Circle of Anathema, Variant (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Druid of Anathema 2.0 (Druid Circle)[edit]

The so called 'Urban Druid', planar druids, druids of plague and desolation...

Rejected by their Circle, hated by all druid kind, most would assume nature itself would reject the corruption these souls represent. 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 un-natural will.

Moving grossly contrary to their 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[edit]

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[edit]

The Anathema must also choose a single creature type from the following list. The Anathema is considered to have Dominion over this type of creature and will generally represent that type of creature to the world.

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

Aberrant Wild Shape[edit]

A Druid of Anathema of 2nd level or higher may expend a 1st level or higher spell slot when activating 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 chose in their Outcast feature.
  • 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 features Spellcasting, or Innate Spellcasting, then the Anathema may cast spells listed in that form’s spell list while in that form. They may not cast Druid spells while in that form, unless they possess the ‘Beast Spells’ feature.
  • If the chosen form possesses a feature which mimics the effects of a spell, the Anathema may use that feature by expending a spell slot of equivalent spell level to the feature being used.
Example1: a Red Dragon's 'Breath Weapon' is similar to the 3rd level spell Cone of Cold, when that spell is cast at higher levels for more damage.
Example2: an Orchard Jelli's power to 'Split' is similar to the 3rd level spell Conjure Animals used to summon a single CR2 creature.
  • If the chosen form possesses one of the following abilities, those abilities are not gained by the Anathema: Legendary Actions, Legendary Resistance, Magic Resistance, Rejuvenation, Regeneration, Telepathy(any)

Heretical Devotion[edit]

Any spell the Anathema casts which would normally target Beasts or Plants may also target the type of creature chosen in the Anathemas Un-Natural Dominion.

Additionally, when casting the Conjure Animals spell, or Conjure Fae spell the Anathema may choose to summon creatures of their Un-natural Dominion rather than Creatures of the normal type.

Varied Interests[edit]

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

Inured of Blasphemy[edit]

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 a their 'natural' representative and protector in the world. The Anathema gains one of the following benefits, based on their Un-natural Dominion:

  • Aberrations: You gain Immunity to the charmed and confused conditions.
  • Celestials: Add Conjure Celestial to your spell list. Immunity to Radiant damage.
  • Constructs: You are always considered two steps less fatigued than you actually are.
  • 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).
  • Fiends: Add Conjure Fiend to your spell list. Immunity to the frightened condition, and all magical effects involving fear.
  • Monstrosities: You gain Resistance to Poison damage and Immunity to the Poisoned condition.
  • Dragons: You gain Immunity to 1 Element of your choice or resistance to 2 Elements of your choice.
  • Oozes: You gain Immunity to the Paralyzed and Stunned conditions.
  • Undead: 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[edit]

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.


Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: