Druid
Base Class: Druid

Some Druid circles choose to merge their minds with Animals instead of turning their forms into them, these circles Druids are know as Circle of the Worg Druids. Although rare doing this gives these durids a distinct advantage when it comes to surveying their homes. They are trained in the same manner as many more common druids and unless they "Worg" you would never know they were not a circle of the lands Druid. They often have an animal companion like a Ranger would normally be seen with but this companion is more then a simple beast that helps them in combat as they are the main focus of their "Worging" ability

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.

Animal Companion

At 2nd Level the Druid may connect to Nature and Have an Animal Join him as his Companion

The Druid may issue simple commands to the Animal companion and the Companion will always understand the words spoken to him/her regardless if the Druid can speak with Animals or if the Animal speaks the Druids known languages 

As a Bonus action the Druid may Command the Animal companion to move, attack a target of the Druids choice, Hide, Dash, Disengage, Remain stationary and Grapple a target of the Druids choice. All standard Action economy rules apply for number of actions the Animal Companion may take ie, the druid may issue the command to move to move and Attack but will be unable to command the animal companion to then Disengage and dash after. (Companions have 1 Movement Action, 1 Action and 1 Bonus Action)

The Companion may not be replaced unless the Companion Dies.

At 3rd The Companion gains Proficiency bonus to Attacks equal to the druids Proficiency bonus

At 6th Level The companion Gain Proficiency Bonus to All Saving throws the Druid has Proficiency bonus in equal to the druids Proficiency Bonus

At 12th Level The Companion Gains Multi Attack allowing it to attack Twice for a single Action

The Companion gains Hit Points Equal to the Druids Hit Dice plus The companions Con Modifier each time the Druid Levels up regardless of the Class the druid Chooses

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. 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.

Circle Spells
Druid Level Spells

3rd

spider climb, spike growth

5th

lightning bolt, meld into stone

7th

stone shape, stoneskin

9th

passwall, wall of stone

 

Land’s Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Nature’s Ward

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Nature’s Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

Worg

Instead of wild shaping the Druid can use 2 charges of wild shape to take control of their animal companion for 5 Minutes. The Companion must be within 100ft of the druid when this feature is activated and takes 1 Action to do. Once the companion is under the effects of Worg the Animal Companion can move any distance away from the druid as long as it remains on the same plane of existence. 

At 8th Level the companion under the Worg effect may caste spells up to 2nd Level as if it was the Druid following the normal rules for spell casting (the Verbal and semantic component are still done as normal however the animal will not speak a language only its natural sounds and semantic components are gestured best the animal can in a manner described by the player) the duration of Worg is also increase to 10 Minutes

At 16th Level the Animal companion under the effects of Worg effect may caste spells up to 6th level following the same requirements as the 8th level description. The effect of Worg now only ends when the Druid Choose to use 1 Action to end the effect or the Animal Companion is reduced to 0 Hit points

A player cannot Worg if the player is wearing metal armor

If the Animal Companion is reduced to 0 Hit points while the player is controlling the Animal Companion the Player will receive 5D10 Psychic Damage and the effect of Worg will end

The player may use 1 action to end the effect of Worg anytime while using the effect of Worg

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