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UA Druid11272016 CAWS PDF
UA Druid11272016 CAWS PDF
Arcana: Druid
your campsite from intruders. At the start of the
Druid Circles rest, you create an area with a 30-foot radius.
At 2nd level, a druid gains the Druid Circle Within this area, you and your allies gain a +5
feature. Here are new options for that feature: bonus to Wisdom (Perception) checks to detect
Circle of Dreams, Circle of the Shepherd, and creatures, and any light from open flames
Circle of Twilight. (campfire, torches, and the like) is not visible
outside the area. These effects end when the rest
Playtest Material finishes or when you leave the area.
The material here is presented for playtesting and to
spark your imagination. These game mechanics are in Hidden Paths
draft form, usable in your campaign but not fully At 10th level, you can use the hidden,
tempered by design iterations. They are not officially unpredictable magical pathways that some fey
part of the game. For these reasons, material in this use to traverse space in a blink of an eye. On
column is not legal in D&D Adventurers League events. your turn, you can teleport up to 30 feet to a spot
you can see. Each foot of this teleportation costs
Circle of Dreams 1 foot of your movement.
You can also use this feature to teleport
Druids who are members of the Circle of Dreams
someone else. As an action, you can teleport a
hail from regions that have strong ties to the
willing ally you touch up to 30 feet to a point you
Feywild. The druids guardianship of the natural
can see.
world makes for a natural alliance between them
Once you use either optionteleporting
and good-aligned fey. These druids seek to fill
yourself or an allyyou cant use that option
the world with merriment and light. Their magic
again until 1d4 rounds have passed.
mends wounds and brings joy to downcast
hearts, and the realms they protect are gleaming,
fruitful places. Purifying Light
At 14th level, the favor of the Summer Court
Balm of the Summer Court allows you to end spells that hamper you and
your allies. When you cast a spell with a spell
At 2nd level, you become imbued with the
slot and it restores hit points to you or an ally
blessings of the Summer Court. You are a font of
this turn, you can simultaneously target the
energy that lends relief to weary feet and respite
healed creature with dispel magic, using a spell
from injuries. You have a pool of fey energy
slot with a level equal to the slot used to cast the
represented by a number of d6s equal to your
healing spell.
druid level.
You can use this feature three times, and you
As a bonus action, you can choose an ally you
regain expended uses of it when you finish a long
can see within 120 feet of you and spend a
rest. If the healing spell targets more than one
number of those dice equal to half your druid
creature, you can use this feature on more than
level or less. Roll the spent dice and add them
one at the same time, expending one use of it per
together. The target regains a number of hit
creature.
points equal to the total. The target also gains 1
temporary hit point per die spent, and its speed
increases by 5 feet per die spent. The speed Circle of the Shepherd
increase lasts for 1 minute.
Druids of the Circle of the Shepherd commune
You regain the expended dice when you finish
with the spirits of beasts. While these druids
a long rest.
recognize that all living things play a role in the
natural world, they focus on protecting animals.
Hearth of Moonlight and Shadow Shepherds, as they are known, see beasts as
At 6th level, home is wherever you set up camp.
their charges. They ward off monsters that
During a short or long rest, you can invoke the
threaten natural creatures, rebuke hunters who
shadowy power of the Gloaming Court to ward
kill more prey than necessary, and prevent