Circle of Sanctuary

History

Druids have a unique approach to magic, eschewing traditional magical practices known as Dubhdroiacht. Instead, they adhere to the Caoi Dúlra philosophy, emphasizing their deep connection to the natural world. Through this bond, Druids possess the power to command fire, earth, and the winds. They can even summon the aid of animals and plants during battle, drawing on their heightened rapport with nature. However, their most extraordinary ability is shapeshifting, enabling them to assume the forms of animals and harness their strengths.

Druids differ from the Kehjistani culture, placing less value on urban centers and instead dwelling in scattered stone towers known as Druid Colleges. These colleges serve as their homes and training grounds, where they hone their natural magic and martial skills inherited from their Barbarian ancestors. They also have coastal settlements centered around fishing, showcasing the diversity of their lifestyles.

Though generally calm and reflective, the Druids possess great physical strength due to their shared ancestry with the Barbarians. Estimates suggest that around 500 high-ranking Druid warriors oversee and guide their culture. They are unwavering in their commitment to protecting their way of life, even if it means embracing their inner beast and risking their humanity.

The Túr Dúlra, the greatest of the Druid Colleges, houses the revered oak tree called Glór-an-Fháidha. This tree serves as a source of guidance and teachings for the Druids, who gather beneath its branches to expand their mastery of natural magic and martial skills.

The origin of the Druids can be traced back to the time of Bul-Kathos, the ancient king of Barbarian tribes. Bul-Kathos had a close confidant named Fiacla-Géar, and together they shared the secrets and prophecies of the ancients. While Bul-Kathos believed in uniting the tribes through martial discipline, Fiacla-Géar advocated for a spiritual connection with the land. Eventually, Fiacla-Géar and his followers retreated to Scosglen, where they established the first Druid Colleges and forged a new way of life focused on protecting the natural world.

The Druids possess an intimate understanding of the natural world, communicating with plants and animals and learning its secrets. Their power is so formidable that even the mighty Sorcerers of the Mage Clans dared not enter their domain. However, conflicts with the Barbarians during the Mage Clan Wars led to the Druids' banishment from the Northern Steppes, and their powers became a secret within Barbarian lands.

During the Darkening of Tristram, the Druids emerged from their forests, enraged by the incursion of demonic creatures and corruption. They joined the battle against the minions of Chaos and fought against Baal's forces alongside other heroes. The defeat of Baal came at the cost of the Worldstone.

In the years following Malthael's defeat, the Druids faced dark times. Khazra ravaged Scosglen, threatening the safety of farmers and towns, while the coastline was overrun by the Drowned. Despite these challenges, the Druids remained resilient, defending their lands and continuing their fishing practices in the Frozen Sea.

Class Features

Description

In a dense forest, a group of nefarious bandits has taken refuge, preying upon unsuspecting travelers. The local villagers, desperate for help, seek out Elysia, a renowned druid known for her mastery over the elements. Determined to restore balance and protect the innocent, Elysia sets forth to confront the bandits.

With a swift motion, Elysia transforms into a mighty Werebear. Her body bulges with muscle, and fur covers her entire form. The bandits are caught off guard as the imposing Werebear charges forward, its massive claws and teeth ready to rend and tear.

Drawing upon the power of storms, Elysia unleashes her fury. With a swing of her clawed paw, electricity crackles around her, surging through her attacks. As she strikes a bandit, lightning arcs from the point of impact, chaining to nearby foes. The bandits writhe in agony as the electric energy courses through them, incapacitating some and stunning others.

Feeling the surge of energy within her, Elysia senses the time is right. With a primal scream, she calls upon the elements, summoning a swirling storm that envelops the area. Rain pours down heavily, drenching the bandits and reducing their visibility. The howling winds and roaring thunder disorient them, making it difficult for them to aim their weapons.

As the storm rages, Elysia focuses her attention on a particularly dangerous bandit leader. With a swift command, she calls forth a bolt of lightning from within the storm, directing it toward her target. The lightning crackles through the air, striking the bandit leader and dealing devastating damage. The power of the storm empowers Elysia's attacks, inflicting fear and uncertainty in the hearts of her enemies.

In the end, the bandits are defeated, their reign of terror brought to a decisive end by Elysia's mastery of her druidic powers. The villagers rejoice, grateful for her intervention and the restoration of peace. With her unique abilities and unyielding dedication to protect the natural world, Elysia stands as a testament to the might and harmony that can be achieved through the connection with primal forces.


Primal Shapeshifting

At 2nd Level, you gain the ability to shapeshift into powerful primal forms. You can use your Wild Shape as a bonus action. In addition, you may transform into a Werebear or Werewolf, each with unique abilities. You may speak and cast spells while in these forms.


Circle Spells

You gain circle spells at the druid levels listed in the Circle Spells table.

Level 3 Druid: alter self, dust devil

Level 5 Druid: bestow curse, erupting earth

Level 7 Druid: guardian of nature, polymorph

Level 9 Druid: commune with nature, destructive wave


Storm Strike

At 6th level, you gain the ability to channel the power of storms into your attacks. When you hit a creature with a melee attack, electricity gathers around you, dealing 2d6 lightning damage. It then chains to up to three other enemies within 10 feet of the target dealing the same damage to that creature as well.

You can use this ability a number of times equal to your proficiency bonus. You regain all expended uses after finishing a long rest.


Primal Cataclysm

At 10th level, your connection to Sanctuary's elements deepens. You may now call forth devastating storms. As an action you may summon a Primal Cataclysm that follows you for 1 minute. The storm has a radius of 20ft and remains centered on you, covering the area in rain and obscuring the vision of your enemies.

Every creature of your choice that starts its turn in the storm has disadvantage on attack rolls. Once on each of your turns, you can use your bonus action to call on a bolt of lightning to strike a creature within the storm's radius. That target must make a dexterity saving throw, taking 4d10 lightning damage on a failed save, or half as much damage on a success.

You can use this ability once per short or long rest.


Cataclysm's Apex

Upon reaching 14th level, your Primal Cataclysm grows in power. When you summon your Primal Cataclysm, it now includes ferocious hail and biting winds. The area within the storm becomes difficult terrain for your enemies.

In addition when you call forth lightning inside the storm, you may strike all creatures of your choice within it.

For Generic Druid Information go to https://www.dndbeyond.com/classes/druid