Circle of the Courts

Circle of the Courts

Druids who are members of the Circle of the courts hail from regions that have strong ties to the rulers of Feywild. The druids’ guardianship of the natural world makes for a natural alliance between them and the fey.Their magic mends wounds and brings joy to downcast hearts,and the realms they protect are gleaming,fruitful places. They can also be formidable opponents bringing forth the powers of the Winter court to freeze and slow enemies while their allies pick them off.

Blessings of the Courts

At 2nd level, you become imbued with the blessings of the Summer and Winter Court.You are a font of energy that lends relief to injured allies and icy doom to your enemies.You have a pool of fey energy represented by a number of d6’s equal to your druid level.You regain any expended dice when you finish a long rest. The dice used changes when you reach certain levels. The die becomes a d8 at 5th level, d10 at 10th level, d12 at 15th level.

Balm of the Summer Court

Whenever you cast a spell that heals an ally you may expend any number of dices equal to half your Druid level. Roll the spent dice and add them together. The target regains hit points equal to the total of the dice rolled.The target also gains 1 temporary hit point per die spent,and its speed increases by 5 feet per die spent.The speed increase lasts for 1 minute. You regain the expended dice when you finish a long rest.

Rime of the Winter Court

Whenever you cast a spell that harms an enemy you may expend any number of dice equal to half your Druid level. Roll the spent dice and add them together. The target takes damage equal to the total of the dice. You can choose either Cold or Necrotic damage. The target cannot take reactions on it’s turn.

Hearth of Fire and Shadow

At 6th level, home is wherever you set up camp.During a short or long rest, you can invoke the shadowy power of the Gloaming Court or Shining Court to ward your campsite from intruders or provide a comfortable place to rest and eat. At the start of the rest, you create an area with a 30-foot radius. Choose one effect: Within this area, a large campfire springs forth and bushes filled with edibles fruits and vegetables spring forth, you and your allies gain a +5 bonus to Wisdom(Perception) checks to detect creatures.

You may instead choose to surround your campsite in shadowy thickets. Within the area light sources(campfire,torches,and the like)is not visible outside the area.The area within is considered difficult terrain for anyone attempting to breach the perimeter and any Beast that attempts to approach are frightened away by shadows that suddenly spring forth.These effects end when the rest finishes or when you leave the area.

Hidden Paths

At 10th level,you can use the hidden, unpredictable magical pathways that some fey use to traverse space in a blink of an eye.On your turn,you can teleport up to 30 feet to a spot you can see.Each foot of this teleportation costs 1 foot of your movement.You can also use this feature to teleport someone else. As an action,you can teleport a willing ally you touch up to 30 feet to a point you can see. Once you use either option—teleporting yourself or an ally—you can’t use that option again until 1d4 rounds have passed.

Survivalist

At 13th level, you can use the bonus action granted by your Cunning Action feature to take the Dodge action.

Purifying Light

At 14th level,the favor of the Courts allows you to end spells that hamper you and your allies or bolster your enemies. When you cast a spell with a spell slot and it restores hit points to you or an ally this turn or if you deal damage to a targeted enemy, you can simultaneously target the healed/damage creature with dispel magic, using a spell slot with a level equal to the slot used to cast the healing spell. You can use this feature three times, and you regain expended uses of it when you finish a long rest. If the healing spell targets more than one creature, you can use this feature on more than one at the same time, expending one use of it per creature.

Circle of Blight

Circle of Blight

A Circle of Blight druid is a mockery of other druidic orders. They believe only in the death of all nature and life. Perhaps they were abandoned by nature or spurned by their gods, but they have turned against protecting nature and now seek its end. They leave a swath of burned and spoiled land.

Deforestation

Beginning at 2nd level, you must absorb life force from the surrounding landscape to fuel your spells. All plantlife in a 25 ft. radius per druid level ceases to absorb sustenance and withers into dry, brown husks within 24 hours. This ability can be used once per day, and you cannot cast non-cantrip spells if you have not used this ability within 24 hours.

