![]() Following the design of subclasses like Spores and Wildfire, I gave each subclass a way to altar how wildshape is used by giving them abilities that rely on it. Wildshape is the main class ability for Druids that sets them apart from other spellcasters, and quite often ends up being used solely at low levels, or for scouting (either with wild companion or as yourself) unless you are playing Moon Druid. The main changes that I implemented are as follows:ġ) Wildshape isn't just for Moon Druids and Scouting. A lot of this is done in the form of a table with people who like optimization and giving those people more options to consider when creating a viable build. These abilities may be a little powerfull for lower power level games. The changes that have been made will most likely be reworks and buffs with a few optional features since I normally play in heavily homebrewed campaigns. This started off with me originally just doing a homebrew rework of Spores Druid since it is by far the weakest but soon changed into me touching every subclass in some way. So my aim for this small revision will be to look at all the subclasses present in DnD 5e for Druid and tweak them to be on par with Moon Druids, power whilst also ensuring all the subclasses remain unique. ![]() The fact that the name of this ability is Mighty Summoner further reinforces this stricter interpretation.Īnd so, in the end, when you awaken a beast it does not work with Mighty Summoner, and any other target of awaken will be a plant and thus also be invalid for Mighty Summoner.Druid is probably my favourite class that exists in DnD 5e, but the one slight issue I have always had with them is that with the presence of Moon Druid, all the other subclasses fall short of the mark. And the use of "conjure" here points towards using a stricter meaning of "create". When awakening a creature you are certainly not conjuring it. Beasts and fey that you conjure are more resilient than normal In cases like these and awakening a beast, the creature already exists so you are not creating it, you are only modifying it.įurthermore, the first sentence of Mighty Summoner states: If we were to count beasts as being created when they are awakened then many other things would be "created", such as when removing an otherwise-permanent disease, or perhaps even casting a charm spell on a creature. ![]() When targeting a beast you are not bringing anything new into existence, you are simply modifying an already existing thing. We can see from the Merriam-Webster dictionary that " create" means: So it ultimately comes down to an English reading of what it means for a spell to "create a creature" as this is not a game-defined thing. When casting awaken you are certainly not summoning any beast or fey so that is not an option. Any beast or fey summoned or created by a spell that you cast gains the following benefits Related post: Which spells count for a Shepherd Druid's features affecting creatures “summoned or created” by spells?Īwakened is not listed, but lists like these are not the end-all/be-all as things can be overlooked.Īwakened beasts will not work with Mighty Summoner In the spell description are example of "created" creatures (the shrub and tree).ĭo these awakened creatures count as "created" (using the base plant/beast as a material component) or are they just "changed" and therefore do not get the benefit of the Might Summoner? Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The target also gains the ability to speak one language you know. ![]() The 5th level spell Awaken allows you use an ordinary beast or plant, and grant it intelligence. Any beast or fey summoned or created by a spell that you cast gains the following benefits. Starting at 6th level, beasts and fey that you conjure are more resilient than normal. At 6th level, a Circle of the Shepherd Druid gains the feature Mighty Summoner, which states:
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