Homebrew:Circle of the Coven: Difference between revisions

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[[file:bough.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[Tasha's Crucible of Everything Else]] volume 2}}
{{ooc note|This is an implementation of the Circle of the Bough subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
__NOTOC__
__NOTOC__
{{base class|druid|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|druid|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
There are druids who seek to bond not with beasts, but with the timeless sentinels that blanket the land: the ancient, gnarled trees whose wisdom is beyond compare. These druids—druids of the Bough—learn to shapeshift into the very trees that they revere.
{{sidebar|content1class=left|content1=I suppose some fool will be calling me a druid now. However, best not to make jest of these folks. Toil and trouble indeed.|content2class=right|content2=TASHA}}
Druids are known amongst the masses for their secret groups, sacred locales, and sacramental rites. None fit this description more so than the druids that gather together in the spirit of cult sorority, where the whole is exponentially more powerful than the mere sum of its parts - which parts often consist of hags and other unseelie fey. These mystical magicians, while not known for infant-snatching like their namesake, do give more attention to the civilized world than the rest of their kind. Their skill with the cauldron, and their ability to take the form of humanoids in addition to beasts, allow them to closely observe and even infiltrate communities of all kinds. While the intentions of these druids are frequently debated amongst those who are familiar with them, their power is not.


== Bonus Cantrip ==
== Double, Double ==
''2nd-level {{PAGENAME}} feature''
''2nd-level {{PAGENAME}} feature''


When you choose this druid circle, you learn the ''[[spell:shillelagh|shillelagh]]'' cantrip. If you already know this cantrip, you learn a different cantrip from the druid spell list. It does not count against the number of druid cantrips you know.
As an action, you can expend a use of your Wild Shape to magically polymorph into a Small or Medium humanoid. Your statistics are the same in this form, and your equipment magically resizes to fit your new form. You can remain in this form for a number of hours equal to half your druid level rounded down (minimum of 1 hour) and can end it early as an action. You gain a number of temporary hit points equal to 4 times your druid level, and you revert to your normal form early if you lose all of these temporary hit points. All other standard Wild Shape rules still apply while you are transformed in this way.


== Treant Form ==
While you are transformed using your Wild Shape feature, whether into a beast or humanoid form, you gain a special action. While in your Wild Shape, you can use your action to briefly adopt a ghastly appearance, forcing all creatures within 30 feet that can see you to make a Wisdom saving throw. On a failed save, the creature is frightened of you for 1 minute. It can repeat this saving throw at the end of each of its turns, ending the effect on a success.
 
If you model your appearance after a specific humanoid, a suspicious creature can make an Intelligence ({{Investigation}}) check against your spell save DC, realizing that you are an imposter on a success.
 
== Toil and Trouble ==
''2nd-level {{PAGENAME}} feature''
''2nd-level {{PAGENAME}} feature''


You can harden your skin into bark and become a treantlike creature. As an action, you can expend a use of your Wild Shape to gain tree-like traits, rather than transforming into a beast form. While this feature is active, you gain the following benefits:
You gain proficiency with [[equipment:alchemists-supplies|alchemist's supplies]] and [[equipment:poisoners-kit|poisoner's kit]]. Additionally, the gold and time that you must spend to brew potions or poisons is halved.
 
== Circle Spells ==
''2nd-level {{PAGENAME}} feature''


* You gain 4 temporary hit points for each level you have in this class.
You have learned the secret magics of hags, granting you access to certain spells. At 2nd level, you learn the ''[[spell:minor-illusion|minor illusion]]'' cantrip, and it doesn't count against the number of druid cantrips you know. You also learn the ''[[spell:hex|hex]]'' spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. These count as druid spells for you.
* Your Armor Class is equal to 13 + your proficiency bonus. You can use a shield and still gain this benefit.
* As a reaction when you take bludgeoning, slashing or piercing damage, you can halve the attack’s damage against you.
* Your unarmed strikes are under the effects of a ''[[spell:shillelagh|shillelagh]]'' spell.


These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.
When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of the Coven Spells table. 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.


== Wild Growth ==
{| class="wikitable"
|+ Circle of the Coven Spells
! Druid Level !! Spells
|-
| 3rd || ''[[spell:hold-person|hold person]]'', ''[[spell:ray-of-enfeeblement|ray of enfeeblement]]''
|-
| 5th || ''[[spell:bestow-curse|bestow curse]]'', ''[[spell:counterspell|counterspell]]''
|-
| 7th || ''[[spell:conjure-woodland-beings|conjure woodland beings]]'', ''[[spell:phantasmal-killer|phantasmal killer]]''
|-
| 9th || ''[[spell:contact-other-plane|contact other plane]]'', ''[[spell:scrying|scrying]]''
|}
 
== Witch Step ==
''6th-level {{PAGENAME}} feature''
''6th-level {{PAGENAME}} feature''


When you enter your Treant Shape, you can cause rootlets to sprout out of the ground in a 10-foot radius around you. This ground becomes difficult terrain for all creatures but yourself. If you move, the circle moves with you.
While you are in a humanoid Wild Shape, you can use your action to magically turn invisible until you attack, cast a spell, or until your humanoid Wild Shape ends. While invisible, you must concentrate as if you were concentrating on a spell, you leave no footprints, and any equipment that you chose to (or chose not to) alter to fit a humanoid Wild Shape is also invisible.


