When civilization realized the true threat of mages, Clerics, Paladins, Rangers, and Druids came together to address the matter. Paladins and Clerics desired to uphold safety and righteousness, and Rangers were eager for a new prey. Druids wanted to uphold natural orders, and believed the magic they bring from the world would be untouched. They were mistaken. When the final preparations were made, and the weave was sundered in a large test, the Druids that were involved despaired together in the loss of their connection to the Arcane. Coming together, these Druids take in any others who have been sundered from their magic for any reason. They meditate on their connection to nature itself, and cooperate to learn how to fight without their spells to protect the nature they love.
hit dice:
d8
hit points at 1st level:
hit points at higher levels:
armor proficiencies:
weapon proficiencies:
tools:
saving throws:
skills:
starting equipment:
spellcasting:
class features:
Desolation of Magic
At 2nd level, when you choose this circle, your connection to magic is severed. You lose all spellcasting ability, and gain advantage on all saving throws against any magical effects.
Wilderness Attunement
At 2nd level, when you choose this circle, you begin to develop bestial abilities. You may choose hearing, sight, smell, or sound. Gain +2 to any perception checks, including passive, that have to do with your choice. Additionally, you may choose to add +5 feet to your movement speed, or +2 to stealth checks when outside of civilized areas.
Animal Affiliation
At 6th level, your connection to nature deepens and you may speak to animals using Druidic. Additionally, you may convince an animal that you can see within 30 feet. It must see and hear you. The beast must succeed on a Wisdom saving throw or be charmed by you for 24 hours. The saving throw is 10 + your Wisdom modifier. If the beast has an intelligence of 4 or lower, it automatically fails.
Stoneskin
At 10th level, your body hardens to be like stone. You gain +2 to AC, and resistance to nonmagical bludgeoning, piercing, and slashing damage.
Natural Form
At 14th level, your attunement to nature is complete. Your body harnesses the natural magics that warp beasts into dire animals, and attunes you to the magic of the earth. Permanently gain the following benefits:
- Increase 1 size category, and all benefits that are included
- Your Hit Die becomes d10 (not retroactive)
- One additional action per turn
- A claw or bite attack of your choice: Claws deal 2d4 + your Strength modifier in slashing damage. Bite deals 1d6 +your Strength modifier in Piercing damage. Both have a reach of 5ft.
- Darkvision (or Darkvision Improvement): if you do not already have Darkvision, gain Darkvision up to 60ft. If you have Darkvision, gain an additional 30 feet.
- Unlock spellcasting for Cantrips, and spells of 1st - 5th level
subclass options: