I apologize for the formatting. Not sure what happened, but hopefully it all still makes sense.
I am trying to homebrew my own Druid Circle. I've been fascinated for a long time with the idea of a "necromantic druid". Pulling bones and animating them with vines and stuff like that. The biggest issue has been that I don't want this to be for solely evil characters (as I pretty much only play in "good" campaigns). This is my first attempt at a druid circle, and I've really tried to not be OP, though it's always possible that it still is. What I'm shooting for is some kind of balance type druid. One who accepts death as a natural part of life, and isn't afraid to USE death to preserve life. The biggest issue, is that I'm having a really hard time coming up with 10th and 14th level abilities. I'd really love some input here, both on the missing abilities, as well as the overall flavor/balance of the subclass. Like I said, this is my first crack at it, so go easy on me!
Also, in case you're interested, I was thinking of playing him as an "Awakened Undead" homebrew race that I found. I thought it would be a fun mix (though it definitely makes it hard for me to heal myself. haha).
2nd Level
Circle Spells
When you take this circle at 2 level, your connection to both life, death, and the balance between them grants you the ability to cast certain spells. At 3, 5, 7, and 9 level, you gain access to various necromantic spells.
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.
3rd – Inflict Wounds, Ray of Enfeeblement 5th – Animate Dead, Life Transference 7th – Vampiric Touch, Blight 9th – Negative Energy Flood, Raise Dead
Life and Death
Any summoned creatures lose their original types (beast, fey, etc), and instead become Undead. Summoned creatures become amalgams of bone, bark, vines, etc. vaguely resembling their original forms. All abilities, hit points, and damage types remain the same. All summoned creatures gain resistance to necrotic damage, immunity to poison, and weakness to radiant damage. (extra d6 from fire damage if needed to balance this?)
These effects also transfer over to any Wild Shape that the druid assumes.
6th Level
Desolating Stride
Starting at 6th level, you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. All plants in your way that aren’t creatures wither and crumble to dust, leaving a clear path behind you. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle
10th Level ?
14th Level ?
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I apologize for the formatting. Not sure what happened, but hopefully it all still makes sense.
I am trying to homebrew my own Druid Circle. I've been fascinated for a long time with the idea of a "necromantic druid". Pulling bones and animating them with vines and stuff like that. The biggest issue has been that I don't want this to be for solely evil characters (as I pretty much only play in "good" campaigns). This is my first attempt at a druid circle, and I've really tried to not be OP, though it's always possible that it still is. What I'm shooting for is some kind of balance type druid. One who accepts death as a natural part of life, and isn't afraid to USE death to preserve life. The biggest issue, is that I'm having a really hard time coming up with 10th and 14th level abilities. I'd really love some input here, both on the missing abilities, as well as the overall flavor/balance of the subclass. Like I said, this is my first crack at it, so go easy on me!
Also, in case you're interested, I was thinking of playing him as an "Awakened Undead" homebrew race that I found. I thought it would be a fun mix (though it definitely makes it hard for me to heal myself. haha).
2nd Level
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.
3rd – Inflict Wounds, Ray of Enfeeblement
5th – Animate Dead, Life Transference
7th – Vampiric Touch, Blight
9th – Negative Energy Flood, Raise Dead
These effects also transfer over to any Wild Shape that the druid assumes.
6th Level
10th Level
?
14th Level
?