Druid: Difference between revisions

3,199 bytes added ,  14:50, 23 December 2022
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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.
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.
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==== Circle Spells ====
''1st Level Circle of Reefs Feature''<br>
You gain Circle Spells at the Druid Levels listed in the Circle Spells table. You Know these Spells, always have them Prepared, they count as Druid Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Circle Spells
|-
! Druid Level !! Spells
|-
| 2nd || Spell
|-
| 3rd || Spell
|-
| 5th || Spell
|-
| 7th || Spell
|-
| 9th || Spell
|}
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==== Aquatic Adaption ====
==== Aquatic Adaption ====
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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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==== Circle Spells ====
''1st Level Circle of Shepherds Feature''<br>
You gain Circle Spells at the Druid Levels listed in the Circle Spells table. You Know these Spells, always have them Prepared, they count as Druid Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Circle Spells
|-
! Druid Level !! Spells
|-
| 2nd || Spell
|-
| 3rd || Spell
|-
| 5th || Spell
|-
| 7th || Spell
|-
| 9th || Spell
|}
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==== Speech of the Woods ====
==== Speech of the Woods ====
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Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.
Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.
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==== Circle Spells ====
''1st Level Circle of Spores Feature''<br>
You gain Circle Spells at the Druid Levels listed in the Circle Spells table. You Know these Spells, always have them Prepared, they count as Druid Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Circle Spells
|-
! Druid Level !! Spells
|-
| 2nd || Spell
|-
| 3rd || Spell
|-
| 5th || Spell
|-
| 7th || Spell
|-
| 9th || Spell
|}
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==== Halo of Spores ====
==== Halo of Spores ====
''2nd Level Circle of Spores Druid''<br>
''2nd Level Circle of Spores Druid''<br>
You are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. You learn the Chill Touch Cantrip as a Druid Spell, which doesn't count against your Cantrips Known. Additionally, when a creature you can see moves into a space within 10ft of you or starts its turn there, you can use your Reaction to deal 1d4 Necrotic Damage to that creature.<br>
You are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. You Learn the Chill Touch Cantrip as a Druid Spell, which doesn't count against your Cantrips Known. Additionally, when a creature you can see moves into a space within 10ft of you or starts its turn there, you can use your Reaction to deal 1d4 Necrotic Damage to that creature.<br>
This Necrotic Damage increases when you reach certain Levels in this class: The Necrotic Damage increases to 1d6 at 6th Level, 1d8 at 10th Level, 1d10 at 14th Level, and 1d12 at 18th Level.
This Necrotic Damage increases when you reach certain Levels in this class: The Necrotic Damage increases to 1d6 at 6th Level, 1d8 at 10th Level, 1d10 at 14th Level, and 1d12 at 18th Level.
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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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==== Circle Spells ====
''1st Level Circle of Stars Feature''<br>
You gain Circle Spells at the Druid Levels listed in the Circle Spells table. You Know these Spells, always have them Prepared, they count as Druid Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Circle Spells
|-
! Druid Level !! Spells
|-
| 2nd || Spell
|-
| 3rd || Spell
|-
| 5th || Spell
|-
| 7th || Spell
|-
| 9th || Spell
|}
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==== Star Map ====
==== Star Map ====
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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.
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.
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==== Circle Spells ====
''1st Level Circle of Storms Feature''<br>
You gain Circle Spells at the Druid Levels listed in the Circle Spells table. You Know these Spells, always have them Prepared, they count as Druid Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Circle Spells
|-
! Druid Level !! Spells
|-
| 2nd || Spell
|-
| 3rd || Spell
|-
| 5th || Spell
|-
| 7th || Spell
|-
| 9th || Spell
|}
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==== Lightning Leap ====
==== Lightning Leap ====
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While the chaotic bend of nature is found within these druids, their bodies and impulses are tamed through training and discipline. Originally from the unforgiving festerwood, this circle’s teachings are as rigorous as the forest, blending a mixture of offense and defense to stand up to all of the world’s challenges.
While the chaotic bend of nature is found within these druids, their bodies and impulses are tamed through training and discipline. Originally from the unforgiving festerwood, this circle’s teachings are as rigorous as the forest, blending a mixture of offense and defense to stand up to all of the world’s challenges.
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==== Circle Spells ====
''1st Level Circle of Unbreaking Feature''<br>
You gain Circle Spells at the Druid Levels listed in the Circle Spells table. You Know these Spells, always have them Prepared, they count as Druid Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Circle Spells
|-
! Druid Level !! Spells
|-
| 2nd || Spell
|-
| 3rd || Spell
|-
| 5th || Spell
|-
| 7th || Spell
|-
| 9th || Spell
|}
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==== Improved Shillelagh ====
==== Improved Shillelagh ====
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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 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.
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==== Circle Spells ====
''1st Level Circle of Wildfire Feature''<br>
You gain Circle Spells at the Druid Levels listed in the Circle Spells table. You Know these Spells, always have them Prepared, they count as Druid Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Circle Spells
|-
! Druid Level !! Spells
|-
| 2nd || Spell
|-
| 3rd || Spell
|-
| 5th || Spell
|-
| 7th || Spell
|-
| 9th || Spell
|}
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==== Summon Wildfire Spirit ====
==== Summon Wildfire Spirit ====