The Bladesinger Wizard is a fan-favorite subclass, and it has inspired boosts to other subclasses in 2024. The Eldritch Knight, and College of Valor now receive the Bladesinger's Extra Attack ability to cast a cantrip (with a casting time of an action) in place of one of the attacks made with the Attack action. This change is extremely sensible in my opinion, and further adds to not only the fantasy of those subclasses, but also mechanical power too. It did get me thinking though, what if there were something similar for other classes? A spell-sword, as it were, for another class?
I present the Circle of Warriors- a 2024 Druid subclass. It takes the power of Wild Shape in a different direction, granting a new empowerment to the self. I have attempted to design and balance this subclass around the other Druid subclasses, as well as against the Eldritch Knight, College of Valor, and of course the Bladesinger itself. My hope is that it stands up to those mechanically, and provides something the Druid may not necessarily be good at in its base form. My biggest worry is, of course, that the Ranger is right there, so I understand if perhaps its existence is not needed. I am curious to what you all think of it. Text within block quotes is commentary I make on the aforementioned abilities.
Druid - Circle of Warriors
Guardians Weaponized to Avenge Nature
Druids of the Circle of Warriors seek out forces that have devastated their world. They utilize their magic in tandem with weapon expertise to enact retribution. These druids find themselves empowered by the very forces of nature itself, granting them an empowered physical might. They are tribal warriors, defenders of the realm, lone hunters, they may even be simple forest-folk that have debts that need to be repaid with violence.
Circle of Warriors Features
Druid Level
Feature
3rd
Circle of Warriors Spells, Weapon Mastery, Warrior Form
6th
Extra Attack
10th
Improved Warrior Form
14th
Ultimate Warrior Form
Circle of Warriors Spells
3rd-level Circle of Warriors feature When you reach a Druid level specified in the Circle of Warriors Spells table, you thereafter always have the listed spells prepared.
One of the things I believed important when adding spells was trying to not step too much on the toes of the Ranger, but I think at the end of the day I just accepted there would be Ranger spells on there. I wanted the list to mainly contain anything that empowers weapons in theming with nature, the wilds, or empowers the self. I debated whether or nor I should include True Strike on there as opposed to Shillelagh, but decided it was more unique to do so.
Weapon Mastery
3rd-level Circle of Warriors feature Your combat prowess is as expansive as your magical prowess. You can use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Quarterstaffs and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Sickles and Spears.
In addition, you can use a Simple or Martial weapon as a Spellcasting Focus to cast spells from your Druid spell list.
Why not training with Medium Armor and proficiency with Martial Weapons? Because Druids can already get that option as a part of their Primal Order feature. And this way, it stands out compared to the College of Valor which does get those aforementioned training and proficiencies.
Warrior Form
3rd-level Circle of Warriors feature You can empower yourself with the magic of your Wild Shape. As a Bonus Action, you can expend a use of your Wild Shape to enter your Warrior Form. You can exit this form as a Bonus Action. While transformed in this way, you gain the following benefits for 10 minutes:
Improved Speed. You gain a Climb Speed and Swim Speed equal to your Speed.
Temporary Hit Points. You gain Temporary Hit Points equal to twice your Druid level.
Wild Power. You can add your Wisdom modifier to Strength (Athletics) and Dexterity (Acrobatics) checks.
This is this subclasses' version of the Bladesinger's Bladesong feature. It was difficult to find the balancing of features, in that I was not sure what levels to grant which features where. I settled on these three because it was the most similar to the Bladesong while still being different.
Extra Attack
6th-level Circle of Warriors feature You can attack twice, instead of once, whenever you take the Attack action on your turn. In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks.
The feature that inspired this line of thinking. An awesome feature thematically, and mechanically, and it fits really well on this Druid.
Improved Warrior Form
10th-level Circle of Warriors feature You naturally have a Climb Speed and Swim Speed equal to your Speed. When you enter your Warrior Form, you gain the following additional benefits:
Flying Speed. You gain a Fly Speed equal to your Speed.
Nature’s Resilience. You can add your Wisdom modifier to your AC.
Rugged. You can add your Wisdom modifier to Strength, Dexterity, and Constitution saving throws.
The Fly Speed is here because the Wild Shape gets a Fly Speed at 8th level. This is an improvement of non-insignificant consequence, but I feel given its level, it is appropriate. The AC bonus I was initially worried might be too strong, but the Bladesong gets that bonus immediately.
Ultimate Warrior Form
14th-level Circle of Warriors feature When you enter your Warrior Form, you gain the following additional benefits:
Warrior’s Determination. You have Advantage on Death saving throws.
Warrior’s Resolve. Once per Warrior Form, you can cast Heroism on yourself once without expending a spell slot. When you cast the spell in this way, the spell doesn’t require Concentration. Instead the spell lasts for 10 minutes, but it ends early if you cast that spell again, have the Incapacitated condition, or die.
Warrior’s Weapon. You can use your Wisdom modifier for the attack and damage rolls of your weapons instead of using Strength or Dexterity; and you can cause the weapon to deal Acid, Cold, or Poison damage or its normal damage type.
I did, and am still considering, moving the Warrior's Weapon to 3rd level as well, or at least earlier. The Heroism inclusion ensures you always have access to a decent pool of Temporary Hit Points, which is quite thematic for what I'm going for.
Natur's Resilience is way to strong. Bladesinger works because of the ability doesn't work with medium or heavy armor or shields. Assuming you are 16 Dex, 20 Int that gives you with mage armor an AC 21. If you can stack Wis with medium armor and Shield that is 24. That is probably outside the bounds for AC.
