Druid
Base Class: Druid

Druids of the Circle of the Oracle use nature itself to look towards the future and gain further insight. Some druids are seen by others as soothsayers and go to them for guidance and answers, especially by certain wild tribes and clans. Some believe some visions they see are messages to be deciphered, possibly of dangers to come. Sometimes these messages are from the gods, sometimes from the very earth itself. From these visions and prophecies, some druids seek to either see them pass or keep them from coming to light.

Bonus Cantrip

When you choose this circle at 2nd level, you learn the True Strike cantrip as an additional druid cantrip.

Seer's Rite

Starting at 2nd level, you can meditate and commune with the wilderness around you to draw on the power of divination. Once per long rest you can cast a divination spell as a ritual, as long as it is a spell that can be cast as a ritual. If there is a material component with a cost involved in casting, the item can be worth half as much as required, nature will provide the rest.

You can also use your powers of insight to see if an object holds any particular power. You can cast Identify as a ritual once per long rest.

At 12th level these can be done twice per long rest.

Circle Spells

Your mystical connection to the land and fate infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to divination and foresight.

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

3rd

Augury, See Invisibility

5th

Clairvoyance, Counterspell

7th

Divination, Arcane Eye

9th

Commune, Legend Lore

Seer Prediction

Starting at 6th level, you catch a small glimpse of the future. When you finish a long rest roll two d20s and record the numbers you rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with a foretelling roll. You must choose to do so before the roll. At 14th level you can roll three d20s rather than two.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Oracle's Fortitude

When you reach 10th level, the constant contact with the fates and their power strengthens your mind. You are hidden from divination magic such as scrying, unless you choose to and you gain resistance to psychic damage. This also gives you a stronger awareness of what could be to come causing you to no longer be surprised.

Altered Fates

When you reach 14th level, your powers of divination grow strong enough to have an impact on fate itself. As a reaction, you are able to impose advantage or disadvantage on attack rolls, saving throws or ability checks equal on a creature you can see. You can do this a number of times equal to your wisdom modifier per long rest.

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