Base Class: Druid
Many Druids revere the careful balance of nature, but Druids form the Circle of Invasion know that invasive species exist to thrive in foreign lands. Nature doesn’t care about balance, it just continues living. Their magic can upset the balance and pose risks to ecosystems, leading to a credence of “kill or be killed,” or “sink or swim.”
Invasive Creature
At 2nd level, you can expend a use of your Wildshape to become an Invasive Creature, which lasts 10 minutes or until you are incapacitated. Your stats remain the same, but you gain ephemeral chitinous armor reminiscent of invasive insects, like certain bees or beetles. While in this shape, you can cast and concentrate on spells. When you enter this form, you gain temporary hit points equal to your Wisdom modifier + your Druid level and your AC increases by 2.
Invasive Bolts
Once per turn as a bonus action, when you make a ranged spell attack, you can send a secondary tainted bolt of energy at a target within 20 feet. This Invasive Bolt is compromised of a swarm of tiny bugs. The target of this bolt must make a Dexterity save, taking 1d8 + Wisdom modifier (minimum of 1) necrotic damage on a failed save.
Blank
Due to DnDBeyond's Technical Issues, Druid homebrew requires a 3rd level feature, despite only one subclass gaining such feature. Please ignore this.
Parasitic Excellence
At 6th level, you learn Parasitic Excellence, detailed below. You may cast it once at 3rd level, without expending a spell slot. Once you cast this spell, you can't cast it this way until you finish a short or long rest.
Parasitic Excellence
3rd-level evocation
Casting Time: 1 action
Range: Self
Components: S
Duration: One Minute, (Concentration)
A parasitic spirit of nature foreign to the area is summoned for one minute. This spirit can be a medium beast or smaller, and you decide the appearance when it is summoned. You can move it on your turn no action required. The spirit has no form and is immune to all damage except Force damage. It has an AC of 14 and 20 HP. While the spirit is 30 feet from a target and an allied creature, any time the target suffers damage, they must make a Wisdom saving throw. On a failed save, an ally can use their reaction to recover health equal to half the damage taken. A creature can benefit from this feature no more than once per round.
Invasive Pestilence
At 10th level, your invasive bolts begin to infiltrate whatever ecosystem they inhabit. If a target fails your Invasive Bolt, they continue suffering the invasive insects damage until they use an action to remove the bugs. Additionally, you are comfortable with the ravages of invasive species, making you resistant to necrotic damage.
Scourging Spells
At 14th level, your spells destroy and taint with ease. If a target affected by your Invasive Bolt takes damage, they take an additional 1d8 necrotic damage, for a total of 2d8 + Wisdom necrotic damage.
Also, while your Parasitic Excellence entity is present, you have advantage on attack rolls against any creature who has suffered from the effects of your spell since the start of your last turn.
Additionally, the invasive creatures have bonded with you. You are immune to necrotic damage.
Previous Versions
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4/3/2021 5:48:55 PM
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4/3/2021 5:52:54 PM
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4/3/2021 6:13:27 PM
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6
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