Druid
Base Class: Druid

The natural world is filled with many different types of plants, and the ingestion of many of them have varied effects. Some nourish you, others may heal you, while others may cultivate specific plants to commune with nature, expand their consciousness or enhanced their abilities. 

Druids of this circle are looked down upon as peddlers and users of illegal substances. However,  their use and creation of these "herbs", as they call them, give them a spiritual and magical awakening, expanding their consciousness to be better in tune with the natural world. 

Features

  • 2nd level- Druid spells
  • 3rd level- Bonus Proficiency 
  • 6th level- What a long strange trip
  • 10th level- The Highs are High, but the lows are low.
  • 14th level- High Tolerance, He always had some mighty fine wine

Druid Spells

Starting at 2nd level, you learn an additional spell when you reach certain levels in this class, as shown in the Entheogen  Druid Spells table. The spell counts as a Druid spell for you, but it doesn’t count against the number of ranger spells you know. Furthermore, the material components required by the spell have been replace carefully cultured herbs and plants. 

Spell List

  • Cantrip- Poison Spray, Druidcraft
  • 1st level- Goodberry
  • 2nd level- Enhance Ability or Protection from Poison
  • 3rd level- Haste
  • 4th level- Confusion 
  • 5th level- Commune with Nature
  • 6th level- True Seeing
  • 8th level- Mindblank
  • 9th level- Foresight

 

 

Bonus Proficiency

Starting at 3rd level, you gain proficiency in nature and gain expertise in using herbalism kits.

What a Long Strange Trip

Beginning at 6th level, during a short rest you can ingest one of your herbs to enter a trance-like state in order to do one of the following: 

  • Increase you healing by doubling your number rolled on your hit die.
  • Expand your concesness for the next 1d4+ 1 hours, gaining a temporary +5 to you inititive for the first hour, 4 to the next and soforth down to +1, and you cannot be surprised. However, at the end of the 1d4+1 hours, you will suffer 1 point of exhaustion. 
  • Become hyper-focused for the next hour after the short rest ends. During the hour you have advantage on Perception, Investigation and Insight Checks, but disadvantage on DEX based skill checks and dating throws. 

After you use this ability, you can’t use it again until you finish a long rest.

The Highs are high, but the lows are low

Beginning at 10th level you can use your Druidcraft to create 2 different specialized herbs off the table below.  Roll a d10+ 2 to determine the quanity of the herbs crafted. You may store the herbs, but they  lose their potency if they have not been consumed within 24 hours. After you use this ability, you can’t use it again until you finish a long rest.

These crafted herbs have benefits and side-effects. Those who ingest some of  these herbs will gain the benefits,  must succeed a CON save and/or gain the side-effects as well. Others have side effects that cannot be avoided.  You can craft the following:

  • Sutara Leaves: When applied to the tongue, for one hour, the user can speak any language they desire , however if they fail a dc13 CON save, for the duration they will only speak in absolute gibberish.  
  • Kana Dust: a powder blended from a medical herb and crystalline magic. Gives mages a power boost for their spells. However, side effects increase risk of magic going wild. Reroll 1s on magic damage. Also roll 2d20. Of either are a 1-2 roll on wild magic.
  • Reverie Sticks: Thin, hollow sticks similar to those used for incense. When burned, the smoke causes non-hostile creatures to enter a relaxed, dreamlike state.  DM will determine what they experience in that state. Reverie sticks can also be snapped in half under one’s nose; a sharp inhale of its contents delivers a powerful rush of euphoria. The user has advantage on checks to resist fear and disadvantage on checks to resist being charmed for 1d4 hours. At the end of the of the time, the user, will experience 1 point of exhaustion. 
  • Watchroot: A simple, unprocessed root commonly used by goblins. You can chew over 3 hours, during which you gain advantage on perception checks, initiative checks, and can’t be surprised. The user must pass a dc13 CON save after the second time using watchroot or they become addicted. The juices stain the teeth and lips blood red with repeated use.
  • Sharpsugar:  Removes one level of exhaustion, gives advantage on perception checks, and adds 5 to your movement speed for 1d4 hours.  The user must pass a dc13 CON save or becomes jittery. On a fail, attacks  and DEX based check or saves made during the duration will be at disadvantage. 
  • Goji Leaves: Originally created as a weapon of war, Goji Leaves (when taken in just about any form) give you resistance to bludgeoning, piercing, and slashing damage, advantage on all strength checks and saving throws, and rage damage equal to a barbarian of your level. User doesn’t become angry though, instead becoming far more confident than they could have ever been without it, nearly crossing the line into cocky. The effects last for 1d4 hours. After the effects end you become vulnerable to bludgeoning, piercing, and slashing damage for 1d4 hours.

 

 

High Tolerance

Beginning at 14 level, your repeated use of your specialized herbs have given you resistance to the side effects. You now have advantage when rolling CON saves when you consume these herbs. You also have gained immunity to poison. 

He Always Had Some Mighty Fine Wine

At 14th level, you can cast Good Berry as a ritual spell. Roll a 3d12 to determine how many dozen will grow. You can use you herbalism kit to create Good Berry Juice. You need 10 minutes and 6 dozen Good Berrys to create 1 vial of Good Berry juice. After 24 hours of fermentation,  the Juice will become Good Berry Wine. This wine has the same ability as a potion of superior healing. The wine also provides enough nourishment to sustain a creature for 1d4 + CON modifier days.

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