Druid: Difference between revisions

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=== Circle of the Dragons ===
=== Circle of Dragons ===
'''Draconic Lore.''' Starting at 2nd level, you can speak, read, and write Draconic. Additionally, whenever you make an Intelligence (History) check related to draconic history or lore, you can add your proficiency bonus to the check. If you are already proficient in the History skill, you can add double your proficiency bonus to the check instead.
'''Draconic Lore.''' Starting at 2nd level, you can speak, read, and write Draconic. Additionally, whenever you make an Intelligence (History) check related to draconic history or lore, you can add your proficiency bonus to the check. If you are already proficient in the History skill, you can add double your proficiency bonus to the check instead.


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*Finally, when you take on your dragon shape, you can choose to become a Large dragon, instead of Medium. If you do, your bite has a reach of 10 feet, instead of 5.
*Finally, when you take on your dragon shape, you can choose to become a Large dragon, instead of Medium. If you do, your bite has a reach of 10 feet, instead of 5.


=== Circle of the Dream ===
=== Circle of Dreams ===
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Fey Forest. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Fey Forest. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.


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This use of Teleportation Circle is special. Rather than opening a portal to a permanent Teleportation Circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven’t taken a long rest on your current plane, the spell fails but isn’t wasted.
This use of Teleportation Circle is special. Rather than opening a portal to a permanent Teleportation Circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven’t taken a long rest on your current plane, the spell fails but isn’t wasted.


=== Circle of the Land ===
=== Circle of Lands ===
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.
The Circle of Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.


Bonus Cantrip. When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.
Bonus Cantrip. When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.
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'''Nature’s Sanctuary.''' When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.
'''Nature’s Sanctuary.''' When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.


=== Circle of the Moon ===
=== Circle of Moons ===
Gonna add this later once I fully work out the Attack Options and the Bestial Aspects, but the general idea is that they’ll have the “standard wild-shape” and the new one. They’ll wild shape into animals, and apply bestial aspects and attacks to those animals.
Gonna add this later once I fully work out the Attack Options and the Bestial Aspects, but the general idea is that they’ll have the “standard wild-shape” and the new one. They’ll wild shape into animals, and apply bestial aspects and attacks to those animals.
Circle of the Primeval
 
=== Circle of Primevals ===


'''Keeper of Old.''' At 3rd level your connection to the mighty primeval behemoths allows you new insight into the ancient world. You gain proficiency in the History skill. When you make an Intelligence (History) check, you can roll a d4 and add the number rolled to the ability check.
'''Keeper of Old.''' At 3rd level your connection to the mighty primeval behemoths allows you new insight into the ancient world. You gain proficiency in the History skill. When you make an Intelligence (History) check, you can roll a d4 and add the number rolled to the ability check.


'''Primeval Companion.''' Also at 3rd level, you can call upon the primeval creature whose spirit is bound to you. As an action, you can expend one use of your Wild Shape feature to summon your primeval companion, rather than assuming a beast form. The companion appears in an unoccupied space of your choice within 30 feet of you.
'''Primeval Companion.''' Also at 3rd level, you can call upon the primeval creature whose spirit is bound to you. As an action, you can expend one use of your Wild Shape feature to summon your primeval companion, rather than assuming a beast form. The companion appears in an unoccupied space of your choice within 30 feet of you.
The primeval companion is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Primeval Companion stat block, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic appearance of the companion; for example, your companion may evoke ancient predators like raptors or saber-toothed tigers, or it might be more inclined for defense, appearing as an armored ankylosaurus or a wooly rhino. These choices have no effect on the companion’s game statistics.
The primeval companion is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Primeval Companion stat block, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic appearance of the companion; for example, your companion may evoke ancient predators like raptors or saber-toothed tigers, or it might be more inclined for defense, appearing as an armored ankylosaurus or a wooly rhino. These choices have no effect on the companion’s game statistics.<br>
In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge.
In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge.
The companion remains until it is reduced to 0 hit points or until you die, at which point the companion vanishes. If you use this feature to summon the companion again and you already have a companion present, the first companion immediately vanishes. Anything the companion was wearing or carrying is left behind when the companion vanishes.
The companion remains until it is reduced to 0 hit points or until you die, at which point the companion vanishes. If you use this feature to summon the companion again and you already have a companion present, the first companion immediately vanishes. Anything the companion was wearing or carrying is left behind when the companion vanishes.
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In turn, the primeval companion lends you some of its terrifying might. Once per turn while your primeval companion is summoned, when you hit a creature with an attack or deal damage to a creature you can see with a spell you cast, you can force that creature to make a Wisdom saving throw against your spell save DC; on a failure, the creature is frightened of you until the end of your next turn.
In turn, the primeval companion lends you some of its terrifying might. Once per turn while your primeval companion is summoned, when you hit a creature with an attack or deal damage to a creature you can see with a spell you cast, you can force that creature to make a Wisdom saving throw against your spell save DC; on a failure, the creature is frightened of you until the end of your next turn.


