Base Class: Druid
The Circle of Kan-Laon is a secluded circle of lizardfolk druids who worship and commune with the deity Kan-Laon who is known to them as The Supreme Ruler, One Who Is the Ruler of Time. Druids of this circle must endure a tedious ritual prior to induction granting them rebirth with power granted directly from Kan-Laon herself. Though the details of the ritual are closely guarded by the high priests of the Kanlaon Volcano, the only thing known about the ritual itself is that those deemed unworthy of such power never return. Inducted druids typically have a fresh take on life truly understanding the balance between creation and destruction. These druids typically keep to themselves, sticking near the Kanlaon Volcano as to prevent unintentional destruction and living alongside domesticated dinosaurs from eras ago brought to the present as a gift from Kan-Laon.
Druids of this circle can be easily distinguished by their glowing appearance and fiery temper, some even being said to have the true form of Kan-Laon in their eyes.
Induction
When you choose this circle at 2nd level, you undergo the rigorous ritual for Kan-Laon and are reborn in her image. You become a fire-fueled druid wielding the powers of Kan-Laon herself.
Kan-Laon Blessings:
- Fireproof: After being reborn in Kan-Laon's image, you gain immunity to fire damage.
- Magmatic Metamorphosis: Being imbued with power from Kan-Laon herself, using wild shape yields magmatic versions of the monster or beast you wild shape into. You can now wild shape into monsters or beasts with a CR of 1/2 as long as you've seen or studied them before. These wild shapes carry your immunity to fire damage and allow you to put off an intensely heated aura that warms the immediate area and can even burn if focused.
- Ozai Ingenuity: With fire flowing through your veins, you gain the ability to manipulate fire. Manipulation must follow all "Control Flames" rules except actions can be performed telepathically rather than casting a spell.
Kan-Laon Curses:
- Chilling Wind: Due to thriving in such an intensely warm environment, you are susceptible to cold and frost damage when not focusing your aura solely for warmth.
- Unintentional Terraform: Due to your chemical composition post rebirth consisting of intense, magma like heat, being in water is considered difficult terrain halving your movement speed. If fully submerged and not in an aquatic wild shape, you slowly become encased in stone and gain the immobilized effect until removed.
- Involuntary Combustion: While traveling through heavily wooded areas, your heating aura can unintentionally combust nearby flammable objects such as tress or shrubs. These effects can be masked or utilized via Ozai Ingenuity.
Prehistoric Roots
At level 3, you become attuned with the prehistoric beasts granted to you by Kan-Laon learning about the connection and long history you share with them granting you unique abilities.
Kan-Laon Blessings:
- Paleontological Past: You gain the ability wild shape into dinosaurs with a CR equal to your Druid level (this only applies to dinosaur wild shapes).
- Pyroclastic Protection: Your magmatic scales harden increasing your AC by 2. Additionally, your AC when unarmored becomes 10 + your Dexterity modifier + your Proficiency while wearing no armor.
- Heat Transfer: When in combat, while in direct contact with fire or lava, you may roll 1d6 as a bonus action to restore hit points. Additionally, during a short or long rest, resting in a lava bed restores 2d8 hit points.
Firewalker
At level 6, your connection to Kan-Laon grows stronger granting additional strength and ability increases.
Kan-Laon Blessings:
- Eruption: You thrust an appendage into the ground creating a volcanic geyser within 30 feet that erupts causing 2d8 fire damage in a 10 foot radius
- Malleable: The magma in your body becomes substantially more accustomed to using wild shape. You can now wild shape into monsters or beasts with a CR of half your druid level.
- Igneous Uplift: You gain the ability walk through water as each step produces basalt underneath your feet from the intensity of the magma within you reacting to the water. If you happen to fall into the water and become submerged, you will still become encased in stone and gain the immobilized effect until removed.
Jurassic Inheritance
At level 10, you feel Kan-Laon strengthen your connection to your dinosaur ancestors.
Kan-Laon Blessings:
- Evolution: You gain the ability to use half a wild shape to transform part of your body following current CR restrictions. You may use the wild shaped part as if you were fully transformed into that beast/monster. Example: bite attack with wolf head, flying with pterodactyl wings, increased swim speed with frog legs
- Tyrannous Appetite: If you reduce an opponent to 0 hit points while wild shaped as a dinosaur, as a bonus action you may eat the corpse, if there is one, and regain 3d6 hit points.
- Ancient Instinct: The predatory instincts left deep in your muscles from eras ago emerge. Gain an additional attack on your turn.
Disciple of Kan-Laon
At level 14, the full power of Kan-Laon runs through your veins. The only thing left to do is master it.
Kan-Laon Blessings:
- Morpheus: Gain 2 additional wild shape uses
- Obsidian Quarterstaff: Gain the ability to summon an obsidian quarterstaff once used by Kan-Laon herself. The quarterstaff can be fueled with lava and hits for 4d8 fire damage. If the weapon is lost it can be summoned again after a long rest.
- Ashen Companion: Gain the ability to summon a small companion from ash once per long rest (max 1 companion at a time). This companion must be within CR limit and can change form at your will.
Kan-Laon Descendant
At level 20, you wield the full power of Kan-Laon with complete mastery. You rival Kan-Laon in power and are seen by her as well as the rest of the circle as her equal. You gain resistance to frost and cold damage as well as gain the ability to be completely submerged in water with no penalty. You gain full mastery over your heating aura and have unlimited use of wild shape returning to regular form only when reduced to 0 hit points or whenever desired.
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Posted Aug 22, 2022I enjoy race specific sub-classes, they feel meant for a campaign setting and add more depth to the world.
Chilling Wind - Usually people will say any elemental immunity for a player character is too strong especially at level 2. It fits with this sub-class however though the susceptible to cold and frost isn't clear enough on the extra damages those spells or environmental factors. While vulnerability to a damage source might be too extreme at level 2 as well it should be clarified how much extra damage cold damage does to the character. 5e probably needs 4 variations with how to take damage. Immune > > Resistance > Normal < Weak < < vulnerable.
Pyroclastic Protection - The AC + 2 is constant correct? For Example Unarmored would be 12 + your Dexterity modifier + your Proficiency?
Eruption - What kind of action does this take to use?
Ashen Companion - Likely easily guessed but still should be written. What kind of action does this take to use?
Kan-Laon Descendant - I think reversing the penalty you obtain from having an immunity is a bit OP. Unlimited use of wild shape should be clarified to only accounting for shaping into Circle of Kan-Laon wild shape features.