We added a circle spell list, I homebrewed it. I found it weird Dream druids couldn't get sleep. The subclass is pretty lackluster so we thought adding some spells would improve it. So now my character has these spells always prepared at the following levels:
We added a circle spell list, I homebrewed it. I found it weird Dream druids couldn't get sleep. The subclass is pretty lackluster so we thought adding some spells would improve it. So now my character has these spells always prepared at the following levels:
I do like that I can cast a concentration spell, wildshape to get out of melee and hide to help with concentration, and still cast Balm of the Summer Court while wildshaped if someone goes down. The changeling part helps blend in with a crowd so you don't stand out too (which came in quite handy last game!). My changeling likes to look elvish most of the time. I took the Chef feat at level 4 so when we short rest I can cook up some treats for some extra HP. Now I want those spells added to my character hahahahahaa.
Thanks for the ideas!
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The Otherworldly Sage
I have a collection of Elven and Fey Druid Characters that I play. Some creepy and some not so creepy, but all FUN!
The spells for dream druids makes perfect sense when you realize that the two druids that came with Xanathar's, Dreams and Shephard are the only two druids that don't have prepared circle spells OR their own unique wild shape.
Moon has unique wild shifts which fills that role, but they're getting an actual prepared spell list in the new update.
Land has prepared spells you can choose based on your terrain, and they're getting a unique ability to use with their wild shape.
Stars has several different shapeshifting options that have their own abilities, and star chart offers unique prepared spells.
If I had to add a spell list for Shephard druids I would totally make it centered around conjuring and befriending animals, where as the Dreams list we made is focused on sleep and fey magic.
Also, I changed my race to Wechselkind. They're like changelings, they are animated puppets and the fey replace children with them. Their bodies are made of wood and clay and they resemble the child exactly. It's third party content, but I loved the idea and it fit the fey/Dreams theme.
The spells for dream druids makes perfect sense when you realize that the two druids that came with Xanathar's, Dreams and Shephard are the only two druids that don't have prepared circle spells OR their own unique wild shape.
Moon has unique wild shifts which fills that role, but they're getting an actual prepared spell list in the new update.
Land has prepared spells you can choose based on your terrain, and they're getting a unique ability to use with their wild shape.
Stars has several different shapeshifting options that have their own abilities, and star chart offers unique prepared spells.
If I had to add a spell list for Shephard druids I would totally make it centered around conjuring and befriending animals, where as the Dreams list we made is focused on sleep and fey magic.
If you go on YouTube, Treantmonk's Temple has a great video of how to bring the Shepherd Druid up to speed with the new 2024 rules too. I haven't looked in homebrew to see if anyone actually did it yet. I may do that! I don't think he made a spell list though. I think the conjure spells are nicer than the summon spells, especially at lower levels, since summons have a steep cost involved. I think some single use of the Summon spells without material cost would be epic for a Shepherd Druid. Then they can cast them with a spell slot and material component afterwards.
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The Otherworldly Sage
I have a collection of Elven and Fey Druid Characters that I play. Some creepy and some not so creepy, but all FUN!
Shepherd Druid Spells idea - with 2024 rules in mind (you get the circle at 3rd level instead of 2nd)
You know the Primal Savagery Cantrip when you choose this circle.
Starting at 3rd level, you have a single use of Summon Beast without material components once per long rest. You may also cast this spell, with it's material cost, with an available spell slot beyond 2nd level. This spell will always be prepared.
Circle Spells, always prepared and are a Druid spell yadayadayada:
Honestly with the breath weapon, I don't know. The one ruling that makes the primary wild shape difficult is that my favorite wild shape (Owlbear) is now a monstrosity which means I can't wild shape into them.
Owlbear breath weapon! :) I'd definitely speak with your DM about wild shape forms outside of the RAW. If I were DM-ing, I'd definitely let you wild shape into an owlbear by 9th level (since the owlbear is CR 3). I'd also let you wild shape into something that can fly before level 8 (most likely level 5 b/c fly is a 3rd level spell, which Wizards get at 5th level).
