Base Class: Druid
The Circle of the Weaver consists nomadic sages who seek to restore the natural environment of places ravaged by war and civilization. In the aftermath of battlefields, World Weavers will sooth the Primordial Spirits of nature that have been poisoned by bloodshed and war. They plant gardens and trees to mend the grief and form deep bonds with spirits. And where civilization's man-made ruins have gone unchecked, left only to trap and kill the land, World Weavers tear down its walls for nature's reclamation. Beside these actions of restoring the land to its natural form, World Weavers serve another purpose, one beneficial to nature and civilization. World Weavers often broker contracts or agreements between peoples and their dwellings and the Spirits of Nature themselves. Such dealings often entail shaping the surrounding lands of cities, towns and homesteads with natural buffers that promote union of hearth and nature. One may find such an example as a beautiful and sturdy home, shaped from the very earth and warmed by fire below. In the end, World Weavers bond with Primordial Spirits to weave together a world, where man and nature to live in unison.
Circle Spells
2nd-level Circle of Wildfire feature
You commune with the primal forces of nature to preserve and shape the land, granting you access to some spells when you reach certain levels in this class, as shown on the Circle of World Weavers Spell List.
Once you gain access to one of these spells, 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.
Circle of World Weavers Spells
| DRUID LEVEL | SPELLS |
|---|---|
| 2nd | earth tremor, ensnaring strike |
| 3rd | maximilian's earthen grasp, rime's binding ice |
| 5th | fireball, wall of sand |
| 7th | stone shape, storm sphere |
| 9th | mass cure wounds, wall of stone |
Wild Communion
2nd-level Circle of World Weavers
You can briefly commune with the spirits of nature. As an action, you can expend one use of your Wild Shape feature to communicate freely with the Spirits of Nature, granting you several effects.
- For 1 hour, you gain the effects Speak with Animals, Detect Poison and Disease and Guidance
- You learn the locations of the closest Food or Fresh Water within a mile. The Food may be fruit, nuts, lichen or even an animal nearing its natural end.
- Finally, you gain the ability to briefly peer into the past, by feeling the memories of nature. The effects of this are momentary, vague and up to DM's discretion.
Field of Spirits
6th-level Circle of World Weavers feature
As an action and using Wild Shape, you cast the spell Plant Growth and choose either Fire, Water, Earth or Air Primordial Spirits to enhance the spell. For 1 hour when you cast Plant Growth in this way, creatures of your choice must make a Dexterity saving throw at the start of their turn. A Creature takes 1d6+1 damage (Fire, Cold, Slashing or Lightning) from the Primordial Spirits dwelling within on a failed save or half as much damage on a successful one.
Primordial Enhanced Spells
You may enhance select spells with an additional affect. You may use this feature a number of times equal to your Wisdom modifier (minimum of 1 time) per Long Rest.
- Ensnaring Strike - Large creatures no longer have advantage on this saving throw and the damage is increased by 2 per spell level.
- Maxmilian's Earthen Grasp - Maxmilian's Earthen Grasp is now charged with 2d6 Fire, Cold or Lightning damage.
- Fireball - Creatures of your choice within the spell radius are granted resistance to the damage and nature is left unharmed.
- Wall of Sand - Creatures passing through Wall of Sand must make a Strength saving throw or be knocked prone, taking 1d10 bludgeoning damage.
- Wall of Stone - Each panel of Wall of Stone now has an 20AC and Resistance to Fire, Cold or Lightning damage
Weaver's Ward
10th-level Circle of World Weavers feature
A small Primordial Earth Spirit dwells within you granting you several benefits.
- You gain +2 to AC.
- You gain Advantage on Saves you make to resist being Paralyzed or Petrified.
- And you gain Immunity to Poison Damage and Disease.
In addition, your bond with Primordial Spirits enhances your primal spells. Whenever you use a Wild Shape, you gain advantage on concentration checks for any spell you cast that deals damage or grants resistance to the following damage types: fire, cold, lightning, slashing, piercing and bludgeoning damage.
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