Homebrew:Circle of Seasons: Difference between revisions

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{{ooc note|This is an implementation of the Survival Domain subclass from [[Xanathar's Lost Notes to Everything Else]]}}
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[Xanathar's Lost Notes to Everything Else]]}}
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{{base class|cleric|blockquotestyle=width:100%}}
{{base class|druid|blockquotestyle=width:100%}}
Clerics and shamans of primitive tribes living in harsh environments have no greater mission than ensuring the survival of their tribes. The gods of survival often have other domains in similar realms, such as life or nature. The worshippers who work within the Survival domain, however, are much more primal and brutal than their counterparts.
Druids of the Circle of Seasons learn early in their trials that all things are transient. All things that live must die, and those things that don't live are worn away by the wind and rain.


{| class="wikitable"
As a druid of the seasons, you embody nature’s invisible hand. Whether through famine or pestilence, flood or fire, you revere the world’s natural cycle of destruction and rebirth. Your connection to the natural cycles of life and death allows you to burn nature’s enemies and renew your allies.
|+ Survival Domain spells
! Cleric Level !! Spells
|-
| 1st || ''[[spell:create-or-destroy-water|create or destroy water]]'', ''[[spell:false-life|false life]]''
|-
| 3rd || ''[[spell:locate-animals-or-plants|locate animals or plants]]'', ''[[spell:prayer-of-healing|prayer of healing]]''
|-
| 5th || ''[[spell:fear|fear]]'', ''[[spell:protection-from-energy|protection from energy]]''
|-
| 7th || ''[[spell:death-ward|death ward]]'', ''[[spell:dominate-beast|dominate beast]]''
|-
| 9th || ''[[spell:antilife-shell|antilife shell]]'', ''[[spell:greater-restoration|greater restoration]]''
|}


== Bonus Proficiency ==
== Bonus Cantrip ==
When you choose this domain at 1st level, you gain proficiency in the {{nature}} and {{survival}} skills. Your proficiency bonus is doubled for any ability checks you make that use those skills.
Starting at 2nd level, you learn one additional druid cantrip of your choice.


== Stand the Fallen ==
== Shroud of Seasons ==
Also starting at 1st level, when you cast the ''[[spell:spare-the-dying|spare the dying]]'' cantrip, you can make the following changes to the spell: change the range from touch to 30 feet, and the creature gains 1 hit point instead of becoming stable.
Starting at 2nd level, you can expend one use of your Wild Shape to embrace friend or foe under nature’s shroud. As an action, choose one creature you can see within 60 feet of you that has at least 1 hit point. That creature must make a Constitution saving throw; a creature can choose to fail this saving throw if it wishes.


You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
If a creature fails its saving throw, choose one of the following options, which takes effect at the start of the creature’s next turn and lasts 1 minute, or until you lose your concentration (as if you were concentrating on a spell). For the duration, you can use your bonus action to cause nature to focus directly on the creature to greater effect.


== Channel Divinity: Encourage the Troops ==
;Deep Winter’s Freeze.
Starting at 2nd level, you can use your Channel Divinity to bolster the fighting abilities of your allies. As an action, you present your holy symbol and invoke the survival instincts of your deity. Each friendly creature within 30 feet that can see you gains advantage on their next melee or ranged weapon attack before the start of your next turn. If its attack hits, the friendly creature also gains temporary hit points equal to your cleric level.
:Frost covers the target’s skin. Its movement speed is reduced by 10 feet. Using your bonus action, it takes cold damage equal to 1d4 + your Wisdom modifier.
;Fade Rot.
:A creature is afflicted with pestilence and disease, causing it to suffer one level of exhaustion, and regains only half the normal healing from spells and effects. Using your bonus action, it takes necrotic damage equal to your Wisdom modifier (minimum of 1 damage).
;Harvestide.
:The season of harvest reaps the bounty and readies the land for renewal. A creature under the shroud can use its bonus action on its turn to be showered in radiant energy, and regains hit points equal to 1d4 + your Wisdom modifier.
;Wildflame.
:As a bonus action, you cause flames to flash across the target dealing 1d6 fire damage, and causes the target to ignite in flames. At the start of each of its turns, or until the shroud ends, the target takes fire damage equal to your Wisdom modifier (minimum of 1) and sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The target or a creature within 5 feet of it can use an action to put out the flames, or some other effect can douse the flames (such as being submerged in water).


