Difference between revisions of "Circle of Territory (5A)"

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This is an original [[Druid (5A)|Druid]] circle for [[5A]].
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This is a [[Druid (5A)|Druid]] circle for [[5A]].
  
 
:''“Seek out the Brown wizard in the great wood, tell him of our need,” whispered the elf king.
 
:''“Seek out the Brown wizard in the great wood, tell him of our need,” whispered the elf king.
Line 17: Line 17:
 
obscure.
 
obscure.
  
This druid circle is good at keeping watch over a large area and collecting information, but less good at general adventuring.
+
This druid circle is very good at keeping watch over a large area and collecting information, less good at general adventuring.
  
XXX
+
''Source: En5ider 9.
  
 
== Subclass Features ==
 
== Subclass Features ==
Line 28: Line 28:
  
 
{| class="wikitable"
 
{| class="wikitable"
|+'''Wildfire Spells'''
+
|+'''Birds and Beasts Spells'''
 
|| '''Druid Level''' ||valign="bottom" | '''Spells'''
 
|| '''Druid Level''' ||valign="bottom" | '''Spells'''
 
|-
 
|-
| valign=top align=center | 2 || [http://dnd5e.wikidot.com/spell:catapult Catapult], [http://dnd5e.wikidot.com/spell:unseen-servant Unseen Servant]
+
| valign=top align=center | 2 || [http://dnd5e.wikidot.com/spell:animal-friendship Animal Friendship], [http://dnd5e.wikidot.com/spell:beast-bond Beast Bond]
 
|-
 
|-
| valign=top align=center | 3 ||valign="top"| [http://dnd5e.wikidot.com/spell:misty-step Misty Step], [http://dnd5e.wikidot.com/spell:see-invisibility See Invisibility]
+
| valign=top align=center | 3 ||valign="top"| [http://dnd5e.wikidot.com/spell:beast-sense beast Sense], [http://dnd5e.wikidot.com/spell:summon-beast Summon Beast]
 
|-
 
|-
| valign=top align=center | 5 ||valign="top"| [http://dnd5e.wikidot.com/spell:nathairs-mischief Nathair's Mischief], [http://dnd5e.wikidot.com/spell:tongues Tounges]
+
| valign=top align=center | 5 ||valign="top"| [http://dnd5e.wikidot.com/spell:clairvoyance Clairvoyance], [http://dnd5e.wikidot.com/spell:summon-beast Fly]
 
|-
 
|-
| valign=top align=center | 7 ||valign="top"| [http://dnd5e.wikidot.com/spell:arcane-eye Arcane Eye], [http://dnd5e.wikidot.com/spell:mordenkainens-faithful-hound Mordenkainen's Faithful Hound]
+
| valign=top align=center | 7 ||valign="top"| [http://dnd5e.wikidot.com/spell:charm-monster Charm Monster], [http://dnd5e.wikidot.com/spell:guardian-of-nature Guardian of Nature]
 
|-
 
|-
| valign=top align=center | 9 ||valign="top"| [http://dnd5e.wikidot.com/spell:animate-objects Animate Objects], [http://dnd5e.wikidot.com/spell:contact-other-plane Contact Other Plane]
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| valign=top align=center | 9 ||valign="top"| [http://dnd5e.wikidot.com/spell:hold-monster Hold Monster], [http://dnd5e.wikidot.com/spell:insect-plague Insect Plague] (summons small birds).
 
|-
 
|-
 
|}
 
|}
  
=== Detect Spirits ===
+
=== Local Companion ===
At 2nd level, you can cast [http://dnd5e.wikidot.com/spell:detect-evil-and-good Detect Evil and Good] at will. This version of the spell can detect
+
At 2nd level, you gain the ability to call an animal
aberrations,
+
companion. You conduct a ritual which takes 1 hour,
celestials,
+
at the end of which time a beast creeps cautiously into
constructs,
+
your presence. The beast must exist in your current
dragons,
+
environment, and will stay with you for a number of
elementals,
+
days equal to your druid level. The beast will have
fey,
+
knowledge of local landmarks and flora and fauna,
fiends,
+
which it is able to communicate telepathically to
giants,
+
you. However, its descriptions will reflect its animal
goblinoids,
+
intelligence. At the end of the duration or when you dismiss it as an action, the animal
monstrosities,
+
leaves and you can call a replacement.
oozes,
 
plants, and
 
undead.
 
