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| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells | | [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells | ||
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| Keeper of Old || 2nd || You | | Keeper of Old || 2nd || You get Proficiency in History and add a d4 to Intelligence (History) Checks | ||
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| Primeval Companion || 2nd || | | Primeval Companion || 2nd || You can spen a Wild Point to summon a dinosaur companion | ||
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| Prehistoric Conduit || 6th || | | Prehistoric Conduit || 6th || You can cast your Spells from your Primeval Companion's Space and its better at resisting Spells | ||
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| Titanic Bond || 10th || | | Titanic Bond || 10th || Your Primeval Companion gets a bunch of buffs | ||
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| Scourge of the Ancients || 14th || | | Scourge of the Ancients || 14th || You can Spend a Spell Slot to buff your Primeval Companion | ||
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| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells | | [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells | ||
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| | | Aquatic Adaptation || 2nd || You can swim and breathe underwater | ||
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| | | Coral Calling || 2nd || You can spend a Wild Point to summon a coral reef around you that harries enemies and protects allies | ||
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| | | Breath of the Sea || 6th || You can try counteract Spells, if you succeed, you give allies Temporary Hit Points | ||
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| | | Strengthening Reef || 10th || Your reef is buffed in several miscellaneous ways | ||
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| | | Ageless Reef || 14th || When the duration of your reef would end, you can cause it to become permanent | ||
|} | |} | ||
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| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells | | [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells | ||
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| | | Speech of the Woods || 2nd || You learn [[Languages#Silvin|Silvin]] and are permanently under the effects of the [[Level 1#Speak with Animals|Speak with Animals]] Spell | ||
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| | | Totem Spirit || 2nd || You can spend a Wild Point to summon a Totem Spirit, which takes one of three forms | ||
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| | | Mighty Summoner || 6th || Beasts and Fey you summon are buffed | ||
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| | | Guardian Spirit || 10th || Beasts and Fey you summon heal while near your Totem Spirits | ||
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| | | Faithful Summons || 14th || When you would die or are [[Conditions#Incapacitated|Incapacitated]], you cast the [[Level 3#Conjure Animals|Conjure Animals]] Spell at 9th Level, summoning Beasts to protect you | ||
|} | |} | ||
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| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells | | [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells | ||
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| | | Halo of Spores || 2nd || You learn the [[Cantrips#Chill Touch|Chill Touch]] Cantrip and can use your Reaction to deal Necrotic Damage to foes that walk nearby you | ||
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| | | Symbiotic Entity || 2nd || You can spend a Wild Point to gain Temporary Hit Points and gain a bunch of buffs while you have them | ||
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| | | Fungal Infection || 6th || When Beast or Humanoid dies nearby, you can reanimate it as a Zombie | ||
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| | | Spreading Spores || 10th || You can create a cloud of spores | ||
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| | | Fungal Body || 14th || You resist a bunch of [[Conditions]] and Crits | ||
|} | |} | ||
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| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells | | [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells | ||
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| | | Star Map || 2nd || You get a Star Map which can be a Spellcasting Focus and while you have it you know the [[Cantrips#Guidance|Guidance]] and [[Level 1#Guiding Bolt|Guiding Bolt]] Spells | ||
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| | | Starry Form || 2nd || You can spend a Wild Point to enter a Starry Form, which gives you one of a couple buffs based on the constellation you chose | ||
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| | | Cosmic Omen || 6th || You have a 50% chance of either being able to use Reactions to help allies or hurt enemies every day | ||
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| | | Twinkling Constellations || 10th || Your Starry Form improves based on the constellation you chose | ||
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| | | Full of Stars || 14th || You get Resistance to Bludgeoning, Piercing, and Slashing Damage while in your Starry Form | ||
