Like in 5e, the access to climb, swim and fly movement is described in the wildshape feature, instead of specific feature later (aquatic form, aerial form …). However their availability remains at the same level (5, 7 and 9).
Modification to ANIMAL OF THE LAND :
Armor Class 10 + your wisdom modifier + your dexterity modifier
STR, CON equal your Wisdom score
DEX, INT, WIS, CHA use your scores
Multiattack (Requires 5th+ Level). You make two Bestial Strike attacks.
Modification to ANIMAL OF THE SEA :
Armor Class 10 + your wisdom modifier + your dexterity modifier
STR equal your Wisdom score
CON, DEX, INT, WIS, CHA use your scores
Multiattack. You make two Bestial Strike attacks.
Modification to ANIMAL OF THE SKY :
Armor Class 8 + your wisdom modifier + your dexterity modifier
STR equal your Wisdom score
CON, DEX, INT, WIS, CHA use your scores
Multiattack. You make two Bestial Strike attacks.
5TH LEVEL: MIGHT OF THE WILD (replace MIGHT OF THE LAND)
Choose one of the following options:
Tiny and Huge Form: You gain the ability to become a Tiny or Huge creature. When you transform into a Tiny creature, the damage you deal is halved and you have advantage with Dexterity check in that form. When you transform in a Huge creature, you gain resistance to bludgeoning, piercing and slashing damage from non-magical attack and you have disadvantage with Dexterity check in that form. In Tiny or Huge form, the duration of the transformation is halved.
Beast Spells: You can cast spells in any Wild Shape form. While in such a form, you can perform Somatic and Verbal Components, and you don’t need to provide free Material Components. If a spell consumes its Material Component, you can’t cast that spell while in a Wild Shape form.
Multiattack: You unlock multiattack action in Wild shape form, and thus can make two bestial strike attacks instead of one. Moreover, your attack die for bestial strike increases by 1 die size. d4 to d6, d6 to d8, or d8 to d10.
Restoration: in addition to the healing effect, healing blossoms can end one disease or one condition afflicting creatures in the area of effect. The condition can be blinded, deafened, paralyzed, and poisoned. Choose a disease or a condition and this disease or condition ends for all creatures affected by healing blossom.
Wild Beast: You can summon a beast at your side. As a Magic action, you can expend a use of your Channel Nature and cast the Summon Beast spell without material components. The beast improves with your druid level (druid level 11: level 4 summon beast spell, druid level 17: level 6 summon beast spell). Moreover, you have advantage with the concentration check for this spell.
7TH LEVEL: MULTIPLE FACES OF WILDLIFE (replace AQUATIC FORM)
You can choose one of the following option when you use wild shape:
Pack tactics: you have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Spider climb: you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Blindsight: add blindsight (20 feet)
Burrow: Add 10 feet Burrow speed
Fast: Increase your speed by 20 feet
Jump: you can jump up to 20 feet long
Stealth: you gain advantage in Stealth
Sure-Footed: you have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.
Knocked prone: On a successful attack, if the target is not bigger than you, it must succeed on a Strength saving throw versus your spell DC or be knocked prone.
Venom: On a successful attack, your target must succeed on a Constitution saving throw versus your spell DC or be poisoned until the start of your next turn
Charge / Pounce: If you move at least 20 feet straight toward a creature and then hits it with a bestial attack on the same turn, that target must succeed on a Strength saving throw versus your spell DC or be knocked prone. If the target is prone, you can make one bestial attack against it as a bonus action.
Constrict. If you grapple your enemy, until this grapple ends, the creature is restrained, and you can't constrict another target.
9TH LEVEL: MIGHT OF THE WILD (replace AERIAL FORM)
You can choose a second option from the Might Of The Wild feature.
11TH LEVEL: MULTIPLE FACES OF WILDLIFE (replace TINY CRITTER)
When you use wildshape, you can choose two options from the Multiple Faces Of Wildlife feature.
CIRCLE OF THE MOON
3RD LEVEL: COMBAT WILD SHAPE
addition of the following benefits:
Animal resiliency: each time you use wild shape, you gain temporary Hit Points equals to your Wisdom modifier + 3 x your druid level.
