Druid
Base Class: Druid

Empires crumble, eons pass, and even gods wither and die, but dragons remain. Mortal but eternal, the races of true dragons weather the roll of the ages because of their unsurpassed might. Few creatures can match a dragon in its full fury, whether in a combat of arms or battle of wits. Members of the circle of amber tend live along side the more nature aligned dragons, most often the like minded Amber dragons, a lesser known breed of gem dragon, whom are very much are like druids in both mind and abilities, yet still have the might of dragon kind that even makes weaker dragons not a creature one takes lightly. These druids often learn from these dragons in exchange for their service as protectors and allies of the dragon and it's forest.

Circle Spells

2nd-level Circle of Wyrm feature

You gazed at dragons with awe and aspire to share their power and majesty, by choosing a totem dragon, you partake of a true dragon’s power and take on aspects of a particular kind of dragon. grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wyrm Spells table.

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 Wyrm Spells

Dragon Totem

2nd-level Circle of Wyrm feature.

Starting at 2nd level, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates scales, claws, teeth, or bones of the totem dragon's type. At your option, you also gain minor physical attributes that are reminiscent of your totem dragon. For example, if you have an Amber dragon totem, your nails might become sharp and scythe-like in appearance, or if your totem is Green dragon, your tongue might become longer and slender forked. You also learn the draconic language if you do not already know it.

Your totem dragon resembles in some way the kind of dragon you follow, infused with a small portion of their draconic magic.

Amber

 You learn the magnify gravity spell, if you do not already know it, the hand is invisible and only works on metal, things partially made of metal, or creatures wearing or wielding metal weapons and armor, as it is reflecting the magnetism powers of an Amber dragon. You also have resistance to poison damage.

Black

You gain proficiency, if you do not already have it, in stealth and can breath both air and water. You also have advantage on saving throws against disease and are resistant to acid damage.

Green

 You gain proficiency, if you do not already have it, in deception, persuasion, and have advantage on saving throws against being poisoned, and you have resistance to poison damage.

Draconic Shaman

6th-level Circle of Wyrm feature

The bond with the draconic energy in your totem has grown to the point where your very soul now partially produces the same type of energy. Starting at 6th level, your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. 

Also as the draconic energy flows through your body, it causes physical traits of your dragon totem's type of dragon to emerge. Your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Wisdom modifier.

Draconic Spirit

10th-level Circle of Wyrm feature

You can channel the mighty powers of dragonkind to project an aura that instills fear into others.

Draconic Aura

 As a bonus action you can force each creature of your choice within 30 feet of you to make a Wisdom saving throw. A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success. this aura lasts for one minute or until you it as a bonus action.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Breath Weapon

Also as an action, you can exhale a blast of draconic energy based on your totem dragon's type

You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Amber Dragon Breath Weapon

You spray of scalding hot sap in a 15-foot cone. Each creature in that area takes 6d6 fire damage and must make a Dexterity saving throw, taking half damage on a successful save. Any creature in the area that failed its save is also paralyzed; Encased in hardened sap for 1 minute. An affected creature can make a strength save at the end of each of its following turns to attempt to escape the sticky amber shell. Another creature may spend an action attempting to help the trapped creature escape. This gives the paralyzed creature advantage the next time they roll their saving throw. The shell can also be destroyed. It has AC 10 and 15 HP. However, the creature inside the shell takes half of the damage done to it (before resistance and immunity effects are calculated). Additionally, the amber has immunity to piercing damage and resistance to bludgeoning damage.

Black Dragon Breath Weapon

You exhale acid in a 15-­foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw, taking 6d6 acid damage on a failed save, or half as much damage on a successful one.

Green Dragon Breath Weapon

You exhale a poisonous gas in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 6d6 poison damage on a failed save and become poisoned, or half as much damage on a successful one.

Draconic Form

14th-level Circle of Wyrm feature

The bond with the draconic energy of your totem and your own soul, making you a conduit for the unique blend of elemental and astral energies, allowing you to manifest it as a surge of power to grant you a mighty draconic form temporarily.

Starting at 14th level, you can as a bonus action, you can expend one use of your Wild Shape feature to take on a Draconic form, rather than assuming a beast form.

Your draconic form typically looks as though you were a half dragon of the type of dragon your totem is be it in color, features, ect..., otherwise determine your draconic form’s appearance. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, or die. While in this form you gain the following benefits in addition to those based off your dragon totem's type of dragon:

  • You sprout a pair of dragon wings from your back, and a tail to help balance you in the air if you do not already have one, gaining a flying speed equal to your current walking speed. You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.
  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You gain immunity to the damage type based off your dragon totem's type of dragon.
  • You can add your Wisdom modifier to any Strength, Dexterity, Constitution, or Charisma skill check or saving throw you make once per turn as a reaction.
  • When you make a weapon attack you can use your Wisdom modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Amber Draconic Form

You gain immunity to Poison damage.

Black Draconic form

You gain immunity to acid damage and to disease.

Green Draconic Form

You gain immunity to poison damage and the poisoned condition.

Circle Of Wyrm Image

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