Druid
Base Class: Druid

Legends tell of a Divine Forest cultivated by the gods where powerful celestials like the Animal Lords reside. Druids who have made pilgrimages to this forest speak of great trees tall enough to touch the sky with leaves that shine with divine light. Circle of the Divine Druids follow the teachings of these pilgrims, channeling the power of the Divine Forest.

 

Level 3: Circle of the Divine Spells

When you reach a Druid level specified in the Circle of the Divine Spells table, you thereafter always have the listed spells prepared.

Circle of the Divine Spells
Druid Level Prepared Spells
3 Divine Smite, Bless, Prayer of Healing, Shining Smite, True Strike
5 Aura of Vitality, Daylight
7 Aura of Life, Divination
9 Summon Celestial, Commune

 

Level 3: Divine Instrument

The power of the Divine Forest can empower your weapons. You learn the Shillelagh Cantrip. You can cast the spell on any weapon you are proficient with and its duration is extended to 8 hours. While the spell is active you can use the weapon as a Spellcasting Focus for your Druid spells and you gain a +2 bonus to the attack and damage rolls for all attacks you make against Undead and Fiends while holding the weapon. 

 

Level 3: Pilgrim's Divine Teachings

You have Resistance to Radiant damage and you gain a bonus to Intelligence (Nature and Religion) checks equal to your Wisdom modifier.

 

Level 6: Light of the Divine Forest

The light that fills the Divine Forest can be channeled through yourself to aid your allies. As a Magic action you can expend two uses of your Wild Shape to emit divine light around yourself in a 15-foot Emanation for 10 minutes. The area within the Emanation is filled with Bright Light. You and all allies within the Emanation gain Resistance to Necrotic damage and a bonus to saving throws against spells and magical effects equal to your Wisdom modifier.

 

Level 10: Divine Cultivation

Your connection to the Divine Forest is strong enough that you can now summon roots of the forest trees to assist you in battle. You always have the Plant Growth spell prepared. You can cast the spell in any area where there is soil or stone even if there are no plants. If you cast the spell without any plants in the target area, the effect lasts 1 minute.

When you cast the spell you can choose a number of creatures equal to your Wisdom modifier to be unaffected by it for 1 minute.

 

Level 14: Wrath of the Divine Forest

Unleash the full might of the Divine Forest. When you cast Plant Growth using a spell slot of level 6 or higher you can empower the spell.

Choose a creature you can see within the area affected by the spell to be assailed by large roots. This creature must make a Dexterity saving throw against your spell save DC. On a failed save the creature takes 12d6 Radiant damage and is knocked Prone. On a successful save the creature takes half damage only. A creature that is Large or smaller has Disadvantage on this saving throw. After the creature fails or succeeds it’s saving throw, the area affected by the spell is filled with divine light for 1 minute. During this time, creatures of your choice that end their turn in the area take 2d6 Radiant damage.

Once you empower the spell in this way you cannot do so again until you finish a Short Rest.

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