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= Druidic Circles =
= Druidic Circles =
=== Circle of Primevals ===
The Circle of Primevals teaches that, though the land may change over time, it never truly forgets. By tapping into the timeworn memory of the earth, these druids summon and bond with the spirit of a primeval behemoth—a hulking creature that once ruled the ancient world alongside the giants. The most well-known primeval behemoths are the dinosaurs, but spirits bonded with members of the Circle of the Primevals have also taken the form of ancient predecessors to today’s common beasts and other fantastical titanic creatures.<br>
Working alongside their companion spirit, most druids of the Circle of Primevals spend their lives delving into long-forgotten places and preserving the remnants of bygone eras. As a druid’s power grows, so does their companion, the beast starting near equal in size to its druid partner before increasing in stature until it too towers over the land.
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==== Keeper of Old ====
''3rd Level Circle of Primevals''<br>
Your connection to the mighty primeval behemoths allows you new insight into the ancient world. You gain Proficiency in History. Additionally, when you make an Intelligence (History) Check, you roll a d4 and add the number rolled to the Check.
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==== Primeval Companion ====
''3rd Level Circle of Primevals''<br>
You can call upon the primeval creature whose spirit is bound to you. As an Action, you can spend 1 Wild Point to summon your Primeval Companion. The Companion appears in an unoccupied space of your choice within 30ft of you.<br>
The Primeval Companion is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Primeval Companion stat block, which uses your Proficiency Bonus (PB) in several places.<br>
In combat, the Primeval Companion shares your Initiative Score, 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 use 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 takes the Action that would best protect itself and you.<br>
The Companion remains until it is reduced to 0 Hit Points, until you use this feature to summon the Companion again, or until you die. Anything the Companion was wearing or carrying is left behind when the Companion vanishes.
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==== Prehistoric Conduit ====
''6th Level Circle of Primevals''<br>
You learn how to channel your magic through your primeval companion. When you cast a Druid Spell, you can cast it from the space of your Primeval Companion.<br>
Additionally, you can shape your Spells to protect your Companion. When your Primeval Companion is forced to make a Saving Throw imposed by a Spell you cast, it has Advantage on the Saving Throw. If the Spell would have a target make a Saving Throw, taking half Damage on a successful Save, the Companion instead takes no Damage on a successful Save, and half Damage with no additional effects on a failed Save.
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==== Titanic Bond ====
''10th Level Circle of Primevals''<br>
The Primeval Companion grows to Large Size, and when you summon it, you can grant it either a Climbing Speed or a Swimming Speed (your choice) equal to its Walking Speed.<br>
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 failed Save, the creature is Frightened of you until the end of your next turn.
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==== Scourge of the Ancients ====
''14th Level Circle of Primevals''<br>
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 1st Level or higher to heighten your Primeval Companion’s might, granting it the following benefits:
*The Companion becomes Huge and gains Temporary Hit Points equal to 10 x 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.
*On a hit, the Companion’s Strike deals additional Damage equal to 1d8 + the Level of the Spell Slot expended.<br>
*The Companion’s Walking Speed increases by a number of feet equal to 5 x the Level of the Spell Slot expended.<br>
These benefits last for 1 hour, until the Companion vanishes, or until you expend a higher Level Spell Slot with this feature.
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== Circle of Unbreaking ==
== Circle of Unbreaking ==
The Circle of Unbreaking is an order of Druids who have abandoned the patient teachings of their predecessors, deciding instead to take up arms in defense of the wilderness. These combative druids form militias and harness the fury of nature itself to forcefully remove any encroaching evil that threatens their sacred lands.<br>
The Circle of Unbreaking is an order of Druids who have abandoned the patient teachings of their predecessors, deciding instead to take up arms in defense of the wilderness. These combative druids form militias and harness the fury of nature itself to forcefully remove any encroaching evil that threatens their sacred lands.<br>