Druid
Base Class: Druid

Druids of the Circle of Old are the only druids of Gaila. They practice an old form of seiðr magic that connects them with the forces of nature. Their witchcraft grants them control over plants and connection to the wild in very magical ways. Their arcane knowledge and ancient magics are often used to protect nature and the entire areas in which these druids live.

One with Nature

When you choose this circle at 2nd level, you are under the effects of a permanent speak with animals spell that cannot be dispelled, as you can speak to beasts as if you shared a language. Additionally, you learn the cantrip druidcraft and it doesn’t count against the number of druid cantrips you know. For you, druidcraft can be used to cause the following effects:

  • You cause a medium or smaller nonmagical plant, or up to a 5-foot area of nonmagical vegetation to move in a way of your choosing that does not harm the plant(s). This can be used to stop an area covered in vegetation from being considered difficult terrain.
  • You instantly cause a small piece of ice or amount of water to freeze or melt. The water or ice must be able to fit in your hand.
  • You instantly create a tiny produce out of raw, natural material. You can make a coin out of dirt, a dart out of bone, a small statue out of ice, etc. The quality of objects made by the spell is commensurate with the quality of the raw materials and can be no more than a foot on a side.

Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Circle Spells

Starting at 3rd level, you have delved into the ancient magics. Your link with nature grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Old Magic 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.

 

Druid Level Spells

3rd

alter self, blur

5th

animate dead, mass healing word

7th

dimension door, stoneskin

9th

commune with nature, legend lore 

Seithr Imbued

Starting at 6th level, you are further imbued with the magic of nature. If you cast a spell as an action, you can Wild Shape as a bonus action on that turn. You have advantage on Constitution saving throws to keep Concentration on spells while Wild Shaped and you can cast cantrips while Wild Shaped if they don't require a material component.

Once per turn, when you hit a creature with an Unarmed Strike or Natural Weapon such as a bite or claw, the attack is considered magical and does an additional 1d6 force damage. This extra force damage increases to 2d6 at 13th level, and 3d6 at 20th level. 

Mystical Magics

When you reach 10th level, you can augment your Druid cantrips with the power of nature. You can cast a druid cantrip with a casting time of 1 action as a bonus action on your turn. You also learn the cantrip shillelagh, it doesn't count against your known druid cantrips, and has a duration of 1 hour. Additionally, your shillelagh can produce an additional effect of your choice and can be used as a spellcasting focus. You can change this effect at the end of a short or long rest.

Scorching Strikes

Your shillelagh does fire damage and grants you immunity to fire damage while you are holding it.

Seithr Stikes

The extra force damage from your Seithr Imbued feature applies to your shillelagh.

Soothing Strikes

You can use an action to expend up to two spell slots as you strike the ground with your shillelagh. Doing so causes all creature within 30 feet of you to regain an amount of hit points equal to 1d6 per total level of the expended spell slots, but also ends the shillelagh spell.

Stabbing Strikes

Your shillelagh does piercing damage, scores a critical hit on a d20 roll of 19-20, and does an additional 10 damage on a critical hit.

Swift Strikes

Your shillelagh does lightning damage and when you take the Attack action to attack with your shillelagh, you can make an additional attack with it as part of that action.

Witchcraft

When you reach 14th level, your connection with nature and magic grants you great benefits. When you roll initiative in an outdoor space and have no uses of your Wild Shape feature remaining, you regain one usage. When you roll initiative in an outdoor space and have no spell slots remaining, you can spend your first turn that combat using your Natural Recovery feature if you haven't expended your usage of it.

Additionally, you have advantage on saving throws against spells and other magical effects.

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