Hello, I'm trying to figure out what subclass I want for my Fairy Druid. I've different times I've chosen Moon/Land/Shepard and different home-brew subclasses. I want a plant-based theme and I wanted to see whether this subclass to balanced or maybe overpowered. It's a little bit of a mix of a couple circles with more control-based elements.
Summon Ally
At the 2nd level, you gain access to use your wild-shape to summon/conjure a nature spirit. In addition, you can use your wildshape to transform into plants. (acts similarly to either a familiar or a ranger companion, not sure yet)
Nature's Grasp
At the 2nd level, you learn the spell entangle and you can cast it on walls or ceilings. Its reach is 5ft. Also learn the cantrip thorn whip.
Circle of life
At 6th level, you can bloom plants from decay. As an action, you cause grass or flowers to bloom from corpses in a 60ft area. Undead in this area must make a wisdom saving throw against this affect or take 2d6 piercing damage as the plants bloom. If an undead that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature is considered a zombie. It remains animate for 1 hour, after which time it collapses and dies. (similar to the fungal infestation but grass/vines/flowers and is still considered "dead" but the plants are keeping the body intact enough that I can control the plants in order to control the body.)
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Bloom
At 10th level, you gain the ability to encase a creature in a rosebud restrained by plants. They become blinded and restrained. They must succeed on a strength saving throw to burst out.
Nature's Sanctuary
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
At the 2nd level, you gain access to use your wild-shape to summon/conjure a nature spirit. In addition, you can use your wildshape to transform into plants. (acts similarly to either a familiar or a ranger companion, not sure yet)
When it comes to this part I would make sure to put a limit to how many creature that the druid can have out at one time. I haven't looked into what can be summoned by also adding plants as options, but the way that this works I would also include a duration of either 10 minutes or 1 hour.
At the 2nd level, you learn the spell entangle and you can cast it on walls or ceilings. Its reach is 5ft. Also learn the cantrip thorn whip.
This talent seems good to me, but I would reword it as "Starting at 2nd level, you learn the thorn whip cantrip, and the entangle spell. The Entangle spell can now be cast on walls or ceiling with a reach of 5 feet." Personally I would like to suggest adding that they also learn the sylvan language if they do not already know it due to this subclass being extremely fairy, and woodland spirit themed.
At 6th level, you can bloom plants from decay. As an action, you cause grass or flowers to bloom from corpses in a 60ft area. Undead in this area must make a wisdom saving throw against this affect or take 2d6 piercing damage as the plants bloom. If an undead that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature is considered a zombie. It remains animate for 1 hour, after which time it collapses and dies. (similar to the fungal infestation but grass/vines/flowers and is still considered "dead" but the plants are keeping the body intact enough that I can control the plants in order to control the body.)
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
This talent seems fine to me, but I would recommend looking into how the circle of spores talent is words if you intend for this talent to work the same.
At 10th level, you gain the ability to encase a creature in a rosebud restrained by plants. They become blinded and restrained. They must succeed on a strength saving throw to burst out.
As a gained feature I do not see an issue with this talent, but there are a few things that I see that are missing. First it is missing a set range, I would recommend no more than 30 feet from a floral location (or from a point of choosing). Then there is no specifications on the DC check that the encased creature has to make. Is it going to be a fix DC of lets say 15, or is the DC going to be the druids spell DC. Also, do you want to have a restriction of how many of this feature you can have out at a time and/or restrict the number of time that the druid can use this feature.
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
This one is fine since it's just the circle of the land's capstone feature.
At the 2nd level, you gain access to use your wild-shape to summon/conjure a nature spirit. In addition, you can use your wildshape to transform into plants. (acts similarly to either a familiar or a ranger companion, not sure yet)
When it comes to this part I would make sure to put a limit to how many creature that the druid can have out at one time. I haven't looked into what can be summoned by also adding plants as options, but the way that this works I would also include a duration of either 10 minutes or 1 hour.
