Druid
Base Class: Druid

Nature isn't just around you, it lives on you. Your skin's microbiome is a personally cultivated smell of living, breathing, nature. Use its unusual scents and odors to your advantage.

..

This is only here for silly DDB homebrew restrictions. Ignore this.

 

Circle Spells

You gain the following oath spells at the listed Druid levels. These spells are always known and do not count against the amount of spells you can prepare.

Druid Level Spells

2nd

Bane, Sanctuary

3rd

Locate Animals or Plants, Ray of Enfeeblement

5th

Remove Curse, Stinking Cloud

7th

Confusion, Freedom of Movement

9th

Cloudkill, Contagion

 

Scent-mark

2nd-Level Feature

As a bonus action you may mark an object or creature that you can touch with scented oils from your skin. A creature can attempt to avoid your touch by succeeding on a Dexterity saving throw against your Druid Spell Save DC. The creature has disadvantage on the Dexterity saving throw if you are in a wild shape form.

These pungent oils can only be removed through the use of Remove Curse, Greater Restoration, or other curse-removing effects; alternatively you may remove the oils from any previously marked target at will (no action required). You may mark a number of objects and creatures up to your Wisdom modifier. Marking additional targets, beyond your maximum, results in your DM choosing which previous mark(s) ends.

While any creature remains marked, it cannot surprise any other creature. Additionally, even if invisible, it's location is known to any creature within 15 feet.

Lastly, while in any wild shape form, you can effortlessly track any scent-marked object or creature as if you had cast the spell: Find the Path. If the creature or object moves to another plane, you immediately lose its trail but you can smell which plane it moved to as a rush of distant exotic smells and pheromones overwhelms you; you can be in your regular form and still get this scent-notification. Later on, if you are again on the same plane, you are able to immediately pick up the trail of the target, assuming the oil hasn't been removed.

Self-Cultivated Scent

2nd-Level Feature

At the end of a long rest you can cultivate your personal odors to a preferred scent. You may pick one of the three options from the following table; alternatively, you may roll a d3 and then consult the table for a random outcome. These effects last until you finish a long rest. At 11th level you may use an action to end these effects early, returning to a neutral scent. At 20th level, you may quickly cultivate your scent at the end of every short rest.

Scent (D3) Effect

Pleasant (1)

You scent grows pleasant, you may specify if this is floral, clean-smelling, sweet, or something else nearly-universally appreciated. While this effect persists, you may add your Wisdom modifier to any Charisma check or Charisma saving throw. Consequently, during this time you automatically fail all Charisma (Intimidation) checks and you are forced to tell the truth if confronted--perhaps affected by your own disarmingly charming scent.

Neutral (2)

Your scent grows neutral. Your skills are unaffected.

Foul (3)

You scent grows foul, you may specify if this is is rotten, musty, moldy, or something else nearly-universally disliked. While concentrating on a spell, your scent responds to your power. Should a creature cause you to lose your concentration, you may choose to assault that creature with your stench, causing it to take Acid damage equal to half your druid level, rounded up. Consequently, you have disadvantage on all Charisma ability checks while this effect persists.

Acrid Attacks

6th-Level Feature

Your stinging odor now accompanies your attacks in order to overwhelm your enemies' defenses. Your may change any damage you deal to Acid damage.

Additionally, if you cast a spell that originally deals acid damage, such as Acid Arrow and Primal Savagery, then you may add an additional 1d10 to the damage roll. Spells that deal originally acid damage over time, such as Tasha's Caustic Brew only deal the additional 1d10 damage against each affected creature once per cast, not every round.

Lastly, while in any wild shape form, you ignore resistance to Acid damage. At 20th level your wild shape form ignores Acid immunity.

Pungent Constitution

10th-Level Feature

Whenever you force a creature to make a Constitution saving throw, your pungent smell makes staying conscious, balanced, and aware that much more difficult for others. Whether it's an awful and unpleasant, or it's an overwhelming, suffocating cloud of perfume, your enemies struggle against your coordinated attack on their senses.

When you force a creature to make a Constitution saving throw, the DC for the save increases by half of your own Constitution modifier, rounded up.

This subclass seems to want to use a lot of spells with CON saves which tend to be a little too easy for creatures to succeed on, in my opinion. This feature tries to help the player who leans into those spells.

 

This feature represents a bonus of anywhere between +1 to +3 to your CON saving throw DCs (half of +5 rounded up would be +3). You'd need a CON of 24 (+8) to get a +4 to your saves through this feature. Anything higher than +3 would be exceptionally rare. 

 

Will this feature be noticeable? Yup. Will creatures still continue to be good at CON saves though? Double yup. I don't think this is over-powered, I think it just takes a step towards leveling the playing field when it comes to spell selection. The goal isn't to make CON save spells overpowered, it's to make them competitive when compared to other save types which will hopefully add diversity to your game.

Astringent Form

14th-Level Feature

As an action you can expend two uses of wild shape at the same time to transform into an a Regenerating Black Pudding. You do not gain this creature's Split trait.

Alternatively, if you are ever forced to roll death saving throws, you may choose to spend two uses of wild shape to immediately take the form of a Regenerating Black Pudding. When this form ends, you revert to being unconscious with 0 hit points, and immediately fail two death saving throws. Additionally--though only under these dire circumstances--on your first turn as a Regenerating Black Pudding, you can only use your action or bonus action, not both--and your movement is halved.

I've actually included an optional, replacement feature for this. Moon druids seem to make wild shape feel lackluster on every other druid subclass so I, personally, like this ability since it gives a solid use for wild shape: in case where you're barely clinging onto life and need to get back into the fight ASAP, even if there's risks. This is kind of a mix between the Moon Druid's 10th level feature and the Shepherd Druid's 14th level feature.

 

So even if you're more focused on spells, a spellcasting druid can put some value into this ability. That said, it might be too strong or awkward for DM's to handle. Especially if they're really trying to make an encounter life-threatening. Being able to bounce right back up and delay death saves might also not appeal to the rest of the table. No matter the reason, I've included this replacement feature in case of some legitimate concerns but I remain confident the intended ability is within the appropriate level of power for the class and level.

 

The optional replacement is called "Astringent Forms." It reads:

14th-Level Feature

As an action you can expend two uses of wild shape at the same time to transform into an a Regenerating Black Pudding. You do not gain this creature's Split trait.

Additionally, all of your wild shape forms gain the Corrosive Form trait found on the Regenerating Black Pudding.

 

Use the Optional feature manager in the character builder to enable this replacement option.

Previous Versions

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12/21/2021 4:47:35 PM
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