Like in 5e, the access to climb, swim and fly movement is described in the wildshape feature, instead of specific feature later (aquatic form, aerial form …). However their availability remains at the same level (5, 7 and 9).
Modification to ANIMAL OF THE LAND :
Armor Class 10 + your wisdom modifier + your dexterity modifier
STR, CON equal your Wisdom score
DEX, INT, WIS, CHA use your scores
Multiattack (Requires 5th+ Level). You make two Bestial Strike attacks.
Modification to ANIMAL OF THE SEA :
Armor Class 10 + your wisdom modifier + your dexterity modifier
STR equal your Wisdom score
CON, DEX, INT, WIS, CHA use your scores
You make two Bestial Strike attacks.
Modification to ANIMAL OF THE SKY :
Armor Class 8 + your wisdom modifier + your dexterity modifier
STR equal your Wisdom score
CON, DEX, INT, WIS, CHA use your scores
You make two Bestial Strike attacks.
5TH LEVEL: MIGHT OF THE WILD (replace MIGHT OF THE LAND)
Choose one of the following options:
Tiny and Huge Form: You gain the ability to become a Tiny or Huge creature. When you transform into a Tiny creature, the damage you deal is halved and you have advantage with Dexterity check in that form. When you transform in a Huge creature, you gain resistance to bludgeoning, piercing and slashing damage from non-magical attack and you have disadvantage with Dexterity check in that form, In Tiny or Huge form, the duration of the transformation is halved.
Beast Spells: You can cast spells in any Wild Shape form. While in such a form, you can perform Somatic and Verbal Components, and you don’t need to provide free Material Components. If a spell consumes its Material Component, you can’t cast that spell while in a Wild Shape form.
Multiattack: You unlock multiattack action in Wild shape form, and thus can make two bestial strike attacks instead of one. Moreover, your attack die for bestial strike increases by 1 die size. d4 to d6, d6 to d8, or d8 to d10.
Restoration: in addition to the healing effect, healing blossoms can end one disease or one condition afflicting creatures in the area of effect. The condition can be blinded, deafened, paralyzed, and poisoned. Choose a disease or a condition and this disease or condition ends for all creatures affected by healing blossom.
Wild Beast: You can summon a beast at your side. As a Magic action, you can expend a use of your Channel Nature and cast the Summon Beast spell without material components. The beast improves with your druid level (druid level 11: level 4 summon beast spell, druid level 17: level 6 summon beast spell). Moreover, you have advantage with the concentration check for this spell.
7TH LEVEL: MULTIPLE FACES OF WILDLIFE (replace AQUATIC FORM)
You can choose one of the following option when you use wild shape:
Pack tactics: you have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Spider climb: you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Blindsight: add blindsight (20 feet)
Burrow: Add 10 feet Burrow speed
Fast: Increase your speed by 20 feet
Jump: you can jump up to 20 feet long
Stealth: you gain advantage in Stealth
Sure-Footed: you have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.
Knocked prone: On a successful attack, if the target is not bigger than you, it must succeed on a Strength saving throw versus your spell DC or be knocked prone.
Venom: On a successful attack, your target must succeed on a Constitution saving throw versus your spell DC or be poisoned until the start of your next turn
Charge / Pounce: If you move at least 20 feet straight toward a creature and then hits it with a bestial attack on the same turn, that target must succeed on a Strength saving throw versus your spell DC or be knocked prone. If the target is prone, you can make one bestial attack against it as a bonus action.
Constrict. If you grapple your enemy, until this grapple ends, the creature is restrained, and you can't constrict another target.
9TH LEVEL: MIGHT OF THE WILD (replace AERIAL FORM)
You can choose a second option from the Might Of The Wild feature.
11TH LEVEL: MULTIPLE FACES OF WILDLIFE (replace TINY CRITTER)
When you use wildshape, you can choose two options from the Multiple Faces Of Wildlife feature.
CIRCLE OF THE MOON
3RD LEVEL: COMBAT WILD SHAPE
addition of the following benefits:
Animal resiliency: each time you use wild shape, you gain temporary Hit Points equals to your Wisdom modifier + 3 x your druid level.
