Base Class: Druid
There is power in the ancient trees of the world-- a quiet, abiding power. Those who live among trees, like the elves, are aware of this power and they treat it with respect, even reverence. Some druids learn to tap into this power. These are members of the Circle of Oaks. By suffusing themselves with the vitality and strength of the ancient green, they can perform mighty feats. Although they commonly hail from the ancient forests of the world, Circle of Oaks druids can be found anywhere there are trees of sufficient age from which to draw power.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.
Circle Spells
Your mystical connection to the most ancient of trees 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.
Circle of Oaks Spells
| Druid Level | Spells |
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3rd |
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5th |
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7th |
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9th |
Tree Step
Starting at 6th level, you can spend half your movement to magically step into a tree and transport yourself through it and out of another tree of the same kind within 60 feet, reappearing in a space of your choice within 5 feet of the destination tree. You can use this feature twice when you reach 10th level, and three times when you reach 14th level, when the range becomes 120 feet. You regain all expended uses when you finish a long rest.
Might of the Oak
When you reach 10th level, you can expend two uses of Wild Shape at the same time to transform into a tree-like humanoid, similar to a treant, though not as powerful. While in this form, you are a Large plant, and you have the following statistics:
AC 15 Hit Points 120
Speed 30 ft.
Strength 22 (+6); Dexterity 9 (-1); Constitution 20 (+5)
Damage Resistances bludgeoning, piercing
Damage Vulnerabilities fire
False Appearance While you remain motionless, you are indistinguishable from a tree.
Multiattack You can make two slam attacks.
Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage
Rock. Ranged Weapon Attack: +9 to hit, range 60/180 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage
Rouse the Grove
At 14th level, you can use an action on your turn to stir the trees around you, bringing them to your aid. All trees within 60 feet of you become animated, their roots churning the earth and their branches whipping and slashing. All spaces within 15 of a tree are considered difficult terrain for your enemies, but not for you or your allies. A creature concentrating on a spell that starts its turn in one of the affected spaces must succeed on a Constitution saving throw against your spell save DC or lose concentration on the spell.
Also, you can use a bonus action on your turn to cause one affected tree to strike a creature within 15 feet of it within a branch. Make an attack roll, using your spell attack bonus as a bonus to the roll. On a hit, the creature takes 4d6 bludgeoning damage. You can use this feature for a number of rounds equal to your druid level. These rounds need not be consecutive. You regain full use of this feature on a long rest.
If this feature is used underground, beneath an area where trees grow, the effect is the same except that it is the trees' roots that burst through walls into rooms and tunnels, producing the same effects. If the DM decides the area is too far underground or is otherwise unsuitable for this feature to be used, it has no effect.
Previous Versions
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4/5/2023 6:22:37 PM
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Coming Soon
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