Base Class: Druid
Some believe the world must be washed in darkness, to destroy anything in its path. Others believe the world must bathe in eternal light. The druids of the circle of balance understand that neither must come to be. Guardians of life and death, the circle of balance invokes spirits to stand sentinel at the line between light and dark, life and death. This has lead many to worship gods of fate, such as the Matron of Ravens, and many more to an isolated spirituality that allows for perfect moral self. Others even encourage the darker arts, allowing for good and evil to balance each other out.
Any of these put aside, a Druid of the circle of balance is driven by a concrete moral code, whether given by a god, or themselves, this code is how they decide what line they protect. This may be a code to the everburning light of life, or even the gentle kiss of death, often the twilight between or the range of colour between even those. Whatever their oath, breaking it causes their understanding of balance, and therefore their power, to shift and change, possibly becoming stronger, or possibly becoming weaker.
Spirits of Light and Dark
As a bonus action, you can expend one use of your wildshape to channel the light or dark energy around you to summon a creature of pure energy. The creature must be a creature you have seen before.
Spirit of Light: any friendly creature within 10 feet of the Spirit of Light gains temporary hit points equal to your level plus your wisdom modifier. The spirit stays for one minute, and it takes actions on your turn. It can take an action to heal a friendly creature for 1d6+wisdom, this will increase as you take levels in this class to 1d8 at 4th and 1d10 at 8th.
Spirit of Dark: any creature within 10 foot radius of the Spirit of Dark must make a constitution saving throw at on the spirits turn or take 2d6 necrotic damage. The spirit then stays for a minute, and acts on your turn. It can use an action to siphon life from a target, making a spell attack roll with your spell attack bonus. On a successful hit, it deals 2d6+wis necrotic damage. This damage increases as your level in this class increases to 2d8 at 4th and 2d10 at 8th.
Detect Magic
Your connection to the spirits allows you access to the spell detect magic. You can cast this spell without expending a spell slot however you will need to concentrate on it.
Empowered Spirits
Your spirits are now stronger. And gain additional benefits:
Spirit of Light as an action, the spirit of balm can cast the revivify spell without using material components. Once the spell is cast, the spirit dies. Additionally, you can now sacrifice spell slots to increase the healing of the spirit’s healing touch ability. Each spell slot is equal to 1d8 more healing. You can only use one spell slot, but of any level
Spirit of Dark as an action, the spirit of bane can cast the Bestow Curse spell. After doing so, the spirit will merge with the target, and can no longer take actions. If the spell ends, the spirit dies. Additionally, you can now channel spell slots into the spirt to deal more damage. Each spell slot spent will add 1d12 damage to the necrotic touch ability. You can choose to use this feature before or after you know if the attack hits or not, and you must use only one spell slot, of any level.
Open-Minded Affinity
As you become in tune with the light and dark energy surrounding you, you begin the develop resistances to necrotic and radiant damage. Your connections to the types of energy’s seem to limit their effectiveness on you.
Spirit Avatar
Once you reach 10th level, You are now such an anchor for spiritual energy that you are permanently under the effects of the spirit guardians spell as if I cast at level 3. You choose the appearance of your protector spirits, and can choose to dismiss them temporarily, ending the effects of the spell. You do not require concentration for this spell, and the damage for this spell cannot be reduced by resistance to radiant damage.
Maintain the Balance
When you reach 14th level, Your power over the greater forces of nature allow you to immediately return to the exact balance when you are felled. Once per long rest, when you are reduced to 0 hit points, you can force the creature that killed you to make a wisdom saving throw against your spell DC. On a success, they resist the effect. On a failure, they drop to 0 hit points. A creature with legendary saves, or a character above 16th level is immune to this effect.
This ability recharges on a long rest.
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Posted Jun 27, 2023You need to add rules for the creatures actions, when do they take their turn, how do you trigger there actions, how many time can you do it?
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Posted Jun 12, 2020This has a lot of cool ideas but needs a lot of rule clarification. It was written for flavor and does not clearly spell out what the effects are.
I like the idea of Spirits of Light and Darkness but they are very confusing. You must have seen the creature before? You must have seen a spirit of light before you can summon one? Or it takes the form of a beast you have seen? Or any creature you have seen?
"any friendly creature within 10 feet of the Spirit of Light gains temporary hit points equal to your level plus your wisdom modifier. The spirit stays for one minute,"
This sounds like you mean for the thp only happen when it first appears, but it does not actually say that. As written, it gives out thp constantly.
"to heal a friendly creature for 1d6+wisdom" I assume this is your wisdom. But what is the range of its healing ability?
"It can use an action to siphon life from a target, making a spell attack roll with your spell attack bonus." - same issue, what is the range?
"Your connection to the spirits allows you access to the spell detect magic." What does access mean? You should use the standard language about always having it prepared and not counting against known spells if that is what you mean.
"Each spell slot is equal to 1d8 more healing. You can only use one spell slot, but of any level" - so a level 5 spell slot adds +1d8 healing just like a level 1 spell slot?
"as an action, the spirit of bane can cast the Bestow Curse spell." Is the spirit of bane the one maintaining the concentration? Is there no concentration for bestow curse this way?
"you begin the develop resistances to necrotic and radiant damage" if you mean that you have resistance to them, say it. As written, you do not have resistance to them.
"you are permanently under the effects of the spirit guardians spell as if I cast at level 3" - this is a problem. Spirit guardians lets you exclude people you see when you cast the spell from the effects. Which means everyone you did not see when you gained this feature is affected by it, friendly or not.
Maintain the Balance - I really like this ability. It is probably overpowered, but it feels great. A problem is it says the creature that killed you. Dropping to 0 hit points is not the same as death. So does this only work if you are killed?