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2017-03-28, 12:24 PM
In the 2nd edition Birthright Setting, the God Erik, the patron of the Rjurik tribe and the god of nature, had specialized priests. As per the rules, they were Druids that had move silently, Hide in Shadows and Animal Empathy that was of a Ranger 3 levels higher, and the tracking skills of a 1st level Ranger.
This is my attempt at a specialist Priest of Erik, and is a Druid Circle that I've tried to keep as close to the flavour and the abilities of the 2e version and tried to keep within bounded accuracy. It is meant to be for Rjurik humans, one of the 5 main tribes of humans in that setting.
Priest of Erik
In the culture of the Rjurik, the deep forests of their lands have a special place in the heart of their tradition, and the leaders for many that live in the homesteads and villages that dot the lands of Northwest Cerilia are the priests of the Father of the Forest. In the Anuirean lands, the worship of Erik is increasing, as more souls look to protect the remaining natural bounty of that land from degradation.
Gift of the Forest Father
When you join the Grove of Erik at second level, you gain proficiency in Stealth.
Natures Commune
Also at 2nd level, you can add twice your proficiency bonus to Animal Handling checks regarding beasts, and can make the check as a bonus action on your turn.
Deep Cover
At 6th level, you gain advantage on stealth checks to hide in areas of dim light.
Emerald Spiral Wisdom
At 6th level, you gain greater insight into the art of survival in forests, and you gain the following benefits when in broadleaf, evergreen or taiga forests when travelling through the terrain for an hour or more-
- Difficult terrain doesn’t slow your party’s travel
- Your group cannot become lost except by magical means
- You remain alert to danger when you are engaged in another activity while traveling.
- If you are travelling alone, you can move stealthily at a normal pace
- When you forage, you find twice as much food as you normally would
- While engaged in tracking beasts and humanoids, you learn their exact number, their sizes and how long ago they passed through the area.
No Relent
At 10th level, when you move through nonmagical difficult terrain, it costs you no extra movement, and you can pass through nonmagical plants without being slowed down, and if the plants have thorns, spines or a similar hazard, you take no damage and your clothes do not get torn and ragged from moving through them.
You can also add half your proficiency bonus rounded down to saving throws against plants that are magically created or manipulated to impede movement
Steadfast
At 14th level, you gain advantage on all saving throws against fear and charm effects.
This is my attempt at a specialist Priest of Erik, and is a Druid Circle that I've tried to keep as close to the flavour and the abilities of the 2e version and tried to keep within bounded accuracy. It is meant to be for Rjurik humans, one of the 5 main tribes of humans in that setting.
Priest of Erik
In the culture of the Rjurik, the deep forests of their lands have a special place in the heart of their tradition, and the leaders for many that live in the homesteads and villages that dot the lands of Northwest Cerilia are the priests of the Father of the Forest. In the Anuirean lands, the worship of Erik is increasing, as more souls look to protect the remaining natural bounty of that land from degradation.
Gift of the Forest Father
When you join the Grove of Erik at second level, you gain proficiency in Stealth.
Natures Commune
Also at 2nd level, you can add twice your proficiency bonus to Animal Handling checks regarding beasts, and can make the check as a bonus action on your turn.
Deep Cover
At 6th level, you gain advantage on stealth checks to hide in areas of dim light.
Emerald Spiral Wisdom
At 6th level, you gain greater insight into the art of survival in forests, and you gain the following benefits when in broadleaf, evergreen or taiga forests when travelling through the terrain for an hour or more-
- Difficult terrain doesn’t slow your party’s travel
- Your group cannot become lost except by magical means
- You remain alert to danger when you are engaged in another activity while traveling.
- If you are travelling alone, you can move stealthily at a normal pace
- When you forage, you find twice as much food as you normally would
- While engaged in tracking beasts and humanoids, you learn their exact number, their sizes and how long ago they passed through the area.
No Relent
At 10th level, when you move through nonmagical difficult terrain, it costs you no extra movement, and you can pass through nonmagical plants without being slowed down, and if the plants have thorns, spines or a similar hazard, you take no damage and your clothes do not get torn and ragged from moving through them.
You can also add half your proficiency bonus rounded down to saving throws against plants that are magically created or manipulated to impede movement
Steadfast
At 14th level, you gain advantage on all saving throws against fear and charm effects.