Base Class: Druid
Druids who are apart of the Circle of Divinity have a connection to nature which has piqued the interest of a divine being of either celestial or fey origin. While the source of your true power as a druid will always come from nature, your divine patron has granted you many abilities to help guide you in your fight. Druids who are in the Circle of Divinity do not worship their divine patron, but they do revere them and will often go on quests or paths their divine patron has set before them. Maybe this is why you choose to leave your home and adventure. Or maybe not. Nevertheless, divinity is in your blood and as you grow, so too will your power and your control over nature.
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An important distinction here is that you are pledged to a divine being, a patron, not a God. Your patron can be a servant or offspring of such a deity, but never the deity itself. Why? Because this is the clear distinction between Nature Domain Clerics and Circle of Divinity Druids. Clerics are loyal to their god and are able to tap into their god’s divine powers. Their magic stems from their belief and what magic they have is influenced by their deities domain. Druids are loyal to nature, to plants and animals and earth, and this is where they draw their power from. Patrons who have an affinity with nature can bless druids with pieces and fragments of their divine power. Clerics choose who they worship and then the god must provide them with power. Patrons choose which druids/druid clans they wish bless and then the Druids must choose to tap into that power they have been instilled with.
As a Circle of Divinity Druid, you gain the following features at these levels:
|
Druid Level |
Feature |
|
2nd |
Minor Blessing of Divinity, Divine Tongue, Divine Boon |
|
6th |
Divine Sight of Nature |
|
10th |
Major Blessing of Divinity, Kindred Divinity |
|
14th |
Divine Shape |
Minor Blessing of Divinity
Beginning at 2nd level, your chosen patron affords you a minor blessing of their power. Your blessing is dependent upon the race of your chosen patron.
Celestial
You learn the Light cantrip. For you this cantrip uses Wisdom as your spell casting ability and does not count against the number of cantrips you know.
Fey
You learn the Minor Illusion cantrip. For you this cantrip uses Wisdom as your spell casting ability and does not count against the number of cantrips you know.
Divine Tongue
Your patron has granted you the ability to converse with those of its race. You gain the ability to read, write, and speak one language depending upon the race of your chosen patron.
Celestial
Your patron has granted you the ability to speak, read, and write the language of their kin, Celestial.
Fey
Your patron has granted you the ability to speak, read, and write the language of their kin, Sylvan.
Divine Boon
Your connection to your divine patron affords you the opportunity to plead for their assistance. Whenever you or a creature you can see within a 120ft of you casts a spell that requires a saving throw or an attack roll, you can use your reaction to silently entreat your patron by spending 1 divine boon die to temporarily increase OR decrease the DC of the save or the attack roll by the number rolled. The spell can target any number of people and does not have to target you in order to use this feature. This feature cannot persist beyond the initial casting, meaning if the affected creatures are permitted additional saves upon a failure, the DC would return to normal and you cannot spend an additional Divine Boon die to influence the DC.
You have a pool of d4’s equal to 2*your proficiency bonus. Additionally, this die increases as you gain levels in this class, as shown by the Divine Boon die table.
You regain all uses of this feature on a long rest.
Divine Boon Die Table
|
Druid Level |
Divine Boon Die |
# of uses |
|
2nd |
d4 |
4 |
|
5th |
d6 |
6 |
|
9th |
d8 |
8 |
|
13th |
d10 |
10 |
|
17th |
d12 |
12 |
Divine Sight of Nature
Your patron has granted you the ability to see nature as it was intended to be. You are aware of, and can see through any illusion or spell meant to deceive you, within 120ft, that uses nature as a component. For example, when in a cave you would be able to see any illusionary walls as just that, and even see beyond the illusion. You are immune to the Hallucinatory Terrain spell, if someone casts a Silent Image spell and they choose a man holding holding fruit, you can see that the fruit is an illusion, but not the person holding it. If someone were to use the creation spell to create plant and rock material, you can see that it is just wisps of shadows. This ability does not give insight into what the spell or source of deception is, it just allows you to see things of nature that are not of nature.
You are also able to distinguish any plant living plant creature that is attempting to deceive you. This means creatures such as Awakened Tree, Awakened Shrub, Treant, Kelpie, Tree Blight, Assassin Vine, and so on, even if they are non-moving, you are aware that it is animated, but not of their motives or orders and so on.