My Shepherd Druid using Treantmonk's Temple's makeover design. I can't publish the makeover because it's too similar to the original Shepherd Druid. I'll post it below if you want to make it for yourself. He published it publicly for all to use.
Revised Circle of the Shepherd Subclass by Treantmonk's Temple:
Speech of the Woods (Starting feature): You gain the ability to converse with beasts and many fey. You learn Sylvan, if you already know Sylvan you learn another language of your choice. You may cast Speak With Animals at will.
Spirit Totem (Starting feature): You can call forth nature spirits to influence the world around you. As a bonus action, you can expend a use of your Wild Shape feature to magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.
As a bonus action, you can move the spirit up to 60 feet to a point you can see. The spirit persists for 1 minute or until you’re incapacitated or use this feature again. The effect of the spirit’s aura depends on the type of spirit you summon from the options below.
Bear Spirit. The bear spirit grants you and your allies its might and endurance. As a reaction when a creature in your aura ends its turn, you may grant them temporary hit points equal to 5+ your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. As a reaction when a creature in your aura makes an attack, you may grant them advantage on that attack and any attacks they make until the start of your next turn. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
Unicorn Spirit. The unicorn spirit lends its protection to those nearby. As a reaction when a creature in your aura recovers hit points, you may increase the number of hit points regained equal to 5+ your druid level. In addition, you and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura.
Mighty Summoner Starting at 6th level, beasts and fey that you summon are more resilient than normal. When you use a spell to summon a beast or fey they gain the following benefits:
The creature appears with more hit points than normal: 5 extra hit points per level of the spell that summoned it.
The creature may deal its normal damage type with its attacks, or force damage. You make this choice each time the creature hits with an attack.
Guardian Spirit Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. At the end of your turn, choose a beast or fey that you summoned or created with a spell in your Spirit Totem aura, that creature regains a number of hit points equal to your druid level.
Faithful Summons Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of summon beast as if it were cast using a 9th-level spell slot. The summoned beast appears within 20 feet of you. If it receives no commands from you, it protects you from harm and attacks your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).
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The Otherworldly Sage
I have a collection of Elven and Fey Druid Characters that I play. Some creepy and some not so creepy, but all FUN!
Haven't fleshed out back story but raised by stone giants before being pushed out into the world because of relative weakness in strength (compared to them)
Haven't fleshed out back story but raised by stone giants before being pushed out into the world because of relative weakness in strength (compared to them)
Goliath Druid, cool concept. What primal order are you taking? Also, I could definitely see a Goliath druid with a club spamming Shillelagh
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Started playing 1e in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
My thoughts exactly. Warden primal order. Shillelagh, and if DM allows...wildshape to gorilla (Goliath sized breast plate should still fit) and continue to bash with quarterstaff in one hand and beast swipe with other.... hopefully.
I upgraded my Changeling Dreams Druid to the 2024 rules. Chose the Magician primal order. My character was made to forget the infernal language in favor of changing a cantrip (Produce Flame) to Starry Wisp. Since the Sickle is a strength based weapon, I sold it and bought a dagger just in case I need a knife for something. Otherwise my Wooden Staff will be my Shillelagh and no other weapons needed. I have spells. I chose War Caster as my feat at level 4 because why wouldn't I? LOL. At level 8 I will boost my Wisdom to 20. My chosen spells are because I think we'll be heading into Avernus next session. I also tried to find spells without saves because there just seem to be so many with advantages on saves in this campaign! I also noticed the spell Aid is always prepared and I have no idea how that happened. I wonder if it was an oopsie from site developers. Shhhhh. I'll keep it.
We added a circle spell list, I homebrewed it. I found it weird Dream druids couldn't get sleep. The subclass is pretty lackluster so we thought adding some spells would improve it. So now my character has these spells always prepared at the following levels:
2nd level: Faerie Fire, sleep
3rd: Misty step, calm emotions
5th: Catnap, Summon Fey,
7th: Confusion, greater invisibility,
9th: Dream, seeming.
