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Druid |
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Druid: Druid Circles: Circle of the Wild |
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A Wild Druid is a fierce guardian of the untamed wilderness, deeply
connected to the raw power of nature and the mystical fey. They embody the
spirit of the wild in its purest form. |
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Circle of the Wild Features |
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Fey Traits When you join this
circle at 3rd level, you add the following wild traits to the 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 fey: Fey
Blink. The creature can use a bonus action
to teleport up to 15 feet. Magic
Resistance (counts as 2 wild traits). The creature
has advantage on saving throws against all spells and magical effects. |
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Wild Druid Also
starting at 3rd level, you grant yourself the benefit of one of the wild
traits available to your great beast spirits. As an action, you can expend
one use of your ‘call of the wild’ feature to change this wild trait for
another wild trait available to one of your great beast spirits. When
you reach 18th level in this class, you automatically gain your both wild
trait options granted by your ‘fey traits’ feature in addition to one other
wild trait when you use this ability.
Starting
at 10th level, you can use the hidden, magical pathways that some fey use to
traverse space in a blink of an eye. As a bonus action on your turn, you can
expend a use of your ‘call of the wild’ to teleport up to 300 feet to an
unoccupied space you can see. When you do so, you can bring along a number of
creatures up to your Wisdom modifier. A creature must be willing, within 5
feet of you, and you must be able to see it to target it with this ability. You
can also cast the hidden step spell without expending a spell slot. Dreamscape Horizon At
18th level, you gain the ability to travel mentally or physically through
dreamlands. When you finish a short rest or long rest, you can expend one of
your ‘call of the wild’ uses to cast one of the following spells without
expending a spell slot or requiring material components: dream (with
you as the messenger), scrying, or teleportation circle.
When you cast one of these spells with this feature, you treat them as druid
spells. When
you cast teleportation circle with this feature, rather than
opening a portal to a permanent teleportation circle, you can choose to open
a portal to the last location where you finished a long rest on your current
plane of existence. If you haven't taken a long rest on your current plane,
the spell fails when used like this, and you do not expend a use of your ‘call
of the wild’. |
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