Druid: Circle of Firethorns

by sautemonkey

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Circle of Firethorns

Druids who are members of the Circle of Firethorns devote themselves to being a true force for nature, seeking to drive back those that encroach upon, lack respect or exploit nature. These druids are not afraid to make their presence known at the front of this battle. Their ability to call upon nature and transform their body into a weapon makes them well suited for this calling. Once their foes are dispatched, they call upon the cleansing fires so that nature may reclaim its territory.

Bonus Proficiencies

At 2nd level, you gain proficiency with axes and mauls.

Circle Spells

At 2nd level you learn the thorn whip cantrip. If you already know that cantrip you may learn another cantrip of your choose from the druid spell list. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Firethorns 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 Spells
3rd scorching ray, spike growth
5th fireball, plant growth
7th elemental bane, grasping vine
9th immolation, wrath of nature

Thorn Growth

At 2nd level, you gain the ability to produce thorny spikes from your body, which can protect from incoming blows as well as being used offensively. As a bonus action, you can expend a use of your Wild Shape feature to sprout these thorns, rather than transforming into a beast form. You gain 3 temporary hit points for each druid level you have. While this feature is active, you gain the following benefits:

  • You have advantage on strength checks and saving throws.
  • You can use a bonus action to make one attack with your thorns against a target within 5 feet of you. If the attack hits, the thorns deal piercing damage equal to 1d6 + your Strength modifier.
  • When you grapple a creature, the target takes 1d6 piercing damage if your grapple check succeeds. The damage increases to 2d6 at 14th level.
  • You have a climbing speed equal to your walking speed.

These benefits last for 10 minutes, until you loose your temporary hit points or until you use your Wild Shape again.

Extra Attack

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

Plant Stride

Starting at 6th level, you can move through difficult terrain made of plants without expending extra movement.

Burning Thorns

At 10th level, you gain the the ability to quickly strike back and expel some of your thorns with a burst of fiery energy. After you are hit by an attack, as a reaction you can hurl thorns and flame at the creature that attacked you within 60 feet. The creature must make Dexterity saving throw against your spell save DC. It takes 1d10 piercing + 1d10 fire damage on a failed save, or half as much on a successful one.

Scorching Spirit

At 14th level, the fiery spirit of nature grows within you and is just below the surface, ready to provide you protection.

  • You have resistance to fire and cold damage.
  • Creatures that grapple you automatically take fire damage at the end of their turn. Additionally, creatures that you grapple automatically take damage at the end of your turn. The fire damage equals your proficiency modifier.
  • If you drop to 0 hit points and remain unconscious, your spirit appears as a fire elemental in an unoccupied space next to your body. This form cannot regain lost hit points and you remain in this form until your body receives healing or you fail three death saving throws. Once you use this feature, you can’t use it again until you finish a long rest.
 

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