Druid
Base Class: Druid

Druids of the Circle of the Mind train their minds tirelessly to defend the wildlands of the world. Through careful meditation and communion with the living world, these druids have developed psionic abilities through the guidance of the spirits of nature. Through mastery of this ability these druids have joined forces with the spirits to fortify their bodies and enhance their martial prowess. Many of these druids shy away from the developed world but some may adventure to spread the word of the kinship they feel with nature itself or even just to show the world to the spirit that follows them. 

Expanded Spell List

Spell Level         Spells
1                           Shield
2                           Detect Thoughts
3                           Enemies Abound
4                           Mordenkainen's Faithful Hound
5                           Steel Wind Strike

Jaws of the Beast

At 2nd level, you learn the Shillelegh cantrip. This cantrip does not count against the number of Druid cantrips known and if it is already known then you may choose another Druid cantrip instead. In addition, your Shillelegh cantrip does not require somatic or material components to cast.

Mind of the Beast

 


Starting at 2nd level, you can gain the service of the ego of a particular beast provided that you aren't wearing medium armor. You may expend one use of Wild Shape and your reaction to start Mind of the Beast , which lasts for 1 minute. It ends early if you are incapacitated or don heavy armor.

You can also dismiss Mind of the Beast at any time you choose (no action required). While Mind of the Beast is active, you gain the following benefits from the insight of your wild partner.

• You gain a +2 bonus to your AC.

• Your walking speed increases by 10 feet.

• You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Wisdom modifier (minimum of +1).

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Wild Intiution

Starting at 10th level, you add your wisdom modifier to your initiative rolls. Additionally you gain resistance to psychic damage.

Ego's Fury

Starting at 14th level, you can channel your beast guide into your weapon to devastating effect. Once per round when you make a successful strike with a melee weapon you may add 2d12 psychic damage to the damage roll.

Circle Of The Mind Image

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