About this mod
This is a homebrew subclass that I originally created for 5e because I really like Druids, but I don't like turning into animals. You can use your wildshape to enter a powerful Eco Stance that allows you to fight effectively in melee.
- Requirements
- Permissions and credits
-
Translations
- Portuguese
- Changelogs
- Donations
Level 2:
Eco Stance: During combat, you can expend a Bonus Action and a Wild Shape Charge to enter an Eco Stance. You can only enter the stance if you're wielding a melee weapon that Druids are proficient with in your main hand: Club, Dagger, Mace, Quarterstaff, Scimitar, Sickle, or Spear. The stance lasts for ten turns. You gain the following benefits while in the stance.
+1 AC
+3 meters movement
Temp HP equal to 2*Druid Level
Weapon's damage die increases to 1d8 (1d10 at Level 6, and 1d12 at Level 10)
Use Wisdom Modifier for Attack and Damage rolls
Reaction to make a melee attack against an enemy who enters your weapon's reach
At level 10, you also gain advantage on Concentration Saving Throws
Heavy Armor Proficiency
Level 6:
Extra Attack: You can make an additional free attack after making an unarmed or weapon attack. If you gain the Extra Attack feature from more than one class, they don't add together.
Level 10:
Eco Weapon: Use a Bonus Action to imbue your weapon with elemental power. It receives a +1 bonus to Attack and Damage Rolls and deals an additional 1d4 damage of your choice. You also gain resistance to the damage type that you choose. You can use your bonus action on subsequent turns to choose a different damage type/resistance.
Damage/Resistance Choices: Acid, Cold, Fire, Lightning, and Thunder
Spell List
1st Level Spells: Thunderous Smite, Searing Smite
2nd Level Spells: Aid, Magic Weapon
3rd Level Spells: Elemental Weapon, Warden of Vitality
4th Level Spells: Fire Shield, Stoneskin
5th Level Spells: Flame Strike (10d6 fire damage), Destructive Wave (10d6 thunder damage)
Special thanks to Meandmine for helping out with the Spell List.