That kind of sounds like the Land druid to me, but maybe I'm not thinking deep enough.
I want another dark druid. Circle of Midnight, a ghost/ethereal druid would be super cool.
Also, something along the lines of a "Blighter" would be cool as well. Basically an "AntiDruid".
question is: how do you motivate the existance of an blighter, one who seeks to detroy nature, when druids draw their power from nature? why would you ever seek to destroy the main source of your power?
Blighters don’t “seek to destroy nature” exactly. On Athas, Magic gets pulled from the world around you no matter what. Preservers only take what they need. Lighters just don’t care so they take too much and parch the planet. It’s not necessarily intentional, just collateral damage that they are perfectly okay with.
oh yeah becuase humans are stupid idiots and would absolutely destory their main source of power for short term profit irl, makes sense
Yes, exactly! You get my point! Humans are absolute morons, who will destroy the planet with Climate Change, let a disease kill all their unhealthy and old people just for money, and will do everything they can to make money, even at the expense of the children they "love" so much.
Blighters would be like this. You would be a necrotic focused druid, where you focus on drawing as much power from nature that you literally destroy it. It isn't so much that Druids love nature, they just get their power from it. Whether or not they love it is depending on the druid. Druids don't love nature, they gain power from it. They are nature. Part of nature is destruction. Forest fires, disease, lightning, bugs.
You don't necessarily hate nature, you just balance out the growth that other druids do with necrotic energy and destruction.
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People always forget that Rangers are the ones that are the protectors of nature. Rangers love the forests and other parts of nature. Druids are the different aspects of nature. They embody those parts of nature. That's why Spores druids exist. That's why Wildfire druids have recently been introduced.
Land Druids are the embodiment of the magical aspect of nature. The magic that feeds and comes from nature is their power. The magic from nature comes from the land, which is what they draw their power from.
Moon Druids are the embodiment of the beasts in nature. They embody the creatures that dwell in forests and other ecosystems. They are those creatures, that's why they can turn into them. (All druids can turn into animals, but Moon druids perfectly embody this aspect.)
Spores Druids embody the undeath of nature. Life, death, undeath. The three most important aspects of the circle of life in D&D. They embody the decay of life into undeath, and feed on the energy of this process.
Shepherd Druids embody sheep. Just kidding, they embody the unity of nature. There is a balance to nature. Plants eat the sun, animals eat plants, animals eat animals. There is a balance to nature, and Shepherd Druids are that balance, and they draw power from it. They take the balance of nature, and they spread it to their allies and companions in a bubble around them.
Wildfire Druids would embody the rebirth part of nature. Things are constantly dying in nature, being consumed, and more life comes from their remains. There are 3 key parts of nature in D&D, life, death, and undeath. There is a 4th aspect, which is almost as important as the other 3: Rebirth. Wildfire druids don't just embody this rebirth, they are it. They create this through their fires. They burn others to feed back their borrowed energies to nature.
Stars Druids. Now, this is a bit harder to point to, as the UA says they draw their power from Starlight. This isn't what I see them actually drawing power from. They draw their power from the stories in nature. There are myths, legends, ancient stories that are a key part of nature. These exist in the constellations. Nearly every ancient society named constellations and created stories linking them to the far away stars. Stars Druids are those stories. They are the constellations that fuel those legends. They guide society by prophesying the future through the stories that society have gotten from the stars. Stars guide people, and Stars Druids embody this by guiding others.
Dream Druids embody the Feywild part of nature. This is a niche part of nature, but the Feywild is a vibrant forest filled plane that is connected to nature. In simplest terms, Dream Druids embody the life of nature. As Spores druids are undeath, Dream druids are life.
Now, this Blighter Druid that I speak of? This would embody death. There is a key distinction between this and the Spores druid. Though they do exist in a similar aspect of the circle of life that fuels nature, they're not the same. Dream Druids are life, Spores Druids are undeath, and the Blighter would be death. This druid would be similar to both the Wildfire and Spores druid. They kill things, and release that power. They'd use necrotic damage to harm plants and creatures. They would have an added prepared spell list with Blight, Ray of Sickness, and other necrotic spells. They are death. They embody the act of dying.