At the 2nd level, you learn the spell entangle and you can cast it on walls or ceilings. Its reach is 5ft. Also learn the cantrip thorn whip.
This talent seems good to me, but I would reword it as "Starting at 2nd level, you learn the thorn whip cantrip, and the entangle spell. The Entangle spell can now be cast on walls or ceiling with a reach of 5 feet." Personally I would like to suggest adding that they also learn the sylvan language if they do not already know it due to this subclass being extremely fairy, and woodland spirit themed.
At 6th level, you can bloom plants from decay. As an action, you cause grass or flowers to bloom from corpses in a 60ft area. Undead in this area must make a wisdom saving throw against this affect or take 2d6 piercing damage as the plants bloom. If an undead that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature is considered a zombie. It remains animate for 1 hour, after which time it collapses and dies. (similar to the fungal infestation but grass/vines/flowers and is still considered "dead" but the plants are keeping the body intact enough that I can control the plants in order to control the body.)
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
This talent seems fine to me, but I would recommend looking into how the circle of spores talent is words if you intend for this talent to work the same.
At 10th level, you gain the ability to encase a creature in a rosebud restrained by plants. They become blinded and restrained. They must succeed on a strength saving throw to burst out.
As a gained feature I do not see an issue with this talent, but there are a few things that I see that are missing. First it is missing a set range, I would recommend no more than 30 feet from a floral location (or from a point of choosing). Then there is no specifications on the DC check that the encased creature has to make. Is it going to be a fix DC of lets say 15, or is the DC going to be the druids spell DC. Also, do you want to have a restriction of how many of this feature you can have out at a time and/or restrict the number of time that the druid can use this feature.
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
This one is fine since it's just the circle of the land's capstone feature.
Thanks for the feedback :) I'll make sure to add more limitations to summon ally and more clarification to bloom (the save will be against my spell DC and I wanted to to pretty much be tied to entangle, so the character would trap them in vines and then envelop them in the flower).
At the 2nd level, you can use your wild-shape to transform into plants. In addition, you can use your wild-shape to conjure a nature spirit. The spirit can take the form of any creatures currently viable for you to wildshape into. The summoned creature is friendly to you and your companions. The creature rolls its own initiative and obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to it, they defend themselves from hostile creatures, but otherwise take no actions.
You can only have 1 creature summoned this way at a time.
Nature's Grasp
Starting at 2nd level, you learn the thorn whip cantrip, and the entangle. The Entangle spell can now be cast on walls or ceiling with a reach of 5 feet. You also learn the Sylvan language if you do not already know it.
Decompose/Rebirth
At 6th level, you can bloom plants from decay. As an action, you cause grass or flowers to bloom from corpses in a 60ft area. Undead in this area must make a wisdom saving throw against your Spell DC against this affect or take 2d6 piercing damage as the plants bloom. If an undead that is Small or Medium dies within 30 feet of you because of Circle of life, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature is considered a zombie. It remains animate for 1 hour, after which time it collapses and dies.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Bloom
At 10th level, you gain the ability to encase a creature in a rosebud. You can target a creature within 60ft of you that is medium or smaller and force them to make a strength saving throw against your spell DC. On a failure, they are enveloped in a giant rosebud. They become blinded and restrained. They must succeed on a strength saving throw to burst out. Creatures must be within 5ft of a floral location in order to be targeted.
Nature's Sanctuary
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
I do think it's fairly balanced, though I wish the 6th level ability had more flavor and the 14th level ability something a bit more original. What is your theme for this sub-class? I mean, how would you describe the special link between fairies and plants (or fungi?) that make this subclass sparkle?
