The insidious corruption of the Hells always finds a way to worm it’s way into mortal affairs, and Druid circles are no exception.First began by diabolical agents in the distant past, modern Circles of Hell seek power and status.They are apex predators with no room for sympathy or mercy.To them the Hells are the ultimate example of harsh conditions weeding out the weak and unfit.What is strong will thrive, and what is weak shall burn.
-Circle Spells:When you join this circle at 2nd level, you gain access to forbidden knowledge etched into the very infrastructure of Hell itself.Your delving into infernal lore grants you access to certain spells as you advance in level.
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 Hell Spells
Druid Level
Spells
2nd
Hellish Rebuke, Burning Hands
3rd
Flock of Familiars*, Scorching Ray
5th
Summon Lesser Demons, Melf’s Minute Meteors
7th
Summon Greater Demon, Wall of Fire
9th
Infernal Calling, Immolation
*Summons additional Imps.
-Fiendish Totem:Starting at 2nd level, you gain a carved wooden totem small enough to be comfortably carried across your back.This totem grants you the Summon Familiar ritual spell.This counts as a Druid spell for you, and does not count against the number of spells you have prepared.When you cast Find Familiar the totem transforms into an Imp.If you dismiss the familiar, or it dies, it returns to totem form.If you lose your totem, you can perform a 1-hour ritual to carve and imbue a replacement.This ritual can be performed during a short or long rest, and destroys the previous totem.While your Imp is summoned you gain the following benefits:
-You can read and write in Infernal.
-You gain the FireBolt cantrip.This counts as a Druid cantrip for you, and does not count against the number of cantrips you know.
-Infernal Form:Also starting at 2nd level, you can expend one use of your Wildshape ability to assume your Infernal form as an action.The appearance of this form is up to the preferences of the player, but is usually a devilish mockery of your true form.This form lasts for 10 minutes, or until you use your Wildshape ability again.You can revert back to your original form as a bonus action.You revert to your original form if you are knocked unconscious or die.While in Infernal Form you gain the following traits:
-You gain an aura of hellish heat around you.You gain fire resistance, and all adjacent creatures that successfully damage you take fire damage equal to your Wisdom modifier.
-All cantrips and spells you cast while in this form, that deals damage, also deals an additional 1d6 fire damage.This damage increases at 6th level (1d8), 10th level (1d10), and 14th level (1d12).
-Infernal Oculus:At 6th level, your eyes take on the reflective red sheen of Hell’s top predators.You gain the following effects:
-You can see in normal and magical darkness up to 120ft.
-You are treated as being constantly under the effects of the See Invisibility spell.
-You may cast Detect Thoughts a number of times per day equal to your proficiency modifier.This does not count against the number of spells that you have prepared.You regain all expended uses of this ability upon completing a long rest.
-This visual acuity comes at a price.You gain the Sunlight Sensitivity trait.
-Terror Above:When you reach 10th level, you sprout broad bat-like wings from your back.You gain a flight speed equal your base movement speed, and you can hover.
-Master Diabolist:When you reach 14th level, you gain the ability to infuse yourself with infernal vigor.You can now assume your Infernal Form as a bonus action.When you do this, you merge with your totem or Imp familiar to gain the following additional benefits:
-You become immune to fire damage, and fire damage that you deal ignores resistance.
-You can not be frightened, charmed, magically commanded, or made to sleep.
-If you are killed while in this form, your soul enters the totem left behind.If the totem is destroyed you die as well.If the totem is not destroyed, your body reforms in 1d4 days and you return to life at full health.This ability can only be used once every 7 days.When you reform you must obtain your old equipment or procure new equipment.
-Revised flavor text -Lowered temp Hp in Infernal Form -Changed Infernal Form damage and scaling -Replaced bonus spell at 9th level from Summon Draconic Spirit to Infernal Calling
Sorry, but I'm having difficulty imagining how this character would actually play in combat. The druid spell list sucks in terms of damage dealing spells, so you usually end up casting a battlefield control spell or summoning spell and then being a healer the rest of the time. Even with the damage boost to cantrips they're not that powerful compared to a martial character. Druids are out-of-combat utility and support casters, Hex is a completely waste to them, Summon Lesser Demons conjure creatures hostile to everyone including your allies, Summon Greater Demon is only slightly less bad in this regard. You're just going to end up killing your own party if you try to use them routinely. Darkness + Devil's Sight isn't particularly helpful either since druids have few attacks, you'd be better off casting Faerie Fire.