Natur's Resilience is way to strong. Bladesinger works because of the ability doesn't work with medium or heavy armor or shields. Assuming you are 16 Dex, 20 Int that gives you with mage armor an AC 21. If you can stack Wis with medium armor and Shield that is 24. That is probably outside the bounds for AC.
An excellent point, especially if you have Heavy Armor training as well. Perhaps it could work more similarly to the Defensive Duelist feat, where you need to at least expend your Reaction and it's only a temporary bonus. It could also just be a basic +1 or +2 increase to AC, nothing wrong with a simple bonus.
Natur's Resilience is way to strong. Bladesinger works because of the ability doesn't work with medium or heavy armor or shields. Assuming you are 16 Dex, 20 Int that gives you with mage armor an AC 21. If you can stack Wis with medium armor and Shield that is 24. That is probably outside the bounds for AC.
An excellent point, especially if you have Heavy Armor training as well. Perhaps it could work more similarly to the Defensive Duelist feat, where you need to at least expend your Reaction and it's only a temporary bonus. It could also just be a basic +1 or +2 increase to AC, nothing wrong with a simple bonus.
I think there may be too many prepared spells for your third level cause isn't it typically only two prepared spells for every level of the circle spells?
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Natur's Resilience is way to strong. Bladesinger works because of the ability doesn't work with medium or heavy armor or shields. Assuming you are 16 Dex, 20 Int that gives you with mage armor an AC 21. If you can stack Wis with medium armor and Shield that is 24. That is probably outside the bounds for AC.
An excellent point, especially if you have Heavy Armor training as well. Perhaps it could work more similarly to the Defensive Duelist feat, where you need to at least expend your Reaction and it's only a temporary bonus. It could also just be a basic +1 or +2 increase to AC, nothing wrong with a simple bonus.
I think there may be too many prepared spells for your third level cause isn't it typically only two prepared spells for every level of the circle spells?
Typically yes, the norm is two 1st level, two 2nd level, and one cantrip. The reason I also have Heroism on there is because I took inspiration from the new War Domain Cleric- which has a feature in regards to two of its prepared spells, Shield of Faith and Spiritual Weapon. Which looking back.....yeah that's not consistent with the design of these classes. Whoops!I think I was under the impression they got other prepared spells in their place in addition to the aforementioned.
If I wanted it to be consistent I would probably replace Absorb Elements with Heroism, especially since the Druid already has access to Absorb Elements.
Natur's Resilience is way to strong. Bladesinger works because of the ability doesn't work with medium or heavy armor or shields. Assuming you are 16 Dex, 20 Int that gives you with mage armor an AC 21. If you can stack Wis with medium armor and Shield that is 24. That is probably outside the bounds for AC.
An excellent point, especially if you have Heavy Armor training as well. Perhaps it could work more similarly to the Defensive Duelist feat, where you need to at least expend your Reaction and it's only a temporary bonus. It could also just be a basic +1 or +2 increase to AC, nothing wrong with a simple bonus.
I think there may be too many prepared spells for your third level cause isn't it typically only two prepared spells for every level of the circle spells?
Typically yes, the norm is two 1st level, two 2nd level, and one cantrip. The reason I also have Heroism on there is because I took inspiration from the new War Domain Cleric- which has a feature in regards to two of its prepared spells, Shield of Faith and Spiritual Weapon. Which looking back.....yeah that's not consistent with the design of these classes. Whoops!I think I was under the impression they got other prepared spells in their place in addition to the aforementioned.
If I wanted it to be consistent I would probably replace Absorb Elements with Heroism, especially since the Druid already has access to Absorb Elements.
it's no big deal i was just curious if it was supposed to be that way since other druid circles I've seen had only 2 for third level.
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If you're going to do it, you need to balance it against rangers, moon druids, Valor bards, and blade singers (to a lesser extent because that's 2014). Right now, this blows all of them out of the water. It's a Ranger with full spell casting all the way up to 9th level. It's a Moon druid with access to full spell casting at all times. It's a Blade singer that can use it's cool ability twice per short rest instead of proficiency bonus per long rest and all weapons and medium armor and shields. It's a valor bard with the 3rd level ability for free just being a druid and an expanded spell list, the same 6th level ability, a very strong 10th level ability, and a better 14th level ability. Also some of the features interactions don't work or are OP.
Level 3- I think step one to making this more balanced is to remove weapon mastery. It's a very strong feature that should stay in the realm of the martial characters. I realize a level 1 dip into fighter gets you this, but that should be the tax of getting weapon mastery. Next, let's ditch the temp HP. First, it's the same thing as moon druids feature only better because you can cast all your spells instead of just those on the expanded spell list. Second, it steps on the toes of your features around Heroism as temporary HP do not stack together. I think moving warrior's weapon to level 3 makes more sense mechanically. Imagine getting all the way up to level 14 playing this subclass. You've spent most of the game needing a high strength or dexterity score, only to now FINALLY get to use wisdom instead? It'll be effectively meaningless so late in the game. If you want to lean into temp HP as a core feature, why not do something interesting and unique with that? For example, maybe once per turn when you hit with a weapon attack on your turn you gain a few temp HP. Maybe wisdom modifier. You lose them at the start of your next turn. I think that would create an interesting play style. Do you attack so you can gain the temp HP? Or do you cast a spell because that's just always a good decision. You could also do it for every attack, maybe. Although you'd need to balance that against the moon druid. For example, the moon druid gets 30 temp HP at level 10. If you did wisdom modifier per hit at level 10, that'd be 10, possible 15 with haste, per turn. That'd be too strong. Maybe it's tied to spell slot level or something? Or Con, so you can't just stack one stat. There are a lot of ways to implement an idea like this.
