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Path of the Scarecrow

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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