Not a bad take really. Beast spells needs to be cut however, and moved under circle of the moon as a higher level buff.
Like in 5e, the access to climb, swim and fly movement is described in the wildshape feature, instead of specific feature later (aquatic form, aerial form …). However their availability remains at the same level (5, 7 and 9).
Modification to ANIMAL OF THE LAND :
Armor Class 10 + your wisdom modifier + your dexterity modifier
STR, CON equal your Wisdom score
DEX, INT, WIS, CHA use your scores
Multiattack (Requires 5th+ Level). You make two Bestial Strike attacks.
Modification to ANIMAL OF THE SEA :
Armor Class 10 + your wisdom modifier + your dexterity modifier
STR equal your Wisdom score
CON, DEX, INT, WIS, CHA use your scores
You make two Bestial Strike attacks.
Modification to ANIMAL OF THE SKY :
Armor Class 8 + your wisdom modifier + your dexterity modifier
STR equal your Wisdom score
CON, DEX, INT, WIS, CHA use your scores
You make two Bestial Strike attacks.
5TH LEVEL: MIGHT OF THE WILD (replace MIGHT OF THE LAND)
Choose one of the following options:
Tiny and Huge Form: You gain the ability to become a Tiny or Huge creature. When you transform into a Tiny creature, the damage you deal is halved and you have advantage with Dexterity check in that form. When you transform in a Huge creature, you gain resistance to bludgeoning, piercing and slashing damage from non-magical attack and you have disadvantage with Dexterity check in that form, In Tiny or Huge form, the duration of the transformation is halved.
Beast Spells: You can cast spells in any Wild Shape form. While in such a form, you can perform Somatic and Verbal Components, and you don’t need to provide free Material Components. If a spell consumes its Material Component, you can’t cast that spell while in a Wild Shape form.
Multiattack: You unlock multiattack action in Wild shape form, and thus can make two bestial strike attacks instead of one. Moreover, your attack die for bestial strike increases by 1 die size. d4 to d6, d6 to d8, or d8 to d10.
Restoration: in addition to the healing effect, healing blossoms can end one disease or one condition afflicting creatures in the area of effect. The condition can be blinded, deafened, paralyzed, and poisoned. Choose a disease or a condition and this disease or condition ends for all creatures affected by healing blossom.
Wild Beast: You can summon a beast at your side. As a Magic action, you can expend a use of your Channel Nature and cast the Summon Beast spell without material components. The beast improves with your druid level (druid level 11: level 4 summon beast spell, druid level 17: level 6 summon beast spell). Moreover, you have advantage with the concentration check for this spell.
7TH LEVEL: MULTIPLE FACES OF WILDLIFE (replace AQUATIC FORM)
You can choose one of the following option when you use wild shape:
Pack tactics: you have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Spider climb: you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Blindsight: add blindsight (20 feet)
Burrow: Add 10 feet Burrow speed
Fast: Increase your speed by 20 feet
Jump: you can jump up to 20 feet long
Stealth: you gain advantage in Stealth
Sure-Footed: you have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.
Knocked prone: On a successful attack, if the target is not bigger than you, it must succeed on a Strength saving throw versus your spell DC or be knocked prone.
Venom: On a successful attack, your target must succeed on a Constitution saving throw versus your spell DC or be poisoned until the start of your next turn
Charge / Pounce: If you move at least 20 feet straight toward a creature and then hits it with a bestial attack on the same turn, that target must succeed on a Strength saving throw versus your spell DC or be knocked prone. If the target is prone, you can make one bestial attack against it as a bonus action.
Constrict. If you grapple your enemy, until this grapple ends, the creature is restrained, and you can't constrict another target.
9TH LEVEL: MIGHT OF THE WILD (replace AERIAL FORM)
You can choose a second option from the Might Of The Wild feature.
11TH LEVEL: MULTIPLE FACES OF WILDLIFE (replace TINY CRITTER)
When you use wildshape, you can choose two options from the Multiple Faces Of Wildlife feature.
