Base Class: Druid
The Druids of the Circle of Dryads are female druids and guardians of the forest, they are connected to the trees in their forest and take care of them lovingly.
The mystics and wise women of the circle of the Dryads meet in sacred tree circles deep in the woods to preserve their knowledge and rites through an oral tradition and to choose their leader.
The druids are friendly and peaceful as long as you don't hurt any of their trees.
Dryad Strike
When you choose this circle at 2nd level, you learn Shillelagh cantrip.
Tree Bound
Their attachment to the trees is also their curse. The abilities of your circle allow you to use your Wild Shape action to magically assume the shape of a woodbeast or a woodplant that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
In addition, Wood Recovery and Tree Stride can only be used in a forest or in close proximity to trees.
Wood Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Circle Spells
Your mystical connection to the Wood infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells.
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.
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9th |
Tree Stride
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Starting at 6th level, you can vanish in a puff of mist in response in a Tree. As a reaction or bonusaction or action you can teleport up to 60 feet into a tree. You stay in tree until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest.
Wood Ward
When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.
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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