Level 6- No Notes. This is a cool feature. There might be a way to make it unique somehow but it's cool as is.
Level 10- Nature's resilience is too OP when you have medium armor and shields. Your AC will be outrageously high. Even higher than blade singers that pretty much already only get hit via critical hits. I'm also not sure I like the buffs to Saving throws. It's probably too strong. This character would already be very tanky and this also steps on the toes of the monk. Maybe just give advantage on concentration saving throws? That with a fly speed is already a greatsuite of features to get at level 10.
Level 14- Let's assume you move Warriors weapon to level 3 (it's pretty bad at 14). Warriors resolve doesn't work well. It's temp HP doesn't stack with other sources you're getting from this subclass and it's an action for a level 1 spell when you probably want to be slinging higher level spells. That just leaves advantage on death saves which is obviously not a great feature on it's own (and honestly risk of death is fun). I'd recommend starting over with level 14. Maybe if you have the temp HP from the level 3 ability, an attacker takes some retaliatory damage similar to Armor of Agathys? That'd further feed into temp hp as a core feature concept. Or maybe as a reaction you can move your temp hp from the level 3 ability to a willing creature when they take damage. (just be sure to word that so it doesn't work with any other source of HP, because that could get OP fast)
These are just some ideas I had reading your subclass. take it or leave it. However, what you have currently is way to strong. Don't feel bad though, pretty much all home brew attempts are way too strong.
If you're going to do it, you need to balance it against rangers, moon druids, Valor bards, and blade singers (to a lesser extent because that's 2014). Right now, this blows all of them out of the water. It's a Ranger with full spell casting all the way up to 9th level. It's a Moon druid with access to full spell casting at all times. It's a Blade singer that can use it's cool ability twice per short rest instead of proficiency bonus per long rest and all weapons and medium armor and shields. It's a valor bard with the 3rd level ability for free just being a druid and an expanded spell list, the same 6th level ability, a very strong 10th level ability, and a better 14th level ability. Also some of the features interactions don't work or are OP.
Level 3- I think step one to making this more balanced is to remove weapon mastery. It's a very strong feature that should stay in the realm of the martial characters. I realize a level 1 dip into fighter gets you this, but that should be the tax of getting weapon mastery. Next, let's ditch the temp HP. First, it's the same thing as moon druids feature only better because you can cast all your spells instead of just those on the expanded spell list. Second, it steps on the toes of your features around Heroism as temporary HP do not stack together. I think moving warrior's weapon to level 3 makes more sense mechanically. Imagine getting all the way up to level 14 playing this subclass. You've spent most of the game needing a high strength or dexterity score, only to now FINALLY get to use wisdom instead? It'll be effectively meaningless so late in the game. If you want to lean into temp HP as a core feature, why not do something interesting and unique with that? For example, maybe once per turn when you hit with a weapon attack on your turn you gain a few temp HP. Maybe wisdom modifier. You lose them at the start of your next turn. I think that would create an interesting play style. Do you attack so you can gain the temp HP? Or do you cast a spell because that's just always a good decision. You could also do it for every attack, maybe. Although you'd need to balance that against the moon druid. For example, the moon druid gets 30 temp HP at level 10. If you did wisdom modifier per hit at level 10, that'd be 10, possible 15 with haste, per turn. That'd be too strong. Maybe it's tied to spell slot level or something? Or Con, so you can't just stack one stat. There are a lot of ways to implement an idea like this.
Level 6- No Notes. This is a cool feature. There might be a way to make it unique somehow but it's cool as is.
Level 10- Nature's resilience is too OP when you have medium armor and shields. Your AC will be outrageously high. Even higher than blade singers that pretty much already only get hit via critical hits. I'm also not sure I like the buffs to Saving throws. It's probably too strong. This character would already be very tanky and this also steps on the toes of the monk. Maybe just give advantage on concentration saving throws? That with a fly speed is already a greatsuite of features to get at level 10.
Level 14- Let's assume you move Warriors weapon to level 3 (it's pretty bad at 14). Warriors resolve doesn't work well. It's temp HP doesn't stack with other sources you're getting from this subclass and it's an action for a level 1 spell when you probably want to be slinging higher level spells. That just leaves advantage on death saves which is obviously not a great feature on it's own (and honestly risk of death is fun). I'd recommend starting over with level 14. Maybe if you have the temp HP from the level 3 ability, an attacker takes some retaliatory damage similar to Armor of Agathys? That'd further feed into temp hp as a core feature concept. Or maybe as a reaction you can move your temp hp from the level 3 ability to a willing creature when they take damage. (just be sure to word that so it doesn't work with any other source of HP, because that could get OP fast)
These are just some ideas I had reading your subclass. take it or leave it. However, what you have currently is way to strong. Don't feel bad though, pretty much all home brew attempts are way too strong.
I agree with much of this analysis. Warrior's Weapon comes on way too late for it to be considerably useful, the damage type change is just a minor bonus. As much as I would prefer not to, I do agree with ridding Weapon Mastery since medium armor is an option for base Druid- especially since, as rightfully pointed out, medium armor and shields is something the Bard gets only through the subclass not the base class. I love all the ideas you mentioned in regards to the Temporary Hit Points, particularly pointing out a different playstyle if they are gained from making a successful attack. I don't mind having it apply with every weapon attack you make given the THP don't stack, just means you won't be as afraid of Opportunity Attacks.
