Prerequisite: Druid level 3, and the ability to use Channel Divinity (Cleric level 1 or other class feature that grants Channel Divinity)
Benefit: You weave the divine with the primal, channeling divine power to empower your druidic magic. As an action, you can expend a use of your Channel Divinity, in place of a spell slot, to cast a spell from your druid class list.
Area of Effect Expansion: If the spell has an area of effect, it is doubled in radius or area.
School-Specific Benefits: Depending on the school of the spell, you gain the following enhanced benefits:
Abjuration:
Improved Protection: The spell grants resistance to one element of your choice (fire, cold, lightning, thunder, acid, or poison) for its duration.
Conjuration:
Summoning Enhancement:
Empowered Minions: Summoned creatures gain temporary hit points equal to your Wisdom modifier (minimum +1). Additionally, their first attack during their next turn deals bonus damage equal to your Wisdom modifier (minimum +1). This bonus damage is of the same type as the summoned creature's natural weapons (bludgeoning, piercing, slashing, etc.).
Creation Enhancement: When you cast a conjuration spell that creates an object or terrain, you can choose one of the following benefits:
Fortified Creation: The created object or terrain gains resistance to nonmagical bludgeoning, piercing, and slashing damage.
Enduring Creation: The creation becomes more permanent. Plants grow thicker and more vibrant, and rocks become more difficult to break. Double the duration of the spell. Additionally, the creation can only be destroyed by magical means or powerful non-magical attacks at the DM's discretion.
Enhanced Effect:
Heightened Insight: The spell's effective range is doubled. Additionally, you learn one additional detail revealed by the spell (chosen by the DM). For example, with "Speak with Animals," you might not only understand the general mood of the creature but also glean a specific memory or concern.
Transmutation: Potency: The transmutation effect is intensified. Choose one of the following benefits:
Increased Effect: The spell's primary effect is enhanced. For example, a spell that grants barkskin might also grant resistance to bludgeoning damage.
Secondary Effect: The spell gains a secondary effect. For example, a spell that enhances an ally's strength might also grant them temporary hit points equal to your Wisdom modifier (minimum +1).
Enchantment: The spell's duration is increased by 1 minute. Additionally, charmed creatures have disadvantage on Wisdom (Saving Throws) to resist the effect.
Evocation: The spell's damage or healing is increased by 1d6 per spell level of the spell.
DM Discretion: The Dungeon Master (DM) can adjust these benefits or bonuses as needed to fit the specific situation and campaign setting.
We're on the same page about giving Druids access to channel nature/elements in the same way that Clerics channel divinity, but I don't think it should be a feat. I would prefer it to be much simpler than you're proposing, much more similar to Channel Divinity.
Natural/Elemental Spark. As a Magic action, you point your Druid Focus at another creature you can see within 30 feet of yourself and focus natural/elemental energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Cold/Fire/Lightning/Thunder damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).
You roll an additional d8 when you reach Druid levels 7 (2d8), 13 (3d8), and 18 (4d8).
Turn Beasts/Aberrations/Dragons/Elementals/Fey/Plants. As a Magic action, you present your Druid Focus and censure one of the following types of creatures: Beasts/Monstrosities/Elementals/Fey/Plants. Each Beasts/Monstrosities/Elementals/Fey/Plant of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.
FYI - in addition to Turn Undead with their Channel Divinity, I also think that Clerics should have the option to choose to Turn Devils, Demons, or Celestials. First, if you're not an evil cleric, you should be able to have to choice to specialize in attacking Undead, Devils or Demons. Second, if you're an evil cleric, you probably won't find yourself attacking Undead, but instead allying yourself with them. Also, if you're an evil cleric, you definitely should have the option to be able to turn a good type of creature, like Celestials.
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Started playing 1e in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023
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Prerequisite: Druid level 3, and the ability to use Channel Divinity (Cleric level 1 or other class feature that grants Channel Divinity)
Benefit: You weave the divine with the primal, channeling divine power to empower your druidic magic. As an action, you can expend a use of your Channel Divinity, in place of a spell slot, to cast a spell from your druid class list.
Area of Effect Expansion: If the spell has an area of effect, it is doubled in radius or area.
School-Specific Benefits: Depending on the school of the spell, you gain the following enhanced benefits:
Abjuration:
Conjuration:
Summoning Enhancement:
Enhanced Effect:
Transmutation:
Potency: The transmutation effect is intensified. Choose one of the following benefits:
Enchantment: The spell's duration is increased by 1 minute. Additionally, charmed creatures have disadvantage on Wisdom (Saving Throws) to resist the effect.
Evocation: The spell's damage or healing is increased by 1d6 per spell level of the spell.
DM Discretion: The Dungeon Master (DM) can adjust these benefits or bonuses as needed to fit the specific situation and campaign setting.
Tools for easy reference
Rollable JOSN Generator for Rollable Tags (Credit to: MidniteOil21)
The Optimists' Guide to D&D 5E Damage by Class DPR (Credit to: MakingLemonade)
We're on the same page about giving Druids access to channel nature/elements in the same way that Clerics channel divinity, but I don't think it should be a feat. I would prefer it to be much simpler than you're proposing, much more similar to Channel Divinity.
Natural/Elemental Spark. As a Magic action, you point your Druid Focus at another creature you can see within 30 feet of yourself and focus natural/elemental energy at it. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution saving throw. On a failed save, the creature takes Cold/Fire/Lightning/Thunder damage (your choice) equal to that total. On a successful save, the creature takes half as much damage (round down).
You roll an additional d8 when you reach Druid levels 7 (2d8), 13 (3d8), and 18 (4d8).
Turn Beasts/Aberrations/Dragons/Elementals/Fey/Plants. As a Magic action, you present your Druid Focus and censure one of the following types of creatures: Beasts/Monstrosities/Elementals/Fey/Plants. Each Beasts/Monstrosities/Elementals/Fey/Plant of your choice within 30 feet of you must make a Wisdom saving throw. If the creature fails its save, it has the Frightened and Incapacitated conditions for 1 minute. For that duration, it tries to move as far from you as it can on its turns. This effect ends early on the creature if it takes any damage, if you have the Incapacitated condition, or if you die.
FYI - in addition to Turn Undead with their Channel Divinity, I also think that Clerics should have the option to choose to Turn Devils, Demons, or Celestials. First, if you're not an evil cleric, you should be able to have to choice to specialize in attacking Undead, Devils or Demons. Second, if you're an evil cleric, you probably won't find yourself attacking Undead, but instead allying yourself with them. Also, if you're an evil cleric, you definitely should have the option to be able to turn a good type of creature, like Celestials.
Started playing 1e in the late 70s and stopped in the mid-80s. Started immersing myself into 5e in 2023