Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Druid subclass: Circle of the Warden
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="cbwjm" data-source="post: 7107718" data-attributes="member: 6788732"><p><span style="color: #000000">This is my 1st draft (at least my first draft that I'm sharing) of a warden subclass for the druid. Feel free to submit some constructive feedback.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">You might think it should have been a barbarian or ranger subclass but I wanted it to be druid.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">Druids gain wildshape at 2nd level alongside their subclass which makes it a prime candidate for alteration. In this subclass, I've removed the druid's standard wildshape ability and replaced it with Primal Form. I'm aware this might irk some people due to 5e's general trend of adding to, not removing abilities.</span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">As this was a 4e class, I looked through the powers to look for ideas for abilities. The forms are a major component so I took ideas from them and gave the warden 4 forms to choose from when shifting I tried to give<span style="color: #000000"> an offensive, defensive, mobility, and control form. I have also given thought of adapting the subclass to be similar to the totem barbarian and having a basic primal form at level 2 which gains an enhancement at level 6, 10, and 14.</span></span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"></span><strong><span style="color: #000000">Circle of the Warden</span></strong></p><p>The druids of the circle of the warden give up their wildshape ability to draw upon primal forms of elemental power to defend their sacred glens.</p><p></p><p><strong><span style="color: #000000">Primal Form</span></strong></p><p><span style="color: #000000">At 2nd level you do not gain wildshape. In place of wildshape, you gain the ability to use your bonus action to assume a form of primal power to enhance your combat abilities for 1 minute. <span style="color: #000000"><span style="font-family: 'Arial'">You can use this feature twice. You regain expended uses when you finish a short or long rest.</span></span></span></p><p></p><p><strong><span style="color: #000000">Form of Storm’s Thunder</span></strong><span style="color: #000000">. On your turn, when you hit with a melee attack, you deal an extra 1d6 thunder damage. This increases to a d8 at 5th level, d10 at 11th level, and a d12 at 17th level.</span></p><p><strong><span style="color: #000000">Form of the Avalanche Unleashed</span></strong><span style="color: #000000">. You have resistance to cold. The area within 10 feet of you is considered difficult terrain by other creatures. On a successful melee attack, a target must make a Strength saving throw against your spell DC or be knocked prone.</span></p><p><strong><span style="color: #000000">Form of Stone’s Endurance</span></strong><span style="color: #000000">. When you assume a primal form, you gain resistance to bludgeoning, piercing, and slashing damage. </span></p><p><strong><span style="color: #000000">Form of the Sirocco</span></strong><span style="color: #000000">. While in your primal form, you increase your speed by 10 feet and you have advantage on Dexterity (acrobatics) checks and Dexterity saving throws. When you use the attack action you can use your bonus action to make an extra attack.</span></p><p><span style="color: #000000"></span></p><p><strong><span style="color: #000000">Extra Attack</span></strong></p><p><span style="color: #000000">At 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn.</span></p><p><span style="color: #000000"></span></p><p><strong><span style="color: #000000">Unstoppable Force</span></strong></p><p><span style="color: #000000">At 10th level, the Warden can make a saving throw against any one ongoing effect, such as a </span><span style="color: #000000"><em>hold person</em></span><span style="color: #000000"> spell, at the start of their turn. If the saving throw is successful, the effect ends before the warden suffers any adverse effects. </span><span style="color: #000000">The warden still makes saving throws against effects at the end of their turn as normal.</span></p><p><span style="color: #000000"></span></p><p><strong><span style="color: #000000">Form of Earth’s Beneficence</span></strong></p><p><span style="color: #000000">At 14th level, while in your primal form, you regenerate 2 + your Wisdom modifier in hit points at the start of each of your turns if you are below half health.</span></p></blockquote><p></p>
[QUOTE="cbwjm, post: 7107718, member: 6788732"] [COLOR=#000000]This is my 1st draft (at least my first draft that I'm sharing) of a warden subclass for the druid. Feel free to submit some constructive feedback. You might think it should have been a barbarian or ranger subclass but I wanted it to be druid. Druids gain wildshape at 2nd level alongside their subclass which makes it a prime candidate for alteration. In this subclass, I've removed the druid's standard wildshape ability and replaced it with Primal Form. I'm aware this might irk some people due to 5e's general trend of adding to, not removing abilities. As this was a 4e class, I looked through the powers to look for ideas for abilities. The forms are a major component so I took ideas from them and gave the warden 4 forms to choose from when shifting I tried to give[COLOR=#000000] an offensive, defensive, mobility, and control form. I have also given thought of adapting the subclass to be similar to the totem barbarian and having a basic primal form at level 2 which gains an enhancement at level 6, 10, and 14.[/COLOR] [/COLOR][B][COLOR=#000000]Circle of the Warden[/COLOR][/B] The druids of the circle of the warden give up their wildshape ability to draw upon primal forms of elemental power to defend their sacred glens. [B][COLOR=#000000]Primal Form[/COLOR][/B] [COLOR=#000000]At 2nd level you do not gain wildshape. In place of wildshape, you gain the ability to use your bonus action to assume a form of primal power to enhance your combat abilities for 1 minute. [COLOR=#000000][FONT=Arial]You can use this feature twice. You regain expended uses when you finish a short or long rest.[/FONT][/COLOR][/COLOR] [B][COLOR=#000000]Form of Storm’s Thunder[/COLOR][/B][COLOR=#000000]. On your turn, when you hit with a melee attack, you deal an extra 1d6 thunder damage. This increases to a d8 at 5th level, d10 at 11th level, and a d12 at 17th level.[/COLOR] [B][COLOR=#000000]Form of the Avalanche Unleashed[/COLOR][/B][COLOR=#000000]. You have resistance to cold. The area within 10 feet of you is considered difficult terrain by other creatures. On a successful melee attack, a target must make a Strength saving throw against your spell DC or be knocked prone.[/COLOR] [B][COLOR=#000000]Form of Stone’s Endurance[/COLOR][/B][COLOR=#000000]. When you assume a primal form, you gain resistance to bludgeoning, piercing, and slashing damage. [/COLOR] [B][COLOR=#000000]Form of the Sirocco[/COLOR][/B][COLOR=#000000]. While in your primal form, you increase your speed by 10 feet and you have advantage on Dexterity (acrobatics) checks and Dexterity saving throws. When you use the attack action you can use your bonus action to make an extra attack. [/COLOR] [B][COLOR=#000000]Extra Attack[/COLOR][/B] [COLOR=#000000]At 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn. [/COLOR] [B][COLOR=#000000]Unstoppable Force[/COLOR][/B] [COLOR=#000000]At 10th level, the Warden can make a saving throw against any one ongoing effect, such as a [/COLOR][COLOR=#000000][I]hold person[/I][/COLOR][COLOR=#000000] spell, at the start of their turn. If the saving throw is successful, the effect ends before the warden suffers any adverse effects. [/COLOR][COLOR=#000000]The warden still makes saving throws against effects at the end of their turn as normal. [/COLOR] [B][COLOR=#000000]Form of Earth’s Beneficence[/COLOR][/B] [COLOR=#000000]At 14th level, while in your primal form, you regenerate 2 + your Wisdom modifier in hit points at the start of each of your turns if you are below half health.[/COLOR] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Druid subclass: Circle of the Warden
Top