Druidic Circle: Circle of the Evergreen

by CyanNebula

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Circle of the Evergreen

Druids of the Circle of the Evergreen come from around the Pine Baronies in the Mocnomic Empire, learning from the evergreen trees that thrive in the harsh conditions that they do. These druids believe that with enough endurance and patience, any obstacle can be overcome, and they therefore have made a way to turn into enduring sentinels. Enduring sentinels can take many shapes, from a verdant wolf covered in large quills, to a slightly taller druid who has grown pinecone spikes on their form, to a large cluster of holly leaves surrounding two glowing red eyes. These druids teach how to overcome hardship to those who need it.

Circle Spells

Your connection to resolute and eternal nature grants you access to certain spells. At 2nd level, you learn the absorb elements spell. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Evergreen 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 the Evergreen Spells

Druid Level Circle Spells
3rd aid, spike growth
5th beacon of hope, conjure barrage
7th aura of purity, death ward
9th circle of power, cone of cold

Enduring Sentinel

At 2nd level, you can alter your transformation into a creature of verdant, prickly, sturdy plants. As a bonus action, you can expend a use of Wildshape to take the form of an enduring sentinel. While in this form, you gain a number of temporary hit points equal to three times your druid level and you can use endurance dice.

You have 4 endurance dice, which are d8s. An endurance die is expended when you use it. You regain all of your expended endurance dice when you finish a short or long rest. You gain another endurance die at 6th level, 10th level, and 14th level. You can use endurance dice in the following ways.

  • Eternal. You can use a bonus action to expend an endurance die and steady your resolve. You gain a number of temporary hit points equal to a roll of your endurance die and add your Wisdom modifier. These temporary hit points stack with the temporary hit points gained from the Enduring Sentinel feature, and last until you come out of enduring sentinel form.
  • Frigid. When you hit with a melee attack, you can expend an endurance die to unleash a frigid blast. You can add additional cold damage equal to a roll of your endurance die to the damage dealt.
  • Piercing. When a creature that you can see within 30 feet of you hits you with an attack, you can use a reaction to expend an endurance die and deal damage to that creature equal to a roll of an endurance die plus your Wisdom modifier, spraying a concentrated volley of needles at them.

These benefits last for a number of minutes equal to half of your druid level, rounded up or until you use your Wild Shape again.

Evergreen Vitality

At 6th level, you learn to stay strong through the elements and as you heal your allies. At the end of a long rest, you become resistant to either cold, fire, lightning, or necrotic damage (your choice) until you finish a long rest.

In addition, when you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to a roll of an endurance die. You can do this a number of times equal to your Wisdom modifier, and regain expended uses when you finish a long rest.

Improved Enduring Sentinel

At 10th level, you are able to become bigger and stronger when you embody the evergreen. Your endurance die is now a d10. In addition, when you take the form of an enduring sentinel, you gain the following additional benefits.

  • Your size becomes Large if you were not already larger.
  • You can make unarmed strikes with verdant claws or fangs. You can use your Wisdom modifier in place of your Strength modifier for the attack and damage rolls, and their damage type is piercing.
  • Your unarmed strike deals damage equal to a roll of an endurance die.
  • The first time you hit a creature with a melee attack on a turn, you deal an extra d4 of cold damage.

Shielding Resin

When you reach 14th level, you learn to produce a sticky sap, quickly patching wounds that would otherwise prove to be fatal. If you take damage that does not make you go unconscious, you can use your reaction and gain a number of temporary hit points equal to the damage taken. Once you have used this feature, you cannot do so again until you have finished a short or long rest.

In addition, your mastery of the enduring sentinel form has reached its peak. Your endurance die is now a d12.

 

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