== Channel Divinity: Push the Limits ==
== Ashes of Life ==
At 6th level, you can use your Channel Divinity to strengthen the resolve your allies. All allied creatures within 30 feet of you gain temporary hit points equal to your cleric level. While they have these temporary hit points, they ignore the effects of exhaustion.  
At 6th level, when the target creature of your shroud dies, you can use your reaction to reclaim some of its life force and instantly use it heal yourself or another creature within 60 feet of you a number of hit points equal to your druid level.


== Potent Spellcasting ==
== Child of Change ==
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
At 10th level, your Shroud of Seasons feature grows to stalk your target and each creature that you can see within 5 feet of it. Each creature that starts its turn under the shroud, or moves there for the first time, must succeed on a Constitution saving throw or be affected by its current season.


== Protection of the Tribe ==
Additionally, while you concentrate on your shroud, you gain resistance to the damage type of the season in effect.
Starting at 17th level, you can use a bonus action to make one allied creature who you can see immune to damage for a short time. The chosen creature is immune to all damage until the start of your next turn. You can’t use this feature again until you finish a long rest.
 
[[category:homebrew cleric subclasses|Survival]]
== Natural Duality ==
Starting at 14th level, you can expend two uses of Wild Shape to cause your shroud to affect all creatures within 15 feet of your target. Additionally, the damage and healing caused by your shroud is doubled.
 
While you concentrate on your shroud, you can cast a concentration spell at the same time. The first time you would fail a saving throw to maintain concentration, the spell fails and the shroud remains.
[[category:homebrew druid subclasses|Seasons]]

Latest revision as of 17:19, 26 July 2025

(OOC: This is an implementation of the Circle of Seasons subclass from Xanathar's Lost Notes to Everything Else)

Base Class: Druid

Druids of the Circle of Seasons learn early in their trials that all things are transient. All things that live must die, and those things that don't live are worn away by the wind and rain.

As a druid of the seasons, you embody nature’s invisible hand. Whether through famine or pestilence, flood or fire, you revere the world’s natural cycle of destruction and rebirth. Your connection to the natural cycles of life and death allows you to burn nature’s enemies and renew your allies.

Bonus Cantrip

Starting at 2nd level, you learn one additional druid cantrip of your choice.

Shroud of Seasons

Starting at 2nd level, you can expend one use of your Wild Shape to embrace friend or foe under nature’s shroud. As an action, choose one creature you can see within 60 feet of you that has at least 1 hit point. That creature must make a Constitution saving throw; a creature can choose to fail this saving throw if it wishes.

If a creature fails its saving throw, choose one of the following options, which takes effect at the start of the creature’s next turn and lasts 1 minute, or until you lose your concentration (as if you were concentrating on a spell). For the duration, you can use your bonus action to cause nature to focus directly on the creature to greater effect.

Deep Winter’s Freeze.
Frost covers the target’s skin. Its movement speed is reduced by 10 feet. Using your bonus action, it takes cold damage equal to 1d4 + your Wisdom modifier.
Fade Rot.
A creature is afflicted with pestilence and disease, causing it to suffer one level of exhaustion, and regains only half the normal healing from spells and effects. Using your bonus action, it takes necrotic damage equal to your Wisdom modifier (minimum of 1 damage).
Harvestide.
The season of harvest reaps the bounty and readies the land for renewal. A creature under the shroud can use its bonus action on its turn to be showered in radiant energy, and regains hit points equal to 1d4 + your Wisdom modifier.
Wildflame.
As a bonus action, you cause flames to flash across the target dealing 1d6 fire damage, and causes the target to ignite in flames. At the start of each of its turns, or until the shroud ends, the target takes fire damage equal to your Wisdom modifier (minimum of 1) and sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The target or a creature within 5 feet of it can use an action to put out the flames, or some other effect can douse the flames (such as being submerged in water).

Ashes of Life

At 6th level, when the target creature of your shroud dies, you can use your reaction to reclaim some of its life force and instantly use it heal yourself or another creature within 60 feet of you a number of hit points equal to your druid level.

Child of Change

At 10th level, your Shroud of Seasons feature grows to stalk your target and each creature that you can see within 5 feet of it. Each creature that starts its turn under the shroud, or moves there for the first time, must succeed on a Constitution saving throw or be affected by its current season.

Additionally, while you concentrate on your shroud, you gain resistance to the damage type of the season in effect.

Natural Duality

Starting at 14th level, you can expend two uses of Wild Shape to cause your shroud to affect all creatures within 15 feet of your target. Additionally, the damage and healing caused by your shroud is doubled.

While you concentrate on your shroud, you can cast a concentration spell at the same time. The first time you would fail a saving throw to maintain concentration, the spell fails and the shroud remains.