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  a spell you create creates.
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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  created by a spell you cast.
 
You can use this ability a number of times equal to your Proficiency Bonus, regaining all uses when you finish a long rest.
 
You can use this ability a number of times equal to your Proficiency Bonus, regaining all uses when you finish a long rest.
  

Revision as of 13:00, 23 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 and maintaining the balance in interactions with nature.

Greyhawk Community druid represent the old faith among common folk 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. Most common among the Flan, rural populations everywhere can have a community druid ministering to them.

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 aiding the community and allies.

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 created by a spell you cast. 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 you can improves spells you cast with a range of self. Such spells gain a range of touch. 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.

Community and Nature

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 some clerics.