Druid
Base Class: Druid

The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of embers to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.

 

Burning Connection

When you choose this circle at 2nd level you may pick one feature, with more options available at levels 3 and 5:

Burning Soul

Your connection with the Plane of Fire fills your soul with righteous fire, pushing out the cold. You gain resistance to cold damage.

Create Fuel

Once per short rest, you may commune with nature, forcing the ground to conjure up to 5 lbs of coal or 10 lbs of dry firewood

Fire Brand

At 5th level, your connection to the Plane of Fire grows, and your connection to nature shifts. Once per 2 weeks, you may brand a medium beast within 5 ft of you with a glowing mark of a volcanic druid (a triangle with a line coming from the top), dealing 1d6 fire damage to it, but binding it to your service for a week. No matter what languages it knew previously, it learns all languages you know and will accept any order given by you. The beast still requires food, water, and air to survive, if it needed them in the first place.

After the week is up or the beast reaches 0 HP, the mark's glow fades, and the beast regains full HP and is no longer in your service. It knows you controlled it and remembers everything you had it do.

Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with the Plane of Fire. 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

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you are most comfortable.

Once you gain access to a circle spell, 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.

Volcano
Druid Level Spells

3rd

produce flame, spider climb, burning hands

5th

flame strike, meld into stone

7th

delayed blast fireball, fire shield

9th

meteor swarm, wall of stone

Flame Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical fire without being slowed and without taking damage.

In addition, you have advantage on saving throws against fire that is magically created or modified.

Igneous Boon

When you reach 10th level, you can choose between 3 options:

Create Fuel Elemental

Your connection to the Plane of Fire allows you to summon a strange elemental favored among fire wizards once per long rest. For one hour, a Fuel Elemental fights alongside you. The elemental fights of its own accord, but will attempt to protect you if it can.

After 1 hour or if the Fuel Elemental reaches 0 HP, it returns to the Plane of Fire.

Infernal Blessing

You learn to use your connection to the Plane of Fire to ask Kossuth, Lord of Flames, for a blessing. Once per long rest, you may brand a creature with the mark of Kossuth, dealing 1d4 fire damage, but giving them +2 AC and +1d8 fire damage to all attacks for three rounds.

If this creature was previously marked with Fire Brand, Fire Brand resets, and they gain 1/4 their HP along with Infernal Blessing's effects.

Scorching Ward

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to fire

Burning Resolve

When you reach 14th level, creatures of the natural world sense your connection to flames and become hesitant to attack you. When a beast, plant creature, or fire elemental 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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