Homebrew:Circle of the Spiritlords: Difference between revisions

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{{ooc note|This is an implementation of the Circle of Seasons subclass from [[Xanathar's Lost Notes to Everything Else]]}}
{{ooc note|This is an implementation of the Circle of the Spiritlords subclass from [[Xanathar's Lost Notes to Everything Else]]}}
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{{base class|druid|blockquotestyle=width:100%}}
{{base class|druid|blockquotestyle=width:100%}}
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.
Ages ago, nature priests with a greater connection to the spirit realm believed the world itself to be formed from a group of elemental and primordial spirits, each specifically charged to harness a major element of creation. This band of tribal druids developed ritual practices that allowed them to summon these spirits, whose essence now resides in every rock, tree, and breath of air, controlling the ebb and flow of nature not only in their homeland, but in all lands beyond. This order of priests were known as spiritlords.


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.
Spiritlords begin their journey with the rites handed down by those before them, specifically, the ritual to create a special mask from an ironwood tree. This mask allows the spiritlord to play host to the spirit-elementals roaming this world.


== Bonus Cantrip ==
As the spiritlord grows in power and gains a heightened level of attunement to the spirit world, their mask transforms along with them, being altered with new carvings, ritual paints, and brands that symbolize the bond between the druid and the spirits they carry within.
Starting at 2nd level, you learn one additional druid cantrip of your choice.


== Shroud of Seasons ==
== Spirit Bond ==
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.
When you choose this circle at 2nd level, you learn a ritual
that creates a magical mask that bonds you with one of
nature’s elemental spirits. When you gain this feature,
choose one spirits-types from the Spirit Bond table to host
within the mask. While the mask is on your person, you
gain the cantrip associated with your spirit in the fledgling
conduit column and can cast it at will. It doesn’t count
against your number of cantrips known. If it doesn’t appear
on the druid spell list, it is nonetheless a druid spell for you.


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.
You can only have one mask at a time and once this bond
is formed, you can’t change the spirit-element within your
mask. If the mask is lost or destroyed, creating a new mask
for your spirit-element takes 8 hours of uninterrupted time,
which you can accomplish during a long rest.


;Deep Winter’s Freeze.
Additionally, you can cast the ''[[spell:find-familiar|find familiar]]'' spell, which bears features similar to your chosen spirit (glowing skin, fiery eyes, a thorny tail, etc.). Once you cast find familiar using this feature, you can’t cast it again until you finish a long rest.
: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 ==
{| class="wikitable"
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.
|+ Spirit Bond
! Spirit Type !! Fledgling Conduit !! Empowered Conduit !! Damage Type
|-
| Earth || ''[[spell:mold-earth|mold earth]]'' || ''[[spell:magic-stone|magic stone]]'' || Poison
|-
| Fire || ''[[spell:control-flames|control flames]]'' || ''[[spell:create-bonfire|create bonfire]]'' || Fire
|-
| Water || ''[[spell:shape-water|shape water]]'' || ''[[spell:frostbite|frostbite]]'' || Cold
|-
| Wind || ''[[spell:gust|gust]]'' || ''[[spell:thunderclap|thunderclap]]'' || Lightning
|-
| Light || ''[[spell:dancing-lights|dancing lights]]'' || ''[[spell:sacred-flame|sacred flame]]'' || Radiant
|-
| Shadow || ''[[spell:minor-illusion|minor illusion]]'' || ''[[spell:chill-touch|chill touch]]'' || Necrotic
|}


== Child of Change ==
== Empowered Conduit ==
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.
At 6th level, your connection with the spirit realm strengths enough to host an additional spirit within the mask. When you do, choose a second spirit-type from the Spirit Bond table, and pick which one is currently active, while the other lay dormant within the mask. You can switch between them by spending 10 minutes to perform a ritual that replaces your active spirit with the other that resides in your mask. At 10th level, you choose a third elemental spirit to host within the mask.