I really like this idea! I'm playing a level 4 Changeling Dreams Druid currently in DiA.
https://www.dndbeyond.com/characters/101087231/texZnk
I do like that I can cast a concentration spell, wildshape to get out of melee and hide to help with concentration, and still cast Balm of the Summer Court while wildshaped if someone goes down. The changeling part helps blend in with a crowd so you don't stand out too (which came in quite handy last game!). My changeling likes to look elvish most of the time. I took the Chef feat at level 4 so when we short rest I can cook up some treats for some extra HP. Now I want those spells added to my character hahahahahaa.
Thanks for the ideas!
The Otherworldly Sage
I have a collection of Elven and Fey Druid Characters that I play. Some creepy and some not so creepy, but all FUN!
Sleep for a Dreams druid makes perfect sense. Wasn’t even aware of Catnap! Cool homebrew ideas
Started playing 1e in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
The spells for dream druids makes perfect sense when you realize that the two druids that came with Xanathar's, Dreams and Shephard are the only two druids that don't have prepared circle spells OR their own unique wild shape.
Moon has unique wild shifts which fills that role, but they're getting an actual prepared spell list in the new update.
Land has prepared spells you can choose based on your terrain, and they're getting a unique ability to use with their wild shape.
Stars has several different shapeshifting options that have their own abilities, and star chart offers unique prepared spells.
If I had to add a spell list for Shephard druids I would totally make it centered around conjuring and befriending animals, where as the Dreams list we made is focused on sleep and fey magic.
Also, I changed my race to Wechselkind. They're like changelings, they are animated puppets and the fey replace children with them. Their bodies are made of wood and clay and they resemble the child exactly. It's third party content, but I loved the idea and it fit the fey/Dreams theme.
If you go on YouTube, Treantmonk's Temple has a great video of how to bring the Shepherd Druid up to speed with the new 2024 rules too. I haven't looked in homebrew to see if anyone actually did it yet. I may do that! I don't think he made a spell list though. I think the conjure spells are nicer than the summon spells, especially at lower levels, since summons have a steep cost involved. I think some single use of the Summon spells without material cost would be epic for a Shepherd Druid. Then they can cast them with a spell slot and material component afterwards.
The Otherworldly Sage
I have a collection of Elven and Fey Druid Characters that I play. Some creepy and some not so creepy, but all FUN!
Shepherd Druid Spells idea - with 2024 rules in mind (you get the circle at 3rd level instead of 2nd)
You know the Primal Savagery Cantrip when you choose this circle.
Starting at 3rd level, you have a single use of Summon Beast without material components once per long rest. You may also cast this spell, with it's material cost, with an available spell slot beyond 2nd level. This spell will always be prepared.
Circle Spells, always prepared and are a Druid spell yadayadayada:
3rd level: Animal Friendship, Summon Beast, Enhance Ability
6th level: Conjure Animals, Fly
10th level: Dominate Beast, Giant Insect
14th level: Insect Plague, Greater Restoration
The Otherworldly Sage
I have a collection of Elven and Fey Druid Characters that I play. Some creepy and some not so creepy, but all FUN!
Just a concept. I haven't played it yet although I would want to. Golden dragonborn moon druid. His name is Sakaar. Nothing too crazy. just a concept.
What would be your preferred wild shape form? Can the 2024 druid use the dragonborn breath weapon while wild shaping?
Started playing 1e in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
Honestly with the breath weapon, I don't know. The one ruling that makes the primary wild shape difficult is that my favorite wild shape (Owlbear) is now a monstrosity which means I can't wild shape into them.
Owlbear breath weapon! :) I'd definitely speak with your DM about wild shape forms outside of the RAW. If I were DM-ing, I'd definitely let you wild shape into an owlbear by 9th level (since the owlbear is CR 3). I'd also let you wild shape into something that can fly before level 8 (most likely level 5 b/c fly is a 3rd level spell, which Wizards get at 5th level).
