Base Class: Druid
Fictional Circle of the Scarlet Moon from Princes of the Apocalypse, based around fire damage and control
Blessing of Imix
Fire based spells, bestowed upon druids of this circle by the Elemental Prince of Fire himself, Imix.
Additionally, at 14th level, you submit to the will of Imix and allow him to partially take over your form. You can use both uses of Wild Shape to transform into a Fire Elemental.
Blessing of Imix
Fire Elemental Transformation
Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
Natural 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 (Circle of the Scarlet Moon)
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Land’s 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.
Elemental Ward
When you reach 10th level, you have advantage on saves against elementals.
Elemental Sanctuary
When you reach 14th level, elemental creatures sense your innate presence and become hesitant to attack you. When an elemental 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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