I've wanted a Giant/Runes themed Subclass for Druids for a long time and tried to capture a somewhat unique way of casting spells that mimics how the giants are usually depicted, throwing big weapons included. See the comment at the bottom of the Subclass page for some clarifications.
I hope you give it a try and enjoy it! Please let me know what you think.
I dont thonk Giants really makes sense as a circle. The circles presented talk about nature, not specific creatures.
I looked at the class and my first response is the spell list is overpowered and unthematic. The extra AC at is too strong for what amounts to an at will ability and the level 14 feature is twice as strong as the closest equivalent though with less uses.
I suggest you revaluate the spell list for theme instead of power, consider limiting the spells usable with the throw to that list and remove the AC bonus. I am surprised you have a giant theme without Enlarge/Reduce on it and CWB makes zero sense other than being a desired spell.
I dont thonk Giants really makes sense as a circle. The circles presented talk about nature, not specific creatures.
I looked at the class and my first response is the spell list is overpowered and unthematic. The extra AC at is too strong for what amounts to an at will ability and the level 14 feature is twice as strong as the closest equivalent though with less uses.
I suggest you revaluate the spell list for theme instead of power, consider limiting the spells usable with the throw to that list and remove the AC bonus. I am surprised you have a giant theme without Enlarge/Reduce on it and CWB makes zero sense other than being a desired spell.
I disagree entirely with what seems to be a very bad faith and shallow evaluation.
Theme: Giants make as much sense as a Circle for Druids as Wildfire, Dreams, or Sheppard. Giants are not just a creature, they are a culture with a very unique connection to nature and magic. The subclass isn't about becoming a Giant, it's about using the power of giants such as Runes.
Also, who are you to determine what a Druid can or cannot be? That's unnecessary criticism and tells me that your entire feedback is already tinged with a desire to not like the subclass. Honest feedback is ok, but that's just bad faith, especially in a game that is all about using your imagination.
Spells: The spells were chosen to be Thematic, just because you can't figure out how doesn't mean your lack of imagination makes you correct. Let me break it down for you buddy.
Thunderclap and Destructive Wave are something a Giant would be able to do by simply stomping the ground and interact very well with the Level 6 feature, the primary mechanic of the subclass you didn't bother to comment on.
Wrathful Smite and Fear are meant to represent the fear that big creatures like Dragons and GIANTS inflict on those that face them.
Magic Weapon is meant to represent your ability to enchant your weapon with runes.
Hold Monsterand Hold Person represent the Giant's control over nature to restrain their enemies.
Conjure Barrage fits perfectly with a Subclass themed entirely around throwing weapons.
CWBand CMEboth fit with the mechanics of the Subclass and with literally every depiction we see of D&D Giants with how they have a primordial connection to the elements and nature. CME in particular is not a good damage spell for this Subclass and is mostly there for flavor and utility from the Difficult Terrain, because you only make 1 attack.
Shield is there to represent your ability to protect yourself with runes, like a Giant and like the level 10 feature allows you to do.
As for your comment about Enlarge/Reduce and why it isn't here. 2 Reasons: (1) Already a Druid spell and there were better Level 2 options, so if you want it you'll have it. (2) The spell does not interact with the mechanics of the Subclass in any meaningful way, unlike literally every other spell in the subclass.
Also, if you think this list is overpowered despite not having some of the strongest spells in the game on it, idk what to tell you buddy. If i wanted it to be OP I'd put Hypnotic Pattern, Fly,Wall of Force, Spirit Guardians, Phantom Steed, Eldritch Blast, and Fireball on it.
And the suggestion of limiting the spells that can be used with the throw reeks of the kind of bad design I'd expect from WotC, not a player. Yes, every caster player just LOVES to be told what spells they have to cast to actually use their Subclass features. Great idea buddy. The Level 6 feature is meant to give the player much more flexibility, not less. You have a fundamental misunderstanding of both the Subclass and the game my friend.
The Level 14 Feature: This amounts to the effect of a magic item that would not be very uncommon in Tier 3. If you think this once a day 1-hour buff is overpowered, I'd encourage you to actually play the game in Tier 3 and understand how it is balanced. I also just reject the idea that the Capstone feature of a Subclass in Tier 3 should NOT be powerful.
