Druid
Base Class: Druid

There is a plane nicknamed “the traveler’s plane” its true name is the Rosary Glade (sometimes called the roseberry plane). It has a unique appearance. The plane is made up of two levels, the first is the mountain side. Its the safest and where the plane’s inhabitants live. The mountains have electrum that is mined. The traders here only deal in electrum. The second level is the valleys. Under the fog of the mountains lives evil demonic creatures that love nothing more than a curious explorer to munch on. The mountains are connected by ancient bridges made up of a strange material, unique to the plane. With the appearance of dark jade, copper, and zinc. The material also takes a ridged shape. This plane also has floating islands. Its said when people rest here, they rest quicker and more efficiently. Magic is required to enter, but you can leave through special holy sites that will bring you back to the Living plane. Each holy site brings you somewhere different. there are also shrines, which lead the people who enter underground by elevator. in the shrine there's trials. once completing the trial, you are allowed to take whatever you can find. the trial will reset in a few days, becoming more difficult. The inhabitants here have grown kind hearts. Every native here is lawful (sometimes neutral) good.

Your path some how lead you to the Glade, There you communicated with nearby Critters and Fauna, who helped you get better at using the special magic residing in the glade. 

NOTE: THIS SUBCLASS IS MEANT FOR A SPECIFIC SETTING AND MAY NOT FIT THE SETTING OF YOUR CAMPAIGN(S)

Glade Harness

When you choose this circle at 2nd level, you learn one of the following spells: sapping Sting, Ice knife, or Firebolt. the spell you select does not use up a spell slot. You gain The ability to speak Abyssal.

Fire Bolt

Gain Fire bolt as a spell, does not use a spell slot when used

Ice Knife

Gain Ice Knife as a spell, does not take a spell slot when used.

Spare the Dying

Gain Spare the Dying as a castable spell, does not take a spell slot, nor a prepared spell

Glade Acension

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

You gain the Artem No Token: Gate Spell

Land Specialty

You gain a specialty in one of the three land types, the valley (necrotic), the Peaks (cold), and the mountainside (fire), you gain different spells based off what specialty you take, and resist the type of damage associated with the terrain. you can also imbue your weapon with said damage type as long as the weapon doesnt already have an additional damage type.

The Mountainside

Gain the wall of fire, fireball, and Fire storm and can imbue weapons with fire damage as long as the weapon only has one damage type 

The Peaks

Gains access to Armor of Agathys, Ice storm, and cone of Cold. you can also imbue your weapon with cold aslong as it only has one damage type.

The Valley

you gain the spells False life, Ray of enfeeblement, feign death, and chill tough, you also can imbue your weapons with necrotic as long as they don't already have a second damage type.

Electrum Attuned

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease. you can now attune to the special metals that are native to the glade you can also pick from 3 electrum devices, giving you a special reaction. You can also create a guardian, using your spellcasting modifier to determine what condition the guardian is in.

Construct Piston Gauntlet

allows the user to deal  3d6 + 4 Land specialty Damage as a reaction after an unsuccessful melee attack (roll Same to hit die, add dexterity modifier), when you grapple an enemy they take 2d6 + 2 land specialty damage. has 3 charges, if the charges run out, the grapple effect still applies.

Construct Shield

Can roll the damage die of the last attack that hit you (minus modifier), this can be returned as either the same damage type or bludgeon. has 3 charges per long rest

Construct Shoulder Canon

Gives you a shoulder canon that can fire a bolt of radiant damage, or the damage of your land specialty. the shot deals 2d10. it can be fired on your turn onto the last person who successfully attacked you.

The Glade's True Power

You now deal an extra 2d6 + 1/2 of your druid level when dealing damage that is the same as your land Specialty damage type. You can also Summon the Ancient behemoth, it will not be passive towards you or allies.

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4/3/2024 1:29:42 PM
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