Akayer
2017-08-15, 01:49 PM
My DM and my best attempt at a custom circle, a rogue/druid hybrid of sorts
Circle of the New Moon-
A Druidic Circle made of every kind of people commonly looked down on from Tieflings, Lizardmen, and Kenku, to former criminals. Members of this Circle understand that others look down on them but harbor no grudges, instead, they vow to protect nature and the people from the shadows, where they cannot be seen and credit is a liability. These Druids also don't look down on the methods that others may in order to achieve these ends. Things like trickery, assassination, poison, these are all simply tools members use to administer the balancing hand that they offer. When not working these druids actually enjoy mingling with other humanoids, as in doing so they create networks of allies. They also do not despise traveling through cities as much as their more traditional brethren as the brick and mortar streets are so often the places where they must work during the nights.
Hidden Roots-
After joining this Circle at level 2 you lose your proficiency in Medium Armor but gain proficiency in the Shortbow and two skills of your choice from Acrobatics, Deception, Sleight of Hand, and Stealth. In addition you also gain proficiency in the Poisoner's Kit and you learn the Message cantrip, which for you counts as a Druid cantrip and does not count against your maximum number of cantrips known.
Shapes of the Night-
Also at level 2 your ability to Wild Shape is permanently altered. No longer can you assume the shape of any beast, instead you may only assume the shapes of creatures that stalk the night as you do. You are, however, no longer limited by their ability to fly or swim. This list of nightly creatures includes various types of Owl, Rat, Raven, Spider, Wolf, Bat and/or other creatures of the DM’s discretion. In addition, regardless of what form you are in, as long as you are in your Wild Shape you gain 60 ft Darkvision for the duration of your transformation. All other features of the Wild Shape ability such as maximum CR and uses per short or long rest are left as they are normally.
Enhanced Spell List-
Your connection to the darkness of the night has given you access to new magical spells. At 3rd, 5th, 7th and 9th levels you gain access to these new Circle spells. Once you gain access to a Circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
· 3rd level- Darkness, Invisibility
· 5th level- Bestow Curse, Lightning Arrow
· 7th level- Dimension Door, Greater Invisibility
· 9th level- Cloudkill, Mislead
Cloak and Claw-
Once you reach level 6 your connection to the night deepens, while in Wild Shape form you have a +5 bonus to both (Dexterity) Stealth and (Wisdom) Perception checks as long as the area you are in is appropriate for the form. In addition, once per turn you can also roll an extra 2d8 damage for both weapon attacks and spell attacks made when you have advantage on the target. This additional damage goes up to 3d8 at level 10, 4d8 at level 14 and 5d8 at level 18.
Holly and Thistle-
Upon reaching level 10 you have become more comfortable with the tools of your trade and can use them to their fullest potential. When wielding one or more melee finesse weapons that you are proficient with and nothing else, you gain a +1 to your AC and a +3 to both attack and damage rolls made with the weapon(s). In addition, if you are wielding a ranged weapon that you are proficient with you gain a +5 to both attack and damage rolls made with that weapon.
Blackened Flowers-
You learn to channel a crippling magical poison through both your weapons and spells. Your attacks are now considered magical for the purpose of overcoming resistances and immunities and are now imbued with a magical poison, as are your spells. The poison inflicts disadvantage on Ability Checks and Attack Rolls and halves the target’s movement speed, however you are immune to this and all other effects of the poison. Once per target per round, any target that is damaged by you in any way or that comes in contact with a non-illusion spell cast by you, such as Entangle, must make a Constitution saving throw against your Spell Save DC or become affected by your poison for 1d4 rounds. If a target currently affected by the poison fails the saving throw again they add another 1d4 to the rounds that they are currently affected for. There is no upper limit to the number of rounds that a single target can be affected for. The poison cannot be harvested by any means, and if this is attempted any poison that is somehow extracted evaporates into harmless water vapor instantly. The Undead and Constructs are immune to the primary effect of the poison. Instead, they take 2d8 acid damage on a failed save as the magic of the poison corrodes and destroys their unnatural forms.
