Circle of Territory (5A)
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- This is a work in progress.
This is an original 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 good at keeping watch over a large area and collecting information, but less good at general adventuring.
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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.
Druid Level | Spells |
2 | Catapult, Unseen Servant |
3 | Misty Step, See Invisibility |
5 | Nathair's Mischief, Tounges |
7 | Arcane Eye, Mordenkainen's Faithful Hound |
9 | Animate Objects, Contact Other Plane |
Detect Spirits
At 2nd level, you can cast Detect Evil and Good at will. This version of the spell can detect aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, goblinoids, monstrosities, oozes, plants, and undead. That is, all creature types except beasts and humanoids.
Spirit Ward
Starting at 6th level, you can cast Magic Circle at will and without any material component, but you can only have one spirit ward running at any time. 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
Starting at 10th level, you can take shortcuts through the spirit world. This allows you to cast Misty Step at will.
Merge Worlds
At 14th level, once per day as an action, you can overcome the barrier between the spirit world and the physical world. 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 can use this on planes other than the material plane as long as those planes adjoin either the astral or ethereal plane or both. At 18th level you can use this ability three times per day. You regain all uses at the end of a long rest.