Homebrew:Circle of Wicker: Difference between revisions

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[[file:old ways.jpg|right|thumb|500px]]
[[file:wicker.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Circle of the Old Ways subclass from [[The Crooked Moon]]}}
{{ooc note|This is an implementation of the {{PAGENAME}} subclass from [[The Crooked Moon]]}}
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__NOTOC__
{{base class|druid|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|druid|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
Favoring the heart of the darkest forests, druids of the Circle of the Old Ways commune with ancient, forgotten entities that lurk within, calling forth truly primeval power to serve as defenders of the oldest and wildest of places.
Cunning in their ancient art, druids of the Circle of Wicker fashion twig dolls and effigies, binding their magic into these crude forms. These creations often resemble animals, rune shapes, natural symbols, or people. Protective tokens and promises of retribution against trespassers are these druids' stock in trade. You can weave the magic of the land through your wicker creations as boons to your friends and banes to your foes.


They harness the power of the Elderwood trees, which are home to the souls of long-dead feyfolk and share their primordial wisdom and might when called upon.
The effigies, charms, and tokens you weave can take a variety of shapes, each intending a ritualistic effect. Use the Wicker Effigies table for inspiration when determining your wicker token's appearance.
 
The Old Ways Sacred Sites table offers examples to choose or use as inspiration to create places steeped in the Old Ways where your circle might congregate or where you may commune with primeval powers.


{| class="wikitable"
{| class="wikitable"
|+ Old Ways Sacred Sites
|+ Wicker Effigies
! 1d6 !! Sacred Site
! 1d10 !! Effigy
|-
| 1 || Antlered bowman to ensure a successful hunt
|-
| 2 || Bird-headed scarecrow to protect crops from pests and blight
|-
| 3 || Apple-adorned fertility goddess for a bountiful harvest
|-
| 4 || Unsettling stick figures to ward off interlopers from hidden dwellings
|-
|-
| 1 || Ring of standing stones atop a remote hilltop, each one marked with runes and symbols representing animal spirits
| 5 || Goat with curved horns to ensure a safe winter
|-
|-
| 2 || Perpetually frozen river at the bottom of a deep ravine with a plethora of oversized and seemingly intelligent fish beneath the ice
| 6 || Wolf's head to protect against dangers of the night
|-
|-
| 3 || Hidden cave buried beneath a scorched dune, revealed by the shifting sands for a single night four times a year
| 7 || Fearsome tusked mask to grant ferocity in battle
|-
|-
| 4 || Turbulent tidepool by the coast with bottomless waters filled with glowing flora, fauna, and crystalline outcroppings
| 8 || Spiraled sunburst with a grin to herald a long, warm summer
|-
|-
| 5 || Circle of ancient trees with ghost-white bark and blood-red leaves, each one bearing the face of a long-dead druid
| 9 || Three-sided pyramid with laddered edges to mark the site of a sacrifice
|-
|-
| 6 || Massive barrow in the deep woods which contains the spirits of countless fey folk and the old gods of the natural world
| 10 || Intricate ring that represents the cycle of the year to guarantee life, death, and rebirth
|}
|}
== Bewitched Effigy ==
''2nd-level {{PAGENAME}} feature''
Your primal magic can manifest as a wicker effigy and radiate out from it. As a bonus action, you can expend a use of your Wild Shape to create a wicker effigy in an unoccupied space you can see within 30 feet of yourself.
The effigy is a Small object (AC 15; HP equal to five times your druid level; vulnerability to fire damage; immunity to poison and psychic damage). The effigy vanishes after 1 minute, when reduced to 0 hit points, or when you use this feature again. It creates one of the following auras (chosen when you create the effigy) in a 30-foot radius that is filled with dim light.
;''Sacrifice.''
:When a creature in the aura takes damage, you can use your reaction to deal fire damage to the creature equal to 1d8 plus your Wisdom modifier.
;''Soothe.''
:When you create the effigy, and as a bonus action on subsequent turns while the effigy remains, one creature that you can see within the aura regains 1d6 hit points. You can use this effigy to restore hit points a number of times equal to twice your spellcasting ability modifier.
;''Ward.''
:You and your allies within the aura gain a +1 bonus to AC.


