Base Class: Druid
Druids in the Circle of Vengeance are tasked with hunting down and punishing those who break the laws of nature or destroy it for purposes outside of reaching their basic needs. Acts of this kind include mass hunting for sport, forest fires (regardless of intention), and necromancy. Many such druids live in cityscapes to watch over the plants and animals that inhabit civilization. When tasked with hunting down a wrongdoer, they either chase down, deceive, or perform a combination of the two to capture their target. Their fate depends on the extremity of the crime.
Bonus Proficiency
When you choose this circle at 2nd level, you gain proficiency in martial weapons. Typically druids of this circle still use wooden weapons, but some will carry metal weapons to better blend into their city surroundings. Most often those with metal weaponry have them for show and only use them when deceiving their target or trying to hide their true association. Nearly all of these druids still carry wooden weapons as their preferred choice in combat.
Tracking Companion
Starting at 2nd level, you can cast find familiar as a ritual. Having a familiar is a very effective way to track down a target, and it has its other benefits. Familiars cast by druids of this circle typically take the form of the most common bird in the city they’re in, but are sometimes ravens if the caster wants to put their target at unease. They are not just used to track- if done carefully, they can extract a piece of hair or clothes to return to the druid. These are able to be used in scrying spells or for a summoned group of blink dogs (conjure woodland beings) to smell in order to follow the creature’s tracks.
Circle Spells
Your devotion to hunting down those who would ruin nature allows you to learn specialized 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 Spells
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Cityside Experience
Your experience rushing through the streets has given you the upper hand in navigating cities. At 6th level, you gain advantage on the following:
- Finding your way around cities
- Locating specific people in a crowd and moving through it
- Climbing buildings and jumping over obstacles such as crates, barrels, and market stalls
- Using a charisma check to get people to move out of the way or tell you where someone went
- Persuasion checks on people who live off the land
Quick Cast
You have become skilled in casting simple spells as fast as possible. When you reach 10th level, you can cast your druid cantrips as a bonus action. If you are casting a cantrip that deals damage, you only roll one damage die as if you were casting it under level 5.
Fast Travel
You have gained enough experience to quickly and effectively travel from one place to another. When you reach 14th level, you can cast transport via plants or wind walk on yourself without expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest.
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