Forest reeves patrol local wilderness areas, checking for dangers and activities that could be harmful to the land. While they have druidic powers, they learn the skills of civilized lands as well, in order to tread the borders and keep the peace.
Guard the Borders From 2nd level, when you choose this circle, you are no longer bound by the restriction that druids cannot use armours or shields made of metal. You also learn the Blade ward cantrip. In addition, you gain proficiency in your choice of Strength or Constitution saving throws. Alter Self From 2nd level, when you activate Wild Shape, you may instead expend a use of wild shape to Alter self, which changes your form to suit your surroundings. This requires concentration, as if you had cast it as a spell. Land’s Stride From 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell. Defender of the Land Starting at 10th level, you learn to make your weapon attacks undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. Nature’s Rejuvenation Your service to the natural world grants you understanding and endowment. From 14th level, when you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Commune with nature, mass cure wounds, or plant growth (as the 8-hour casting). Once you use this feature, you can’t use it again until you finish a long rest. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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