Druid
Base Class: Druid

Druids of the Circle of the Cauldroneer strive to understand and maximize the potential of the natural world. What seem like strange weeds or pretty flowers in a meadow are fonts of power and wisdom to them, and they seek to attain a thorough knowledge of how to use every part of a monster. To a druid of this circle, the world is an endlessly complex puzzle, and deciphering how some of the pieces interact and the results of new and bizarre combinations is part of the journey toward mastery and true understanding.

Circle Spells

You have studied the natural and supernatural aspects of alchemy and potion-crafting, and through your understanding forged a unique link to the natural world. Your connection grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Cauldroneer 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 Cauldroneer Spells  
Druid Level Spells
2nd level create or destroy water, entangle
3rd level acid arrow, locate animals or plants
5th level speak with plants, water breathing
7th level blight, fabricate
9th level cloudkill, creation

Alchemical Tinkering

You gain proficiency with alchemist’s supplies. If you are already proficient with alchemist’s supplies, you instead gain proficiency with a tool set of your choice.

Whenever you finish a long rest, you may utilize herbs or monster components to create a number of potions equal to your Wisdom modifier or fewer. You may choose to create a type of potion you are familiar with, or to experiment with new magical reagents and combinations. You can become familiar with a potion and its ingredients by having successfully created it through experimentation, through instruction in its creation by an alchemist or apothecary, or through two successful Wisdom (Survival) checks to determine the contents of an existing potion of that type, which you can make one at a time at the end of a short or long rest.

If you choose to experiment with reagents, roll on the following table to determine the effects of your alchemical tinkering:

d100 Experimental Result
1-3 The result is a functional potion, which you cannot quite discern the nature of. Succeeding on the check to discern its effects causes you to believe it is a potion of common or uncommon rarity. Upon consuming the potion, it tastes of slightly sour alcohol, but otherwise has no effect. One hour after ingesting, the creature that ingested it must succeed a DC 16 Constitution saving throw, taking 5d6 necrotic damage, or half on a success. The damage is reduced to 3d6 if the creature is healed by magic or by a potion during the hour after consuming the mixture.
4-8 The resulting mixture is fundamentally unstable, and explodes, splattering reagent-filled slurry everywhere and dealing 2d6 force damage to all creatures and objects in a 5-foot cube centered on your brewing apparatus. Glass objects dealt 8 or more damage this way shatter and must be replaced.
9-15 The result is a functional potion, though something about it seems...off. Upon consuming the potion, roll a d20. On a result of 1-10, the effect fails. On a result of 11-14, the effect succeeds, but the consuming creature suffers 2d6 poison damage. On a result of 15 or higher, the potion effect occurs as normal.
16-30 The resulting solution is a chunky, brownish slurry of reagent bits and half-dissolved components. It has no effect except to be vaguely disgusting to consume.
31-70 You do not create a viable potion, but you gain a better understanding of one of the reagents you used. Further experiments you perform using that reagent add 25 to the d100 roll. This effect is cumulative for up to two of the reagents used.
71-85 The resulting solution is a mostly-mundane herbal blend, which functions as a slightly-odd soothing tea when drunk hot.
86-92 The result is a functional potion of common or uncommon rarity. There is a 20% chance the potion is instead of rare rarity.
93-97 The result is a functional potion of rare rarity.
98-100 An unexpected, random occurrence influences the potion’s creation in a near-miraculous way, causing it to gain the effects of a random potion in addition to its normal effect. This occurrence is unable to be reproduced intentionally, but succeeding on the check to discern its effects causes you to know which of the effects is the unexpected addition. At least one of the potion’s effects is of rare rarity.

 

When you create a functional potion using experimentation, you can make a Wisdom (Survival) check with a DC equal to 18 minus your Proficiency Bonus. On a success, you determine the effects of the potion you created. On a failure, you get a general, vague idea of how it should be used, though not of its specific effect.

Some rarer or more expensive reagents may add bonuses to the result of your experimentation roll, as determined by the DM.

Untapped Potential

You can draw out the inherent magical properties of some ingredients of potions you consume. As an action, you can expend a use of your Wild Shape to amplify one of the properties of a magical reagent to gain a temporary beneficial effect. The reagent is destroyed in the process. Roll on the Reagent Effect table to determine the magical effect produced.

d6 Reagent Effect
1 You channel the magical vigor of a reagent, causing you to grow in scale. You are under the effects of the enlarge/reduce spell’s “Enlarge” option for the next minute.
2 You amplify the natural hardiness of a reagent, granting you exceptional resilience. The next time you take damage within the next minute, choose one of the types of damage you took from that spell or attack. For the remainder of the duration, all damage dealt to you of that type is halved, rounded down.
3 You draw out the magical energies of a reagent, enhancing your own. For the next minute, you get +1 to your spell attack rolls and Spell Save DC.
4 You enhance a reagent’s stimulant properties, granting you an extra 10 feet of movement for 1 minute.
5 You channel the toxic nature of a reagent, focusing it into offensive capability. For the next minute, whenever you hit a creature with a weapon attack, that creature suffers an additional 1d6 poison damage.
6 You magnify the natural healing abilities of a reagent, accelerating your body’s own. For the next minute, you gain temporary hit points equal to your Wisdom modifier at the start of each of your turns.

Bottled Magic

You have gained sufficient mastery over potion-crafting and the subtle alchemical magics involved that you can now create your own temporary potions using mundane reagents and your own spells. Whenever you finish a long rest, you may spend a spell slot with a level equal to your proficiency bonus or lower as part of creating a potion. When you do, choose a spell of that slot’s level with a casting time of 1 action, which is infused into the potion’s base solution in place of magical reagents. Potions created this way do not consume other reagents, have no other potion effects, and do not count against the number of potions you have consumed in a short timeframe when determining negative side effects of overconsumption. When a creature drinks that potion within 500 feet of you, you feel a slight magical shift as your stored spell activates, and you may choose whether to have the creature that drank the potion control the spell’s effects, or to control them yourself. Regardless of your choice, the spell originates from the creature’s position as though they had cast it, but uses your spellcasting ability, spell save DC, and spell attack bonus. You may infuse up to two potions this way, and the potions retain their effects until your next long rest.

Potion Mastery

Your long hours of practice with brewing potions and testing reagents has taught you the value of efficiency with your supplies, and allowed you to better draw out their potential. When you use your Untapped Potential feature, you can use two reagents instead of one, you no longer destroy the reagents you use, and you can choose the effects you gain rather than rolling.

Additionally, when you create potions you are familiar with at the end of a long rest, you may make a DC 17 Survival check. On a success, you may add the effects of a second potion you are familiar with to one of the potions you create, consuming a reagent used in the second potion in the process.

Alchemist's Fortitude

Your experience with potion reagents and alchemical experiments has given you impressive resilience against harmful effects. You have resistance to poison and acid damage, immunity to the poisoned condition, and advantage on saving throws caused by poisons, venoms, or toxins.

Additionally, if you are reduced to 0 hit points, spells and effects that would cause you to stabilize instead cause you to regain 1 hit point, and other effects that would cause you to gain hit points while at 0 hit points cause you to also gain temporary hit points equal to your Druid level.

Previous Versions

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2/1/2024 8:06:33 AM
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