|
|
Line 196: |
Line 196: |
| *Your flying speed increases to 40 feet. | | *Your flying speed increases to 40 feet. |
| *When you take the Attack action on your turn, you can make three attacks: one with your bite, and two with your claws. | | *When you take the Attack action on your turn, you can make three attacks: one with your bite, and two with your claws. |
| *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 Lands ===
| |
| 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.
| |
|
| |
| Natural Recovery. Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. By spending 1 minute meditating, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
| |
|
| |
| '''Circle Spells.''' Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells.
| |
| Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
| |
| [Will add Drakomere specific tables, one for each of the three continents in the Wild-Plains, and one or more for Drakion, Twisted Lands, The Chaos, and The Archipelago]
| |
|
| |
| '''Land’s Stride.''' Starting at 6th level, moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
| |
| In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
| |
|
| |
| '''Nature’s Ward.''' When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.
| |
|
| |
| '''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 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.
| |
|
| |
|
| === Circle of Primevals === | | === 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. |
|
| |
|