Base Class: Druid
Druids that practice within the Circle of Ruins protect more than just forests. They’re also tasked with preserving ancient practices and forgotten structures. To endure is to remember, and to remember is to survive.
Ancient Construct
As a bonus action, you can expend a use of your Wild Shape to transform into an Ancient Construct for 10 minutes. While in this form, you gain the following benefits:
- Your walking speed is reduced by 15 feet; however, your speed cannot be further reduced while you are conscious.
- Your AC gains a bonus equal to your proficiency bonus.
- When you cast a spell that has a duration of 1 minute or longer, you can choose to double its duration, to a maximum of 24 hours. In addition, if you fail a Constitution saving throw to maintain concentration on a spell extended in this way, its effects remain active until the end of your next turn.
This form ends if you are knocked unconscious, or you spend a bonus action to revert.
Ancientpower
When you cast a spell of 1st level or higher with a casting time of 1 action, you can choose to delay it, holding its energy in reserve to fuel its power with the flow of time. You can unleash a spell delayed in this way as an action. A spell cast in this way counts as having expended a spell slot of 1 level higher at the start of each turn while it’s held in reserve, to a maximum of 5th level.
Bonus Proficiencies
Also at 3rd level, you gain proficiency in the Arcana and History skills.
Perseverance
At the start of your turn, if you are transformed into an Ancient Construct, you can end one effect on yourself that is causing you to be charmed, frightened, restrained, or paralyzed (no action required).
When you use this feature, you can’t cast spells other than cantrips until the end of your turn.
The Weight of Time
When you are damaged by a creature you can see within 60 feet of yourself, you can use your reaction to share with it the burden of each passing moment.
The target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
At the end of each of its turns, the target can make a Wisdom saving throw, ending the effect on a success.
Once you use this feature, you cannot use it again until you finish a long rest.
Circle Spells
This subclass does not have circle spells. Nevertheless, DNDBeyond requires this feature to be present in order to publish a Druid subclass.
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Posted Sep 29, 2023This subclass was made as part of the Subclasseptember 2023 challenge!
This subclass is also available on the Homebrewery here: https://homebrewery.naturalcrit.com/share/dez-D6jNeAA3