Druid
Base Class: Druid

____An elderly human sits in the center of a desecrated clearing, meditating. Around him springs flowers of fire, spreading quickly to the edges of the diseased meadow. The ground explodes with flame, incinerating the diseased and polluted vegetation and ground, making way for new foliage. As the flames rage on, he stands without mind to the inferno. In his eyes it is reflected, as he marches on to find who diseased the ground around him.

____In the dead of night two people face off in a decorated room, one sitting behind a finely carved desk while the other stands, ornate wooden staff at hand. The woman who is standing mutters, "You who sits behind your ornate wooden desk, too portly to move, why is it you who fares well while others starve, stealing the knowledge and work of others? You are impure, old fat man, and you shall be cleansed." He who sits darts his eyes around, whimpering like a scared pup. He attempts to call out to his servicemen, but by then its too late, his calls disappearing in the void of night. His end has come.

____An old witch sits atop an altar, cackling and chanting. "I did it!" she exclaims as she holds up a beating heart, unattached to any body. From behind she hears the gentle knocks of feet on the cold, hard ground. She startles, and turns around while every bone in her body cracks. Her sunken black eyes staring at the figure who approaches, a tall elven man in white attire. At his side he brandishes a curved sword, shimmering with white light. He calls out, seemingly to no one, "At this day, another has strayed from your path. Might I trim the branches of this tree we call life, and restore your order." The ground around him wells up as ghostly pale flowers, shaped almost like spiders, sprout and float up and around him.


 

Druids of the Circle of the Fields find those who would defile the lands and their homes in search of greater power - Wizards who push the natural boundary to far, corrupt politicians who beguile their way into seats of power for personal gain at the expense of others, individuals who make pacts with evil entities, and occult worshipers of the lower planes' rulers - and snuff them out. Druids in this circle are paragons of the vengeance of nature, and their different orders, characterized by their flower, specialize in cleansing different kinds of blasphemy.

Each member holds a particular flower as their natural symbol, a symbol of their beliefs and what they are against. The symbolic power of these sacred flowers are what gives the druids of the Circle of the Fields their powers.

Rites of the Fields

2nd level Circle of the Fields feature

Ancient knowledge taught by fey long passed has been bestowed unto you and members of your circle. You've learned how to harness the energy of nature, in all it's aspects, and channel it into powerful magic. Choose one Rite from the list below. You gain new spells unique to that flower at 3rd, 5th, 7th, and 9th level. Once you choose a Rite, you cannot change it unless you spend one week, 12 hours each day, performing a sacred ritual. Then, once changed, any powers you previously had are replaced with the abilities of your new Rite.

These spells count as druid spell for you and don't count against your total number of prepared spells.

Snapdragon
Druid Level Spells

3rd

agnazzar's scorcher, shatter

5th

protection from energy, fireball

7th

fabricate, wall of fire

9th

awaken, flame strike 

Honeysuckle
Druid Level Spells

3rd

aid, prayer of healing

5th

glyph of warding, mass healing word

7th

death ward, private sanctum

9th

hallow, greater restoration

Ghost Orchid
Druid Level Spells

3rd

web, silence

5th

fear, speak with dead

7th

blight, vampiric touch

9th

hold monster, raise dead

Kadupul (Queen of the Night)
Druid Level Spells

3rd

darkness, see invisibility

5th

clairvoyance, spirit guardians

7th

divination, locate creature

9th

legend lore, dream

Middlemist Red
Druid Level Spells

3rd

blur, magic mouth

5th

hypnotic pattern, sleet storm

7th

greater invisibility, ice storm

9th

seeming, cone of cold

Field of the Ghost Orchid

Growing on the graves of deceased, these flowers look like big white spiders climbing on the tombstones. The flower reminds the common-folk of death, and some who mourn for those who have been killed put bouquets of the flower on their grave. Myth says that the flower can be used to create potions that allow one to speak with the deceased.

The Ghost Orchid symbolizes spiders, death, fear, and revenge. Druids who walk the path of the Ghost Orchid destroy individuals who break the natural order of life and death for selfish means.

