Homebrew:Circle of the Bough: Difference between revisions

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[[file:trade.jpg|right|thumb|500px]]
[[file:bough.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Trade Domain subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
{{ooc note|This is an implementation of the Circle of the Bough subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
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__NOTOC__
{{base class|cleric|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|druid|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
The Trade Domain focuses on the acquisition of wealth, the safeguarding of items and the negotiation of deals and bargains. In many civilizations, the power and influence of coin is said to rival that of the gods themselves. The gods of trade often promote the betterment of the self through financial success, as well as its benefits to society as a whole — though some are more focused on its more selfish applications. Clerics of this domain often travel as merchants, offering their divine services in each town they visit. Others take a more mercenary path, willing to venture into dangerous places for the right price.
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.


Deities of all alignments can claim influence over this domain, particularly deities of commerce and bargains (such as Tymora, Waukeen, and Vergadain), and gods of greed (such as Abbathor and Tiamat).
== Bonus Cantrip ==
 
''2nd-level {{PAGENAME}} feature''
== Domain Spells ==
''1st-level {{PAGENAME}} feature''
 
You gain domain spells at the cleric levels listed in the Trade Domain Spells table. See the Divine Domain class feature for how domain spells work.
 
{| class="wikitable"
|+ Trade Domain Spells
!Cleric Level !! Spells
|-
|1st || ''[[spell:alarm|alarm]]'', ''[[spell:identify|identify]]''
|-
|3rd || ''[[spell:arcane-lock|arcane lock]]'', ''[[spell:locate-object|locate object]]''
|-
|5th || ''[[spell:glyph-of-warding|glyph of warding]]'', ''[[spell:nondetection|nondetection]]''
|-
|7th || ''[[spell:fabricate|fabricate]]'', ''[[spell:leomunds-secret-chest|Leomund's secret chest]]''
|-
|9th || ''[[spell:creation|creation]]'', ''[[spell:dominate-person|dominate person]]''
|}
 
== Silver Tongue ==
''1st-level {{PAGENAME}} feature''
 
You can use any coin as a holy symbol, and you gain proficiency in the Persuasion and Deception skills. While your holy symbol is in your hand, you can expend a spell slot of 1st level or higher to double your proficiency bonus for any ability check you make that uses those skills for 1 minute. In addition, you learn the friends cantrip, which doesn’t count against the number of cleric cantrips you know.
 
== Divine Appraisal ==
''1st-level {{PAGENAME}} feature''


As an action, you can instantly discern the approximate market value of a nonmagical item that you can see within 30 feet of you.
When you choose this druid circle, you learn the ''[[spell: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.


== Channel Divinity: Instant Transaction ==
== Treant Form ==
''2nd-level {{PAGENAME}} feature''
''2nd-level {{PAGENAME}} feature''


You can use your Channel Divinity to cause a creature to partake in a magical and instantaneous trade.
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:


As an action, you present a coin, used as your holy symbol, to a creature you can see within 30 feet. That creature must succeed on a Strength saving throw or else one nonmagical object it is holding that weighs less than 10 pounds is forcibly pulled towards you and comes to a rest in your empty hand (provided you are able to hold it) or at your feet. The coin you presented is magically teleported to the ground in the creature’s space.
* You gain 4 temporary hit points for each level you have in this class.
* 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.


At the start of its next turn, the creature becomes aware of what has occurred and might take measures to retrieve the item. Once you have successfully used this on a creature, you can’t use this on that same creature again until you finish a long rest.
These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.


== Channel Divinity: Defensive Deal ==
== Wild Growth ==
''6th-level {{PAGENAME}} feature''
''6th-level {{PAGENAME}} feature''


You gain the ability to magically entice your foes, momentarily reducing their commitment to an attack. When a creature within 30 feet of you makes an attack roll against you or an ally, you can use your reaction to present a coin, used as your holy symbol, and impose a -10 penalty on the roll, using your Channel Divinity. You can make this choice after you see the roll, but before you know whether the attack hits or misses.
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.
 
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.


== Potent Spellcasting ==
== Take Root ==
''8th-level {{PAGENAME}} feature''
''10th-level {{PAGENAME}} feature''


You add your Wisdom modifier to the damage you deal with any cleric cantrip.
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:


== Buy Loyalty ==
* You have tremorsense out to a range of 60 feet.
''17th-level {{PAGENAME}} feature''
* 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.


You gain the ability to magically broker a deal with your enemies. As an action, you can present your holy symbol to force a creature within 60 feet of you that can hear and understand you to make a Wisdom saving throw against your spell save DC. Creatures that can’t be charmed are immune to this feature. On a failed save, you learn of an object the target desires most and enter into a magical bargain with it, promising to fulfil its desires within a day. If the creature desires no object, it instead specifies an amount of gold or a task it wishes to be completed.
== March of the Treants ==
''14th-level {{PAGENAME}} feature''


For the next 24 hours, the creature is charmed by you. While charmed in this manner, the creature is friendly to you and your allies and will fight on your behalf, including turning against its former allies (though this may require a significantly larger, more costly reward). The creature will act in your best interests and follow your spoken commands, but won’t take part in an activity that would lead to certain death.
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.


If you provide the creature with its desire at the end of the 24 hours, the effect ends and the creature is indifferent towards you. The creature immediately turns hostile if you fail to provide the promised reward, or if you or your allies harm it while it is charmed. Once you use this feature, you can’t use it again until you finish a long rest.
Once you use this feature, you can’t use it again until you finish a long rest.


[[category:homebrew cleric subclasses]]
[[category:homebrew druid subclasses]]

Revision as of 02:46, 13 November 2023

(OOC: This is an implementation of the Circle of the Bough subclass from Tasha's Crucible of Everything Else volume 1)

Base Class: Druid

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.

Bonus Cantrip

2nd-level Circle of the Bough feature

When you choose this druid circle, you learn the [[spell: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.

Treant Form

2nd-level Circle of the Bough 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 4 temporary hit points for each level you have in this class.
  • 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 shillelagh spell.

These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.

Wild Growth

6th-level Circle of the Bough 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.

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.

Take Root

10th-level Circle of the Bough 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:

  • You have tremorsense out to a range of 60 feet.
  • You can telepathically converse with trees within 1 mile of you, as if by a 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

14th-level Circle of the Bough 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 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.

Once you use this feature, you can’t use it again until you finish a long rest.