Druid: Difference between revisions

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| 1st || +2 || [[Druid#Druidic|Druidic]], [[Druid#Spellcasting|Spellcasting]] || 0
| 1st || +2 || [[Druid#Druidic|Druidic]], [[Druid#Spellcasting|Spellcasting]] || 0
|-
|-
| 2nd || +2 || [[Druid#Nature Given Shape|Nature Given Shape]], [[Druid#Wild Shape|Wild Shape]], [[Druid#Wild Companion|Wild Companion]], [[Druid#Druidic Circles|Druidic Circle]] || 300
| 2nd || +2 || [[Druid#Nature Given Shape|Nature Given Shape]], [[Druid#Wild Shape|Wild Shape]], [[Druid#Wild Companion|Wild Companion]], [[Druid#Druidic Circle|Druidic Circle]] || 300
|-
|-
| 3rd || +2 || - || 1,000
| 3rd || +2 || - || 1,000
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| 5th || +3 || - || 6,000
| 5th || +3 || - || 6,000
|-
|-
| 6th || +3 || [[Druid#Druidic Circles|Druidic Circle Feature]] || 10,000
| 6th || +3 || [[Druid#Druidic Circle|Druidic Circle Feature]] || 10,000
|-
|-
| 7th || +3 || - || 20,000
| 7th || +3 || - || 20,000
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| 9th || +4 || - || 60,000
| 9th || +4 || - || 60,000
|-
|-
| 10th || +4 || [[Druid#Druidic Circles|Druidic Circle Feature]] || 80,000
| 10th || +4 || [[Druid#Druidic Circle|Druidic Circle Feature]] || 80,000
|-
|-
| 11th || +4 || - || 100,000
| 11th || +4 || - || 100,000
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| 13th || +5 || - || 140,000
| 13th || +5 || - || 140,000
|-
|-
| 14th || +5 || [[Druid#Druidic Circles|Druidic Circle Feature]] || 160,000
| 14th || +5 || [[Druid#Druidic Circle|Druidic Circle Feature]] || 160,000
|-
|-
| 15th || +5 || - || 180,000
| 15th || +5 || - || 180,000
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'''Hit Dice.''' 1d8 per Druid Level<br>
'''Hit Dice.''' 1d8 per Druid Level<br>
'''1st Level Hitpoints.''' 8 + your Constitution Modifier<br>
'''1st Level Hitpoints.''' 8 + your Constitution Modifier<br>
'''Higher Level Hitpoints.''' 1d8 (or 5) + your Constitution modifier per Druid Level after 1st<br>
'''Higher Level Hitpoints.''' 1d8 (increase to 5) + your Constitution modifier per Druid Level after 1st<br>
'''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], and [[Armor and Weapons#Shields|Shields]]<br>
'''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], and [[Armor and Weapons#Shields|Shields]]<br>
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Melee Weapons|Clubs]], [[Armor and Weapons#Simple Melee Weapons|Daggers]], [[Armor and Weapons#Simple Ranged Weapons|Darts]], [[Armor and Weapons#Simple Melee Weapons|Javelins]], [[Armor and Weapons#Simple Melee Weapons|Maces]], [[Armor and Weapons#Simple Melee Weapons|Quarterstaffs]], [[Armor and Weapons#Simple Melee Weapons|Sickles]], [[Armor and Weapons#Simple Ranged Weapons|Slings]], [[Armor and Weapons#Simple Melee Weapons|Spears]]<br>
