Buer (5e Subclass)

Buer

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

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
Spell LevelSpells
1stcure wounds, chaos bolt
2ndanimal messenger, healing spirit
3rdtiny servant, plant growth
4thfaithful hound, guardian of faith
5thmass cure wounds, animate objects

Buer's Teachings

At 1st level, you learn the druidcraft and infestation cantrips[[#[2]|[2]]]. 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 doubled, and you gain a +1 to potion and poison making checks. Your walking speed cannot be reduced below 5 feet 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. You don't get the 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

Starting at 1st level, you may add your proficiency modifier as an 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 use your proficiency bonus to a given check related to the aforementioned activities, double your proficiency modifier.

In addition, you may choose to reroll a dice related to one of those activities. Once you do this, you can't do it again until you complete a short or a long rest.

Healer of All Infirmities

Starting at 6th level, whenever you recover the hit points of a creature (including you), they recover a bonus amount equal to 1d4 hit points. This increases to 1d6 at 11th level.

Additionally, you may cast any healing spell up to 2nd level spells without expending a spell slot. The spell's maximum level is increased to 3rd at 11th level. Once you use this feature, you can't do it again until you complete a long rest.

Alchemy Master

Starting at 10th level, if you have at least one point of exhaustion, you can choose to spend 2000 gp worth in ingredients and work for 48 hours to duplicate any potion that is currently under your possession. Once you do this, you can't do it again until you complete a short or long rest.

Buer's Representant

Starting at 14th level, Buer will send a small spirit created by himself to aid you as a reward for your loyalty. When you gain this feature, you can choose one of the following options. The spirit chosen cannot be changed:

  • Faery: A hand-sized, humanoid, colorless fairy with either moth or butterfly wings.
  • Black Lion: A black lion with red eyes and a snake tail, the size of a medium dog.
  • Buer's Miniature: A miniature of Buer himself, about 1ft. x 1ft. total size.

See the spirit game statistics in the stat blocks bellow. 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 telepathically with you while within 1 mile.

Your spirit has abilities and game statics determined in part by your level. Whenever you gain the Ability Score Improvement class feature, your spirit's abilities also improve. Your spirit can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your spirit can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

The proficiency bonus 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.

Buer's Representant Statistics

Fairy

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 telepathically 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

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 telepathic 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

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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