Kellendros95
2015-11-23, 07:14 PM
I have written several archetypes for my group. Now I'm going to gradually post them here. Let's start with Druid Circle of the Night, which should allow to create a stereotypical forest witch.
My English isn't very good, so I'm apologize for grammatical, spelling and stylistic mistakes and I hope you will tell me about them as well as about your opinion of the archetype.
Circle of the Night
One with Familiar
When you choose this circle at 2nd level, you learn find familiar spell. Your familiar, as well as you, when it is summoned, always has darkvision with at least 60ft range. You always have this spell prepared and it doesn't count against your number of spells you can prepare each day. If you use your wild shape while your familiar is summoned, you can dismiss it, transform to its exact copy and teleport to location where it used to be before dismissing, so creatures that saw it will not notice anything. Once you use this feature, you can't use it again until you finish a long rest.
Circle Spells
At 3rd, 5th, 7th, and 9th level you gain access to circle 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 spelllist, the spell is nonetheless a druid spell for you.
Druid level
Circle Spells
3rd
Hold person, Suggestion
5th
Conjure animals, Fear
7th
Polymorph, Phantasmal killer
9th
Insect plague, Dominate person
Dark Potions
At 6th level you gain an ability to brew the potions that store part of your magical power. You can choose a prepared druid spell that has self range and doesn't deal damage. If spell requires material components, you must provide it. You spend 1 hour for a level of a spell to create a potion. You can't create another potion until you finish a long rest. Later you can drink it as an action to cast a chosen spell without spending a spell slot and providing any components. If other creature drink your potion, it doesn't work. You can create number of potions equal to your Wisdom modifier (minimum of 1). If you create more potions, the oldest one loses its magic.
Children of the Night
Starting at 10th level, you, as well as all creatures summoned by you, make additional 1d8 necrotic damage with all melee attacks when aren't in direct sunlight.
Dreadful Gaze
At 14th level you gain the ability to strike fear into the hearts of your enemies just by looking at them. As an action, choose any number of creatures within 30th feet from you that can see you. Each of them must make a Charisma saving throw against your spell save DC. On fail, it becomes frightened until the start of your next turn and takes 4d10 psychic damage. On success, it takes half as much damage and doesn't become frightened. Once you use this feature, you can't use it again until you finish a long rest.
My English isn't very good, so I'm apologize for grammatical, spelling and stylistic mistakes and I hope you will tell me about them as well as about your opinion of the archetype.
Circle of the Night
One with Familiar
When you choose this circle at 2nd level, you learn find familiar spell. Your familiar, as well as you, when it is summoned, always has darkvision with at least 60ft range. You always have this spell prepared and it doesn't count against your number of spells you can prepare each day. If you use your wild shape while your familiar is summoned, you can dismiss it, transform to its exact copy and teleport to location where it used to be before dismissing, so creatures that saw it will not notice anything. Once you use this feature, you can't use it again until you finish a long rest.
Circle Spells
At 3rd, 5th, 7th, and 9th level you gain access to circle 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 spelllist, the spell is nonetheless a druid spell for you.
Druid level
Circle Spells
3rd
Hold person, Suggestion
5th
Conjure animals, Fear
7th
Polymorph, Phantasmal killer
9th
Insect plague, Dominate person
Dark Potions
At 6th level you gain an ability to brew the potions that store part of your magical power. You can choose a prepared druid spell that has self range and doesn't deal damage. If spell requires material components, you must provide it. You spend 1 hour for a level of a spell to create a potion. You can't create another potion until you finish a long rest. Later you can drink it as an action to cast a chosen spell without spending a spell slot and providing any components. If other creature drink your potion, it doesn't work. You can create number of potions equal to your Wisdom modifier (minimum of 1). If you create more potions, the oldest one loses its magic.
Children of the Night
Starting at 10th level, you, as well as all creatures summoned by you, make additional 1d8 necrotic damage with all melee attacks when aren't in direct sunlight.
Dreadful Gaze
At 14th level you gain the ability to strike fear into the hearts of your enemies just by looking at them. As an action, choose any number of creatures within 30th feet from you that can see you. Each of them must make a Charisma saving throw against your spell save DC. On fail, it becomes frightened until the start of your next turn and takes 4d10 psychic damage. On success, it takes half as much damage and doesn't become frightened. Once you use this feature, you can't use it again until you finish a long rest.