Druid
Base Class: Druid

Traverse the Land and Spread Serenity

Druids of the Circle of the Dove serve as wandering envoys of nature. Forging a special bond with their namesake, they use their magic to mediate conflicts, and discover the wonders of the world.

Level 3: Circle of the Dove Spells

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

Circle of the Dove Spells
Druid Level Prepared Spells
3 Calm Emotions, Feather Fall, Message, Sanctuary, Warding Bond
5 Fly, Sending
7 Dimension Door, Resilient Sphere
9 Commune, Telepathic Bond

Level 3: Winged Wayfinders

You can use your Wild Companion feature as a Bonus Action. When you summon a familiar with a Fly Speed using this feature, you can have it assume the form of a dove. It doesn’t disappear when you finish a Long Rest, and you can have up to two familiars at once if all of them are doves.

This number increases when you reach Druid levels 5 (three at once), 11 (four at once), and 17 (five at once). Each of your dove familiars gain the following benefits:

Daisy Chain. While the familiar is within 100 feet of another familiar that you can communicate with telepathically, its Telepathic Connection functions as if it were within 100 feet of you. In addition, when you cast Message, the spell can originate from a familiar that you can communicate with telepathically.

Kindred Bond. The familiar acts during your turn instead of its own turn. Its Hit Point maximum increases by a number equal to your Druid level plus your Wisdom modifier.

Traveler’s Insights. As an action, the familiar can touch a creature to grant it a d4 that lasts until the start of your next turn or the die is rolled. When the creature fails a D20 Test, it can roll one of these d4s and add the result to the d20, potentially turning the failure into a success.

Level 6: Olive Branch

You can cast Sanctuary without expending a spell slot. You can cast it in that way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Whenever you cast Sanctuary, the spell's target can move up to its Speed without provoking Opportunity Attacks.

Level 10: Martyr of Peace

As a Reaction, when a creature within 60 feet of you takes damage, you can halve any damage it takes until the end of the current turn or until you drop to 0 Hit Points. For the duration, each time the target takes damage, you take the same amount of damage.

In addition, your Winged Wayfinders can use this feature in place of yourself by taking a Reaction in the same way.

Level 14: Path to Salvation

You always have the Find the Path spell prepared and you can cast it without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.

Whenever you start casting this spell, you can change its casting time to an action and modify it in the following ways:

Chosen to Walk. You can designate a creature of your choice within 30 feet of yourself or 5 feet of your Winged Wayfinders as the spell's target. The target can choose to maintain Concentration on the spell instead of you.

Unwavering Path. You can specify a goal to reach instead of a location. For the duration, the target has Advantage on D20 Tests made in service of reaching that goal or location. For example, if your goal was to safely traverse a dungeon, the target could have Advantage on D20 Tests for discovering traps, avoiding harmful effects, and subduing foes.

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