they will hold concentration on both for half as long as the highest value. On a crit fail of casting a spell, your companion will randomly cast a different spell from it's spell list on the same target.

Created by

Kushtaka2.

Statblock Type

Class Features

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