(I know a lot of this is a bit off topic, I just felt like I needed to share this.)
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Sorry to take the discussion in a different direction, but do you think they'll add extra spells to the PHB and XGTE sorcerers like they gave the Clockwork Soul Sorcerer?
I've been thinking about a Poison druid, for all the poisonous/venomous plants and animals in the world.
That subclass would have to do more than use poison if it wants to stay effective in higher levels or any campaign with a lot of poison-immune creatures like Descent into Avernus.
Sorry to take the discussion in a different direction, but do you think they'll add extra spells to the PHB and XGTE sorcerers like they gave the Clockwork Soul Sorcerer?
I think it's much more likely they'll remove the Clockwork Soul's origin spells than give origin spells to the older subclasses, but I'd be happy to be proven wrong.
I've been thinking about a Poison druid, for all the poisonous/venomous plants and animals in the world.
That subclass would have to do more than use poison if it wants to stay effective in higher levels or any campaign with a lot of poison-immune creatures like Descent into Avernus.
Yes, the problem with poison is, everyone is immune to it once you get to high levels, and a lot are at lower levels as well. Undead are immune, Celestials are immune, Green Dragons are immune, and a lot of other creatures are. I could see this subclass part of the Blighter idea, as poison is associated with death.
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I've been thinking about a Poison druid, for all the poisonous/venomous plants and animals in the world.
That subclass would have to do more than use poison if it wants to stay effective in higher levels or any campaign with a lot of poison-immune creatures like Descent into Avernus.
well the death cleric has a feature that lets them ignore resistance to necrotic damage, just something like that might come a long way in making such an subclass more viable. That being said spore druid already lets you use a lot of poison
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
That kind of sounds like the Land druid to me, but maybe I'm not thinking deep enough.
I want another dark druid. Circle of Midnight, a ghost/ethereal druid would be super cool.
Also, something along the lines of a "Blighter" would be cool as well. Basically an "AntiDruid".
to change the subject to an diffrent subclass concept, what abillities would an ghost/ afterlife focused druid have? would it have more to do with controlling/ communicating with undead like the wizard milestone and oathbreaker paladin option, or perhaps even letting you summon ghosts or spirits using your spell slots, an feature that is similar to a spell but not a spell? Perhaps the abillity to cast speak with dead as an circle spell plus being able to cast certain spells like command on undead at will? or perhaps you go the summoning path and let an druid give the beasts or fey they summon with their spells ghost-like properties?
Or would it have more to do with becoming more and more ghost like with every milestone like an blend of the undying warlock and the abillity to aquire a ghost form with several resistances that the ghostslayer blood hunter and psion wizard has? You may not controll the spirits but you are among them, slowly becoming more incorporeal as you grow in your spiritual path to enlightenment?
There are a lot of ways you could tackle this subclass concept, and i am kinda curious about what you had in mind
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I've mentioned my idea for a Midnight druid on this thread and a couple others a few times before, but I don't remember where or when, so I'll just restate it:
At second level they'd get the ability to use their Wild Shape as an action to summon a "Midnight Spirit", which would be an undead with a flying speed that can do necrotic damage with a Withering Touch attack. They'd function similarly to the Steel Defender or the Wildfire Druid's Wildfire Spirit. They'd have HP equal to 5*druid level + Con mod. They could also grant you the ability to teleport, and possibly cast spells through their space. You would command them as a bonus action. They would also get an added prepared spell list with spells like Blink, Misty Step, Blindness/Deafness, Vampiric Touch, Blight, Phantasmal Killer, Geas and Wall of Force. (Maybe some different spells, this is just my first idea for them.)
At level 6, you would get the ability to use a Wild Shape as an action to shift yourself into the Ethereal Plane. This lasts indefinitely, or until you use another Wild Shape to go back to the material plane. (This may be too powerful, so maybe move this to a later level, or get rid of the wild shape fueling.)
