Druid
Base Class: Druid

This druid circle is a very localised circle, that is based in more of a rural area. It is based on the concept that all elements must be balanced in the world, and that everyone should strive to achieve a balance of elements in themselves, and that when that is achieved you shall gain peace, higher power, and true happiness with life, for as long as it is upheld, and that is what this circle strive to let themselves and everyone else achieve. They believe that when an area is more highly and suddenly affected by a single element (floods, wildfires, etc.) it disturbs the natural balance of things and that it is their duty to fix such an unbalanced situation. They are very in tune with the elements and have always been.

Elemental Energies

When you choose this circle at 2nd level, you learn the Elemental Knives cantrip.

Restful Balance

Starting at 2nd level, whenever you do a short rest at a location that is overpoweringly controlled by a single element (i.e. large oceans, deep woods, high mountains, active volcanos.) you gain back a single spell slot of your choice, as well as gaining back 2 points of hp.

Circle Spells

Your connection to the elements infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells. All spells count as druid spells for you but don't add onto your regular number of allowed spells

Druid Level Spells

3th

Earth Tremor Dust Devil

5th

Commune with Nature Tidal Wave

7th

Water Breathing

9th

Storm of Vengeance

Fire's Strength

Starting at 6th level, when you come in contact with fire or lava, you take 8 less damage from it, as well as taking 8 less damage from fire damage.

Air's Blessing

When you reach 10th level, you are immune to thunder and lightning damage.

Nature’s Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

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