Nature's Champion (5e Subclass)

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Introduction[edit]

Natures Champion.jpg

A young elf, road weary and obviously not from around these parts steps in to a clearing. As her gaze takes in the site of a single wolf cornered by poachers. As her eyes turn a vibrant vermilion and the very ground itself seems to respond in kind. With a gesture the trees themselves begin swaying to her gate, as she moves at an unnatural speed to intercept. Creatures emerge from the wood that would normally run in fear. However at her appeal they bring the full force of Mother Nature to bear on the pour misguided souls.

You are a defender of the natural order, a champion of balance, and the wrath of the Mother. You go out into the world looking to guide misguided individuals to respect nature.

The Menagerie[edit]

As a champion of all things nature, you are a beacon of comfort to local critters of all types. They all have independent minds and goals and while they hide during combat.(Unless designated as your combat Familiar.) They may choose to be helpful if you ask politely (GM will determine when this feature is successful). As an action you may reach out to local wild life who would consider you friendly.

In addition you may as in the Find Familiar spell acquire up to three tiny/small beast or fey creature (CR 0 - 1/2) to travel with you. (All creatures must be approved by your GM) Only one who is designated and approved by your GM may enter into combat, but all three are at your comfort and disposal during non-combat situations.

Keep in mind you are responsible for all creatures under your patronage. Their actions are you responsibility as if they are your pet. If you allow them to cause trouble, there may be consequences.

Druid Circle: Natures Champion[edit]

At 2nd level you receive the Darkvision feat if you do not already have it. if you do you may extend your range by half as much distance (15ft)
Druids of this Circle are champions of nature and are tasked with protecting it in one of five ways. At level 14 you may take a second feat.

  • Guardian - You gain the use of the sentinel feat and are tasked with defending the good of the natural world.
  • Traveler - You gain the use of the mobile feat so you can go forth far and wide preserving natures balance.
  • Observer - You gain the use of the observant feat and are tasked with documenting what you encounter.
  • Diplomat - You gain the use of the Fey Touched feat and are tasked with fostering relations between fey allies and your druid circle.
  • Mentor - You gain the use of either the Skilled Expert or Keen Mind feat and are tasked with guiding like minded people in the ways of conservation. (You may not take this designation twice)

Forest Spirit Familiar[edit]

At 2nd level using your wild shape feature you call upon nature to aid you. Instead of changing into a beast, one of your companions change into a forest spirit to fight alongside you. You start at a CR of 1/2 and gain as seen below when you level. This Spirit may be summoned by using one of your wild shapes but it remains until killed or dismissed.

Caption text
LEVEL CHALLENGE RATING
2 1/2
5 1
8 2
11 3
14 4
17 5
20 6

The Forest Spirit may take any form you wish but may have the features according to a creature of your choice based on CR rating. They Spirit moves on its own initiative and defaults to defending you unless otherwise ordered. All creatures must be approved by your GM. Creatures may be of Beast or Fey nature, and must be of neutral or corresponding alignment.

Nature's Champion Spells[edit]

Also at 2nd level you gain use of long taught circle spells, past down from the elders for generations.

Circle Spells
Druid Level Spell Spell
2nd Level Summon Guardian Natures Stillness
3rd Level Wild Protection Flora’s Guardians
5th Level Hiddie Hole Voice Of The Wind
7th Level Private Oasis Land Stride
9th Level Hedged Prison Mass Polymorph

Effective Action[edit]

While using a weapon or making a spell attack at 6th level you are more effective. Your training and awareness of nature allows you to move like the wind. You may take an additional strike with your weapon, or take the twined spell effect.
You are also harder to hit, and you gain a +1 to your AC as long as you have taken the attack action.

Knowledge[edit]

At 10th level you gain knowledge beyond your years by tapping into the circles collective research and records. You may attempt to gain knowledge by communing with your fellow druids and the god/goddess of nature them self. (Your choice)
This follows the same rules as the commune spell, but does not cost you spell slots. You may attempt this a number of times equal to your proficiency modifier then you must complete a long rest before attempting it again.

Natures Respect[edit]

At 14th level you gain an additional feat from the circles teachings.

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