At level 10, you would permanently become immune to disease, poison damage and poisoned condition, and you ignore necrotic damage resistance with your Midnight Spirit attack.
At level 14, you would be able to now summon the Midnight Spirit as a bonus action and whenever the midnight spirit reduces a creature to 0 hit points, you gain temporary hit points.
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So, are we in agreement that they're probably not going to have another Wizard subclass in the next UA?
Yes, I agree that it's not likely. Can't say what they would have though.
Here's another controversial thing they could have a UA for, which is highly unlikely: new skills. Skills that don't really cover what the current skills cover already, such as say Finance or something. Like you can make a Finance check to determine how much a strange currency is worth, or what the pricing of goods and services are in a place without having to ask strangers. Or a Law check to determine how deep your knowledge of the local laws are, and how successful you are in coming up with legal loopholes to get yourself or others out of trouble with the law. Might not be the best examples, but I hope you get the gist.
So, are we in agreement that they're probably not going to have another Wizard subclass in the next UA?
Yes, I agree that it's not likely. Can't say what they would have though.
I will again say a Limbo mage, but that's probably not likely. It's the most likely one I can think of, as I do think Planescape is Xanathar's 2.0, so a planar wizard would make sense.
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Assuming there is a Planescape book coming up, then perhaps we might see a UA for planar vehicles similarly to how we saw ships for the Saltmarsh book?
Assuming there is a Planescape book coming up, then perhaps we might see a UA for planar vehicles similarly to how we saw ships for the Saltmarsh book?
yes especially mind flayer Nautiloids would be fun to see in the game, and maybe some kind of hellish boat that those boat captain yugoloths would use, more vehicles is fun
Also if we go planescape then summoning yugoloths will be nessesary, and adding find vehicle from that modern magic unearthed arcana article would be fun.
They have never put an monster stat block in an unearthed arcana article, but maybe they will add monsters designed to be summoned by players that would be neat,
special eldritch invocations for warlocks that just like eldrich smite and tomb of levistus uses warlock spell slots to cast things that are not spells, but instead they allow an warlock to summon creatures that they normally cannot summon with their spells like succubi/ incubi, night hags, those werid CR 13 orcus minions made from demons that are not demons, spectators, modrons, high CR angels and other extraplanar entities supposed to be summonable yet that players cannot, perhaps even an invocation that lets an aspiring warlock necromancer turn the corpse of any creature from an fiend to an fey to an ogre into a zombie by applying an template to them (within an CR limit of course)
extra powerful invocations with extra powerful drawbacks like gaining exhaustion levels whenever you use it to reducing your hit point maximum temporarily when you use them, these sort of high risk high reward type of things would also be neat
increasingly weird warlock patrons, from it being the elemental planes yourself to an, to an extraplanar library full of knowledge, to an special type of pact for hags, pacts made with primus and the plane of law mechanus giving you powers, an psionic swarm of ants, an time traveler, the being that guides people to the afterlife etc etc, i wand wizards of the coast to kinda go ham if this upcomming sourcebook is supposed to have an extraplanar theme
tieflings based on diffrent types of devil or fiend, like an rakshasa tiefling who is resistant to magic or an chain devil tiefling with an big chain gimmic
Yes, exactly! You get my point! Humans are absolute morons, who will destroy the planet with Climate Change, let a disease kill all their unhealthy and old people just for money, and will do everything they can to make money, even at the expense of the children they "love" so much.
Blighters would be like this. You would be a necrotic focused druid, where you focus on drawing as much power from nature that you literally destroy it. It isn't so much that Druids love nature, they just get their power from it. Whether or not they love it is depending on the druid. Druids don't love nature, they gain power from it. They are nature. Part of nature is destruction. Forest fires, disease, lightning, bugs.
You don't necessarily hate nature, you just balance out the growth that other druids do with necrotic energy and destruction.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I feel like this needs to be reiterated sometimes. That Druid that truly embodies nature is a scary Druid, because nature itself is scary.
Thank you!
