PDA

View Full Version : D&D 5e/Next Druid Circle: Circle of the Wastes [4e->5e conversion, PEACH]



Oerlaf
2019-04-21, 11:46 PM
You grew up in the world's majestic desolate places - the icy wastes of the north, the bleak shores, the great sandy deserts, or the barren rocky mountains, where the natural spirits embody the living elements and take on elemental-like forms.

Elemental Companion
Starting at 2nd level when you choose this circle, you gain the service of an elemental companion which is a living zephyr. When you first attain the elemental companion, it has the following statistics:

Living Zephyr
Medium elemental, unaligned

Armor Class 15
Hit Points 15 (2d8+6)
Speed fly 30 ft. (hover)

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 17 (+3) 3 (-4) 14 (+2) 7 (-1)

Senses passive Perception 12
Languages ---
Challenge 2 (450 XP)

Debris Cloud. The area within 10 feet of the living zephyr is lightly obscured.
Devotion. The living zephyr has advantage on saving throws against being charmed.
Evasion. If the living zephyr is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the zephyr instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
ACTIONS
Slam.Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) bludgeoning damage, and the zephyr can move the target up to 5 feet.

When you gain a new level in the druid class, the living zephyr’s hit point maximum increases by 7 (1d8+3), up to a maximum of 150 (20d8+60) hit points.

When you reach 15th level in the druid class, the damage of its slam attack increases to 16 (2d10+5).

If your elemental companion is dropped to 0 hit points, it is subject to making death saving throws as if it were a PC. If your elemental companion is slain, you can gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer.

The elemental companion acts on your initiative and follows your verbal commands to the best of its ability (no action required).

At your option, you can have any spell you cast upon yourself also affect the elemental companion. The elemental companion must be within 5 feet of you at the time of casting to receive this benefit. If the spell has a duration other than instantaneous, it stops affecting the elemental companion if the companion moves farther than 5 feet away and will not affect the elemental again, even if it returns to you before the duration expires.

Additionally, you may cast a spell with range of Self on your animal companion instead of on yourself as a ranged spell with a range of 30 feet. You and your companion can share spells even if the spells normally do not affect elementals.

Desolate Powers
Also at 2nd level, while you are wielding a spear or a staff, you gain a +1 bonus to Armor Class and Dexterity saving throws, and you have advantage on Constitution checks.

Paragon of the Wastes
Starting at 6th level, when you or your living zephyr companion drops to fewer than half its maximum hit points, you can use your reaction to become incorporeal until the beginning of your next turn and move up to 30 feet without provoking opportunity attacks. While incorporeal, you have resistance to all damage.
You cannot use this feature again until you finish a short or long rest.

Zephyr Carry
Starting at 10th level, you can direct the consecrated gust your animal companion represents to bring its target through the air and into your clutches.
When your living zephyr companion hits an enemy with a slam attack, you can use your reaction to move the living zephyr up to 15 feet, and then move the enemy up to 30 feet to a point within 5 feet of the zephyr.
You can't use this feature again until you finish a short or long rest.

Blessing of the Wastes
When you reach 14th level whenever you cast a spell that restores hit points to you, you can choose one friendly creature within 60 feet of you. That creature ends one condition that the creature is currently under, and he or she gains half-cover until the end of your next turn.