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Melee Weapons|Clubs]], [[Armor and Weapons#Simple Melee Weapons|Daggers]], [[Armor and Weapons#Simple Ranged Weapons|Darts]], [[Armor and Weapons#Simple Melee Weapons|Javelins]], [[Armor and Weapons#Simple Melee Weapons|Maces]], [[Armor and Weapons#Simple Melee Weapons|Quarterstaffs]], [[Armor and Weapons#Simple Melee Weapons|Sickles]], [[Armor and Weapons#Simple Ranged Weapons|Slings]], [[Armor and Weapons#Simple Melee Weapons|Spears]]<br>
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''2nd, 6th, 10th, and 14th Level Druid Feature''<br>
''2nd, 6th, 10th, and 14th Level Druid Feature''<br>
You choose one of the following Druidic Circles who's traits you take on.
You choose one of the following Druidic Circles who's traits you take on.
<br><br>
{| class="wikitable"
|+ Druidic Circles
|-
! Druidic Circle !! Complexity (1-5) !! Description
|-
| [[Druid#Circle of Primevals|Circle of Primevals]] || 2 || You use the ancient powers of nature, becoming in tune with what society has lost over thousands of years, while summoning an ancient beast as a companion to fight alongside you.
|-
| [[Druid#Circle of Reefs|Circle of Reefs]] || 3 || Your home is the sea, and while you cannot be in your home you bring it with you, summoning a shifting coral reef that serves to protect and regenerate your allies while slowing and piercing your foes with its shifting spines.
|-
| [[Druid#Circle of Shepherds|Circle of Shepherds]] || 2 || You care for all animals and those you call friend, protecting them with all you have and building stronger bonds with them via magic.
|-
| [[Druid#Circle of Spores|Circle of Spores]] || 3 || You believe that death, life, and undeath are all apart of the same cycle, albeit macabre, as you blur the boundry between the three with your magic, bringing your allies back from the brink of passing to death, summoning undead warriors of beasts to fight by your side and sending your foes to act as food for the worms.
|-
| [[Druid#Circle of Stars|Circle of Stars]] || 2 || You embody the stars, gaining their guiding spirit and assuming the strength and power attributed to various constellations as primal magic paints your bodies in those constellations.
|-
| [[Druid#Circle of Storms|Circle of Storms]] || 1 || The storm is a pure show of primal power and nature's will, which you embody, using lightning magic and blinking from one side of the battlefield to another in a bolt of pure power.
|-
| [[Druid#Circle of Unbreaking|Circle of Unbreaking]] || 1 || The wilds won't defend themselves, but you will defend them, with a primally empowered weapon in hand and a strange primal vitality, you will protect the wilds even if no one else will.
|-
| [[Druid#Circle of Wildfire|Circle of Wildfire]] || 2 || The wildfire that scours the land to many seems like pure death and destruciton, but you know there is power held in those flames, for after the fire fades, life springs back annew and with strengthened vitality as you burn your foes away to cinders to never come back, and bathe your allies in the regenerative flame of the wildfire.
|}
<br>