People always forget that Rangers are the ones that are the protectors of nature. Rangers love the forests and other parts of nature. Druids are the different aspects of nature. They embody those parts of nature. That's why Spores druids exist. That's why Wildfire druids have recently been introduced.
Land Druids are the embodiment of the magical aspect of nature. The magic that feeds and comes from nature is their power. The magic from nature comes from the land, which is what they draw their power from.
Moon Druids are the embodiment of the beasts in nature. They embody the creatures that dwell in forests and other ecosystems. They are those creatures, that's why they can turn into them. (All druids can turn into animals, but Moon druids perfectly embody this aspect.)
Spores Druids embody the undeath of nature. Life, death, undeath. The three most important aspects of the circle of life in D&D. They embody the decay of life into undeath, and feed on the energy of this process.
Shepherd Druids embody sheep. Just kidding, they embody the unity of nature. There is a balance to nature. Plants eat the sun, animals eat plants, animals eat animals. There is a balance to nature, and Shepherd Druids are that balance, and they draw power from it. They take the balance of nature, and they spread it to their allies and companions in a bubble around them.
Wildfire Druids would embody the rebirth part of nature. Things are constantly dying in nature, being consumed, and more life comes from their remains. There are 3 key parts of nature in D&D, life, death, and undeath. There is a 4th aspect, which is almost as important as the other 3: Rebirth. Wildfire druids don't just embody this rebirth, they are it. They create this through their fires. They burn others to feed back their borrowed energies to nature.
Stars Druids. Now, this is a bit harder to point to, as the UA says they draw their power from Starlight. This isn't what I see them actually drawing power from. They draw their power from the stories in nature. There are myths, legends, ancient stories that are a key part of nature. These exist in the constellations. Nearly every ancient society named constellations and created stories linking them to the far away stars. Stars Druids are those stories. They are the constellations that fuel those legends. They guide society by prophesying the future through the stories that society have gotten from the stars. Stars guide people, and Stars Druids embody this by guiding others.
Dream Druids embody the Feywild part of nature. This is a niche part of nature, but the Feywild is a vibrant forest filled plane that is connected to nature. In simplest terms, Dream Druids embody the life of nature. As Spores druids are undeath, Dream druids are life.
Now, this Blighter Druid that I speak of? This would embody death. There is a key distinction between this and the Spores druid. Though they do exist in a similar aspect of the circle of life that fuels nature, they're not the same. Dream Druids are life, Spores Druids are undeath, and the Blighter would be death. This druid would be similar to both the Wildfire and Spores druid. They kill things, and release that power. They'd use necrotic damage to harm plants and creatures. They would have an added prepared spell list with Blight, Ray of Sickness, and other necrotic spells. They are death. They embody the act of dying.
(I know a lot of this is a bit off topic, I just felt like I needed to share this.)
Please check out my homebrew, I would appreciate feedback:
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I've been thinking about a Poison druid, for all the poisonous/venomous plants and animals in the world.
Sorry to take the discussion in a different direction, but do you think they'll add extra spells to the PHB and XGTE sorcerers like they gave the Clockwork Soul Sorcerer?
That subclass would have to do more than use poison if it wants to stay effective in higher levels or any campaign with a lot of poison-immune creatures like Descent into Avernus.
I think it's much more likely they'll remove the Clockwork Soul's origin spells than give origin spells to the older subclasses, but I'd be happy to be proven wrong.
I think they could give subclass spells for the Sorcerous Origins, but in a Class Feature Variants section of a book.
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I guess that could be cool as well. I'm not sure if they'd go for it, as Poison isn't really an aspect of nature, as much as life and undeath are.
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Yes, the problem with poison is, everyone is immune to it once you get to high levels, and a lot are at lower levels as well. Undead are immune, Celestials are immune, Green Dragons are immune, and a lot of other creatures are. I could see this subclass part of the Blighter idea, as poison is associated with death.
