Innocuous Object
When you begin to follow the Path of the
Scarecrow at 3rd level, you are able to slip into
a meditative state that changes your physical
form to blend in with your surroundings. As
an action, you may take the shape of a Small
or Medium unliving inanimate object such as
a scarecrow, a chair or a book. While in this
form, you cannot speak, but you retain your
other senses. Your speed is reduced to 5 feet
and cannot be increased by any means. If
you take the Attack action while in this form,
you immediately revert to your physical form,
surprising your foes and allowing you to make
an additional melee weapon attack as a bonus
action. You may also choose to revert to your
normal form as a bonus action.
A creature who has reason to believe
that you may not be the object you seem to be
or who interacts with you while you are in this
form may attempt an Intelligence (Investigation)
check to determine that you are not what
you appear. The DC for this check is 8 + your
proficiency bonus + your Charisma modifier.
Enduring Vigil
After countless hours keeping a quiet watch
under the punishing gaze of the elements, you
have learned to block out the pain for as long
as necessary. Beginning at 6th level, you may
use your reaction to grant yourself resistance
to either cold or fire damage. You maintain this
resistance until you move at least 5 feet. Once
you have used this ability, you may not do so
again until you complete a short or long rest.
Attentive Watcher
By 10th level, you have trained yourself to
notice every important detail, no matter how
small. You gain advantage on all Intelligence
(Investigation) and Wisdom (Perception)
checks.
Element Of Surprise
Nothing is more terrifying to your foes than
when a harmless dresser or candlestick
suddenly turns into a raging barbarian with
violent intent. When you reach 14th level, if
you make an attack in the same round that
you revert from your Innocuous Object form to
your normal form, all hostile creatures within
30 feet of you who can see you must succeed
on a Wisdom saving throw or be frightened of
you. The DC for this saving throw is 8 + your
proficiency bonus + your Charisma modifier.
Creatures who fail may attempt their saving
throw again at the end of each of their turns,
ending the effect on a success. Once you have
used this ability, you may not do so again until
after the next time you roll initiative.
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