That is, all creature types except beasts and humanoids.
 
  
=== Spirit Ward ===
+
=== Tiny Messenger ===
Starting at 6th level, you can cast [http://dnd5e.wikidot.com/spell:magic-circle Magic Circle] at will and without any material component, but you can only have one spirit ward running at any time.
+
From 2nd level onwards, you can call upon a tiny bird, insect, or animal to convey a message. This effect is similar to the Animal Messenger spell with the following differences: The duration of the effect, and therefore the distance which the messenger can travel, increases by a day per druid level. No spell slot is expended and you can use this ability at will.
If you create a new magic circle with spirit ward while a previous circle is still in effect, the old circle ends.
 
This variant of the spell protects only against a single type of creatures named when the spell is cast, such as skeletons or deva angels.
 
You can choose this creature from the following types of creatures:
 
aberrations,
 
celestials,
 
constructs,
 
dragons,
 
elementals,
 
fey,
 
fiends,
 
giants,
 
goblinoids,
 
monstrosities,
 
oozes,
 
plants, and
 
undead.  
 
That is, all creature types except beasts and humanoids.
 
  
=== Spirit Stride ===
+
=== Agents of the Wild ===
Starting at 10th level, you can take shortcuts through the spirit world. This allows you to cast [http://dnd5e.wikidot.com/spell:misty-step Misty Step] at will.
+
At 6th level, you are able to use nearby beasts as spies. You can telepathically speak with all beasts within a radius of 1 mile per druid level. The creatures report the presence of anything unusual, such as humanoids or monsters that are not beasts. They will give an impression of direction, size and numbers, although they will not distinguish between friend and foe, or give more than a general description. (Typical descriptive examples would be “a large group of angry men,” “elves traveling swiftly,” or “a black dragon”).
  
=== Merge Worlds ===
+
=== Mind of Bird and Beast ===
At 14th level, once per day as an action, you can overcome the barrier between the spirit world and the physical world.  
+
At 10th level, you can assume full control of the mind of a beast. You enter a trance, during which your skin grows cold and you appear to be sleeping. While in this state, you cannot take actions, but you may instantly dominate the mind of a beast with an intelligence score of 3 or less and a challenge rating no greater than your level within a range of 5 miles per druid level.
When you use this ability, for one minute, creatures within 30 feet of you cannot benefit from invisibility, and creatures on the material plane, astral plane, and ethereal plane can interact with each other as if they were on the same plane.
+
You cannot pick a specific creature and need not even know a creature is available. Just specify a simple condition such as "the elk closest to Brown Hill" or "The most powerful beast within 1 mile". If no beast fulfills the condition the power fails.
You can use this on planes other than the material plane as long as those planes adjoin either the astral or ethereal plane or both.
+
You assume control of the creature and are able to use all of its senses and special traits. This domination effect lasts while you spend an action each round to maintain your trance or until the creature dies, after which you exit your trance.
At 18th level you can use this ability three times per day.
+
 
You regain all uses at the end of a long rest.
+
=== Call the Beasts ===
 +
Starting at 14th level, you can use your action to call beasts to aid you. The beasts magically arrive and act as allies to your party, attacking the nearest enemies without need for direction from you. You can summon creatures with a total challenge rating equal to twice your level, with no creature having a challenge of more than half your level. You and your allies may use these creatures as mounts as long as they are at least one size category smaller than their mount. A beast summoned using this feature can carry up to two creatures at least one size category smaller than it. The summoned beasts disappear when unconscious or when you stop concentrating, as concentrating on a spell. You cannot use this power again until you complete a long rest.

