Buer (5e Subclass)

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Buer[edit]

Buer.jpg
Buer

Buer, although not the first choice of many warlocks, is a very powerful demonic entity whose focus is on healing. He teaches natural and moral philosophy, logic, and the virtues of all herbs and plants, and is also capable of healing all infirmities (especially of men) and bestows good familiars. Buer has a powerful personality and demands the respect that a demon of his caliber deserves. That being said, he is arguably neutral, not evil, as oposed to the vast majority of demons. The few who wish to use his power are frequently demanded to abstain from drugs and alcohol. Exceptions are possible, albeit rare.

Expanded Spell List[edit]

Buer lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Buer Expanded Spells[edit]

Spell Level Spells
1st Cure Wounds, Chaos Bolt
2nd Animal Messenger, Healing Spirit
3rd Tiny Servant, Plant Growth
4th Mordenkainen's Faithful Hound, Guardian of Faith
5th Mass Cure Wounds, Animate Objects

Buer's Teachings[edit]

At first level, you learn the Druidcraft and Infestation cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known. Additionally, when your body tires, it becomes easier for your patron to influence you. For each exhaustion level you currently have, your potion and poison making speed is increased by 100% and you gain a +1 to potion/poison making rolls. Your speed cannot be reduced below 5 by any exhaustion level. Whenever you spend an entire day and night without any sleep, you can choose to give yourself one additional level of exhaustion. Cancels out disadvantage caused by exhaustion on any checks related to potion and poison making, as well as using, collecting and identifying herbs and alchemical ingredients.

Herbs Master[edit]

Starting at 1st level, you may add your proficiency modifier as an extra bonus to any rolls related to identification and collection of herbs, alchemical materials and body parts as well as potion and poison making. If you already are proficient in the action, double your proficiency modifier. You may also choose to reroll a dice related to one of those, once per short rest.

Healer of All Infirmities[edit]

Starting at 6th level, whenever you recover the hit points of yourself or another creature, they recover a bonus amount equal to 1d4. This increases to 1d6 at 11th level. Additionally, once per long rest, you may cast any healing spell up to level 2 without expending a spell slot. The spell's maximum level is increased to 3 at 11th level.

Alchemy Master[edit]

Starting at 10th level, once per long rest, if you have at least one point of exhaustion, you can choose to spend 2000 gold pieces worth in ingredients and work for 48 hours to duplicate any potion that is currently under your possession.

Buer's Representant[edit]

Starting at 14th level, Buer will send a small spirit created by himself to aid you as a reward for your loyalty. The spirit will be one of the following: A hand-sized, humanoid, colorless fairy with either moth or butterfly wings. A black lion with red eyes and a snake tail, the size of a medium dog. A miniature of Buer himself, about 1ft. x 1ft. total size. The user chooses which. The spirit can be tasked with any orders it should realistically be able to accomplish. They have their own personalities and feelings, but also a great sense of loyalty. All of the spirits can speak telephatically with you while within 1 mile. They level up alongside you, and each time you unlock a new Abilty Score Improvement, they will unlock it as well, and you may freely distribute 2 points to their abilities. Already unlocked Ability Score Improvements are ignored. The proficiency of the spirits is always 6, unless raised or lowered by a spell or condition. In the case they die, you can take 1 hour to perform a ritual to conjure the same spirit again. You cannot conjure a different spirit.

Fairy[edit]

Tiny fiend, unaligned


Armor Class 18 (natural armour)
Hit Points 40 (14d4 + 5)
Speed 10 ft, 50 ft fly.


STR DEX CON INT WIS CHA
2 (-4) 20 (+5) 8 (-1) 14 (+2) 16 (+3) 12 (+1)

Damage Vulnerabilities none
Damage Immunities none
Condition Immunities charmed, exhaustion, petrified
Senses passive Perception 15
Languages whatever it's master speaks, Infernal.


Mute. Cannot communicate using words. Can only communicate telephatically with it's owner and by gestures with other creatures.

Limited Pool. Has two charges. Restores all charges on a long rest or 1 charge in a short rest.

Cheatsheet. The fairy's vast knolwedge can oftenly assist you. You have a +3 to all intelligence and arcana checks.

Gains 1d4 maximum hit points upon leveling up.

ACTIONS

Hellsent Healer. You can use your bonus action to command it to heal you or an ally for 2d4 + 5 + the fairy's proficiency modifier. Gain an extra dice at level 17th. Consumes 1 charge from "Limited Pool".

Lullaby. You can use your bonus action to command the fairy to sing inside your mind, giving a +5 to your next wisdom saving throw. Can be used as a reaction. Consumes 1 charge. Expires in 1 minute.



Black Lion[edit]

Small fiend, unaligned


Armor Class 17 (natural armour)
Hit Points 79 (14d6 + 30)
Speed 40 ft.


STR DEX CON INT WIS CHA
15 (+2) 18 (+4) 14 (+2) 12 (+1) 12 (+1) 10 (+0)

Damage Vulnerabilities none
Damage Immunities none
Condition Immunities charmed, exhaustion, petrified
Senses darkvision 60 ft., passive Perception 11
Languages whatever it's master speaks, Infernal.


Silent Step. Proficient in sneak.

Gains 1d6 maximum hit points upon leveling up.

ACTIONS

Plane Cross. You can use a bonus action to command the lion to walk into a different plane. While in different planes, there is no range limit to your telephatic communication and the Black Lion's speed is increased in half of it's total.

Lion's Bite. Melee Weapon Attack: +9 to hit, reach 5ft, one target. Causes 3d6 piercing damage and target has to make a constitution saving throw with a DC 18. On a failure, they take additional 1d6 piercing damage.

Claw Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Unleashes two strikes using it's claws, causing 13 (2d8 + dex modifier) slashing damage each.

Serpent's Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Causes 10 (3d4) piercing damage and 3 (1d4) poison damage and target has to make a constitution saving throw with a DC 18. On a failure, they take additional 10 (4d4) poison damage are poisoned for 1 minute.



Buer's Miniature[edit]

Small fiend, unaligned


Armor Class 15 (natural armour)
Hit Points 79 (14d6 + 30)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 14 (+2) 15 (+2) 14 (+2)

Damage Vulnerabilities none
Damage Immunities none
Condition Immunities charmed, exhaustion, petrified
Senses passive Perception 12
Languages whatever it's master speaks, Infernal.


Limited Pool. Has two charges. Restores all charges on a long rest or 1 charge in a short rest.

Gains 1d6 maximum hit points upon leveling up.

ACTIONS

Direct Link. You can use a bonus action to command this entity to contact Buer. Allows it's master to cast "Commune" through it, answering with Buer's words. There is no cumulative chance for no response if using "Commune" through this spirit. Consumes 1 charge from the pool.

Natural Link. You can use a bonus action to command this creature to cast "Commune With Nature", allowing you to ask the questions and telephatically transfering all the information it receives to you.

Charge. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Advances at maximum spinning speed in the direction of an enemy, dealing 2d8 bludgeoning damage. If the target is a small or smaller creature, it must succeed a DC 15 strenght saving throw or be knocked prone. If the target fails and is considered tiny or smaller they also take additional 3d4 damage.




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