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View Full Version : 5e-Circle of Hell Druid-PEACH



RustyDemiGod
2023-10-13, 03:05 PM
Version 2.0

Circle of Hell

The insidious corruption of the Hells always finds a way to worm it’s way into mortal affairs, and Druid circles are no exception. First began by diabolical agents in the distant past, modern Circles of Hell seek power and status. They are apex predators with no room for sympathy or mercy. To them the Hells are the ultimate example of harsh conditions weeding out the weak and unfit. What is strong will thrive, and what is weak shall burn.

-Circle Spells: When you join this circle at 2nd level, you gain access to forbidden knowledge etched into the very infrastructure of Hell itself. Your delving into infernal lore grants you access to certain spells as you advance in level.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Hell Spells
Druid Level Spells
2nd Hellish Rebuke, Burning Hands
3rd Flock of Familiars*, Scorching Ray
5th Summon Lesser Demons, Melf’s Minute Meteors
7th Summon Greater Demon, Wall of Fire
9th Infernal Calling, Immolation
*Summons additional Imps.


-Fiendish Totem: Starting at 2nd level, you gain a carved wooden totem small enough to be comfortably carried across your back. This totem grants you the Summon Familiar ritual spell. This counts as a Druid spell for you, and does not count against the number of spells you have prepared. When you cast Find Familiar the totem transforms into an Imp. If you dismiss the familiar, or it dies, it returns to totem form. If you lose your totem, you can perform a 1-hour ritual to carve and imbue a replacement. This ritual can be performed during a short or long rest, and destroys the previous totem. While your Imp is summoned you gain the following benefits:
-You can read and write in Infernal.
-You gain the FireBolt cantrip. This counts as a Druid cantrip for you, and does not count against the number of cantrips you know.

-Infernal Form: Also starting at 2nd level, you can expend one use of your Wildshape ability to assume your Infernal form as an action. The appearance of this form is up to the preferences of the player, but is usually a devilish mockery of your true form. This form lasts for 10 minutes, or until you use your Wildshape ability again. You can revert back to your original form as a bonus action. You revert to your original form if you are knocked unconscious or die. While in Infernal Form you gain the following traits:
-You gain an aura of hellish heat around you. You gain fire resistance, and all adjacent creatures that successfully damage you take fire damage equal to your Wisdom modifier.
-All cantrips and spells you cast while in this form, that deals damage, also deals an additional 1d6 fire damage. This damage increases at 6th level (1d8), 10th level (1d10), and 14th level (1d12).

-Infernal Oculus: At 6th level, your eyes take on the reflective red sheen of Hell’s top predators. You gain the following effects:
-You can see in normal and magical darkness up to 120ft.
-You are treated as being constantly under the effects of the See Invisibility spell.
-You may cast Detect Thoughts a number of times per day equal to your proficiency modifier. This does not count against the number of spells that you have prepared. You regain all expended uses of this ability upon completing a long rest.
-This visual acuity comes at a price. You gain the Sunlight Sensitivity trait.

-Terror Above: When you reach 10th level, you sprout broad bat-like wings from your back. You gain a flight speed equal your base movement speed, and you can hover.

-Master Diabolist: When you reach 14th level, you gain the ability to infuse yourself with infernal vigor. You can now assume your Infernal Form as a bonus action. When you do this, you merge with your totem or Imp familiar to gain the following additional benefits:
-You become immune to fire damage, and fire damage that you deal ignores resistance.
-You can not be frightened, charmed, magically commanded, or made to sleep.
-If you are killed while in this form, your soul enters the totem left behind. If the totem is destroyed you die as well. If the totem is not destroyed, your body reforms in 1d4 days and you return to life at full health. This ability can only be used once every 7 days. When you reform you must obtain your old equipment or procure new equipment.

JNAProductions
2023-10-13, 03:11 PM
THP feel really high.
The 6th level benefits are also pretty potent.

Overall, I’d tone this down a bit. Phone posting, so more elaborate commentary can come later.

RustyDemiGod
2023-10-13, 10:50 PM
Revisions:

-Revised flavor text
-Lowered temp Hp in Infernal Form
-Changed Infernal Form damage and scaling
-Replaced bonus spell at 9th level from Summon Draconic Spirit to Infernal Calling

RustyDemiGod
2023-10-16, 08:06 AM
Further revision:
Subclass completely overhauled and redone

togapika
2023-10-17, 12:14 PM
Are the 6th and 10th level benefits something that adds on to your Infernal Form, or do you gain these all the time?

RustyDemiGod
2023-10-17, 07:18 PM
Are the 6th and 10th level benefits something that adds on to your Infernal Form, or do you gain these all the time?

Good question! The way I intended was that they were always active, but I should probably word it better!