2019-05-21, 11:48 AM (ISO 8601)
Re: Help with main part of druid circle
Circle of Skinwalking
When you choose this circle at 2nd level, you learn the Shillelagh cantrip. If you already know this cantrip, you learn a different druid cantrip of your choice. The cantrip doesn't count against your number of cantrips known.
In addition, your Shillelagh spell can also effect spears.
At 12th level, the damage die of your Shillelagh cantrip increases to 1d10
Starting at 2nd level, you gain the ability to partially transform into a beast. As an action, you can expend a use of your Wild Shape feature and choose a beast from your available wild shape options. You can stay in a hybrid shape for a number of hours equal to half your druid level (rounded down). While in a Hybrid shape, you gain the following features:
(For Example, a Hybrid Shape into a Giant Badger at level 2 will give the Druid 10 temporary hit points, a burrow speed of 10ft, Keen Smell, and Darkvision of 30 ft, and natural weapon would manifest as either a bite or claw attack.)
- You gain 5 temporary hit points for each level you have in this class
- You gain an additional 5ft of movement speed for each 5 levels in this class
- You grow claws, fangs, spines, horns, tentacles or a different natural weapon based on your chosen beast. Your natural weapon strikes are magic finesse weapons and deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose. While in a hybrid shape, you are proficient with your natural weapons. This damage increases to 1d8 at level 12.
- When you use the Attack action with a natural weapon, you can make one natural weapon attack as a bonus action.
- You retain your features, including spellcasting, and your own statistics, unless the chosen beast's stat block is higher than yours.
- You gain any special abilities, movement and senses of the beast's form, other than a flying speed.
- If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has multiattack, or any legendary or lair actions, you can’t use them.
At 6th level, you extend your power into your natural weapons, granting you the following benefits.
- Extra Attack - You can attack twice, instead of once, whenever you take the Attack action on your turn
- Savage Strike - When you hit a target with a natural or simple weapon, you can spend a spell slot to cause the weapon to deal extra damage to the target equal to 1d6 per level of the spell slot expended. You can use this feature only once on each of your turns.
At 10th level, you choose an umbral spirit of a beast and gain its feature. At your option, you also gain minor physical attributes that are reminiscent of your umbral spirit. For example, if you have a bear umbral spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.
Your umbral animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
- Bear - you can add your wisdom to Strength & Dexterity saving throws and checks, and have advantage when resisting grapples and shoves
- Eagle - you are immune to fall damage and fall at half the speed as normal. In addition, for every 15 feet you fall, you can move forward 10 feet in any direction
- Elk - You can use the dash action as a bonus action, and out of combat your land speed increases by 15 ft.
- Kraken - your reach increases by 5 feet, and can grapple
- Wolf - when you perform a melee attack you can add 1d4 to the attack and damage rolls.
At 14th level, you gain a magical benefit based on a umbral spirit of a beast of your choice. You can choose the same animal you selected previously or a different one.
- Bear - While in a hybrid form, you can expend a spell slot as bonus action on your turn to mark a creature when you hit it with a melee weapon attack. The mark lasts for one round per level of the spell slot expended. Marked creatures have disadvantage on attack rolls against targets other than you. An enemy is immune to this effect if it can't be frightened.
- Eagle - While in a hybrid form, you can expend a spell slot as a bonus action to gain a flying speed equal to your current walking speed for one round per level of the spell slot expended. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft
- Elk - While in a hybrid form, you can expend a spell slot as a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw or be knocked prone and take bludgeoning damage equal to 1d10 per level of the spell slot expended. The DC 8 + your proficiency bonus + either your Wisdom or Strength modifier (your choice)
- Kraken - While in hybrid form, you can expend a spell slot during a grapple action. If you grapple the target successfully, it takes bludgeoning damage equal to 1d12 per level of the spell slot expended. While grappling a creature, you can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, the creature is restrained by you until the grapple ends.
- Wolf - While in a hybrid form, you can expend a spell slot as bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
Last edited by Vogie; 2019-05-23 at 12:52 PM.
Always looking for critique of my 5E homebrew!
Originally Posted by Bjarkmundur
Originally Posted by Man_Over_Game