Made a new mechanic to a druid subclass but I'm really unsure if it is balanced or works at all. I really like the concept so please give me your thoughts before I publish anything. Should I give it up? Or is there any particular things I should tweak or change? Thanks!
Circle of Rain is a subclass based on water and water magic. Circle of the Rain druids are rare but occasionally is found around the big oceans. They prey to the ocean elements and are infused with mystical magic that hail from the darkest depths. The sea elves from the arctic south, the rootbound tritons of the mangroves in the west, or the dragonborns from the island continent of Hali are some of the people that are well known to the powers the circle of rain holds. Their ability to transform their bodies into a semi-liquid state that absorbs the powers of the environment around to channel them and force them on whomever stands in their way.
Marine Wildshape
You are restricted to only wildshape into beast with a swimming speed but can shape into these already from level 2.
Swimmer
Starting at 2nd level, you gain a +15 swimming speed and you can hold your breath for up to 30 min.
Circle Spells
Your mystical connection to water infuses you with the ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the sea where you became a druid.
Once you gain access to a circle spell, 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.
Druid Level
Spells
2nd
ice knife, frost shield*
3rd
frost blade**, freeze***
5th
life transference, wall of water
7th
control water, watery sphere
9th
cone of cold, maelstrom
*homebrew spell that can be replaced with the shield spell.
**homebrew spell that's a cold damage version of the flame blade spell.
***homebrew spell that can be replaced with the hold personspell.
Watershape
In addition to your wildshapes, starting at 2nd level you can shape into a watershape as a bonus action using one of your wildshape slots.
When in watershape you have the same set of hit points as your normal form, and if the water shape's hit points reach 0 you regain your original form and your hit point score is as it were before shaping. In watershape you are restricted to only use water based magic and the spells that are accessible in watershape is the spells in the list that follows. You cannot attack with physical attacks other than ones you do while using water based magic from the list bellow. You also gain water breathing but you cannot communicate with sounds, you are mute. All the spells able in watershape doesn't require material or verbal components regardless what the spell reads. Your AC is 10 + your dexterity modifier while in watershape and the watershape last, as regular wildshape, 1 hour until level 6, thereafter it lasts hours equal to your druid level divided by 3 rounded up.
When in watershape you are resistant to physical damage and cold damage. When you take a hit, when an attack on you is successful, you gain 1 absorption point. This point you can use to add +1 to hit with an attack, add an additional dice when dealing damage or add an additional dice when healing. These points can stack but once you lose your watershape you lose your current absorption points.
The spells you cast in watershape must meet the level requirements of your druid level and uses spell slots as usual. The spells usable in watersshape is the following. (All spells are not available outside water shape.)
antilife shell, cone of cold, conjure elemental, maelstrom, mass cure wounds
6th
freezing sphere, heal, investiture of ice, wall of ice
7th
regenerate, whirlwind
8th
tsunami
9th
storm of vengeance
*homebrew spell that can be replaced with the shield spell.
**homebrew spell that is a cold damage version of the flame blade spell.
***homebrew spell that can be replaced with the hold person spell.
When casting life transference in water shape you gain 2 absorption points. After level 10 you gain absorption points equal to your proficiency bonus.
Liquid Defender
Starting at 6th level, when in your watershape, if an ally within 5 feet gets attacked, you can use a reaction to move in between the attacker and the ally and take the incoming damage. If you are hit you get 2 absorption points. In addition you can use the disengage action as a bonus action while in watershape.
Semi Aquatic
Starting at 6th level, you have an additional +15 swimming speed and you can hold your breath for up to 1 hour.
Blend In
Starting at 6th level, if you shape into your watershape while you are in water you automatically become invisible as if the invisibility is cast upon you.
Rain Walker
Starting at 10th level, when in watershape, if an ally within 30 feet gets attacked, you can use a reaction to teleport in between the attacker and the ally and take the incoming damage. If you are hit you get absorption points equal to your proficiency bonus. In addition you are resistant to poison damage and fira damage while in watershape.
Liquid State
Starting at 14th level, while in watershape you can squeeze through any size of gap or hole that are not magically protected. In addition, when you shape into your watershape you gain temporary hit points equal to your constitution modifier + your druid level + 1d20.
While in watershape you are now resistant to all types of damage and you can use the rain walker feat when an ally is within 60 feet of you.
Waterbreather
Starting at 14th level, you can breathe both air and water.
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Made a new mechanic to a druid subclass but I'm really unsure if it is balanced or works at all. I really like the concept so please give me your thoughts before I publish anything. Should I give it up? Or is there any particular things I should tweak or change? Thanks!