I appreciate the critique, thank you for taking the time. What I had in my head was a Wildshape option that provided some cushion for a character geared more towards casting.
I get where you’re coming from on damage. Hex I replace with Chaos Bolt, and Darkness I replaced with Scorching Ray.
As for later spells with banishment, magic circle, and binding I feel like that provides a flavor and setup for a creative player to work with. High risk high reward, but I admit at the cost of selecting a greater range of damaging spells.
If one wanted to go the more support route, between flying, enhanced vision, detect thoughts, and the complete bat-belt that is the Druid spell list it seems quite doable.
That being said maybe my next homebrew project should be expanding the Druid spell list? I’ll mull that one over.
As for bonus damage, do you believe it should be higher, scale differently, or just be scrapped for something else?
Why does a ranged blaster (if that is what you are going for) need a pile of extra hit points though?
Spores druid already gives an option for a WS that gives a bunch of extra hit points and extra damage. Though sadly it is rather underpowered b/c it is melee-weapon focused and druids only get one attack per Action, so similar to this subclass it is buffing something you don't really want to be doing all that often. Though at least casting cantrips is relatively common for druids to do since it pairs nicely with Healing Word while they are concentrating on a spell.
Re: Flight, sure that's nice but a druid can fly at level 8 by transforming into a giant eagle. Sure it's a significant buff to that, but isn't not entirely revolutionary.
Magic Circle and Planar Binding are niche DM-dependent spells. But it still feels like a mishmash of stuff, is this a summoner? is it a blaster? is it a melee-tank? It has bits and pieces that feed into each of them.
You have a fair point. My peanut butters spread over too much bread. I was fond of the idea of giving a caster some extra HP padding, but it does seem out of place.
What if instead of temp hp it is instead replaced by some kind of buff to Druid summons? Some time of temporary hellish infusion?
-Fiendish Vassal:Starting at 2nd level, you gain the Find Familiar ritual spell.When casting this spell you must summon either an Imp or a Quasit as your familiar.This counts as a Druid spell for you, and does not count against the number of spells that you have prepared. As a bonus action you can command your familiar to attack using its reaction, your familiar uses your spellcasting attack bonus for it's attack roll and your spellcasting DC in place of its ability DCs. You may also expend one use of your Wildshape ability to cast this spell as an action.
-Infernal Brand:Also starting at 2nd level, you can use a bonus action to expend one use of your Wildshape ability to mark one creature you can see within 60 ft of you with a glowing brand. While marked in this way the target suffers the following:
-When you or your familiar deal damage to the creature, it takes an additional 1d6 fire damage.
-When the creature makes an attack, you can use your reaction to cause the brand to burn painfully, giving it disadvantage on the attack roll.
Your brand lasts for 1 minute, or until you die. If you use this feature again to brand a different creature the previous brand fades away.
-Fiendish Pact:At 6th level, your contract with your familiar strengthens the connection between you. While your familiar is summoned you gain the following benefits:
-You gain resistance to fire or cold damage (you choose when you summon your familiar).
-You add your Wisdom modifier to Charisma (Intimidation) checks you make.
-You an see normally in non-magical and magical darkness for a distance of 120 ft
-Touch of Hellfire:When you reach 10th level, your connection to the Lower Planes strengthens, allowing you to further debilitate your enemies. You Infernal brand gains the following additional abilities:
-If the target was resistant to fire damage, it loses that resistance.
-When you or your familiar deals damage to the creature the extra damage it takes increases to 2d6
-It the target dies, you can use a bonus action to move your brand to another creature you can see within 60 ft of you.
-Immortal Servant:When you reach 14th level, you're ties to the Lower planes allow you to resist even death itself. You gain the following benefits:
-If your familiar is reduced to 0 hp you can use your reaction to cause it to instead stay at 1 hp.
-If you are reduced to 0 hp while your familiar is summoned, you can cause the familiar to be reduced to 0 hp and regain hit points equal to its current hp total plus your druid level.
-You can expend a spell slot of 1st level or higher to regain one use of your Wildshape ability (no action required).
Version 2.0
Circle of Hell
The insidious corruption of the Hells always finds a way to worm it’s way into mortal affairs, and Druid circles are no exception. First began by diabolical agents in the distant past, modern Circles of Hell seek power and status. They are apex predators with no room for sympathy or mercy. To them the Hells are the ultimate example of harsh conditions weeding out the weak and unfit. What is strong will thrive, and what is weak shall burn.
