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Hollow Druid


Hit Points

Hit Dice: d8 per Hollow Druid level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Druid level after 1st

Proficiences

Armor: light armor, medium armor, shields
Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism Kit
Saving Throws: Intelligence, Wisdom
Skills: Chose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion and Survival

Overview & Creation

While you might once have been a druid, a person one with nature and able to ask it for help and favours, the loss of your soul has made your former most faithful ally fear you. Isolated from what used to make you strong, your livelihood and your fate, you are left with nothing but your understanding of nature and the creatures that inhabit it, as well as a unique affinity with the earth and nature.   Hollow druids are druids that have lost their soul. While they can no longer ask for favours from nature, they still have a unique affinity for the kind of residue magic that inhabits the earth and all that grows from it, as well as a unique understanding of magical creatures and vegetation. A Hollow Druid might be able to conjure forth great pillars of earth by attracting the magic inside to himself, make pebbles fly at mach speeds at enemies, revert deadly magical flesh-eating plants into peaceful rose plants and even make giants succumb to Draconic Arthritis by interfering with their inborn magic.


Class Features

Attunement   Every 4th level, as well as at level 1, the hollow druid can become familiar with one kind of magic that they will then be able to attract and manipulate to a certain extent. These "domains" as one might call them are detailed in the sub-class options. Additionally, the hollow can choose to reinforce their attunement with a current domain, instead of picking a new one. Doing so grants various boons to the abilities within the domain, detailed by the description of the ability itself.   Magic Absorption   Hollows cannot be hit directly by magic, instead, the power of the spell is absorbed by them before the spell itself has any effect. This only counts for targeted spells, and is useless against area spells. When a spell is absorbed, pressure increases by the spells level divided by two, rounded up.   Initial Attunement   At 1st level, the druid chooses their first attunement and gains the abilities that comes with it.   Second Attunement   At 4th level, the druid chooses their second attunement.   Ability Score Improvement   At 4th level, you can increase one ability score of your choice by 2, or two ability scores by one. You cannot increase an ability score beyond 20 using this. Alternatively, you can chose a feat.   Third Attunement   At 8th level, the druid chooses their third attunement.   Ability Score Improvement   At 8th level, you can increase one ability score of your choice by 2, or two ability scores by one. You cannot increase an ability score beyond 20 using this. Alternatively, you can chose a feat.   Combined Powers   At 10th level, the hollow druid becomes able to manipulate two separate domains at the same time, within the same action, at regular pressure costs.   Fourth Attunement   At 12th level, the druid chooses their fourth attunement.   Ability Score Improvement   At 12th level, you can increase one ability score of your choice by 2, or two ability scores by one. You cannot increase an ability score beyond 20 using this. Alternatively, you can chose a feat.   Harmonic Powers   At 15th level, the hollow druid can manipulate three separate domains at the same time, within the same action, or manipulate two domains at the same time for half the pressure intake.   Fifth Attunement   At 16th level, the druid chooses their fourth attunement.   Ability Score Improvement   At 16th level, you can increase one ability score of your choice by 2, or two ability scores by one. You cannot increase an ability score beyond 20 using this. Alternatively, you can chose a feat.   Final Attunement   At 20th level, the druid chooses their fifth and final attunement.   Absolute Control   At 20th level, the hollow druid can manipulate three separate domains within the same domain at half the pressure intake.


Starting Equipment

One cannot start as a Hollow Druid, same rules apply as for the regular druid.


Spellcasting

Manipulating their inner magical vacuum, a Hollow Druid is able to attract magical forces attuned to him from long distances, often at high velocities and with great force. As a Hollow Druid uses this attraction force, the pressure of their vacuum increases to equalize with that of the environment, but due to the druids lack of soul an excess amount of magic can result in illness, mutation and even death.   Pressure Whenever a Hollow Druid uses his abilities, he fills in the vacuum of his soul with foreign magical power. The "natural" state of the hollow is that of a complete vacuum, and anything else is unhealthy, if not harmful for them. Pressure goes from one to ten, increasing whenever a power is used or when the hollow is hit by a spell (see class features) and decreasing following a long rest or a purge (see Purge below).  

