Druid Feature - Circle Spells

Circle Spells

Nature grants power to those who seek to protect it, and druids are the main guardians of the wild places of the world. This task requires total devotion from the druids, similar to the absolute dedication of a cleric to his or her god. Powerful druids become like gods of nature themselves, staking out claims to territory that they protect from all would-be defilers. Others dedicate their lives to focusing nature's power in special constructions called stone circles.

These stone circles are places of ancient creation, where nature has been focused and refined to be a font of pure druidic magic. These circles aren't sentient, but have an almost primal sort of intelligence – they grant power to causes they find worthy, even if that power isn't especially suited to the situation. The stone circles are typically defended by powerful archdruids, who tend to its needs and help guide its power to aiding the world around it.

Any druid knows when they enter the domain of a stone circle, and are aware of the general direction of the circle itself unless the circle has been warded against detection. By meditating and contemplating at a stone circle for at least three days, a druid can request a powerful magic boon to aid them in their quest.

Circle Spells

The magic granted by meditating at a stone circle is known as Circle Spells. These have many similarities with the Quest Spells of clerics, save they come from a different source. The stone circles whose power fuels these spells are not as intelligent as gods, and so don't always grant the most useful sort of spell. Also, unlike Quest Spells, all Circle Spells must be found on the druid spell list, or on one of the expanded spell lists in the Circle of the Land druid archetype.

Gaining a Circle Spell

Druids can gain access to Circle Spells only by personally visiting a stone circle and spending at least three days in deep meditation at it. During this time, the druid meditates on the purpose for which they need the spell, as well as what types of spells the druid themselves would prefer. Meditating for this period does not ensure the druid will gain a Circle Spell, and they might walk away empty-handed.

Your DM can determine immediately whether or not to grant your druid a Circle Spell. In many cases, its expected that the DM has guided your party to this area for a purpose; any goal that involves something that directly affects the domain of that stone circle is much more likely to succeed.

Your DM might also allow you to roll a check to determine whether or not you gain a Circle Spell. This check uses your Nature skill, with a DC decided by the DM. In general, the check DC should be around 15 + twice the level of the spell. If the goal the druid has in mind affects the stone circle itself or its surroundings, this check has advantage.

Restrictions

When determining the Circle Spell that a druid might receive, keep these following restrictions in mind. It is highly recommended that the DM personally select which restrictions to have, though the DM might also roll randomly.

Restrictions come in several different forms. The way in which the spell is cast might be restricted, requiring it to be cast more slowly or difficultly; or the spell might have a changed duration or intensity. A spell might be restricted to one casting only, one cast per rest, or simply use spell slots as normal.

When mentioning ritual casting time, this document assumes the PHB normal ritual casting time, which is the normal casting time plus 10 minutes.

Casting Type

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d4 Restriction
1 Spell must be cast as a ritual, with ten times the normal ritual casting time (maximum 24 hours).
2 Spell must be cast as a ritual (maximum 24 hours).
3 Spell may be cast normally, or as a ritual (if it has the ritual tag).
4 Spell may be cast normally or as a ritual (even if it does not have the ritual tag).
Spell Effect

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d4 Restriction
1 Spell's area of effect and range are halved, and number of targets drops to one (if applicaple).
2 Spell's targets have advantage on saving throws against the spell and caster has disadvantage on any attack roll.
3 Spell functions as normal.
4 Spell no longer requires concentration (reroll if inapplicable).
Number of Uses

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d6 Restriction
1 Spell may only be cast once, then it vanishes.
2 Spell may only be cast once per long rest, using caster's highest level spell slot.
3 Spell may only be cast once per short rest, using caster's highest level spell slot.
4 Spell may be cast once per long rest, expending no spell slot.
5 Spell may be cast once per short rest, expending no spell slot.
6 Spell may be cast with spell slots as per normal.

 

CASTER'S COMPENDIUM | Druid

 

Other Restrictions

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d6 Restriction
1 Caster may not cast spells of 1st level or higher until the end of their next long rest.
2 Caster gains one level of exhaustion.
3 Caster takes 1d10 damage per level of spell when casting.
4 Caster may not cast spells of 3rd level or higher until the end of their next long rest.
5 Caster must make a Constitution saving throw (DC 10 + spell level) or take 5d10 damage.
6 Spell functions with no further restrictions

Primal Magic

When granting Circle Spells, remember that the spirits of nature aren't as clever as gods. Where a god has specific goals in mind, as well as great knowledge about the world, the spirit of nature knows only about its own domain. A stone circle in an dry desert wouldn't understand the concept of granting something like create or destroy water, and a stone circle in the Underdark wouldn't understand the concept of daylight.

In most scenarios, a stone circle will grant spells from its respective environment's expanded spell list in the Circle of the Land archetype. But any spell that makes sense for a given area is a candidate for being given. A desert stone circle can grant most fire spells, while an underwater one would be great for granting watery sphere or tidal wave.

 

Ranger Circle Spells

Similar to druids, rangers are able to gain powerful magic from special stone circles found in the wildest reaches of the world. A ranger gains this Circle Spell in the same way as a druid would. The spell lasts for one month, unless the ranger spends at least one week mediating at the stone circle; it then lasts for two months starting at the end of that week.

Additionally, a ranger may not be granted a Circle Spell of a level for which they do not have spell slots, and never any spell of 4th level or higher. A ranger's Circle Spell can require it to be cast as a ritual, and the ranger can cast it as such even if they normally cannot cast ritual spells. A ranger casting a ritual spell does so by searching around a small area, intricately observing the natural world around them while chanting druidic magic.

Druid Feature - Circle Spells

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