Druid
Base Class: Druid

Druids who are apart of the Circle of Divinity have a connection to nature which has piqued the interest of a divine being of either celestial or fey origin. While the source of your true power as a druid will always come from nature, your divine patron has granted you many abilities to help guide you in your fight. Druids who are in the Circle of Divinity do not worship their divine patron, but they do revere them and will often go on quests or paths their divine patron has set before them. Maybe this is why you choose to leave your home and adventure. Or maybe not. Nevertheless, divinity is in your blood and as you grow, so too will your power and your control over nature.

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An important distinction here is that you are pledged to a divine being, a patron, not a God. Your patron can be a servant or offspring of such a deity, but never the deity itself. Why? Because this is the clear distinction between Nature Domain Clerics and Circle of Divinity Druids. Clerics are loyal to their god and are able to tap into their god’s divine powers. Their magic stems from their belief and what magic they have is influenced by their deities domain. Druids are loyal to nature, to plants and animals and earth, and this is where they draw their power from. Patrons who have an affinity with nature can bless druids with pieces and fragments of their divine power. Clerics choose who they worship and then the god must provide them with power. Patrons choose which druids/druid clans they wish bless and then the Druids must choose to tap into that power they have been instilled with.

As a Circle of Divinity Druid, you gain the following features at these levels:
 

Druid Level

Feature

2nd

Minor Blessing of Divinity, Divine Tongue, Divine Boon

6th

Divine Sight of Nature

10th

Major Blessing of Divinity, Kindred Divinity

14th

Divine Shape

Minor Blessing of Divinity

Beginning at 2nd level, your chosen patron affords you a minor blessing of their power. Your blessing is dependent upon the race of your chosen patron.

Celestial

You learn the Light cantrip. For you this cantrip uses Wisdom as your spell casting ability and does not count against the number of cantrips you know.

Fey

You learn the Minor Illusion cantrip. For you this cantrip uses Wisdom as your spell casting ability and does not count against the number of cantrips you know.

Divine Tongue

Your patron has granted you the ability to converse with those of its race. You gain the ability to read, write, and speak one language depending upon the race of your chosen patron.

Celestial

Your patron has granted you the ability to speak, read, and write the language of their kin, Celestial.

Fey

Your patron has granted you the ability to speak, read, and write the language of their kin, Sylvan.

Divine Boon

Your connection to your divine patron affords you the opportunity to plead for their assistance. Whenever you or a creature you can see within a 120ft of you casts a spell that requires a saving throw or an attack roll, you can use your reaction to silently entreat your patron by spending 1 divine boon die to temporarily increase OR decrease the DC of the save or the attack roll by the number rolled. The spell can target any number of people and does not have to target you in order to use this feature. This feature cannot persist beyond the initial casting, meaning if the affected creatures are permitted additional saves upon a failure, the DC would return to normal and you cannot spend an additional Divine Boon die to influence the DC.

You have a pool of d4’s equal to 2*your proficiency bonus. Additionally, this die increases as you gain levels in this class, as shown by the Divine Boon die table.

You regain all uses of this feature on a long rest.

 

Divine Boon Die Table

 

Druid Level

Divine Boon Die

# of uses

2nd

d4

4

5th

d6

6

9th

d8

8

13th

d10

10

17th

d12

12

Divine Sight of Nature

Your patron has granted you the ability to see nature as it was intended to be. You are aware of, and can see through any illusion or spell meant to deceive you, within 120ft, that uses nature as a component. For example, when in a cave you would be able to see any illusionary walls as just that, and even see beyond the illusion. You are immune to the Hallucinatory Terrain spell, if someone casts a Silent Image spell and they choose a man holding holding fruit, you can see that the fruit is an illusion, but not the person holding it. If someone were to use the creation spell to create plant and rock material, you can see that it is just wisps of shadows. This ability does not give insight into what the spell or source of deception is, it just allows you to see things of nature that are not of nature. 

You are also able to distinguish any plant living plant creature that is attempting to deceive you. This means creatures such as Awakened Tree, Awakened Shrub, Treant, Kelpie, Tree Blight, Assassin Vine, and so on, even if they are non-moving, you are aware that it is animated, but not of their motives or orders and so on.