I did consider adding an additional effect with the Extra Attack feature, but decided against it since it wouldn't be in-line with the other aforementioned subclasses. Plus it already feels unfair to give this ability to a Druid and not the Ranger, but that's a whole other can of worms I don't intend on going into here.
The buff to saving throws is definitely more than necessary, but keeping it to Concentration saves is not a bad thought. One thing I did heavily consider within the Warrior's Form was limit what spells you can cast, whether it be only the ones from the Circle of Warriors Spells or a level limitation like your Druid level divided by 4 rounded up or something like that. I may very well just change it to the ones on the spell table, keep it in-line with the Moon Druid without the over-complication of doing the math I mentioned previously.
The Heroism idea I considered making castable as a Bonus Action, but decided against that. It was intended to be an additional pool of THP once the base ones ran out if needed, but now since I think I'll be using your idea, I'll probably be doing away with it in terms of this feature. Furthermore, the retaliation idea similar to Armor of Agathys is something I think is really cool! The flavor of nature fighting back being shown in a quite literal way really fits the theme I want for this to provide. Could mechanically be something similar to the Berserker's Retaliation feature, or just be something like Armor of Agathys.
With time and revision, the subclass currently has the changes below. Weapon Mastery as a feature has also been removed, thus it is not mentioned below.
You can empower yourself with the magic of your Wild Shape. As a Bonus Action, you can expend a use of your Wild Shape to shape-shift into your Warrior Form. While transformed in this way, you gain the following benefits for 1 minute:
Improved Speed. You gain a Climb Speed and Swim Speed equal to your Speed.
Temporary Hit Points. Whenever you successfully hit a creature with a weapon or Unarmed Strike, you gain a number of Temporary Hit Points equal to your Wisdom modifier. These last until the start of your next turn.
Warrior’s Weaponry. Whenever you attack with a weapon with which you have proficiency, you can use your Wisdom modifier for the attack and damage rolls instead of using Strength or Dexterity. You can also cause your weapons to deal Acid, Cold, or Poison damage or its normal damage type.
Wild Power. You can add your Wisdom modifier to Strength (Athletics) and Dexterity (Acrobatics) checks.
The Temporary Hit Points change was made for a couple reasons. For one, I like the idea of acquiring them from making attacks. Two, it helps differentiate itself from the Circle of the Moon which just gains them upon using their Wild Shape. Warrior's Weaponry was originally a feature that occurred much later, but as was pointed out above, it did come on a bit late to be really worthwhile. Now it acts as an interesting multi-class dip for Rangers if you ask me (which is not the intent behind its design, but neat regardless).
Level 6: Extra Attack
The feature now specifies a Druid or Wizard cantrip that has a casting time of an action. Previously it just said cantrip, meaning you could cast Eldritch Blast with this feature, which is not intended.
Level 10: Improved Warrior Form
The feature now reads as follows:
You naturally have a Climb Speed and Swim Speed equal to your Speed. When you enter your Warrior Form, you also gain the benefits below.
Flying Speed. You gain a Fly Speed equal to your Speed.
Nature’s Protection. Whenever you are hit by an attack, you can take a Reaction to add your Wisdom modifier to your AC, potentially causing the attack to miss you. You gain this bonus to your AC against attacks until the start of your next turn.
Rugged. You can add your Wisdom modifier to your Constitution saving throws.
Previously Nature's Resilience, now Nature's Protection, I decided to make the AC bonus require your Reaction more similarly to the Defensive Duelist feat. I am, however, considering it only working against one attack, but am also okay with keeping it as is. I still go back and forth on whether I want to add Strength and Dexterity saves to Rugged, but it's powerful enough as is I think. Oh, and though the flavor isn't really stated, the Flying Speed and previous Wild Power features can be almost seen as like gaining beastial traits on your person. Who doesn't love the fantasy of their character acquiring some feathered wings? Or moving almost animal-like in the flurry of battle?
Level 14: Ultimate Warrior Form
The feature now reads as follows:
Warrior’s Determination. You have Advantage on Death saving throws.
Warrior’s Rampage. Whenever you reduce a creature to zero Hit Points, you have Advantage on your next attack roll.
Warrior’s Retribution. When a creature deals damage to you, you can take a Reaction to expend one spell slot and deal Force damage to them equal to three times the spell slot’s level.
Besides Warrior's Determination, the previous features were somewhat implemented into earlier levels. Warrior's Rampage is a simple bonus, though I did consider implementing a Bonus Action attack upon reducing a creature to zero Hit Points but ultimately decided against it, as it stepped on the toes of the Great Weapon Master feat. Warrior's Retribution is intended to act as a mirror to the Bladesinger'sSong of Defense feature, though that provides more damage reduction than this provides damage infliction.
I am very curious as to what you all think of these changes in comparison to what it previously was! I prefer this iteration personally, but would love some additional thoughts.
Nature's protection effect only changed in that it now costs your reaction. It is effectively a Shield spell for free with no limit on uses.
Unless you are limiting it in some way, for example the feat only works on melee attacks, the bonus is too high.
Also why wizard cantrips on extra attack on a Druid build?
It should druid only, keeping in mind that subclass bonus spells become class spells for that subclass so for example true strike would be a Druid cantrip for circle of the warriors.
