Hey yall! im trying to make a dark wild magic druid that uses charisma heavily as well. I want to mention that i'm working on implementing this in my own game and my dm has no problems with any of the features. None of the features are meant to restrict fun in any way, just make a kinda broken evil druid.
That being said; here's the subclass. I can't publish it because "This homebrew Subclass does not have the necessary class features with the correct required levels." but i think i have them all? Any input or constructive criticism welcome!
Balm of the Winter Court
At 2nd level, you become imbued with the blessings of the Winter Court. You are a font of energy that seems to offer respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.
As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total, and the target gains 1 temporary hit point per die spent.
Per each use of this ability, you subtly cast charm person on the target. Dc starts off the same as your spellcasting dc but raises +1 each use.
You regain the expended dice when you finish a long rest.
Hearth of Moonlight and Shadow
At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, your allies are under the charmed condition have disadvantage on saving throws to get out of it. Additionally, any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.
The sphere vanishes at the end of the rest or when you leave the sphere.
Hidden Paths
Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in a blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Walker in Dreams
At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.
When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Scrying, or Teleportation Circle.
This use of Teleportation Circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.
Once you use this feature, you can't use it again until you finish a long rest.
Circle Spells
3rd-level Circle of Lucid Dreams feature
You have formed a bond with a wildfae spirit, a primal being of deception and illusion. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Lucid Dreams 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.
At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.
As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The creature also gains 1 temp HP per die spent.
Per each use of this ability, you subtly cast charm person on the target. Dc starts off the same as your spell casting dc but raises +1 each use. You can also choose whether or not to charm the target when you use this ability.
You regain all expended dice when you finish a long rest.
Summon Wildfae Spirit
3rd-level Circle of Lucid Dreams feature
You can summon the deceptive spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfae spirit, rather than assuming a beast form.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 cold damage.
The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Wildfae Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Ice Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB cold damage.
Icy Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB cold damage.
In combat, the fae shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
Hearth of Moonlight and Deception
6th-level Circle of Lucid Dreams feature
At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, your allies are under the charmed condition have disadvantage on saving throws to get out of it. Additionally, any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it.
The sphere vanishes at the end of the rest or when you leave the sphere.
Enhanced Bond
7th-level Circle of Lucid Dreams feature
The bond with your wildfae spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals ice damage or restores hit points while your wildfae spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.
In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfae spirit.
Hidden Paths
9th-level Circle of Lucid Dreams feature
Starting at 9th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Healing Snow
10th-level Circle of Lucid Dreams feature
You gain the ability to turn death into magical snow that can heal or destroy. When a Small or larger creature dies within 30 feet of you or your wildfae spirit, a harmless spectral cloud that snow springs forth in the dead creature’s space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral cloud there and either heal the creature or deal ice damage to it. The healing or damage equals 2d10 + your Charisma modifier.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Walker in Dreams
14th-level Circle of Lucid Dreams feature
At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.
When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle.
This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven’t taken a long rest on your current plane, the spell fails but isn’t wasted.
Once you use this feature, you can’t use it again until you finish a long rest.
Why did you post two different versions of it? I guess I'll just use the bottom version. Anyways...
1. Circle Spells: The circle spells are all out of wack. It says they're a 3rd level feature despite giving you benefits at 2nd level (and there being no subclass feature at 3rd level). You get crown of madness, a 2nd level spell, before you have any 2nd level spell slots. You also get ice storm, a 4th level spell, before you have 4th level spell slots, and simulacrum, a 7th level spell, before you have any 7th level spell slots. Expanded spell list spells should always be whatever spell slot is unlocked when you get them.
2. Balm of the Winter Court: DC should be capitalized. "Raises +1 each use" doesn't make any sense, and even if it did it would probably just be an unnecessary thing for the player to track, so I would recommend booting that part. Otherwise, it seems like a pretty cool feature!
3. Summon Wildfae Spirit: Druids shouldn't gain subclass features at 3rd level. That said, this is pretty cool.
4. Hearth of Moonlight and Deception: This is a really cool feature! My suggestion would be to remove the "and Deception." It makes it a bit of a mouthful, and simply Hearth of Moonlight sounds cooler. Some clarification on "your allies are under the charmed condition have disadvantage on saving throws to get out of it" would be good. Your allies are all charmed by you? Without any saving throws? Why??????? It seems like an unnecessary part of the feature.
5. Enhanced Bond: Druids don't get subclass features at 7th level. It's fine if they get multiple features at 6th level, though, so I would recommend that. Otherwise, I would recommend changing the bonus to proficiency bonus rather than having to roll a d8 each time.
6. Hidden Paths: Once again, druids do not get any subclass features at 9th level. Otherwise, I like it (although 60 feet might be a bit far).
7. Healing Snow: This feels completely useless. It uses charisma for some reason, despite none of the other features ever using charisma at all. Also, why would an enemy step onto that? They can pretty much always go around, so it feels like that wouldn't get much use. (Oh, and "ice damage" isn't a thing. You mean cold damage.) My recommendation is to just remove this feature, and make Hidden Paths the 10th level.
8. Walker in Dreams: Super cool. Only suggestion I can think of is emphasizing that you cast it the moment the short rest ends, maybe replacing "when you finish a short rest" with "as soon as you finish a long rest."
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Thank you so much for taking the time to read through this whole thing! I will respond to your inquiries in number as you did for me, as that will make my answering easier.
1) I actually have a different, updated version that I guess didn’t save when I edited it. Thank you for reminding me of this. The spells should be as follows:
Circle of Lucid Dreams Spells DRUID LEVEL SPELLS 2nd crown of madness, cure wounds 3rd enthrall, glacial bite 5th ice storm, revivify 7th phantasmal killer, wall of ice 9th Modify memory, mass cure wounds
2) alright, thank you for that input!
3) I’ve read in a few different places druids get feats at lv 2, 3, 6, 10 and 14. Is this in an older version than 5e?
4) thank you again for the suggestion, and thank you for reminding me to put the subclass descriptor at the top. The description gives a bit more insight into why there is charm person/deception spells mainly in the additions to this class. This subclass Is also basically circle of wildfire and circle of dreams had a deceptive baby if that makes sense? Lol
”Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.”
Druids of the Circle of Lucid Dreams, however, attract more chaotic-aligned and evil-aligned mortals and fey, who wish to grasp their dreams and meld them to their will. These druids seek to only manipulate those around them, wether it be for the greater good or their own volitions only the caster knows. They are masters of deception and keeping up appearances, good or bad. And yet, no matter how much one wishes to control dreams and their magic, there is always a chance the magic may decide to do what it wants instead of what it’s commanded.
This subclass is for the innately chaotic/evil people, and therefore is more of an evil wild magic than anything else.
5) good to know about 6th level, and thank you!
6) I believe this isn’t even skinned and is from circle of dreams, unedited.
7) I was toying with using charisma as the modifier for this class but decided against it; I made that feat before deciding against it and guess I didn’t catch that in my editing. It is meant to be wisdom originally. If that changes anything for the usefulness of the feature please let me know, as I might just replace it if it doesn’t do much good.
8) ok, thank you!
9) I also realized I forgot to add/post the wild magic table and feat, which is why I made this whole subclass in the first place! I will probably be archiving this post after I finish the edits and post again with the new description. Thank you again for taking the time to help me!
The updated spell list is better, on account of losing [spell[simulacrum[/spell], but it still has the same problems of crown of madness and ice storm being unlocked before you even have any spell slots to cast them with. With other expanded spell lists, you'll notice that 1st level spells are unlocked at 1st (or 2nd) level, 2nd level spells are unlocked at 3rd level, 3rd level spells are unlocked at 5th level, 4th level spells are unlocked at 7th level, 5th level spells are unlocked at 9th level, and then anything beyond that just isn't on expanded spell lists. An easy way to remember it is that the highest level spell you can cast is half your spellcaster level, rounded up (save for 10th level 'cause that's not a thing).
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Hey yall! im trying to make a dark wild magic druid that uses charisma heavily as well. I want to mention that i'm working on implementing this in my own game and my dm has no problems with any of the features. None of the features are meant to restrict fun in any way, just make a kinda broken evil druid.
That being said; here's the subclass. I can't publish it because "This homebrew Subclass does not have the necessary class features with the correct required levels." but i think i have them all? Any input or constructive criticism welcome!