|} | |} | ||
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| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells | | [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells | ||
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| | | Lightning Leap || 2nd || You can spend a Wild Point to become a lightning bolt for an instant | ||
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| | | Improved Shocking Grasp || 2nd || You learn the [[Cantrips#Shocking Grasp|Shocking Grasp]] Cantrip and it has a Range of 30ft | ||
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| | | Perfect Storm || 6th || You can change direction in the middle of your Lightning Leaps | ||
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| | | Lightning Body || 10th || You get Resistance to Lightning Damage, your [[Cantrips#Shocking Grasp|Shocking Grasp]] Cantrip has a Range of 60ft, and creatures that hurt you take Lightning Damage | ||
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| | | Living Tempest || 14th || You get Resistance to Thunder Damage, can't be [[Conditions#Deafened|Deafened]], can't be moved by wind or water, your [[Cantrips#Shocking Grasp|Shocking Grasp]] Cantrip has increased Range, you can see through fog, and control the rainfall around you | ||
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==== Living Tempest ==== | ==== Living Tempest ==== | ||
''14th Level Circle of Storms Feature''<br> | ''14th Level Circle of Storms Feature''<br> | ||
You are an embodiment of the storm. You gain Resistance to Thunder Damage and can't be [[Conditions#Deafened|Deafened]]. You also can't be moved against your will by wind or water, and your [[Cantrips#Shocking Grasp|Shocking Grasp]] Cantrip has a Range of | You are an embodiment of the storm. You gain Resistance to Thunder Damage and can't be [[Conditions#Deafened|Deafened]]. You also can't be moved against your will by wind or water, and your [[Cantrips#Shocking Grasp|Shocking Grasp]] Cantrip has a Range of 120ft. While you have any Temporary Hit Points, your [[Cantrips#Shocking Grasp|Shocking Grasp]] Cantrip has a Range of 300ft. In addition, magical and non-magical fog doesn't impede your vision, and if you're in a rainstorm, you can choose where the rain lands within a 30ft Radius of you. | ||
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| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells | | [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells | ||
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| | | Improved Shillelagh || 2nd || You get Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]], learn the [[Cantrips#Shillelagh|Shillelagh]] Cantrip, can cast the [[Cantrips#Shillelagh|Shillelagh]] on a [[Armor and Weapons#Weapons|Weapon]], allowing it to be used as a Spellcasting Focus. | ||
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| | | Wild Recovery || 2nd || You can spend a Wild Point to heal a bunch of health | ||
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| | | Extra Attack || 6th || You make an additional Attack every time you take the Attack Action | ||
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| | | Shillelagh Master || 6th || Objects buffed by the [[Cantrips#Shillelagh|Shillelagh]] Cantrip do more Damage | ||
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| | | War Druid || 10th || When you cast a Druid Cantrip with an Action, you can make a Weapon Attack as a Bonus Action | ||
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| Nature Armor || 14th || You get Temporary Hit Points at the start of each of your turns | |||
|} | |} | ||
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==== Improved Shillelagh ==== | ==== Improved Shillelagh ==== | ||
''2nd Level Circle of Unbreaking Feature''<br> | ''2nd Level Circle of Unbreaking Feature''<br> | ||
You gain proficiency with [[Armor and Weapons# | You gain proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]]. In addition, you learn the [[Cantrips#Shillelagh|Shillelagh]] Cantrip as a Druid Cantrip, but it doesn't count against your Cantrips Known. When you cast the [[Cantrips#Shillelagh|Shillelagh]] Cantrip, you can use it to imbue any [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] you are holding with nature's power. If you're holding a [[Armor and Weapons#Weapons|Weapon]] under the effects of [[Cantrips#Shillelagh|Shillelagh]], you can use it as a Druid Spellcasting Focus. | ||
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| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells | | [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells | ||
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| | | Summon Wildfire Spirit || 2nd || You can spend a Wild Point to summon a fire companion | ||
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| | | Enhanced Bond || 6th || Your Fire Damage and healing Spells improve, and you can cast them from the Wildfire Spirit's space | ||
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| | | Cauterizing Flame || 10th || When creatures die, little flames hover over the corpse, so when creatures get close you can either Damage or heal the creature that came close | ||
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| | | Blazing Revival || 14th || When you would die, you can dismiss your Wildfire Spirit to heal to full health instead | ||
|} | |} | ||
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