Druid
Base Class: Druid

Druids of the Circle of Ages chronicle the ages and eras of the natural world, from the most ancient and primeval to the most distant of possible futures. They venerate the primal power in locations of great legend or history, and herald prophecies to those who demonstrate the correct rites and demonstrate deep respect. These druids teach that history repeats in a great cycle and that all things are insignificant before the motions of time and fate.

Circle Spells

At 2nd level, you learn the new foretell cantrip, and it can’t be replaced when you gain a level in this class. You also add the time stop spell to your druid class spell list as a 9th-level spell. In addition, at 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Ages Spells table.

Once you gain access to one of the spells in this table, 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 Ages Spells

 

Druid Level
Spells
3rd forewarn (new), locate object
5th slow, speak with dead
7th divinationtwist fate (new)
9th legend lore, teleportation circle

D&D Beyond Note: New homebrew spells must be selected manually in the character builder, but must first be added to your collection.

Wild Visions

Starting at 2nd level, you can see fleeting visions of the near future by entering into a trance-like state, allowing you to predict the flow of battle and avoid danger. As an action, you can expend a use of your Wild Shape feature to enter this state, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

  • You have advantage on Dexterity saving throws and Intelligence saving throws, and you can't be surprised.
  • Whenever a creature that can hear you starts its turn within 60 feet of you, you can use your reaction to advise it. The next time it hits a creature with an attack before the start of your next turn, if the attack deals damage, it deals 2d4 extra damage. This extra damage increases to 2d6 at 6th level, 2d8 at 10th level, and 2d10 at 14th level.

These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape feature again.

Prophecy of Peril

Also at 2nd level, your prophetic powers warn you about mortal peril. When you are critically hit by an attack and you aren't incapacitated, you reduce the damage dealt by the critical hit by an amount equal to your druid level.

Glimpse the Course

Starting at 6th level, you can peer into the rivers of time, glimpsing the many possible futures as branching paths in the river's course.

Whenever you finish a long rest, you experience these visions. You must choose either yourself or a creature that you rested alongside, and then roll a d6.

On a result of 1–3, you saw a vision of possible doom. Until you finish a long rest, while the chosen creature isn't incapacitated, any critical hits against it are turned into regular hits, and the first time it fails a saving throw, it can reroll the saving throw and use the new result.

On a result of 4–6, you saw a vision of possible glory. Until you finish a long rest, the chosen creature's attacks score a critical hit on a roll of 19 or 20, and the first time it reduces a creature to 0 hit points, it regains a number of hit points equal to your druid level.

Ancient Rites

At 10th level, you are allowed to access your circle's most ancient mysteries, becoming attuned to the flow of time itself. You gain the following benefits.

  • You have advantage on saving throws made against traps and on ability checks made for initiative, and you can never be surprised. Whenever you roll initiative, for the next minute, you impose disadvantage on the first attack roll against you and gain advantage on your first saving throw.
  • When you finish a short or long rest, if you aren't in a place where nature has been replaced by construction, such as in a dungeon or town, you can instantly cast legend lore with your location as the target, without using a spell slot or requiring components. You can do so even if you don't know the name of the place. If you gain information from the spell, you can't cast it in this way again until you finish your next long rest.
  • Whenever you cast teleportation circle, you can use druidic stone circles and areas affected by the druid grove spell as permanent teleportation circles. They use Druidic passwords instead of sigil sequences.

Shared Sight

Starting at 14th level, your glimpses into the future can be shared with your allies directly, allowing them to see the future for brief moments.

Each time you use the reaction granted by your Wild Visions feature, the target also gains a number of temporary hit points equal to half your druid level which last for 1 minute or until your Wild Visions feature ends. A creature with these temporary hit points has advantage on Dexterity saving throws and can't be surprised.

Circle Of Ages Image

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