Druid
Base Class: Druid

Nature is full of movers and escape artists, and Druids of the Circle of the Mobility seek to emulate such creatures. These Druids employ teleportation and swiftness in their efforts to protect the natural world. These kinds of druids have a lifestyle that is more nomadic than others. They never stay in the same place for long.

Druid Step

Beginning at 2nd level you can use part of your movement to zip around. As long as you are not in your Wild Shape form, you can teleport up to 30 feet to an unoccupied space next to a plant or willing creature that you can see. This uses half of your movement, rounded up.

At 12th level, you can use this feature in your Wild Shape form, and the teleport increases to 60 feet.

Natural Traveler

At 2nd level, you are skilled in exploring and leading groups on journeys. You gain the following benefits:

  • Your base walking speed increases by 10 feet. You gain advantage on Constitution saving throws and Athletics checks for traveling purposes.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • You become proficient in Survival checks, or may double your proficiency in Survival checks if you are already proficient.

Circle Spells

Your mystical connection to nature infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells.

Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

 
Druid Level Spells

3rd

spider climb, misty step

5th

gaseous form, haste

7th

dimension door, freedom of movement

9th

telekinesis, tree stride

 

Relocate

Starting at 6th level, your magic whisks creatures to another place near by.

If they are willing, the target(s), up to your proficiency bonus, teleport up to 90 feet to an unoccupied space you can see.
If they are unwilling target(s), up to half of your proficiency bonus, must make a Dexterity saving throw or be teleported up to 90 feet to an unoccupied space you can see, taking 2d10 psychic damage as they are forced through teleportation.

Once you use this feature, you can't use it again until you finish a long rest OR you cast a conjuration spell of 1st level or higher OR you use your Druid Step feature.

Defensive Mobility

When you reach 10th level, your ability to move between locations enables you to slip through attacks to lessen the harm done to you during battle. When you take damage from an attack or spell that you can see, you can use your reaction to Druid Step to a new location, gaining resistance to that damage for that turn.

Teleport

When you reach 14th level, you can now fully tap into the versatility of the spell teleport – you gain access to this spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

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