CIRCLE OF THE MOON
3RD LEVEL: COMBAT WILD SHAPE
addition of the following benefits:
Animal resiliency: each time you use wild shape, you gain temporary Hit Points equals to your Wisdom modifier + 3 x your druid level.
Not a bad take really. Beast spells needs to be cut however, and moved under circle of the moon as a higher level buff.
It's a personal feelings, but i don't like to cast spells in animal shape. However I know that a lot of people like this feature (mostly because it's a powerful feature I think). That's why I try to make it optional, but usable (you don't have to wait level 17 to use it), with other options as powerful.
Moreover, Circle of the moon already have access to abjuration spells in this UA. Most of the abjuration spells are healing spells, but maybe we can add spells more thematically link to animal and wilderness (after all, there are many spells dedicated to the ranger in this list).
Here are few examples :
BLOOD FRENZY
1st-Level Abjuration Spell (Primal)
Casting Time: Bonus Action, which you take immediately after hitting a target with a Bestial Strike
Range: Self
Component:
Duration: 1 minute
As you hit the target, the smell of blood transcend you. You gain advantage against your target until the end of the spell. Ineffective on the undead and artificial creatures.
At Higher Levels. When you cast this spell using a Spell Slot of 2nd level or higher, the damage of your bestial strike increases by 1d4 against this creature for each slot level above 1st.
SWEEPING ATTACK
2nd-Level Abjuration Spell (Primal)
Casting Time: Action
Range: Self
Component:
Duration: Instantaneous
While in wild shape form, you attack all creatures in range with your bestial attack. In addition to regular damage, targets hit by the strike must succeed on a Strength check or fall prone.
At Higher Levels. When you cast this spell using a Spell Slot of 3nd level or higher, the damage of your bestial strike increases by 1d6 for each slot level above 1st.
PACK SPIRITS
3rd-Level Abjuration Spell (Primal)
Casting Time: Bonus Action
Range: Self
Component:
Duration: Concentration, up to 1 minute
In wildshape, you call upon the spirits of your pack, causing two ghosts to appear, similar to you in appearance, which distract your enemies for the duration of the spell. As long as the ghosts are present at your side, you have the advantage on your attack rolls, and your opponents have a disadvantage when they attack you.
Like in 5e, the access to climb, swim and fly movement is described in the wildshape feature, instead of specific feature later (aquatic form, aerial form …). However their availability remains at the same level (5, 7 and 9).
Modification to ANIMAL OF THE LAND :
Armor Class 10 + your wisdom modifier + your dexterity modifier
STR, CON equal your Wisdom score
DEX, INT, WIS, CHA use your scores
Multiattack (Requires 5th+ Level). You make two Bestial Strike attacks.
Modification to ANIMAL OF THE SEA :
Armor Class 10 + your wisdom modifier + your dexterity modifier
STR equal your Wisdom score
CON, DEX, INT, WIS, CHA use your scores
You make two Bestial Strike attacks.
Modification to ANIMAL OF THE SKY :
Armor Class 8 + your wisdom modifier + your dexterity modifier
STR equal your Wisdom score
CON, DEX, INT, WIS, CHA use your scores
You make two Bestial Strike attacks.
5TH LEVEL: MIGHT OF THE WILD (replace MIGHT OF THE LAND)
Choose one of the following options:
Tiny and Huge Form: You gain the ability to become a Tiny or Huge creature. When you transform into a Tiny creature, the damage you deal is halved and you have advantage with Dexterity check in that form. When you transform in a Huge creature, you gain resistance to bludgeoning, piercing and slashing damage from non-magical attack and you have disadvantage with Dexterity check in that form, In Tiny or Huge form, the duration of the transformation is halved.
Beast Spells: You can cast spells in any Wild Shape form. While in such a form, you can perform Somatic and Verbal Components, and you don’t need to provide free Material Components. If a spell consumes its Material Component, you can’t cast that spell while in a Wild Shape form.
Multiattack: You unlock multiattack action in Wild shape form, and thus can make two bestial strike attacks instead of one. Moreover, your attack die for bestial strike increases by 1 die size. d4 to d6, d6 to d8, or d8 to d10.
Restoration: in addition to the healing effect, healing blossoms can end one disease or one condition afflicting creatures in the area of effect. The condition can be blinded, deafened, paralyzed, and poisoned. Choose a disease or a condition and this disease or condition ends for all creatures affected by healing blossom.
Wild Beast: You can summon a beast at your side. As a Magic action, you can expend a use of your Channel Nature and cast the Summon Beast spell without material components. The beast improves with your druid level (druid level 11: level 4 summon beast spell, druid level 17: level 6 summon beast spell). Moreover, you have advantage with the concentration check for this spell.
7TH LEVEL: MULTIPLE FACES OF WILDLIFE (replace AQUATIC FORM)
You can choose one of the following option when you use wild shape:
Pack tactics: you have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Spider climb: you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Blindsight: add blindsight (20 feet)
Burrow: Add 10 feet Burrow speed
Fast: Increase your speed by 20 feet
Jump: you can jump up to 20 feet long
Stealth: you gain advantage in Stealth
Sure-Footed: you have advantage on Strength and Dexterity saving throws made against effects that would knock you prone.
Knocked prone: On a successful attack, if the target is not bigger than you, it must succeed on a Strength saving throw versus your spell DC or be knocked prone.
Venom: On a successful attack, your target must succeed on a Constitution saving throw versus your spell DC or be poisoned until the start of your next turn
Charge / Pounce: If you move at least 20 feet straight toward a creature and then hits it with a bestial attack on the same turn, that target must succeed on a Strength saving throw versus your spell DC or be knocked prone. If the target is prone, you can make one bestial attack against it as a bonus action.
Constrict. If you grapple your enemy, until this grapple ends, the creature is restrained, and you can't constrict another target.
9TH LEVEL: MIGHT OF THE WILD (replace AERIAL FORM)
You can choose a second option from the Might Of The Wild feature.
11TH LEVEL: MULTIPLE FACES OF WILDLIFE (replace TINY CRITTER)
When you use wildshape, you can choose two options from the Multiple Faces Of Wildlife feature.
CIRCLE OF THE MOON
3RD LEVEL: COMBAT WILD SHAPE
addition of the following benefits:
Animal resiliency: each time you use wild shape, you gain temporary Hit Points equals to your Wisdom modifier + 3 x your druid level.
Not a bad take really. Beast spells needs to be cut however, and moved under circle of the moon as a higher level buff.
It's a personal feelings, but i don't like to cast spells in animal shape. However I know that a lot of people like this feature (mostly because it's a powerful feature I think). That's why I try to make it optional, but usable (you don't have to wait level 17 to use it), with other options as powerful.
Moreover, Circle of the moon already have access to abjuration spells in this UA. Most of the abjuration spells are healing spells, but maybe we can add spells more thematically link to animal and wilderness (after all, there are many spells dedicated to the ranger in this list).
Here are few examples :
BLOOD FRENZY
1st-Level Abjuration Spell (Primal)
Casting Time: Bonus Action, which you take immediately after hitting a target with a Bestial Strike
Range: Self
Component:
Duration: 1 minute
As you hit the target, the smell of blood transcend you. You gain advantage against your target until the end of the spell. Ineffective on the undead and artificial creatures.
At Higher Levels. When you cast this spell using a Spell Slot of 2nd level or higher, the damage of your bestial strike increases by 1d4 against this creature for each slot level above 1st.
SWEEPING ATTACK
2nd-Level Abjuration Spell (Primal)
Casting Time: Action
Range: Self
Component:
Duration: Instantaneous
While in wild shape form, you attack all creatures in range with your bestial attack. In addition to regular damage, targets hit by the strike must succeed on a Strength check or fall prone.
At Higher Levels. When you cast this spell using a Spell Slot of 3nd level or higher, the damage of your bestial strike increases by 1d6 for each slot level above 1st.
PACK SPIRITS
3rd-Level Abjuration Spell (Primal)
Casting Time: Bonus Action
Range: Self
Component:
Duration: Concentration, up to 1 minute
In wildshape, you call upon the spirits of your pack, causing two ghosts to appear, similar to you in appearance, which distract your enemies for the duration of the spell. As long as the ghosts are present at your side, you have the advantage on your attack rolls, and your opponents have a disadvantage when they attack you.
