Druid archetype: Circle of the Plague

Post/Author/DateTimePost
#1

Nevvur

Jan 30, 2015 1:09:52

Working on an alternative Circle for evil druids. Constructive criticism requested.

 

Circle of the Plague:

 

Not all druids seek balance and venerate life. Some have been driven mad by the usurpation of nature's domain by the 'civilized' races, and seek vengeance in the most destructive way possible. Others recognize that even vermin and diseases are natural phenomena, to be wielded with the same efficacy by which other druidic Circles use their powers. These men and women form the Circle of the Plague, employing poison, disease and swarms to further their ends.

 

Toxin: When you choose this circle at 2nd level, you gain the ability to inflict poison upon your enemies. Select one target you can see within 60 feet. You may use your bonus action to inflict the poisoned condition on this target. The target may resist the effect with a constitution saving throw against your spell save DC. The target may make an additional constitution saving throw at the end of each of its turns to end the condition, otherwise it lasts up to 1 minute.

 

You may use this feature a number of times equal to your wisdom modifier. You regain expended uses after a long rest

 

Plaguebearer: You gain access to the following spells as you increase in level. They do not count against your maximum number of prepared spells.

 

Druid Level -- Spells
2nd -- Inflict Wounds, Bane
3rd -- Blindness/Deafness, Ray of Enfeeblement
5th -- Stinking Cloud, Vampiric Touch
7th -- Blight, Giant Insect
9th -- Contagion, Insect Plague

 

Swarm: Starting at 6th level, you gain the ability to use your wildshape to to transform into a swarm of creatures. You may select any type of swarm from Appendix A of the Monstrous Manual. 

 

You may use your bonus action to inflict Toxin on a target hit by your melee attacks while in any wildshape form, but if your wildshape is a swarm, it does not expend one of your uses.

 

Plagueridden:  At 10th level, you are immune to poison and disease.

 

If you are hit with a melee attack by a creature within 5 feet of you, you may use your reaction to inflict 1d8 damage. You may choose poison or necrotic damage. This feature is active in all forms.

 

Debilitating Toxin: When you reach 14th level, if a creature affected by Toxin fails three consecutive saving throws against the effect, including the initial attempt to resist, it becomes paralyzed. The creature continues to make saving throws at the end of each of its turns to end both the paralyzed and poisoned condition.

 

 

 

#2

tubadancross

Jan 30, 2015 10:39:10

Saved, favorited, planned to use in the future.

#3

cowleymen

Jan 30, 2015 13:11:05

I think this is a great NPC option. How ever, IDK if the posion condition is that powerful that I would choose a subclass that is primarly about inflicting that condition.

 

Also, I dont think swarm is that great with the limited options that circle of the land has already.

#4

BRJN

Jan 30, 2015 16:38:25

How does Sickness interact with a paladin's L3 immunity to disease?

#5

Nevvur

Jan 30, 2015 18:01:25

Thanks guys.

 

cowleymen, last time I posted a homebrew archetype on these forums, a lot of the feedback suggested my proposals were overpowered. I took the side of caution on loading this one up with goodies. It's true that poisoned condition is not especially potent, moreso given round-to-round saves, but causing disadvantage on attacks (and ability checks) is still pretty handy. I may turn it into a short rest recharge, though I'm awaiting additional feedback before proposing additional changes. Swarm provides a flying form before either of the other circles (though only by two levels), and a higher CR wildshape (poisonous snakes) than Land druids ever get. One idea I mulled over was to cause Sickness without expending uses while wildshaped into a swarm. In this case, I would probably keep the long rest recharge.

 

BRJN, paladins are vulnerable to Sickness. The nature of the ability is meant to be poisonous, not disease. Perhaps a rename is in order, to prevent misunderstandings?

 

A note, one of the design goals here was to create an archtype that does not rely on a primary form. Land druids are going to spend most of their time as humanoids, and Moon druids as wildshape. I wanted something that had perks in both forms, but didn't surpass the other Circles' specialties. If anyone feels this subclass does not achieve that, I'd welcome advice on realizing that goal.