Additionally, while you concentrate on your shroud, you gain resistance to the damage type of the season in effect.
Additionally, the spirits empower you to channel their destructive elements. You gain the cantrip associated with your current spirit in the empowered conduit column of the Spirit Bond table and can cast it at will. If it doesn’t appear on the druid spell list, it is nonetheless a druid spell for you.


== Natural Duality ==
== Vigilant Spirits ==
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.
Starting at 10th level, you gain resistance your current spirit’s damage type and you add your Wisdom modifier to the damage you deal with any druid cantrip.


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.
== Honored Host ==
[[category:homebrew druid subclasses|Seasons]]
At 14th level, you have become a beacon for the spirits who wish to affect the world through you. You gain access to all of the spirit-elements listed on the Spirit Bond table, and can perform the ritual to switch between them with an action, instead of 10-minutes.
 
Additionally, your spells ignore resistance, but not immunity, to your mask’s current damage type.
[[category:homebrew druid subclasses|Spiritlords]]

Revision as of 06:24, 13 June 2023

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

Base Class: Druid

Ages ago, nature priests with a greater connection to the spirit realm believed the world itself to be formed from a group of elemental and primordial spirits, each specifically charged to harness a major element of creation. This band of tribal druids developed ritual practices that allowed them to summon these spirits, whose essence now resides in every rock, tree, and breath of air, controlling the ebb and flow of nature not only in their homeland, but in all lands beyond. This order of priests were known as spiritlords.

Spiritlords begin their journey with the rites handed down by those before them, specifically, the ritual to create a special mask from an ironwood tree. This mask allows the spiritlord to play host to the spirit-elementals roaming this world.

As the spiritlord grows in power and gains a heightened level of attunement to the spirit world, their mask transforms along with them, being altered with new carvings, ritual paints, and brands that symbolize the bond between the druid and the spirits they carry within.

Spirit Bond

When you choose this circle at 2nd level, you learn a ritual that creates a magical mask that bonds you with one of nature’s elemental spirits. When you gain this feature, choose one spirits-types from the Spirit Bond table to host within the mask. While the mask is on your person, you gain the cantrip associated with your spirit in the fledgling conduit column and can cast it at will. It doesn’t count against your number of cantrips known. If it doesn’t appear on the druid spell list, it is nonetheless a druid spell for you.

You can only have one mask at a time and once this bond is formed, you can’t change the spirit-element within your mask. If the mask is lost or destroyed, creating a new mask for your spirit-element takes 8 hours of uninterrupted time, which you can accomplish during a long rest.

Additionally, you can cast the find familiar spell, which bears features similar to your chosen spirit (glowing skin, fiery eyes, a thorny tail, etc.). Once you cast find familiar using this feature, you can’t cast it again until you finish a long rest.

Spirit Bond
Spirit Type Fledgling Conduit Empowered Conduit Damage Type
Earth mold earth magic stone Poison
Fire control flames create bonfire Fire
Water shape water frostbite Cold
Wind gust thunderclap Lightning
Light dancing lights sacred flame Radiant
Shadow minor illusion chill touch Necrotic

Empowered Conduit

At 6th level, your connection with the spirit realm strengths enough to host an additional spirit within the mask. When you do, choose a second spirit-type from the Spirit Bond table, and pick which one is currently active, while the other lay dormant within the mask. You can switch between them by spending 10 minutes to perform a ritual that replaces your active spirit with the other that resides in your mask. At 10th level, you choose a third elemental spirit to host within the mask.

Additionally, the spirits empower you to channel their destructive elements. You gain the cantrip associated with your current spirit in the empowered conduit column of the Spirit Bond table and can cast it at will. If it doesn’t appear on the druid spell list, it is nonetheless a druid spell for you.

Vigilant Spirits

Starting at 10th level, you gain resistance your current spirit’s damage type and you add your Wisdom modifier to the damage you deal with any druid cantrip.

Honored Host

At 14th level, you have become a beacon for the spirits who wish to affect the world through you. You gain access to all of the spirit-elements listed on the Spirit Bond table, and can perform the ritual to switch between them with an action, instead of 10-minutes.

Additionally, your spells ignore resistance, but not immunity, to your mask’s current damage type.