Homebrew Druid Archetype: The circle of Bones

voodoo dummie

First Post
so in my spare time I've been playing a bit with some homebrew ideas. I'm not really sure where I would really use them or if I'll ever use them, but it's nice to think about.

So I would like some critiques on the following druid archetype.


Circle of Bones


The Circle of Bones is made up of survivalists, tribesmen and shamans that understand that the natural world consists of prey and predators. Death is an everyday part of being alive and the goal in life is to survive. The Druids of the Circle of Bones are hunter gatherers that believe in the power of one’s own merit and strength, and therefore these Druids will resort to physical combat augmented by an understanding of the environment. Druids of the circle of Bones do not distinguish humanoids from any other animal nor are any other creature of flesh different from animals, everyone is fair game. because of this, druids from other orders might consider the order of bones to be selfish, but this order will still rush to protect the wilds they call home.
Druids from this circle rarely gather, but word spreads through signals, calls and signs which are repeated by other druids of this order covering long distances.
As a member of the Circle of Bones, you understand that true power does not come from magical tricks or alliances, but from yourself.


Wildman’s skills
When you choose this circle at 2nd level, you gain proficiency with all Simple Melee Weapons, Blowguns, Nets, Tridents, and Whips.
In addition. you can spend one hour to craft one dagger or 20 pieces of blowgun ammunition without the use of any tools and without spending any money. this can be done during a short or long rest as long as you have access to plants, rocks, or animals.

Envenoming
Knowledge of the animals and the land have given you knowledge of the deadly bounty of the world, granting you the edge to survival. When you select this archetype at 2nd level, you can select one piercing or slashing weapon and spend one hour carefully adding poison to it. For one day the weapon will do additional poison damage equal to half your druid level rounded down. in addition, on hit the creature must make a saving throw equal to your spellcasting save DC or be poisoned for one turn.
Alternatively, you can also poison up to 10 pieces of piercing or slashing ammunition this way. regardless, you can only manage to maintain one weapon or one set of 10 pieces of ammunition this way.


Strength of hearts
The hunt gives life to the strong from the 6th level onwards, Select a fallen Beast, Celestial, Dragon, Fey, Fiend, Giant, Humanoid, or Monstrosity with an intact heart. You spend one minute to uncover and consume the heart. This allows you to roll all the hit dice of that creature and regain hit points up to the number rolled. you cannot use this feature again until you have finished a short or long rest. Note that feeding on some creatures may be frowned upon by some cultures.


Cloak of the predator
By the 10th level, you stalk like the predators of the wild.
being prone does not impose a disadvantage on your attack rolls and you move completely silently while prone.


Headhunter
At 14th level you learn how to imbue yourself with the power of your fallen prey.
Select the corpse of a Beast, Celestial, Dragon, Fey, Fiend, Giant, Humanoid, or Monstrosity. You can spend one hour crafting a magical trophy from a specified part of its body. A magical trophy does not decay as long as it is magical and in your possession and doubles as a druidic focus.
While you hold the trophy in one hand and while you are conscious, you gain all languages, resistances, senses, condition immunities, and any trait that is not a form of spell casting or legendary resistance from that creature as well as gaining proficiency in all weapons it used.
You also gain the walking, climbing, and swimming speeds, saving throws, and skill bonuses that the creature had unless your own movement speed, saving throw or skill bonus is higher.
in addition, you gain a damage resistance to any type of damage immunity that the creature had.
If you use this feature to create another trophy, the previous trophy loses its magical powers. you must complete a long rest before you can use this feature again. Note that holding the trophies of some creatures is frowned upon by some cultures.



The theme of this druidic circle is closer to bushmen and Polynesian tribes and opens up a more anti-hero or villainous type of character without being explicitly evil.
So what do you guys say? are some traits too strong or too exploitable?
 
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