Druid
Base Class: Druid

Druids of the Circle of the Haze are reclusive, nomadic people who live in small communes that seek to tune out and enjoy life. They choose dank caverns, smoky glades, or windswept hills as their temporary homes, and move on when they need a change of scenery.

Most of the day, the druids spend gathering fruit, herbs, and nuts to celebrate during the night. Their clothes are made from organic, decomposable materials which they only change once they are tatters. The druids each carry large wooden pipes which are adorned with flowery, sweeping carvings and serve as their druidic focus. The druids of the Circle of the Haze have a close connection to their pipes and the loss of one is as terrible as a dwarf losing their beard.

Druids of this circle believe there is a magical strand that connects all living things, uniting otherwise disparate beings. By preparing special herbs and other medicines in their ritualistic pipes, the druids are able to see and exploit these magic connections, which they simply call the Haze.

Bonus Cantrip: Breath of Haze

Conjuration Cantrip

Casting Time: 1

Action Range: 5 feet

Components: M (herbs) 

Duration: Instantaneous

You expend a puff of smoke from your mouth towards a creature you can see within range. The creature must succeed on a Constitution saving throw. On a failed save, the creature is poisoned until the end of its next turn and takes 1d4 poison damage. Aer reaching 11th level, the creature is also frightened on a failed save.

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.

Deep Inhale

Starting at 2nd level, you can smoke deeply of your magic pipe. Using an action, you light your pipe and inhale, infusing your body and mind with the Haze. For 1 minute, targets have disadvantage on saving throws against your druid spells, and you can concentrate on 2 druid spells at a time. If you fail a saving throw to maintain concentration, you lose concentration on both spells. For the duration, you have disadvantage on ability checks, attack rolls, and saving throws, and your speed is halved. You can't use this feature again until you finish a short or long rest.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of 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.

Arctic
Druid Level Spells

3rd

hold person, spike growth

5th

sleet storm, slow

7th

freedom of movement, ice storm

9th

commune with nature, cone of cold 

Coast
Druid Level Spells

3rd

mirror image, misty step

5th

water breathing, water walk

7th

control water, freedom of movement

9th

conjure elemental, scrying

Desert
Druid Level Spells

3rd

blur, silence

5th

create food and water, protection from energy

7th

blight, hallucinatory terrain

9th

insect plague, wall of stone

Forest
Druid Level Spells

3rd

barkskin, spider climb

5th

call lightning, plant growth

7th

divination, freedom of movement

9th

commune with nature, tree stride

Grassland
Druid Level Spells

3rd

invisibility, pass without trace

5th

daylight, haste

7th

divination, freedom of movement

9th

dream, insect plague

Mountain
Druid Level Spells

3rd

spider climb, spike growth

5th

lightning bolt, meld into stone

7th

stone shape, stoneskin

9th

passwall, wall of stone

Swamp
Druid Level Spells

3rd

darkness, acid arrow

5th

water walk, stinking cloud

7th

freedom of movement, locate creature

9th

insect plague, scrying

Underdark
Druid Level Spells

3rd

spider climb, web

5th

gaseous form, stinking cloud

7th

greater invisibility, stone shape

9th

cloudkill, insect plague

Land’s Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Heal The Mind

Starting at 6th level, you are accustomed to the effects of the Haze. You no longer have disadvantage on attack rolls and saving throws when you use your Deep Inhale feature.

Additionally, you can heal the mind of a creature by shrouding them in a cloud of magic smoke. Using an action, you remove the charmed and frightened conditions from a creature within 5 feet of you. You can't use this feature again until you finish a short or long rest.

Nature’s Ward

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

One With the Haze

Starting at 10th level, you can use an action and expend 2 uses of your Wild Shape to turn into a hazy, cloudlike version of yourself for up to 1 hour.

While in haze form, you can't take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the haze can do so without squeezing, but you can't pass through water.

While in haze form you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks and are immune to poison damage and the poisoned condition. If you are brought to 0 hit points while in haze form, you return to your normal form.

Nature’s Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

Summon the Haze

Starting at 14th level, your speed is no longer halved when you use your Deep Inhale feature.

Additionally, using a bonus action, you can cast the "fog cloud" spell at will at 1st through 5th level without components.

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