I would have rugged onlybwork for concentration and not con saves since you get to keep your Con which not something Moon Druids get with wild shape.
The bladesinger works on a wizard chassis, it might be too strong on a cleric Druid one.
I love this concept. As a druid enthusiast, I have long looked enviously at the bladesinger's extra attack with a cantrip feature. My immediate reaction to seeing this post was thinking how much fun it would be to play. Thank you for the work you've invested in developing this subclass idea.
Nature's protection effect only changed in that it now costs your reaction. It is effectively a Shield spell for free with no limit on uses.
Unless you are limiting it in some way, for example the feat only works on melee attacks, the bonus is too high.
Also why wizard cantrips on extra attack on a Druid build?
It should druid only, keeping in mind that subclass bonus spells become class spells for that subclass so for example true strike would be a Druid cantrip for circle of the warriors.
I would have rugged onlybwork for concentration and not con saves since you get to keep your Con which not something Moon Druids get with wild shape.
The bladesinger works on a wizard chassis, it might be too strong on a cleric Druid one.
Looking at design for Reaction-based AC increases/damage reduction did reveal that there is a resource cost of some kind. Shield obviously requires a spell slot, the Defensive Duelist feat while not limited only works against melee attacks, and even the Bladesinger's 10th level feature requires spell slots to be expended. The limitation simply being only usable when it's active may not be enough- perhaps it could be active at all times, but maybe it requires a spell-slot to increase your AC (maybe like 2 times the spell slot level, not exactly like that but similar). Wisdom uses per/rest is always a viable option as well.
Funny enough, not long after I posted this, I did think the wording of "casting a Druid or Wizard cantrip" didn't flow well. I actually scrapped True Strike from it entirely because it made it too much like the Bladesinger in that regard. I do see what you mean regarding its wording, but feel it may actually be better to just relegate its use to Druid cantrips (though it could work perfectly fine with the wording change).
Regarding the Constitution bonus, given the mechanics of Wild Shape and how it replaces the physical stats I can totally see the Constitution bonus being a bit much. With that being said, I do also feel it's appropriate as the Moon Druid gets this ability at 6th level (though its CON does get replaced with the Beast's), and the Warrior Druid gets it at 10th level. At the end of the day, I think we can definitely agree on at least having a Concentration bonus.
I find putting the Bladesinger chassis on other classes to be a fascinating endeavor- even through this thread, realizing just how much has to be kept in mind and changed while still maintaining the fundamentals of the Bladesinger's heart and soul. It's a great deal of fun to me to read, theorize, and come up with new ideas through new perspectives, and especially things I had not considered. Basically to say, the feedback is appreciated!
I am quite curious as to why- does it step on the toes of the Ranger too much? Should the Bladesinger be the only one of its kind? Would love to hear your perspective.
I love this concept. As a druid enthusiast, I have long looked enviously at the bladesinger's extra attack with a cantrip feature. My immediate reaction to seeing this post was thinking how much fun it would be to play. Thank you for the work you've invested in developing this subclass idea.
Thank you! It's been a lot of fun thus far. I'll work on other stuff for a bit, come up with new ideas/find new inspiration, and I find myself always coming back to this one. It's part of why I like posting my ideas here- I get lots of feedback while simultaneously giving others new things to work with. I wonder what this subclass idea will look like in the future once I'm through with finishing it up.
Keep at it. I think with some development you can create a balanced approach..
One piece of advice I would have is to not let the Moon Druid influence too much. It is a strong subclass but with some limitations and those limits help balance the subclass.
I like a reaction based defense because it comes at a cost and prevents stacking. However you have to be careful of the numbers or problems arise.
Weapon mastery Is a province for the martials, remember you are building this on a druid chassis which is a full caster and one with access to CME. As far as we have seen no full caster gets access and even Artificer wasn't given it.
Finally, the more I think about it Circle Of Warriors doesn't feel very um Druish. I wonder if a more nature theme would be appropriate given the animal moon connection is already used. I wonder if a more plant/shillelagh/treant theme would work where the abilities are reflavored or an elemental one.
I am quite curious as to why- does it step on the toes of the Ranger too much? Should the Bladesinger be the only one of its kind? Would love to hear your perspective.
For the same reason I suggest scrapping most homebrews. It's poorly designed, very poorly balanced, and, in this case, we already have something that fills that niche. There is already a Circle of Warriors Druid - it's called the Ranger.
I think you need to spend more time figuring out the archetype before working on balancing the powers. It just doesn't feel like a druid archetype. It feels like extra attack martial powers strapped to a druid chassis. The current 4 in 2024 have very solid archetypes: Land, Sea, Stars, Beasts. They all feel like druids and the archetypes work.
Bladesingers have existed since 2e and that is why they are an archetype. If they were made up today, then I doubt they would be very fitting either.
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The Bladesinger Wizard is a fan-favorite subclass, and it has inspired boosts to other subclasses in 2024. The Eldritch Knight, and College of Valor now receive the Bladesinger's Extra Attack ability to cast a cantrip (with a casting time of an action) in place of one of the attacks made with the Attack action. This change is extremely sensible in my opinion, and further adds to not only the fantasy of those subclasses, but also mechanical power too. It did get me thinking though, what if there were something similar for other classes? A spell-sword, as it were, for another class?
