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## Druid ### Circle of the Land While the Circle of the Land option for the Druid class is strong in theme and spellcasting ability, many of its' class features are overly specialized. A powerful Druid having further dominion over and protection from plants and animals seems somewhat underwhelming, and as such the Circle's 10th and 14th level features have the following revisions. ___ #### Nature's Ward When you reach 10th level, your connection to the land's terrain confers upon you magical benefits based on your origin. You gain one of the following benefits (the same Circle from which you get your Circle Spells) in both your normal forms, and any form you take using your Wild Shape feature. ___ ***Arctic.*** You gain resistance to cold damage. Additionally, you can move across icy surfaces without needing to make an ability check, and moving through difficult terrain composed of ice or snow doesn't cost you extra movement. ___ ***Coast.*** You gain a swim speed equal to your walking speed. If you already have a swim speed from another source, you gain the benefit of the Disengage action while swimming. ___ ***Desert.*** You gain resistance to fire damage. Additionally, you don't suffer any drawbacks from natural heat, and can survive for up to 10 days at a time without requiring food or water. ___ ***Forest.*** You have advantage on Dexterity (Stealth) and Wisdom (Perception) checks made while within half, three-quarters, and full cover. Additionally, dim light does not impose disadvantage on your Wisdom (Perception) checks. ___ ***Grassland.*** Your walking speed increases by 10 feet. Additionally, you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. ___ ***Mountain.*** You gain a climbing speed equal to your walking speed. Additionally, you have resistance to bludgeoning damage taken as a result of falling. ___ ***Swamp.*** You gain resistance to acid and poison damage, and you are immune to the *poisoned* condition. ___ ***Underdark.*** You gain darkvision out to 30 feet, and have advantage on Wisdom (Perception) checks based on hearing. If you already have darkvision from another source, its range increases by 30 feet. \columnbreak #### Nature's Sanctuary When you reach 14th level, creatures of the natural world sense your connection to nature and are inclined to trust and befriend you rather than attack. When a beast or plant creature starts its turn within 60 feet of you, it is automatically neutral towards you and your allies. Additionally, you can cast the *animal friendship* spell at will, and beast and plant creatures have disadvantage on saving throws to resist being charmed by you.