Circle of the Caverns (5e Subclass)

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The Underdark is an inhospitable place to even the mightiest adventurers. Outsiders make easy prey for the local inhabitants. There are, however, some that commit themselves to learning from these creatures. These are the Druids of the Caverns.

2nd level- Survival of the Fittest

In order to survive in the Underdark, you’ve learned to mimic the abilities of the creatures around you. You have a number of uses of this ability equal to your Wisdom modifier (minimum of 1), all of which are replenished at the end of a long rest. As a bonus action, you can expend one of these uses on any of the following:

Drider’s Dash: You gain the benefits of the dash action and your movement has Spider Climb this turn. If you end your turn on a surface you cannot usually stand on, you fall.

Umber Confusion: A creature you can see and can see you must make a Wisdom saving throw against your spell save DC. If it fails, it cannot take reactions until its next turn.

Grick’s Camouflage: You gain the benefits of the hide action (provided you meet its requirements) and have advantage on Dexterity (Stealth) checks until you move again.

The Wretched Pack: If you and an ally are within 5 feet of a target, the next of you to attack it has advantage.

6th level- Adapted to the Dark

Like other creatures of the dark, you no longer depend on light, or even sight, to guide your way. Starting at 6th level, you have Blindsight out to a range of 60 feet, provided you aren’t deafened and your hearing isn't obstructed by total cover.

10th level- Monstrous Form

Your understanding of the monsters that lurk in the depths manifests itself as a connection to your magic. Starting at 10th level, you can expend two uses of Wild Shape at the same time to transform into any Monstrosity you’ve seen of CR 3 or lower which is found in the Underdark. Due to the unusual nature of monstrosities, it is difficult to maintain this form; this transformation lasts for a number of minutes equal to 3x your druid level.

14th level- Mantle of the Underdark

Starting at 14th level, you gain the ability to push your body to its physical limits, assuming a form optimized for survival in the Underdark. As an action, you don the Mantle of the Underdark for 10 minutes, during which you cannot cast spells and gain any or all of the following benefits:

• Your base movement speed is 40 if not already greater and you have Spider Climb. You also ignore difficult terrain caused by webs and nonmagical plants.

• Your unarmed strikes become natural weapons that count as magical for the sake overcoming resistance, dealing your choice of 1d10 bludgeoning, piercing, or slashing damage. You can use your Wisdom instead of Strength for the attack and damage rolls of melee attacks you take with these weapons.

• When you take the attack action on your turn, you may make an additional attack as a bonus action.

• You may use your Wisdom modifier in place of your Dexterity for Initiative checks and for calculating your Armor Class.

You may choose to end this effect early as an action. While you may be equipped for survival, you still suffer from pushing your limits: If you chose three of the above benefits, you gain a point of exhaustion as soon as the effect ends. If you chose four, you gain two points instead. Once you use this feature, you cannot use it again until you finish a long rest or you expend all uses of Survival of the Fittest to use it again.

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