Druid
Base Class: Druid
Notice:

 

You need to replace this with the regular Circle of Land Subclass etc. class! At LVL 1 you must chose one of the following spells, otherwise youre are not a greenseer! :)

Replacements on normal Druid to keep it GOT Style:


 Level 2: Wild Companion (replacement for Druid)
 it is replaced you can only try ro force a Wild creature if possible! Youre in a Prison no luke for you only a rat may helps you! :)

Don`t speak incantations!

You dont need to touch a creature it only needs to be near you 5ft. you dont incanted your spell just think of or if necessary speak a prayer to the Circle in what your in!

Wild Shape is not working it is still listed but dont can be used as a Greenseer in GOT!

Wild Shape • PHB-2024 80 

Cose one of this Spells on LVL 1: (in the end your GM decides what can be used)

Starting at LVL 1: Good Berries, Animal Bond, Animal Friendship, Detect Magic, Long Steps or Detect Poison and Illness. All spells that would require touch can only be cast on a creature with your will (5ft. radius), so you don't have to touch it.

 other spells you can may use in game of thrones setting on improvement of the LVL.

LVL 4 Locate Creature, Stoneskin, Freedom of Movement
LVL 5 Greater Restoration
LVL 6 Heal Find the Path
LVL 7 Regenerate Symbol
LVL 8 Befuddlement
LVL 9 Foresight

Symbolysm and Runes of Druids

 

You study gave you insigth in the Runes and symbols who where used by the Greenseers. Additional througth Visions you may get insight and a understanding of forgotten knowledge.

Casting Rituals
You can cast a druid spell as a ritual if the spell is marked as such and you have prepared it.
 
Spell Focus
You can use a druidic focus as a spell focus for your druid spells. (There are Holy Pendants, Druid Staffs, and Book of Faith available as focuses, as well as special pendants.)

Druid Circles

 

 Starting at lvl 2 you can join a Druid Circle. following are aviable in Game of Thrones (DND) settings.

These are the 4 Circles around the World:

Greenseer (originally: Greenseer) is the name for people who have the magical ability to perceive the past, the future or distant events in their dreams, known as the Green Sight (originally: Greensight) or Green Dreams (originally: Green Dreams). In addition, from LVL 5 they have the ability to take over an animal's body like a warg - their actual body is incapable of fighting during this time.

The priestesses of the Great Shepherd are called Godswife. They work as healers or midwives mainly in the temples of their god. MIrri Maz Dur, a Maegi, claimed to be a goddess and healer, like her mother before her. According to the religion of the Great Shepherd, all people are part of a single herd, which is why the healers of this deity treat everyone, even enemies or foreign conquerors.
< not included
--
Black Goat of Qohor For the faceless men, it is one of the many representatives of the Many-Faced God. A statue of the god stands in the House of Black and White in Braavos, in front of which some visitors to the temple also pray. From the 5th LVL you can have a false identity that is the face of a deceased person you already know. As a priest of the Black Goat of Qohor, you are beholden to the Many-Faced God. (Should this claim a life)

The Stranger (The Faith of the Seven) (in the original: Faith of the Seven) is the most important and most widespread religion in the Seven Kingdoms, outside of these borders it is rarely practiced. The faith is dominant in the south of Westeros. The only regions in Westeros where he does not represent the majority religion are the North, where the Old Gods of the Forest remain worshiped, and the Iron Islands, where the local religion of the Drowned God has the most followers. However, there are overlaps in all regions.
--
not included>
 
Greenseer -> Additional

 

Greenseers are a gift of the Greenseers, who were largely respected by the Children of the Forest. Some humans are also born with this ability. Clearly, far more people are born with this ability north of the Wall than south of it, where such powers are dismissed as mythical or extinct. If Greenseers remain too long in a time to which they do not belong, they never return to their bodies. White Walkers are immune to the Greenseer's powers and can even see and touch them in visions, causing them to receive a frost mark, the vision to end, and the Night King to always know the location of the marked Greenseer.
Warg Greenseers
Warg Greenseers possess Green Sight and are also Wargs. (From Level 3) From Level 3, you can assume the state of a Warg 1* (until the next Long Rest). For each level gained (from Level 3 at LVL 1 you can to it once on LVL 4 you can to it twice and so on). Important: this is not a spell, it is a class skill of the Greenseer Circle. As a Action you can Warg in a Creature your body gets leashe and collapse. You autmatically fail -> all ability saving throws wehn your mind is in a other Creature.
 