'''Scourge of the Ancients.''' At 14th level, you have learned to fully harness the titanic legacy of your companion. As part of the bonus action you use to command your companion, you can expend a spell slot of any level to heighten your primeval companion’s might, granting it the following benefits:
'''Scourge of the Ancients.''' At 14th level, you have learned to fully harness the titanic legacy of your companion. As part of the bonus action you use to command your companion, you can expend a spell slot of any level to heighten your primeval companion’s might, granting it the following benefits:<br>
Hulking Behemoth. The companion becomes Huge and gains temporary hit points equal to 10 times the level of the spell slot expended. If there isn’t enough room for the companion to become Huge, it attains the maximum possible size in the space available.
'''Hulking Behemoth.''' The companion becomes Huge and gains temporary hit points equal to 10 times the level of the spell slot expended. If there isn’t enough room for the companion to become Huge, it attains the maximum possible size in the space available.
Mauler. On a hit, the companion’s Strike deals additional damage equal to 1d8 plus the level of the spell slot expended.
Mauler. On a hit, the companion’s Strike deals additional damage equal to 1d8 plus the level of the spell slot expended.<br>
Titanic Stride. The companion’s walking speed increases by a number of feet equal to 5 times the level of the spell slot expended.
'''Titanic Stride.''' The companion’s walking speed increases by a number of feet equal to 5 times the level of the spell slot expended.<br>
These benefits last for 1 hour, until the companion vanishes, or until you expend a spell slot for this feature again.
These benefits last for 1 hour, until the companion vanishes, or until you expend a spell slot for this feature again.


=== Circle of the Shepherd ===
=== Circle of Shepherds ===
Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.
Druids of the Circle of Shepherds commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.
Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.
Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.


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'''Faithful Summons.''' Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required). Once you use this feature, you can’t use it again until you finish a long rest.
'''Faithful Summons.''' Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required). Once you use this feature, you can’t use it again until you finish a long rest.


=== Circle of the Storm ===
=== Circle of Storms ===
Druids of the Circle of the Storm revel in the roar of an unbridled thunderstorm, either finding kinship in its chaos or in the stillness found between them. These circle members tend to meet in open fields or on tower rooftops during storms, rather than in the quiet forest glens of other druidic circles. They feel the push and pull of positive and negative forces within nature, using it to transform into streaking bolts of devastating lightning.
Druids of the Circle of Storms revel in the roar of an unbridled thunderstorm, either finding kinship in its chaos or in the stillness found between them. These circle members tend to meet in open fields or on tower rooftops during storms, rather than in the quiet forest glens of other druidic circles. They feel the push and pull of positive and negative forces within nature, using it to transform into streaking bolts of devastating lightning.


'''Lightning Leap.''' When you choose this circle at 2nd level, you gain the ability to harness the natural power of storms. As an action, you can expend a use of your Wild Shape feature to transform into a streaking bolt of lightning, which surges forward in a line that’s 5 feet wide and up to 15 feet long. You choose the direction of the line. You return to your normal form in the nearest unoccupied space at the end of the line.
'''Lightning Leap.''' When you choose this circle at 2nd level, you gain the ability to harness the natural power of storms. As an action, you can expend a use of your Wild Shape feature to transform into a streaking bolt of lightning, which surges forward in a line that’s 5 feet wide and up to 15 feet long. You choose the direction of the line. You return to your normal form in the nearest unoccupied space at the end of the line.
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=== Circle of the Wildfire ===
=== Circle of Wildfires ===
Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.
Druids within the Circle of Wildfires understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.