Additionally, while in your Treant Shape, you can increase your size to Large as a bonus action. When you transform in this way, your unarmed strikes deal an additional 1d8 bludgeoning damage.
== Witching Hour ==
 
== Take Root ==
''10th-level {{PAGENAME}} feature''
''10th-level {{PAGENAME}} feature''


When you enter your Treant Shape, you can ground yourself, growing roots that cling to the surface beneath you. While rooted in this way, you have the following traits:
When you are in a humanoid Wild Shape, your Strength score becomes 20 and you can make natural weapon attacks with either claws or a bite. These attacks deal 2d8 + your Strength modifier in either slashing damage (for claws) or piercing damage (for bite). The attacks are considered magical for the purposes of overcoming resistance and immunity.


* You have tremorsense out to a range of 60 feet.
Additionally, while in a humanoid Wild Shape, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered.
* You can telepathically converse with trees within 1 mile of you, as if by a ''[[spell:speak-with-plants|speak with plants]]'' spell.
* You can’t be knocked prone or moved against your will.
* You have advantage on saving throws made to maintain your concentration on spells.


== March of the Treants ==
{{sidebar|content1class=left|content1=Power in numbers. The coven is not something to be trifled with.|content2class=right|content2=TASHA}}
== Shared Spellcasting ==
''14th-level {{PAGENAME}} feature''
''14th-level {{PAGENAME}} feature''


When you’re in your Treant Form, you can use an action to temporarily animate nearby trees. Choose up to two Medium or larger trees you can see within 30 feet of you. They become [[monster:awakened-tree|awakened trees]] that are friendly to you and your companions. They act on your initiative count, but take their turn immediately after you. The trees return to mundanity after 1 minute or when they are reduced to 0 hit points. The Dungeon Master has the statistics for these creatures.
While you are within 30 feet of at least two other creatures that can cast spells of 1st-level or higher, spells you cast act as if they had been cast with a spell slot one level higher than the spell slot you used to cast them, but not beyond 9th-level.
 
Once you use this feature, you can’t use it again until you finish a long rest.


[[category:homebrew druid subclasses|Bough]]
[[category:homebrew druid subclasses|Coven]]

Latest revision as of 17:18, 26 July 2025

(OOC: This is an implementation of the Circle of the Coven subclass from Tasha's Crucible of Everything Else volume 2)

Base Class: Druid

Druids are known amongst the masses for their secret groups, sacred locales, and sacramental rites. None fit this description more so than the druids that gather together in the spirit of cult sorority, where the whole is exponentially more powerful than the mere sum of its parts - which parts often consist of hags and other unseelie fey. These mystical magicians, while not known for infant-snatching like their namesake, do give more attention to the civilized world than the rest of their kind. Their skill with the cauldron, and their ability to take the form of humanoids in addition to beasts, allow them to closely observe and even infiltrate communities of all kinds. While the intentions of these druids are frequently debated amongst those who are familiar with them, their power is not.

Double, Double

2nd-level Circle of the Coven feature

As an action, you can expend a use of your Wild Shape to magically polymorph into a Small or Medium humanoid. Your statistics are the same in this form, and your equipment magically resizes to fit your new form. You can remain in this form for a number of hours equal to half your druid level rounded down (minimum of 1 hour) and can end it early as an action. You gain a number of temporary hit points equal to 4 times your druid level, and you revert to your normal form early if you lose all of these temporary hit points. All other standard Wild Shape rules still apply while you are transformed in this way.

While you are transformed using your Wild Shape feature, whether into a beast or humanoid form, you gain a special action. While in your Wild Shape, you can use your action to briefly adopt a ghastly appearance, forcing all creatures within 30 feet that can see you to make a Wisdom saving throw. On a failed save, the creature is frightened of you for 1 minute. It can repeat this saving throw at the end of each of its turns, ending the effect on a success.

If you model your appearance after a specific humanoid, a suspicious creature can make an Intelligence (InvestigationIntelligence (Investigation)skillWhen you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.) check against your spell save DC, realizing that you are an imposter on a success.

Toil and Trouble

2nd-level Circle of the Coven feature

You gain proficiency with alchemist's supplies and poisoner's kit. Additionally, the gold and time that you must spend to brew potions or poisons is halved.

Circle Spells

2nd-level Circle of the Coven feature

You have learned the secret magics of hags, granting you access to certain spells. At 2nd level, you learn the minor illusion cantrip, and it doesn't count against the number of druid cantrips you know. You also learn the hex spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. These count as druid spells for you.

When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of the Coven Spells table. 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.

Circle of the Coven Spells
Druid Level Spells
3rd hold person, ray of enfeeblement
5th bestow curse, counterspell
7th conjure woodland beings, phantasmal killer
9th contact other plane, scrying

Witch Step

6th-level Circle of the Coven feature

While you are in a humanoid Wild Shape, you can use your action to magically turn invisible until you attack, cast a spell, or until your humanoid Wild Shape ends. While invisible, you must concentrate as if you were concentrating on a spell, you leave no footprints, and any equipment that you chose to (or chose not to) alter to fit a humanoid Wild Shape is also invisible.

Witching Hour

10th-level Circle of the Coven feature

When you are in a humanoid Wild Shape, your Strength score becomes 20 and you can make natural weapon attacks with either claws or a bite. These attacks deal 2d8 + your Strength modifier in either slashing damage (for claws) or piercing damage (for bite). The attacks are considered magical for the purposes of overcoming resistance and immunity.

Additionally, while in a humanoid Wild Shape, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered.

Shared Spellcasting

14th-level Circle of the Coven feature

While you are within 30 feet of at least two other creatures that can cast spells of 1st-level or higher, spells you cast act as if they had been cast with a spell slot one level higher than the spell slot you used to cast them, but not beyond 9th-level.