Druid
Base Class: Druid

The Circle of Gryx draws its power from Amfea, the Greater Spirit of Dragons and guardian of the mysterious island of Gryx. Druids of this circle are revered as primal protectors, imbued with the fiery essence of dragons and the untamed ferocity of the natural world. These druids embody the balance between life and destruction, channeling the raw elemental power of Amfea to protect their lands and strike fear into their enemies.

Druids of this circle are exclusively found among the Nyl'Vara, their initiation a sacred rite performed on Gryx itself. Few outsiders have ever witnessed their transformation, let alone their rituals.


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.

Draconic Essence

At 2nd level, you awaken the draconic energy bestowed by Amfea:

  • Draconic Aspect: As a bonus action, you can imbue yourself with draconic might, gaining the following benefits for 1 minute:
    • You exhale fiery energy. Choose a damage type: fire, lightning, or acid. Once on each of your turns when you deal damage with a spell or melee weapon attack, you deal an additional 1d6 damage of the chosen type.
    • Your AC increases by 1 as dragon scales shimmer across your skin.
  • You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses after a long rest.

Circle Spells

Your bond with Amfea grants you access to powerful spells that reflect the elemental and draconic essence of Gryx. At the indicated levels, you gain access to the following spells, which are always prepared and do not count against the number of spells you can prepare each day

Druid Level Spells

3rd

Aganazzar's Scorcher, Dragon's Breath

5th

Erupting Earth, Fear

7th

Fire Shield, Stone Shape

9th

Wall of Fire, Control Winds 

Mist and Flame

Starting at 6th level, Amfea’s veil of mist and volcanic might shields and protects you:

  • Mistweave Cloak: As a reaction when you are targeted by an attack, you can summon an illusory mist to obscure yourself. The attacker must reroll the attack roll, using the lower result. On a miss, you can move 10 feet without provoking opportunity attacks.

  • Eruption of Flame: When you take damage from a melee attack, you can cause a burst of fire to erupt around you. The attacker must make a Dexterity saving throw against your spell save DC or take 2d8 fire damage (half on a success). You can use this feature a number of times equal to your proficiency bonus.

Blessing of Gryx

Amfea grants you the ability to take flight, mimicking the dragons of Gryx:

  • As a bonus action, you can manifest spectral dragon wings for 10 minutes, gaining a flying speed of 60 ft. While these wings are active, you gain advantage on Charisma (Intimidation) checks. You gain immunity to being frightened, charmed, poison, poisoned and diseases.

  • Once you use this feature, you cannot do so again until you finish a long rest, unless you expend a spell slot of 4th level or higher.

Aspect of Amfea

You channel the full power of Amfea, transforming into a fearsome guardian of Gryx and an extension of the Greater Spirit of Dragon's authority.

  • As an action, you can transform into your Aspect of Amfea form for 1 minute. You gain the following benefits:

    • Draconic Form: You grow to Large size, and your body is covered in draconic scales. You gain resistance to fire and one additional damage type (acid or lightning), resistance to non-magical blunt, piercing and slashing weapons. Your AC increases with 2.

    • Breath Weapon: As an action, you can exhale destructive energy in a 30-foot cone. Each creature in the area must make a Dexterity saving throw against your spell save DC, taking 6d10 damage of your Draconic Essence damage type on a failed save, or half as much on a success.

    • Terrifying Presence: At the start of your transformation, each creature of your choice within 30 feet must succeed on a Wisdom saving throw against your spell save DC or become frightened of you for 1 minute.
  • Once you use this feature, you cannot do so again until you finish a long rest.

 

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