View Full Version : D&D 5e/Next [PEACH] 5e Homebrew Druid Circle of the Watchers

2015-10-07, 12:12 AM
I'm working on a Druid Circle for a friend's campaign. The central focus is the Staff of the Gardener (the Gardener being one of his gods). I've tried to make the staff as interesting as possible without being grossly overpowered, and (hopefully) limited the features that come later in the archetype, as the power of the staff grows as you gain levels in this Circle. I'd love to hear from you what you think. Did I succeed? Any suggestions/critiques?


Watching over the natural world as it’s warden, and protecting those that live within it, the Circle of the Watchers are a group of druids dedicated to life and the living beings that connected to it.
*More fluff to come*

Once a druid of the Circle of the Watchers reaches 2th level, he is granted the ability to create the Staff of the Gardener, an iconic staff that is a symbol of the circle. This staff is a magical staff that requires attunement to the druid who wields it. The staff is made from one of the sacred woods of the druids, and requires a full day to create and attune properly. Druids begin the process after finding an appropriate piece of wood and beginning the ritual before dawn, and only finishing after dusk. If the staff is ever broken or lost, a new one can be made once the druid finds a new piece of wood and spends another day creating the staff. The druid must have known the Shillelagh cantrip prior to creating the Staff of the Gardener and loses one Cantrip Known while the staff is in the druid’s possession. If the staff is ever lost or broken, the lost Cantrip Known is regained until the druid creates another staff.

While held by the druid to which it is attuned, the staff grants the wielder the ability to move through nonmagical difficult terrain normally and the character never gets lost, as long as he has seen the sun or the moon in the last 24 hours.

Additional, the staff has several magical properties (described below) that require it to expend a certain amount of charges. Spells are cast according to the druid’s spell level for the purpose of spells with increasing spell level features. The staff has a number of charges equal to the druids max spell level plus his wisdom modifier.* For example, a level 6 druid with a wisdom of 14 would have 5 charges on his staff. The staff’s charges recharge at dawn.

The Staff of the Wild Wanderer can be used as the druid’s spell focus.

Nature’s Grace – Spend 1 charge to cast the Spare the Dying cantrip.
Nature’s Bounty – Spend 1 charge to cast the Lesser Create Food and Water. (see below)
Nature’s Wrath – Spend 1 charge to use your wisdom modifier when making attack and damage rolls with the Staff of the Gardener for 1 minute.
Nature’s Elements – Spend 1 charge to cast Gust*, Mold Earth*, Produce Flame, or Shape Water*.
Nature’s Protection – Spend 2 charges to grant the wielder an AC bonus equal to your wisdom modifier for 1 hour.
Nature’s Ward – Requires druid level 7. Spend 2 charges to cast the Death Ward spell.
Nature’s Awakening – Requires druid level 9. Spend 3 charges to cast the Awaken spell.
Nature’s Favor – Requires druid level 9. Spend 3 charges to cast Mass Cure Wounds.
Nature’s Destiny – Requires druid level 16. Spend 6 charges to cast True Resurrection. This ability cannot be used again for 1 month.

*These spells are found in the Elemental Evil Player’s Companion.

At 2nd level, your healing spells are more effective. Whenever you use a spell of 1st or higher to restore hit points to a creature, the creature gains additional hit points equal to 2 + the spell’s level.

Your mystical connection with the circle of the watchers infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to certain spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Druid Level | Circle Spells
3rd: Find Familiar, Lesser Restoration
5th: Magic Circle, Revivify
7th: Aura of Life, Conjure Woodland Being
9th: Commune with Nature, Greater Restoration

You have walked the one with nature for so long that at 6th level you are now considered Fey. You also gain the ability to speak, read and write in Sylvan, if you don’t already have it. Additionally, you may now select the following special forms for your familiar, in addition to the normal forms available: Awakened Shrub, Faerie Dragon, Pixie, or Sprite.

At 10th level, the druid gains resistance against elemental forms of damage (acid, cold, fire, lightning, and thunder) caused by the natural elements or natural, nonmagical creatures. For example, a druid would have resistance to cold caused by a winter wind, but not from being hit by the cone of cold spell. The Circle of the Wanderer druid also is immune to poison and disease.

Once a Circle of the Wanderer druid has reached level 14, he can pass without trace, as per the spell, through all natural environments. If travelling alone or with other Druids, beasts they encounter will ignore them unless they are attacked or provoked. When with non-druids, beast are weary of the group and stay at a distance, but do not attack unless attacked or provoked.

1st-level conjuration
Casting Time: 1 action
Range: 30 feet
Components: V,S
Duration: Instantaneous

You create 5 pounds of food and 5 pounds of water on the ground or in containers within range, enough to sustain up to 5 humanoids for 12 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad.

2015-10-08, 12:06 PM
No one has any comments or critiques?

2015-10-08, 12:58 PM
I like the idea of turning into a Fey and the alternate forms, but Sprites and Pixies have invisiblity, with the Pixie having Greater Invisibility at will. It's probably too powerful for level 6.

2015-10-08, 01:46 PM
This is way too powerful. Your staff is giving class features in which aren't even in effect yet. When you gain this feature it is very reasonable to assume you will have 4 charges. On top of that this will have an active +5 to AC on top of any base AC it picks up. Then it is a heal bot in which puts the Cleric to shame and has some of the best stealth options without even expending any spell slots. While you do have an eye for mechanics this needs flavor to reign it in on what you want it to do.