Difference between revisions of "Circle of the Community (5A)"

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=== Allied Ground ===
 
=== Allied Ground ===
 
Starting at 6th level, when you cast a spell that affects and area, you can protect allies from the spell's effect. Allies automatically succeed on saving throws against the effects of your spells, and ignore any difficult ground the spell creates.
 
Starting at 6th level, when you cast a spell that affects and area, you can protect allies from the spell's effect. Allies automatically succeed on saving throws against the effects of your spells, and ignore any difficult ground the spell creates.
 +
You can use this ability a number of times equal to your Proficiency Bonus, regaining all uses when you finish a long rest.
  
 
=== Community Champion ===
 
=== Community Champion ===
 
At 10th level your spells with a range of self gain a range of touch. Once the spell is cast, it continues to work as long as the target stays within 100 feet of you. Read "you" in spell descriptions as "the target".  
 
At 10th level your spells with a range of self gain a range of touch. Once the spell is cast, it continues to work as long as the target stays within 100 feet of you. Read "you" in spell descriptions as "the target".  
 
If the spell requires concentration, it is still you that need to maintain concentration, not the target.
 
If the spell requires concentration, it is still you that need to maintain concentration, not the target.
 +
You can use this ability a number of times equal to your Proficiency Bonus, regaining all uses when you finish a long rest.
  
 
=== Natural Community ===
 
=== Natural Community ===

Revision as of 00:16, 8 November 2022

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This is a Druid circle for 5A.

Source: Original.

Not all druids are recluses living in the wilderness. Many druids live among humanoids, usually in small villages, tending to the needs of the community much as a cleric does.

Greyhawk Community druid represent the old faith and are the most well known and commonly seen druids. Many villages have druids tending to the flock along with maintaining the division between the civilized and wild, humanoids and monsters.

Subclass Features

Circle of the Community Spells

When you choose this circle at 2nd level, your link to the community gives you the ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to spells connected to community and social life.

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.

Circle of the Community Spells

Druid Level Spells
2 Ceremony, Sanctuary
3 Calm Emotions, Zone of Truth
5 Beacon of Hope, Tounges
7 Banishment, Death Ward
9 Dispel Evil and Good, Hallow

Community Speaker

Also at 2nd level, you learn the Insight and Persuasion skills. For each of these skills you already know, you can choose another skill to learn instead.

Allied Ground

Starting at 6th level, when you cast a spell that affects and area, you can protect allies from the spell's effect. Allies automatically succeed on saving throws against the effects of your spells, and ignore any difficult ground the spell creates. You can use this ability a number of times equal to your Proficiency Bonus, regaining all uses when you finish a long rest.

Community Champion

At 10th level your spells with a range of self gain a range of touch. Once the spell is cast, it continues to work as long as the target stays within 100 feet of you. Read "you" in spell descriptions as "the target". If the spell requires concentration, it is still you that need to maintain concentration, not the target. You can use this ability a number of times equal to your Proficiency Bonus, regaining all uses when you finish a long rest.

Natural Community

Beginning at 14th level you and allies within 100 feet ignore difficult ground.

Editor's Notes

A druid leaning towards cleric, the community druid focus on allies and followers,having more such abilities than many clerics.