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View Full Version : D&D 5e/Next Druid Circle (Circle of Calling) Balancing Help



RATHSQUATCH
2016-07-14, 04:30 PM
CIRCLE OF CALLING
Druids in the circle of calling have learned the secrets of drawing forth creatures either from different areas around Tracadia, or else even bringing forth creatures from the depths of other planes. Drawing these creatures forward isn't an easy process, but through learning and the secrets of the earth, the circles of calling has learned to befriend even the most powerful of planar and beastly allies.

Summon Eidolon
At 2nd level when you select this circle, you learn how to summon a special creature to help support you. You learn the find familiar spell, but can select any tiny sized beast, celestial, fey, or fiend of CR 0.

Improved Eidolon
At 6th level, you learn to summon forth a more powerful Eidolon to serve you.
You can summon a medium or smaller beast, celestial, fey, or fiend with a CR ¼ or lower whenever you use the find familiar spell.

The creature acts on its own action and rolls its own initiative. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to it, it defends itself from hostile creatures, but otherwise take no actions.

At 10th level, you can now use find familiar to summon forth a beast, celestial, fey, or fiend of CR 1 or less.

At 14th level, you can now use find familiar to summon forth a beast, celestial, fey, or friend of CR 3 or less.

Quickened Call
At 10th level, You can use a bonus action to summon forth your eidolon to your side as if the summon’s had used the dimension door (except on the creature and not you) spell. You can use this feature once, then you require a short or long rest before it can be used again.

Share Life
At 14th level, As long as your eidolon has 1 hit point remaining, damage in excess of that which would reduce you to 0 hit points is instead transferred to your eidolon. If your eidolon is dropped to 0 hit points, any additional damage dealt to you instead.