Druid
Base Class: Druid

As the seasons change we, as people living under times ever moving march, must work around our limited lifespans. Managing time to be spent with those we care about is a sacred duty that these druids have taken upon themselves. Druids of this Circle are more orginized than most, they have taken on the momumental task of making sure that both they, and their freinds and loved ones, have time to do everything that needs to be done. They are built around connecting people and building communities that work in tandem with the natural world around them. Every good party has that one person that makes sure everyone is on time and has their keys.

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional cantrip of Mending, Guidance, Message, Resistance, or Spare the Dying. This cantrip doesn’t count against the number of druid cantrips you know.

Connective Web

During a long rest you and a number of willing creatures equal to double your wisdom modifier can form a lasting bond. This bond allows for any healing spells cast by a member of the web targeting another member to increase its range by 5 feet, this distance increases by another 5 feet at 6th, 12th, and 18th level. Also any member can spend an action to determine the general emotional state of another member regardless of distance, though not why or how they got there.

The web lasts until severed but can be modified by the druid during a long rest adding or removing members. Any member can inform another that they wish to leave the web and the link will fade naturally, but if a member does not initiate contact with at least one other member of the web for 7 days the link will snap and all parties will suffer a level of exhaustion from the loss, this includes loss of contact through extenuating circumstances such as death or capture.

If any one person in the group targets another non-consensually with an attack the attackers connection to the web and any benefits they have received are immidiently lost and all members of the web receive 2d6 psycic damage from the severed link.

Circle Spells

Your dedication to your community infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to below 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

warding bond, zone of truth

5th

mass healing word, sending

7th

freedom of movement, death ward

9th

circle of power, telepathic bond 

 

Sympathetic Swap

Starting at 6th level you can spend 1 standard action using the mystical quality of the Web to swap the location of 2 members you can see, including yourself, so long as they are within 45 feet of one another. You can do this a number of times equal to your proficiency modifier.

Directional Sympathy

When you reach 10th level, you can find your freinds no matter where they are. As per the Find the Path spell you can spend one minute focusing on another member of the Web and teather that only members of the web can see will go along the shortest physical route to get to them so long as you are on the same plane of exsistance. You do not need the physical components for the spell and you do not get any unique sense of where you are going other than towards the targeted member. If they are on another plane of exsistance you will get a sense of the plane but not the members location within it, be it a short vision, a cryptic rhyme, or an omen. if you are able to get to the correct plane during the duration of the spell the path will pick up as normal from the location you entered.

Once you either reach the targeted member, concentration is broken, or the duration of the spell times out you must wait 7 days before being able to use this ability again. 

Iron Connections

During a long rest you can designate a specific type of non-physical damage that members of the Web have resistance and one condition of your choice that the web has advantage on saving throws against. This resistance or advantage does not stack with other effects that would give you resistance or advantage against these effects.

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