Daily Punch 7-12 and 7-13 Circle of the Dead Guardian druid circle and Chosen Sorcerous Origin for DnD 5e

How about two archetypes for DnD 5e on a theme-what is you get powers from a creature who is not a patron? Here is one for a druid and here is one for a Sorcerer

Circle of the Dead Guardian

While in nature, a soul bound to the woods took you for its ward. You were not a druid when you entered in the woods, but due to this creature of bone, shadow, and death love, care, or choice, you are now granted the powers of the woods and necromancy. You may not want this, but you are now given this. What will you with your new power over life?

Undead Guardian

Starting at second level, you gain an undead companion.  This creature must by of CR 1/2 or lower and undead.  You and your companion share a connection so you may give the creature mental commands, even when unconscious.  These commands are limited in scope but as an action you can command the beast to take the Attack, Dash, Disengage, Dodge, or Help actions.

If you undead falls in combat, you may seek it out again by spending eight uninterrupted hours alone in nature.

Power of unlife

Starting at level six, you gain all wizard necromancy spells as part of the divine spells you can prepare.

Undead Beast

Starting at level 10, when you use your wild shape class creature you can also change into an undead or an normal beast.

True Undead

Starting at level 10, your beast companion is immune to damage from any damage source it would normally be resistant too and has resistance to all non-magical attacks.

True Natural Terror

Starting at level 14, your animal companion can change to an undead up to CR 3.

And now a sorcerous origin!

Chosen

You were not given power by birth, but by choice. A creature of power decided that you should be cared for and cultivated. You are not beholden to this creature in a bargain, but instead it gives this freely watching what you do with this gift. It follows you and helps, but you are still watched. Weather wanted or unwanted, you now have powers far beyond those that others would wield with no expectations on what you do with them. What destiny will you follow?

Unnatural Guide

Starting at second level, you gain a companion.  This creature must by of CR 1/2 or lower and either an aberration, celestial, dragon, elemental, fey, fiend, monstrosity, ooze, plant, or undead.  You and your companion share a connection so you may give the creature mental commands, even when unconscious.  These commands are limited in scope but as an action you can command the beast to take the Attack, Dash, Disengage, Dodge, or Help actions.

If you companion falls in combat, you may seek it out again by spending eight uninterrupted hours alone meditating and it will return.

Gifts of the Guardian

Starting at 6th level, each day you can choose a resistance your companion has and gain that resistance for a day.

In addition, you gain the ability to spend a sorcerer point as a bonus action to assign your companion an action.

Guidance from your Friend

At 14th level, any skill your companion is trained in is now a sill you are also trained in. If you were already trained in those skills, gains additional skill proficiencies equal to the ones it and you knew.

Ultimate Form

Beginning at 18th level, your companion changes to a different form and becomes a creature of the same time up to CR 3. Each day it can change its form at dawn or midnight.

Thoughts? Two in one day. What do you think?

Daily Punch 6-8-16 Circle of the Tuatha De Danann druid circle for DnD 5e

Let’s keep going with the anti-giant druid circle of the Tuatha De Danann!

 

 

 

Circle of the Tuatha Dé Danann

You are a protector of nature and the guardian of and from the fey.  An enemy of both is the Fomoire,, a race of giants who may come from under the land or across the see.  Seeing your devotion against these monsters, the Tuatha De Danann, possibly gods among the fey and man, have blessed you in your fight with powers and gifts to fight this war against the giants in the dark.

 

Knowledge from the Land

When you choose this circle at 2nd level, they very lands aids you and teaches you.  You gain proficiency in Intelligence(nature) checks and can use your Wisdom score in place of Intelligence.  If you are already proficiency in Intelligence(nature) checks, gain expertise as a rogue with Intelligence(nature).

Blessing from the Stone of Fal

Starting at 2nd level, when you touch the ground you can access the blessing of the Stone of Fal.  As an action, while standing on the ground, you can spend as many hit dice as you want and heal as normal for each one.  These hit dice return as normal

Circle Spells

Your mystical connection to the gods who struggled against the Fomoire infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to extra spells.  Once you gain access to these spells, you always have them 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.

Druid Level Circle Spells
3rd enlarge/reduce, protection from poison
5th bestow curse, remove curse
7th conjure woodland beings, divination
9th commune with nature, hold monster

The Gift of Spear of Lugh

Starting at 6th level, Lugh blesses you with his guidance and his spear.  Instead of using Strength or Dexterity for spear attacks, you can now use Wisdom.  Also, you can enchant your spear using own magical power.  At the start of a day, you can expend two 2nd level spell slots to make any spear you wield a +1 magical enchanted weapon for 24 hours.  At later levels you can spend two 4th level spell slots to make the spear a +2 magical enchanted weapon or spend two 6th level spell slots to make the spear a +3 magical enchanted weapon.  You can spend higher level spell slots as if the were lower level slots for this effect.

In addition, against creatures with the giant creature type, any enchantment bonus your spear currently has is added as a bonus to your spell attack rolls and as a bonus to your spell save DC.

The Gift of Dagda’s Cauldron

When you reach 10th level from now on when you take a short or long rest you a.can create a stew that receives the blessing from Dagda’s Cauldron itself.  Up to eight creatures who eat from this stew increase their maximum hit points by a number equal to your level.  A character may be affected by other effects the increase their maximum hit points, but may only receive this bonus once per 24 hours, even from other creatures brewing the stew.  This increase last for 24 hours or until your next long rest.

A sliver of the Sword of Light

When you reach 14th level, you are blessed by Nuada to use a tiny piece of her sword.  As an action, you can raise your weapon into the air.  A enemies within 30 feet of you must make a Charisma saving throw (DC equal to your spell save DC) or be blinded by the power of the Sword of Light for one round.  Creatures with the giant type have disadvantage on this saving throw. You can use this feature twice. You regain expended uses when you finish a short or long rest.

You are also immune to damage from poison and the poisoned condition.

 

 

Thoughts.