Base Class: Druid
The Circle of Erudition is composed of druids, shepherds, and hermits who bear an intimate connection with nature, imbuing creatures or plants with sentience and sapience- a gift called upon only in the upmost dire circumstances. These druids meet within ancient groves dedicated to both flora and fauna most sacrosanct to commune with ancient primordial spirits of nature to learn the magic to grant greater awakenings to creatures. As a member of this circle, your magic is tied to the balance of nature and its denizens, when the spirit of the forest begins to wilt you feel its cries deep within yourself.
Circle Spells
At 2nd level, you learn the spare the dying cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Erudition 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 Erudition Spells
| Druid Level | Spells |
|---|---|
| 3rd | aid, warding bond |
| 5th | beacon of hope, tongues |
| 7th | death ward, freedom of movement |
| 9th | hold monster, telepathic bond |
Speaker of Beast and Tree
At 2nd level, you learn the spell Find Familiar which you can cast by expending a use of your Wild Shape. Optionally, the familiar can be a plant of CR 1/4 or lower. Additional familiars include: awakened shrub and the twig blight.
Shepherd of the Masses
At 3rd level, you learn the spells guidance and resistance. Once per short rest, you can optionally cast guidance as a bonus action or resistance as a reaction on your turn.
Imbue Arcana
Starting at 6th level, when you cast the spell conjure animals, conjure elemental, conjure fey, conjure minor elementals, conjure woodland beings, find familiar, or if you later learn the spell awaken, the attacks your summoned or awakened creatures make are considered magical for the purposes of overcoming resistance to nonmagical attacks.
Speaker of the Forest
When you reach 10th level, you can cast the spell awaken once per long rest. Instead you expend one use of your wild shape. Furthermore, the casting time for this spell is halved.
Warden of the Arisen
When you reach 14th level, you gain advantage on Charisma checks when interacting with creatures you have previously awakened. You can additionally awaken creatures with an intelligence score of 4 or less, and no longer require material components to cast the spell. Once per day, you can awaken an Elemental or creature with the same criteria but material components are required when the spell is cast in this manner. The number of hours needed to cast the spell increases by one hour per CR above 5 when Awakening an Elemental, as well as additionally costing an addition 1,000 gp per CR above 5.
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