Druid
Base Class: Druid

Members of this Druidic Circle may not be as much of a warrior as their Oath of the Ancients Paladin cousins, though many travel together and see eachother as kindred spirits. However, the Green Knights are more than capable of rushing into battle alongside them, and wield their superior spellcasting in tandem with martial prowess in order to defend the land from defilers. 

These Druids may have a complex relationship with other Circles. As many Circles are strictly defenders of the land, Green Knights know that sometimes you must be willing to take the fight to your enemies. Some see them as ultimately, albeit unfortunately, a necessity. While others may be the proverbial shield, they are the sword. 

Capable of drawing on their divine magic for strength, they are granted the ability to empower themselves with additional spells and martial prowess to aid them in battle.

Circle Spells

Once you gain access to one of these spells, 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.

Circle of Spores Spells

Druid Level

Spells

3rd

spiritual weapon, ray of enfeeblement

5th

lightning bolt, spirit guardians

7th

fire shield, stoneskin

9th

flame strike, hold monster

Training for War

When you join this circle at second level, you gain proficiency with one type of one-handed melee weapon of your choice.

You also gain proficiency in the Perception skill if you don’t already have it.

Emerald Calling

At 2nd level, you gain the ability to channel energy through your body, empowering you like a warrior primed for battle.

When you use your Wild Shape feature, you can awaken that energy, rather than transform. This is known as the Emerald Calling.

Starting at 2nd level, you can invoke Emerald Calling, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Emerald Calling, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Emerald Calling at any time you choose (no action required).

While your Emerald Calling is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Wisdom modifier (minimum of +1).
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Wisdom modifier (minimum of +1).

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Emerald Aegis

Beginning at 10th level, you can direct your magic to absorb damage while your Emerald Calling is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot’s level.

Calling of the Victorious

Starting at 14th level, you deal additional damage equal to your Wisdom modifier (minimum of +1) to the damage of your melee weapon attacks while your Emerald Calling is active.

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