Avengers Sect (5e Subclass)

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Avengers Sect[edit]

Druid Circle

Sometimes, protecting nature means taking a much more direct approach. Some druids witness a terrible trauma against nature and hardened their hearts and their resolve. Others may carry such a passion for the natural world that ensuring its protection becomes paramount to anything else. These druids often become 'avengers' - a sect of druids that undergo secret rituals and traditions that enhance their magical capabilities in order to better carry nature's wrath unto Her enemies. Wielding the elemental forces of nature with terrifying efficiency, Avenger druids are one of nature's deadliest guardians.

Circle Spells[edit]

As part of the secretive rituals to become a member of this druidic sect, you have opened yourself upon to a wider array of magical abilities designed to bring forth nature's wrath. Your circle provides you the following spells at the levels listed below, some of which are found in the spellbooks of wizards or the minds of sorcerers. These spells count as druid spells for you, are always considered prepared, and do not count against the maximum number of spells you may prepare each day.

Avengers Sect Spells
Druid Level Spells
2nd Chromatic Orb, Ice Knife
3rd Flame Blade, Web
5th Lightning Bolt, Tidal Wave
7th Fire Shield, Ice Storm
9th Maelstrom, Wrath of Nature

Circle Features[edit]

Master of the Wilds[edit]

Beginning at 2nd-level, when you join this Circle, you devote yourself to an intense regimen of special training and rituals. You gain a new way to use your Wild Shape charges.

Whenever you successfully hit a target with any attack, you may expend one use of your Wild Shape as part of that attack. Roll a d6 and add an additional 1d6 damage of the corresponding type to that attack, using the table below. At 18th-level, this additional damage increases to 1d8.

Damage Type
d6 Effect
1 Fire
2 Cold
3 Lightning
4 Acid
5 Poison
6 Thunder

Nature's Armaments[edit]

Starting at 2nd-level, you continue to adapt to the rituals you have undergone to become a member of this Circle.

You learn the Primal Savagery cantrip if you do not already know it. Beginning at 6th-level, whenever you cast a druid cantrip or druid spell that would deal damage to a target, you may add your Wisdom modifier to that damage roll.

Additionally, while you are not wielding any weapons or using a shield, nature's bounty embraces you. You gain a +1 bonus to your Armor Class as long as you continue to remain unarmed.

Sword Spider's Movement[edit]

Beginning at 6th-level, you have learned to use your attunement with nature to quickly traverse the battlefield. You gain the effects of the spider climbing spell and are immune to spell effects that would hinder or impede your movement. Additionally, you may traverse difficult terrain without expending additional movement to do so.

Nature's Ward[edit]

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Bramble Armor[edit]

At 14th-level, you gain the ability to shield yourself in an armor of thick, thorny vines. As an action on your turn, you may invoke this ability, which wraps you in an armor-like layer of flexible, thorny vines that do not hinder you movement. This ability last for 1 hour, during which you receive an additional +1 bonus to your Armor Class. Enemies that damage you with melee weapon or spell attacks take 2d6 piercing damage in return as that thorns scrape and prod your assailants. Additionally, while this spell is active, you may use your reaction at anytime to command the vines to lash out in a 15' radius around you, dealing 3d6 piercing damage to targets you choose in the affected area.

Once you have used this ability, you must complete a long rest before you may use it again.

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