Undead Wild Shape

Beginning at 2nd level, when you use Wild Shape to transform into an animal you instead transform into a zombie or skeleton version of that animal. Your type becomes Undead and you are immune to poison damage, the poisoned condition, the charmed condition, and exhaustion.

Darkseed

At 2nd level, you can implant a necrotic seed into a plant or plant creature, dealing one damage to it every hour. This usually kills tiny inanimate plants after one hour but can take days to kill bushes, trees, or plant creatures. You can use this ability at will.

Speak with Dead Animals

Beginning at 6th level, you can cast Speak with Dead on a dead animal. You can understand the animal’s speech. You cannot use this ability again until you finish a long rest.

Animate Dead Animal

Beginning at 6th level, you may target up to four skeletons or corpses of dead animals (or on skeletons or zombies which you wish to reassert your control of) and cast Animate Dead on them once per day.

Blight

At 10th level you are always considered to have the Blight spell prepared. When you cast the Blight spell, it deals a bonus 1d8 damage in addition to any increased damage from higher level spell slots.

Plague

Beginning at 14th level, once per long rest, you can summon a plague of your choice.

  • Plague of Vermin: You summon 3d4 swarms of bats, rats, or ravens, or 2d4 swarms of insects, rot grubs, or quippers that attack all creatures they encounter in a 1 mile radius (except for the druid). They last until destroyed.
  • Plague of Disease: You infect all creatures you designate in a 5 mile radius as if with the Contagion spell.
  • Plague of Blight: You destroy all plantlife in a 5 mile radius and all water in the area becomes foul and brackish. No plantlife can grow there ever again unless a Hallow spell is cast at the location for 7 days in a row.
  • Plague of Darkness: You cause dark, stormy clouds to block out the sun in a 10 mile radius, shrouding the area in pitch darkness for 7 days.

Circle of the Green

Circle of the Green

Knights of the Green are called upon by the Parliament of Trees to bring balance to the primary forces of life in the world: The Green and The Red. All that is Green represents the slow moving, but utterly ruthless life of plants and vegetation. The Red represents animal creatures of all kind. It is the purpose of the chosen druids of the Circle of the Green to battle the Red and bring restraint to the Green, so that life everywhere may continue.

Circle Spells

Beginning when you select this circle at 2nd level, 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 with the Green.

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.

 

Druid Level Spells
3rd entangle, goodberry
5th protection from poison, spike growth
7th plant growth, speak with plants
9th grasping vine

Green Form

At 2nd level, your body is has been enveloped by a thick mass of leaves and vines, an embodiment of the Green, that moves with you as a second skin. Your Armor Class while unarmored is equal to 10 + your Dexterity modifier + your Wisdom modifier. Additionally, you have advantage on Dexterity (Stealth) checks made to hide among vegetation of any sort.

Green Empathy

Starting at 6th level, you know any language necessary to communicate with plant creatures, and have advantage on Persuasion checks with them.

Green Magic

At 10th level, when you cast a spell granted to you by your Circle Spells, you may cast it as a bonus action. After using this ability, you must complete a short or long rest before using it again.

Guardian Form

Beginning at 14th level, you can Wild Shape into a treant for 1 minute. After using this ability, you must complete a long rest before using it again.

Circle of the Scale

Circle of the Scale

The green dragon curled his serpentine bulk around the grove. He had grown vastly since the halfling had seen him last, and for a moment she was filled with trepidation before she recited the tenants of the green dragons in her head once more. For all this dragon’s posturing, for all its evil acts, for all its gloating, it was nothing more than a lizard with wings, and she would soon present it with a mockery of its own face.

The Circle of the Scale attracts those who have been impacted by dragons, primarily those who wish to use their great and terrible power against them in revenge, but also by scholars and prophets fascinated by their history. Druids of this circle are particularly concerned with the impacts of the magical dragons upon the natural world.

Draconic Wild Shape

The rites of your circle grant you the ability to transform into dragons as well as beasts. Starting at 2nd level, you can use your Wild Shape to transform into a dragon with a challenge rating as high as l. You cannot turn into a faerie dragon. You ignore the Beast Shapes table when transforming into a dragon. Otherwise, the regular Wild Shape limitations are in place, such as the lack of Legendary Actions and Lair Actions.

Your dragon shape differs from ordinary dragons in two ways: your fly speed is halved, and your breath weapon recharges on a short or long rest, carrying over between dragon forms.

Starting at 6th level, you can transform into a dragon with a challenge rating as high as your druid level divided by 3, rounded down.

Draconic

Starting at 3rd level, you know Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Favoured Form

Starting at 6th level, while in dragon form, you are immune to any outside spell or effect that would alter your form.

Scale Stalker

Beginning at 6th level, from your time spent in the shape of dragons, you have significant experience studying, tracking, hunting, and even talking to them. You have advantage on Wisdom (Survival) checks to track dragons, as well as on Intelligence checks to recall information about them.

Ways of the Wyrm

Beginning at 10th level, having acclimated yourself to the ways of the dragons, you add double your proficiency bonus to ability checks made to identify dragons, recall draconic history, or converse with dragons, instead of whatever bonus you would normally add to the ability check.

Legendary Wings

Starting at 10th level, your fly speed is no longer halved while in dragon form.

Half-Dragon Shape

Starting at 14th level, you are blessed with the power to instill the ways of the dragons upon others. As an action, you can touch a willing humanoid and transform into a half-dragon for 1 hour, referring to the template on page 180 of the Monster Manual You must concentrate on this ability as you would a spell You may use this ability twice, regaining all expended uses upon the completion of a long rest. Any future children you conceive have a 30% chance of being born as a half-dragon.

Legendary Flame

Beginning at 14th level, while in dragon form, at the beginning of your turn, roll 1d6. On a roll of 5 or 6, all expended uses of your breath weapon are replenished.

Circle of Life

Circle of Life

The reclusive guardians of the deepest forests the Circle of Life Druids are responsible for maintaining the balance of life in the world. Focusing on the maintenance of life, they nevertheless understand the need for death to maintain order in the world.

Bonus Cantrip

When you choose this circle at 2nd level, you add Spare the Dying to your list of known cantrips.

Natural Balance

Starting at 2nd level, once per day, you can use your Mastery of Nature to heal the badly injured. As an action, restore a number of hit points equal to five times your Druid level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct. You must complete a long rest before you can use this feature again.

Circle Spells

Your mystical connection to the circle of life infuses you with the ability to cast certain spells. At 3rd, 5th, 7th and 9th level you gain access to circle spells. Once you gain access to a circle spell, you always have it prepared, and it does not 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.

 

Druid Level Spells
3rd Aid, Lesser restoration
5th Beacon of Hope, Revivify
7th Aura of Life, Death Ward
9th Greater Restoration, Circle of Power

Spirit of Life

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other then you, you regain hit points equal ti 2 + the spell’s level.

Form of Ehlonna

At 10th level, you can expend two uses of wild shape at the same time to transform into a personification of the Goddess of the forest, Ehlonna. You become a large glowing white Unicorn, with a flowing white mane and tufts of hair at your feet. While in this form you have advantage on all Charisma checks, gain speed equal to half-again your walking speed, and resistance to necrotic damage. While in this form you cannot attack using any physical means and you can only spells that do not inflict hit point damage. Any spells you cast that restore hit points to a creature gain a bonus to the amount healed equal to your Wisdom modifier. If you attempt to attack using physical means or cast a spell that deals hit point damage, you revert to your natural form.

Gift of Life

Starting at 14th level, whenever you cast Revivify it’s range changes to 30 feet and you can target up to two creatures at once, and when you cast Reincarnation you can choose which race the new body comes from. In addition, you can cast Resurrection once per day without expending a spell slot but you must still provide the material components for the spell. You must complete a long rest before you can use this feature again.