==== Ability Score Improvements ====
==== Ability Score Improvements ====
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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.
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.
<br><br>
<br><br>
{| class="wikitable"
|+ Primevals Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells
|-
| [[Druid#Keeper of Old|Keeper of Old]]|| 2nd || You get Proficiency in History and add a d4 to Intelligence (History) Checks
|-
| [[Druid#Primeval Companion|Primeval Companion]] || 2nd || You can spen a Wild Point to summon a dinosaur companion
|-
| [[Druid#Prehistoric Conduit|Prehistoric Conduit]] || 6th || You can cast your Spells from your Primeval Companion's Space and its better at resisting Spells
|-
| [[Druid#Titanic Bond|Titanic Bond]] || 10th || Your Primeval Companion gets a bunch of buffs
|-
| [[Druid#Scourge of the Ancients|Scourge of the Ancients]] || 14th || You can Spend a Spell Slot to buff your Primeval Companion
|}
<br>


==== Circle Spells ====
==== Circle Spells ====
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==== Keeper of Old ====
==== Keeper of Old ====
''3rd Level Circle of Primevals''<br>
''2nd Level Circle of Primevals Feature''<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.
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.
<br><br>
<br><br>


==== Primeval Companion ====
==== Primeval Companion ====
''3rd Level Circle of Primevals''<br>
''2nd Level Circle of Primevals Feature''<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>
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>
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>
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==== Prehistoric Conduit ====
==== Prehistoric Conduit ====
''6th Level Circle of Primevals''<br>
''6th Level Circle of Primevals Feature''<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>
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.
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 ====
==== Titanic Bond ====
''10th Level Circle of Primevals''<br>
''10th Level Circle of Primevals Feature''<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>
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 [[Conditions#Frightened|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 failed Save, the creature is [[Conditions#Frightened|Frightened]] of you until the end of your next turn.
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==== Scourge of the Ancients ====
==== Scourge of the Ancients ====
''14th Level Circle of Primevals''<br>
''14th Level Circle of Primevals Feature''<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:
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.
*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.
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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.
<br><br>
<br><br>
{| class="wikitable"
|+ Reefs Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells
|-
| [[Druid#Aquatic Adaptation|Aquatic Adaptation]] || 2nd || You can swim and breathe underwater
|-
| [[Druid#Coral Calling|Coral Calling]] || 2nd || You can spend a Wild Point to summon a coral reef around you that harries enemies and protects allies
|-
| [[Druid#Breath of the Sea|Breath of the Sea]] || 6th || You can try counteract Spells, if you succeed, you give allies Temporary Hit Points
|-
| [[Druid#Strengthening Reef|Strengthening Reef]] || 10th || Your reef is buffed in several miscellaneous ways
|-
| [[Druid#Ageless Reef|Ageless Reef]] || 14th || When the duration of your reef would end, you can cause it to become permanent
|}
<br>


==== Circle Spells ====
==== Circle Spells ====
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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.
<br><br>
<br><br>
{| class="wikitable"
|+ Shepherds Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells
|-
| [[Druid#Speech of the Woods|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
|-
| [[Druid#Totem Spirit|Totem Spirit]] || 2nd || You can spend a Wild Point to summon a Totem Spirit, which takes one of three forms
|-
| [[Druid#Mighty Summoner|Mighty Summoner]] || 6th || Beasts and Fey you summon are buffed
|-
| [[Druid#Guardian Spirit|Guardian Spirit]] || 10th || Beasts and Fey you summon heal while near your Totem Spirits
|-
| [[Druid#Faithful Summons|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
|}
<br>


==== Circle Spells ====
==== Circle Spells ====
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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.
<br><br>
<br><br>
{| class="wikitable"
|+ Spores Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells
|-
| [[Druid#Halo of Spores|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
|-
| [[Druid#Symbiotic Entity|Symbiotic Entity]] || 2nd || You can spend a Wild Point to gain Temporary Hit Points and gain a bunch of buffs while you have them
|-
| [[Druid#Fungal Infection|Fungal Infection]] || 6th || When Beast or Humanoid dies nearby, you can reanimate it as a Zombie
|-
| [[Druid#Spreading Spores|Spreading Spores]] || 10th || You can create a cloud of spores
|-
| [[Druid#Fungal Body|Fungal Body]] || 14th || You resist a bunch of [[Conditions]] and Crits
|}
<br>


==== Circle Spells ====
==== Circle Spells ====
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| 2nd || [[Level 1#Armor of Faethon|Armor of Faethon]], [[Level 1#False Life|False Life]]
| 2nd || [[Level 1#Armor of Faethon|Armor of Faethon]], [[Level 1#False Life|False Life]]
|-
|-
| 3rd || [[Level 2#Blindness/Deafness|Blindness/Deafness]], [[Level 2Wither and Bloom|Wither and Bloom]]
| 3rd || [[Level 2#Blindness/Deafness|Blindness/Deafness]], [[Level 2#Wither and Bloom|Wither and Bloom]]
|-
|-
| 5th || [[Level 3#Animate Dead|Animate Dead]], [[Level 3Vampiric Touch|Vampiric Touch]]
| 5th || [[Level 3#Animate Dead|Animate Dead]], [[Level 3#Vampiric Touch|Vampiric Touch]]
|-
|-
| 7th || [[Level 4#Blight|Blight]], [[Level 4Confusion|Confusion]]
| 7th || [[Level 4#Blight|Blight]], [[Level 4#Confusion|Confusion]]
|-
|-
| 9th || [[Level 5#Contagion|Contagion]], [[Level 5Danse Macabre|Danse Macabre]]
| 9th || [[Level 5#Contagion|Contagion]], [[Level 5#Danse Macabre|Danse Macabre]]
|}
|}
<br>
<br>


