Base Class: Druid
Druids who are born into the swamp naturally have a dark green tone to their skin regardless of race and have two small antennas on their forehead, they have a deep connection and love for the disgusting oozy swamp they live in and defend in with their life. However once they reach the age of 22 they take part in their coming of age ceremony in which they leave the swamp of their birth and journey out to find a mate to bring back and continue their lineage.
Druids within this swamp have a more tribal society, with a chief lording over their individual town, twice a year these chieftains meet on a swampy island in the middle of the sea which was the birth of their circle called the isle of the mangrove, they do this to discuss current events and weather. they wish to take action and to just catch up on the happenings around their culture. As a society they are naturally neutral people but they are very territorial, they have only been invaded once and they fought them off so well no other race has dared to invade them again.
They usually find food through fruit and vegetable plants they have magically altered to grow amazingly in this swampy environment. In terms of protein they send out a team of their most skilled hunters (regardless of race age or sex) once a week and bring back a large sea serpent to feed the village. Theses towns usually house up to a maximum of 50-75. The only exemption is the isle of the mangrove as the capital and it houses 200-400 druids at any given time, this capital city is also the only one open to non druid visitors.
As a society they get along amicably with all druids and most civilians of any race, as a class of people rather than race they have no inherent racism just judgment based on class. Swamp druids have good opinions of rangers, clerics, monks, sorcerers, barbarians, and bards. They are pretty neutral towards fighters, rogues, wizards, and paladins. They as a class despise artificers for their destruction of nature, and hate warlocks for bargaining for power instead of using using your birth given power.
Generally as a people they are on the taller side of their race, and a little heavier than most, they as a people dislike wearing heavy armor and have developed naturally thick skin and much better poison resistance due to their environment (Base AC 16, cannot equip armor)(Has resistance to poison by default) this means they despise covering their whole body in armor or even clothing in most cases. This also shows as they tend to be a little more muscular but not as much as a body builder or someone who strives for a good body.
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.
Resilient Skin
All Swamp druids gain an AC of 16 however they cannot equip armor as its insanely uncomfortable
Resilent armor
Ac of 16
Territorial Defense
Starting at 2nd level, you can use Territorial Defense as a reaction to automatically disengage to the closest free safe space within 10 feet. Enemies or allies can stop this by using their reaction to grab you and ground you to their area, it then becomes a dex check vs a dex save and the higher one wins.
For example, when a bear uses a claw attack and the druid uses territorial defense the bear can use a dexterity check versus the druids dexterity save to gab and stop the reaction.
Spells of the Swamp
Your deep connection to the swamp gives you innate knowledge of certain spells
| DRUID LEVEL | SPELLS |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Swamps Sanctuary
Starting at 6th level, you have an aura of sanctuary around you to your allies, and a menacing aura to your enemies. This means any turbulent or rough weather conditions (Sleet, Tornado, Heavy Rain) do half damage to allies within 30 feet of you, and deal double damage to enemies within 30 feet of you.
In addition, you have advantage on saving throws made against weather conditions.
Swamps Endurance
When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.
Swamp's Bounty
When you reach 14th level, you have become the pinnacle of the swamp and have gained the bounty the swamp offers. You have been blessed by the swamp deities and have gained the protection of such. Your natural AC increases to 18 and you gain the feat tough.
In addition any amphibian creatures are naturally friendly to you as a fellow creature of both land and sea.
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