None of these are abjuration. The first one is... enchantment? The second one doesn't make any sense as a spell, and the third one is illusion. You can't just call spells abjuration for no reason.
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)
I don't know... Why are banishment spells suddenly Conjuration spells now? Isn't conjuration, the act of making something appear, the opposite of banishment, the act of making something go away? Why are healing spells now Abjuration spells instead of Evocation when the definition of Evocation specifically calls out healing? I suppose you could say that healing spells "negate the harmful effect" of being hit with a sword. One D&D seems to be using spell schools mainly as a tool to route spells to where the designers want them to go rather than as any kind of a description of what the spell actually does. (Which I am perfectly okay with.)
So maybe "Pack Spirits", for example, is a "protection spell" that blocks and slows the attacks of your enemies, imposing disadvantage on them while simultaneously granting advantage to your own attacks. Since we want it to work with Wildshape, we'll just call it an Abjuration spell and move on. After all, some Abjuration spells do have "aggressive uses."
I don't know... Why are banishment spells suddenly Conjuration spells now? Isn't conjuration, the act of making something appear, the opposite of banishment, the act of making something go away? Why are healing spells now Abjuration spells instead of Evocation when the definition of Evocation specifically calls out healing? I suppose you could say that healing spells "negate the harmful effect" of being hit with a sword. One D&D seems to be using spell schools mainly as a tool to route spells to where the designers want them to go rather than as any kind of a description of what the spell actually does. (Which I am perfectly okay with.)
So maybe "Pack Spirits", for example, is a "protection spell" that blocks and slows the attacks of your enemies, imposing disadvantage on them while simultaneously granting advantage to your own attacks. Since we want it to work with Wildshape, we'll just call it an Abjuration spell and move on. After all, some Abjuration spells do have "aggressive uses."
Conjuration is the act of taking something from somewhere and moving it. From the caster's point of view, this can really take two forms (taking something from elsewhere and putting it near them, or taking something near them and putting it elsewhere), but both of them are essentially doing the same thing. Hence why misty step and teleport are both conjuration; they conjureyou. For a more direct analogy to banishment, see plane shift, which also sends you to another plane and can be used to banish an unwilling creature.
I'm highly doubtful that healing will be specifically called out in the definition of evocation in the new edition. That would be silly, since healing spells are clearly no longer tied to evocation. Personally, it makes more sense to me if evocation calls on energy from just the elemental planes, instead of the elemental planes + "positive energy plane."
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)
I don't know... Why are banishment spells suddenly Conjuration spells now? Isn't conjuration, the act of making something appear, the opposite of banishment, the act of making something go away? Why are healing spells now Abjuration spells instead of Evocation when the definition of Evocation specifically calls out healing? I suppose you could say that healing spells "negate the harmful effect" of being hit with a sword. One D&D seems to be using spell schools mainly as a tool to route spells to where the designers want them to go rather than as any kind of a description of what the spell actually does. (Which I am perfectly okay with.)
So maybe "Pack Spirits", for example, is a "protection spell" that blocks and slows the attacks of your enemies, imposing disadvantage on them while simultaneously granting advantage to your own attacks. Since we want it to work with Wildshape, we'll just call it an Abjuration spell and move on. After all, some Abjuration spells do have "aggressive uses."
Conjuration is the act of taking something from somewhere and moving it. From the caster's point of view, this can really take two forms (taking something from elsewhere and putting it near them, or taking something near them and putting it elsewhere), but both of them are essentially doing the same thing. Hence why misty step and teleport are both conjuration; they conjureyou. For a more direct analogy to banishment, see plane shift, which also sends you to another plane and can be used to banish an unwilling creature.
I'm highly doubtful that healing will be specifically called out in the definition of evocation in the new edition. That would be silly, since healing spells are clearly no longer tied to evocation. Personally, it makes more sense to me if evocation calls on energy from just the elemental planes, instead of the elemental planes + "positive energy plane."
