Base Class: Druid
“Yggdrasil dreams, and I listen. From its roots come secrets. From its branches, fate.”
Druids of the Circle of the Wyrmroot walk the ancient paths beneath Yggdrasil — the World Tree that connects the Nine Realms. To them, the flow of destiny is not hidden in stars or spells, but carved into the tree’s very bark and root. In trance or deep meditation, they attune to the murmurs of the Wyrd — the vast, interwoven tapestry of fate — passed through soil, wind, and bark from Nidhogg’s burrowed roots to the high leaves where the Norns watch.
These druids act as oracles of inevitability and guides to the great cycles. Their magic is shaped not by whim, but by what must be.
Level 3: Circle of the Wyrmroot Spells
You always have the spells listed for your Druid level and lower prepared.
3 - Guidance, Protection from Evil and Good, Zone of Truth
5 - Plant Growth
7 - Divination
9 - Reincarnate
Level 3: Runes of the Wyrd
At the end of each long rest, you roll two d20s and record the results. You conjure two tablets inscribed with the complex runes representing the possible futures you envisioned — these are your Runes of the Wyrd.
At any time before a creature within 60 feet makes an attack roll, ability check, or saving throw, you may replace that roll with one of your recorded results. You must choose to do so before the roll. The corresponding tablet will vanish, its magic returning to Yggdrasil.
Level 3: Whispers from the Norns
You learn the Druidcraft cantrip if you don’t already know it.
A number of times per long rest equal to your Wisdom modifier (minimum of once), when you cast Druidcraft, you may ask a brief yes-or-no question about the near future. You receive an omen in response through subtle natural signs — such as the fall of a leaf, the call of a bird, or the crack of bark — based on what is most likely to occur in the next hour, as if casting the Augury spell.
You can only receive such omens this way a number of times per long rest equal to your Wisdom modifier. Further uses of Druidcraft function normally.
Level 6: Prophesied Wilderness
As a bonus action, you may expend one use of your wild shape to choose one of the following affects and apply it to a creature within 60 feet of you:
- Destiny’s Balance: The creature has disadvantage on its next attack roll or ability check, and has its movement speed reduced by 10 feet.
- Fateful Shield: The creature gains a bonus to AC equal to your Wisdom modifier (minimum +1) until the start of your next turn.
- Foretold Strike: The creature gains advantage on its next attack roll, and scores a critical hit on an additional die below the minimum die it would typically score a critical hit on.
Level 10: Echo of the First Thread
You gain a bonus to your initiative rolls equal to your Wisdom modifier (minimum of 1), and when you roll initiative, you may add your Wisdom modifier to all attack rolls, saving throws, and ability checks you make during the first round of combat.
Level 14: Weaver of the Wyrd
You have become one with Yggdrasil itself—each root pulses through you, every scar in its ancient bark woven into your being. The Wyrd flows endlessly around you, bending fate itself to the sharp edge of your foresight. Roll three d20s for your Runes of the Wyrd feature rather than two. Additionally, you emit dim light within a radius of 10 feet.
Previous Versions
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