Druid
Base Class: Druid

The Circle of the Eclipse maintain a vigilant watch for signs of encroachment by fiends, necromatic forces, undeath, and other threats to the wilds.  These energies leave visible tolls on plants, creatures, and local populations with blight, disease, and encounters with hostile beings.

Druids of this circle are tasked with finding clues of infiltration by these forces in the natural world and in local communities.  It is often necessary for otherworldly intruders to have a pact or link involving one or more conspirators, and may recruit (usually by coercion) more upon arrival to assist them in gaining power.  A powerful member of this circle can work to free those trapped in such situations, bolster allies in banishing the darkness, and release the toxic aura from the surrounding environment.

Sanctum of Nature

When you choose this circle at 2nd level, you may choose to have your Druidic Focus infused with divine power through a series of rituals.You gain access to Cleric cantrips and these count as druid spells for you.  Finally, you may select one cantrip from the Cleric spell list to prepare without counting against the number you may prepare each day.

Loss or destruction of the divinely-infused focus results in temporary loss of these features, requiring a new ritual.

Tip the Scales

Divine forces grant favor on those who stand against misery and blight and cast misfortune on those who spread corruption and harm.  While holding your divinely-infused focus, you can cast Bless and Bane once each per short rest without expending a spell slot.  These count as druid spells for you, and do not count against the number of spells you can have prepared.

Circle Spells

You have been trained to locate the undead, challenge their presence, and destroy their source.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Eclipse Spells table.  Once you gain access to one of these spells, 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 the Eclipse Spells

DRUID LEVEL SPELLS
3rd  Lesser Restoration, Calm Emotions
5th  Remove Curse, Beacon of Hope
7th  Banishment, Guardian of Faith
9th  Hallow, Planar Binding

Warden's Rebuke

Whenever you or one of allies within 30 feet of you are the target of an attempt to charm, frighten, paralyze, or possess, you may use your reaction to force the caster to make a save against your Wisdom DC.  If the roll fails, there is no effect on their intended target and they suffer 2d6 radiant damage.  Undead, fiends, and those in pacts with denizens of other planes automatically take the damage regardless of the outcome of the roll.

Stoic Composure

You have become more comfortable interceding in both the natural and supernatural world.

At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren’t incapacitated, any ally within 30 feet of you has advantage on death saving throws.

Restorer of Balance

At 14th level, you've begun to focus on the tasks of reversing the effects of corrosive energies of your enemies.  Through patience and concerted effort, the equilibrium of natural life can return to places your enemies have tainted.  You can cast Dispel Evil and Good, Greater Restoration, and Plant Growth each a number of times equal to your wisdom modifier per long rest.  If casting Plant Growth for the enrichment variation as a ritual, the spell will remove all unnatural poisons, diseases, and magical contagions from the affected area.

Previous Versions

Name Date Modified Views Adds Version Actions
7/22/2026 10:20:58 PM
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