Circle of the Oblivion (5e Subclass)

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Circle of the Oblivion[edit]

Druid Subclass

Many of yours peers continued down the path of what the present, learning of the beasts, the fauna, and nature. But you have seen the singular truth among this universe: All originated from the nothingness of the void, and all will eventually return to that same space. You have learned the ways of oblivion, and aim to harness it.

Witness Origin

At 2nd level, you lose the ability to Wild Shape. You can instead spend the uses of Wild Shape to channel oblivion. As an action, you spend a Wild Shape use and choose a target you can see within 60 feet. That target will take 1d12 damage psychic damage, and must make a Wisdom saving throw at the end of each of its turns, or take another 1d12 damage. This effect lasts for 1 minute or until the target succeeds the save.

Ad Infinitum

At 6th level, a seed of true Oblivion has been planted within you. Nurture it. When you cause damage to a creature, you can lose a number of hit points equal to your Druid level, causing additional damage equal to the number of hit points you lost.

If you hit 0 hit points using this feature, you can only be stabilized on a successful Death Saving Throw, being not affected by any other attempts at stabilization.

Witness Finality

At 10th level, you have witnessed the end, and have bypassed it. Your fate is your own, oblivion will not claim you. As an Action, you can create a vortex of oblivion in a 20-foot radius around you. All other creatures inside this Vortex must succeed on a Constitution saving throw, or take 10d6 necrotic damage (or half as much on a success).

Once you use this feature, you can't do it again until you finish a long rest, unless you spend a spell slot of 5th-level or higher to do so again. Spending a spell slot above 5th level will increase the damage in 2d6 necrotic per level above 5th.

Harbinger of Oblivion

At 14th level you have realized the true truth of reality: nothing is everything. You can use an Action to become the Harbinger of Oblivion for 1 minute. While in this form, you gain the following benefits:

  • You gain resistance to all non-magical damage.
  • You gain 5d12 temporary hit points.
  • You can use an Action to force a creature you can see within 60 feet to make a Constitution saving throw. On a failed save, that creature takes 4d10 necrotic damage, or half as much on a success.

Once you use this feature, you can't do it again until you finish a long rest.

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