Please check out my homebrew, I would appreciate feedback:
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well the death cleric has a feature that lets them ignore resistance to necrotic damage, just something like that might come a long way in making such an subclass more viable. That being said spore druid already lets you use a lot of poison
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
to change the subject to an diffrent subclass concept, what abillities would an ghost/ afterlife focused druid have? would it have more to do with controlling/ communicating with undead like the wizard milestone and oathbreaker paladin option, or perhaps even letting you summon ghosts or spirits using your spell slots, an feature that is similar to a spell but not a spell? Perhaps the abillity to cast speak with dead as an circle spell plus being able to cast certain spells like command on undead at will? or perhaps you go the summoning path and let an druid give the beasts or fey they summon with their spells ghost-like properties?
Or would it have more to do with becoming more and more ghost like with every milestone like an blend of the undying warlock and the abillity to aquire a ghost form with several resistances that the ghostslayer blood hunter and psion wizard has? You may not controll the spirits but you are among them, slowly becoming more incorporeal as you grow in your spiritual path to enlightenment?
There are a lot of ways you could tackle this subclass concept, and i am kinda curious about what you had in mind
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I've mentioned my idea for a Midnight druid on this thread and a couple others a few times before, but I don't remember where or when, so I'll just restate it:
Please check out my homebrew, I would appreciate feedback:
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So, are we in agreement that they're probably not going to have another Wizard subclass in the next UA?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Yes, I agree that it's not likely. Can't say what they would have though.
Here's another controversial thing they could have a UA for, which is highly unlikely: new skills. Skills that don't really cover what the current skills cover already, such as say Finance or something. Like you can make a Finance check to determine how much a strange currency is worth, or what the pricing of goods and services are in a place without having to ask strangers. Or a Law check to determine how deep your knowledge of the local laws are, and how successful you are in coming up with legal loopholes to get yourself or others out of trouble with the law. Might not be the best examples, but I hope you get the gist.
I will again say a Limbo mage, but that's probably not likely. It's the most likely one I can think of, as I do think Planescape is Xanathar's 2.0, so a planar wizard would make sense.
Please check out my homebrew, I would appreciate feedback:
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Any other speculations on the next UA?
Please check out my homebrew, I would appreciate feedback:
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Assuming there is a Planescape book coming up, then perhaps we might see a UA for planar vehicles similarly to how we saw ships for the Saltmarsh book?
yes especially mind flayer Nautiloids would be fun to see in the game, and maybe some kind of hellish boat that those boat captain yugoloths would use, more vehicles is fun
Also if we go planescape then summoning yugoloths will be nessesary, and adding find vehicle from that modern magic unearthed arcana article would be fun.
They have never put an monster stat block in an unearthed arcana article, but maybe they will add monsters designed to be summoned by players that would be neat,
special eldritch invocations for warlocks that just like eldrich smite and tomb of levistus uses warlock spell slots to cast things that are not spells, but instead they allow an warlock to summon creatures that they normally cannot summon with their spells like succubi/ incubi, night hags, those werid CR 13 orcus minions made from demons that are not demons, spectators, modrons, high CR angels and other extraplanar entities supposed to be summonable yet that players cannot, perhaps even an invocation that lets an aspiring warlock necromancer turn the corpse of any creature from an fiend to an fey to an ogre into a zombie by applying an template to them (within an CR limit of course)
extra powerful invocations with extra powerful drawbacks like gaining exhaustion levels whenever you use it to reducing your hit point maximum temporarily when you use them, these sort of high risk high reward type of things would also be neat
increasingly weird warlock patrons, from it being the elemental planes yourself to an, to an extraplanar library full of knowledge, to an special type of pact for hags, pacts made with primus and the plane of law mechanus giving you powers, an psionic swarm of ants, an time traveler, the being that guides people to the afterlife etc etc, i wand wizards of the coast to kinda go ham if this upcomming sourcebook is supposed to have an extraplanar theme
tieflings based on diffrent types of devil or fiend, like an rakshasa tiefling who is resistant to magic or an chain devil tiefling with an big chain gimmic
there, this has been most of them i can think of, i probably have more ideas
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
And what I said about the skills thing just gets ignored, except by the 1 person who gave me a like.