==== Halo of Spores ====
==== Halo of Spores ====
''2nd Level Circle of Spores Druid''<br>
''2nd Level Circle of Spores Feature''<br>
You are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. You Learn the [[Cantrips#Chill Touch|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 [[Cantrips#Chill Touch|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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==== Symbiotic Entity ====
==== Symbiotic Entity ====
''2nd Level Circle of Spores Druid''<br>
''2nd Level Circle of Spores Feature''<br>
You gain the ability to channel magic into your spores. As an Action, you can spend 1 Wild Point to awaken those spores. When you do so, you gain a number of Temporary Hit Points equal to 4 x your Druid Level for 10 minutes. While you have these Temporary Hit Points you gain the following benefits:
You gain the ability to channel magic into your spores. As an Action, you can spend 1 Wild Point to awaken those spores. When you do so, you gain a number of Temporary Hit Points equal to 4 x your Druid Level for 10 minutes. While you have these Temporary Hit Points you gain the following benefits:
*When you deal Damage with your Halo of Spores feature, you roll the Damage Die a second time, and add it to the total Necrotic Damage dealt.
*When you deal Damage with your Halo of Spores feature, you roll the Damage Die a second time, and add it to the total Necrotic Damage dealt.
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==== Fungal Infestation ====
==== Fungal Infestation ====
''6th Level Circle of Spores Druid''<br>
''6th Level Circle of Spores Feature''<br>
Your spores gain the ability to infest a corpse and animate it. If a Medium or smaller Beast or a Humanoid dies within 10ft of you, you can use your Reaction to animate it, causing it to stand up immediately with 1 Hit Ooint. The creature uses the Zombie stat block. It remains animate for 1 hour, after which time it collapses and dies.<br>
Your spores gain the ability to infest a corpse and animate it. If a Medium or smaller Beast or a Humanoid dies within 10ft of you, you can use your Reaction to animate it, causing it to stand up immediately with 1 Hit Ooint. The creature uses the Zombie stat block. It remains animate for 1 hour, after which time it collapses and dies.<br>
In combat, the Zombie's turn comes immediately after yours. It obeys your mental commands, and the only Action it can take is the Attack Action, making one Melee Attack.<br>
In combat, the Zombie's turn comes immediately after yours. It obeys your mental commands, and the only Action it can take is the Attack Action, making one Melee Attack.<br>
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==== Spreading Spores ====
==== Spreading Spores ====
''10th Level Circle of Spores Druid''<br>
''10th Level Circle of Spores Feature''<br>
You gain the ability to seed an area with deadly spores. As a Bonus Action while you have the Temporary Hit Points granted by your Symbiotic Entity feature is active, you can hurl spores at a space within 30ft of you, creating a 10ft Still Emanation centered on that point for 1 minute. The spores dissipate if you end them early as a Free Action or if you lose the Temporary Hit Points granted by your Symbiotic Entity feature.<br>
You gain the ability to seed an area with deadly spores. As a Bonus Action while you have the Temporary Hit Points granted by your Symbiotic Entity feature is active, you can hurl spores at a space within 30ft of you, creating a 10ft Still Emanation centered on that point for 1 minute. The spores dissipate if you end them early as a Free Action or if you lose the Temporary Hit Points granted by your Symbiotic Entity feature.<br>
Whenever a creature moves into the Emanation or starts its turn there, that creature takes 1d8 Necrotic Damage.<br>
Whenever a creature moves into the Emanation or starts its turn there, that creature takes 1d8 Necrotic Damage.<br>
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==== Fungal Body ====
==== Fungal Body ====
''14th Level Circle of Spores Druid''<br>
''14th Level Circle of Spores Feature''<br>
The fungal spores in your body alter you: you can't be [[Conditions#Blinded|Blinded]], [[Conditions#Deafened|Deafened]], [[Conditions#Frightened|Frightened]], or [[Conditions#Poisoned|Poisoned]], and Crits against you become normal hits instead.
The fungal spores in your body alter you: you can't be [[Conditions#Blinded|Blinded]], [[Conditions#Deafened|Deafened]], [[Conditions#Frightened|Frightened]], or [[Conditions#Poisoned|Poisoned]], and Crits against you become normal hits instead.
<br><br><br>
<br><br><br>
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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.
<br><br>
<br><br>
{| class="wikitable"
|+ Stars Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells
|-
| [[Druid#Star Map|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
|-
| [[Druid#Starry Form|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
|-
| [[Druid#Cosmic Omen|Cosmic Omen]] || 6th || You have a 50% chance of either being able to use Reactions to help allies or hurt enemies every day
|-
| [[Druid#Twinkling Constellations|Twinkling Constellations]] || 10th || Your Starry Form improves based on the constellation you chose
|-
| [[Druid#Full of Stars|Full of Stars]] || 14th || You get Resistance to Bludgeoning, Piercing, and Slashing Damage while in your Starry Form
|}
<br>


