Level 1
You have 1 class point.
You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.
Optional Abilities
Fey Presence
Frej bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your cleric spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Part of the Forest
You are particularly familiar with The Forest of Frej. When you make an Intelligence or Wisdom check related to The Forest of Frej, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in The Forest of Frej, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Mimicry
You can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check against your cleric spell save DC.
Level 5
You gain 1 class point.
Optional Abilities
Combat Wild Shape
You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
Charm Animals and Plants
As an action, you present your holy symbol and invoke Frej's name. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
You must then finish a short or long rest to use this ability again.
Natural Recovery
You can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your family level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.
For example, when you are a 4th-level Frej Kin, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Beast Speech
You can cast speak with animals at will, without expending a spell slot.
Misty Visions
You can cast silent image at will, without expending a spell slot.
Level 6
You gain 2 class points.
Optional Abilities
Primal Strike
Your attacks in beast form now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Misty Escape
You can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
Once you use this feature, you can't use it again until you finish a short or long rest.
Entropic Ward
You learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Feral Visage
Your body grows more bestial and large. You are considered one size larger, for the purposes of determining carrying capacity. In addition, horns grow from your head and your jaw is turned into a powerful maw. You may use this feature once between long rests.
You gain the following benefits of this transformation:
- Your fanged maw and your horns are natural weapons, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.
- You can add your Strength modifier as a bonus to your Charisma (Intimidation) checks.
Level 8
You gain 1 class point.
Optional Abilities
Dreadful Word
You can cast confusion once using a family spell slot. You can’t do so again until you finish a long rest.
Toxic Spores
A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a Constitution saving throw against your cleric spell save DC or become poisoned. While poisoned in this way, a target takes 1d10 poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can't use it again until you finish a short or long rest.
Level 11
You gain 1 class point.
Optional Abilities
Elemental Wild Shape
You can expend two uses of Wild Shape at the same time to transform into air elemental, an earth elemental, a fire elemental, or a water elemental.
Beguiling Defences
You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your family spell save DC or be charmed by you for 1 minute or until the creature takes any damage.
Tranquility
You can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus.
Poison Gas
Whenever you kill an enemy with poison damage, poison gas emanates from their corpse. For one minute, any creature starting its turn in a 5-foot radius of the afflicted corpse must make a Constitution saving throw equal to your Spell Save DC.
On a failure, they take damage equal to that which was inflicted in the dead enemy's final blow, and become poisoned for the duration.
On a success, they take half damage and do not become poisoned.
Level 14
You gain 1 class point.
Optional Abilities
Vanish
You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
Nature's Sanctuary
Creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your family spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
Dark Delirium
You can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your family spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.
Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
You must finish a short or long rest before you can use this feature again.
Level 17
You gain 2 class points.
Optional Abilities
Master of Myriad Forms
You can cast alter self at will, without expending a spell slot.
Master of Nature
You gain the ability to command animals and plant creatures, provided you already have the ability to charm them. While creatures are charmed by you, you can take a bonus action on your turn to verbally command what each of those creatures will do on it's next turn.
Level 18
You gain 1 class point.
Optional Abilities
Feral Senses
You gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.
Beast Spells
You can cast any of your cleric spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a spell while in a beast shape, but you aren’t able to provide material components.
Level 20
You gain 1 class point.
Optional Abilities
Divine Intervention
Your call for intervention succeeds automatically, no roll required.
Archdruid
You can use your Wild Shape an unlimited number of times.
Frejkin Table
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