Base Class: Druid
Druids of the Circle of the Valley are calm and peaceful. They believe that violence and ferocity should always be a last resort, yet are angered when nature is threatened. They believe that everything deserves to live, and that all creatures are alive for a reason. These druids place kindness and peace above all else.
Deceptive Innocence
When you choose this circle at 2nd level, you know how to look like a small, innocent creature yet still harbor power. When you transform into a creature of CR 0, you may add 5 times your prof. bonus to its HP, and you may add your prof. bonus to its AC. You may also add your prof. bonus to any skills and saving throws the creature has. Attacks as the creature add your prof. bonus and Wis modifier to hit, and you deal 1d8 +Wis modifier if you do.
Safety of the Valley
Starting at 3rd level, you are filled with the peace and safety of the valley, and you can use that to protect you and your allies. The following spells expand the druid spell list for you:
1st Level: Sanctuary
2nd Level: Aid
3rd Level: Beacon of Hope
4th Level: Private Sanctum
6th Level: Glove of Invulnerability
8th Level: Holy Aura
Magical Aura
Starting at 6th level, the peaceful aura that emanates from you allows you to summon the spirits of different creatures to assist you and your allies. You can use one of the creatures below. The creature remains with you for 1 minute or until you call it off.
Robin. The spirit of the robin is brave and powerful. The area in a 15-foot radius around a point that you can see grants any creature you specify (including yourself) advantage on saving throws made to resist being frightened and adds your Wis modifier to their attack rolls for the duration.
Lily. The spirit of the lily is calm and unwavering. The area in a 15-foot radius around a point that you can see grants any creature you specify (including yourself) advantage on Cha saving throws and when one of your allies that is in the aura is attacked, you can use your reaction to impose disadvantage on the roll.
Blue Jay. The spirit of the blue jay is strong and true. Choose a point that you can see. Creatures within a 15-foot radius of that point cannot tell lies for the duration, and you can choose to add your Wis modifier to any healing spell that originates from within that area.
You can use this ability once per rest.
At higher levels. At 11th level and again at 17th level, the duration and radius of your magical aura double.
Morning Fog
Starting at 10th level, you are able to harness the light fog that settles at dawn in order to hide you and others from your enemies. You can cast the fog cloud spell at will.
At higher levels. For every 2 levels above 10th, your casting of fog cloud in this way increases by 1 spell level.
Guardian of Nature
Starting at 14th level, you become a guardian of all living things. You can use your magical aura feature a number of times equal to your Wisdom modifier (minimum of 2), and you can cast the commune with nature spell at will.
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