PDA

View Full Version : 5e-Circle of the Summer Court-V2.0



RustyDemiGod
2024-02-09, 07:53 PM
While developing Druid circles that pledge fealty to the season fey courts, summer was the most difficult. I scrapped the subclass entirely and made the following.

Circle of the Summer Court

Summer has always been the season of war and wrath. For millennia uncounted armies have clashed beneath the Summer sun, fueled by rage and blood sacrifice. Druids oathbound to the Summer Court are first and foremost warriors. While they stand vigil, nature is protected and no threat goes unanswered. To threaten their territory is to know the wrath of the burning sun, and to have your blood adorn their altars.

-Punishing Arcana: when you join this circle at 2nd level, your connection to the Summer Court grants you access to certain spells as you gain levels as noted in the table below.
Once you gain access to one of these spells, you always have it prepared, and it does not count against the number of spells that you can prepare each day. If you gain access to a spell that does not appear on the Druid spell list, the spell is nonetheless a Druid spell for you.
Druid Level Spells
2nd Guiding Bolt, Inflict Wounds
3rd Aganazzar’s Scorcher, Heat Metal
5th Daylight, Vampiric Touch
7th Fire Shield, Sickening Radiance
9th Flame Strike, Dawn
Additionally, you gain access to 2 Cantrips of your choice, from any class spell list, that deals radiant or fire damage. Once selected, they are considered Druid Cantrips for you, and do not count against the number of Cantrips that you know.

-Champion’s Athame: at 2nd level, you gain proficiency with simple and martial weapons, so long as they are bladed. By attuning to this weapon you gain the following benefits:
- [ ] This weapon functions as a spell focus for you.
- [ ] Ritual spells cast with this focus, along with 1hp worth of your blood, have their ritual casting times cut in half.
- [ ] When casting a spell of 1st level or higher with this focus, you can draw blood from your self as a free object interaction to use in place of material components. For each point of damage you take you can negate 50gp worth of material component cost for your spell, to a maximum of 500gp.
You can only be attuned to one Athame at a time, and you may attune to any bladed weapon to create an Athame so long as you are proficient. If the Athame did not originally require attunement, it does not count against the number of items you can a tune to.

-Avatar of Wrath: At 2nd level, your connection to the season of war infuses your form with Summer’s fury. On your turn, as long as you are holding your Athame, you can expend one use of your Wild Shape feature to take the form of Summer’s wrath as a bonus action.

Avatar of Wrath
Medium Elemental
Armor Class: 10+your Wisdom Modifier
Hit Points: 5+5x your Druid level
Attribute scores do not change

Damage Immunities: Fire, Radiant
Condition Immunities: Charmed, Frightened
Senses: Darkvision 120ft
Challenge: ——
Languages: You retain your capacity for language.
Proficiency Bonus: Equals your original bonus.
Abilities
-Champions Athame: while in this form you retain your ability to attack with, and benefit from the abilities of your attuned Athame.
-Spellcasting: You retain your ability to cast your base forms Cantrips and spells.
-Furious Focus: You have advantage on Constitution saving throws to maintain concentration on spells.
-Bleeding Spells: Your damage-dealing Cantrips and spells become laced with blades made of fiery force, dealing additional slashing damage equal to your Wisdom modifier.

This form appears as a version of your self with the flash burned away and wreathed in flames. Your armor and gear turn the color of polished gold, and you are ornamented with sashes made of skulls and bones. This unsettling appearance is made all the more sinister by the change of voice, which takes on the dry rattle of death.
Summer’s wrath last for 10 minutes. It ends early if you are knocked unconscious, you use your Wild Shape feature again, if you choose to leave this form as a bonus action, your forms HP is reduced to zero, or you are killed outright.

-Blood Sacrifice: At 6th level, you learn how to make fortifying sacrifices of your enemies. Once per turn when you kill one or more enemies with a spell of 1st level or higher, you regain hit points equal to 3 times the spell’s level.
For this ability to function your enemy must be living, contain blood, and you must have your Athame to summon the blood to you.

-Blinding Dawn: At 10th level, you can detonate a small globe of sunlight between your self and an attacking enemy within 30 feet as a reaction. This flare imposes disadvantage on the enemie’s attack roll against you. Additionally, the attacking enemy must succeed on a Dexterity saving throw against your spell save DC or take Radiant damage equal to 2D8 plus your Wisdom modifier.
An attacker that cannot be blinded is immune to this feature. Enemies with light sensitivity suffer disadvantage on their Dexterity saving throw.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

-Heat Stroke: When you reach 14th level, your Avatar of Wrath feature turns the battleground into a burning hellscape. While avatar of wrath is active all enemies within 30 feet of you must succeed on a Constitution saving throw against your spell save DC or take fire damage equal to your Wisdom modifier when they enter this aura and at the beginning of each of the returns while in this aura. Additionally, all ranged attacks against the caster originating from outside this aura, suffer disadvantage due to the visual disturbances caused by the heat. All non-sentient mundane vegetation within the area blacken and die.