Druid
Base Class: Druid

After finding out the Medicinal and usage of herbs when smoked, these Druids use Ritual Pipes to connect with each other from far distances or during gatherings between multiple Smoke Casters. Due to the use of Smoke, these casters wield power of Fire among other things along with their Plant Magic and creations.

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 concentrating and smoking your Ritual Pipe. 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

Further into your training and ritualistic meditation with your Herbal Smoke and Pipe usage, you gain the usage of the Ritual Smokes Circle. Giving the wielder access to spells specific to the Circle.

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.

Ritual Smoke
Druid Level Spells

3rd

color spray, darkness

5th

fireball, gaseous form

7th

prismatic spray, cloudkill

9th

dream, incendiary cloud 

 

Fog Walk

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.

Herbal Minded

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

Aura of Mind Shifting Smell

When you reach 14th level, creatures of the natural world sense your connection to nature through the smell of your ritual plants and become hesitant to attack you. When a beast or plant 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.