Druid
Base Class: Druid

The Circle of Thorns is a collection of martial druids who have an affinity with spiked plants, who gladly throw themselves into the fray without taking an animal's shape. Druids of this circle are typically highly disciplined, and learn how to coat themselves in a plant-like skin, covered in razor-sharp needles. Unlike most druids, they actively hunt anything they consider dangerous before it can even threaten the balance of nature. Druids of this circle are some of the most susceptible to falling to evil, although they are also the most likely to seek out evil and destroy it.

The startling appearance of their thorn-covered forms differs depending on where the individual druid learned the technique. Some forms appear reminiscent of ragged brambles, while others take aspects from roses, thistles, or desert cacti.

Thorn Shape

When you choose this circle at 2nd level, you master the ability to coat yourself in piercing thorns and a rough, plant-like skin.

As a bonus action, you may expend a use of Wild Shape and, instead of transforming, you gain Thorn Shape. Thorn Shape lasts for 10 minutes, and grants you the following benefits:

  • You gain 3 temporary hit points for every level you have in this class.
  • You gain a bonus to Constitution saving throws. The bonus equals your Wisdom modifier (minimum of +1).
  • When a creature hits you with a melee attack or grapples you, the creature takes damage equal to 2 + half your level in this class. A creature can only receive this damage once per turn.

You cannot use Wild Shape while using this feature, and you cannot use this feature if you already under the effect of Wild Shape.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Grasping Roots

When you reach 10th level, your affinity with plants has began to cause physical changes. You can extend root-like tendrils from your feet that grasp at nearby surfaces, granting you the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. This does not increase your climbing speed. Extending or retracting the root-tendrils is a free action, and they cannot be seen while not extended.

Additionally, if you spend a short rest with the root-tendrils grasping into soft earth, they absorb enough nourishment to sustain you for one day, and you heal for an additional 1d6 hit points at the end of the short rest.

Venomous Spines

When you reach 14th, you can channel your Thorn Shape along your weapon to coat it with poisonous spikes. When you make a melee weapon attack while under the effect of your Thorn Shape, you deal an additional 1d8 poison damage.

Circle Of Thorns Image

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