Circle of Twigs (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Circle of Twigs[edit]

Druid Subclass

Speak softly and carry a big stick. -Theodore Roosevelt


As much warriors as traditional spellcasters, the Circle of Twigs druids see themselves as the guardians of nature above all else, and thus their focus must be on protecting nature above all other matters either magical or spiritual. Those are matters for other druid circles to attend to. Instead, the Circle of Twigs have used a combination of monk technique, paladin magic, and their connection to the wilds to develop a martial tradition focused on the use of simple wooden staves as their primary means of destroying the most complicated products of civilization’s forges while keeping themselves protected under a sheath of echoing vibrations. This focus on combat and tendency to see every problem as a pinata that needs cracking has soured many druid circles on working with the Circle of Twigs, but few will reject their violent means when they are actually required. Fewer still can bring themselves to wholly condemn their narrow mind set.

Circle of Twigs Spells

Starting at 2nd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Circle of Twigs spells table. These spells count as druid spells for you, but they don’t count against the number of druid spells you prepare.

Circle of Twigs Spells

Druid Level Spells
2nd ensnaring strike, thunderous smite
3rd blur, earthbind
5th elemental weapon, thunder step
7th guardian of nature, staggering smite
9th destructive wave, steel wind strike
Arboreal Assault

Starting at 2nd level, you learn the booming blade and shillelagh cantrips. Wisdom is your spellcasting ability for both cantrips and you can cast either using a greatclub. If you already know one of the cantrips, you can learn a druid cantrip of your choice instead. These cantrips don’t count against the number of druid cantrips you know. You also gain proficiency with greatclubs.

Wild Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal thunder damage to the target, in addition to the weapon's damage. The extra damage is 2d4 for a 1st-level spell slot, plus 1d4 for each spell level higher than 1st, to a maximum of 10d4. The damage increases by 2d4 if the target is an aberration or a construct, to a maximum of 12d4. You gain temporary hit points equal to the damage dealt by Wild Smite for 1 minute.

Additionally, you may use Wild Smite by expending a use of your Wild Shape feature instead of a spell slot. The feature treats the use of Wild Shape as if you expended a spell slot of a level equal to 1/3 of your druid level, rounded down (minimum of a 1st-level spell slot).

Whoopin’ Stick

Starting at 6th level, when you cast shillelagh, you may now make a melee attack with a club, greatclub, or quarterstaff as part of the same bonus action. For the duration of shillelagh, you gain the following properties:

-If you cast shillelagh using a club, you can affect 2 clubs you are wielding at once and attack with both as part of your bonus action when you cast shillelagh. When you engage in two-weapon fighting with them, you can add your Wisdom modifier to the damage of both weapons.

-If you cast shillelagh using a greatclub, your melee weapon attacks ignore resistance to bludgeoning damage and are considered adamantine for the purpose of overcoming resistance and immunity to attacks and damage that aren’t adamantine and attacking objects.

-If you cast shillelagh using a quarterstaff, you can add 1d8 to your melee weapon attack rolls when wielding it with two hands.

Strong Roots

Starting at 10th level, when you are reduced to 0 hit points and not killed outright, you may use your reaction to cast booming blade and make the attack with advantage. If you use Wild Smite with this attack, you regain hit points equal to the damage done by Wild Smite in addition to gaining temporary hit points. Once you use this feature, you may not use it again until you complete a short or long rest.

Timber!

Starting at 14th level, you may now cast booming blade as a reaction instead of making an attack of opportunity. When you score a critical strike against a creature with booming blade, you knock it prone. When you score a critical hit against a prone creature with booming blade, you may use Wild Smite without expending a spell slot or use of Wild Shape. This Wild Smite deals damage as if you had expended a use of Wild Shape.


0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: