Druid: Difference between revisions

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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.
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{| class="wikitable"
|+ Primevals Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells
|-
| Example || 2nd || Example
|-
| Example || 2nd || Example
|-
| Example || 6th || Example
|-
| Example || 6th || Example
|-
| Example || 6th || Example
|}
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==== 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.
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==== 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.
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{| class="wikitable"
|+ Reefs Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells
|-
| Example || 2nd || Example
|-
| Example || 2nd || Example
|-
| Example || 6th || Example
|-
| Example || 6th || Example
|-
| Example || 6th || Example
|}
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==== 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.
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{| class="wikitable"
|+ Shepherds Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells
|-
| Example || 2nd || Example
|-
| Example || 2nd || Example
|-
| Example || 6th || Example
|-
| Example || 6th || Example
|-
| Example || 6th || Example
|}
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==== 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.
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{| class="wikitable"
|+ Spores Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells
|-
| Example || 2nd || Example
|-
| Example || 2nd || Example
|-
| Example || 6th || Example
|-
| Example || 6th || Example
|-
| Example || 6th || Example
|}
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==== Circle Spells ====
==== Circle Spells ====
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==== 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.
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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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{| class="wikitable"
|+ Stars Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells
|-
| Example || 2nd || Example
|-
| Example || 2nd || Example
|-
| Example || 6th || Example
|-
| Example || 6th || Example
|-
| Example || 6th || Example
|}
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==== 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.
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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
|-
| Example || 2nd || Example
|-
| Example || 2nd || Example
|-
| Example || 6th || Example
|-
| Example || 6th || Example
|-
| Example || 6th || Example
|}
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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.
{| class="wikitable"
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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
|-
| Example || 2nd || Example
|-
| Example || 2nd || Example
|-
| Example || 6th || Example
|-
| Example || 6th || Example
|-
| Example || 6th || Example
|}
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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.
{| class="wikitable"
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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
|-
| Example || 2nd || Example
|-
| Example || 2nd || Example
|-
| Example || 6th || Example
|-
| Example || 6th || Example
|-
| Example || 6th || Example
|}
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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"