Field of the Honeysuckle

The Honeysuckle is a sweet plant that blooms during the day, and can be 'milked', in a fashion, for its sweet nectar. This nectar is believed to boost a person's health, healing bodily trauma. It is also used in the making of healing potions because of its innate magical healing. Honeysuckle blooms are very easy to maintain and it is often found growing around the sides of a homestead.

The Honeysuckle symbolizes light, good health, calm, and home. Druids who walk the path of the Honeysuckle protect the homes of the innocent from harm.

Field of the Middlemist Red

The Middlemist Red is a bright red flower that looks like a rose that sits in between the craggy rocks of mountainous peaks. Its petals feel like ice, seemingly crumbling in between one's fingers. It is a symbol of neutrality, neither warm nor cold, hard nor soft, crumbling nor still.

The Middlemist Red symbolizes illusion magic, cold, music, and neutrality. Druids who walk the path of the Middlemist Red maintain balance of good and evil in the world, rooting out beings who tilt the scale to far in either direction.

Field of the Queen of the Night (Kadupul)

In ancient times, the Kadupul, or Queen of the Night, was a symbol of the Moon Goddess, Selune. It is a symbol of knowledge and divination magic, and represents the purity of the night sky. Druids of the Kadapul will often worship Selune in tandem.

The Kadupul symbolizes night, divination, knowledge, and purity. Druids who walk the path of the Kadupul find individuals who have sold themselves completely to evil entities and end their enslaved existences.

Field of the Snapdragon

Growing in the fields of burning plains and hot climates, the Snapdragon is an angry flower that nips at those who gets close. The flower is nearly impossible to get rid of because of its ability to regrow from even the tiniest amount of roots. It survives in extreme climates by regulating its energy and feasting on any rodent who might think its leaves are shade.

The Snapdragon symbolizes toughness, fire, anger, and renewal, and druids who walk the path of the Snapdragon take revenge upon those who destroy natural places for their own benefit.

Invoke Rite

2nd level Circle of the Fields ability

At 2nd level, you can invoke your rite, or flower, as an aura emanating from you. As a bonus action, you can expend a use of your Wild Shape feature to manifest this aura as a 15 foot radius sphere centered on you. It lasts for 1 minute or until you dismiss it as a bonus action. While it's active, one of the following effects will apply, depending on what flower you chose from the Rites of the Fields ability. You can activate this ability a number of times equal to your proficiency bonus, regaining all uses after a long rest.

  • Rite of the Snapdragon
    Flames dance around you, licking at heels, paws, and hooves. Hostile creatures that start their turn in the radius of your aura, or who enter the aura's space for the first time on their turn, must make a Wisdom Saving Throw against your Spell Save DC. Creature who fail take 1d4 Fire Damage, or half as much on a failed save. This damage increases by 1d4 at 6th (2d4), 10th (3d4), and 14th(4d4) levels.
  • Rite of the Honeysuckle
    Tiny white motes of light shaped like honeysuckle vines shimmer around you. Choose a number of creatures equal to your Wisdom modifier when you invoke your rite(you can choose yourself). These designated creatures, while inside your aura, have resistance to Necrotic damage and any healing cast on them adds your Wisdom modifier. At 14th level, these creatures regain 2d6 hit points at the end of each of their turns.
  • Rite of the Ghost Orchid
    Wisps of ethereal spiders and ghouls, both vaguely shaped like plants, flit around your person. While a creature is within the area of this aura, you can use a bonus action on your turn to force that creature to make a Wisdom Saving Throw against your Spell Save DC. Creatures who fail this saving throw become frightened of you until the end of your next turn. Creatures who succeed have advantage the next time they are forced to save against this effect. The number of creatures you can target increases by one at 6th (2 creatures), 10th (3 creatures), and 14th levels (4 creatures).
  • Rite of the Kadapul
    A shimmering circle of bluish-black petals appears around your feet, slowly rotating around you. The aura acts as a detect magic, detect evil and good, or a detect poison and disease spell for the duration, your choice when invoking the rite. You can switch which one of these spells' effects are active as a bonus action on your turn. The aura can act as the detect thoughts spell at 6th level, the tongues spell (only on yourself) at 10th level, and the arcane eye spell at 14th level. If a spell calls for a saving throw, the DC is equal to your Spell Save DC.
  • Rite of the Middlemist Red
    Translucent images of flowers fall down around your feet. When a creature enters the aura of the rite for the first time on their turn, or starts their turn there, they must succeed on a Wisdom Saving Throw against your Spell Save DC. On a failed save, they believe you to be the scariest or kindest (your choice when they fail) being they have ever encountered. This effect lasts for the duration of your aura or until it has taken damage from you or your companions. It is effectively frightened or charmed. Creatures that are immune to being charmed automatically succeed.