Any opinions are appreciated, we focused a lot on our flavor, unsure if balance is proper or not, too weak, too strong, etc.
Circle of the New Moon-
A Druidic Circle made of every kind of people commonly looked down on from Tieflings, Lizardmen, and Kenku, to former criminals. Members of this Circle understand that others look down on them but harbor no grudges, instead, they vow to protect nature and the people from the shadows, where they cannot be seen and credit is a liability. These Druids also don't look down on the methods that others may in order to achieve these ends. Things like trickery, assassination, poison, these are all simply tools members use to administer the balancing hand that they offer. When not working these druids actually enjoy mingling with other humanoids, as in doing so they create networks of allies. They also do not despise traveling through cities as much as their more traditional brethren as the brick and mortar streets are so often the places where they must work during the nights.
Hidden Roots-
After joining this Circle at level 2 you lose your proficiency in Medium Armor but gain proficiency in the Shortbow and two skills of your choice from Acrobatics, Deception, Sleight of Hand, and Stealth. In addition you also gain proficiency in the Poisoner's Kit and you learn the Message cantrip, which for you counts as a Druid cantrip and does not count against your maximum number of cantrips known.
Shapes of the Night-
Also at level 2 your ability to Wild Shape is permanently altered. No longer can you assume the shape of any beast, instead you may only assume the shapes of creatures that stalk the night as you do. You are, however, no longer limited by their ability to fly or swim. This list of nightly creatures includes various types of Owl, Rat, Raven, Spider, Wolf, Bat and/or other creatures of the DM’s discretion. In addition, regardless of what form you are in, as long as you are in your Wild Shape you gain 60 ft Darkvision for the duration of your transformation. All other features of the Wild Shape ability such as maximum CR and uses per short or long rest are left as they are normally.
Enhanced Spell List-
Your connection to the darkness of the night has given you access to new magical spells. At 3rd, 5th, 7th and 9th levels you gain access to these new Circle spells. Once you gain access to a Circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
· 3rd level- Darkness, Invisibility
· 5th level- Bestow Curse, Lightning Arrow
· 7th level- Dimension Door, Greater Invisibility
· 9th level- Cloudkill, Mislead
Cloak and Claw-
Once you reach level 6 your connection to the night deepens, while in Wild Shape form you have a +5 bonus to both (Dexterity) Stealth and (Wisdom) Perception checks as long as the area you are in is appropriate for the form. In addition, once per turn you can also roll an extra 2d8 damage for both weapon attacks and spell attacks made when you have advantage on the target. This additional damage goes up to 3d8 at level 10, 4d8 at level 14 and 5d8 at level 18.
Holly and Thistle-
Upon reaching level 10 you have become more comfortable with the tools of your trade and can use them to their fullest potential. When wielding one or more melee finesse weapons that you are proficient with and nothing else, you gain a +1 to your AC and a +3 to both attack and damage rolls made with the weapon(s). In addition, if you are wielding a ranged weapon that you are proficient with you gain a +5 to both attack and damage rolls made with that weapon.
Blackened Flowers-
You learn to channel a crippling magical poison through both your weapons and spells. Your attacks are now considered magical for the purpose of overcoming resistances and immunities and are now imbued with a magical poison, as are your spells. The poison inflicts disadvantage on Ability Checks and Attack Rolls and halves the target’s movement speed, however you are immune to this and all other effects of the poison. Once per target per round, any target that is damaged by you in any way or that comes in contact with a non-illusion spell cast by you, such as Entangle, must make a Constitution saving throw against your Spell Save DC or become affected by your poison for 1d4 rounds. If a target currently affected by the poison fails the saving throw again they add another 1d4 to the rounds that they are currently affected for. There is no upper limit to the number of rounds that a single target can be affected for. The poison cannot be harvested by any means, and if this is attempted any poison that is somehow extracted evaporates into harmless water vapor instantly. The Undead and Constructs are immune to the primary effect of the poison. Instead, they take 2d8 acid damage on a failed save as the magic of the poison corrodes and destroys their unnatural forms.
Any opinions are appreciated, we focused a lot on our flavor, unsure if balance is proper or not, too weak, too strong, etc.