Base Class: Druid
The circle of cataclysm druids do not seek to destroy everything but the simply accept and practice the destructive forms of nature. Sometimes they even respect these parts of nature in rebirth, like volcanoes giving fertile soil or forest fires clearing the way for new plants to grow. They can also revere the simply destructive forms of nature such as earthquakes and tsunamis. These druids are known for being extremely powerful in combat its practices tend to be used by more secluded or warlike races, such as lizardfolk of the forgotten realms or the Valenar elves of Eberron. Regardless if you are a druid of cataclysm, you will have the wrath of nature at your back.
Bonus Cantrip
At 2nd level, your connection to nature's wrath gives one extra cantrip. You can choose from either fire bolt, mold earth, or shape water.
Firebolt
You gain the firebolt cantrip.
Mold Earth
You gain the cantrip mold earth
Shape Water
You gain the cantrip shape water
Forms of Nature
At 2nd level, you can charge yourself with the wrath of nature, becoming a conduit of disasters. You can expend one of the uses of your wild shape to gain the following benefits for up to 10 minutes.
- You add your Wisdom modifier to all damage your spells do.
- When you roll a 1 on the damage dice for a single target spell, you can reroll that damage, but you must keep the new roll
- When a creature makes a melee attack against you, you can force them to make a Constitution save with a DC equal to your spell save DC or take an amount of fire or bludgeoning damage (your choice) equal to your Wisdom modifier plus your proficiency modifier.
Circle Spells
At 3rd you can channel the wrath of nature into spells. You gain new spells that are always prepared for you. They do not count against your number of prepared spells.
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DRUID LEVEL |
SPELLS |
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3rd |
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5th |
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7th |
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9th |
Soul of Wrath
At 6th level, you gain resistance to both fire and bludgeoning damage.
Shared Power
At 10th level, you learn to share the power of cataclysm with others. You gain a number of charges equal to your Wisdom modifier. You can expend one of the charges as a bonus action to add 1d8 + your Wisdom modifier fire or bludgeoning damage (your choice) to a creature within 40ft of you on their next weapon attack. The damage increases to 1d10 at 14th level and 1d12 at 18th level. You regain any expended charges at a long rest.
Aspect of Destruction
At 14th level, you gain the ability to embody the power of destruction, becoming a vessel for it. As an action, you can expend all uses of your wild shape (must be at least half of the maximum) to become and Aspect of Destruction. When you enter this form, all creatures within 10ft of your must make a Dexterity saving throw with a DC equal to your spell save DC or take 6d8 fire or bludgeoning damage (your choice) or half as much on a successful save. The area around you becomes difficult terrain and while in this form you gain the following benefits:
- You do not suffer half movement form difficult terrain.
- Whenever you cast a damaging spell of first level or higher, you can cause any targets hit by the spell to either make a Strength save against your spell save DC or be restrained by tendrils of earth, Have flammable area around them ignited and have the take bonus fire damage equal to your druid level plus you Spell modifier or have the target make a Dexterity saving throw or be pushed up to 20ft away from the center of the spell if it was an area of effect spell, or directly away from you if it was a single target spell.
- You gain immunity to Fire and Bludgeoning damage.
You can exit the form as a bonus action, and when you do, gain one level of exhaustion. When you use this feature you can't use it again until your next Long rest.
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Posted May 1, 2020How do you add the spells and stuff?