== Circle Spells ==
== Circle Spells ==
''2nd-level {{PAGENAME}} feature''
''2nd-level {{PAGENAME}} feature''


You learn the ''[[spell:shillelagh|shillelagh]]'' cantrip if you don't know it already, and your study of the Old Ways gives you access to certain spells as listed in the Circle of the Old Ways Spells table for your level and lower. You always have the spells prepared, and they don't count against the number spells you can prepare each day. These spells are druid spells for you.
When you reach a druid level specified in the Circle of Wicker Spells table, you always have the spells prepared, and they don't count against the number spells you can prepare each day. These spells are druid spells for you.


{| class="wikitable"
{| class="wikitable"
|+ Circle of the Old Ways Spells
|+ Circle of Wicker Spells
! Druid Level !! Spells
! Druid Level !! Spells
|-
|-
| 2nd || ''[[homebrew:ancestral communion|ancestral communion]]'', ''[[spell:shield-of-faith|shield of faith]]''
| 2nd || ''[[spell:bane|bane]]'', ''[[spell:bless|bless]]''
|-
|-
| 3rd || ''[[spell:barkskin|barkskin]]'', ''[[spell:spike-growth|spike growth]]''
| 3rd || ''[[homebrew:summer winds|summer winds]]'', ''[[spell:zone-of-truth|zone of truth]]''
|-
|-
| 5th || ''[[spell:magic-circle|magic circle]]'', ''[[spell:plant-growth|plant growth]]''
| 5th || ''[[spell:bestow-curse|bestow curse]]'', ''[[spell:tiny-hut|tiny hut]]''
|-
|-
| 7th || ''[[spell:freedom-of-movement|freedom of movement]]'', ''[[spell:private-sanctum|private sanctum]]''
| 7th || ''[[spell:death-ward|death ward]]'', ''[[homebrew:sanctum of the shepherd|sanctum of the shepherd]]''
|-
|-
| 9th || ''[[spell:awaken|awaken]]'', ''[[spell:tree-stride|tree stride]]''
| 9th || ''[[spell:hold-monster|hold monster]]'', ''[[homebrew:lucky charm|lucky charm]]''
|}
|}


== Bough and Branch ==
== Wicker Token ==
''2nd-level {{PAGENAME}} feature''
 
Even the humblest of your weapons channels the might of the old forest. When you cast ''[[spell:shillelagh|shillelagh]]'', you can cause a shield made of gnarled wood to grow into your free hand if you have one (no action required to don it), and it vanishes when the spell ends. You can't be forced to drop the affected weapon or shield unless you are incapacitated.
 
Additionally, for the duration of the spell, you ignore somatic components of your druid spells, and the weapon enhanced by the spell becomes a druidic focus for you.
 
== Wood Wose ==
''2nd-level {{PAGENAME}} feature''
''2nd-level {{PAGENAME}} feature''


As a bonus action, or as part of casting ''[[spell:shillelagh|shillelagh]]'', you can expend a use of your Wild Shape to suffuse yourself with the power of the primordial woods, gaining the following benefits.
You can weave wicker tokens that carry a touch of your magic. When you finish a long rest, you can create a number of tokens equal to your proficiency bonus. The tokens are Tiny objects (AC 5; HP 1; immunity to poison and psychic damage). The tokens vanish when you finish your next long rest.
 
;''Bark Bulwark.''
:While you aren't wearing armor, your base Armor Class is 10 plus your Dexterity and Wisdom modifiers.
;''Elderwood Sap.''
:When you hit a creature with an attack roll, the target is coated in Elderwood sap until the start of your next turn. While coated, the target has disadvantage on attack rolls against targets other than you.
;''Oaken Resolve.''
:You have advantage on Strength and Constitution saving throws.


This effect lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, or die.
You can cast spells with a range of touch on a creature carrying one of your tokens while the two of you are on the same plane of existence.


== Oak and Thorn ==
== Wicker Rising ==
''6th-level {{PAGENAME}} feature''
''6th-level {{PAGENAME}} feature''


The wrath of the Elderwoods drives you and punishes your foes. When you activate your Wood Wose, you gain the following additional benefits for the duration.
The energy you channel through your wicker effigy grows stronger, empowering its benefits.