'''Summon Wildfire Spirit.''' At 2nd level, you can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.
'''Summon Wildfire Spirit.''' At 2nd level, you can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.
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'''Blazing Revival.''' At 14th level, the bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet. Once you use this feature, you can’t use it again until you finish a long rest.
'''Blazing Revival.''' At 14th level, the bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet. Once you use this feature, you can’t use it again until you finish a long rest.


=== Circle of the Reef ===
=== Circle of Reefs ===
Druids of the Circle of the Reef take inspiration of the ocean and its vibrant reef systems, protecting and safeguarding the creatures of the wild wherever they find them, both within the ocean and without. All life originated from the sea; as such, it is the duty of druids of the circle to protect life wherever they see it, channeling primal magics to bring the power of coral reefs wherever nature has need of it.
Druids of the Circle of Reefs take inspiration of the ocean and its vibrant reef systems, protecting and safeguarding the creatures of the wild wherever they find them, both within the ocean and without. All life originated from the sea; as such, it is the duty of druids of the circle to protect life wherever they see it, channeling primal magics to bring the power of coral reefs wherever nature has need of it.


'''Coral Calling.''' At 2nd level, you can conjure a coral reef around you to harm foes and protect allies. As an action, you can expend a use of your Wild Shape feature to conjure a coral reef, rather than transforming into a beast form. The reef grows in 10-foot radius around you, moves with you, and its area is lightly obscured and difficult terrain. When you conjure the reef, you can designate any number of creatures you can see to be unaffected by the reef. A designated creature also has half cover from effects that originate outside the reef while it is within the reef.
'''Coral Calling.''' At 2nd level, you can conjure a coral reef around you to harm foes and protect allies. As an action, you can expend a use of your Wild Shape feature to conjure a coral reef, rather than transforming into a beast form. The reef grows in 10-foot radius around you, moves with you, and its area is lightly obscured and difficult terrain. When you conjure the reef, you can designate any number of creatures you can see to be unaffected by the reef. A designated creature also has half cover from effects that originate outside the reef while it is within the reef.
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An ageless reef otherwise functions identically to a normal reef you create, and a reef denizen you conjure remains until it is reduced to 0 hit points or the reef is destroyed. Additionally, whenever a creature finishes a long rest in an ageless reef, it gains temporary hit points equal to your druid level
An ageless reef otherwise functions identically to a normal reef you create, and a reef denizen you conjure remains until it is reduced to 0 hit points or the reef is destroyed. Additionally, whenever a creature finishes a long rest in an ageless reef, it gains temporary hit points equal to your druid level


=== Circle of the Spore ===
=== Circle of Spores ===
Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.
Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.
These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn’t the end of life, but instead a change of state that sees life shift into a new form.
These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn’t the end of life, but instead a change of state that sees life shift into a new form.
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'''Fungal Body.''' At 14th level, the fungal spores in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you’re incapacitated.
'''Fungal Body.''' At 14th level, the fungal spores in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you’re incapacitated.


 
=== Circle of Stars ===
=== Circle of the Stars ===
The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.
The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.
Many druids of this circle keep records of the constellations and the stars’ effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples— any construction durable enough to protect the circle’s sacred knowledge even against a great cataclysm.
Many druids of this circle keep records of the constellations and the stars’ effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples— any construction durable enough to protect the circle’s sacred knowledge even against a great cataclysm.
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'''Full of Stars.''' At 14th level, while in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.
'''Full of Stars.''' At 14th level, while in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.


=== Circle of the Unbroken ===
=== Circle of Unbreaking ===
'''Improved Shillelagh.''' When you choose this circle at 2nd level, you gain proficiency with martial weapons. In addition, you learn the Shillelagh cantrip. If you already know this cantrip, you learn a different druid cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast Shillelagh, you can use it to imbue any melee weapon you’re holding with nature’s power. If you’re holding a weapon under the effects of Shillelagh, you can use it as a spellcasting focus for your druid spells.
'''Improved Shillelagh.''' When you choose this circle at 2nd level, you gain proficiency with martial weapons. In addition, you learn the Shillelagh cantrip. If you already know this cantrip, you learn a different druid cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast Shillelagh, you can use it to imbue any melee weapon you’re holding with nature’s power. If you’re holding a weapon under the effects of Shillelagh, you can use it as a spellcasting focus for your druid spells.