Base Class: Druid
The Circle of Patterns is one of the oldest known druidic circle. Druids of this circle are called "Patterners," and in the distant past were responsible for constructing the Stone Rings that so many associate wih druids in general. Patterners have learned to recognize the cycles that govern more than weather and crop growth... they have realized that such cycles seem to lie at the foundations of reality itself. By revering and recognizing such patterns, they have gained a modicum of control over the world and those in it.
Credit: Farlandworld.com
Patterner
Also at 2nd level, you can use the patterns inherent in everything to anticipate what will happen next. As a bonus action, you may study the patterns of the situation to gain one the following benefits. You may not use Patterner again until you have completed a short or long rest.
- You gain a +2 bonus to your armor class for 1 minute.
- You have advantage on your next three saving throws.
- You have advantage on your next three attacks.
Circle Spells
Your perception of the patterns of nature gives you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to Circle Spells.
Once you gain access to a circle spell, 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 | detect thoughts, see invisibility |
| 5th | counterspell, sending |
| 7th | banishment, dimension door |
| 9th | dispel evil and good, dominate person |
Skills of the Apprehender
When you join this circle at second level, you gain proficiency with two skills of your choice.
Discerner
Starting at 6th level, understanding the patterns in which others act gives you power to affect them. As a bonus action, you can choose any three of the following effects and confer them on one or more creatures that you can see. The effects last for 1 minute. You may not use Discerner again until you have completed a short or long rest.
- You increase the speed of the creature by 10 feet.
- You grant the target a +1 bonus to Armor Class.
- You give the target the ability to breath underwater as if affected by the water breathing spell.
- The target gains proficiency in insight, perception, or persuasion.
- The target gets 10 temporary hit points.
- The target gets advantage on its next saving throw.
- The target may reroll its next attack roll and can choose which roll to take.
Surmiser
Beginning at 10th level, your understanding of the arrangements of nature make you nearly impervious to damage from the natural world. You are immune to diseases and have resistance to damage from cold, fire, lightning, and thunder.
Master Patterner
Starting at 14th level, your discernment of the natural order gives you some control over it. You can cast control weather without components and without using a spell slot. You may not cast control weather using this ability again until you complete a long rest. Because Master Patterners are loathe to interfere with the patterns of nature, they do not use this ability lightly.
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