;''Oakenfist.''
;''Sacrifice.''
:You can attack twice instead of once whenever you take the Attack action on your turn.
:The fire damage increases to 2d8 plus your Wisdom modifier.
;''Gnarled Thorns.''
;''Soothe.''
:Once on each of your turns when you hit a creature with a melee attack roll using a weapon, the target takes an extra 1d6 piercing damage.
:The healing of your effigy increases to 1d8, and when you target a creature with the effigy, you can expend 5 hit points from the effigy to remove one of the following conditions on the target: charmed, frightened, paralyzed, poisoned, stunned.
;''Ward.''
:Choose a damage type other than force. You and your allies in the aura have resistance to the chosen type.


== Deepwood Elder ==
== Soulbound Poppet ==
''10th-level {{PAGENAME}} feature''
''10th-level {{PAGENAME}} feature''


Your connection to the Elderwood grows stronger. When you activate your Wood Wose, you now gain additional benefits for the duration.
As an action, you can expend a use of your Wild Shape and choose a creature you can see within 60 feet of yourself to magically create a wicker doll that vaguely resembles the target. The doll is a Tiny object (AC 10; HP 10; vulnerability to fire damage; immunity to poison and psychic damage). The doll vanishes after 1 minute or when it is reduced to 0 hit points. While the doll exists, the target has disadvantage on attack rolls against a creature carrying the doll, and when a creature carrying the doll damages the target for the first time on a turn, the target takes an extra 2d10 necrotic damage.
 
;''Primeval Wrath.''
:Once per turn, when you hit a creature with a melee attack, you can force the target to succeed on a Strength saving throw against your spell save DC or be knocked prone.
;''Bramblebark.''
:When a creature within 5 feet of you hits you with a melee attack, the attacker takes 1d8 piercing damage. A creature takes this damage only once per turn.
;''Rampant Growth.''
:When you activate Wood Wose and at the start of each of your subsequent turns, you gain a number of temporary hit points equal to your Wisdom modifier plus your proficiency bonus.


== Ancient Protector ==
== Wicker Zenith ==
''14th-level {{PAGENAME}} feature''
''14th-level {{PAGENAME}} feature''


When you awaken your connection to the Elderwood, you now become an incarnation of its ancient might. When you activate your Wood Wose, you now gain additional benefits for the duration.
Your wicker effigies reach the pinnacle of their power. At the start of your turn, you can change your effigy's aura to a different one. Additionally, all the auras grow stronger in the following ways.


;''Old Growth.''
;''Sacrifice.''
:Your size increases to Large (along with anything you're wearing or carrying) if there is space to accommodate your growth, and your reach increases by 5 feet.
:The fire damage increases to 3d8 plus your Wisdom modifier.
;''Mighty Trunk.''
;''Soothe.''
:You gain resistance to bludgeoning and piercing damage.
:When you or your allies start a turn in the aura, the charmed or frightened condition (target's choice) ends on it.
;''Vengeance of the Elders.''
;''Ward.''
:When a creature that is covered in Elderwood Sap and is within your reach makes an attack roll, you can use your reaction to make a melee attack against that creature.
:Choose an ability. You and each of your allies within the aura have advantage on saving throws made with the chosen ability


[[category:homebrew druid subclasses|Old Ways]]
[[category:homebrew druid subclasses|Wicker]]

Latest revision as of 17:19, 26 July 2025

(OOC: This is an implementation of the Circle of Wicker subclass from The Crooked Moon)

Base Class: Druid

Cunning in their ancient art, druids of the Circle of Wicker fashion twig dolls and effigies, binding their magic into these crude forms. These creations often resemble animals, rune shapes, natural symbols, or people. Protective tokens and promises of retribution against trespassers are these druids' stock in trade. You can weave the magic of the land through your wicker creations as boons to your friends and banes to your foes.

The effigies, charms, and tokens you weave can take a variety of shapes, each intending a ritualistic effect. Use the Wicker Effigies table for inspiration when determining your wicker token's appearance.

