Fire Tarrasque
2018-05-10, 10:16 PM
So.
It's late, and I feel like doing this. This subclass is obviously, totally inane and absurd.
Join the Church of Crocoduck. We offer eternal salvation and cookies. We take all comers.
Tenets of Crocoduck:
Worship Lord Crocoduck: Crocoduck is our lord and savior. He will deliver us to salvation and cookies. All will accept Crocoduck.
Protect Lord Crocoduck: Lord Crocoduck's teachings must be guarded. Those who chose to attack Lord Crocoduck must be destroyed.
Fight for Lord Crocoduck: We must not only passively protect, we must hunt down and destroy the evils of this world!
Bonus Spells:
3rd: Animal Friendship, Jump.
5th: Beast Sense, Snilloc's Snowball Swarm.
9th: Conjure Animals, Fly.
13th: Control Water, Dominate Beast.
17th: Control Winds, Maelstorm.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Holy Quack: You let out a mighty quack, shaking the very ground itself. As an action, you quack into your holy symbol, which echoes a sound loud enough to be heard 100 feet away, creating a shockwave in a 15-foot cone emanating from in front of yourself. All creatures within the cone must succeed on a Constitution saving throw, or take thunder damage equal to 2d6 + your paladin level and be shoved 15 feet away from you, or half without a shove on a success. (All credit goes to Black Bando I literally copied this ability word for word from him. He's cool go check out his blog.)
Divine Quest: If you can find either a duck, crocodile, or a (non divine) crocoduck, you may give it a mission, of a maximum of 20 words. It gains reasonable capabilities of DM discretion to accomplish this. For instance, if you said, "Bring this message to the king," it would bring the physical message. But if you said, "Tell the king that the Orcs are storming towards the capital," it would gain a limited ability to speak to accomplish this, and if you told it, "Sing accompaniment for this song," it could either quack or sing, at DM discretion.
Aura of Crocoduck: Starting at 7th level, you and friendly creatures within 10 feet of you cannot be paralyzed. All ducks and crocodies within this aura will also attempt to protect you.
At 18th level, the aura's range extends to 30 feet.
Crocoduck Summoning: Twice per long rest, you may summon 12 hit dice worth of various forms of Crocodile, Duck, and Crocoduck.
Crocoducian Form:
At 20th level, as an action, you physically transform yourself to better fit the image of the Great Lord Crocoduck for one minute. You gain the following benefits:
You gain a flying speed equal to 1.5 times your standard walking speed.
You gain a bite attack, which deals 1d12 damage, and adds your Charisma modifier on top of Strength.
Every turn, you summon 1 hit dice worth of crocodiles or duck, or save your hit die for the next turn.
You may use your bonus action to begin wildly jumping about and flapping your newly grown wing-arms wildly. A creature of your choosing must make a Wisdom saving throw against your Spell Save DC or be frightened for 1 minute. They may repeat this save at the end of each of their turns.
You have advantage on all charisma based checks thanks to your majestic appearance.
After using this feature, you must make a long rest before using it again.
You also gain a pagoda of a size, and at a location, of the DM's choice.
To be clear, I ACTUALLY WANT critique of this subclass.
Maybe i'll add more later. Oath of the Tarrasque in Fire Form perhaps? (Inside joke of my group. The PCs were fighting a slightly powered up Fire elemental, the Monk misses with an attack that would normally would have hit a Fire Elemental's AC, and he exclaims: "OH MY GOSH! ARE WE FIGHTING A TARRASQUE IN FIRE FORM?")
Oath of Noodleism?
Crocoduck Domain?
Circle of Crocoduck?
PATH of Crocoduck?
School of Crocoduck?
I don't know.
Also join the church of Crocoduck. We take all who apply.
It's late, and I feel like doing this. This subclass is obviously, totally inane and absurd.
Join the Church of Crocoduck. We offer eternal salvation and cookies. We take all comers.
Tenets of Crocoduck:
Worship Lord Crocoduck: Crocoduck is our lord and savior. He will deliver us to salvation and cookies. All will accept Crocoduck.
Protect Lord Crocoduck: Lord Crocoduck's teachings must be guarded. Those who chose to attack Lord Crocoduck must be destroyed.
Fight for Lord Crocoduck: We must not only passively protect, we must hunt down and destroy the evils of this world!
Bonus Spells:
3rd: Animal Friendship, Jump.
5th: Beast Sense, Snilloc's Snowball Swarm.
9th: Conjure Animals, Fly.
13th: Control Water, Dominate Beast.
17th: Control Winds, Maelstorm.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Holy Quack: You let out a mighty quack, shaking the very ground itself. As an action, you quack into your holy symbol, which echoes a sound loud enough to be heard 100 feet away, creating a shockwave in a 15-foot cone emanating from in front of yourself. All creatures within the cone must succeed on a Constitution saving throw, or take thunder damage equal to 2d6 + your paladin level and be shoved 15 feet away from you, or half without a shove on a success. (All credit goes to Black Bando I literally copied this ability word for word from him. He's cool go check out his blog.)
Divine Quest: If you can find either a duck, crocodile, or a (non divine) crocoduck, you may give it a mission, of a maximum of 20 words. It gains reasonable capabilities of DM discretion to accomplish this. For instance, if you said, "Bring this message to the king," it would bring the physical message. But if you said, "Tell the king that the Orcs are storming towards the capital," it would gain a limited ability to speak to accomplish this, and if you told it, "Sing accompaniment for this song," it could either quack or sing, at DM discretion.
Aura of Crocoduck: Starting at 7th level, you and friendly creatures within 10 feet of you cannot be paralyzed. All ducks and crocodies within this aura will also attempt to protect you.
At 18th level, the aura's range extends to 30 feet.
Crocoduck Summoning: Twice per long rest, you may summon 12 hit dice worth of various forms of Crocodile, Duck, and Crocoduck.
Crocoducian Form:
At 20th level, as an action, you physically transform yourself to better fit the image of the Great Lord Crocoduck for one minute. You gain the following benefits:
You gain a flying speed equal to 1.5 times your standard walking speed.
You gain a bite attack, which deals 1d12 damage, and adds your Charisma modifier on top of Strength.
Every turn, you summon 1 hit dice worth of crocodiles or duck, or save your hit die for the next turn.
You may use your bonus action to begin wildly jumping about and flapping your newly grown wing-arms wildly. A creature of your choosing must make a Wisdom saving throw against your Spell Save DC or be frightened for 1 minute. They may repeat this save at the end of each of their turns.
You have advantage on all charisma based checks thanks to your majestic appearance.
After using this feature, you must make a long rest before using it again.
You also gain a pagoda of a size, and at a location, of the DM's choice.
To be clear, I ACTUALLY WANT critique of this subclass.
Maybe i'll add more later. Oath of the Tarrasque in Fire Form perhaps? (Inside joke of my group. The PCs were fighting a slightly powered up Fire elemental, the Monk misses with an attack that would normally would have hit a Fire Elemental's AC, and he exclaims: "OH MY GOSH! ARE WE FIGHTING A TARRASQUE IN FIRE FORM?")
Oath of Noodleism?
Crocoduck Domain?
Circle of Crocoduck?
PATH of Crocoduck?
School of Crocoduck?
I don't know.
Also join the church of Crocoduck. We take all who apply.