Grod_The_Giant
2018-02-12, 04:27 PM
I want to play a melee druid gish. The release of the Spore Druid has gotten me off my tail to finish this, based vaguely on the "Drudic Avenger" ACF from 3.5.
Circle of the Avenger
The druidic avenger channels her inner fury to wreak vengeance upon those who injure the natural world.
Way of the Hunt: When you choose this circle at second level, you gain increased prowess with Druid equipment. When wearing leather or hide armor, you gain a +2 bonus to AC. When wielding one of the weapons which the Druid class normally grants proficiency in, you may use your Wisdom instead instead of Strength or Dexterity for the attack and damage rolls
The armor clause upgrades the requisite “non-metal armors” to be on par with the otherwise-superior metal versions, eliminating that weakness without losing the flavor. (Now with sharp limits to keep that free of abuse). The latter… well, any Druid build can get an excellent Wisdom-based melee attack if they want, so all it’s really doing is saving you a bonus action and expanding your list of options. Shillelagh still has some value, too, since it's the only way to get a 1d8 one-handed weapon. Plus magic.
Primeval Rage: Beginning at 2nd level, you learn how to augment your physical skill with the raw power of the elements. As a bonus action, you may expend one use of your Wild Shape ability to gain one of the following benefits for one minute:
Burning Rage: Your weapon erupts with fire, allowing you to deal an extra 1d4 points of fire damage with melee weapons and melee spell attacks.
Earthen Rage: You call the upon the strength of the earth to enfold you. Once per turn after being damaged by an attack, you may use your reaction to halve the incoming damage (rounding down).
Frigid Rage: You wrap your weapon in deepest winter. Creatures you strike with a melee weapon or melee spell attack have their speed halved and cannot take reactions until the end of their next turn.
Roaring Rage: Once per turn, you may push a target ten feet in a straight line after hitting them with a melee weapon or melee spell attack. They do not provoke an opportunity attack for leaving your reach.
While raging, you may add your Proficiency bonus to Constitution saving throws that you make to maintain your concentration on a spell, and you gain temporary hit points equal to your Druid level.
Sort of taking a hint from the Bladesinger ability, another full-caster-gish-twice-per-short-rest-augment. Because Druids are all about options and control, I tried to fit that into the core rage mechanic-- you can pick between a nice range of offensive and defensive options, depending on the circumstance.You get your bonus to concentration, a defensive bonus, and a bit more—I’ve weakened the first two in order to slip in a bit of bonus damage. I thought applying it to melee and spell attacks would be nicely gishy.
Extra Attack: Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. In addition, you may add your Wisdom modifier to the damage you inflict with melee spell attacks.
Standard gish feature. I added the Wis-to-damage with... well, I guess Thorn Whip and Primal Savagery, if you prefer those. I want them to still be options.
Primordial Transformation: Beginning at 10th level, you have internalized many of the Druids’ trademark transformation magics. As an action, you may change your body in one of the following ways:
Claws: You grow a set of vicious claws and/or fangs. Your unarmed strikes now deal 1d8 damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and as Druid weapons for the purposes of your Way of the Hunt ability. After taking the Attack action, you may make one unarmed strike as a bonus action.
Ears: You grow a set of bat-like ears, gaining blindsight out to 60ft and advantage on any Wisdom (Perception) checks based on hearing.
Gills: You grow webbed feet and gills, gaining the ability to breathe underwater and a swim speed equal to your base land speed.
Scales: You grow a set of tough scales. When you aren't wearing armor, your AC is 18. You can use your scales to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal.
Wings: You grow a set of powerful wings, gaining a fly speed equal to your base land speed.
You may only ever have one transformation in effect at a time. If you begin a second transformation, your first one ends. Transformations remain in effect until you are either incapacitated or return to normal as a bonus action.
A Moon Druid can adapt their combat form to any environment; now Avengers can do the same, as well as giving back a bit of the utility you lost by using up Wild Shape to rage.
Primordial Rage: Beginning at 14th level, your rage grows ever fiercer. When using your Primeval Rage ability and casting a spell with a matching damage type, you may make a melee attack as a bonus action. In addition, you do not suffer Disadvantage on ranged spell attacks from being in melee combat.
Burning Rage: Any spell which deals fire damage, or which has a term like "Fire" or "Heat" in its name.
Earthen Rage: Any spell which targets only plants or beasts, or which has a term like "Earth" or"Stone" in its name.
Frigid Rage: Any spell which deals cold damage, or which has a term like "Water" or "Ice" in its name.
Roaring Rage: Any spell which deals lightning or thunder damage, or which has a term like "Wind" or "Sky" in its name.
As per most of the 9th-level-gish subclasses, I realize now the offensive boost should come at around 14th level. I thought this was a more interesting version of War Magic. As a side note, I really wish 5e had kept descriptors around, because this would be so much simpler if I could just say [Water] spell. Sigh.
