Base Class: Druid
Port from user/TheDungeonNovice, @dungeon_novice on twitter. Fixed.
Circle Spells
Your mystical connection to the vengeful spirit of nature infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th you are granted access to additional forces of destruction.
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 that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
Entropic Presence
Starting at 2nd level, any druid spells you cast and any attacks made in your beast form deal double damage to objects and structures.
Wake of Destruction
Starting at 2nd level, when you kill a hostile creature you gain a +1 bonus to spell damage rolls for the next minute. This damage bonus applies to one damage roll of a spell, not multiple rolls, and can accumulate to a maximum value equal to your Wisdom modifier. Each time you kill a creature and trigger this effect, the total time remaining for this bonus damage is reset to 1 minute.
Additionally, as a bonus action you can choose to forfeit any accumulated bonus damage provided by this feature, granting a portion of this destructive power to a number of creatures within 30 feet that you can see equal to your Wisdom modifier. The next time each of these creatures damage a target with a melee or spell attack before the end of their next turn, they gain a bonus to the damage roll equal to the total bonus damage you had accumulated through this feature when taking this action.
Encompassing Wrath
Starting at 6th level, whenever you cast a spell that has an area of effect, you can choose to extend the area that the spell covers by a distance equal to your Wisdom modifier x 5ft. Specifically, this ability only increases:
- The length of any cone, cube, or line
- The radius of any sphere
- The radius and height of any cylinder
- The length, width, and height of any wall
This feature can be used a number of times equal to your Wisdom modifier. You regain any expended uses when you finish a long rest.
Desolating Force
Starting at 10th level, when a creature fails a saving throw for a spell you cast that deals damage, any Hit Points they recover until the beginning of your next turn are reduced by half.
Nature's Reclamation
Starting at 14th level, as a part of a long rest you can choose to magically consume one Wondrous Item you possess that can be worn in order to reclaim its energies for nature.
Upon doing so, the Wondrous Item is destroyed, and you gain that item's effects as a permanent ability or abilities provided as part of this class feature. These abilities carry over into your beast form.
If an ability gained in this way calls for the item to be worn, then you are considered to be wearing it when you choose. You may only possess the effects of one Wondrous Item provided by this feature at a time, and if you use this class feature to consume another Wondrous Item, then the abilities provided by the previous Wondrous Item are lost forever. At any point as a part of a long rest, you can choose to relinquish the abilities provided by a consume Wondrous Item.
(Your Dungeon Master may determine that certain items cannot be consumed in this way)
Alternatively, if you do not currently possess abilities provided by a Wondrous Item consumed through this class feature, you may instead choose to acquire one of the following abilities as a part of a long rest.
Essence of the Adapted. You can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
Essence of the Journeyer. Climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
Essence of the Strider. Your walking speed increases by 5 feet, and your speed isn't reduced if you are encumbered. In addition, you can jump three times the normal distance, though you can't jump further than your remaining movement would allow.
You may possess one of these abilities at a time, and the chosen ability is relinquished if you later choose to consume a Wondrous Item for its effects as part of a long rest.
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Posted Nov 12, 2021What are the circle spells