Revision as of 23:27, 1 June 2022

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Starfox's 5th Edition Fan Page

This is a Druid circle for 5A.

“Seek out the Brown wizard in the great wood, tell him of our need,” whispered the elf king.
“But sire, how will I find him?” Illuvian tentatively responded.
The king waved his hand dismissively. “He will find you; all the woodland creatures are his eyes and ears.

Druids in the Circle of Birds and Beasts possess a deep understanding of natural creatures. They can use their powers to expand their knowledge of the world and to send messages. The creatures of the woods, the forests, the jungles, the coasts, and the deserts are their friends, allies, and spies. The Circle itself acts as a vast network of linked human and animal minds, but its thoughts are unknown to civilization and its members often secretive and obscure.

This druid circle is very good at keeping watch over a large area and collecting information, less good at general adventuring.

Source: En5ider 9.

Subclass Features

Circle Spells

When you join this circle at 2nd level, you learn spells from the spirits others fail to recognize. These spells become druid spells to you, but must be prepared like any other druid spell.

Birds and Beasts Spells
Druid Level Spells
2 Animal Friendship, Beast Bond
3 beast Sense, Summon Beast
5 Clairvoyance, Fly
7 Charm Monster, Guardian of Nature
9 Hold Monster, Insect Plague (summons small birds).

Local Companion

At 2nd level, you gain the ability to call an animal companion. You conduct a ritual which takes 1 hour, at the end of which time a beast creeps cautiously into your presence. The beast must exist in your current environment, and will stay with you for a number of days equal to your druid level. The beast will have knowledge of local landmarks and flora and fauna, which it is able to communicate telepathically to you. However, its descriptions will reflect its animal intelligence. At the end of the duration or when you dismiss it as an action, the animal leaves and you can call a replacement.

Tiny Messenger

From 2nd level onwards, you can call upon a tiny bird, insect, or animal to convey a message. This effect is similar to the Animal Messenger spell with the following differences: The duration of the effect, and therefore the distance which the messenger can travel, increases by a day per druid level. No spell slot is expended and you can use this ability at will.

Agents of the Wild

At 6th level, you are able to use nearby beasts as spies. You can telepathically speak with all beasts within a radius of 1 mile per druid level. The creatures report the presence of anything unusual, such as humanoids or monsters that are not beasts. They will give an impression of direction, size and numbers, although they will not distinguish between friend and foe, or give more than a general description. (Typical descriptive examples would be “a large group of angry men,” “elves traveling swiftly,” or “a black dragon”).

Mind of Bird and Beast

At 10th level, you can assume full control of the mind of a beast. You enter a trance, during which your skin grows cold and you appear to be sleeping. While in this state, you cannot take actions, but you may instantly dominate the mind of a beast with an intelligence score of 3 or less and a challenge rating no greater than your level within a range of 5 miles per druid level. You cannot pick a specific creature and need not even know a creature is available. Just specify a simple condition such as "the elk closest to Brown Hill" or "The most powerful beast within 1 mile". If no beast fulfills the condition the power fails. You assume control of the creature and are able to use all of its senses and special traits. This domination effect lasts while you spend an action each round to maintain your trance or until the creature dies, after which you exit your trance.

Call the Beasts

Starting at 14th level, you can use your action to call beasts to aid you. The beasts magically arrive and act as allies to your party, attacking the nearest enemies without need for direction from you. You can summon creatures with a total challenge rating equal to twice your level, with no creature having a challenge of more than half your level. You and your allies may use these creatures as mounts as long as they are at least one size category smaller than their mount. A beast summoned using this feature can carry up to two creatures at least one size category smaller than it. The summoned beasts disappear when unconscious or when you stop concentrating, as concentrating on a spell. You cannot use this power again until you complete a long rest.