-Circle Spells: When you join this circle at 2nd level, you gain access to forbidden knowledge etched into the very infrastructure of Hell itself. Your delving into infernal lore grants you access to certain spells as you advance in level.
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 Hell Spells
Druid Level
Spells
2nd
Hellish Rebuke, Burning Hands
3rd
Flock of Familiars*, Scorching Ray
5th
Summon Lesser Demons, Melf’s Minute Meteors
7th
Summon Greater Demon, Wall of Fire
9th
Infernal Calling, Immolation
*Summons additional Imps.
-Fiendish Totem: Starting at 2nd level, you gain a carved wooden totem small enough to be comfortably carried across your back. This totem grants you the Summon Familiar ritual spell. This counts as a Druid spell for you, and does not count against the number of spells you have prepared. When you cast Find Familiar the totem transforms into an Imp. If you dismiss the familiar, or it dies, it returns to totem form. If you lose your totem, you can perform a 1-hour ritual to carve and imbue a replacement. This ritual can be performed during a short or long rest, and destroys the previous totem. While your Imp is summoned you gain the following benefits:
-You can read and write in Infernal.
-You gain the FireBolt cantrip. This counts as a Druid cantrip for you, and does not count against the number of cantrips you know.
-Infernal Form: Also starting at 2nd level, you can expend one use of your Wildshape ability to assume your Infernal form as an action. The appearance of this form is up to the preferences of the player, but is usually a devilish mockery of your true form. This form lasts for 10 minutes, or until you use your Wildshape ability again. You can revert back to your original form as a bonus action. You revert to your original form if you are knocked unconscious or die. While in Infernal Form you gain the following traits:
-You gain an aura of hellish heat around you. You gain fire resistance, and all adjacent creatures that successfully damage you take fire damage equal to your Wisdom modifier.
-All cantrips and spells you cast while in this form, that deals damage, also deals an additional 1d6 fire damage. This damage increases at 6th level (1d8), 10th level (1d10), and 14th level (1d12).
-Infernal Oculus: At 6th level, your eyes take on the reflective red sheen of Hell’s top predators. You gain the following effects:
-You can see in normal and magical darkness up to 120ft.
-You are treated as being constantly under the effects of the See Invisibility spell.
-You may cast Detect Thoughts a number of times per day equal to your proficiency modifier. This does not count against the number of spells that you have prepared. You regain all expended uses of this ability upon completing a long rest.
-This visual acuity comes at a price. You gain the Sunlight Sensitivity trait.
-Terror Above: When you reach 10th level, you sprout broad bat-like wings from your back. You gain a flight speed equal your base movement speed, and you can hover.
-Master Diabolist: When you reach 14th level, you gain the ability to infuse yourself with infernal vigor. You can now assume your Infernal Form as a bonus action. When you do this, you merge with your totem or Imp familiar to gain the following additional benefits:
-You become immune to fire damage, and fire damage that you deal ignores resistance.
-You can not be frightened, charmed, magically commanded, or made to sleep.
-If you are killed while in this form, your soul enters the totem left behind. If the totem is destroyed you die as well. If the totem is not destroyed, your body reforms in 1d4 days and you return to life at full health. This ability can only be used once every 7 days. When you reform you must obtain your old equipment or procure new equipment.
Revisions:
-Revised flavor text
-Lowered temp Hp in Infernal Form
-Changed Infernal Form damage and scaling
-Replaced bonus spell at 9th level from Summon Draconic Spirit to Infernal Calling
Sorry, but I'm having difficulty imagining how this character would actually play in combat. The druid spell list sucks in terms of damage dealing spells, so you usually end up casting a battlefield control spell or summoning spell and then being a healer the rest of the time. Even with the damage boost to cantrips they're not that powerful compared to a martial character. Druids are out-of-combat utility and support casters, Hex is a completely waste to them, Summon Lesser Demons conjure creatures hostile to everyone including your allies, Summon Greater Demon is only slightly less bad in this regard. You're just going to end up killing your own party if you try to use them routinely. Darkness + Devil's Sight isn't particularly helpful either since druids have few attacks, you'd be better off casting Faerie Fire.