Additionally, as an action, you can touch one willing creature and share your divine sight features with them. They can only receive this benefit for as long as you both maintain physical contact. If contact is broken, you must first touch, and then spend another action to start the connection anew.
Divine Sight is a passive ability that does not require any sort of activation beyond simple sight.
Major Blessing of Divinity
Pick one spell from either the Druid or the Cleric spell list between levels 1 and 5. This spell is now always prepared for you, but still consumes spell slots appropriate to the casting level. This spell counts as a Druid spell, if it was not already, and uses your wisdom as its spell casting ability modifier. You can cast this spell at 5th level without expending a spell slot or material components once per long rest. You can use spells slots to cast it as normal. Once selected, this spell cannot be changed.
Note: Some spells from the spell lists might not be added to this feature on the builder. If you want one, create a magic item/feat that gives you access to your spell as "Always Prepared".
Absorb Elements
Absorb Elements
Aid
Aid
Animal Friendship
Animal Friendship
Animal Messenger
Animal Messenger
Animate Dead
Animate Dead
Antilife Shell
Antilife Shell
Augury
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
- Weal, for good results
- Woe, for bad results
- Weal and woe, for both good and bad results
- Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Awaken
Awaken
Bane
Bane
Banishment
Banishment
Barkskin
Barkskin
Beacon of Hope
Beacon of Hope
Beast Bond
Beast Bond
Bestow Curse
Bestow Curse
Bless
Bless
Blight
Blight
Blindness/Deafness
Blindness/Deafness
Call Lightning
Call Lightning
Calm Emotions
Calm Emotions
Charm Person
Charm Person
Clairvoyance
Clairvoyance
Command
Command
Commune
Commune
Commune with Nature
Commune with Nature
Confusion
Confusion
Conjure Animals
Conjure Animals
Conjure Elemental
Conjure Elemental
Conjure Minor Elemental
Conjure Minor Elemental
Conjure Woodland Beings
Conjure Woodland Beings
Contagion
Contagion
Continual Flame
Continual Flame
Control Water
Control Water
Control Winds
Control Winds
Create Food and Water
Create Food and Water
Create or Destroy Water
Create or Destroy Water
Cure Wounds
Cure Wounds
Darkvision
Darkvision
Daylight
Daylight
Death Ward
Death Ward
Detect Evil and Good
Detect Evil and Good
Detect Magic
Detect Magic
Detect Poison and Disease
Detect Poison and Disease
Dispel Evil and Good
Dispel Evil and Good
Dispel Magic
Dispel Magic
Divination
Divination
Dominate Beast
Dominate Beast
Dust Devil
Dust Devil
Earth Tremor
Earth Tremor
Earthbind
Earthbind
Elemental Bane
Elemental Bane
Enhance Ability
Enhance Ability
Entangle
Entangle
Erupting Earth
Erupting Earth
Fearie Fire
Fearie Fire
Find Traps
Find Traps
Flame Arrows
Flame Arrows
Flame Blade
Flame Blade
Flaming Sphere
Flaming Sphere
Fog Cloud
Fog Cloud
Freedom of Movement
Freedom of Movement
Geas
Geas
Gentle Repose
Gentle Repose
Giant Insect
Giant Insect
Glyph of Warding
Glyph of Warding
Goodberry
Goodberry
Greater Restoration
Greater Restoration
Guardian of Faith
Guardian of Faith
Guiding Bolt
Guiding Bolt
Gust of Wind
Gust of Wind
Hallow
Hallow
Hallucinatory Terrain
Hallucinatory Terrain
Healing Word
Healing Word
Heat Metal
Heat Metal
Hold Person
Hold Person
Ice Knife
Ice Knife
Ice Storm
Ice Storm
Inflict Wounds
Inflict Wounds
Insect Plague
Insect Plague
Jump
Jump
Legend Lore
Legend Lore
Lesser Restoration
Lesser Restoration
Locate Animals or Plants
Locate Animals or Plants
Locate Creature
Locate Creature
Locate Object
Locate Object
Longstrider
Longstrider
Maelstrom
Maelstrom
Magic Circle
Magic Circle
Mass Cure Wounds
Mass Cure Wounds
Mass Healing Word
Mass Healing Word
Meld Into Stone
Meld Into Stone
Moonbeam
Moonbeam
Pass without Trace
Pass without Trace
Planar Binding
Planar Binding
Plant Growth
Plant Growth
Polymorph
Polymorph
Prayer of Healing
Prayer of Healing
Protection from Energy
Protection from Energy
