Druid
Base Class: Druid

The weave of the arcane can be found throughout the material plane, but sometimes the weave condenses to a point, creating something entirely new. Tribes of druids who devote themselves to the circle of the arcane can be found near these condensed locations, also known as arcane nodes. They live to study the natural phenomenon of these nodes and how nature and the arcane exist in an ever changing balance. 

Circle of the Arcane Features

DRUID LEVEL FEATURE
2nd Follow the Weave, Circle Spells
3rd Follow the Weave Additional Features
6th Wild Arcana
10th Manaspring
14th Expert of the Weave

Follow the Weave

2nd-level Circle of the Arcane feature

When you choose this circle at 2nd level, you become aware of the workings of the weave in your natural environment. You can cast the spell detect magic without expending a spell slot or material components. Once you cast one of these spells, you can't do so again until you finish a short or long rest.

Circle Spells

2nd-level Circle of the Arcane feature

Your link to the weave has granted you access to some spells when you reach certain levels in this class, as shown on the Circle of the Arcane 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 Arcane Spells

DRUID LEVEL SPELLS

2nd

identify, magic missile

3rd

invisibility, see invisibility

5th

sending, tongues

7th

arcane eye, fabricate 

9th

telekinesis, wall of force

Follow the Weave Additional Features

3rd-level Circle of the Arcane feature

You can cast the locate animals or plants spell with your Follow the Weave feature. 

Wild Arcana

6th-level Circle of the Arcane feature

Starting at 6th level, your connection to the weave now affects your wild shapes. When you wild shape, roll on the Wild Magic table to determine the magical effect produced. These effects happen immediately after you wild shape as you assume the form of a beast. 

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Wisdom modifier.

Wild Magic
D8 EFFECT
1 Rain clouds form 20 feet above you and move with you, centered on your location. The clouds produce rainfall in a 20-foot high, 10-foot wide cylinder. Its area is lightly obscured, and while you and your allies are inside this area ranged attacks made from outside the rain have disadvantage against you. The clouds last for 1 minute, or until you change shape again. 
2 You become under the effects of the enlarge/reduce spell. You choose which effect takes place in your new form, you don't have to concentrate on it and the effect only ends when your wild shape ends. 
3 You summon spectral butterflies that flutter around you, protecting you from harm. The butterflies distract a target creature of your choice within 30-feet of you, giving advantage on the next attack roll against that creature. They can distract a creature only once per round while in combat, and last until your wild shape ends. 
4 You teleport to a spot that you can see within 30 feet as part of your wild shape. After you arrive at the target location, you unleash an explosion in a 20-foot radius centered on you. Each creature other than you in the radius must make a Dexterity saving throw or take 2d10 fire damage, or half as much on a success. 
5 You become infused with magic, attacks that you make in your wild shape deal an additional 1d6 force damage. This effect lasts until your wild shape ends. 
6 Choose a beast of CR level 1 or lower. When you wild shape you also summon a fey beast to aide you. The beast is friendly to you and obeys your mental commands. Roll initiative for the beast, which takes its own turns in combat. The beast vanishes when your wild shape ends or if its hit points are reduced to 0. 
7 You glow in fantastic prismatic colors, any creature that can see you at the time you wild shape must succeed a Constitution saving throw or become charmed for 1 minute. They can't take any actions or reactions as they become captivated by the colors. If they receive any damage, they can repeat the saving throw. 
8 A flower of healing magically appears within 20 feet of you after you wild shape. The flower heals creatures of your choice by 1d4 that end their turn within 10 feet of the flower. The flower wilts and dies after 1 minute, or when you use your wild shape again. 

Manaspring

10th-level Circle of Wildfire feature

When you reach 10th level, you store a wellspring of mana inside you that can be used as an action to regain an expended spell slot of 5th level or lower. Once you use this feature, you can't use it again until you finish a long rest.

Additionally, when you take a short rest you can share this wellspring with others. You perform a special ritual over the course of the rest, which takes 1 hour. At the end of the ritual you and up to 5 other creatures of your choice that are within 30 feet of you can take from the wellspring to regain one expended spell slot of 3rd level or lower. You can't perform this ritual again until the next dawn, and after you've finished a long rest. 

Expert of the Weave

14th-level Circle of the Arcane feature

When you reach 14th level, you've become an expert at reading the weave around your immediate environment. You gain advantage on Arcana (Intelligence) ability checks. Additionally, when you target a creature with a spell that would require a save, you can choose to give that target disadvantage on the save. You can only use impose disadvantage in this way once per combat. 

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