My character is a Fairy and I wanted her subclass that is kind of a mix of different subclasses since I can't really decide which one I want. I'm not sure of the specific lore of the subclass beside being tied to, like, the forests of the Feywild. I also wanted a subclass with plant abilities because I thought it'd be really cool to have her be able to summon plants through walls (instead of being limited to the floor). Her 6th ability I tried to design as a cool flavor ability that is similar to the Cleric's destroy undead (but with less damage) and also like Circle of Spore's Fungal Infestation. I also love the Circle of the Land's 14th feature where plants and animals don't want to attack me.
If anyone has any idea to make this subclass more unique I'm totally down to hear other's ideas I'm just so indecisive about her subclass because all the druid subclasses are SO COOL!
I don't know what to tell since it's your sub-class. It might help to figure out what you want to see the Druid do for the party in addition to him/herself. I mean, what Role does this Druid provide to the party that other Druids don't? '
Some roles commonly named in RPGs like this include: tank (soaks up damage), striker (hits really hard, but usually less hp than the tank), healer, blaster (area of effect damage), MacGuyver (figures out solutions to non-combat problems), or controller (changes the flow of combat or who gets to attack your party). Thinking about these things could help you determine what you would like your special sub-class to specialize in.
Well, reading up on the subject of plants might help since you seem to like that theme. What problems do plants help people with in real life? What problems do plants create for people? Have you thought about carnivorous plants? Or make a look at the Monster Manual to see what kinds of plant creatures are there. That could help too.
I have looked at a few different home-brew druid subclasses and none of them where completely what I wanted. I didn't want to do carnivorous plants because I wanted the subclass to feel more support based than damaged based. My character isn't a huge fan of killing (unless it's undead or just really really mean).
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hello, I'm trying to figure out what subclass I want for my Fairy Druid. I've different times I've chosen Moon/Land/Shepard and different home-brew subclasses. I want a plant-based theme and I wanted to see whether this subclass to balanced or maybe overpowered. It's a little bit of a mix of a couple circles with more control-based elements.
Summon Ally
At the 2nd level, you gain access to use your wild-shape to summon/conjure a nature spirit. In addition, you can use your wildshape to transform into plants. (acts similarly to either a familiar or a ranger companion, not sure yet)
Nature's Grasp
At the 2nd level, you learn the spell entangle and you can cast it on walls or ceilings. Its reach is 5ft. Also learn the cantrip thorn whip.
Circle of life
At 6th level, you can bloom plants from decay. As an action, you cause grass or flowers to bloom from corpses in a 60ft area. Undead in this area must make a wisdom saving throw against this affect or take 2d6 piercing damage as the plants bloom. If an undead that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature is considered a zombie. It remains animate for 1 hour, after which time it collapses and dies. (similar to the fungal infestation but grass/vines/flowers and is still considered "dead" but the plants are keeping the body intact enough that I can control the plants in order to control the body.)
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Bloom
At 10th level, you gain the ability to encase a creature in a rosebud restrained by plants. They become blinded and restrained. They must succeed on a strength saving throw to burst out.
Nature's Sanctuary
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
Let me know what you think :)
When it comes to this part I would make sure to put a limit to how many creature that the druid can have out at one time. I haven't looked into what can be summoned by also adding plants as options, but the way that this works I would also include a duration of either 10 minutes or 1 hour.
This talent seems good to me, but I would reword it as "Starting at 2nd level, you learn the thorn whip cantrip, and the entangle spell. The Entangle spell can now be cast on walls or ceiling with a reach of 5 feet." Personally I would like to suggest adding that they also learn the sylvan language if they do not already know it due to this subclass being extremely fairy, and woodland spirit themed.
This talent seems fine to me, but I would recommend looking into how the circle of spores talent is words if you intend for this talent to work the same.
As a gained feature I do not see an issue with this talent, but there are a few things that I see that are missing. First it is missing a set range, I would recommend no more than 30 feet from a floral location (or from a point of choosing). Then there is no specifications on the DC check that the encased creature has to make. Is it going to be a fix DC of lets say 15, or is the DC going to be the druids spell DC. Also, do you want to have a restriction of how many of this feature you can have out at a time and/or restrict the number of time that the druid can use this feature.
