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### Circle of Scars Druids of the Circle of Scars ritually imbue their bodies with magic that empowers them with the ancient magic of the wilds itself that has seeped into it over the ages. These druids gather in great groves to test their mastery of magic and strength against each other to further improve their control over the wild power that surges through their body. Their magic releases the wild's fury to protect their homes with fierce guardianship that few would dare to challenge. As a member of this circle, your body may have scars from battle that channel your magic or tattoos whose symbolism can invoke the wild's powerful and wrathful will as your charge into battle with the fury of bear and swiftness of a wolf. ### Circle Spells When you join this circle at 2nd level, you can tap into the magic etched into your body to allow nature's fury to course through you and your and weapons. 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 | |:---:|:-----------:| | 2nd | Ensnaring Strike, Entangle | | 3rd | Aid, Spiritual Weapon | | 5th | Protection from Energy, Elemental Weapon | | 7th | Freedom of Movement, Guardian of Nature | | 9th | Steel Wind Strike, Tree Stride | ### Scarcasting When you choose this circle at 2nd level, you gain the ability tap into the magic deep within your body that lets you meld magic with physical strikes. You have pool of primordial magic represented by a number of d6s equal to your Wisdom modifier (a minimum of one).
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Whenever you hit with a melee attack, you can spend any number of dice. Roll the spent dice and add them together. You deal additional force damage equal to the total. Additionally, whenever you cast a spell of 1st level or higher, you can regain a number of expended die equal to half the spell's level (rounded up) and take 1d4 necrotic damage per die regained. You regain all expended dice when you finish a long rest. ### Restorative Strikes At 6th level, you can channel your wild energy in your body to restore just as it can harm, causing the energy to rejuvenate your body. Whenever you deal damage with your Scarcasting feature, regain hitpoints equal to half the amount of damage dealt. ### Wild's Rebuke At 10th level, the lingering primordial magic in your body lashes out when struck. As a reaction, when you're damaged by a creature that you can see, you can have it make a Dexterity saving throw against your spell save DC. A target takes 3d6 + your Wisdom modifier force damage, or half as much on a successful save. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ### Fury of the Scarred When you reach 14th level, you can tap into the primal fury of the primordial magic that surges through your body. As a bonus action you empower yourself with boundless wild energy. For 1 minute, damage you deal with your Scarcasting and Wild's Rebuke feature is doubled. Once you use this feature, you can't use it again until you finish a long rest. ##### Credit Created by [u/ShadowDcord](https://www.reddit.com/user/ShadowDcord "") / Ritunn (GMBinder) Created using [GMBinder](https://www.gmbinder.com "") "Tana the Bloodsower" art created by Magali Villeneuve for Magic the Gathering