I am currently trying to create a custom Druid Circle called Path of the Ent, inspired by Ents from LOTR. I really love the concepts, but I do not have any experience with custom classes or how to make them balanced.
This brings me to my question: what should I do to improve my custom Circle? What, if anything, have I done well? How can I make the wording flow better?
Full info below:
Path of the Ent (Druid Circle)
Druids of the Path of the Ent Circle are attached to the nature around them in everything they do. They feel what the plants feel, and the plants feel what they feel. They are capable of arousing plants to fight but must be careful since they will feel some of the harm done to any plants.
Because of their abnormally deep connection with plants, Path of the Ent Druids take on many of their characteristics including appearance, movement, and a steadier world view.
Your understanding of the flora around you and deeper connection to and awareness of the living world grants you access to certain spells.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the table below. 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.
Druid Level Spells
3rd————Spike Growth, Locate Animals or Plants
5th————Plant Growth, Summon Fey
7th————Conjure Woodland Beings, Guardian of Nature
9th————Tree Stride, Wrath of Nature
Starting at 2nd level, you are surrounded by invisible orbs of natural energy. After a long rest or meditating for at least 1 hour, you regain 1d4 of these orbs. You can have no more than 10 orbs at any one time, which increases to 15 at 5th level and 20 at 10th level. As a bonus action, you may expend 8 of these orbs to recover an expended 1st level spell slot. Starting at 5th level you can expend 10 to recover an expended 2nd level spell slot. Starting at 7th level you can expend 12 to recover an expended 3rd level spell slot. Starting at 11th level you can expend 14 to recover an expended 4th level spell slot.
Voice of Nature
Starting at 2nd level, you imbue plants in a 100 foot radius of you with limited sentience and awareness. You are capable of simple communication through emotions with the affected plants. This means they can feel your happiness, annoyance, excitement, anger, sadness, and pain; and you can feel theirs. Because of this emotional connection, you take on some of the characteristics of plants: you skin takes on the a bark-like appearance and your speed is decreased by 15. Whenever you are angry, some plants cause damage to creatures touching them:
- Plants that are restraining creatures other than you cause them to take 1d4 piercing damage when the creature begins its turn restrained.
- Plants that are creating difficult terrain cause creatures other than you that move into or move within that area for the first time each turn take 1d4 piercing damage.
These damages increase to 1d6 at 6th level, 1d8 at 10th, and 1d10 at 14th level.
Starting at 6th level your connection to nature grants you occasional bursts of power. As an action, you can expend 12 of your orbs and expend a use of Wild Shape to channel the energy of the surrounding area. Instead of transforming into a beast, you take on the form of an awakened tree. Your size is large for the duration of this form, and you gain additional benefits:
- Your speed is increased by 20.
- Add half your Wisdom modifier to attack rolls you make, rounded down.
- Whenever damage is rolled for due to one of your spells, abilities, or attacks, add an additional 1d4, maximum once per spell/ability/attack. (For example, if nearby plants are creating difficult terrain, you will roll an additional 1d4 piercing damage every time your ability Voice of Nature causes those plants to role for damage. The same is true for a spell like Ensnaring Strike, which will cause an affected creature to take damage from Ensnaring Strike, Voice of Nature, and the additional 1d4). This increases to 2d4 at 10th level and 3d4 at 14th level.
Starting at 10th level, you regain 1d6 orbs instead of 1d4 orbs after long rests and meditating. In addition, you can use your action to expend 20 orbs and immediately cast the Awaken spell without paying for its physical components. It still requires the same amount of time to cast. When you cast Awaken this way, it can only target plants.
I Am Groot (I couldn’t think of what to call this ability)
Starting at 14th level, when your ability Nature’s Wrath is active, you add your whole Wisdom modifier to your attack rolls instead of half. In addition, your connection to Nature has transformed your body more: some leaves sprout from your head, and your barky skin gives you +2 AC.