Circle of Anathema (5e Subclass)
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Druid of Anathema (Druid Circle)
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.
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.
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 from the following list:
- Aberrations, Celestials, Constructs, Elementals, Fiends, Monstrosities, Dragons, Oozes, Undead.
The Anathema is considered to have Dominion over the chosen types of creature. Any spell the Anathema casts which would normally target Beasts may also target these creatures.
Additionally, when casting the Conjure Animals spell, the Anathema may choose to summon creatures of their Un-natural Dominion rather than Beasts.
Aberrant Wild Shape
A Druid of Anathema of 6th 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 either of the creature types whom they have chosen 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.
- If the chosen form can speak, the Anathema may speak while in that form.
- If the chosen form possesses the features Spellcasting, or Innate Spellcasting, then Anathema may cast spells while in that form.
- 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).
Command of Earth
As an action, an Anathema of 10th level may target one creature whom he or she can see within 30 feet. The target must make a Wisdom saving throw. On a failed save, the target must obey the Anathema's commands for the next 1 hour. A creature whose challenge rating is equal to or greater than half the Anathema's level is immune to this effect. Once the Anathema has used this ability 3 times, they may not do so again until they have completed a long or a short rest.
Additionally, add Enthrall, Compulsion, Flesh to Stone and Regenerate to your 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 a their 'natural' representative and protector in the world. The Anathema gains two 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.
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, without expending a spell slot. The Anathema may not assume the form of a creature of CR greater than 10 using this ability, and may use this ability up to 3 times before completing a Long Rest.