Balm of the Winter Court
At 2nd level, you become imbued with the blessings of the Winter Court. You are a font of energy that seems to offer respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.
As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total, and the target gains 1 temporary hit point per die spent.
Per each use of this ability, you subtly cast charm person on the target. Dc starts off the same as your spellcasting dc but raises +1 each use.
You regain the expended dice when you finish a long rest.
Hearth of Moonlight and Shadow
At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, your allies are under the charmed condition have disadvantage on saving throws to get out of it. Additionally, any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.
The sphere vanishes at the end of the rest or when you leave the sphere.
Hidden Paths
Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in a blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Walker in Dreams
At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.
When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Scrying, or Teleportation Circle.
This use of Teleportation Circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.
Once you use this feature, you can't use it again until you finish a long rest.
Circle Spells
3rd-level Circle of Lucid Dreams feature
You have formed a bond with a wildfae spirit, a primal being of deception and illusion. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Lucid Dreams 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.
Circle of Lucid Dreams Spells
Balm of the Winter Court
2nd-level Circle of Lucid Dreams feature
At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.
As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The creature also gains 1 temp HP per die spent.
Per each use of this ability, you subtly cast charm person on the target. Dc starts off the same as your spell casting dc but raises +1 each use. You can also choose whether or not to charm the target when you use this ability.
You regain all expended dice when you finish a long rest.
Summon Wildfae Spirit
3rd-level Circle of Lucid Dreams feature
You can summon the deceptive spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfae spirit, rather than assuming a beast form.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 cold damage.
The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Wildfae Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.
WILDFAE SPIRIT
Small elemental
Armor Class 13 (natural armor)
Hit Points 5 + five times your druid level
Speed 30 ft., fly 30 ft. (hover)
Damage Immunities fcold
Condition Immunities charmed, frightened, grappled, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Ice Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB cold damage.
Icy Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB cold damage.
In combat, the fae shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
Hearth of Moonlight and Deception
6th-level Circle of Lucid Dreams feature
At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, your allies are under the charmed condition have disadvantage on saving throws to get out of it. Additionally, any light from open flames in the sphere (a campfire, torches, or the like) isn’t visible outside it.
The sphere vanishes at the end of the rest or when you leave the sphere.
Enhanced Bond
7th-level Circle of Lucid Dreams feature
The bond with your wildfae spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals ice damage or restores hit points while your wildfae spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.
In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfae spirit.
Hidden Paths
9th-level Circle of Lucid Dreams feature
Starting at 9th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Healing Snow
10th-level Circle of Lucid Dreams feature
You gain the ability to turn death into magical snow that can heal or destroy. When a Small or larger creature dies within 30 feet of you or your wildfae spirit, a harmless spectral cloud that snow springs forth in the dead creature’s space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral cloud there and either heal the creature or deal ice damage to it. The healing or damage equals 2d10 + your Charisma modifier.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Walker in Dreams
14th-level Circle of Lucid Dreams feature
At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.
When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle.
This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven’t taken a long rest on your current plane, the spell fails but isn’t wasted.
Once you use this feature, you can’t use it again until you finish a long rest.
Why did you post two different versions of it? I guess I'll just use the bottom version. Anyways...
1. Circle Spells: The circle spells are all out of wack. It says they're a 3rd level feature despite giving you benefits at 2nd level (and there being no subclass feature at 3rd level). You get crown of madness, a 2nd level spell, before you have any 2nd level spell slots. You also get ice storm, a 4th level spell, before you have 4th level spell slots, and simulacrum, a 7th level spell, before you have any 7th level spell slots. Expanded spell list spells should always be whatever spell slot is unlocked when you get them.
2. Balm of the Winter Court: DC should be capitalized. "Raises +1 each use" doesn't make any sense, and even if it did it would probably just be an unnecessary thing for the player to track, so I would recommend booting that part. Otherwise, it seems like a pretty cool feature!