Healing spells should be 100% necromancy, but since D&D has a history of necromancy being evil they have tried to avoid that truth for years now. 3e most healing spells were conjuration.You conjured energy from the positive energy plane. Oddly 3e light wounds (5e inflict wounds) which was negative energy wasn’t Conjuration, but correctly necromancy. I agree evocation was always an odd place for healing. I think conjuration makes more sense than abjuration, also I think transmutation would also be a good spot for healing spells.
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1ST LEVEL: CHANNEL NATURE
Modification to wildshape:
Modification to ANIMAL OF THE LAND :
Modification to ANIMAL OF THE SEA :
Modification to ANIMAL OF THE SKY :
5TH LEVEL: MIGHT OF THE WILD (replace MIGHT OF THE LAND)
Choose one of the following options:
7TH LEVEL: MULTIPLE FACES OF WILDLIFE (replace AQUATIC FORM)
You can choose one of the following option when you use wild shape:
9TH LEVEL: MIGHT OF THE WILD (replace AERIAL FORM)
You can choose a second option from the Might Of The Wild feature.
11TH LEVEL: MULTIPLE FACES OF WILDLIFE (replace TINY CRITTER)
When you use wildshape, you can choose two options from the Multiple Faces Of Wildlife feature.
CIRCLE OF THE MOON
3RD LEVEL: COMBAT WILD SHAPE
addition of the following benefits:
Not a bad take really. Beast spells needs to be cut however, and moved under circle of the moon as a higher level buff.
It's a personal feelings, but i don't like to cast spells in animal shape. However I know that a lot of people like this feature (mostly because it's a powerful feature I think). That's why I try to make it optional, but usable (you don't have to wait level 17 to use it), with other options as powerful.
Moreover, Circle of the moon already have access to abjuration spells in this UA. Most of the abjuration spells are healing spells, but maybe we can add spells more thematically link to animal and wilderness (after all, there are many spells dedicated to the ranger in this list).
Here are few examples :
BLOOD FRENZY
SWEEPING ATTACK
PACK SPIRITS
None of these are abjuration. The first one is... enchantment? The second one doesn't make any sense as a spell, and the third one is illusion. You can't just call spells abjuration for no reason.
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)
I don't know... Why are banishment spells suddenly Conjuration spells now? Isn't conjuration, the act of making something appear, the opposite of banishment, the act of making something go away? Why are healing spells now Abjuration spells instead of Evocation when the definition of Evocation specifically calls out healing? I suppose you could say that healing spells "negate the harmful effect" of being hit with a sword. One D&D seems to be using spell schools mainly as a tool to route spells to where the designers want them to go rather than as any kind of a description of what the spell actually does. (Which I am perfectly okay with.)
So maybe "Pack Spirits", for example, is a "protection spell" that blocks and slows the attacks of your enemies, imposing disadvantage on them while simultaneously granting advantage to your own attacks. Since we want it to work with Wildshape, we'll just call it an Abjuration spell and move on. After all, some Abjuration spells do have "aggressive uses."
Conjuration is the act of taking something from somewhere and moving it. From the caster's point of view, this can really take two forms (taking something from elsewhere and putting it near them, or taking something near them and putting it elsewhere), but both of them are essentially doing the same thing. Hence why misty step and teleport are both conjuration; they conjure you. For a more direct analogy to banishment, see plane shift, which also sends you to another plane and can be used to banish an unwilling creature.
I'm highly doubtful that healing will be specifically called out in the definition of evocation in the new edition. That would be silly, since healing spells are clearly no longer tied to evocation. Personally, it makes more sense to me if evocation calls on energy from just the elemental planes, instead of the elemental planes + "positive energy plane."
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)
Healing spells should be 100% necromancy, but since D&D has a history of necromancy being evil they have tried to avoid that truth for years now. 3e most healing spells were conjuration.You conjured energy from the positive energy plane. Oddly 3e light wounds (5e inflict wounds) which was negative energy wasn’t Conjuration, but correctly necromancy. I agree evocation was always an odd place for healing. I think conjuration makes more sense than abjuration, also I think transmutation would also be a good spot for healing spells.