Base Class: Druid
One of the most ancient circles, Circle of the Knot is considered by some to be the origin of all druids. Although their rituals and practices have only been carried down by word of mouth or detailed by their adversaries of old in long-dead tongues, the few who have managed to relearn the ways of the Circle of the Knot gain incredible insight and authority. Using the ancient sovereignty they used to wield over their subjects, modern druids following the Circle of the Knot are still able command their allies and enemies alike, knotting their will into any shape that they desire.
Ordinem
At 2nd level, you learn the techniques used by ancient druids to act as supreme arbitrators. You gain advantage on Intelligence(Insight) checks made to determine whether a creature is lying to you, and you are immune to becoming charmed.
Additionally, while you are willingly touching a creature, that creature instantly succeeds all Intelligence(Insight) checks it makes against you.
Inmolatio
At 2nd level, you begin to gain strength from sacrifices. Whenever a creature of 1/4 CR rating or lower that is not a Construct or Undead dies within 20 ft. of you, every allied creature within the same radius gains temporary hit points equal to your Wisdom modifier times your Constitution modifier (Each with a minimum of 1) that does not decay from time. Additionally, you regain a 1st level spell slot.
If the creature is killed by fire damage, Inmolatio has a maximum CR rating of 1/2, and every creature within 20 ft. of you also regains a 1st level spell slot.
Circle Spells
Your ancient techniques infuse you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to ruling over others and defending your sovereignty.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
| Druid Level | Spells |
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3rd |
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5th |
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7th |
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9th |
Imperito
At 6th level, your ability to command others increases exponentially. access to one of the spells listed below. It does not count against your known spells, it is always prepared and consumes a spell slot, but if cast in this way can only be used a number of times equal to one plus your Wisdom modifier per week and you must touch the creature in order for the spell to function. However, you may cast the spell as a bonus action and any saving throws required by the spell have a DC of 20.
Incito
Starting at 10th level, you can inspire your allies to fight more fiercely in the face of danger. As an action, you may allow all allied creatures within 10 ft. to take an additional action during their turn. If you use this feature, you may not take a bonus action or reaction, and you may only move at half speed until your next turn. If you have used the Inmolatio feature within the last 24 hours, grant an additional action to all allied creatures within 20 ft. instead.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Maio Inmolatio
At 14th level, you gain much more strength from your sacrifices than ever before. Inmolatio's maximum CR rating is now equal to your druid level divided by 4, rounding down, and if the creature is killed by fire damage it is equal to your druid level divided by 3, rounding up. Additionally, when Inmolatio occurs, you may take one of the actions listed below.
You may only use each action a number of times equal to your Wisdom modifier (minimum of once) per long rest.
Sobrecarga
At 14th level, when Inmolatio occurs, you may choose a level of spell slot. All creatures, hostile or allied, within 20 ft. of the creature that triggered Inmolatio must make a Wisdom saving throw. On a failed save, they regain the spell slot you chose and take 1d6 fire damage for each level of spell slot. On a successful save, they take half damage and regain a spell slot equal to half the selected spell slot, rounding down.
If a creature drops to 0 hit points or dies because of Sobrecarga, Sobrecarga is cast on them for free, using the spell slot of the previous Sobrecarga.
Curar
At 14th level, when Inmolatio occurs, all allied creatures within 20 ft. of the creature who triggered Inmolatio regain 2d8 hit points. Alternatively, the creature can choose to be cured of one disease or poison.
Lenta
At 14th level, when Inmolatio occurs, all creatures within 20 ft. of the creature which triggered Inmolatio must make a Wisdom saving throw. On a failed save, the creature's base speed becomes 10 until they take a short or long rest. If the creature fails this save by 10 or more, they instead gain 1 level of exhaustion.
If a creature has 6 levels of exhaustion or has a speed of 0 because of Lenta, directly or indirectly, Lenta is cast on them for free.
Dominar
At 14th level, when Inmolatio occurs, all creatures within 20 ft. of the creature which triggered Inmolatio must make a Wisdom saving throw. On a failed save, the creature is charmed or frightened, your choice, and if the creature fails this save by 10 or more, they become both charmed and frightened. On a successful save, the creature becomes immune to the frightened condition for 10 minutes.
Previous Versions
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Posted Jun 14, 2020I really like this, but a few of the features could use some tweaks to wording. The complexity and depth of the naming and themeing is awesome!