I present the Circle of Warriors- a 2024 Druid subclass. It takes the power of Wild Shape in a different direction, granting a new empowerment to the self. I have attempted to design and balance this subclass around the other Druid subclasses, as well as against the Eldritch Knight, College of Valor, and of course the Bladesinger itself. My hope is that it stands up to those mechanically, and provides something the Druid may not necessarily be good at in its base form. My biggest worry is, of course, that the Ranger is right there, so I understand if perhaps its existence is not needed. I am curious to what you all think of it. Text within block quotes is commentary I make on the aforementioned abilities.
Druid - Circle of Warriors
Guardians Weaponized to Avenge Nature
Druids of the Circle of Warriors seek out forces that have devastated their world. They utilize their magic in tandem with weapon expertise to enact retribution. These druids find themselves empowered by the very forces of nature itself, granting them an empowered physical might. They are tribal warriors, defenders of the realm, lone hunters, they may even be simple forest-folk that have debts that need to be repaid with violence.
Circle of Warriors Features
Circle of Warriors Spells
3rd-level Circle of Warriors feature
When you reach a Druid level specified in the Circle of Warriors Spells table, you thereafter always have the listed spells prepared.
Circle of Warriors Spells
Weapon Mastery
3rd-level Circle of Warriors feature
Your combat prowess is as expansive as your magical prowess. You can use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Quarterstaffs and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Sickles and Spears.
In addition, you can use a Simple or Martial weapon as a Spellcasting Focus to cast spells from your Druid spell list.
Warrior Form
3rd-level Circle of Warriors feature
You can empower yourself with the magic of your Wild Shape. As a Bonus Action, you can expend a use of your Wild Shape to enter your Warrior Form. You can exit this form as a Bonus Action. While transformed in this way, you gain the following benefits for 10 minutes:
Improved Speed. You gain a Climb Speed and Swim Speed equal to your Speed.
Temporary Hit Points. You gain Temporary Hit Points equal to twice your Druid level.
Wild Power. You can add your Wisdom modifier to Strength (Athletics) and Dexterity (Acrobatics) checks.
Extra Attack
6th-level Circle of Warriors feature
You can attack twice, instead of once, whenever you take the Attack action on your turn. In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks.
Improved Warrior Form
10th-level Circle of Warriors feature
You naturally have a Climb Speed and Swim Speed equal to your Speed. When you enter your Warrior Form, you gain the following additional benefits:
Flying Speed. You gain a Fly Speed equal to your Speed.
Nature’s Resilience. You can add your Wisdom modifier to your AC.
Rugged. You can add your Wisdom modifier to Strength, Dexterity, and Constitution saving throws.
Ultimate Warrior Form
14th-level Circle of Warriors feature
When you enter your Warrior Form, you gain the following additional benefits:
Warrior’s Determination. You have Advantage on Death saving throws.
Warrior’s Resolve. Once per Warrior Form, you can cast Heroism on yourself once without expending a spell slot. When you cast the spell in this way, the spell doesn’t require Concentration. Instead the spell lasts for 10 minutes, but it ends early if you cast that spell again, have the Incapacitated condition, or die.
Warrior’s Weapon. You can use your Wisdom modifier for the attack and damage rolls of your weapons instead of using Strength or Dexterity; and you can cause the weapon to deal Acid, Cold, or Poison damage or its normal damage type.
Natur's Resilience is way to strong. Bladesinger works because of the ability doesn't work with medium or heavy armor or shields. Assuming you are 16 Dex, 20 Int that gives you with mage armor an AC 21. If you can stack Wis with medium armor and Shield that is 24. That is probably outside the bounds for AC.
An excellent point, especially if you have Heavy Armor training as well. Perhaps it could work more similarly to the Defensive Duelist feat, where you need to at least expend your Reaction and it's only a temporary bonus. It could also just be a basic +1 or +2 increase to AC, nothing wrong with a simple bonus.
I think there may be too many prepared spells for your third level cause isn't it typically only two prepared spells for every level of the circle spells?
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Typically yes, the norm is two 1st level, two 2nd level, and one cantrip. The reason I also have Heroism on there is because I took inspiration from the new War Domain Cleric- which has a feature in regards to two of its prepared spells, Shield of Faith and Spiritual Weapon. Which looking back.....yeah that's not consistent with the design of these classes. Whoops!I think I was under the impression they got other prepared spells in their place in addition to the aforementioned.
If I wanted it to be consistent I would probably replace Absorb Elements with Heroism, especially since the Druid already has access to Absorb Elements.
it's no big deal i was just curious if it was supposed to be that way since other druid circles I've seen had only 2 for third level.
fellow follower of JEFF!!!! and a fan of botw
Co-cult leader of the cynophobia cult
Archivist of the kingdoms and Crowns thread, Percy Jackson thread, and Mechanicus thread
If you're going to do it, you need to balance it against rangers, moon druids, Valor bards, and blade singers (to a lesser extent because that's 2014). Right now, this blows all of them out of the water. It's a Ranger with full spell casting all the way up to 9th level. It's a Moon druid with access to full spell casting at all times. It's a Blade singer that can use it's cool ability twice per short rest instead of proficiency bonus per long rest and all weapons and medium armor and shields. It's a valor bard with the 3rd level ability for free just being a druid and an expanded spell list, the same 6th level ability, a very strong 10th level ability, and a better 14th level ability. Also some of the features interactions don't work or are OP.