Started playing 1e in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
My Shepherd Druid using Treantmonk's Temple's makeover design. I can't publish the makeover because it's too similar to the original Shepherd Druid. I'll post it below if you want to make it for yourself. He published it publicly for all to use.
https://www.dndbeyond.com/characters/132621469/4Oedg0
Revised Circle of the Shepherd Subclass by Treantmonk's Temple:
Speech of the Woods (Starting feature):
You gain the ability to converse with beasts and many fey.
You learn Sylvan, if you already know Sylvan you learn another language of your choice. You may cast Speak With Animals at will.
Spirit Totem (Starting feature):
You can call forth nature spirits to influence the world around you. As a bonus action, you can expend a use of your Wild Shape feature to magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.
As a bonus action, you can move the spirit up to 60 feet to a point you can see.
The spirit persists for 1 minute or until you’re incapacitated or use this feature again.
The effect of the spirit’s aura depends on the type of spirit you summon from the options below.
Bear Spirit.
The bear spirit grants you and your allies its might and endurance.
As a reaction when a creature in your aura ends its turn, you may grant them temporary hit points equal to 5+ your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
Hawk Spirit.
The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight.
As a reaction when a creature in your aura makes an attack, you may grant them advantage on that attack and any attacks they make until the start of your next turn. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
Unicorn Spirit.
The unicorn spirit lends its protection to those nearby.
As a reaction when a creature in your aura recovers hit points, you may increase the number of hit points regained equal to 5+ your druid level.
In addition, you and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura.
Mighty Summoner
Starting at 6th level, beasts and fey that you summon are more resilient than normal. When you use a spell to summon a beast or fey they gain the following benefits:
The creature appears with more hit points than normal: 5 extra hit points per level of the spell that summoned it.
The creature may deal its normal damage type with its attacks, or force damage. You make this choice each time the creature hits with an attack.
Guardian Spirit
Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. At the end of your turn, choose a beast or fey that you summoned or created with a spell in your Spirit Totem aura, that creature regains a number of hit points equal to your druid level.
Faithful Summons
Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of summon beast as if it were cast using a 9th-level spell slot. The summoned beast appears within 20 feet of you. If it receives no commands from you, it protects you from harm and attacks your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).
The Otherworldly Sage
I have a collection of Elven and Fey Druid Characters that I play. Some creepy and some not so creepy, but all FUN!
https://www.dndbeyond.com/characters/131546686
Goliath 1st level. Manual roll. Planned Moon Druid.
Haven't fleshed out back story but raised by stone giants before being pushed out into the world because of relative weakness in strength (compared to them)
hello merylin the archdruid of the mountains
i am on lv 20
i got the prytion staff
merylin the dragon master
Goliath Druid, cool concept. What primal order are you taking? Also, I could definitely see a Goliath druid with a club spamming Shillelagh
Started playing 1e in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
https://www.dndbeyond.com/characters/129913186
I love Tortle :)
My thoughts exactly. Warden primal order. Shillelagh, and if DM allows...wildshape to gorilla (Goliath sized breast plate should still fit) and continue to bash with quarterstaff in one hand and beast swipe with other.... hopefully.
I upgraded my Changeling Dreams Druid to the 2024 rules. Chose the Magician primal order. My character was made to forget the infernal language in favor of changing a cantrip (Produce Flame) to Starry Wisp. Since the Sickle is a strength based weapon, I sold it and bought a dagger just in case I need a knife for something. Otherwise my Wooden Staff will be my Shillelagh and no other weapons needed. I have spells. I chose War Caster as my feat at level 4 because why wouldn't I? LOL. At level 8 I will boost my Wisdom to 20. My chosen spells are because I think we'll be heading into Avernus next session. I also tried to find spells without saves because there just seem to be so many with advantages on saves in this campaign! I also noticed the spell Aid is always prepared and I have no idea how that happened. I wonder if it was an oopsie from site developers. Shhhhh. I'll keep it.
https://www.dndbeyond.com/characters/131957740/CjIXny
The Otherworldly Sage
I have a collection of Elven and Fey Druid Characters that I play. Some creepy and some not so creepy, but all FUN!