Base Class: Druid
War Arena
When you join this circle at second level, you gain proficiency with one type of one-handed melee weapon.
You also gain proficiency in the Perception skill.
Emerald Viens
At 2nd level, you gain the ability to channel energy through your body, empowering you like a warrior primed for battle.
When you use your Wild Shape feature, you can awaken that energy, rather than transform. This is known as the Emerald Viens.
Starting at 2nd level, you can invoke Emerald Vien, provided that you aren’t wearing heavy armor. It graces you with supernatural speed, agility, and focus.
You can use a bonus action to start the Emerald Calling, which lasts for 1 minute. It ends early if you are Incapicated, if you don heavy armor, or if you use two hands to make an attack with a weapon. You can also dismiss the Emerald Vien at any time you choose (no action required).
While your Emerald Vien is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Wisdom modifier
- Your walking speed increases by 10 feet.
- You have advantage on Dexterity, Strength checks and saves
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Wisdom modifier
Multiattack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Emerald shield
Beginning at 10th level, you can direct your magic to absorb damage. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot’s level.
Battle of Glory
Starting at 14th level, you deal additional damage equal to your Wisdom modifier (minimum of +1) to the damage of your melee weapon attacks while your Emerald Calling is active.
Mineral Strength
Starting at 16th level, you a resistant to all magical piercing, slashing and bludgeoning damage when under the power of emerald veins
Triple Threat
Starting at 17th level you can make 3 melee attacks as an action.
Emerald Veins Improvement
Starting at 20th level you no longer have a time restraint on emerald veins and can use it more than once per long rest. If you use emerald veins more than 2 times a day you face one level of exhaustion.
Emerald Shield Improvement
Starting at 22nd Level your emerald shield does 10 times the effect instead of 5. This lets you absorb the damage 10 times the level.
Concentration Bonus
Starting at 24th level you can now concentrate on two concentration spells at once
The Final Straw
Starting at 26th level you can make 4 melee attacks per action.
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.
Circle Spells
At the 3rd 5th 7th and 9th level you gain access to the ability to cast certain spells
Emerald Surf
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
Emerald Resistance
When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.
Emerald 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.
Mineral Strength
Starting at 16th level, you a resistant to all magical piercing, slashing and bludgeoning damage when under the power of emerald veins
Emerald Veins Improvement
Starting at 20th level you no longer have a time restraint on emerald veins and can use it more than once per long rest. If you use emerald veins more than 2 times a day you face one level of exhaustion.
Triple Threat
Starting at 17th level you can make 3 melee attacks as an action.
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Posted Jun 30, 2023How do I level break 😂😭