Druid
Base Class: Druid

The cyclical nature of life is a central belief of every druid, no matter their Circle. However, to members of the Circle of the Harvest this cycle of life is of the utmost importance. Known as Hallowed, these druids spent their lives enforcing this life cycle. They are protectors of nature and wrathful warriors who cut down any who abuse natural law. They are mortal enemies of necromancers and undead of all kinds. Rigid in their beliefs, Hallowed ruthlessly hunt down and destroy anything that violates the natural laws of the world. Credits: lazerllama, Art by: u/captdiablo

Level 3: Hallowed Avenger

Starting at 2nd level, you can assume the ancient mantle of a Hallowed Avenger. As a bonus action, you can expend a use of your Wild Shape to take on your Hallowed form. While in this form, you retain your game statistics, but your body is covered in a billowing cowl of darkness that obscures your features. While in your Hallowed form you gain the following benefits:

  • Your base movement speed increases by 10 feet.
  • So long as you are not wearing medium or heavy armor or wielding a shield, you gain a bonus to your Armor Class equal to your Wisdom modifier (minimum of 1).
  • When you make a Constitution saving throw to maintain concentration on a spell, you gain a bonus to your roll equal to your Wisdom modifier (minimum of 1).

Level 3: Harvest Scythe

Starting at 2nd level, when you finish a short or long rest, you can perform a short ritual to conjure a spectral scythe. This scythe is a magic weapon with both the finesse and versatile properties, and it deals 1d8 (1d10) slashing damage on hit. This scythe can be used as a spellcasting focus by you, and you gain the following benefits while you wield it:

You know chill touch. It counts as a druid spell for you, but it doesn't count against your number of Cantrips Known.

You always have inflict wounds prepared. It counts as a druid spell for you, but it doesn't count against the total number of druid spells you can prepare each day.

You can cast inflict wounds at 1st-level spell, without expending a spell slot a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

If you lose your harvest scythe, you can perform a 1-hour ritual to conjure another. This ritual can be performed during a short or long rest, and the previous scythe turns to ash.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, when you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Natural Law

Starting at 6th level,  you can expend one use of your harvest scythe's inflict wounds when you hit a creature with your harvest scythe. You may then add that damage to the weapon's damage. The damage increases by 1d10 if the target is an undead.

Damage from this feature bypasses resistance to necrotic damage, and does resistant damage to immune targets.

Level 10: Mantle of Defense

You can use your druidic magic to absorb incoming blows while in your Hallowed form. Starting at 10th level, when you take damage, you can use your reaction to expend a spell slot. The incoming damage is reduced by an amount equal to five times the level of the spell slot you expended.

Level 14: Cull the Unnatural

Upon reaching 14th level, your desire to destroy the enemies of nature empowers your attacks. You can add your Wisdom modifier to the damage of any attacks you make with your harvest scythe (minimum of +1).

Previous Versions

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Circle Of The Harvest (2024 Version) Image

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