This is my first draft of the Circle of Hell Druid. My inspiration was from three places, this file from the gmbinder: https://www.gmbinder.com/share/-MW1X-jqRFnt5XxIja06, the Barbarian subclass that Taliesin is playing over on Critical Role, and the lore involving the 9 hells.
Basically, you get some circle spells and know infernal, and then you can use your wild shape to turn into your "infernal form". Like Taliesin, you randomly decide your form which determines what features you get. The features are based on the layers of hell. I feel like this is over-powered as is. There is a lot here, but I would appreciate some feedback. I haven't playtested anything yet.
Thanks!
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Bonus Proficiencies
2nd-level Circle of Hell feature
You gain proficiency in the Religion skill, and you learn to speak, read, and write Infernal.
Circle Spells
2nd-level Circle of Hell feature
You learned how to siphon the power of the Nine Hells, which has granted you access to some spells. At 2nd level, you learn the firebolt and shillelagh cantrips.
Circle of Hell Spells
When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of Hell Spells table. 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.
Druid Level Spells
2nd cause fear
3rd darkness, suggestion
5th fireball, major image
7th confusion, wall of fire
9th cloudkill, dominate person
2nd level Circle of Hell Feature
Infernal Form
As a bonus action, you can expend a use of your Wild Shape feature to take on an Infernal Form, rather than transforming into a beast. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
Devil’s Sight.
While in your infernal form, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Infernal Aspects
Your appearance changes when you channel your infernal essence, becoming more devilish. Roll on the Infernal Aspects table to determine the changes and features randomly.
D4 Aspect
1 Avernus (Support) - Your eyes become a solid red, with no visible iris or pupil.
2 Dis (Battlefield) - You grow devil-like horns on your head.
3 Minauros (Ranged) - Smoke circles your head and you smell of sulfur.
4 Phlegethos (Melee) - Your skin gains a red tint.
Infernal Aspects Feature.
You also gain one of the features below depending on which level of Hell you rolled:
Avernus (Support) –
When you activate this form, choose a point you see within 60 feet of you. You create an aura in a 30-foot radius around that point. As a bonus action, you can move the aura up to 60 feet to a point that you can see. The aura persists for 1 minute or until you are incapacitated. Each creature of your choice in the aura when it appears gains temporary hit points equal to 5 + your druid level. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside the aura, you and the creature both regain hit points equal to your proficiency bonus.
Dis (Battlefield) -
When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, a black shadowy arm erupts from the ground and targets one creature within 60 feet of you. On a hit, the creature is restrained for 1 minute or until you are incapacitated. The creature can make an athletics check at the end of each of their turns to break out. Once they succeed, they cannot be restrained again this way for one hour. You can have a number of creatures restrained in this way up to your proficiency bonus.
Minauros (Ranged) -
When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a green ball of energy that targets one creature you can see within 60 feet of you. On a hit, the attack deals necrotic or poison damage equal to 1d8 + your Wisdom modifier.
Phlegethos (Melee) –
When you activate this form, you gain 4 temporary hit points for each druid level. You also gain the following benefits while in this form.
You cast Shillelagh.
Your melee weapon attacks deal an extra 1d6 necrotic or fire damage (your choice) to any target they hit.
6th level Circle of Hell Feature
Enhanced Infernal Form
Your appearance changes when you channel your infernal essence, becoming more devilish. Roll on the Infernal Aspects table to determine the changes and features randomly.
D6 Aspect
1 Avernus (Support) - Your eyes become a solid red, with no visible iris or pupil.
2 Dis (Battlefield) - You grow devil-like horns on your head.
3 Minauros (Ranged) - You smell of sulfur.
4 Phlegethos (Melee) - Your skin gains a red tint.
5 Stygia (Melee) – Your body lights up in harmless white flames
6 Malboge (ranged) – Your teeth become jagged and sharp.
You also gain one of the features below depending on which level of Hell you rolled:
Avernus (Support) –
In addition to the 2nd level features, you can now use your reaction to grant a creature in your aura advantage on their next attack or saving throw.
Dis (Battlefield) –
In addition to the 2nd level feature, on a hit, you now deal 1d8 + your Wisdom modifier points of necrotic damage to the restrained creature.
Minauros (Ranged) -
You gain the 2nd level feature, except your attacks now do 2d6 + your Wisdom modifier points of necrotic or poison damage (your choice).
Phlegethos (Melee) –
You gain the 2nd level feature, except your attacks now do 2d6 + your Wisdom modifier points of necrotic or fire damage (your choice) on top of the weapon damage.
Stygia (melee) –
This form lasts for the duration or until you are incapacitated. When you activate this form, you gain the following benefits when in this form:
You are immune to cold damage and resistant to fire damage.
You can move around difficult terrain created by snow or ice without spending extra movement.