3. Summon Wildfae Spirit: Druids shouldn't gain subclass features at 3rd level. That said, this is pretty cool.
4. Hearth of Moonlight and Deception: This is a really cool feature! My suggestion would be to remove the "and Deception." It makes it a bit of a mouthful, and simply Hearth of Moonlight sounds cooler. Some clarification on "your allies are under the charmed condition have disadvantage on saving throws to get out of it" would be good. Your allies are all charmed by you? Without any saving throws? Why??????? It seems like an unnecessary part of the feature.
5. Enhanced Bond: Druids don't get subclass features at 7th level. It's fine if they get multiple features at 6th level, though, so I would recommend that. Otherwise, I would recommend changing the bonus to proficiency bonus rather than having to roll a d8 each time.
6. Hidden Paths: Once again, druids do not get any subclass features at 9th level. Otherwise, I like it (although 60 feet might be a bit far).
7. Healing Snow: This feels completely useless. It uses charisma for some reason, despite none of the other features ever using charisma at all. Also, why would an enemy step onto that? They can pretty much always go around, so it feels like that wouldn't get much use. (Oh, and "ice damage" isn't a thing. You mean cold damage.) My recommendation is to just remove this feature, and make Hidden Paths the 10th level.
8. Walker in Dreams: Super cool. Only suggestion I can think of is emphasizing that you cast it the moment the short rest ends, maybe replacing "when you finish a short rest" with "as soon as you finish a long rest."
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Thank you so much for taking the time to read through this whole thing! I will respond to your inquiries in number as you did for me, as that will make my answering easier.
1) I actually have a different, updated version that I guess didn’t save when I edited it. Thank you for reminding me of this. The spells should be as follows:
Circle of Lucid Dreams Spells
DRUID LEVEL SPELLS
2nd crown of madness, cure wounds
3rd enthrall, glacial bite
5th ice storm, revivify
7th phantasmal killer, wall of ice
9th Modify memory, mass cure wounds
2) alright, thank you for that input!
3) I’ve read in a few different places druids get feats at lv 2, 3, 6, 10 and 14. Is this in an older version than 5e?
4) thank you again for the suggestion, and thank you for reminding me to put the subclass descriptor at the top. The description gives a bit more insight into why there is charm person/deception spells mainly in the additions to this class. This subclass Is also basically circle of wildfire and circle of dreams had a deceptive baby if that makes sense? Lol
”Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.”
Druids of the Circle of Lucid Dreams, however, attract more chaotic-aligned and evil-aligned mortals and fey, who wish to grasp their dreams and meld them to their will. These druids seek to only manipulate those around them, wether it be for the greater good or their own volitions only the caster knows. They are masters of deception and keeping up appearances, good or bad. And yet, no matter how much one wishes to control dreams and their magic, there is always a chance the magic may decide to do what it wants instead of what it’s commanded.
This subclass is for the innately chaotic/evil people, and therefore is more of an evil wild magic than anything else.
5) good to know about 6th level, and thank you!
6) I believe this isn’t even skinned and is from circle of dreams, unedited.
7) I was toying with using charisma as the modifier for this class but decided against it; I made that feat before deciding against it and guess I didn’t catch that in my editing. It is meant to be wisdom originally. If that changes anything for the usefulness of the feature please let me know, as I might just replace it if it doesn’t do much good.
8) ok, thank you!
9) I also realized I forgot to add/post the wild magic table and feat, which is why I made this whole subclass in the first place! I will probably be archiving this post after I finish the edits and post again with the new description. Thank you again for taking the time to help me!
The updated spell list is better, on account of losing [spell[simulacrum[/spell], but it still has the same problems of crown of madness and ice storm being unlocked before you even have any spell slots to cast them with. With other expanded spell lists, you'll notice that 1st level spells are unlocked at 1st (or 2nd) level, 2nd level spells are unlocked at 3rd level, 3rd level spells are unlocked at 5th level, 4th level spells are unlocked at 7th level, 5th level spells are unlocked at 9th level, and then anything beyond that just isn't on expanded spell lists. An easy way to remember it is that the highest level spell you can cast is half your spellcaster level, rounded up (save for 10th level 'cause that's not a thing).
Hope this helps! (haha)
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Thank you again! I’ve had a little bit of a hard time remembering what level you can use which spell at but that helps a lot!
My updated post is here! https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/154523-wild-magic-druid-v2-up-for-review