Base Class: Druid
Druids who belong to the Circle of the Dragon Guardian are rare, only those of draconic bloodline or those blessed or cursed by draconic power may choose to follow this path. Like Dragons these druids protect/Guard the land around them but they may also suffer from the need to hoard and seek greater power, some are able to harness these urges into productive lives while others lose themselves.
Created by request with permission from Eonfury
Draconic Lineage
Starting when you select the Circle of the Draconic Guardian at level 2 you choose a dragon type:
Black
Swamp/Forest - Acid.
Blue
Sky/Coast- Lightning.
Brass
Desert - Poison.
Bronze
Coast - Lightning.
Brown
Desert - Acid.
Copper
Mountain - Acid.
Gold
Grassland - Fire.
Gray
Mountain/Forest - Acid.
Green
Forest/Grasslands - Poison
Purple
Underdark - Psychic.
Red
Mountain/Volcano - Fire.
Silver
Mountain/Arctic - Ice.
White
Arctic - Cold.
Draconic Affinity
Starting at 2nd level, When you cast a spell that deals damage of the type associated with your Draconic Lineage, add your Wisdom modifier to that damage.
These effects do not apply while in Wild Shape. Additionally, you gain advantage on all Intelligence checks related to recalling information about dragons, and all Survival checks related to tracking dragons.
In addition, you gain resistance to the damage type associated with your Draconic Lineage.
Circle Spells
Your Draconic connection infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the environment/land your dragon prefers. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells used by circle of the land druids.
Arctic
| Druid Level | Spells |
| 3rd | hold person, spike growth |
| 5th | sleet storm, slow |
| 7th | freedom of movement, ice storm |
| 9th | commune with nature, cone of cold |
Coast
| Druid Level | Spells |
| 3rd | mirror image, misty step |
| 5th | water breathing, water walk |
| 7th | control water, freedom of movement |
| 9th | conjure elemental, scrying |
Desert
| Druid Level | Spells |
| 3rd | blur, silence |
| 5th | create food and water, protection from energy |
| 7th | blight, hallucinatory terrain |
| 9th | insect plague, wall of stone |
Forest
| Druid Level | Spells |
| 3rd | Barkskin, spider climb |
| 5th | call lightning, plant growth |
| 7th | divination, freedom of movement |
| 9th | commune with nature, tree stride |
Grassland
| Druid Level | Spells |
| 3rd | invisibility, pass without trace |
| 5th | daylight, haste |
| 7th | divination, freedom of movement |
| 9th | dream, insect plague |
Mountain
| Druid Level | Spells |
| 3rd | spider climb, spike growth |
| 5th | lightning bolt, meld into stone |
| 7th | stone shape, stoneskin |
| 9th | passwall, wall of stone |
Sky
| Druid Level | Spells |
| 3rd | gust of wind, shatter |
| 5th | lightning bolt, fly |
| 7th | freedom of movement, greater invisibility |
| 9th | cloudkill, telekinesis |
Swamp
| Druid Level | Spells |
| 3rd | darkness, acid arrow |
| 5th | water walk, stinking cloud |
| 7th | freedom of movement, locate creature |
| 9th | insect plague, scrying |
Underdark
| Druid Level | Spells |
| 3rd | spider climb, web |
| 5th | gaseous form, stinking cloud |
| 7th | greater invisibility, stone shape |
| 9th | cloudkill, insect plague |
Volcano
| Druid Level | Spells |
| 3rd | flaming sphere, pyrotechnics |
| 5th | fireball, protection from energy |
| 7th | fire shield, wall of fire |
| 9th | conjure elemental, immolation |
Draconic Guardian
Beginning at 3rd level, you have discovered the ability to call forth help from draconic creatures and make them your guardian CR 1/4. Over the course of 30 minutes you perform a druidic ceremony, at the end of this ceremony the draconic creature will become bonded and loyal only to you and you can comprehend and verbally communicate with it. Your ability to bond with draconic creatures go up at 7th level CR 1/2 and 10th CR 1.
At your command your Guardian can cross into the plane of The Wilds (Faywild), and rest and recover when not accompanying you. If your Guardian falls below 0 hit points you may choose to channel your health to heal your guardian and send him immediately back into the plane of the Wilds.
At level 13 you perform a ritual lasting 8 hours granting you the ability to bond with a CR 2 draconic creature, the creature becomes your guardian and if able to become your steed.
Draconic Form
Starting at 6th level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. The rites of your circle grant you the ability to transform into more dangerous forms, you can use your Wild Shape to transform into a dragon with a challenge rating as high as 1, when you do so you do not have to abide by the other limitations there.
Starting at 10th level, you can transform into a dragon with a challenge rating as high as your druid level divided by 3, rounded down. If you use Wild Shape to transform into a beast, you must follow the normal limitations on the Beast Shapes table
Dragon Wings
At 10th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
Draconic Presence
At 14th level, you harness the dragon’s frightful presence and can use it while not in Draconic form. As an action, you may choose a number of targets equal to your Wisdom modifier (minimum of 1). These targets must all be within 60 ft of you and each other. Your targets must succeed on a Wisdom saving throw against your spell save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to your Draconic Presence for the next 24 hours.
You may use this feature a number of times equal to your wisdom modifier, and regain uses when completing a long rest.
Comments