  • 0: Complete Vacuum, state after purge or long rest
  • 1
  • 2
  • 3
  • 4: Low Pressure: Headache, nausea and other minor ailments that distract but do not disable the hollow.
  • 5
  • 6
  • 7: Atmospheric Pressure: The foreign arcane energies inhabiting the hollow will start to deform and break down the hollow. The DM has specialized rules for mutating when this level of pressure is attained. Mutations are random and permanent
  • 8
  • 9
  • 10: High Pressure: Extremely toxic to the Hollow. Blood cells will start dying en-masse, tumours will sprout all over the body and muscles essential for life. such as the heart and lungs, will start failing.
  • 11+: Extreme Pressure: Fracturing (involuntary purging) and/or death.
  • Managing pressure is extremely important to the hollow, which leads into the next important and universal part of hollows.   Purging Since it is unnatural for a hollow to contain any magic at all, he can choose to expel it from his body via a process known as purging where the magic is forcefully ejected from the body in the form of random "spells". Purging is done as an action in combat, when done the user must roll one d4 which will be used to determine the amount of spells, as well as their level. The effects of the purge are determined as following:  
  • Amount of spells: Pressure / d4 (the d4 from eariler), rounded up
  • Level of spells: Pressure / (d4+1) (still the same), rounded up
  • Direction of spells: 360 / d8 degrees from the hollow
  • Distance of spells: Max range / d10
  • Target (for targeted spells): Closest person to the caster, with each consecutive spell going to the second closest person, then the third, etc.
  • All of this is likely rolled by the DM, as well as the actual spells themselves which are rolled from the table found [here](http://www.dxcontent.com/5e_RandomSpellTables.html).   Manipulation Skill As your level increases, you will become much more efficient at attracting energy, allowing you to lessen the amount of surrounding energy absorbed and therefore decreasing the amount of pressure gained when using more extreme feats of manipulation. For example, a hollow druid wishing to attract a small pebble that is 150 ft. away from him, towards him at great speed, he would gain 2 pressure due to the mediocre distance of the object, negligible weight and size, but great speed. Such a pebble would likely hit a target for 2d10 damage, depending on a dexterity saving throw that could potentially halve the damage.   However, as a novice manipulator, the hollow might incur certain inefficiencies when attracting the pebble. Such things might include accidentally attracting some surrounding dirt as well, potentially either increasing the pressure as the hollow must compensate for the increased size or a decrease in speed as the attracting force is spread out across a larger area. These adverse effects are decided by rolling a d3, with every number above one incurring an adverse effect.   The exact amount of pressure gained is generally arbitrary and left to the discretion of the DM, but will be proportional to the ability and penalty used. When a druid gains increased mastery over their internal vacuum, namely at every 5th level (5, 10, 15 and 20), the druid becomes able to negate these errors and even go beyond:   Level:  
  • 1st: Whenever an ability is used, a d3 is rolled to determine an unfortunate consequence of casting
  • 5th: The d3 can be ignored with the use of one point of pressure.
  • 10th: Adverse effects can be either ignored or manipulated freely to produce minor additional effects for the same pressure cost.
  • 15th: Up to two additional minor effects can be chosen at will.
  • 20th: The additional minor effects become free in terms of pressure.

  • Subclass Options

    Earth Attunement   The Hollow Druid becomes specially attuned with the magic present in the ground, stone and dirt. The pressure intake for Earth attraction is based on the distance and the size of the attracted object or substance, as well as the power by which the attraction is done. Typical side-effects of casting include attracting a larger amount of material than intended, scaling to the size of the desired object. Attempting to attract very large bodies of dirt as a novice can therefore be highly hazardous.   Processed Earth Attunement   If the Earth Attunement is taken twice, the hollow will be able to attract metals as well, albeit with some difficulty.   Floral Attunement   The Hollow Druid becomes specially attuned to all things plants and vegetation. If it grows out of the ground, the Hollow can attract it. This can mean snapping off large branches, making obstacles by pulling root networks out of the ground and even attracting a specific herb out of a dense jungle to your person. Due to the living nature of plants, their magic is much denser than environmental magic and larger amounts of can be attracted for less effort.   Manipulating plants removes the magical energy from them, which can induce a variety of effects as the plant now has to obey the laws of physics and logic once more.   Careful Botanist   Through careful manipulation and further attunement with floral magic, the hollow druid can use the inherent pull of the flora itself to attract their magic without disconnecting it from the flora itself. This drastically reduces the pressure usage of floral manipulation as long as the plant is not damaged during manipulation.   Faunal Attunement   The hollow druid attunes with the magic inherent in all life, animal and sentient. The Druid thus becomes able to attract all things living, including pulling enemies towards him, force their blood away from their heart, and much more. Like floral magic, faunal magic is easy to identify and reach out for, but unlike faunal magic, faunal magic is much more attached to its home, making it difficult to actually manipulate. Sentient beings such as humans, elves and dragons are further protected from this manipulation by the bundling of their magic into the complete soul, making it impossible to manipulate any sentient being directly.   Manipulating fauna separates the magic from them, which can induce a variety of effects as a creature is suddenly bound to the laws of physics and logic once more.   Sentient Attunement   The hollow druid learns to manipulate the faunal energy behind the soul of sentient creatures, albeit with extreme difficulty.   Residual Attunement   The Hollow Druid becomes able to attract the faint magical residues in soul-less organic matter, such as beef stew, wilted leaves and corpses. The magic present in these items is faint and weak, making it hard to identify and utilize at long ranges, but it does not resist manipulation like its living counterpart. With this attunement, the druid can conjure storms of leaves, make body armour out of the inventory of a slaughterhouse or fling the non-animated undead to kingdom come.   Foreign Attunement   By learning to manipulate the chaotic magic trapped inside pressurized hollows, the Druid can manipulate their fellow hollows (or other vessels containing magic not natural to them, like undead) with great skill and effect, pulling them out of danger to them, or even pulling the magic out of them to alleviate their pressure. Undead creatures animated by larger amounts of magic, such as liches and vampires, also become manipulatable.  
     


    Created by

    Zoneling.

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