July 3, 2017

Circle of Harmony

Druid Circle
Notes from the Nails: I promised more druids, didn't I? Yeah. Not bluffing.

Circle of Harmony

The Circle of Harmony is, above all else, devoted to the preservation of the balance between the four natural forces of earth, wind, fire and water. These druids spend their lives monitoring the elemental planes, opening or sealing portals to them in order to maintain a precarious equilibrium. They generally oppose the summoning of elementals by humanoid arcanists, viewing themselves as the only legitimate authority on natural magic, and go to great lengths to hunt down and silence any wizard or sorcerer who dabbles too much in elemental spells.
     Planetouched beings occupy a fraught role in the hierarchy of the Circle of Harmony. The druids eagerly recruit genasi (indeed, the initiation ritual for new genasi druids is one of their grandest and most holy ceremonies), but only if they can induct one of each type simultaneously, so as to maintain parity within their ranks. The genasi are honored while they serve, but should one die or leave the circle, the others who joined with them must also be cast out to preserve the harmony.

Bonus Cantrips
Starting when you choose this circle at 2nd level, you learn the following additional cantrips: control flames, gust, mold earth, and shape water.

Defensive Harmony
At 6th level, you can select one of the following damage types: acid, cold, fire or lightning. You gain resistance to damage of the chosen type. You can change which type of damage you resist when you finish a long rest.

Planar Guardian
By 10th level, you have become an expert in sending unwanted elementals back from whence they came. You can now cast the spell banishment without using a spell slot; it counts as a druid spell for you. Furthermore, elemental creatures have disadvantage on their saving throw when you cast this spell.
     Once you have cast banishment using this ability, you must finish a short or long rest before you can do so again.

Effortless Summons
Starting at 14th level, whenever you summon an elemental using conjuration magic, you do not need to concentrate on the spell to sustain the spell or maintain control of the creature. The creature disappears after an amount of time equal to the spell's usual duration.

13 comments:

  1. First! Do I win this game? Anyways. The genasi flavor sounds sad. I feel like this could use an additional 10th level feature. It seems too situational.

    Something like casting one of the investitures without spellslot?

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    1. yea level 10 seems kinda meh. Also do druids have enough summons elemental spells for the capstone to be good.

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    2. Yes, druids get Conjure Minor Elementals (4th lvl) and Conjure Elemental (5th lvl) as part of their standard package. Also Conjure Animals (3rd), Conjure Fey (6th) and Conjure Woodland Beings (4th).

      Summoning has always been core druid shtick, as far as I'm aware.

      Maybe the games I run are unusual, but Banishment has been very popular among my players. Is a free spell slot every short rest not good enough for you?

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  2. Or maybe he able to change your defensive harmony at a long rest at 10th level.

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    1. You mean short rest? Maybe, but that would be tinkering around the edges for no real profit. I'm sure a free Banishment (which isn't normally a druid spell) with disadvantage for elementals is on par with 10th level features we've used for other druids.

      Really I'm more worried about the 14th level feature being too powerful, so it'd be a bit risky to add *more* features at this point.

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    2. At first I thought, man that's not overpowered at all! That's a 10th level conjurer's ability. Then I reread it. Yeah that's pretty good if you have a few minutes of prep time.
      I do feel like the class is heavily weighted toward the back, which I feel is generally Bad. Low power for most of your career, big jump near the end kinda sucks. That being said, way less power than a moon druid, and kinda worse at the whole elemental thing too. Sure, you can have a bunch of dudes for an hour or two. Moon druid turns into actual elementals. And Ends with shifting between them at will.

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    3. It is somewhat end-loaded, but I wouldn't underestimate the lower level abilities. Four extra cantrips is more than the pact of the tome gives you at level 3, and all of these are pretty useful. Defensive Harmony is roughly on par with similar abilities, as is Planar Guardian.

      Clearly it feels different from the moon druid, but I reckon that's a good thing, given how hideously distorted that thing is.

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    4. Honestly, no one in my group plays druids and especially summoners, so now that I'm awake and read up on them so I'm not talking from my behind on this one, I think it's actually great. Especially seeing banishment not on the druid spells.

      It's also nice to seem more druids, keep up the good work nails!

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  4. Cool (and warm). I like how keeping the balance means both using the elements and keeping them at bay.

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  5. This is exactly what I was looking for to bring my new campaign I've been wanting to run together. Now I just need some players to get it started.

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    1. That's the hardest part, for me at least. I mostly play online via a forum - that way you have access to a massive pool of potential players. It has pros and cons, but maybe it could work for you?

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    2. I've tried the whole online tabletop thing before. Didn't really work out. More power to the people it does work for though. I probably just haven't found the right group of people to play with over the internet though.

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