I appreciate the critique, thank you for taking the time. What I had in my head was a Wildshape option that provided some cushion for a character geared more towards casting.
I get where you’re coming from on damage. Hex I replace with Chaos Bolt, and Darkness I replaced with Scorching Ray.
As for later spells with banishment, magic circle, and binding I feel like that provides a flavor and setup for a creative player to work with. High risk high reward, but I admit at the cost of selecting a greater range of damaging spells.
If one wanted to go the more support route, between flying, enhanced vision, detect thoughts, and the complete bat-belt that is the Druid spell list it seems quite doable.
That being said maybe my next homebrew project should be expanding the Druid spell list? I’ll mull that one over.
As for bonus damage, do you believe it should be higher, scale differently, or just be scrapped for something else?
Why does a ranged blaster (if that is what you are going for) need a pile of extra hit points though?
Spores druid already gives an option for a WS that gives a bunch of extra hit points and extra damage. Though sadly it is rather underpowered b/c it is melee-weapon focused and druids only get one attack per Action, so similar to this subclass it is buffing something you don't really want to be doing all that often. Though at least casting cantrips is relatively common for druids to do since it pairs nicely with Healing Word while they are concentrating on a spell.
Re: Flight, sure that's nice but a druid can fly at level 8 by transforming into a giant eagle. Sure it's a significant buff to that, but isn't not entirely revolutionary.
Magic Circle and Planar Binding are niche DM-dependent spells. But it still feels like a mishmash of stuff, is this a summoner? is it a blaster? is it a melee-tank? It has bits and pieces that feed into each of them.
You have a fair point. My peanut butters spread over too much bread. I was fond of the idea of giving a caster some extra HP padding, but it does seem out of place.
What if instead of temp hp it is instead replaced by some kind of buff to Druid summons? Some time of temporary hellish infusion?
Blaster-focused Version
Circle of Hell Spells
Druid Level
Spells
2nd
Hellish Rebuke, Burning Hands
3rd
Invisibility, Scorching Ray
5th
Fireball, Enemies Abound
7th
Banishment, Summon Greater Demon
9th
Flame Strike, Cone of Cold
-Fiendish Vassal: Starting at 2nd level, you gain the Find Familiar ritual spell. When casting this spell you must summon either an Imp or a Quasit as your familiar. This counts as a Druid spell for you, and does not count against the number of spells that you have prepared. As a bonus action you can command your familiar to attack using its reaction, your familiar uses your spellcasting attack bonus for it's attack roll and your spellcasting DC in place of its ability DCs. You may also expend one use of your Wildshape ability to cast this spell as an action.
-Infernal Brand: Also starting at 2nd level, you can use a bonus action to expend one use of your Wildshape ability to mark one creature you can see within 60 ft of you with a glowing brand. While marked in this way the target suffers the following:
-When you or your familiar deal damage to the creature, it takes an additional 1d6 fire damage.
-When the creature makes an attack, you can use your reaction to cause the brand to burn painfully, giving it disadvantage on the attack roll.
Your brand lasts for 1 minute, or until you die. If you use this feature again to brand a different creature the previous brand fades away.
-Fiendish Pact: At 6th level, your contract with your familiar strengthens the connection between you. While your familiar is summoned you gain the following benefits:
-You gain resistance to fire or cold damage (you choose when you summon your familiar).
-You add your Wisdom modifier to Charisma (Intimidation) checks you make.
-You an see normally in non-magical and magical darkness for a distance of 120 ft
-Touch of Hellfire: When you reach 10th level, your connection to the Lower Planes strengthens, allowing you to further debilitate your enemies. You Infernal brand gains the following additional abilities:
-If the target was resistant to fire damage, it loses that resistance.
-When you or your familiar deals damage to the creature the extra damage it takes increases to 2d6
-It the target dies, you can use a bonus action to move your brand to another creature you can see within 60 ft of you.
-Immortal Servant: When you reach 14th level, you're ties to the Lower planes allow you to resist even death itself. You gain the following benefits:
-If your familiar is reduced to 0 hp you can use your reaction to cause it to instead stay at 1 hp.
-If you are reduced to 0 hp while your familiar is summoned, you can cause the familiar to be reduced to 0 hp and regain hit points equal to its current hp total plus your druid level.
-You can expend a spell slot of 1st level or higher to regain one use of your Wildshape ability (no action required).
Original post edited. Subclass completely overhauled.