==== Circle Spells ====
==== Circle Spells ====
''1st Level Circle of Stars Feature''<br>
''2nd 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.
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"
{| class="wikitable"
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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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{| class="wikitable"
|+ Storms Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells
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| [[Druid#Lightning Leap|Lightning Leap]] || 2nd || You can spend a Wild Point to become a lightning bolt for an instant
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| [[Druid#Improved Shocking Grasp|Improved Shocking Grasp]] || 2nd || You learn the [[Cantrips#Shocking Grasp|Shocking Grasp]] Cantrip and it has a Range of 30ft
|-
| [[Druid#Perfect Storm|Perfect Storm]] || 6th || You can change direction in the middle of your Lightning Leaps
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| [[Druid#Lightning Body|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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| [[Druid#Living Tempest|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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==== Circle Spells ====
==== Circle Spells ====
''1st Level Circle of Storms Feature''<br>
''2nd 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.
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.
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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 60ft. While you have any Temporary Hit Points, your [[Cantrips#Shocking Grasp|Shocking Grasp]] Cantrip has a Range of 120ft. 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.
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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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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{| class="wikitable"
|+ Unbreaking Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells
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| [[Druid#Improved Shillelagh|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.
|-
| [[Druid#Wild Recovery|Wild Recovery]] || 2nd || You can spend a Wild Point to heal a bunch of health
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| [[Druid#Extra Attack|Extra Attack]] || 6th || You make an additional Attack every time you take the Attack Action
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| [[Druid#Shillelagh Master|Shillelagh Master]] || 6th || Objects buffed by the [[Cantrips#Shillelagh|Shillelagh]] Cantrip do more Damage
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| [[Druid#War Druid|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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| [[Druid#Nature Armor|Nature Armor]] || 14th || You get Temporary Hit Points at the start of each of your turns
|}
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==== Circle Spells ====
==== Circle Spells ====
''1st Level Circle of Unbreaking Feature''<br>
''2nd 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.
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.
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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#Matial 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.
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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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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{| class="wikitable"
|+ Wildfires Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells
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| [[Druid#Summon Wildfire Spirit|Summon Wildfire Spirit]] || 2nd || You can spend a Wild Point to summon a fire companion
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| [[Druid#Enhanced Bond|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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| [[Druid#Cauterizing Flame|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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| [[Druid#Blazing Revival|Blazing Revival]] || 14th || When you would die, you can dismiss your Wildfire Spirit to heal to full health instead
|}
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==== Circle Spells ====
==== Circle Spells ====
''1st Level Circle of Wildfire Feature''<br>
''2nd 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.
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"
{| class="wikitable"