Base Class: Druid
When someone speaks of an individual with the title of “Druid” or “Archdruid”, that individual is perceived as one who coexists with nature - and never would hurt a fly. Although some Druids do part take in culling the population of animals and humanoids, none of them view it as such an honor as the Druids of the Circle of Smoke. Druids of this Circle aren’t fanatics of rot and decay, but they are purveyors of death wherever it is needed the most. Some Druids who take this path are megalomaniacs who seek to rise above nature, ignite it and bend it to their dastardly will. Others take this singed road because of their emotional limitations, their inability to lose a fire that wants nothing but the charred remains of all that is around it. Those Druids never get passed a certain degree of power and eventually lose all control over it resulting in horrific deaths or insanities, but the ones that shed their want to burn all that stand in their way and let their emotions not blind them to their gifts are blessed with the task of eradicating life wherever it is too plentiful. Although feared, without these deliverers of blaze and inferno, the world would be a horrible place.
Scaring Inferno
When you pick this subclass at 2nd level, you must forget one of your current Druid cantrips in order to learn Scaring Flame as a cantrip. When you expend a spell slot for Scaring Flame after the spell is cast, you must make a Wisdom saving throw equal to 9 + Level of Spell slot expended to keep control of the flames. If succeeded, the flames subside, if failed, you cannot stop the fire from the spell and you take 1d6 + Level of Spell slot fire damage every round at the top of your turn, this lasts for 1 minute. Alternatively, you can attempt to succeed on another Wisdom save. If failed again, you take the damage that was going to be dealt to you. If you fail 3 saves in this way, you can no longer use the Scaring Flame cantrip until you finish a short or long rest. During the short rest, you cannot do anything but refocus your flames. During your next long rest, you have nightmares of any fire related catastrophe. When you wake up from the nightmare, you take 1d6 + spell slot level psychic damage. These nightmares can be rolled for or chosen/created to fit the character’s backstory.
d8 | Nightmare
- A fire is engulfing someone or something you love and you are restrained from saving it by a fiery humanoid visage
- You are in the middle of a burning town that you burned down and all you hear are horrifying screams of citizens
- You are burning down a forest and you watch an animal’s face melt off as it looks at you in the eye
- You are in a burning house and see a shadowy figure run past you. You pursue the figure to find out it was you
- Your forced to turn a skull to ash or get drowned in blood red water
- You see fire on the ocean horizon approach the land at breakneck speed, ripping through anything that gets in its way
- You see what you view as an innocent creature or humanoid tied up and being burned alive at the stake, being lit by you
- A being of fire (Red Dragon, Fire Elemental, etc) is following you and describing all of the misery you have caused because of your abilities
Ashes to Ashes
When you reach 2nd level, you begin to comprehend the world’s need for mass eradication of a given life form. You gain the following skills;
- You are resistant to fire damage if you weren’t already
- You can use your action, bonus action and reaction to focus on your flames. On your next turn, all of your spells that do fire damage gain one of the following affects;
- Your spells that deal fire damage gain +2 damage per creature affected
- Your spells that deal fire damage double their range, if the spell is in touch range it gets 15 feet of range in any shape you want
- Your spells that deal fire damage can avoid an amount of creatures equal to your wisdom modifier, creatures you avoid are safe from all affects of the spell and count as a creature in the spell
- When 2 or more medium sized creatures/humanoids die from fire damage that you caused, once per short or long rest, you may take a minute to incinerate the creatures' bodies. Incinerating bodies can do one of these affects;
- You recover spell slots at the lowest possible level for every creature/humanoid you burn after 2 creatures (min of 1 slot)
- You recover 1 wildshape use per creature/humanoid you burn after 2 creatures (min of 1 use)
- You recover an amount of hit points equal to your wisdom modifier + burned creatures after 2 (min of 2 hp)
Circle Spells
Your ability to manipulate fire for the sake of the world's well being has blessed you with an array of spells. At 3rd, 5th, 7th and 9th level you gain access to circle spells that aid in your eradication of non-beneficial life forms through way of flames.
Once you gain access to one of these spells, 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.
3rd
aganazzar's scorcher, flaming sphere
5th
fireball, melf's minute meteors
7th
9th
Exterminate
When you have reached 6th level, your progress has allowed your mind to almost completely accept the need to destroy for the sake of the whole. You unlock skills that allow you to find the biological weakness in a given race in order to more efficiently destroy the targets. When 2 or more creatures of the same race (sub races and variants included) are within the area of effect of a spell that does fire damage that you caused, those creatures have disadvantage on the saving throw against the spell
The Reaper's Flare
When you obtain level 10, you reach a state of pseudo-enlightenment in which you connect with the world around you, amplifying your abilities in the following ways
- For every other creature caught in the AoE of a fire damage spell that you cast, you can add your Wisdom modifier to the damage (if there are 5 creatures in a Scaring Flame casted by a 10th Level Druid of this subclass with a +4 wisdom modifier, all creatures in the cone take 1d12 + 8 damage)
- While expending a use of wildshape to expend a spell slot for Scaring Flame, if 2 or more creatures are in the cone, all of the targets have disadvantage on the Dexterity saving throw. If the target fails the saving throw, it is set on magical fire that does 1d6 + spell slot level once every round for 1 minute. The fire cant be set out unless it is by magical means or if the target succeeds on a Dexterity saving throw at the end of it's turn. If the magically burned target goes within 10 feet of an ally, that ally becomes magically burned as well
Incinerate the World
When you reach 14th level, the forces of the world that grant you your cleansing flames will bring you back from the brink of death. When you drop to 0 hp, you can choose to immolate your body and everything around it. When you use this feature, you spring back up, gaining all the benefits of a short rest and a burst of charring fire bursts out in a 60 foot sphere from you, forcing every creature within that sphere to make a dexterity saving throw of your DC - the number of hit dice you used + the number of creatures in a 60 foot sphere around you, doing 12d6 fire damage on a fail and half on a success. Additionally, the 60 foot sphere leaves a magical burn mark in the radius, making every creature in the sphere vulnerable to fire damage and making immune creatures damageable by fire damage. This feature may be used once per long rest
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/10/2019 6:24:55 AM
|
38
|
0
|
1
|
Coming Soon
|
Comments