Protection from Evil and Good
Protection from Evil and Good
Protection from Poison
Protection from Poison
Purify Food and Drink
Purify Food and Drink
Raise Dead
Raise Dead
Reincarnate
Reincarnate
Remove Curse
Remove Curse
Revivify
Revivify
Sanctuary
Sanctuary
Scrying
Scrying
Sending
Sending
Shield of Faith
Shield of Faith
Silence
Silence
Skywrite
Skywrite
Sleet Storm
Sleet Storm
Speak with Animals
Speak with Animals
Speak with Dead
Speak with Dead
Speak with Plants
Speak with Plants
Spike Growth
Spike Growth
Spirit Guardians
Spirit Guardians
Spiritual Weapon
Spiritual Weapon
Stone Shape
Stone Shape
Stoneskin
Stoneskin
Thunderwave
Thunderwave
Tidal Wave
Tidal Wave
Tongues
Tongues
Transmute Rock
Transmute Rock
Tree Stride
Tree Stride
Wall of Fire
Wall of Fire
Wall of Stone
Wall of Stone
Wall of Water
Wall of Water
Warding Bond
Warding Bond
Warding Wind
Warding Wind
Water Breathing
Water Breathing
Water Walk
Water Walk
Watery Sphere
Watery Sphere
Wind Wall
Wind Wall
Zone of Truth
Zone of Truth
Kindred Divinity
Members of your patron race recognize the spark of divinity within you. Depending upon your patron race, you gain the following benefits:
Celestial
You have advantage on Persuasion (Charisma) rolls against Celestials (not deities).
Additionally, celestials are hesitant about harming their kin in battle. Until a celestial creature manages to successfully strike you, they have disadvantage on their attack rolls against you, regardless of what buffs or other abilities they may have. Once a celestial manages to hit with a single target attack roll, they become immune to this feature for 24 hours.
Fey
You have advantage on Persuasion (Charisma) rolls against Fey.
Additionally, fey are hesitant about harming their kin in battle. Until a fey creature manages to successfully strike you, they have disadvantage on their attack rolls against you, regardless of what buffs or other abilities they may have. Once a fey manages to hit you with a single target attack roll, they become immune to this feature for 24 hours.
Divine Shape
Your connection to your divine patron has afforded you the ability to assimilate into their culture and unlocked hidden secrets. You can now spend 2 uses of your Wildshape feature to shift into a form gifted to you by your patron as an action on your turn, once per day.
The form you shift into is dependent upon you patron’s race. Once you select this form at 14th level, it is permanent and will not change. Work with your DM to select your Divine Shape, for they have the final say (as usual). Choose wisely.
Additionally, after your Divine Wildshape ends, either as a result of dropping to 0 HP or dismissing it as a bonus action, your patrons divinity protects you, giving you temporary hitpoints equal to your Druid level. These temp HP follow the normal rules for temporary hitpoints.
Celestial
Choose a celestial creature with a CR max of 5. Whenever you use your Divine Shape feature, this is the creature you will shift into.
Examples: Pegasus, Couatl, Battleforce Angel, Felidar, or Unicorn
Fey
Choose a fay creature with a CR max of 6. Whenever you use your Divine Shape feature, this is the creature you will shift into.
Examples: Blink Dog, Pixie, Nereid, Sea Hag, Redcap, Yeth Hound, or Annis Hag.
...
Have a nice day c:
Previous Versions
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7/16/2021 12:53:09 AM
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Posted Jul 16, 2021Made some balance changes based on feedback I received on it. Big changes are a free use of Major Blessing of Divinity once per long rest as well as Divine Boon now affecting spells that have an attack roll component.
I also went through and cleaned up a lot of stuff in the Builder, i.e., snippets, divine boon counter, and having the entire ("free") list of spells for Cleric and Druid classes selectable for Major Blessing of Divinity.
P.S. If anyone knows a cleaner way of having spell options without that gigantic list of spells showing up in the description, please let me know!