The ground in a 10 foot radius around you is icy terrain for creatures that you choose. The radius moves with you.
Your melee weapon attacks do an additional 1d6 + your Wisdom modifier necrotic or cold damage (Your choice).
Malboge (ranged) –
10 small rocks erupt from the ground and ignite. When you activate this form and as a bonus action on each of your turns thereafter, you can expend one of the rocks, sending it streaking toward a point you choose within 120 feet of you. Once a rock impacts against a solid surface, the rock explodes. Each creature within 5 feet of the explosion must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. In addition, while the rocks are floating around you, ranged attacks against you have disadvantage.
10th level Circle of Hell Feature
Greater Infernal Form
Your appearance changes when you channel your infernal essence, becoming more devilish. Roll on the Infernal Aspects table to determine the changes and features randomly.
D10 Aspect
1 Avernus (Support) - Your eyes become a solid red, with no visible iris or pupil.
2 Dis (Battlefield) - You grow devil-like horns on your head.
3 Minauros (Ranged) - You smell of sulfur.
4 Phlegethos (Melee) - Your skin gains a red tint.
5 Stygia (Melee) – Your body lights up in harmless white flames
6 Malboge (ranged) – Your teeth become jagged and sharp.
7 Maladomini (Battlefield) - You grow a fiendish tail.
8 Cania (Support) – Your eyes become solid white and your skin turns pale.
9 Nessus - Infernal runes light up over your body.
10 Reroll the d10. If you roll 10 again, you choose which form you take.
You also gain one of the features below depending on which level of Hell you rolled:
Avernus (Support) –
You gain the 2nd and 6th level features, except each creature of your choice in the aura when it appears now gains temporary hit points equal to 10 + your druid level.
Dis (Battlefield) –
In addition to the 2nd and 6th level feature, on a hit, you now deal 2d8 + your Wisdom modifier points of necrotic damage to the restrained creature.
Minauros (Ranged) –
You gain the 2nd level feature, except your attacks now do 2d8 + your Wisdom modifier points of necrotic or poison damage (your choice) and the creatures must make a Dexterity saving throw or be knocked prone.
Phlegethos (Melee) –
You gain the 2nd level feature, except your attacks now do 2d6 + your Wisdom modifier points of necrotic or fire damage (your choice) on top of the weapon damage. In addition, you are resistant to bludgeoning, piercing, and slashing damage from non-magical weapons.
Stygia (melee) –
You gain the 6th level feature, except the icy terrain is now a 20 foot radius and your weapon attacks do an addition 2d6 + your Wisdom modifier necrotic or cold damage (your choice).
Malboge (ranged) –
You gain the 6th level feature, except the rocks damage is increased to 3d6 fire damage on a failed save, or half as much damage on a successful one. In addition, you can replenish your pool of 10 rocks, once during the duration of your Infernal Form.
Maladomini (Battlefield) –
Ooze erupts from you and lands on up to 6 creatures of your choice. It lasts for 1 minute and creatures affected by it suffers the following:
The targeted creature's speed is halved
It takes a -2 penalty to AC and Dexterity saving throws
It can't use reactions.
On its turn, it can use either an action or a bonus action, not both.
Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
Cania (Support) –
When you activate this form, choose a point you see within 60 feet of you. You create an aura in a 30-foot radius around that point. As a bonus action, you can move the aura up to 60 feet to a point that you can see. The aura persists for 1 minute or until you are incapacitated. All weapon attacks from creatures you choose in the aura do additional cold damage equal to your Wisdom modifier. In addition, you can use your reaction to make any creature in the aura reroll an attack, saving throw, or ability check.
Nessus –
When you activate this form and for the duration or until you are incapacitated, you gain a fly speed of 40 feet and can hover. Any creature you choose who starts its turn within 30 feet of you must make a Wisdom saving throw or be frightened until the start of its next turn. If the saving throw is successful, the creature is immune to being frightened by your infernal form for the next 24 hours. You also gain immunity to fire damage. You gain True Sight to 30 feet.
14th level Circle of Hell Feature
Fiendish Infernal Form
When you enter your Infernal Form, roll on the Level 10 feature Infernal Aspects table to randomly determine the changes and features. Then choose a second Aspect. You get the benefits from both Aspects. In addition, as an action, you can change one of those Aspects to another of your choice.
(If you choose Stygia and Phlegethos, your melee weapon damage is 3d6 of either Fire, Cold, or Necrotic. Your choice. You gain all other effects of these Aspects.)
Interesting homebrew druid subclass! I'd like to see a clearer connection between the lower planes and the inner planes (actual world) of the druid for the rationale for the subclass to exist. I've heard of "Blood Druids" who embrace "dark(er)" druid magic.