Level 3- I think step one to making this more balanced is to remove weapon mastery. It's a very strong feature that should stay in the realm of the martial characters. I realize a level 1 dip into fighter gets you this, but that should be the tax of getting weapon mastery. Next, let's ditch the temp HP. First, it's the same thing as moon druids feature only better because you can cast all your spells instead of just those on the expanded spell list. Second, it steps on the toes of your features around Heroism as temporary HP do not stack together. I think moving warrior's weapon to level 3 makes more sense mechanically. Imagine getting all the way up to level 14 playing this subclass. You've spent most of the game needing a high strength or dexterity score, only to now FINALLY get to use wisdom instead? It'll be effectively meaningless so late in the game. If you want to lean into temp HP as a core feature, why not do something interesting and unique with that? For example, maybe once per turn when you hit with a weapon attack on your turn you gain a few temp HP. Maybe wisdom modifier. You lose them at the start of your next turn. I think that would create an interesting play style. Do you attack so you can gain the temp HP? Or do you cast a spell because that's just always a good decision. You could also do it for every attack, maybe. Although you'd need to balance that against the moon druid. For example, the moon druid gets 30 temp HP at level 10. If you did wisdom modifier per hit at level 10, that'd be 10, possible 15 with haste, per turn. That'd be too strong. Maybe it's tied to spell slot level or something? Or Con, so you can't just stack one stat. There are a lot of ways to implement an idea like this.
Level 6- No Notes. This is a cool feature. There might be a way to make it unique somehow but it's cool as is.
Level 10- Nature's resilience is too OP when you have medium armor and shields. Your AC will be outrageously high. Even higher than blade singers that pretty much already only get hit via critical hits. I'm also not sure I like the buffs to Saving throws. It's probably too strong. This character would already be very tanky and this also steps on the toes of the monk. Maybe just give advantage on concentration saving throws? That with a fly speed is already a great suite of features to get at level 10.
Level 14- Let's assume you move Warriors weapon to level 3 (it's pretty bad at 14). Warriors resolve doesn't work well. It's temp HP doesn't stack with other sources you're getting from this subclass and it's an action for a level 1 spell when you probably want to be slinging higher level spells. That just leaves advantage on death saves which is obviously not a great feature on it's own (and honestly risk of death is fun). I'd recommend starting over with level 14. Maybe if you have the temp HP from the level 3 ability, an attacker takes some retaliatory damage similar to Armor of Agathys? That'd further feed into temp hp as a core feature concept. Or maybe as a reaction you can move your temp hp from the level 3 ability to a willing creature when they take damage. (just be sure to word that so it doesn't work with any other source of HP, because that could get OP fast)
These are just some ideas I had reading your subclass. take it or leave it. However, what you have currently is way to strong. Don't feel bad though, pretty much all home brew attempts are way too strong.
I agree with much of this analysis. Warrior's Weapon comes on way too late for it to be considerably useful, the damage type change is just a minor bonus. As much as I would prefer not to, I do agree with ridding Weapon Mastery since medium armor is an option for base Druid- especially since, as rightfully pointed out, medium armor and shields is something the Bard gets only through the subclass not the base class. I love all the ideas you mentioned in regards to the Temporary Hit Points, particularly pointing out a different playstyle if they are gained from making a successful attack. I don't mind having it apply with every weapon attack you make given the THP don't stack, just means you won't be as afraid of Opportunity Attacks.
I did consider adding an additional effect with the Extra Attack feature, but decided against it since it wouldn't be in-line with the other aforementioned subclasses. Plus it already feels unfair to give this ability to a Druid and not the Ranger, but that's a whole other can of worms I don't intend on going into here.
The buff to saving throws is definitely more than necessary, but keeping it to Concentration saves is not a bad thought. One thing I did heavily consider within the Warrior's Form was limit what spells you can cast, whether it be only the ones from the Circle of Warriors Spells or a level limitation like your Druid level divided by 4 rounded up or something like that. I may very well just change it to the ones on the spell table, keep it in-line with the Moon Druid without the over-complication of doing the math I mentioned previously.
The Heroism idea I considered making castable as a Bonus Action, but decided against that. It was intended to be an additional pool of THP once the base ones ran out if needed, but now since I think I'll be using your idea, I'll probably be doing away with it in terms of this feature. Furthermore, the retaliation idea similar to Armor of Agathys is something I think is really cool! The flavor of nature fighting back being shown in a quite literal way really fits the theme I want for this to provide. Could mechanically be something similar to the Berserker's Retaliation feature, or just be something like Armor of Agathys.
The feedback is appreciated, thank you!
Glad you found it helpful!
With time and revision, the subclass currently has the changes below. Weapon Mastery as a feature has also been removed, thus it is not mentioned below.
Level 3: Circle of Warrior Spells
Guardian of Nature has been replaced with Banishment, and Wrath of Nature has been replaced with Commune with Nature. This change is mainly because the spells have not received revisions in 2024.
Level 3: Warrior Form
The feature now reads as follows:
The Temporary Hit Points change was made for a couple reasons. For one, I like the idea of acquiring them from making attacks. Two, it helps differentiate itself from the Circle of the Moon which just gains them upon using their Wild Shape. Warrior's Weaponry was originally a feature that occurred much later, but as was pointed out above, it did come on a bit late to be really worthwhile. Now it acts as an interesting multi-class dip for Rangers if you ask me (which is not the intent behind its design, but neat regardless).
Level 6: Extra Attack
The feature now specifies a Druid or Wizard cantrip that has a casting time of an action. Previously it just said cantrip, meaning you could cast Eldritch Blast with this feature, which is not intended.
