Circle of the Graft (5e Subclass)
From D&D Wiki
Work In Progress |
Circle of the Graft[edit]
Druid Subclass
Much like a tree with grafted branches that grows diverse kinds of fruit, these Druids have the ability to take the form of one beast grafted onto another. Most members of this order never sought this power, but instead having it thrusted upon them.
Shape Of The Grafted[edit]
When you choose this circle at 2nd level, you gain the ability to change your body in a deeply unnatural manner, mangling different species together in an abhorrent cacophony of flesh.
When you use your Wild Shape feature, instead of fully transforming into a Beast, you awaken only parts of it, meaning you can still cast spells with Grafted. Each type of Graft gives you a different boon, you can have a number of Grafts equal to your proficiency bonus. You can change your selected Grafts every Long Rest.
You can choose from the following options whenever you use your Wild Shape feature:
Basilisk's Eyes (Prerequisite: 4th Level druid)
Once per turn you can choose one creature you can see, if you maintain eye contact* with said creature for a number of turns equal to their Constitution modifier (minimum of 1 turn) they become Petrified. The petrified target can make a CON save (DC = your Spell Save DC), On a success they are no longer Petrified.
*Eye Contact, in this case means you can only target the aforementioned creature with attacks, spells and features. Targeting another creature this way breaks eye contact.
Buffeting Wings (Prerequisite: 8th Level druid)
You gain a Flying Speed equal to your Walking Speed. As an Action, you can force all creatures within 15 feet of you to succeed a STR save (DC = your Spell Save DC) or be knocked Prone or be moved up to 15 feet away from you. If you use this feature while flying, you begin falling.
Corpse Flower's Bloom
As an Action, you can make it so each creature within 10 feet of you must make a Constitution saving throw. On a failed save, the creature taskes 1d8 + WIS Poison damage. Creatures that are constructs, undead or immune to poison damage or the poisoned condition automatically succeed on this saving throw.
Dragon's Maw
You gain a bite attack with a 5 foot reach that deals 1d6 + WIS piercing damage and 1d4 acid, cold, fire, lightning or poison damage. You choose the damage type when you select this Graft.
Minotaur's Horns
You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + WIS piercing damage. Additionally if you move at least 20 feet, you can make one melee attack with your Horns as a bonus action.
Osteoderms
While not wearing armor, your AC becomes 10 + DEX + WIS.
Rending Claws
You gain a unarmed strike that deals 1d6 + WIS slashing damage on a hit. If you hit with this attack using your Attack Action, you can attack again using your Bonus Action.
Silent Wings (Prerequisite: 8th Level druid)
You gain a Flying Speed equal to your Walking Speed. While flying, you gain Advantage on Stealth (Dexterity) Checks.
Treant's Roots
Bark covered roots grow from your legs that can tether you to the ground. You can use a Bonus Action to root or uproot yourself. While rooted, You regain an amount of Hit Points equal to your proficiency bonus at the end of your turn. Additionally you become immune to the Prone condition, your movement speed becomes 0 and you cannot be moved against your will.
Troll's Healing
At the end of your turn, if you took damage in between turns; you heal an amount of Hit Points equal to twice your proficiency bonus. This effect halts for a turn if you took fire damage.
Writhing Tendrils
Four featureless tendrils sprout from your back. You can use these tendrils as a 10 feet reach melee weapon, which deals 1d4 + WIS on a hit. If you use two or more tendrils to attack the same target at once and you overcome their AC by 5 or more, they become grappled.
Wyvern's Tail
A scaly and muscular tail with a venomous stinger at the end grows from your lower back. You can use it as a melee weapon with 10 feet reach. Dealing 1d4 + WIS piercing and 1d4 poison damage on a hit.
Grafted Wild shape [To Be Changed][edit]
The rites of your circle grant you the ability to transform into hybrid animal forms. Starting at 3rd level, you can expend two uses of Wild Shape at the same time to transform into a combination of two beasts you can normally transform into, merging the features of both. The specifics of this feature can be found in the 'Specifics' text box.
Grafted Strikes[edit]
Starting at 6th level, your attacks granted by your Shape Of The Grafted feature count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Permanent Graft[edit]
At 10th level, you can choose one of your selected Grafts, the chosen Graft becomes active permanently, regardless of your Wild Shape feature. You can switch your Permanent Graft once per long rest.
Grafted Scion [To Be Changed][edit]
By 14th Level, you gain another use of Wild Shape. You may now expend three uses of Wild Shape at the same time to transform into a combination of three beasts.
Also, you may now wildshape into a beast with a CR as high as 2.
Back to Main Page → 5e Homebrew → Character Options → Subclasses