Additionally, as an action, you can touch one willing creature and share your divine sight features with them. They can only receive this benefit for as long as you both maintain physical contact. If contact is broken, you must first touch, and then spend another action to start the connection anew.

 

Divine Sight is a passive ability that does not require any sort of activation beyond simple sight.

Major Blessing of Divinity

Pick one spell from either the Druid or the Cleric spell list between levels 1 and 5. This spell is now always prepared for you, but still consumes spell slots appropriate to the casting level. This spell counts as a Druid spell, if it was not already, and uses your wisdom as its spell casting ability modifier.  You can cast this spell at 5th level without expending a spell slot or material components once per long rest. You can use spells slots to cast it as normal. Once selected, this spell cannot be changed.

 

Note: Some spells from the spell lists might not be added to this feature on the builder. If you want one, create a magic item/feat that gives you access to your spell as "Always Prepared".

Absorb Elements

Absorb Elements

Aid

Aid

Animal Friendship

Animal Friendship

Animal Messenger

Animal Messenger

Animate Dead

Animate Dead

Antilife Shell

Antilife Shell

Augury

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

  • Weal, for good results
  • Woe, for bad results
  • Weal and woe, for both good and bad results
  • Nothing, for results that aren't especially good or bad


The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

Awaken

Awaken

Bane

Bane

Banishment

Banishment

Barkskin

Barkskin

Beacon of Hope

Beacon of Hope

Beast Bond

Beast Bond

Bestow Curse

Bestow Curse

Bless

Bless

Blight

Blight

Blindness/Deafness

Blindness/Deafness

Call Lightning

Call Lightning

Calm Emotions

Calm Emotions

Charm Person

Charm Person

Clairvoyance

Clairvoyance

Command

Command

Commune

Commune

Commune with Nature

Commune with Nature

Confusion

Confusion

Conjure Animals

Conjure Animals

Conjure Elemental

Conjure Elemental

Conjure Minor Elemental

Conjure Minor Elemental

Conjure Woodland Beings

Conjure Woodland Beings

Contagion

Contagion

Continual Flame

Continual Flame

Control Water

Control Water

Control Winds

Control Winds

Create Food and Water

Create Food and Water

Create or Destroy Water

Create or Destroy Water

Cure Wounds

Cure Wounds

Darkvision

Darkvision

Daylight

Daylight

Death Ward

Death Ward

Detect Evil and Good

Detect Evil and Good

Detect Magic

Detect Magic

Detect Poison and Disease

Detect Poison and Disease

Dispel Evil and Good

Dispel Evil and Good

Dispel Magic

Dispel Magic

Divination

Divination

Dominate Beast

Dominate Beast

Dust Devil

Dust Devil

Earth Tremor

Earth Tremor

Earthbind

Earthbind

Elemental Bane

Elemental Bane

Enhance Ability

Enhance Ability

Entangle

Entangle

Erupting Earth

Erupting Earth

Fearie Fire

Fearie Fire

Find Traps

Find Traps

Flame Arrows

Flame Arrows

Flame Blade

Flame Blade

Flaming Sphere

Flaming Sphere

Fog Cloud

Fog Cloud

Freedom of Movement

Freedom of Movement

Geas

Geas

Gentle Repose

Gentle Repose

Giant Insect

Giant Insect

Glyph of Warding

Glyph of Warding

Goodberry

Goodberry

Greater Restoration

Greater Restoration

Guardian of Faith

Guardian of Faith

Guiding Bolt

Guiding Bolt

Gust of Wind

Gust of Wind

Hallow

Hallow

Hallucinatory Terrain

Hallucinatory Terrain

Healing Word

Healing Word

Heat Metal

Heat Metal

Hold Person

Hold Person

Ice Knife

Ice Knife

Ice Storm

Ice Storm

Inflict Wounds

Inflict Wounds

Insect Plague

Insect Plague

Jump

Jump

Legend Lore

Legend Lore

Lesser Restoration

Lesser Restoration

Locate Animals or Plants

Locate Animals or Plants

Locate Creature

Locate Creature

Locate Object

Locate Object

Longstrider

Longstrider

Maelstrom

Maelstrom

Magic Circle

Magic Circle

Mass Cure Wounds

Mass Cure Wounds

Mass Healing Word

Mass Healing Word

Meld Into Stone

Meld Into Stone

Moonbeam

Moonbeam

Pass without Trace

Pass without Trace

Planar Binding

Planar Binding

Plant Growth

Plant Growth

Polymorph

Polymorph

Prayer of Healing

Prayer of Healing

Protection from Energy

Protection from Energy

Protection from Evil and Good

Protection from Evil and Good

Protection from Poison

Protection from Poison

Purify Food and Drink

Purify Food and Drink

Raise Dead

Raise Dead

Reincarnate

Reincarnate

Remove Curse

Remove Curse

Revivify

Revivify

Sanctuary

Sanctuary

Scrying

Scrying

Sending

Sending

Shield of Faith

Shield of Faith

Silence

Silence

Skywrite

Skywrite

Sleet Storm

Sleet Storm

Speak with Animals

Speak with Animals

Speak with Dead

Speak with Dead

Speak with Plants

Speak with Plants

Spike Growth

Spike Growth

Spirit Guardians

Spirit Guardians

Spiritual Weapon

Spiritual Weapon

Stone Shape

Stone Shape

Stoneskin

Stoneskin

Thunderwave

Thunderwave

Tidal Wave

Tidal Wave

Tongues

Tongues

Transmute Rock

Transmute Rock

Tree Stride

Tree Stride

Wall of Fire

Wall of Fire

Wall of Stone

Wall of Stone

Wall of Water

Wall of Water

Warding Bond

Warding Bond

Warding Wind

Warding Wind

Water Breathing

Water Breathing

Water Walk

Water Walk

Watery Sphere

Watery Sphere

Wind Wall

Wind Wall

Zone of Truth

Zone of Truth

Kindred Divinity

Members of your patron race recognize the spark of divinity within you. Depending upon your patron race, you gain the following benefits:

Celestial

You have advantage on Persuasion (Charisma) rolls against Celestials (not deities).

Additionally, celestials are hesitant about harming their kin in battle. Until a celestial creature manages to successfully strike you, they have disadvantage on their attack rolls against you, regardless of what buffs or other abilities they may have. Once a celestial manages to hit with a single target attack roll, they become immune to this feature for 24 hours.

Fey

You have advantage on Persuasion (Charisma) rolls against Fey.

Additionally, fey are hesitant about harming their kin in battle. Until a fey creature manages to successfully strike you, they have disadvantage on their attack rolls against you, regardless of what buffs or other abilities they may have. Once a fey manages to hit you with a single target attack roll, they become immune to this feature for 24 hours.

Divine Shape

Your connection to your divine patron has afforded you the ability to assimilate into their culture and unlocked hidden secrets. You can now spend 2 uses of your Wildshape feature to shift into a form gifted to you by your patron as an action on your turn, once per day. 

The form you shift into is dependent upon you patron’s race. Once you select this form at 14th level, it is permanent and will not change. Work with your DM to select your Divine Shape, for they have the final say (as usual). Choose wisely.

Additionally, after your Divine Wildshape ends, either as a result of dropping to 0 HP or dismissing it as a bonus action, your patrons divinity protects you, giving you temporary hitpoints equal to your Druid level. These temp HP follow the normal rules for temporary hitpoints. 

Celestial

Choose a celestial creature with a CR max of 5. Whenever you use your Divine Shape feature, this is the creature you will shift into.

Examples: Pegasus, Couatl, Battleforce Angel, Felidar, or Unicorn

Fey

Choose a fay creature with a CR max of 6. Whenever you use your Divine Shape feature, this is the creature you will shift into.

Examples: Blink Dog, Pixie, Nereid, Sea Hag, Redcap, Yeth Hound, or Annis Hag.

...

Have a nice day c:

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