Circle of the Avenger
The druidic avenger channels her inner fury to wreak vengeance upon those who injure the natural world.
Way of the Hunt: When you choose this circle at second level, you gain increased prowess with Druid equipment. When wearing leather or hide armor, you gain a +2 bonus to AC. When wielding one of the weapons which the Druid class normally grants proficiency in, you may use your Wisdom instead instead of Strength or Dexterity for the attack and damage rolls
The armor clause upgrades the requisite “non-metal armors” to be on par with the otherwise-superior metal versions, eliminating that weakness without losing the flavor. (Now with sharp limits to keep that free of abuse). The latter… well, any Druid build can get an excellent Wisdom-based melee attack if they want, so all it’s really doing is saving you a bonus action and expanding your list of options. Shillelagh still has some value, too, since it's the only way to get a 1d8 one-handed weapon. Plus magic.
Primeval Rage: Beginning at 2nd level, you learn how to augment your physical skill with the raw power of the elements. As a bonus action, you may expend one use of your Wild Shape ability to gain one of the following benefits for one minute:
Burning Rage: Your weapon erupts with fire, allowing you to deal an extra 1d4 points of fire damage with melee weapons and melee spell attacks.
Earthen Rage: You call the upon the strength of the earth to enfold you. Once per turn after being damaged by an attack, you may use your reaction to halve the incoming damage (rounding down).
Frigid Rage: You wrap your weapon in deepest winter. Creatures you strike with a melee weapon or melee spell attack have their speed halved and cannot take reactions until the end of their next turn.
Roaring Rage: Once per turn, you may push a target ten feet in a straight line after hitting them with a melee weapon or melee spell attack. They do not provoke an opportunity attack for leaving your reach.
While raging, you may add your Proficiency bonus to Constitution saving throws that you make to maintain your concentration on a spell, and you gain temporary hit points equal to your Druid level.
Sort of taking a hint from the Bladesinger ability, another full-caster-gish-twice-per-short-rest-augment. Because Druids are all about options and control, I tried to fit that into the core rage mechanic-- you can pick between a nice range of offensive and defensive options, depending on the circumstance.You get your bonus to concentration, a defensive bonus, and a bit more—I’ve weakened the first two in order to slip in a bit of bonus damage. I thought applying it to melee and spell attacks would be nicely gishy.
Extra Attack: Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. In addition, you may add your Wisdom modifier to the damage you inflict with melee spell attacks.
Standard gish feature. I added the Wis-to-damage with... well, I guess Thorn Whip and Primal Savagery, if you prefer those. I want them to still be options.
Primordial Transformation: Beginning at 10th level, you have internalized many of the Druids’ trademark transformation magics. As an action, you may change your body in one of the following ways:
Claws: You grow a set of vicious claws and/or fangs. Your unarmed strikes now deal 1d8 damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and as Druid weapons for the purposes of your Way of the Hunt ability. After taking the Attack action, you may make one unarmed strike as a bonus action.
Ears: You grow a set of bat-like ears, gaining blindsight out to 60ft and advantage on any Wisdom (Perception) checks based on hearing.
Gills: You grow webbed feet and gills, gaining the ability to breathe underwater and a swim speed equal to your base land speed.
Scales: You grow a set of tough scales. When you aren't wearing armor, your AC is 18. You can use your scales to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal.
Wings: You grow a set of powerful wings, gaining a fly speed equal to your base land speed.
You may only ever have one transformation in effect at a time. If you begin a second transformation, your first one ends. Transformations remain in effect until you are either incapacitated or return to normal as a bonus action.
A Moon Druid can adapt their combat form to any environment; now Avengers can do the same, as well as giving back a bit of the utility you lost by using up Wild Shape to rage.
Primordial Rage: Beginning at 14th level, your rage grows ever fiercer. When using your Primeval Rage ability and casting a spell with a matching damage type, you may make a melee attack as a bonus action. In addition, you do not suffer Disadvantage on ranged spell attacks from being in melee combat.
Burning Rage: Any spell which deals fire damage, or which has a term like "Fire" or "Heat" in its name.
Earthen Rage: Any spell which targets only plants or beasts, or which has a term like "Earth" or"Stone" in its name.
Frigid Rage: Any spell which deals cold damage, or which has a term like "Water" or "Ice" in its name.
Roaring Rage: Any spell which deals lightning or thunder damage, or which has a term like "Wind" or "Sky" in its name.
As per most of the 9th-level-gish subclasses, I realize now the offensive boost should come at around 14th level. I thought this was a more interesting version of War Magic. As a side note, I really wish 5e had kept descriptors around, because this would be so much simpler if I could just say [Water] spell. Sigh.