This one is fine since it's just the circle of the land's capstone feature.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
Thanks for the feedback :) I'll make sure to add more limitations to summon ally and more clarification to bloom (the save will be against my spell DC and I wanted to to pretty much be tied to entangle, so the character would trap them in vines and then envelop them in the flower).
Here is an updated version of the subclass
Summon Ally
At the 2nd level, you can use your wild-shape to transform into plants. In addition, you can use your wild-shape to conjure a nature spirit. The spirit can take the form of any creatures currently viable for you to wildshape into. The summoned creature is friendly to you and your companions. The creature rolls its own initiative and obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to it, they defend themselves from hostile creatures, but otherwise take no actions.
You can only have 1 creature summoned this way at a time.
Nature's Grasp
Starting at 2nd level, you learn the thorn whip cantrip, and the entangle. The Entangle spell can now be cast on walls or ceiling with a reach of 5 feet. You also learn the Sylvan language if you do not already know it.
Decompose/Rebirth
At 6th level, you can bloom plants from decay. As an action, you cause grass or flowers to bloom from corpses in a 60ft area. Undead in this area must make a wisdom saving throw against your Spell DC against this affect or take 2d6 piercing damage as the plants bloom. If an undead that is Small or Medium dies within 30 feet of you because of Circle of life, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature is considered a zombie. It remains animate for 1 hour, after which time it collapses and dies.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Bloom
At 10th level, you gain the ability to encase a creature in a rosebud. You can target a creature within 60ft of you that is medium or smaller and force them to make a strength saving throw against your spell DC. On a failure, they are enveloped in a giant rosebud. They become blinded and restrained. They must succeed on a strength saving throw to burst out. Creatures must be within 5ft of a floral location in order to be targeted.
Nature's Sanctuary
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.
I do think it's fairly balanced, though I wish the 6th level ability had more flavor and the 14th level ability something a bit more original. What is your theme for this sub-class? I mean, how would you describe the special link between fairies and plants (or fungi?) that make this subclass sparkle?
My character is a Fairy and I wanted her subclass that is kind of a mix of different subclasses since I can't really decide which one I want. I'm not sure of the specific lore of the subclass beside being tied to, like, the forests of the Feywild. I also wanted a subclass with plant abilities because I thought it'd be really cool to have her be able to summon plants through walls (instead of being limited to the floor). Her 6th ability I tried to design as a cool flavor ability that is similar to the Cleric's destroy undead (but with less damage) and also like Circle of Spore's Fungal Infestation. I also love the Circle of the Land's 14th feature where plants and animals don't want to attack me.
If anyone has any idea to make this subclass more unique I'm totally down to hear other's ideas I'm just so indecisive about her subclass because all the druid subclasses are SO COOL!
I don't know what to tell since it's your sub-class. It might help to figure out what you want to see the Druid do for the party in addition to him/herself. I mean, what Role does this Druid provide to the party that other Druids don't? '
Some roles commonly named in RPGs like this include: tank (soaks up damage), striker (hits really hard, but usually less hp than the tank), healer, blaster (area of effect damage), MacGuyver (figures out solutions to non-combat problems), or controller (changes the flow of combat or who gets to attack your party). Thinking about these things could help you determine what you would like your special sub-class to specialize in.
I don't have a specific role I want to fill as much as a flavored 'feel' to her. I'd probably want her to be a mix between a healer and a controller.
Well, reading up on the subject of plants might help since you seem to like that theme. What problems do plants help people with in real life? What problems do plants create for people? Have you thought about carnivorous plants? Or make a look at the Monster Manual to see what kinds of plant creatures are there. That could help too.
I have looked at a few different home-brew druid subclasses and none of them where completely what I wanted. I didn't want to do carnivorous plants because I wanted the subclass to feel more support based than damaged based. My character isn't a huge fan of killing (unless it's undead or just really really mean).