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Druid Circle: Circle of Totems

Druids of the Circle of Totems commune with nature via numerous symbols and entities found in the wilderness, and craft idols and marks that serves as a shrine for those entities, known as totems. To these druids, nothing in nature is petty or worthless — even from the smallest and weakest beast unveils a strain of knowledge.

Members of the Circle of Totems form a small community around a collection of totems, performing rites and ceremonies for the entities that the totems symbolize.

Druidic Totems

Starting at 2nd level when you join this circle, you can summon totems that symbolizes many entities of the wilderness. As an action, you can expend one spell slot to summon a totem in an unoccupied space you can see within 10 feet of you.

At 2nd level, you know two totems of your choice from the list at the end of the subclass description. You learn one additional totem of your choice when you reach 6th level, and again at 10th and 14th level.

When you are within 10 feet of a totem, you can use a bonus action to cause the totem teleport into an unoccupied space you can see within 10 feet of you.

A totem is a Medium construct that has 10 AC and hit points equal to your druid level plus your Wisdom modifier (minimum of 1). A totem cannot move or take any action, but it grants benefits to you and friendly creatures within its proximity. Each totem provide different benefits, as described as the list at the end of the subclass description.

You can have only one totem of the same kind at a same time. Each totem lasts for 1 minute or until you dismiss it as a bonus action.

Totemic Defense

At 6th level, you can use your totems for your defense. When a creature you can see targets you with an attack, you can use a reaction and expend a spell slot to summon a totem of your choice, then make the attack target the totem instead.

Totemic Knowledge

By 10th level, the totems grant you mystic knowledge. For each totem within 30 feet of you, you gain a +1 bonus to all ability checks, to a maximum of +5.

Totem Mastery

When you reach 14th level, the range that you can summon or teleport the totem increases to 30 feet.

Additionally, when you summon a totem, it gains resistance to all damage except force damage until the end of its next turn.

Druidic Totems

When a totem's effect refers to a spell slot level, you use the level of the spell slot you expended to summon the totem.

 

Totem of Blooming Nightshade

When a hostile creature first enters an area within 10 feet of the totem or starts its turn there, it must succeed on a Constitution saving throw against your druid spell save DC or becomes poisoned for 1 minute.

If the creature is already poisoned when it makes the saving throw, it takes poison damage equal to 1d6 plus 1d6 per spell slot level (maximum of 6d6) on a failed save, or half as much damage on a successful one.

Totem of Crouching Turtle

You and all friendly creature within 10 feet of the totem gains bonus to Armor Class equal to the spell slot level, to a maximum of +5.

Totem of Dashing Hare

When you or a friendly creature starts it turn within 10 feet of the totem, until the end of the turn, its walking speed is increased by 10 feet for a 1st-level spell slot, plus 5 feet for each spell slot level above 1st, to a maximum of 30 feet.

Totem of Invading Kudzu

Areas within 10 feet of the totem becomes magical difficult terrain for hostile creatures.

When a hostile first enters an area within 10 feet of the totem or starts its turn there, it must succeed on a Dexterity saving throw against your druid spell save DC or its speed is reduced to 0 until the start of its next turn.

Totem of Pouncing Tiger

You and a friendly creature that can see the totem from within 60 feet can use its bonus action to move up to its walking speed toward the totem.

If it ends within 5 feet of a hostile creature, it can then make one melee weapon attack against it, as a part of the same bonus action. On a hit, the attack deals extra damage equal to the spell slot level, to a maximum of 5.

Totem of Stomping Elephant

When you summon this totem, or as a bonus action on subsequent turns while you are within 30 feet of the totem, you can cause the totem to let out a wave of tremor. Each creature within 10 feet of the totem must make a Strength saving throw against your druid spell save DC. On a failed save, a creature takes thunder damage equal to 1d6 plus 1d6 per spell slot level (maximum of 6d6) and becomes knocked prone. On a successful save, the creature takes half damage and is not knocked prone.

Totem of Watching Wolf

When a hostile creature enters or leaves an area within 5 feet of the totem, you can use a reaction to cause the totem to spring to life and make a biting attack against the creature. The totem uses your druid spell attack modifier for the attack, and on a hit, the totem deals piercing damage equal to 1d8 plus your Wisdom modifier.

Credits

All contents are created by Weirdo Whoever unless noted otherwise. Special thanks to D&D Wiki, NaturalCrit Homebrewery tool, and GM Binder for providing the templates for my imaginations.

Not inspired by Circle of the Shepherd from Xanathar's Guide to Everything, but the similarity did come to a surprise to me when I first found it out.