Base Class: Druid
Feel the land call you
Cantrip Specialist
When you choose this circle at 2nd level, you learn one additional cantrip this can be taken from any class but you use your Wisdom modifier for the attack or Dc.
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 |
|---|---|
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3rd |
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5th |
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7th |
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|
9th |
Coast
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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|
9th |
Desert
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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|
9th |
Forest
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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|
9th |
Grassland
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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|
7th |
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|
9th |
Mountain
| Druid Level | Spells |
|---|---|
|
3rd |
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5th |
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7th |
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|
9th |
Swamp
| Druid Level | Spells |
|---|---|
|
3rd |
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|
5th |
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|
7th |
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|
9th |
Underdark
| Druid Level | Spells |
|---|---|
|
3rd |
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|
5th |
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|
7th |
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|
9th |
Land’s champion
Starting at 6th level,you gain bonuses from the land you have chosen :
Artic : You gain 1 more hp per lvl you have and also for evry lvl you will get in this class (min1 -max20)
Coast: Once per short rest you can Reroll An attack or spell roll that failed.
Desert: : You can add 1d4 fire dmg to melle and spell attacks
Forest: You gain a bonus of +1 To Ac and when you roll your hit die you can ,only once no matter how many you use , decide to get the max roll the others are rolled normally.
Grassland: You gain a bonus speed of 10 ft and you can now Dash, Disengageand hide as a bonus action .
Mountain: Your range is added 5ft and any creature that gets up to 5 ft of you , you can then use your reaction that creature loses 5ft of its speed.
Swamp: You have a 10 ft cercle around you at all time that counts as a magical difficult terrain that slows anything that comes close to you .
Underdark:You have a magical darkvision of 30 ft if you alredy have darkvision this can be stacked
Home land
When you reach 10th level, you gain a bonus spell because of the land you have chosen this spell is always prepared and can be cast once without a spell slot
You also gain a special technique that you can use once per short rest
Arctic: Intellect-fortress
Ice sheild : using a bonus action you add a +2 Ac to evry ally in 10 ft range of you until the end of ther next turn
Coast: clairvoyance
Water push: Using a bonus action you can push an ally or an ennemi (str saving throw or they are pushed and take 2d6 bludgeoning dmg) 15ft ant direction you want
Desert: major-image
Oasis: Using a bonus action you can add heat to an ally weapon you see at 30 ft you and add 1d4+your wis fire dmg to the next attack that he uses this ends when he finishes his turn
Forest: Tiny-servant
Green life : using a bonus action you can use one of your hit dice and heal an ally that is 5ft radius from you
Grassland: speak-with-plants
Ĺost in plains: Using a bonus action you make grass grow on the ennemi (dex saving throw)until his next turn it's difficult terrain and he has disadvantage on attacks
Mountain: wind-wall
Strength of the rock: Using a bonus action you can add a 5 ft range to an ally you see at 15 ft of you this dmg add 1d4 of the weapon dmg until the end of his turn
Swamp: Gaseous-form
Things you see: Using a bonus action you throw some of the swamp on the ennemi (dex saving throw) if it hits you do 1d6 bludgeoning dmg and he gets a -2 to ac until his next turn
Underdark: Speak-with-dead
The dark rise: Using a bonus action you can cast darkness in the eyes of the ennemi (wis saving throw) if it works as long he can not see in magical darkness he is lost till his next turn.
Lord of his land
When you reach 14th level you gain the ultimate skill of your chosen land these can be used only once per long rest:
Arctic: using an action you make every ennemy you can see in a 40 ft radius make a dex saving throw if they fail , a great snow storm hits them.they take 8D6 cold dmg on and lose 15ft speed for 1 min . If the succeed they take half dmg and lose only 5ft speed.
Coast: using an action you make every ennemy you can see in a 60 ft line make a str saving throw if they fail , a great 60ft flood takes them . They take 6d6 bludgeoning dmg ,taken 30f back and they are knocked prone. On a success they only take half dmg and are only taken 15 ft back .
Desert: using an action you make every ennemy you can see in a 25 ft radius make a int saving throw if they fail , a illusionary sun appears . They take 8d8 Psychic dmg and will have disadvantage on his rolls until the end of his next turn . On a success they only take half dmg .
Forest: using an action you make every ennemy you can see in a 50 ft cube make a dex saving throw if they fail , a giant tree with a forest appear and grow on the spot . They take 6d8 slashing dmg . On a success they only take half dmg . This forest counts as difficult terrain for the ennemy.
Grassland: using an action you make every ennemy you can see in a 30 ft radius make a dex saving throw if they fail , the plants come to life and attack them . They take 3d8 slashing dmg and are incapacitated until the end of ther next turn ,. On a success they only take half dmg .The plants then stay for 1 min you can attack as a bonus action with them using you wis to attack and dmg they do 1d6 dmg.
Mountain: using an action you make every ennemy you can see in a 15 ft radius make a str saving throw if they fail , the earth cracks under them . They take 6D10 bludgeoning dmg and you gain a +1 to ac for every ennemy that fail this bonus lasts till the end of your next turn. On a success they only take half dmg .
Swamp: using an action you make every ennemy you can see in a 30 ft radius make a con saving throw if they fail , green energy takes them appart . They take 4d8 poison dmg and 4d8 acid dmg that can bypass immunity and resistance and are poisoned for 1 min. If they succeed they only take half dmg.
Underdark: using an action you make every ennemy you can see in a 20 ft radius make a con saving throw if they fail , Darkness take there life energy . They take 6d8 Necrotic dmg and thay are lost in darkness till his next turn (except if they have magical darkvision) and are frightened for 1 min . If they succeed they only take half dmg and lost in darkness till his next turn .
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