Base Class: Druid
Home is Where The Heart Is
The spells an outcast druid gains can be chosen from 2 different land circles.
Firstly; their origins, where they hail from, trained and began their Druidic journey. This cannot be changed.
Secondly; as a Druid moves forward and begins to find its own way in life, away from the land it no longer feels at home, it can begin to absorb the energy of its new home, and use spells from this land instead if it so chooses. As a Druid continues to learn and grow it may call a new place home and absorb new energies and different spells. This will however mean losing access to those of its previous self proclaimed home.
For example a druid raised by Wood Elves in the forest but ran away to the Mountains might draw from both the Forest and The Mountain. If it then later settled in a swamp, it could draw energy from The Forest and The Swamp. They are still limited to no more than 2 spells per listed level across both lands.
Sacred Form:
An outcast druid may become more attuned to a singular beast, seeking solace in a new body and guise where their previous life has failed them. In addition to their standard Druid wildshape they may take the form of one animal they have grown spiritually attached to. As they have grown attuned to this form they find it easier to enter and remain in this form.
They may enter this form a number of times equal to a quarter of their Druid level (rounded down) per long rest and cumulatively spend no more than a number of hours equal to their druid level. They are forced out of form if forced asleep (such as under a spell or if their HP reaches 0) but may remain in it if they peacefully lay at rest under their own control.
However, where as normal wildshapes take damage separately to their humanoid form and carry no damage over, a sacred form, due to its stronger bond, does. So if you take 10HP damage in sacred form your true form will also lose 10HP. If a Sacred Form's HP reaches 0 you revert back to your true form and take 1 additional D10 of damage. You may also find that your human form takes on characteristics of their sacred form, so a druid who's sacred form is a bear may develop a taste for salmon. It is possible for your sacred form's associated beast to change but only when the druid themselves goes through some major shift such as a change of spiritual association, life event or alignment
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
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.
Home is Where the Heart Is
The spells an outcast druid gains can be chosen from 2 different land circles.
Firstly; their origins, where they hail from, trained and began their Druidic journey. This cannot be changed.
Secondly; as a Druid moves forward and begins to find its own way in life, away from the land it no longer feels at home, it can begin to absorb the energy of its new home, and use spells from this land instead if it so chooses. As a Druid continues to learn and grow it may call a new place home and absorb new energies and different spells. This will however mean losing access to those of its previous self proclaimed home.
For example a druid raised by Wood Elves in the forest but ran away to the Mountains might draw from both the Forest and The Mountain. If it then later settled in a swamp, it could draw energy from The Forest and The Swamp. They are still limited to no more than 2 spells per listed level across both lands.
Arctic
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Coast
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Desert
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Forest
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Grassland
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Mountain
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Swamp
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Underdark
| Druid Level | Spells |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Sacred Form
In addition to their standard Druid wildshape they may take the form of one animal they have grown spiritually attached to. As they have grown attuned to this form they find it easier to enter and remain in this form.
They may enter this form a number of times equal to a quarter of their Druid level (rounded down) per long rest and cumulatively spend no more than a number of hours equal to their druid level. They are forced out of form if forced asleep (such as under a spell or if their HP reaches 0) but may remain in it if they peacefully lay at rest under their own control.
However, where as normal wildshapes take damage separately to their humanoid form and carry no damage over, a sacred form, due to its stronger bond, does. So if you take 10HP damage in sacred form your true form will also lose 10HP. If a Sacred Form's HP reaches 0 you revert back to your true form and take 1 additional D10 of damage. You may also find that your human form takes on characteristics of their sacred form, so a druid who's sacred form is a bear may develop a taste for salmon. It is possible for your sacred form's associated beast to change but only when the druid themselves goes through some major shift such as a change of spiritual association, life event or alignment
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.
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.
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.
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