Circle of Anathema V. 3.0 (5e Subclass)

Druid of Anathema 3.0 (Druid Circle)

The so called Urban Druid...

Rejected by their original Circle, most would assume nature itself would reject the souls that represent the antithesis of Nature. Some whisper that they do not truly worship nature, as they once did, but study it, bending the 'natural' forces of the world to their "unnatural" will.

Moving grossly contrary to their original vows, living in cities, or consorting with the defiled, the Anathema can expect to be hunted, or in the very, very most lenient cases, ignored by their kin. It is not so much that these druids have abandoned their devotion to nature—for that, a transgressor can sometimes be pardoned (on condition of exile)—but rather, that they have warped their supposed devotion into something truly abominable.

Many of the Anathema claim they have done nothing wrong. Few listen.


Outcast

Driven from the places they once called home, the Anathema must learn to make their own way.

At level 2, an Anathema learns the Thaumaturgy cantrip, and gains proficiency in their choice of one of the following skills: Deception, Persuasion, Stealth.

Un-natural Dominion

Beginning at Level 2, each Druid of Anathema chooses, consciously or unconsciously, an un-natural faction with which they sympathize. Though many factions exist, the most common are 'Urban', 'Planar', and 'Desolation'. The specific faction chosen by any given Anathema, however, is represented by their choice of two creature types.

Aberrations, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Monstrosities, Oozes, Undead.

The Anathema is considered to have Dominion over the creature types.

Heretical Devotion

Any spell the Anathema casts which would normally target Beasts or Plants may also target the type of creatures in the Anathema's Dominion.

Additionally, when casting the Conjure Woodland Beings spell, or the Conjure Fey spell, the Anathema may instead choose the creature types which they have Dominion over.

Aberrant Wild Shape

A druid of Anathema of 6th level or higher may expend a spell slot of 1st level or higher to augment their wild shape ability. If they do so, the Anathema's Wild Shape is altered in the following ways:

  • The Anathema may assume the form of any creature of the Beast type, or of the creature type which they have Dominion over.
  • Your attacks while in wild shape count as magical, for purposes of overcoming resistance and immunity to non-magical attacks.
  • The maximum CR of the form assumed is equal to the level of the spell slot expended.
  • The anathema may not speak or cast spells, unless the chosen form possessed those abilities. If the chosen form possesses the Innate Spellcasting feature, or possess any Spell Like Abilities (Such as a Water Elemental's Whelm ability, or the Beholder's Eye Beams), the Anathema may use these abilities. The Spell DC for any of the assumed creatures Spell Like Abilities, as well as Innate Spellcasting is;

[8 + Druid's Proficiency Bonus + Druid's Spellcasting Ability Mod]

  • If the chosen form possesses one of the following abilities, those abilities are not gained by the Anathema: Spellcasting, Legendary Actions, Legendary Resistance, Magic Resistance, Rejuvenation, Regeneration, Telepathy(any)

Varied Interests

At 10th level, the Anathema adds Enthrall, Flesh to Stone, Compulsion and 2 other spells from any spell list of their choice to their spell list.

Inured of Blasphemy

By 14th level, the Druid of Anathema has grown quite comfortable with their sin. Likewise, those they have aligned themselves with have grown to view the Anathema as their 'natural' representative and protector in the world. The Anathema gains one of the following benefits, based on their Dominion:

  • Aberrations: You gain Immunity to the charmed and confused conditions. In addition, you gain resistance against Psychic damage.
  • Celestials: Immunity to Radiant damage.
  • Constructs: While in your normal form, and while Wild Shaped, you are considered both a construct, and whichever creature type you are currently are. You gain immunity to the Disease effect. You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You don't need to eat, drink, or breathe. You don't sleep, and magic cannot put to you sleep. In addition, you are always two steps less exhausted.
  • Dragons: You gain Immunity to 1 Element of your choice or resistance to 2 Elements of your choice.
  • Elementals: You are considered native to any Plane you visit and suffer none of the normal environmental hazards of planar travel (do not take fire damage from being on the plane of fire [though you would take fire damage from other sources], and do not need to breath when on the elemental plane of water, etc).
  • Fey: You gain the ability to teleport as a bonus action. You teleport up to 30 feet to an unoccupied space you can see. [Recharge 5-6]
  • Fiends: Immunity to the frightened condition, and all magical effects involving fear.
  • Monstrosities: You gain Resistance to Poison damage and Immunity to the Poisoned condition. When you are referring to a creature CR for means of Shapechanging, the maximum CR allowed is always two levels higher than normally allowed.
  • Oozes: You gain Immunity to the Paralyzed and Stunned conditions.
  • Undead: Add Create Undead to your spell list. Mindless undead view you as one of their own kind and will not attack you unless commanded to do so. You have advantage on all saves vs Disease.

True Monster

At 20th level, the Anathema may use their Aberrant Wild Shape ability to assume the form of a creature of one of the types chosen in their Un-natural Dominion, up to 2 times, without expending a spell slot. The Anathema may not assume the form of a creature of CR greater than 10 using this ability. The Anathema regains all uses of this power when they complete a long rest.

In addition, the Anathema may sacrifice multiple spell slots to increase the CR of their "Aberrant Wild Shape" ability. If they do, the maximum CR cannot exceed the level of the Anathema Druid.


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