Druid: Circle of Wrath

by Schtroumpf

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Druid: Circle of Wrath

A new subclass option to supplement D&D 5th Edition

Druid

Circle of Wrath

Druids of the Circle of Wrath are closely tied to the grand cycles of the natural world, following the mantra that the natural forces can bring about death and destruction just as easily as it does life. They are found and brought up in places where this process is most common, with some of the harshest survival conditions. These druids work to protect the cycle of renewal in these places, and the circle's most powerful members go in search of lands that have been tainted by otherwordly influence, and enact nature's wrath themselves, purging it so that it may start anew once more.

Circle of Wrath Features
Druid Level Feature
2nd Bonus Cantrip, Bonus Language,
Elemental Recovery
3rd Circle Spells
6th Extremophile
10th Storm Sense
14th Nature's Wrath

Bonus Cantrip

At 2nd level, you learn one additional cantrip. You may choose any one cantrip on the druid spell list, or one of the evocation cantrips on the wizard spell list. Regardless of where you choose it from, it is nonetheless a druid spell for you.

Bonus Language

Starting at 2nd level, you can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Elemental Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and pulling from the elements around you, such as a campfire, or cool breeze. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Circle Spells

Your mystical connection to the storms and hazards of nature infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the most prominent event where you became a druid, or perhaps one that played an important role in your story before. Choose that natural event - blizzard, drought, hurricane, thunderstorm, or wildfire - and consult the associated list of spells.

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.

Blizzard
Druid Level Circle Spells
3rd hold person, snilloc's snowball swarm
5th protection from energy, slow
7th elemental bane, ice storm
9th cone of cold, hold monster
Drought
Druid Level Circle Spells
3rd maximilian's earthen grasp, ray of enfeeblement
5th erupting earth, wall of sand
7th blight, stoneskin
9th enervation, transmute rock
Hurricane
Druid Level Circle Spells
3rd levitate, warding wind
5th haste, tidal wave
7th freedom of movement, watery sphere
9th maelstrom, steel wind strike
Thunderstorm
Druid Level Circle Spells
3rd darkness, shatter
5th protection from energy, thunder step
7th elemental bane, storm sphere
9th destructive wave, far step
Wildfire
Druid Level Circle Spells
3rd aganazzar's scorcher, flame blade
5th fear, protection from energy
7th elemental bane, fire shield
9th flame strike, immolation

Extremophile

At 6th level, you gain immunity to any adverse affects caused by severe weather, such as extreme cold, extreme heat, strong winds, heavy precipitation, or similar conditions.

In addition, you can provide support to members of your group, granting them advantage on saving throws against exhaustion when in such conditions, and you and your group are able to traverse severe weather without being slowed.

Storm Sense

At 10th level, you gain immunity to the blinded and deafened conditions.

In addition, you gain the ability to predict and track nearby weather. If you spend at least one minute in meditation, you can learn any current weather and natural hazards, such as storms, wildfires, earthquakes, floods, etc. within 10 miles of you, as well as how it'll change over the next 24 hours.

Nature's Wrath

Starting at 14th level, you are able to conjure and project a portion of nature's raw power around you.

As an action, you create a cylinder from a point on the ground that you can see within 30 feet of you. The cylinder can be up to 150 foot radius and 20 feet tall, and it is filled with a turbulent and wild element of your choice, such as fire, water, ice and snow, thunder clouds, dirt and rock, or something similar. Regardless of what you choose, the entire area is considered difficult terrain, is lightly obscured, and any creature inside the area at the start of their turn takes 1d6 damage, the type determined by the DM based on what you create.

You are immune to these effects, and you can choose a number of creatures up to a number equal to your Wisdom modifier (minimum of one) that are immune to the damage from this feature.

This effect last for 10 minutes, or until use an action to end it early.

Once you use this feature, you can't use it again until you finish a long rest.

 

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