The Level 10 Feature: This feature gives you +2 AC at Level 10, which is the end of Tier 2. If you don't take Medium Armor training your AC won't be that high, so this just makes you on par with wearing Medium Armor. IF you have taken Medium Armor training then this is strong, as a Level 10 feature should be, but keep in mind that there are 3 classes that can take the Defense fighting style at Level 1 or 2 and get +1 AC, so it's literally not that powerful as you say. You also make the common mistake of assuming that AC is a monolith of player Defense. Saving throws still exist and at Level 10 enemies have a much higher chance to hit you and way more attacks to do so. Again, try playing at Level 10 or higher.
Hey there, I recently created and played a Homebrew Subclass for 2024 Druid and wanted to share it. Here's the Circle of the Giants Druid.
https://www.dndbeyond.com/subclasses/2624067-circle-of-the-giants
I've wanted a Giant/Runes themed Subclass for Druids for a long time and tried to capture a somewhat unique way of casting spells that mimics how the giants are usually depicted, throwing big weapons included. See the comment at the bottom of the Subclass page for some clarifications.
I hope you give it a try and enjoy it! Please let me know what you think.
I dont thonk Giants really makes sense as a circle. The circles presented talk about nature, not specific creatures.
I looked at the class and my first response is the spell list is overpowered and unthematic. The extra AC at is too strong for what amounts to an at will ability and the level 14 feature is twice as strong as the closest equivalent though with less uses.
I suggest you revaluate the spell list for theme instead of power, consider limiting the spells usable with the throw to that list and remove the AC bonus. I am surprised you have a giant theme without Enlarge/Reduce on it and CWB makes zero sense other than being a desired spell.
I disagree entirely with what seems to be a very bad faith and shallow evaluation.
Theme: Giants make as much sense as a Circle for Druids as Wildfire, Dreams, or Sheppard. Giants are not just a creature, they are a culture with a very unique connection to nature and magic. The subclass isn't about becoming a Giant, it's about using the power of giants such as Runes.
Also, who are you to determine what a Druid can or cannot be? That's unnecessary criticism and tells me that your entire feedback is already tinged with a desire to not like the subclass. Honest feedback is ok, but that's just bad faith, especially in a game that is all about using your imagination.
Spells: The spells were chosen to be Thematic, just because you can't figure out how doesn't mean your lack of imagination makes you correct. Let me break it down for you buddy.
As for your comment about Enlarge/Reduce and why it isn't here. 2 Reasons: (1) Already a Druid spell and there were better Level 2 options, so if you want it you'll have it. (2) The spell does not interact with the mechanics of the Subclass in any meaningful way, unlike literally every other spell in the subclass.
Also, if you think this list is overpowered despite not having some of the strongest spells in the game on it, idk what to tell you buddy. If i wanted it to be OP I'd put Hypnotic Pattern, Fly, Wall of Force, Spirit Guardians, Phantom Steed, Eldritch Blast, and Fireball on it.
And the suggestion of limiting the spells that can be used with the throw reeks of the kind of bad design I'd expect from WotC, not a player. Yes, every caster player just LOVES to be told what spells they have to cast to actually use their Subclass features. Great idea buddy. The Level 6 feature is meant to give the player much more flexibility, not less. You have a fundamental misunderstanding of both the Subclass and the game my friend.
The Level 14 Feature: This amounts to the effect of a magic item that would not be very uncommon in Tier 3. If you think this once a day 1-hour buff is overpowered, I'd encourage you to actually play the game in Tier 3 and understand how it is balanced. I also just reject the idea that the Capstone feature of a Subclass in Tier 3 should NOT be powerful.
The Level 10 Feature: This feature gives you +2 AC at Level 10, which is the end of Tier 2. If you don't take Medium Armor training your AC won't be that high, so this just makes you on par with wearing Medium Armor. IF you have taken Medium Armor training then this is strong, as a Level 10 feature should be, but keep in mind that there are 3 classes that can take the Defense fighting style at Level 1 or 2 and get +1 AC, so it's literally not that powerful as you say. You also make the common mistake of assuming that AC is a monolith of player Defense. Saving throws still exist and at Level 10 enemies have a much higher chance to hit you and way more attacks to do so. Again, try playing at Level 10 or higher.
If for you honest feedback is only with those who agree with you then there is little point to asking for feedback.
If you wanted a constructive conversation then try asking for reasons and not attacking those who dare to argue.