Base Class: Druid
Manipulate the Very Laws of Nature
Druids of the Circle of the World are heralds that protect the very foundation of nature itself. It is common for them to live a life of devoid of the social and political constructs made by civilizations. Through isolation these stewards of nature seek to draw the very essence of the world itself into themselves to manipulate the very laws of nature.
Level 3: Voice of the World
Through years of training you have gained the ability to properly socialize with the natural world.
When you are communicating with plants or animals and make an ability check using one of the following skills, you can make it as a Wisdom check even if it normally uses a different ability: Deception, Intimidation, Persuasion, or Performance.
Level 3: Nature's Metamorphosis
You gain the ability to alter the natural world around you. As a magic action, you can expend a use of your Wild Shape feature to alter the world around you, rather than transforming into a beast form. You can choose from one of the following benefits on use:
- Create a 15 foot emanation of natural difficult terrain.
- Within a 30 foot area that you can see, summon a barrier of nature that acts as half cover for yourself or another creature.
- Use the nature around you to bolster yourself or ally with 2d6 temporary hit points and to harm a creature for 2d6 necrotic damage within a 30 foot area.
Any lingering benefits last for 10 minutes, you drop unconscious, or until you use your Wild Shape again.
Level 6: Nature's Wrath
You protect the world so the world will protect you. Any plant that you can see within 20 feet of you, as an action you can cause it to animate. The creature uses the Needle Blight stat block. It remains animate for 1 hour, after which it reverts to the plant it was originally. Once this feature has been used on a plant it can longer be used on the same plant.
In combat, the needle blight turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee or ranged attack.
You can use this feature once per short rest. You can also restore your use of it by expending a level 1+ spell slot (no action required).
| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 12 | +1 | +1 |
| CON | 13 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | -3 | -3 |
| WIS | 8 | -1 | -1 |
| CHA | 3 | -4 | -4 |
Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 6 (2d4 + 1) Slashing damage.
Needles. Ranged Attack Roll: +3, range 30/60 ft. Hit: 6 (2d4 + 1) Piercing damage.
Level 10: Worlds Heart
You gain advantage on Constitution saving throws, you're immune to the Poisoned condition, you're immune to Disease and have Resistance to Poison damage.
Level 14: Planetary Authority
Once per long rest as a Magic action, you can expend a use of your Wild Shape and cause all the benefits of Nature's Metamorphosis to happen at once. The area you can affect with Nature's Metamorphosis increases to 60 feet. When used this way lingering effects only last 1 minute or until you have the Incapacitated condition or die. This can affect a number of creatures equal to your proficiency bonus.
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