Druid
Base Class: Druid

Druids of the Circle of the Blackthorn are wanderers at heart, preferring to roam the wilderness rather than settle in a grove or tend to a specific forest. These druids also prefer to keep themselves more well armed and armored, crafting said implements themselves out of bone, stone, wood, and other natural materials. Though their arms and armor appear more primitive than those of “civilized folk”, the druids’ specialized training and enchantments make them just as deadly as any warrior on the battlefield. 

Circle Spells

2nd-level Circle of the Blackthorn feature

Your specialized combat training has granted you access to the shillelagh cantrip.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Blackthorn Spells table. 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 the Blackthorn Spells
Druid Level Spells
2nd catapult, shield
3rd spiritual weapon, misty step
5th haste, counterspell
7th stoneskin, fabricate
9th arcane hand, legend lore

Stick Fighter

Your specialized combat training has left you with a few new tricks up your sleeve. Starting at 2nd level, you gain proficiency with the greatclub. Additionally, your shillelagh cantrip gains a few bonus effects. You may now cast shillelagh on a club, quarterstaff, greatclub, or spear. When doing so, the damage values change for each weapon. Clubs, quarterstaves, and spears now deal 1d8 in one hand, 1d10 in two hands, and a greatclub deals 2d6 damage. Each weapon must be made of natural materials, such as wood, stone, bone, horn, claw, tooth, or other plant or animal matter. 

Merrymakers’ Wrath

2nd-level Circle of the Blackthorn feature
When provoked to unleash your fury, you call upon nature’s wrath as well, empowering your strikes and making you hardier. You invoke the wrath of nature to gain increased combat capabilities. As a bonus action, you may expend one use of your Wildshape to add your Wisdom modifier to your AC and half your proficiency bonus (rounded down) to the damage of your melee weapon and unarmed strike attacks. This effect lasts for one hour.

Stick Maker

2nd-level Circle of the Blackthorn feature

Starting at 2nd level, you have become an adept craftsman. You gain proficiency in woodcarver’s tools. As part of a short rest, you may take suitable materials and make a club, greatclub, quarterstaff, or spear. This weapon is bonded to you and is usable as a Druidic Focus. 

 

Extra Attack

6th-level Circle of the Blackthorn feature

Your combat training has progressed. When you take the attack action with a shillelagh enchanted weapon, you may make one additional attack as part of that action. 

Superior Stick Fighter

10h-level Circle of the Blackthorn feature

You have become adept at weaving your magic into the flow of your combat. When you make an attack with a shillelagh enchanted weapon, you may cast a Druid cantrip that targets one creature as a bonus action. 

Fightin’ Fae

Your bond with nature has given you the ability to tap into the Feywild. When you use Merrymaker’s Wrath, you may choose one of the following forms:
Seelie: You shed bright light in a 10 ft. radius and dim light for an additional 10 ft. As a bonus action, you can heal a number of allies within the light equal to your Wisdom modifier 2d6+WIS. You can do this a number of times equal to your Wisdom modifier plus your proficiency bonus.
Unseelie: Any magical light within 20 feet of you is made dim and nonmagical lights as large as campfires are temporarily snuffed out. As a bonus action, you may emit an aura of terror. Creatures within 20 feet of you must make a Wisdom saving throw against your spell DC or become frightened of you. Frightened creatures are paralyzed and take an additional 2d6 psychic damage when you hit them with a melee attack. If any frightened creature takes damage, they are automatically freed from paralysis, but remain frightened for 1 minute. You may use this aura a number of times equal to your Wisdom modifier. 

Previous Versions

Name Date Modified Views Adds Version Actions
7/11/2022 5:28:47 PM
3
0
1
Coming Soon
6/16/2023 5:07:53 PM
15
6
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes