Druid: Circle of Disaster

by Lucifer1389

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Druid:

Circle of Disaster

Druids of the Circle of Disaster represent the overwhelming power of nature. A power that can wipe out entire races and civilizations by disasters like gigantic waves or devastating volcanic explosions.

Circle of Disaster Features
Druid Level Feature
2nd Circle Spells, End Walker, Primeval Disasters
6th Adaptive Veil
10th Disciple of Disaster
14th Nature's Fury

Circle Spells

Your commitment to the safety of the material realm grants you access to certain spells. At 2nd level, you learn the Thunderclap cantrip. At 3rd, 5th, 7th, and 9th level, you gain access to the spells listed for that level in the Circle of Disaster Spells table.

Once you gain access to one of these spells, 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 Disaster Spells
Druid Level Spells
3rd Flaming Sphere, Warding Wind
5th Call lightning, Fireball
7th Storm Sphere, Wall of fire
9th Cone of Cold, Dawn

End Walker

Starting at 2nd level, you learn to embrace the disastrous powers of Nature. You are immune to the effects of harmful environmental effects (such as extreme heat).

Primeval Disaster

Starting at 2nd level, you learn to magically harness the fury of nature, channeling an aspect of natural disasters.

As a bonus action, you can expend a use of your Wild Shape feature to invoke the Primeval Disaster, rather than transforming into a beast form. It lasts for 1 minute, and ends early if you are incapacitated, or until you use your Wild Shape again. You can also dismiss the Primeval Disaster at any time you choose (no action required).

When you reach 14th level in this class, primeval disaster no longer ends when you become incapacitated.

When you invoke your Primeval Disaster, you gain the following benefits:

  • When you cast a druid spell that deals damage, and targets all creatures in an area, you can increase the area of effect. The increase is in a circle , sphere, hemisphere or cylinder's radius; line or cone's length; square or cube's side.
    The area increases by 5ft, and gains an additional 5ft when you reach 5th, 11th, and 17th level in this class, to a maximum increase equal to the spell's original area (for example, thunderclap would only gain another 5ft of range).
  • When you cast a druid spell that deals damage, and targets all creatures in an area, you gain temporary hit points equal to your wisdom modifier + the level of the spell. These temporary hit points vanish when Primeval Disaster ends.
  • You are unaffected by spells (and their effects, such as difficult terrain) cast by you, unless you wish to be.

Circle of Disaster by Lucifer | Art by MTG - Wizards of the Coast

Adaptive Veil

Starting at 6th level, when you cast a druid spell of 1st level or higher which deals damage to all creatures in an area, you can channel some of the spell's energy to protect a creature within 30ft of you (no action required). The creature gains resistance to the type of damage dealt by the spell for one minute, or until you use this feature again.

While you have resistance to a type of damage through this feature and primeval disaster is active, your spells ignore resistance to this damage type (except resistance gained by this feature).

Disciple of Disaster

At 10th level, choose two spells from any spell list. Each spell must be of a level which you get spell slots for, and must be one that deals damage to all creatures in an area. At 18th level, you gain an additional two spells, following the same restrictions.

These spells count as druid spells for you, and are always prepared, but do not count against the number of spells you can prepare. You can replace one of these spells with another (following the same restrictions) when you gain a level in this class.

Nature's fury

Starting at 14th level, the nature's fury bursts forth when you are most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately cast a prepared spell that deals damage to all creatures in an area, without expending a spell slot. If the spell requires concentration, it lasts without concentration for its duration or until you gain any hit points.

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

Circle of Disaster by Lucifer | Art by Aleksi Briclot

 

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