Level 10: Improved Warrior Form
The feature now reads as follows:
Previously Nature's Resilience, now Nature's Protection, I decided to make the AC bonus require your Reaction more similarly to the Defensive Duelist feat. I am, however, considering it only working against one attack, but am also okay with keeping it as is. I still go back and forth on whether I want to add Strength and Dexterity saves to Rugged, but it's powerful enough as is I think. Oh, and though the flavor isn't really stated, the Flying Speed and previous Wild Power features can be almost seen as like gaining beastial traits on your person. Who doesn't love the fantasy of their character acquiring some feathered wings? Or moving almost animal-like in the flurry of battle?
Level 14: Ultimate Warrior Form
The feature now reads as follows:
Besides Warrior's Determination, the previous features were somewhat implemented into earlier levels. Warrior's Rampage is a simple bonus, though I did consider implementing a Bonus Action attack upon reducing a creature to zero Hit Points but ultimately decided against it, as it stepped on the toes of the Great Weapon Master feat. Warrior's Retribution is intended to act as a mirror to the Bladesinger's Song of Defense feature, though that provides more damage reduction than this provides damage infliction.
I am very curious as to what you all think of these changes in comparison to what it previously was! I prefer this iteration personally, but would love some additional thoughts.
I'd scrap it entirely.
Nature's protection effect only changed in that it now costs your reaction. It is effectively a Shield spell for free with no limit on uses.
Unless you are limiting it in some way, for example the feat only works on melee attacks, the bonus is too high.
Also why wizard cantrips on extra attack on a Druid build?
It should druid only, keeping in mind that subclass bonus spells become class spells for that subclass so for example true strike would be a Druid cantrip for circle of the warriors.
I would have rugged onlybwork for concentration and not con saves since you get to keep your Con which not something Moon Druids get with wild shape.
The bladesinger works on a wizard chassis, it might be too strong on a cleric Druid one.
I love this concept. As a druid enthusiast, I have long looked enviously at the bladesinger's extra attack with a cantrip feature. My immediate reaction to seeing this post was thinking how much fun it would be to play. Thank you for the work you've invested in developing this subclass idea.
Looking at design for Reaction-based AC increases/damage reduction did reveal that there is a resource cost of some kind. Shield obviously requires a spell slot, the Defensive Duelist feat while not limited only works against melee attacks, and even the Bladesinger's 10th level feature requires spell slots to be expended. The limitation simply being only usable when it's active may not be enough- perhaps it could be active at all times, but maybe it requires a spell-slot to increase your AC (maybe like 2 times the spell slot level, not exactly like that but similar). Wisdom uses per/rest is always a viable option as well.
Funny enough, not long after I posted this, I did think the wording of "casting a Druid or Wizard cantrip" didn't flow well. I actually scrapped True Strike from it entirely because it made it too much like the Bladesinger in that regard. I do see what you mean regarding its wording, but feel it may actually be better to just relegate its use to Druid cantrips (though it could work perfectly fine with the wording change).
Regarding the Constitution bonus, given the mechanics of Wild Shape and how it replaces the physical stats I can totally see the Constitution bonus being a bit much. With that being said, I do also feel it's appropriate as the Moon Druid gets this ability at 6th level (though its CON does get replaced with the Beast's), and the Warrior Druid gets it at 10th level. At the end of the day, I think we can definitely agree on at least having a Concentration bonus.
I find putting the Bladesinger chassis on other classes to be a fascinating endeavor- even through this thread, realizing just how much has to be kept in mind and changed while still maintaining the fundamentals of the Bladesinger's heart and soul. It's a great deal of fun to me to read, theorize, and come up with new ideas through new perspectives, and especially things I had not considered. Basically to say, the feedback is appreciated!
I am quite curious as to why- does it step on the toes of the Ranger too much? Should the Bladesinger be the only one of its kind? Would love to hear your perspective.
Thank you! It's been a lot of fun thus far. I'll work on other stuff for a bit, come up with new ideas/find new inspiration, and I find myself always coming back to this one. It's part of why I like posting my ideas here- I get lots of feedback while simultaneously giving others new things to work with. I wonder what this subclass idea will look like in the future once I'm through with finishing it up.
Keep at it. I think with some development you can create a balanced approach..
One piece of advice I would have is to not let the Moon Druid influence too much. It is a strong subclass but with some limitations and those limits help balance the subclass.
I like a reaction based defense because it comes at a cost and prevents stacking. However you have to be careful of the numbers or problems arise.
Weapon mastery Is a province for the martials, remember you are building this on a druid chassis which is a full caster and one with access to CME. As far as we have seen no full caster gets access and even Artificer wasn't given it.
Finally, the more I think about it Circle Of Warriors doesn't feel very um Druish. I wonder if a more nature theme would be appropriate given the animal moon connection is already used. I wonder if a more plant/shillelagh/treant theme would work where the abilities are reflavored or an elemental one.
For the same reason I suggest scrapping most homebrews. It's poorly designed, very poorly balanced, and, in this case, we already have something that fills that niche. There is already a Circle of Warriors Druid - it's called the Ranger.
I think you need to spend more time figuring out the archetype before working on balancing the powers. It just doesn't feel like a druid archetype. It feels like extra attack martial powers strapped to a druid chassis. The current 4 in 2024 have very solid archetypes: Land, Sea, Stars, Beasts. They all feel like druids and the archetypes work.
Bladesingers have existed since 2e and that is why they are an archetype. If they were made up today, then I doubt they would be very fitting either.