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Druid |
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Druid: Druid Circles: Circle of the Land |
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The Circle of the Land is made up of mystics and sages who safeguard
ancient knowledge and rites through a vast oral tradition. As a member of
this circle, your magic channels energy from the living land. |
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Circle of the Land Features |
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Land’s Connection When you join this
druid circle at 3rd level, you gain the ability to attune yourself to a
specific type of land granting you access to an additional list of circle
spells based on that land. Just like with your circle spells feature, you
gain access to more land spells as you gain levels in this class. A spell
your gain through this feature, you always have prepared, and it doesn't
count against the number of spells you can prepare each day. If the spell
doesn't appear on the primal spell list, the spell is nonetheless a druid
spell for you. You have these spells prepared until you change this choice
after a short or long rest. Select one of the
following land types: arctic, desert, rocky, verdant. |
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Great Tree Spirit At 3rd level, you
also add additional wild traits to the list of wild traits available to your
great beast spirits. If you add any of these wild traits to a template, the
template’s creature type changes to plant. Great
Tree wild traits Entangling
Roots (counts as 2 wild traits). When the creature
takes the attack action, it can replace one of its attacks with entangling
roots. •
Entangling Roots. This
creature can target another creature within 30 feet. The target must make a
Strength saving throw. On a failed saving throw, the target is restrained by
magical plants. Both this creature and the target must be touching the ground
when the creature uses this ability. In addition, the creature’s own speed is
reduced to 0 while it has one or more targets restrained with
this trait. A restrained target can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a successful save. Special
Attack: Lashing Vines. When the creature
takes an attack action, it can replace one of its attacks with a special
attack, lashing vines: •
Lashing Vines. Melee
attack, reach 10 ft., 1d6 slashing damage. If the
attack is made with advantage, this attack deals an additional 1d8 poison
damage. Land’s Sanctuary Beginning at 10th
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. 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. Land’s Reinforcements Also starting at
10th level, you know the call plant spell. It doesn't
count against the number of druid spells you can
prepare, and you can cast it without a material component. You can also cast call plant once between
long rests without expending a spell slot. In addition,
whenever you start casting call plant, you can modify the
spell so that it doesn't require concentration. If you do so, the spell's
duration becomes 1 minute for that casting. Druidic Connection Beginning at 18th
level, when you use your ‘land’s reinforcements’ ability to cast call plant without expending
a spell slot, the spell is cast at 8th as if you had used an 8th level spell
slot. You always have all
the 1st level spells from your ‘land’s connection spells’ list prepared and
you can cast these spells without expending a spell slot. |
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