Circle of the Clock (5e Subclass)

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Circle of the Clock Reborn![edit]

Druid Subclass

All planes have a nature of their own, even if most druids don't study their natures very often. Somehow, after thinking about my old version of Circle of the Clock druid, I managed to come up with a superior version of the subclass. That version matches my new Circle of Twilight subclass, but coincidentally makes the subclass much more like a Bayonetta subclass. I sware this wasn't on purpose. It CAN still be used to make D&D characters though.

Circle of the Clock Spells
Your study of time as an unrelenting force of nature has given you access to certain spells. At 2nd level, you learn the booming blade cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Clock Spells table.

Once you gain access to one of these spells, 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.

Druid Level Spells
3rd augury, spider climb
5th haste, slow
7th death ward, divination
9th bigby's hand, legend lore
Flux Form
Starting at 2nd level, you learn to use the power of clockwork to augment your natural abilities to outmaneuver your foes. As an action, you can expend one use of Wild Shape to warp time around you and enter a state of mind called the Flux Form. While in Flux Form, you gain the following benefits:

You can take a bonus action on each of your turns. This bonus action can only be used to take the Dash or Disengage action.

When you are attacked or subjected to a Dexterity saving throw, you can use your reaction to take the dodge action. If the attack misses or you succeed on the saving throw you can move up to half your speed immediately. This movement doesn't provoke opportunity attacks. You can use this reaction up to a number of times equal to your Wisdom modifier, after which you can't use it again until the next time you enter Flux Form.

These benefits last for 10 minutes, until you are reduced to 0 hit points, you use your Wild Shape again, or you choose to end it (no action required).

Extra Attack
At 6th level, you can attack twice, instead of once, when you take the Attack action on your turn.
Do the Time Warp
At 10th level, you perceive time slower in your Flux Form, allowing you to protect your mind from impacts. While in your Flux Form, your concentration on spells can't be broken as a result of taking damage.
Timeless Machinations
At 14th level, your mastery of the flow of time has allowed you to weaponize it. When you enter Flux Form, you can spend 2 uses of Wild Shape instead of 1 to gain the following additional benefits until your Flux Form ends:

You can cast a spell as a bonus action on your turn that normally has a casting time of 1 action.

When you use your reaction to take the Flux Form's dodge action, you can make an opportunity attack against one creature within 5 feet of you.

Your creature type changes to construct.

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