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(Circle of Ashes)
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==Circle of Ashes==
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<h6>Circle of Stones</h6>
※ ''This homebrew subclass is from miniboes: Circle of Ashes''
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The druids of the Northlands tend to more than the land. Some see to the health of the spirits. Druids of the Circle of the Stones build immense circles of standing stones where they commune with both the spirits of the land and the souls of the departed.
  
Druids of this circle believe that what's old and rotten must be burned down for something better to arise from its ashes. A member of this circle may have become a druid in a forest prone to wildfires or near the site of a mighty volcano.
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{{PSA|'''Homebrew:''' This "Circle of Stones" druid subclass was made by Kobold Press and was published in the ''Midgard Heroes Handbook''.}}
  
Regardless of their origin, these druids know that many things in this world stagnate, cease to grow, or even corrupt and deteriorate. They see the value of fire as a force of creative destruction; a way to destroy the old to make way for something better. Some druids of this circle revere the phoenix as the symbol of the cycle of death, decay and regrowth. Others make a habit out of planting seeds on fallen foes so new life can bloom from their ashes.
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===Spirit Guide===
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Starting at 2nd level, you gain the service of a minor spirit guide. You can cast [[find familiar]] as a ritual.  
  
==Circle Spells==
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As long as you and your spirit guide (familiar) are within 100 feet of each other, the spirit guide can maintain concentration on a druid spell you cast. You must choose whether to maintain a spell yourself or make your spirit guide responsible for it at the moment the spell is cast, and the decision can't be changed on a later turn. This doesn’t change the target or the caster of the spell. You can still have only one concentration spell in effect at a time; if you concentrate on a different spell or effect, the spirit guide’s concentration ends. You can still share your spirit guide's senses and cast touch spells through the spirit guide normally while it's maintaining concentration.  
Your attunement to fire infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to additional spells. These spells are always prepared, don't count against the number of spells you can prepare each day, and they are considered druid spells for you.
 
  
You regain all expended dice when you finish a long rest.
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The spirit guide makes concentration checks when it takes damage, not when you take damage.
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===Circle Spells===
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Your connection to stones infuses you with the ability to cast certain spells. At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.
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Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
  
===Circle of Ashes Spells===
 
 
<div class="box">
 
<div class="box">
 
{| class="classtable"
 
{| class="classtable"
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|-
 
|-
 
| style="text-align: center;" | 3rd
 
| style="text-align: center;" | 3rd
| flaming sphere, pyrotechnics
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| [[augury]], [[invisibility]]
 
|-
 
|-
 
| style="text-align: center;" | 5th
 
| style="text-align: center;" | 5th
| fireball, protection from energy
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| [[speak with dead]], [[spirit guardians]]
 
|-
 
|-
 
| style="text-align: center;" | 7th
 
| style="text-align: center;" | 7th
| fire shield, wall of fire
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| [[divination]], [[hallucinatory terrain]]
 
|-
 
|-
 
| style="text-align: center;" | 9th
 
| style="text-align: center;" | 9th
| conjure elemental, immolation
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| [[antilife shell]], [[scrying]]
 
|}
 
|}
 
</div>
 
</div>
  
==Cycle of Ash==
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===Spirit Dance===
When you choose this circle at 2nd level, you learn to accelerate the natural cycle of death, decay, and regrowth. When a creature within 60 feet of you that you can see takes fire damage, you can use your reaction to seed the ashes with life. It must succeed on a Dexterity saving throw against your spell save DC or become restrained by magical plants which erupt from the wound, lasting until the end of your next turn.
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Starting at 6th level, as a bonus action you can engage in a dance to channel the power of the spirit world. If you cast a druid spell on your next turn, one target of the spell has disadvantage on its first saving throw against the spell. You can’t use this ability again until you finish a short or long rest.  
  
If the target takes fire damage while restrained this way, the plants combust, releasing the creature. The target and each creature within a 10 foot radius centered on the target must make a Dexterity saving throw against your spell save DC. A target takes 1d8 fire damage on a failed save, or half as much on a successful one.
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===Savior Spirit===
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At 10th level, the spirits rush to your aid when you're grievously wounded. When you are reduced to 0 hit points but not killed outright, you are reduced to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.  
  
This combustion's damage increases by 1d8 when you reach 6th level (2d8), 10th level (3d8) and 14th level (4d8).
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===Spirit Walk===
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When you reach 14th level, as an action you can dissolve your flesh into ectoplasm for up to one minute. For the duration,
  
You can use this feature a total number of times equal to your Wisdom modifier (minimum of once), and regain all expended uses when you finish a long rest.
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<div class="box">
 
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* you gain a fly speed equal to your base walking speed; 
==Vision of Flames==
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* you are resistant to acid, cold, fire, lightning, thunder, and nonmagical bludgeoning, piercing and slashing damage; 
Starting at 6th level, your eyes burn with a radiance that cuts through anything that might impede your vision. You gain darkvision out to a range of 60 feet. If you already have darkvision from another feature, its range increases by 30 feet. You can see normally through fog, gas, and smoke, including heavily obscured areas created by spells such as fog cloud, but not magical darkness.
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* you can’t be grappled, petrified, prone, or restrained; 
 
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* you can move through creatures and solid objects as if they were difficult terrain, but you take 5 (1d10) force damage if you end your turn inside an object.  
In addition, you gain the ability to tap into the history of burned things. When you come across a burned object, wound or corpse, you can use your action to touch it and learn approximately when it was burned and whether the fire was magical or not.
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</div>
 
 
If you use this feature on a corpse, you can choose to relive the last 10 minutes of its conscious experience before death. This can only work if the creature's body was set ablaze before its moment of death, and after using this feature you can't do so again until you finish a short rest.
 
 
 
==Ashen Fortitude==
 
Starting at 10th level, you become a master over wildfires. As an action, you can put out any nonmagical fires of your choice within 30 feet of you.
 
 
 
In addition, a layer of protective ash covers your skin, making you resistant to fire and lightning damage, and you can breathe normally in nonmagical smoke and ash.
 
 
 
==Aspect of the Phoenix==
 
Starting at 14th level, you learn to emulate the flight and rebirth of the phoenix. Whenever you cast a spell of 1st lever or higher that deals fire damage, wings of fire erupt from your back. You gain a flying speed equal to your current speed until the end of your turn.
 
  
Additionally, when you die, your body erupts into flame and turns to ash. The ash is put under the effects of the gentle repose spell and collected in a flame red egg of glass. Unless the ashes have been dispersed, you rise from your ashes after 1d4 days as if true resurrection had been cast on you. At the moment of death, you choose whether the equipment you are carrying is left behind or disintegrated along with your body. In the latter case, you have all the equipment you had at the moment of death when you are reborn. Once you use this feature, you cannot do so again until 14 days have passed.
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Maintaining this ability requires concentration the same as if it were a spell. Once you use this ability, you can’t use it again until you finish a short or long rest
  
  

Latest revision as of 14:09, 5 September 2022

druid

Circle of Stones

The druids of the Northlands tend to more than the land. Some see to the health of the spirits. Druids of the Circle of the Stones build immense circles of standing stones where they commune with both the spirits of the land and the souls of the departed.

Homebrew: This "Circle of Stones" druid subclass was made by Kobold Press and was published in the Midgard Heroes Handbook.

Spirit Guide

Starting at 2nd level, you gain the service of a minor spirit guide. You can cast find familiar as a ritual.

As long as you and your spirit guide (familiar) are within 100 feet of each other, the spirit guide can maintain concentration on a druid spell you cast. You must choose whether to maintain a spell yourself or make your spirit guide responsible for it at the moment the spell is cast, and the decision can't be changed on a later turn. This doesn’t change the target or the caster of the spell. You can still have only one concentration spell in effect at a time; if you concentrate on a different spell or effect, the spirit guide’s concentration ends. You can still share your spirit guide's senses and cast touch spells through the spirit guide normally while it's maintaining concentration.

The spirit guide makes concentration checks when it takes damage, not when you take damage.

Circle Spells

Your connection to stones infuses you with the ability to cast certain spells. At each indicated cleric level, add the listed spells to your spells prepared. They do not count towards your limit.

Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Spirit Dance

Starting at 6th level, as a bonus action you can engage in a dance to channel the power of the spirit world. If you cast a druid spell on your next turn, one target of the spell has disadvantage on its first saving throw against the spell. You can’t use this ability again until you finish a short or long rest.

Savior Spirit

At 10th level, the spirits rush to your aid when you're grievously wounded. When you are reduced to 0 hit points but not killed outright, you are reduced to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.

Spirit Walk

When you reach 14th level, as an action you can dissolve your flesh into ectoplasm for up to one minute. For the duration,

  • you gain a fly speed equal to your base walking speed;
  • you are resistant to acid, cold, fire, lightning, thunder, and nonmagical bludgeoning, piercing and slashing damage;
  • you can’t be grappled, petrified, prone, or restrained;
  • you can move through creatures and solid objects as if they were difficult terrain, but you take 5 (1d10) force damage if you end your turn inside an object.

Maintaining this ability requires concentration the same as if it were a spell. Once you use this ability, you can’t use it again until you finish a short or long rest