Circle of Solitude (5e Subclass)

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Circle of Solitude (Druid Subclass)[edit]

Druid Subclass

Druids of the Circle of Solitude came to nature after leaving society. Perhaps cast out, betrayed, or simply tired of the evils of humanity, these druids prefer the company of nature. Nature is neither good nor evil, it simply is. So too, the druid of the Circle of Solitude.

Solitary
Foe of Society

You have disadvantage and lose any proficiency bonus on ability checks related to persuading or charming humanoids (any race except your own).

Friend of Nature

You have advantage and gain proficiency on ability checks related to persuading or charming plants or animals.

Vengeful Wild Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, action, or reaction. If you use this feature as a reaction, you may also make a single attack on the attacker.

Additionally, while you are transformed by Wild Shape, when hit by an attack, you may use your reaction to make a single attack on the attacker.

Lastly, if your Wild Shape duration is set to expire but you are still in direct combat with a humanoid enemy, you may make a Wisdom saving throw (DC 10) to remain in your Wild Shape.

Circle Forms

The rites of your circle grant you the ability to transform into more dangerous nature forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast, plant, or other nature-based creature (at the discretion of your DM) with a challenge rating as high as 1. If you are in combat with a humanoid enemy, add 1 to the max. CR. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded up. The bonus 1 to max. CR still applies if in combat with a humanoid enemy.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to your circle.

Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

In addition, this subclass may not cast any druid spells that focus around the charming or summoning of humanoids.

Druid Level Spells
3rd Hold person, spike growth.
5th Bestow curse, incite greed
7th Grasping vine, guardian of nature.
9th commune with nature, wrath of nature.
Outcast

At 6th level, your separation from society is clear even to strangers. Humanoid creatures are wary of you at first sight and tend to avoid you when possible. When you approach a stranger to talk, you must make a charisma saving throw. On a success, they will speak to you cautiously. On a failure, they will ignore you, walk away, run away, or attack--at the DM's discretion.

As you've grown apart from society, you've grown closer to nature. You may communicate with plants and animals more effectively. You can speak telepathically or verbally to any plant or animal within 30 feet of you, and both can understand one another. Plants are able to convey simple concepts and emotions to you, even being able to answer yes or no questions. Each plant and animal has its own disposition and whether a plant is willing to help you or not is entirely up to the DM's discretion.

Additionally, you ignore difficult terrain caused by natural effects, such as rocks or plants and may move without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Final Vengeance

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an Eater of Hope.

One with Nature

At 14th level, your rejection of society has led you to a surprising communion with nature. You can cast Plant Growth and Stone Shape as a ritual, separately or together. If done this way, you can shape rocks and plants that terraform to other harmless effects related to their type, such as creating a shelter, a small bridge or a staff. At the DM's discretion, they might determine that some effects must be related to the available plants on the local or on the environment, or they might determine that some specific effects can be done on the normal casting as an action, if simpler, or that they must be done on the 8-hour casting, if more complex. You cannot use this feature if there are no trees, rocks or plants around you. Due to the power within this act, once you use this feature, you can’t use it again until you finish a long rest.

Additionally, you gain the ability to create a single powerful effect that mixes the elements of nature together. You can cast a single spell from the following list without expending a spell slot: control weather, earthquake, tsunami or sunburst. After doing so, you can't use this feature again until you finish a long rest.

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