Re wild shaping, I'm a proponent of relaxing the RAW on permitted wild shape options. What are examples of an infernal form?
Rollback Post to RevisionRollBack
Started playing 1e in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in the last year.
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This is my first draft of the Circle of Hell Druid. My inspiration was from three places, this file from the gmbinder: https://www.gmbinder.com/share/-MW1X-jqRFnt5XxIja06, the Barbarian subclass that Taliesin is playing over on Critical Role, and the lore involving the 9 hells.
Basically, you get some circle spells and know infernal, and then you can use your wild shape to turn into your "infernal form". Like Taliesin, you randomly decide your form which determines what features you get. The features are based on the layers of hell. I feel like this is over-powered as is. There is a lot here, but I would appreciate some feedback. I haven't playtested anything yet.
Thanks!
---------------------------------------
Bonus Proficiencies
2nd-level Circle of Hell feature
You gain proficiency in the Religion skill, and you learn to speak, read, and write Infernal.
Circle Spells
2nd-level Circle of Hell feature
You learned how to siphon the power of the Nine Hells, which has granted you access to some spells. At 2nd level, you learn the firebolt and shillelagh cantrips.
Circle of Hell Spells
When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of Hell Spells table. 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.
Druid Level Spells
2nd cause fear
3rd darkness, suggestion
5th fireball, major image
7th confusion, wall of fire
9th cloudkill, dominate person
2nd level Circle of Hell Feature
Infernal Form
As a bonus action, you can expend a use of your Wild Shape feature to take on an Infernal Form, rather than transforming into a beast. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
Devil’s Sight.
While in your infernal form, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Infernal Aspects
Your appearance changes when you channel your infernal essence, becoming more devilish. Roll on the Infernal Aspects table to determine the changes and features randomly.
D4 Aspect
1 Avernus (Support) - Your eyes become a solid red, with no visible iris or pupil.
2 Dis (Battlefield) - You grow devil-like horns on your head.
3 Minauros (Ranged) - Smoke circles your head and you smell of sulfur.
4 Phlegethos (Melee) - Your skin gains a red tint.
Infernal Aspects Feature.
You also gain one of the features below depending on which level of Hell you rolled:
Avernus (Support) –
When you activate this form, choose a point you see within 60 feet of you. You create an aura in a 30-foot radius around that point. As a bonus action, you can move the aura up to 60 feet to a point that you can see. The aura persists for 1 minute or until you are incapacitated. Each creature of your choice in the aura when it appears gains temporary hit points equal to 5 + your druid level. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside the aura, you and the creature both regain hit points equal to your proficiency bonus.
Dis (Battlefield) -
When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, a black shadowy arm erupts from the ground and targets one creature within 60 feet of you. On a hit, the creature is restrained for 1 minute or until you are incapacitated. The creature can make an athletics check at the end of each of their turns to break out. Once they succeed, they cannot be restrained again this way for one hour. You can have a number of creatures restrained in this way up to your proficiency bonus.
Minauros (Ranged) -
When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a green ball of energy that targets one creature you can see within 60 feet of you. On a hit, the attack deals necrotic or poison damage equal to 1d8 + your Wisdom modifier.
Phlegethos (Melee) –
When you activate this form, you gain 4 temporary hit points for each druid level. You also gain the following benefits while in this form.
6th level Circle of Hell Feature
Enhanced Infernal Form
Your appearance changes when you channel your infernal essence, becoming more devilish. Roll on the Infernal Aspects table to determine the changes and features randomly.
D6 Aspect
1 Avernus (Support) - Your eyes become a solid red, with no visible iris or pupil.
2 Dis (Battlefield) - You grow devil-like horns on your head.
3 Minauros (Ranged) - You smell of sulfur.
4 Phlegethos (Melee) - Your skin gains a red tint.
5 Stygia (Melee) – Your body lights up in harmless white flames
6 Malboge (ranged) – Your teeth become jagged and sharp.
You also gain one of the features below depending on which level of Hell you rolled:
Avernus (Support) –
In addition to the 2nd level features, you can now use your reaction to grant a creature in your aura advantage on their next attack or saving throw.
Dis (Battlefield) –
In addition to the 2nd level feature, on a hit, you now deal 1d8 + your Wisdom modifier points of necrotic damage to the restrained creature.
Minauros (Ranged) -
You gain the 2nd level feature, except your attacks now do 2d6 + your Wisdom modifier points of necrotic or poison damage (your choice).
Phlegethos (Melee) –
You gain the 2nd level feature, except your attacks now do 2d6 + your Wisdom modifier points of necrotic or fire damage (your choice) on top of the weapon damage.