Meditative Rests

3rd level Circle of the Fields feature

You no longer need to sleep in the way most other species do. Instead, you are able to clear your mind and body of ailments by simply meditating for an extended period of time. You can now perform a long rest over the course of 6 hours, instead of 8. During this time, you are considered fully conscious and can perform light activities such as reading, staying on watch, etc. If the time of your long rests are already shorter than 6 hours, such as the Trance feature of elves, you instead use the shorter time.

In addition, when you perform a Short Rest you can regain an amount of spell slots equal to 1/3 of your Druid level, rounded down. For example, when you gain this feature, during a Short Rest you can regain one spent level 1 spell slot. After you use this feature in this way, you can not do so again until you finish a Long Rest.

Sacred Artifact

6th level Circle of the Fields feature

You have gained the ability to carve druidic symbols into an object to imbue it with the power of your rite. As a part of a Long Rest, you can use a sharp object, such as a knife or a dagger, to carve symbols into a wooden object of your choice. The object doesn't need to be entirely wooden, but a majority of its body must be made out of some type of wood. These symbols remain carved into the item until they are dispelled, or until you imbue another object with your magic. The symbols will then disappear from the item, leaving no trace.

While an item is imbued with the power of you rite, it gains the following properties:

  • The object can be used as your spell-casting focus and is now considered magical, if it wasn't already.
  • While being used as your spell-casting focus, you can re-roll druid spell damage dice of 1 or 2. You must use the new roll. At 14th level, you now ignore monsters' Magic Resistance features.

Master of Rites

10th level Circle of the Fields Feature

Your rites are more connected to the strands of life and death. When a creature is reduced to 0 hit points while within the aura of your invoked rite, an effect occurs related to your Rite.

  • Ghost Orchid & Honeysuckle: If the creature is an ally, it is automatically stabilized. 
  • Snapdragon & Kadapul: If the creature is an enemy, you gain 1d4 HP per hit die that creature had. 
  • Middlemist Red: You gain 3d6 temporary hit points.

Channeled Rites

14th level Circle of the Fields feature

You have learned how to channel the primal energy of your rite with masterful skill. It now is imbued within your body, tied with your essence. You gain special abilities based on your rite.

The Ghost Orchid

The strength of Death and Fear is channeled through your being. You are immune to the Frightened condition. In addition, if damage reduces you to 0 hit points, you can attempt to resist the pull of death. You must make a Constitution saving throw with a DC equal to 5 + the damage taken. On a successful save, you regain 5d10+15 HP and you can't use this feature again until you finish a long rest.

The Honeysuckle

Health and light runs through your veins, fighting off disease and injury. Your maximum hit points increases by 3 for every level you have taken in Druid, and every time you gain a level in Druid you gain 3 additional HP. In addition, you are now immune to Disease and the Poisoned condition.

The Middlemist Red

Your being is imbued with illusion and neutrality, allowing you to shrug off effects that other can not. As a reaction, whenever you take damage, you can take half the amount of damage. In addition, you are immune to the Charmed condition.

The Queen of the Night(Kadapul)

The knowledge of the stars and its wisdom runs through your spirit. You have advantage on all Intelligence and Wisdom saving throws.

The Snapdragon

Your anger and strength gives you power in battle. Your spell save DC and spell attack bonus each increase by 1, and you ignore resistances to fire and radiant damage.

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