Familliar
 
Staring at LVL 3: A Creature of the Wild can choose to become you Familiar at the biginning it will communicate with your throuth Visions! After time passes it will became a friendly follower. This Creature can be every WIld Creature of the Forest. (Wolf, Bear, Otter, Dear, Falkon, Eagle and so on..)
 
Risk of beeing a Greenseer 
 
as you become one with the Creatures Mind temporarly, and the creature dyes when youre still (mindtransferd) in it it, well that is a dramatic process of the greenseer, and could end up in looosing your power! In Your Turn you can leave the creature (bevore it dyes) to prevent that from happening.
 
Green Sight
(passive ability) Green Sight is the ability to receive prophetic dreams, called Green Dreams. A person with Green Vision sometimes dreams from the perspective of others, but these Green Vision dreams are diverse, filled with symbolic meaning, images, and metaphors of what is to come. (Clarifiy: the Druid can not decide what Vision he get)

 

Level 3: Circle of Grennsight (LVL 1) unlocked at LVL 3

Whenever you finish a Long Rest, You can Prepare and refresh your Spells.

Warg Greenseers
Warg Greenseers possess Green Sight and are also Wargs. (From Level 3) From Level 3, you can assume the state of a Warg.  
Important: this is not a spell, it is a class skill of the Greenseer Circle. As a Action you can Warg in a Creature your body gets leashe and collapse.
You autmatically fail -> all ability saving throws when your mind is one with the other Creature.
 
Grennsight

Druid Level Circle Spells
3 Aid, Find Traps
5 Protection from Energy, Flame Arrows, Speak with Plants, Animal Messenger
7 Charm Monster
13 Locate Creature

Level 6: Circle of Grennsight (LVL 2) unlocked at LVL 6

Warg (LVL 6)


Warg Evolvs and now you can switch to another Creature once in a Battle. (as a Bonus Actions)
When it Fails you stay in the current posssesd Wild Beast.


Extra Attack (LVL 6)

Spirit of the Forest impure you with power!

You can attack twice instead of once whenever you take the Attack action on your turn.

Level 10: Circle of Grennsight (LVL 3) unlocked at LVL 10

Nature’s Ward (LVL 10)

Protectet: Additional you are immune to the Poisoned condition. No mather what poison.

Tireless (LVL 10)


Primal forces now help fuel you on your journeys, granting you the following benefits.

Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.

Roving (LVL 10)


Your Speed increases by 10 feet while you aren’t wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.

Level 14: Circle of Grennsight (LVL 3) unlocked at LVL 14

Warg (Mastered) (LVL 14)

You Master the form of Warg you can spend on Day in this condition. NOtice you still need to sleep and eat with you real body otherwise you dying. As Warg (Mastered) your automatic respected bye the wildfolks, cuz it is art and well know in the wilderness. They will not kill you without a real reason and will listen to your word. (example you KIlle the Leader the will defenitv kill you otherwise the discuss)

Natural Recovery (LVL 14)

You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.

In addition, when you finish a Short Rest, you can 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 (round up), and none of them can be level 6+. For example, if you’re a level 6 Druid, you can recover up to three levels’ worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can’t do so again until you finish a Long Rest.

Nature’s Veil (LVL 14)

You invoke spirits of nature to magically hide yourself. As a Bonus Action, you can give yourself the Invisible condition until the end of your next turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Previous Versions

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1/6/2026 2:17:27 PM
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