Circle of Rain is a subclass based on water and water magic. Circle of the Rain druids are rare but occasionally is found around the big oceans. They prey to the ocean elements and are infused with mystical magic that hail from the darkest depths. The sea elves from the arctic south, the rootbound tritons of the mangroves in the west, or the dragonborns from the island continent of Hali are some of the people that are well known to the powers the circle of rain holds. Their ability to transform their bodies into a semi-liquid state that absorbs the powers of the environment around to channel them and force them on whomever stands in their way.
Marine Wildshape
You are restricted to only wildshape into beast with a swimming speed but can shape into these already from level 2.
Swimmer
Starting at 2nd level, you gain a +15 swimming speed and you can hold your breath for up to 30 min.
Circle Spells
Your mystical connection to water infuses you with the ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the sea where you became a druid.
Once you gain access to a circle spell, 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.
2nd
ice knife, frost shield*
3rd
frost blade**, freeze***
5th
life transference, wall of water
7th
control water, watery sphere
9th
cone of cold, maelstrom
*homebrew spell that can be replaced with the shield spell.
**homebrew spell that's a cold damage version of the flame blade spell.
***homebrew spell that can be replaced with the hold person spell.
Watershape
In addition to your wildshapes, starting at 2nd level you can shape into a watershape as a bonus action using one of your wildshape slots.
When in watershape you have the same set of hit points as your normal form, and if the water shape's hit points reach 0 you regain your original form and your hit point score is as it were before shaping. In watershape you are restricted to only use water based magic and the spells that are accessible in watershape is the spells in the list that follows. You cannot attack with physical attacks other than ones you do while using water based magic from the list bellow. You also gain water breathing but you cannot communicate with sounds, you are mute. All the spells able in watershape doesn't require material or verbal components regardless what the spell reads. Your AC is 10 + your dexterity modifier while in watershape and the watershape last, as regular wildshape, 1 hour until level 6, thereafter it lasts hours equal to your druid level divided by 3 rounded up.
When in watershape you are resistant to physical damage and cold damage. When you take a hit, when an attack on you is successful, you gain 1 absorption point. This point you can use to add +1 to hit with an attack, add an additional dice when dealing damage or add an additional dice when healing. These points can stack but once you lose your watershape you lose your current absorption points.
The spells you cast in watershape must meet the level requirements of your druid level and uses spell slots as usual. The spells usable in watersshape is the following. (All spells are not available outside water shape.)
Cantrips
frostbite, mage hand, shape water
1st
cure wounds, ice knife, fog cloud, frost shield*
2nd
earthbind, frost blade**, freeze, spike growth, invisibility
3rd
life transference, tidal wave, revivify, sleet storm, wall of water
4th
control water, elemental bane (cold only), ice storm, watery sphere, summon elemental
5th
antilife shell, cone of cold, conjure elemental, maelstrom, mass cure wounds
6th
freezing sphere, heal, investiture of ice, wall of ice
7th
regenerate, whirlwind
8th
tsunami
9th
storm of vengeance
*homebrew spell that can be replaced with the shield spell.
**homebrew spell that is a cold damage version of the flame blade spell.
***homebrew spell that can be replaced with the hold person spell.
When casting life transference in water shape you gain 2 absorption points. After level 10 you gain absorption points equal to your proficiency bonus.
Liquid Defender
Starting at 6th level, when in your watershape, if an ally within 5 feet gets attacked, you can use a reaction to move in between the attacker and the ally and take the incoming damage. If you are hit you get 2 absorption points. In addition you can use the disengage action as a bonus action while in watershape.
Semi Aquatic
Starting at 6th level, you have an additional +15 swimming speed and you can hold your breath for up to 1 hour.
Blend In
Starting at 6th level, if you shape into your watershape while you are in water you automatically become invisible as if the invisibility is cast upon you.
Rain Walker
Starting at 10th level, when in watershape, if an ally within 30 feet gets attacked, you can use a reaction to teleport in between the attacker and the ally and take the incoming damage. If you are hit you get absorption points equal to your proficiency bonus. In addition you are resistant to poison damage and fira damage while in watershape.
Liquid State
Starting at 14th level, while in watershape you can squeeze through any size of gap or hole that are not magically protected. In addition, when you shape into your watershape you gain temporary hit points equal to your constitution modifier + your druid level + 1d20.
While in watershape you are now resistant to all types of damage and you can use the rain walker feat when an ally is within 60 feet of you.
Waterbreather
Starting at 14th level, you can breathe both air and water.