Circle of Eldritch magic
Durid's feel the magic between everything in the universe, including beings of higher powers. druids who follow this circle use the power of the Great old ones to increase their druid power and augment it in some ways. These druids use this magic to control and manipulate those who threaten their lands, to destroy their leaders and bring down their civilization with subtle suggestion to protect their land.
Ability Table:
| Level | Ability |
|---|---|
| 2nd | Expanded spells list, Awoken life |
| 6th | Maddening nature |
| 10th | Eldritch ward |
| 14th | Eldritch presence |
Expanded spells list:
At second level, You learn ancient magic taught from a far away being of creation, you learn the spells shown on the table below. They are always prepared and count as druid spells for you.
| Level | Spell |
|---|---|
| Cantrips | Eldritch blast, Encoded thoughts |
| 1st | Dissonant Whispers, Tasha's Hideous Laughter |
| 2nd | Enthrall, Phantasmal Force |
| 3rd | Life Transference, Tongues |
| 4th | Evard's Black Tentacles, Hallucinatory Terrain |
| 5th | Dream, Enervation |
Awoken life:
Starting at 2nd level, Using the elder gods magic to enhance your druids magic, you have learned to communicate with telepathically with any plants in the area. These plants are Friendly to you, unless you (or your party) are shown to harm them. They cannot be charm, dominated, or commanded, and act under their own free will.
Maddening nature:
Starting at 6th level, You can tap into the ancient power of the old gods and their magic to awaken nature. You cause awoken plants to grow around a creature. The Creature must make a Dexterity saving throw or become and grappled. A creature can reduce the save at the end of their next turn. Every turn they spend withing the vine they will take 1d6 psychic damage, for every turn a creature spends withing the vines you will hit points equal to your wisdom bonus. You can use this once per short rest.
Eldritch ward:
Starting at 10th level, You manipulate the elder gods magic to protect your mind, you become resistant to psychic damage, and you cannot be charmed or frightened.
Eldritch presence:
At 14th level, Your eldritch magic allows you to frightened creatures, when a beast, aberration, or undead, rolls initiative they must make a Wisdom saving throw or become frightened by you. on a success nothing happens, on a failure their speed is halved and they must spend their turn moving as far away from you as possible. Should they fail, they will re-roll the save at the end of their next save until they save.
Additionally when you make an attack against a frightened creature you have advantage.