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Hack Your Druid: Alternatives to Wildshape
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<blockquote data-quote="CleverNickName" data-source="post: 8812618" data-attributes="member: 50987"><p>Sure thing! I ended up creating a special subclass for his druid, called "Circle of the Sun." We traded out the Wild Shape ability for the Light Cleric's sunburst ability. Here's the crunchy bits:</p><p></p><p>[SPOILER=Circle of the Sun]</p><p>Concept: a druid that can channel the radiant energy of the sun.</p><p></p><p><strong>Circle Spells</strong></p><p>2nd level: <em>Word of Radiance </em>cantrip</p><p>3rd level: <em>Barkskin, Heat Metal</em></p><p>5th level: <em>Daylight, Plant Growth</em></p><p>7th level: <em>Fire Shield, Guardian of Nature</em></p><p>9th level: <em>Flame Strike, Wrath of Nature</em></p><p></p><p><strong>Radiant Magic</strong></p><p><em>(2nd Level Subclass Feature)</em></p><p>You know the <em>word of radiance </em>cantrip. Druid spells you cast can cause radiant damage instead of their usual damage type, if desired.</p><p>Whenever you cast a druid spell while you are standing in sunlight, you can use your Reaction to regain hit points equal to twice the spell level.</p><p></p><p><strong>Sunburst</strong></p><p><em>(2nd level Subclass Feature)</em></p><p><span style="color: rgb(41, 105, 176)">You can spend one use of your Wild Shape ability to create a burst of radiant energy. Each hostile creature within 30 feet of you must make a Constitution save throw. A creature takes radiant damage equal to 2d10+your druid level on a failed save throw, and half as much on a successful one. A creature that has total cover from you is not affected. All magical <em>darkness </em>effects within this area of effect are automatically dispelled.</span></p><p></p><p>This part is still in development. The player wants a sunlight aura instead: no damage; he would just emit bright light in a 20' radius (dim light in another 20'), and that bright light is considered sunlight. Lasts for 1 minute, no concentration, costs 1 Wildshape use. This would let him "turn on" his other solar abilities, below. I'm troubleshooting this part right now, looking for things that it could break. It can wreak havoc on certain undead, but so far I'm not seeing any deal-breakers.</p><p></p><p><strong>Solar Bond</strong></p><p><em>(6th level Subclass Feature)</em></p><p>Whenever you cast a druid spell that deals radiant damage or restores hit points while you are in sunlight, you add your Proficiency Bonus to the damage or healing of the spell.</p><p></p><p>You no longer need to eat food in order to survive. One hour of exposure to sunlight provides you with all the food and nourishment that your body needs. (You still require water and rest as normal.)</p><p></p><p><strong>Solar Emissary</strong></p><p><em>(10th level Subclass Feature)</em></p><p>You become resistant to Fire and Radiant damage.</p><p>You are immune to the negative effects of extreme heat or sun.</p><p>You now regenerate while standing in sunlight. You automatically remove 1 level of exhaustion for each full hour that you spend in sunlight.</p><p></p><p><strong>Everbright</strong></p><p><em>(14th level Subclass Feature)</em></p><p>You no longer suffer the drawbacks and penalties of old age, and you cannot be aged magically.</p><p>If you drop to 0 hit points while in sunlight, you can use your Reaction to drop to 1 hit point instead. Once you use this ability, you cannot use it again until you finish a Long or Short Rest.[/SPOILER]</p><p></p><p>Still very much a work in progress; I'm still working on that bit in blue text.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 8812618, member: 50987"] Sure thing! I ended up creating a special subclass for his druid, called "Circle of the Sun." We traded out the Wild Shape ability for the Light Cleric's sunburst ability. Here's the crunchy bits: [SPOILER=Circle of the Sun] Concept: a druid that can channel the radiant energy of the sun. [B]Circle Spells[/B] 2nd level: [I]Word of Radiance [/I]cantrip 3rd level: [I]Barkskin, Heat Metal[/I] 5th level: [I]Daylight, Plant Growth[/I] 7th level: [I]Fire Shield, Guardian of Nature[/I] 9th level: [I]Flame Strike, Wrath of Nature[/I] [B]Radiant Magic[/B] [I](2nd Level Subclass Feature)[/I] You know the [I]word of radiance [/I]cantrip. Druid spells you cast can cause radiant damage instead of their usual damage type, if desired. Whenever you cast a druid spell while you are standing in sunlight, you can use your Reaction to regain hit points equal to twice the spell level. [B]Sunburst[/B] [I](2nd level Subclass Feature)[/I] [COLOR=rgb(41, 105, 176)]You can spend one use of your Wild Shape ability to create a burst of radiant energy. Each hostile creature within 30 feet of you must make a Constitution save throw. A creature takes radiant damage equal to 2d10+your druid level on a failed save throw, and half as much on a successful one. A creature that has total cover from you is not affected. All magical [I]darkness [/I]effects within this area of effect are automatically dispelled.[/COLOR] This part is still in development. The player wants a sunlight aura instead: no damage; he would just emit bright light in a 20' radius (dim light in another 20'), and that bright light is considered sunlight. Lasts for 1 minute, no concentration, costs 1 Wildshape use. This would let him "turn on" his other solar abilities, below. I'm troubleshooting this part right now, looking for things that it could break. It can wreak havoc on certain undead, but so far I'm not seeing any deal-breakers. [B]Solar Bond[/B] [I](6th level Subclass Feature)[/I] Whenever you cast a druid spell that deals radiant damage or restores hit points while you are in sunlight, you add your Proficiency Bonus to the damage or healing of the spell. You no longer need to eat food in order to survive. One hour of exposure to sunlight provides you with all the food and nourishment that your body needs. (You still require water and rest as normal.) [B]Solar Emissary[/B] [I](10th level Subclass Feature)[/I] You become resistant to Fire and Radiant damage. You are immune to the negative effects of extreme heat or sun. You now regenerate while standing in sunlight. You automatically remove 1 level of exhaustion for each full hour that you spend in sunlight. [B]Everbright[/B] [I](14th level Subclass Feature)[/I] You no longer suffer the drawbacks and penalties of old age, and you cannot be aged magically. If you drop to 0 hit points while in sunlight, you can use your Reaction to drop to 1 hit point instead. Once you use this ability, you cannot use it again until you finish a Long or Short Rest.[/SPOILER] Still very much a work in progress; I'm still working on that bit in blue text. [/QUOTE]
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