View Full Version : D&D 5e/Next Druid Circle Homebrew - Circle of the Fleshshaper

2015-10-29, 07:12 PM

The Circle of the Fleshshaper is comprised of summoners, shaman and spiritualists who use the essence of magic to give shape to the spirits of nature who do their bidding. These druids call primal forces into physical being to protect the natural places they are summoned from. Members of the circle commune closely with their chosen kin, often acting as guardian or spiritual leader, eventually becoming close enough to identify themselves no longer as human, but as one with those they serve.

Starting at 2nd level, as a bonus action you can expend one spell slot of any level to summon a Scion to fight in your stead. The Scion appears in an empty space that you can see within 30í of the caster. The Scion is a creature of the type chosen by your Spiritual Bond and will exist for 1 minute per level of spell slot expended. You can dismiss the Scion as a free action, causing the Scion to disappear. The Scion responds to mental commands given by you. You may move the Scion up to 30 feet as a free action once per turn. As an Action, you can command your Scion to attack a target, dealing damage of the type specified by your Spiritual Bond. The target must be within 5í of the Scion. If you do not give your Scion a command to attack, it will take the Dodge action.

Scion hit points = (6 + your Wisdom modifier) * level of spell slot expended when summoned
Scion physical statistics = 8 + your Wisdom modifier
Scion AC = 8 + your proficiency bonus + your Wisdom modifier

Scion attack modifier = 8 + your proficiency bonus + your Charisma modifier
Scion attack damage = 1d6 per level of spell slot expended + your Charisma modifier

If a Scion has an ability that allows a creature to save against it, the DC for that save is 8 + your proficiency bonus + your Charisma modifier.

When you choose this circle at 2nd level, you must decide which type of creature you are bonded to. This choice cannot be changed. At your option, you may gain minor physical attributes that are reminiscent of your chosen creature.

Whenever you use your Magic Made Flesh ability, your Scion will be of the creature type you are bonded to. You may decide the form of your Scion, though it has no bearing on the creatureís statistics. For example, a beast Scion could take the shape of a poisonous snake, but it would not add additional poison damage to its attacks.

Additionally, your Scion gains abilities related to your bond:

Damage Type: Psychic

Corrosive Blood: When your Scion takes damage, corrosive blood squirts out of the wound, dealing 1d6 acid damage to all creatures within 5í of the Scion.

Damage Type: Slashing

Your Scion gains advantage on attacks when you and the Scion are both within 5í of its target.

Damage Type: Roll a d6 when summoning.
1 - Acid, 2 - Cold, 3 - Fire, 4 - Lightning, 5 - Poison, 6 - your choice

Dragonís Breath: Your Scion may make a breath attack, dealing 1d6 damage per level of spell expended when summoned to all creatures in a 30í cone of the type specified when summoned. Creatures in the area of effect makes a Constitution saving throw, taking only half damage on a success. This attack can only be used once per Scion, though when a new Scion is summoned it will be able to use this ability.

Damage Type: Choose between Acid, Cold, Fire and Lightning when summoning.

Churning with elemental energy, your Scion does additional damage of its chosen type on a successful attack equal to the druidís proficiency modifier and has resistance to damage of the same type.

Damage Type: Piercing

A cunning and stealthy fey creature, your Scionís attacks may be made at a range up to 30í.

Damage Type: Bludgeoning

Your Scionís skin is tough and barklike, protecting its vital organs. Your Scion gains resistance to bludgeoning and piercing damage, but vulnerability to fire damage. Your Scion also gains an extra 2 hit points per spell level expended when summoning the Scion.

Starting at 6th level, your Scionís attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, Scion attacks of other damage types ignore resistance to that type of damage and treat immunity to that damage type as resistance.

At 10th level, when summoning a Scion you can expend one use of your Wild Shape ability to give that Scion additional benefits. These benefits apply only to the Scion summoned when this ability is used; subsequent Scions require an additional use of this ability to gain the additional benefits.

The Scionís size changes to large. Creatures that take damage from the Scionís Corrosive blood must succeed on a Fortitude saving throw or be poisoned until the beginning of your next turn.

When you take the attack action, you may command your Scion to attack as a bonus action.

Your Scion gains a fly speed of 30í and the frightful presence ability.

Frightening Roar: Each creature of your choice within 30í of your Scion and aware of it must succeed on a Wisdom saving throw or be frightened for 1 minute. Affected creatures can repeat the saving throw at the end of their turns, ending the effect on a success.

Your Scion gains immunity to exhaustion and the grappled, paralyzed, petrified, poisoned, prone, restrained and unconscious conditions. The Scionís extra damage on a successful attack increased to 1d6 + your proficiency modifier.

Your Scion has the Greater Invisibility spell cast on it permanently. This ability cannot be dispelled.

Roots and vines grasp your Scionís enemies, anchoring them in place. If an enemy within 5í of your Scion attempts to move away from the Scion, they must make a Fortitude saving throw or lose all remaining movement this turn.

At 14th level, once per day when your Scion dies, you may use your reaction to instantly return it to full health.