Circle of the Wild (5A)

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This is a Druid circle for 5A.

All druids champion the natural world and respect the wilderness, but the Circle of the Wild makes this the focus of their lives. Abandoning civilization and the company of humanoids, they become one with the wild they protect. Spending so much time amongst the fey does have its cost, however. As druids of the Circle of the Wild gain power, the magic of the Feywild draws out their inner essence and transforms them into a being with skin of bark and blood of sap. A high level druid of the Circle of the Wild is easily mistaken for a natural part of the wild.

Source: En5ider #97, renamed and rethemed

Subclass features

The Forest’s Voice

Starting at 2nd level you gain the ability to read, write, and speak Sylvan.

A Leaf in the Forest

Additionally at 2nd level, you can’t be tracked by nonmagical means, unless you choose to leave a trail. When you reach 6th level, you can extend this ability to up to 6 creatures of your choice within 50 feet. At 14th level, you and up to 6 creatures of your choice within 50 feet cannot be tracked by any means magical or nonmagical.

Tougher than an Old Oak

Beginning at 6th level, your skin hardens and takes on a bark-like texture, and your AC becomes 16 if it is not already better. As you gain levels, this resistance improves and the bark covering your skin becomes thicker and tougher. At 10th level, your AC becomes 17, and at 14th level your AC becomes 18. Armor class modifiers, such as shields, can increase your AC further.

Walk through the Woods

Beginning at 10th level, you may cast the Tree Stride spell, requiring no components or spell slots. Once you have used this feature, you cannot use it again until you complete a long or short rest. At 14th level, you can use the tree stride spell to step into any inanimate, living plant of any size — such as a plot of grass or potted plant—and step out of any other plant within 500 feet.

The Forest Is My Ally

Starting at 14th level, your time in the wild has granted you the ability to animate any tree to serve and protect you. As an action, you can magically animate any tree that you can see within 60 feet of you. This animated tree has the same statistics as a Treant, except they have Intelligence and Charisma scores of 1, it cannot speak, and it has only the Slam attack option. The tree acts as your ally, and remains animated for 1 day or until it dies; until you die or move further than 120 feet from the tree; or until you choose to disanimate it as a bonus action. An inanimated treant takes root if possible. Once you use this ability you cannot use it again until you complete a long rest.