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View Full Version : D&D 5e/Next (5e) Druid subclass hombrew - Circle of the Swamp- Opinions and feedback welcome



Humfred
2018-05-12, 10:10 AM
Hello, welp here goes nothing. This is my first home brew subclass, I would love some feedback on how this could be balanced or improved.

Circle of the Swamp

A Druidic Circle devoted to the might and majesty of the Swamp
The Circle of the Swamp is focused in its devotion to all things scaled and slippery.
Lizardfolk, Mogogol or Yuan ti, as well as those who spend vast periods of their lives in swaps, grasp the circle of the swap with ease. Such souls have grown to understand the subtitle secrets ,the swamp holds in its murky waters.

Swamp Wildshape

When you choose this circle at 2nd level, you gain the ability to use Reptile or Amphibian Wildshapes on your turn as a bonus action.
Additionally, while you are transformed by Swamp Wildshape, you gain a unique skill. (See page 3.)

Swamp Forms

The rites of your circle grant you the ability to transform into Reptiles and Amphibians only. Starting at 2nd level, you can use your Swamp Wildshape to transform into a reptilian or amphibian beast with a challenge rating as high as 1.
Starting from 6th level, you can transform into a reptile with a challenge rating as high as your druid level divided by 3, rounded down.
At second level, all your Wildshape forms gain a swim speed [equal to their movement speed/of 20 ft. if they don't have an innate swim speed already] .
Circle of the Swamp druids do not have access to any wildshapes with flight speed.

Swamp Strength

Starting 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. If you loose a limb it will regrow in 1d4+1 days.


Swamp Durability

At 10th level, you are highly trained in wild shaping. You have gained a deep understanding of how to increase the durability of your humanoid form and Swamp Wildforms.
In both Humanoid form and Swamp Wildforms you are resistant to poison and you have immunity to disease.
Your Swamp Wildforms now have more hit die, Cr1 and below gain extra 2 hit die. Cr2 gain 1 extra hit die.

Reptilian Adaptation

At 14th level you have completely mastered the art of Swamp transformation.
You have learnt the strongest aspects of each of your wildshapes, now you can choose to use one, once per day, in your humanoid or wildshape. If you switch between any forms this feature fades. The feature lasts 1 hour.

Tongue of the chameleon: Melee weapon attack + 7 to hit, Reach 30ft. One Target. 4d8+ Str bludgeoning damage. If the target is a medium or smaller creature, it must make a DC 15 strength saving throw. If the target fails its save, you can use a bonus action to either move to an unoccupied space within 5 feet of the target, or move the target to an unoccupied space within 5 feet of you.

Belly of the toad: If you make a bite attack against a medium or smaller target it is grappled (escape DC 15) The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the creature, and it takes 5d8 acid damage at the start of each of the creature’s turns. The creature can choose to expel the swallowed target at an time.

Fangs of the viper: If you make a bite attack against an enemy they must make a DC15 Constitution saving throw taking 6d6 poison damage on a failed save, or half as much damage on a successful one.

Jaw of the Crocodile: If you make a bite attack against an enemy they take 4d10+5 piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. You may not bite again, until the grapple ends.

Shell of the turtle: Your creature grows a massive shell and gains +1 ac. As an action, you can withdraw into your the massive shell. When you do you gain +4 AC, until the start of your next turn. While withdrawn you cannot use reactions.


Circle of the swamp wildshape forms skills


Giant Poisonous Snake
Level 2 onwards, while in Giant Poisonous Snake form, you can take a turn to sniff the air and Detect poison and Disease. This can be done once per short rest.


Giant Toad
Level 2 onward, while in Giant Toad form, if you consume a creature and it dies inside of you. You can choose to use Vomit (2d12) on an action. You can vomit up to 10 feet the creature you target must make a Constitution saving throw or take 2d12 acid damage. This can be used once per short rest.

Giant Chameleon
Level 3 level onward, while in Giant Chameleon form, if you take 1 minute to sit still your skin changes color to perfectly match your surroundings becoming camouflaged. If you move or take damage the camouflage ends. This can be used once per short rest.


Giant Snapping Turtle
Level 6 onwards, while you are in Giant Snapping Turtle form, you can use a turn to gain resistance. You may roll a d4 and add the number rolled to one saving throw of your choice. This can be used once per short rest.

Giant Constrictor
Level 6 onwards, while you are in Giant Constrictor snake form, you may attempt to charm a humanoid you can see within range. See Charm Person. This can be used once per short rest.


Giant Crocodile
level 15 onward, while you are in Giant Crocodile form, you can take a turn to bury your body into the dirt as your movement. As your action you cause a tremor in the ground in a 10– foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 5d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared. This can only be done once per long rest.



Feel free to give me some feedback on how well or poorly you think this is balanced and what could be done to improve it. If you like it tell me. If you hate tell me and it show your rage by throwing as many angry faces as you can into the thread.

Have a great day.