Circle of Frustration

by Aevilok

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Circle of Frustration

In contrast to most druids that gain power from nature, some are channelers of earth's frustration, opposed to civilization and mindless use of land's resources. They can feel Mother Nature fiercely crying for help, giving them power to cause great destruction to anything that is hurting her. Druids from the Circle of Frustration are one with Nature and dedicated to end her suffering from modern technologies.

Restriction

Most druids from the Circle of Frustration disagree with the unnecessary usage of natural resources and as such try to avoid using weapons or armor, especially those made of wood or other material that came from directly harming nature.

Nature's Wrath

As an action, you can expend a use of your Wild Shape feature to manifest nature's wrath through your body, rather than transforming into a beast form. Your appearance changes: branches grow from multiple parts of your body, your skin becomes a shade of green, or other similar characteristics manifest. This change has no effect on your game statistics. You gain the following benefits while transformed in this way:

  • Your size becomes Large.
  • You gain 4 temporary hit points for each level you have in this class.
  • You can roll 2d6 in place of the normal damage of your unarmed strike.

Additionally, as a bonus action on each of your turns while you are transformed, you can cause the following effect:

Abrupt Growth. A stump of wood sprouts from a point on the ground that you can see within 20 feet of you, forcing creatures in that space to succeed on a Dexterity saving throw, or take 1d6 bludgeoning damage and be pushed 5 feet in a direction of your choice.

These benefits last for 1 hour or until you use your Wild Shape again.

Circle Spells

Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells.

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.

Circle of Frustration Spells
Druid Level Spells
3rd barkskin, spike growth
5th conjure animals, plant growth
7th conjure woodland beings, stoneskin
9th commune with nature, conjure elemental

.

Unarmored Defense

While you are not wearing any armor or wielding a shield, your Armor Class equals 10 + your Wisdom modifier + your Constitution modifier.

Agrestal Knowledge

By 6th level, your knowledge of nature comes naturally.

You have advantage on any Intelligence (Nature) or Intelligence (Investigation) check related to nature.

Primal Settlement

Nature replenishes your strength.

Also from 6th level, while you are at least 1 mile away from any city, village, or any other active human settlement, you can use your Nature's Wrath feature without expending a use of your Wild Shape. When you use your Nature's Wrath in this way, you do not gain any temporary hit points.

Nature's Wrath Improvement

Starting at 10th level, The damage of your Abrupt Growth increases to 2d6.

Additionally, as an action while you are transformed by Nature's Wrath, you can cause the following effect:

Lightning Strike. Clouds form on the sky above you and a mighty bolt of lightning strikes a point you can see within 60 feet of you. Creatures within 5 feet of that point must succeed in a Dexterity saving throw or take 12d6 lightning damage and be stunned for 1 minute. At the end of each of its turns, a stunned creature can make a Constitution saving throw. On a success, it is no longer stunned.

Once you've used Lightning Strike, you can not do so again until you finish a short or long rest.

Nature's Revenge

From 14th level onwards, you can call forth a great disaster.

As a bonus action immediately after using your Nature's Wrath feature, you can channel the might of nature to cause a calamity. Choose a point within 300 feet of you as the calamity's origin.

You cause thorned vines to grow in a 90-foot radius centered on the origin. Each creature in that area must succeed on a Strength saving throw or be restrained by the vines. At the end of each of its turns, a restrained creature can repeat the saving throw. On a success, it is no longer restrained.

For the next minute, you produce the following effects:

Round 1 onwards. You cause a seism in the ground in a 90-foot radius centered on the origin. Each creature and object in that area takes 3d6 bludgeoning damage and is knocked prone. The affected area becomes difficult terrain.

Round 2 onwards. Lava erupts in a 10-foot circle centered at a point of your choice within 90 feet of the origin. Each creature on the erupting ground must succeed in a Dexterity saving throw or take 8d6 fire and 4d6 bludgeoning damage.

Round 3 onwards. The vines shift around the area, dealing 2d6 piercing damage to all creatures, or 3d6 to all restrained creatures.

Each round after the first, you cause all effects up to this point to take place. You must use your action on each of your turns to maintain the effects, or they end.

Art by Lie Setiawan, stains by Jared Ondricek,
homebrew by u/AevilokE and u/testudomarginata
 

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