Wicker Effigies
1d10 Effigy
1 Antlered bowman to ensure a successful hunt
2 Bird-headed scarecrow to protect crops from pests and blight
3 Apple-adorned fertility goddess for a bountiful harvest
4 Unsettling stick figures to ward off interlopers from hidden dwellings
5 Goat with curved horns to ensure a safe winter
6 Wolf's head to protect against dangers of the night
7 Fearsome tusked mask to grant ferocity in battle
8 Spiraled sunburst with a grin to herald a long, warm summer
9 Three-sided pyramid with laddered edges to mark the site of a sacrifice
10 Intricate ring that represents the cycle of the year to guarantee life, death, and rebirth

Bewitched Effigy

2nd-level Circle of Wicker feature

Your primal magic can manifest as a wicker effigy and radiate out from it. As a bonus action, you can expend a use of your Wild Shape to create a wicker effigy in an unoccupied space you can see within 30 feet of yourself.

The effigy is a Small object (AC 15; HP equal to five times your druid level; vulnerability to fire damage; immunity to poison and psychic damage). The effigy vanishes after 1 minute, when reduced to 0 hit points, or when you use this feature again. It creates one of the following auras (chosen when you create the effigy) in a 30-foot radius that is filled with dim light.

Sacrifice.
When a creature in the aura takes damage, you can use your reaction to deal fire damage to the creature equal to 1d8 plus your Wisdom modifier.
Soothe.
When you create the effigy, and as a bonus action on subsequent turns while the effigy remains, one creature that you can see within the aura regains 1d6 hit points. You can use this effigy to restore hit points a number of times equal to twice your spellcasting ability modifier.
Ward.
You and your allies within the aura gain a +1 bonus to AC.

Circle Spells

2nd-level Circle of Wicker feature

When you reach a druid level specified in the Circle of Wicker Spells table, you always have the spells prepared, and they don't count against the number spells you can prepare each day. These spells are druid spells for you.

Circle of Wicker Spells
Druid Level Spells
2nd bane, bless
3rd summer winds, zone of truth
5th bestow curse, tiny hut
7th death ward, sanctum of the shepherd
9th hold monster, lucky charm

Wicker Token

2nd-level Circle of Wicker feature

You can weave wicker tokens that carry a touch of your magic. When you finish a long rest, you can create a number of tokens equal to your proficiency bonus. The tokens are Tiny objects (AC 5; HP 1; immunity to poison and psychic damage). The tokens vanish when you finish your next long rest.

You can cast spells with a range of touch on a creature carrying one of your tokens while the two of you are on the same plane of existence.

Wicker Rising

6th-level Circle of Wicker feature

The energy you channel through your wicker effigy grows stronger, empowering its benefits.

Sacrifice.
The fire damage increases to 2d8 plus your Wisdom modifier.
Soothe.
The healing of your effigy increases to 1d8, and when you target a creature with the effigy, you can expend 5 hit points from the effigy to remove one of the following conditions on the target: charmed, frightened, paralyzed, poisoned, stunned.
Ward.
Choose a damage type other than force. You and your allies in the aura have resistance to the chosen type.

Soulbound Poppet

10th-level Circle of Wicker feature

As an action, you can expend a use of your Wild Shape and choose a creature you can see within 60 feet of yourself to magically create a wicker doll that vaguely resembles the target. The doll is a Tiny object (AC 10; HP 10; vulnerability to fire damage; immunity to poison and psychic damage). The doll vanishes after 1 minute or when it is reduced to 0 hit points. While the doll exists, the target has disadvantage on attack rolls against a creature carrying the doll, and when a creature carrying the doll damages the target for the first time on a turn, the target takes an extra 2d10 necrotic damage.

Wicker Zenith

14th-level Circle of Wicker feature

Your wicker effigies reach the pinnacle of their power. At the start of your turn, you can change your effigy's aura to a different one. Additionally, all the auras grow stronger in the following ways.

Sacrifice.
The fire damage increases to 3d8 plus your Wisdom modifier.
Soothe.
When you or your allies start a turn in the aura, the charmed or frightened condition (target's choice) ends on it.
Ward.
Choose an ability. You and each of your allies within the aura have advantage on saving throws made with the chosen ability