Circle of the Avenger (5e Subclass)

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Circle of the Avenger[edit]

Druid Circle

The iconic imagery of the druid - of a leather-clad warrior bounding into combat only to shift forms into a great bear or other animal - is as aged as the art of druidism itself. Yet, there are some druids that would prefer to take a more direct approach to correcting nature's imbalances and putting down profane creatures such as the undead. These 'Avengers' form a special sect of druids that practice a tradition of exchanging their shapeshifting capabilities to become more powerful and deadly wielders of nature's wrath. As an Avenger, your magics are stronger and more dangerous than the traditional druid and your special ritualistic initiation has granted you the ability to wield them more often than your counterparts in other Circles.

Features[edit]

Armor of the Wilds (Unarmored Defense)[edit]

Starting at 2nd-level, your initiation into the Circle has shrouded you in protective elemental energies as strong as any ironwood tree. While you are not wearing armor or using a shield, your base Armor Class becomes 13 + Your Dexterity modifier.

Feral Casting[edit]

Starting at 2nd-level, you have learned to draw upon more primal sources of energy when casting certain spells.

Whenever a spell or cantrip you cast would deal damage to a target, you may add your Wisdom modifier (minimum of +1) to that damage.

If you apply this bonus to a spell, the damage type of that spell must be either fire, cold, lightning, acid, poison, or necrotic damage.

If you apply this bonus to a cantrip, the damage type can be of any type.

Ritual of Initiation[edit]

This feature replaces your Wild Shape and optional Wild Companion class features.

Starting at 2nd-level upon joining this Circle, the ritual used to initiate you into its ranks increases your capacity for wielding nature's wrath.

You have one additional spell slot for each spell level that you may cast at your current level (ie. a 7th-level Druid would have an additional 1st-, 2nd-, 3rd-, and 4th-level spell slot).

Circle Spells[edit]

Starting at 3rd-level, your Circle provides you with the knowledge of a number of different spells as you reach higher levels. These spells count as druid spells for you; are always considered prepared; and do not count against your maximum number of prepared spells each day.

Circle Spells
Druid Level Spells
3rd Flame Blade, Spike Growth
5th Call Lightning, Tidal Wave
7th Fire Shield, Ice Storm
9th Cone of Cold, Wrath of Nature

Elemental Affinity[edit]

Starting at 6th-level, the forces of nature help protect you from harm. Whenever you finish a short or long rest you may choose one damage type from among fire, cold, lightning, acid, poison, or necrotic. Until the next time you finish a short or long rest, you have resistance towards that damage type.

Nature's Avenger[edit]

Starting at 10th-level, you have immunity to poison and disease. Additionally, you have advantage on saving throws made against being charmed or frightened.

Primal Soul[edit]

Starting at 14th-level, your mastery over the elemental forces of the world has made you a powerful ally to nature. When you cast a spell that deals fire, cold, lightning, acid, poison, or necrotic damage, you may spend one use of this ability to treat one of the damage dice rolled by that spell as being the maximum result (ie. if you roll 3d6 you may treat one of the die results as a '6'), but you must choose to do so before rolling any of the damage dice. You may expend multiple uses of this ability for each additional die you wish to affect, but you may only use this feature a total number of times equal to your Druid-level divided by 2.

When you finish a long rest, you regain expended uses of this ability.

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