Druid - Circle of the Ancients

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Circle of the Ancients

While many druids have a kinship with the deep woods of nature, a Circle of the Ancients Druid has a connection that can go much deeper, where some may wonder where the wyrd of the wood ends and the will of the druid starts. Legends say that the first of these druids were treants who took human form, but such things are lost to legend.

Frequently, regardless of the nature of their connection, these druids will feel most comfortable deep in nature, and place great value in its unspoiled form, sharing a world view more in common with dyrads and treants than other mortals... perhaps they were even raised by such creatures, leading them to this path.

Members of this Circle stray toward what many would consider Neutral, not commonly becoming embroiled by mortal causes except where they overlap with their own concerns.

Circle of the Ancients Features

Druid Level Feature
2nd Treant Shape
6th Extra Attack
10th Ancient Fortitude
14th Guardian's Grasp

Circle Spells

At 2nd level, you learn the shillelagh cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Ancients 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.

Druid Level Circle Spells
3rd barkskin, locate animal or plants
5th plant growth, speak with plants
7th grasping vine, guardian of nature
9th tree stride, wrath of nature

Treant Shape

When you choose this circle at 2nd level, you gain an alternate use for Wild Shape. As a bonus action, you assume a treelike form, covered in leaves and bark, which lasts for a number of hours equal to half your druid level (rounded down), or until you end it as a bonus action or you are incapacitated.

You gain the following properties when you transform:

  • Your size becomes Large. Your reach increases by 5 feet.
  • Any speed you have becomes 15 feet, unless the speed was lower.
  • You gain a Natural Armor of 10 + your Constitution modifier + your Wisdom modifier.
  • A wooden staff or club becomes a Large sized great club, dealing 2d8 Bludgeoning damage. The weapon returns to its usual size if you drop it or end Treant Shape. In addition, your unarmed attacks deal 2d4 + Strength Modifier Bludgeoning damage.
  • You gain temporary hit points equal to twice your Druid level when you transform into Treant form. When the form ends, you lose any temporary hit points gained from the form.

You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Ancient Fortitude

Beginning at 10th level, you gain the endurance of the of the ancient protectors of sylvan forests. While in Treant shape, if you have no temporary hit points at the start of your turn, you gain temporary hit points equal to half your druid level. Additionally, if you have any temporary hit points when you are forced to make Constitution saving throw to maintain Concentration on a spell, you can make the check with advantage.

Guardian's Grasp

Starting at 14th level, any creature grappled or restrained by you (by a grapple or a spell such as entangle) takes 2d4 bludgeoning damage at the start of their turn as your grasp crushes them.

Circle of the Ancients Quirks

The following are some optional quirks for a player of this Circle to choose from - these can be either preexisting, signaling their fated path toward this Circle, or appear after the first time they've assumed Treant shape.

d6 Quirk
1 You have a strong dislike of fire, and tend to put fires out when possible
2 Parts of skin resembles bark, even while in human form.
3 You find other mortals to always be in a terrible hurry.
4 You can taste thirteen flavors of sunlight. Most of them are delicious.
5 Your hair changes with the seasons, some even going bald during winter while other's turns brown.
6 You tend to simply say your own name as means of communication.

Art Credits:

  • Druid, Paizo
  • Dryad, ArtemisKolakis.

Original Author:

KibblesTasty on Patreon.

 

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