D&D 5E (2014) Integrating my idea for a Druid

AgentDelphi18

First Post
So recently I had an idea for a character that I think would be pretty cool. But it involves a certain magic item of my own creation that I'm struggling to come up with ideas for how to structure rules around it.
Without the unnecessary background, the character is a Druid that would carry around a large branch of a tree. Not like a stick or a staff or something, but a branch, that has its own smaller branches all over it. The Druid would use it as a spell casting focus and could use Shillelagh and the stats for some simple weapon to attack with if desired. But the interesting thing is that when in times of need, the Druid can break off smaller branches of the big branch, thus temporarily either transferring magical energy to the Druid or unleashing magical energy to the surrounding area. But every time a branch is broken off, the big branch comes one step closer to being just a single length of wood. The bigger the branch broken off, the more energy is released. Eventually throughout the course of the campaign the Druid would get to the point where the branch is simply a large stick that, if broken, would indeed unleash the most energy yet, but leave the Druid without a focus through which to cast spells. I think it would be a great idea for both exciting combat moments and memorable narrative. Any ideas for how to make rules for such a thing? Preferably I'd like to have the character be able to start with it first level.
 

log in or register to remove this ad

Well, it's a magic quarterstaff, first off. So that would make it feasible as a druidic spellcasting focus and a shillelagh target. That part's pretty easy. If you're getting it at 1st level, I would say it's essentially a +0 weapon, and doesn't count as magic in terms of doing damage. Shillelagh handles that anyway, so no need to invest in the weapon to do that.

I think the trick is here defining what kind of effect you want breaking the branches to have. "Transfer magical energy or release magical energy" is pretty vague. What does that energy do? Once you define that, you simply decide how many of each different branch type. Maybe 8 small, 5 medium, 3 big, as well as the main staff itself. They essentially become consumable items that are all attached to the one magic item. (Necklace of prayer beads is a good analogue, minus the randomness. Although you could make it random if it fits the narrative!)
 

You could treat it as a quarterstaff or greatclub, both would allow shillelagh.

However, the important thing is anytime you are speaking about mechanically introducing powers (as opposed to merely using creative methods of describing existing powers). Then you need to make sure to get your DM involved first and foremost. The DM will determine what is reasonable for this magical item available at character creation to do (for good or ill).
 

If you could adjust your sites from the scope of the campaign to the scope of a day, you could have a spellcasting focus - a quarterstaff - described as a living branch with many smaller branches/twigs/leaves attached. When you expend a slot, you break off a branch to release that power. Save your highest level slot for last.
When you take an extended rest, literally plant the staff in the ground and the branches grow back.
 

Thanks for the responses! In this case I am the DM, I just had an idea for a character that maybe I can play in the future or something. But yeah, originally I thought it could be something to use maybe during a boss fight to give the character an edge in combat, maybe a bonus to damage rolls or something. But I really like the idea of just using them for spell slots and then having it grow the branches back for the next day; I really hadn't thought of it like that. Then maybe later on to show the growing power of the character wielding it, it could give an extra spell slot here and there. However, I did also have the idea in mind that it might make for great moments of decision-making if it only had a limited amount of uses, and breaking it for the last time would need to be something the player really thought about, as it would temporarily give them a large power boost but in return render them useless. But maybe that can just be a narrative progression of some sort.
 

Sounds like it could be some kind of limited branch of spell storing or even a branch of power (as a pearl of power) that could only give back X number of spell slot levels.

I could see it as starting with 1d6 levels and each time the druid gains a level, another small branch grows granting a further slot level. Means that normally, it will allow for low level spell slots to be refreshed but if the druid is careful and uses the power sparingly, he may manage to get some higher level spells out of it. I would limit the highest slot level that could be created to 5 just as with the land druids natural recovery.
 

Remove ads

Top