Druid
Base Class: Druid

Druids of this circle are called to the sacred purpose of experimenting with and preserving the natural forces that fuel magic itself. Upon joining this circle, members are encouraged to by the Sphinxes who lead them to roam the earth in pursuit of discovery. Seen as heretics by some of the more traditional Druidic circles for mixing the Arcane with the Divine, any whom find themselves part the Circle of Wonder have grown past the need of such labels. With the hopes of sharing new findings upon their return, these students of the world can be seen wandering about in temples, monasteries, schools, or anywhere they think will satisfy their craving for wonder.

Student Of The World

Wandering Student. Your studies abroad allow you to learn magic from others, teaching you spells normally associated with the Wizard class.

You learn a Wizard cantrip, and anytime you can learn a Druid cantrip with this class, you may choose a Wizard cantrip instead.

You are able to choose a number of spells from the Wizard spell list equal to 1 plus your Druid level and add them to your Druid spell list. Each time you gain a level in this class, you choose an additional Wizard spell. These spells must be spells you have spell slots for, and you cannot change your selected spells. For example, a 3rd level Druid chooses 4 Wizard spells and upon reaching level 4, they choose 1 more. These spells are added to your spell list but still must be prepared as if they were any other spell on your list. The maximum number of chosen Wizard spells you may have prepared any given day is equal to your Wisdom modifier (minimum of one).

You can only choose spells that are up to 5th level using this feature. Upon reaching level 11 in this class, you are unable to choose any higher leveled Wizard spells. You are however now able to replace one of your chosen wizard spells with another one each time you gain a level in this class, so long as that spell is equal to or below 5th level.

Wizard cantrips and spells learned through this feature count as Druid ones for you.

Companion Of Wonder. When you summon a familiar by expending a use of Wild Shape with Wild Companion, you may choose a Sphinx of Wonder as your familiar.

Wondrous Wrath

Your studies of the arcane have taught you how to bolster your spells with the primal magic within you. You can expend one use of your Wild Shape as a Bonus action to add 1d4 of either; acid, cold, fire, lightning, poison, or thunder damage, to your next spell for 1 hour. If you have a spell already in effect, you may choose to instead have Wondrous Wrath take effect on that spell at the start your next turn. Alternatively, you can instead heal 1d4 points of health on 1 ally of your choice within 30 feet of you rather than doing damage.

This increases to 2d4 at Level 6, 3d4 at Level 10 and 4d4 at Level 14. The damage bonus is used on your next spell, dissipating after doing so. If the spell can target multiple targets, only this first target takes the bonus damage. The target takes this damage even if a spell misses or if they succeed on a saving throw . If the spell lasts for more than one turn, the bonus is consumed on the spell’s first target on your first turn of combat after activating Wondrous Wrath. If the spell has an area of effect, only one creature within the spell’s area of effect takes the damage (your choice).

Wonders Of The Wild

Natural Ingenuity. Once a day, you can expend a use of your Wildshape as a reaction to prepare an additional spell from your Druid spell list. This includes any Wizard spells added through this subclass. The prepared spell still requires its respective; casting time, spell slot and components to cast. A spell prepared through this method stays prepared for 1 minute, disappearing from your prepared list afterwards. Any ongoing spell effects caused by a spell prepared in this manner that last longer than the 1 minute duration, end once the spell is no longer prepared. Once you use this feature, you cannot do so again until you finish a Long Rest.

Wonderful Resurgence. When you use Wild Resurgence to give yourself a use of Wild Shape, you now gain a number of uses equal to the level of spell slot expended. The maximum amount of additional Wild Shape uses you can hold at one time is equal to your Wisdom modifier. After completing a Short or Long rest the number of Wild Shape uses you have returns to the default amount for your level. Additionally, when you generate a spell slot with Wild Resurgence, you can now choose to generate a spell slot equal to the number of Wild Shape uses you wish to expend. This must be a spell slot for which you have spells of the same level and it cannot be higher than a level 5 spell slot. You still may only generate a spell slot with Wild Resurgence once per Long Rest.

Improved Wondrous Wrath. Wondrous Wrath now allows you to change the damage of your spell to the same damage you add to said spell. This effect is optional and causes the spell’s damage type to change for the remainder of the spell’s duration, even after the initial damage increase has dissipated. Additionally, your Wondrous Wrath can now possibly deal Necrotic, Psychic, or Radiant damage. Wondrous Wrath (Healing) can now select an additional ally to heal, healing up to 2 allies of your choice within 30 feet of you.

Warden Of Wonder

At Level 10, The culmination of your arcane studies and potent primal forces grant you power that can be molded into a defensive aura.

Wreath Of Wonder. You can use a Magic action to expend three uses of your Wildshape to cast a 30-foot Emanation. This Emanation has a duration of 10 minutes. Each non-hostile creature in the Emanation (including you) is granted the following: Reduce the damage a creature takes from Attacks by an amount equal to your Wisdom modifier (minimum of one). A creature also has Advantage on saving throws against spells and other magical effects as well as on saving throws to avoid or end effects that include the Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, or Stunned condition.

Once you create this Emanation using this feature, you can’t do so again until you finish a Long Rest.

Wrath Around The World

At level 14, Your arcane studies have shown you how to repurpose primal energy into powerful magical attacks, offering you an offensive destructive power that can be shared with others.

Wisps of Wrath. When you use Wondrous Wrath, you may expend an additional use of Wild Shape to modify it in the following way. Wondrous Wrath no longer dissipates after one instance of damage, instead causing a spell to deal additional damage equal to your Wisdom modifier every round to one affected target after the first round of combat until the spell ends. For spells that can target multiple targets in one round such as Magic Missile, the initial damage is added only to the spell’s first target, all of the spell’s following targets after the first one do not suffer either the initial or additional damage. For spells with a duration that also affect multiple targets, select one target affected by that spell each round to suffer the Wisdom modifier damage.

Wreath of Wrath. When you use Wondrous Wrath, you may grant a damage bonus equal to your Wisdom modifier of your chosen damage to a number of allies equal to your Wisdom modifier in a 30-foot radius of you when activated. It dissipates after being used on their next attack or spell regardless if it is successful and they cannot benefit from multiple Wreaths of Wrath at the same time. Wondrous Wrath (Healing) can now apply to a number of allies equal to your Wisdom modifier in a 30-foot radius of you when activated.

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