Stygia (melee) –
This form lasts for the duration or until you are incapacitated. When you activate this form, you gain the following benefits when in this form:
Malboge (ranged) –
10 small rocks erupt from the ground and ignite. When you activate this form and as a bonus action on each of your turns thereafter, you can expend one of the rocks, sending it streaking toward a point you choose within 120 feet of you. Once a rock impacts against a solid surface, the rock explodes. Each creature within 5 feet of the explosion must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. In addition, while the rocks are floating around you, ranged attacks against you have disadvantage.
10th level Circle of Hell Feature
Greater Infernal Form
Your appearance changes when you channel your infernal essence, becoming more devilish. Roll on the Infernal Aspects table to determine the changes and features randomly.
D10 Aspect
1 Avernus (Support) - Your eyes become a solid red, with no visible iris or pupil.
2 Dis (Battlefield) - You grow devil-like horns on your head.
3 Minauros (Ranged) - You smell of sulfur.
4 Phlegethos (Melee) - Your skin gains a red tint.
5 Stygia (Melee) – Your body lights up in harmless white flames
6 Malboge (ranged) – Your teeth become jagged and sharp.
7 Maladomini (Battlefield) - You grow a fiendish tail.
8 Cania (Support) – Your eyes become solid white and your skin turns pale.
9 Nessus - Infernal runes light up over your body.
10 Reroll the d10. If you roll 10 again, you choose which form you take.
You also gain one of the features below depending on which level of Hell you rolled:
Avernus (Support) –
You gain the 2nd and 6th level features, except each creature of your choice in the aura when it appears now gains temporary hit points equal to 10 + your druid level.
Dis (Battlefield) –
In addition to the 2nd and 6th level feature, on a hit, you now deal 2d8 + your Wisdom modifier points of necrotic damage to the restrained creature.
Minauros (Ranged) –
You gain the 2nd level feature, except your attacks now do 2d8 + your Wisdom modifier points of necrotic or poison damage (your choice) and the creatures must make a Dexterity saving throw or be knocked prone.
Phlegethos (Melee) –
You gain the 2nd level feature, except your attacks now do 2d6 + your Wisdom modifier points of necrotic or fire damage (your choice) on top of the weapon damage. In addition, you are resistant to bludgeoning, piercing, and slashing damage from non-magical weapons.
Stygia (melee) –
You gain the 6th level feature, except the icy terrain is now a 20 foot radius and your weapon attacks do an addition 2d6 + your Wisdom modifier necrotic or cold damage (your choice).
Malboge (ranged) –
You gain the 6th level feature, except the rocks damage is increased to 3d6 fire damage on a failed save, or half as much damage on a successful one. In addition, you can replenish your pool of 10 rocks, once during the duration of your Infernal Form.
Maladomini (Battlefield) –
Ooze erupts from you and lands on up to 6 creatures of your choice. It lasts for 1 minute and creatures affected by it suffers the following:
A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
Cania (Support) –
When you activate this form, choose a point you see within 60 feet of you. You create an aura in a 30-foot radius around that point. As a bonus action, you can move the aura up to 60 feet to a point that you can see. The aura persists for 1 minute or until you are incapacitated. All weapon attacks from creatures you choose in the aura do additional cold damage equal to your Wisdom modifier. In addition, you can use your reaction to make any creature in the aura reroll an attack, saving throw, or ability check.
Nessus –
When you activate this form and for the duration or until you are incapacitated, you gain a fly speed of 40 feet and can hover. Any creature you choose who starts its turn within 30 feet of you must make a Wisdom saving throw or be frightened until the start of its next turn. If the saving throw is successful, the creature is immune to being frightened by your infernal form for the next 24 hours. You also gain immunity to fire damage. You gain True Sight to 30 feet.
14th level Circle of Hell Feature
Fiendish Infernal Form
When you enter your Infernal Form, roll on the Level 10 feature Infernal Aspects table to randomly determine the changes and features. Then choose a second Aspect. You get the benefits from both Aspects. In addition, as an action, you can change one of those Aspects to another of your choice.
(If you choose Stygia and Phlegethos, your melee weapon damage is 3d6 of either Fire, Cold, or Necrotic. Your choice. You gain all other effects of these Aspects.)
I think this OK. I think there are a couple of i improvements needed:
Other than that, this is pretty good! Look forward to using it!
DM: “Who’s your patron?”
Warlock: “Ummm”
DM: “Hurry Up”
Warlock: “yOu”
*All other players look at each other with utter fear*
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Check out my homebrew: My Homebrew
Interesting homebrew druid subclass! I'd like to see a clearer connection between the lower planes and the inner planes (actual world) of the druid for the rationale for the subclass to exist. I've heard of "Blood Druids" who embrace "dark(er)" druid magic.
Re wild shaping, I'm a proponent of relaxing the RAW on permitted wild shape options. What are examples of an infernal form?
Started playing 1e in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in the last year.