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Druid - Circle of The Roots PDF

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Your AC is 10 + your Constitution modifier + your Wisdom

Druid Subclass modifier. You cannot benefit from the AC of armor or


shields while in this form.
Circle of Roots [v1.2] You gain temporary hit points equal to your Wisdom
While many druids have a kinshape with the deep woods of modifier + twice your Druid level when you transform into
nature, a Circle of the Roots druid has a connection that can tree form. When the form ends, you lose any temporary
go much deeper, where some may wonder where the will of hit points you have from it.
the primordial woods ends and the will of the druid starts. Any speed you have becomes 15 feet, unless the speed
Legends say that the first of these druids were woads who was lower. If you don't move during your turn, you have
took human form, rather than humans that took woad form, advantage on Ability Checks and Saving Throws against
but such things are lost to legend. effects that would move you or knock you prone.
Frequently, regardless of the nature of their connection,
these druids will feel most comfortable deep in nature, and You choose whether your equipment falls to the ground in
place great value in its unspoiled form, sharing a world view your space, merges into your new form, or is worn by it. Worn
more in common with dyrads and treants than other equipment functions as normal, but the GM decides whether
mortals... perhaps they were even raised by such creatures, it is practical for the new form to wear a piece of equipment.
leading them to this path. Your equipment doesn't change to match the new form, and
Members of this Circle stray toward what many would any equipment that the new form can't wear must either fall
consider Neutral, not commonly becoming embroiled by to the ground or merge with it. Equipment that merges with
mortal causes except where they overlap with their own the form has no effect until you leave the form. You can cast
concerns. spells as normal while in this form.
Circle of the Thickets Features
Druid Level Feature Note: Vulnerable Limbs!
2nd Tree Form As per Sage Jeremy, a creature you are grappling
can attack you regardless if you are in its normal
6th Extra Attack attack range by attacking the limb grappling you.
Source
10th Ancient Fortitude
14th Guardian's Grasp
Extra Attack
Circle Spells Starting at 6th level, you can attack twice, instead of once,
At 2nd level, you learn the shillelagh cantrip. At 3rd, 5th, 7th, whenever you take the Attack action on your turn.
and 9th level you gain access to the spells listed for that level
in the Circle of the Thickets Spells table. Once you gain Ancient Fortitude
access to a circle spell, you always have it prepared, and it Beginning at 10th level, you gain the endurance of the of the
doesn't count against the number of spells you can prepare ancient forests. While in Woad shape, if you have no
each day. temporary hit points at the start of your turn, you gain
temporary hit points equal to your Wisdom modifier.
Druid Level Circle Spells Additionally, if you have any temporary hit points when you
2nd bramble binding, grasping rootsK take damage that forces you to make a Constitution saving
3rd barkskin, sprout treeK
throw to maintain Concentration on a spell, you can make the
check with advantage (regardless if the damage exceeds your
5th bramble barrierK, plant growth temporary hit points or not).
7th grasping vine, guardian of nature
Crushing Grasp
9th tree stride, wrath of nature Starting at 14th level, any creature grappled or restrained by
you (by a grapple or a spell such as entangle) takes 2d6
Tree Shape bludgeoning damage at the start of their turn as your grasp
When you choose this circle at 2nd level, you gain an crushes it.
alternate use for Wild Shape. As a bonus action, you assume
a treelike form, covered in leaves and bark, which lasts up to
one hour, or until you end it as a bonus action or until you are
incapacitated.
You gain the following properties when you transform:
You can make yourself Large sized. If you do so, reach
becomes 10 feet.
You can make a Wisdom (Athletics) check to initiate,
maintain, or contest a grapple, and have a number of
grappling appendages (in the form of grasping roots or
branches) equal to your Wisdom modifier.
Each appendage serves as a natural weapon under the
effect of shillelagh. While in this form, you can cast
shillelagh on any weapon you are carrying.
1
Kibbles' Compendium
Circle of the Woad Quirks
The following are some optional quirks for a player of this
Circle to choose from - these can be either preexisting,
signaling their fated path toward this Circle, or appear after
the first time they've assumed Woad shape.
d6 Quirk
You have a strong dislike of fire, and tend to put fires
1 out when possible
Parts of skin resembles bark, even while in human
2 form.
3 You find other mortals to always be in a terrible hurry.
You can taste 14 flavors of sunlight. Most of them are
4 delicious.
Your hair is leaf green. On a bad hair day, you can't get
5 the leaves out of your hair.
You tend to simply say your own name as means of
6 communication.

Change Log
v1.1
Added Circle Spells - all of them are on the Druid list, but
adds some flavor and gives you access to some thematic
spells prepared.
Ancient Fortitude revised, no longer effects maximum
health.
Guardian's Grasp damage increased to 2d6 damage.
Spell and grammar fixes, spell list fixes (previously it gave
1st level spells at 3rd and 2nd at 5th, now it properly gives
2nd at 3rd and 3rd at 5th.)
v1.2
Gains additional temporary hit points equal to their
Wisdom modifier, to make it better at early levels. It still
doesn't match moon druid, but gives them a solid buffer to
make it slightly more comparable (especially given
typically higher AC).
Added new plant spells to the list.
Changed Names.
Formula changed from 10 + dex + con to 10 + con + wis. I
used to avoid removing dex from AC, but hey, they are
tree.
Can no longer benefit from a shield in tree form. Still will
be a total increase in AC as Wisdom scales.
Simplified how your natural weapon works.

Kibbles' Compendium

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