Circle of Bubbles (5e Subclass)
From D&D Wiki
Circle of Bubbles[edit]
Druid Subclass
The Circle of Bubbles is an ancient and complex tradition. Despite its name sounding childish and comical, Druids of this circle are know for being some of the most imaginative and brilliant. They do not simply blow bubbles, they weave their spells into fragile orbs of harm or healing. Projecting their magic into such forms allows them to be manipulated like nothing masters of the arcane have seen.
Druids of this circle embody the free and quirky side of nature. So often are we told that everything in nature happens for a reason, for survival. But these Druids understand that sometimes things just happen because they can. Plants and animals may act simply on impulse. There is no malice or evil in that, they are just living their lives. With this philosophy, ones who follow this circle are often known as wild pranksters and airheads. But really, they are just living their lives and trying to get others to join the fun.
- Bubble Blower
At 2nd level, small bubbles that are actually motes of magic constantly float around you, and you can use these motes to alter your arcane powers. When you cast a spell or use your Wild Shape, you can pop a number of bubbles to grant a special effect. You can only have a single bubble boon active per spell or Wild Shape, unless noted otherwise. You may choose an effect for your motes from the following list:
1 Mote:
- Bubble Pitch. You can cast a touch range spell at a range of 30ft.
- Lighter than Air. You gain a hover speed equal to your walking speed until the end of your next turn. During this time, you can cast Feather Fall on yourself without expending a spell slot or requiring components.
- You can use Lighter than Air even if you have already used a different bubble boon.
- Stinging Soak. The next time you roll damage, add an extra 3d4 acid damage.
- You can use Stinging Soak even if you have already used a different bubble boon.
3 Motes:
- Air Bubble. You gain a swimming speed equal to your walking speed and can breathe under water for the next 10 minutes.
- Bubble Bomb. When you cast a spell, you implant it into a bubble that sits and waits. When you do this, the bubble hovers in a point you can see within 90ft. You can set it off as a bonus action or as a reaction when a creature moves within 5ft of it. The bubble is also set off if it takes any damage. If you implanted a spell that can only target 1 creature, the spell functions as if you cast it from that spot. The same applies if the spell has a range of touch. The bubble disappears if you leave its range or after 10 minutes.
- Layer of Soap. You gain resistance to acid damage and grapple checks against you have disadvantage for the next minute.
- You can use Layer of Soap even if you have already used a different bubble boon.
5 Motes:
- Bubble Shield. You gain temporary Hit Points equal to your Druid level + your Wisdom modifier. While you have these special Hit Points, you gain a +2 bonus to AC.
- You can use Bubble Shield even if you have already used a different bubble boon.
- It's a Giraffe! When you Wild Shape, you create a bubble duplicate of yourself. The duplicate takes its turn immediately after yours, cannot exit Wild Shape, and cannot use any of your subclass features. The duplicate pops immediately after its turn is finished. When you reach 18th level, the duplicate can cast spells on its turn, but uses your available spell slots and may only do so if you did not expend a spell slot that turn. If you expended a spell slot already, the duplicate may still cast a cantrip.
- Super Bubble Burst. A spell with this augment is cast at 1 level higher. This only effects 9th level spells if they deal damage, in which case they deal an extra die of damage.
If you have a bubble boon that stays active, using it again only refreshes the time and does not stack.
You have a number of bubble motes equal to half your Druid level rounded down, and regain all expended bubbles at the end of a long rest.
- Bubble Step
When you reach 6th level, you can pop out of danger and leave your enemies with a little gift. When an attacker that you can see hits you with an attack, you can use your reaction to teleport to a point you can see within 30ft in a flurry of bubbles. Additionally, any creatures of your choice that are within 5ft of where you were, must make a Dexterity saving throw. A creature takes a number of d4's in acid damage equal to your Wisdom modifier on a failure, or half as much on a success.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Slippery Coat
At 10th level, you can make your skin incredibly slippery in combat. While under the effects of the Layer of Soap boon, melee attacks made against you have disadvantage as they slide off you more easily.
- Bubble Prison
At 14th level, you learn to blow the perfect bubble that keeps your enemies right where you want them. You learn Otiluke's Resilient Sphere and it is always prepared. It counts as a Druid spell for you and does not count against the total number of spells you can have prepared. You can cast it without expending a spell slot once per long rest.
In addition, you can choose to have a spell cast by you only affect the inside of the sphere. Should you do this, a creature trapped inside automatically fails all Strength and Dexterity saving throws, and has disadvantage on Constitution saving throws. If the spell requires an attack roll, it automatically hits.
Back to Main Page → 5e Homebrew → Character Options → Subclasses