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View Full Version : D&D 5e/Next Circle of Reclamation: Blaster & Growth Druid (PEACH)



sandmote
2020-02-26, 11:36 AM
This page on the homebrewery (https://homebrewery.naturalcrit.com/share/MdqPVk1K)

This started out meaning to be a blaster druid, and then I slapped on a bunch of utility plant-growing abilities for after the fireballs.

Some Fluff:

When other circles have failed or nature otherwise destroyed, it can return to an area that has been left alone for long enough. For druids belonging to the circle of reclamation, this isn't quite enough. Druids of this circle tear apart urbanization, meeting on the border of the natural and unnatural to plot their systemic collapse of polluting towns and cities.

Note this can be evil, but not necessarily. Medieval cities had a lot of growing space, and such a druid could work with the city to regrow land for farming use. Trees grown like this means the city isn't cutting down as many elsewhere, for instance.




Bonus Cantrips
When you choose this circle at 2nd level, you learn the acid splash and firebolt cantrips. These count as druid cantrips for you, but don't count against your cantrips known.

Seeding Step
As a bonus action, you can cause the ground in your space to decay into thick loam. Nonmagical materials lying on the ground other than metal break down, including stone, wood, and animal parts. Weapons and armor made entirely or partially of such materials (such as the haft of a spear) are destroyed and become unusable; this does not weaken the surface it is used on. At the end of your turn, a dense mat of inedible plants or fungi appropriate for the environment sprouts from this loam, turning the space into nonmagical difficult terrain.

Prone creatures in your space holding or wearing armor or weapons can choose to make a Dexterity saving throw against your spell save DC to avoid having their equipment decay.

No increase to the number of spell slots a land druid gets, so you get a pair of combat cantrips. I'd let the subclass choose from the wizard's cantrips if I though people would choose something other than minor illusion.

Seeding step is mainly meant for setting up battlefields and destroying enemy supplies/equipment. But you could use it, dash directly away, and then an enemy takes an additional 5 feet of movement to follow. As I copy this for comment on the forum, maybe make it take a minute normally and allow it to be used as a bonus action a limited number of times? That might reduce the ability to abuse it, but also make it more complicated.


Circle Spells

Circle Spells
Level Spells
3rd Acid Arrow, Spike Growth
5th Fireball, Plant Growth
7th Blight, Grasping Vine
9th Destructive Wave, Wrath of Nature

Swapping between the two principles each time.


Forest Ascension
By 6th level, your connection with the forces that restore nature allow you to grow massive trees in a matter of minutes. You can mystically will a tree to grow from a point of your choice within 20 feet of you (as if casting a ritual). The tree grows at a rate of 10 feet high and half a foot wide per minute, up to a height of 100 feet, and can lean up to five feet to one side for every ten feet of height without falling over. If the space the tree is growing in can't fit or support such a large tree, it grows to the maximum size available.

Creatures attempting to climb a tree you make in this manner don't need to make any skill checks, although the top 20 feet of the tree are too thin to support any creature larger than tiny. If you cause the tree to lean too much as you grow it, the tree falls over, dealing 1d6 bludgeoning damage per 10 feet to height to creatures or structures in a five foot wide line equal to the tree's height.

You can use this ability twice, and regain all uses at the end of a long rest.

This is meant to be a utility feature. Note that in dungeons, the DM can just say "there is no room for the roots, so the tree stops growing."


Cataclysimic Fury
Starting at 10th level, when you cast a spell that deals acid, fire, lightning, necrotic, or poison damage, you can choose to channel your destructive rage into the spell. Treat the spell as having been cast using a spell slot one level higher than you expended to cast the spell (you must still expend a spell slot of equal or higher level than the spell). You can use this ability a number of times equal to your wisdom modifier, and regain all uses at the end of a long rest.

Bit late, but it gives a different buff to your damage spells than a wizard gets.


Jungle From Streets
Starting at 14th level, you can quickly destroy and regrow life in a small area. You can cast vitriolic sphere as a 6th level spell without expending a spell slot. When you do so, the area affected by the spell decays into rich loam, from which sprouts a thicket with the effects of the entangle spell (this effect requires you concentration, as normal). When your concentration ends, the thicket wilts away, leaving only the loam.

You can use this ability once, and regain it at the end of a short or long rest.

Again, late, but this helps the druid keep up with a blaster wizard.

JNAProductions
2020-02-26, 06:11 PM
I see nothing objectionable here. Nice numbers, fun utility... well done!