#circle of the land
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starlightsylph · 3 months ago
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Wren Avara | Circle of the Land Druid | Half-Elf
I can't believe I've been playing ttrpgs for more than ten years at this point! Wren was my first character in the first campaign I played in- we started in Pathfinder, and while we never finished that campaign I did resurrect Wren for a different campaign in 5e for a while! She'll always be one of my faves <3
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ashleyrowan · 2 years ago
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Our polls have chosen Druid as a class! And now its time for our final poll: What kind of druid will our Scourge Aasimar be?
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gobs-o-cs · 1 year ago
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"Oh! How wonderful! What a lovely place this is. Shall we have some tea and sit here a while?"
Vrahin
(He/Him)
Wood Elf Druid, Circle of the Land - Grassland
Neutral
Hermit Background
Dice Set #5 - Speckled Green
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maxhpart · 2 years ago
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Izel, the Dwarven Desert Druid
A history teacher-turned-local guide, Izel is an expert on San Citlán and its surrounding areas. Wracked with survivor's guilt after losing both their family (as a youngster) and their longtime queerplatonic partner (not even a year ago), Izel looked to the druidic arts, vowing to do all they can to protect the defenseless and prevent such tragedies as best they can.
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cagemasterfantasy · 2 months ago
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Druid: Circle of the Land (5.5e)
The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of their communities.
Level 3 Circle of the Land Spells: Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the spells below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared. (Spell descriptions are listed at the end)
Arid Land
Level 3: Blur, Burning Hands and Fire Bolt
Level 5: Fireball
Level 7: Blight
Level 9: Wall of Stone
Polar Land
Level 3: Fog Cloud Hold Person and Ray of Frost
Level 5: Sleet Storm
Level 7: Ice Storm
Level 9: Cone of Cold
Temperate Land
Level 3: Misty Step, Shocking Grasp and Sleep
Level 5: Lightning Bolt
Level 7: Freedom of Movement
Level 9: Tree Stride
Tropical Land
Level 3: Acid Splash, Ray of Sickness and Web
Level 5: Stinking Cloud
Level 7: Polymorph
Level 9: Insect Plague
Level 3 Land's Aid: As a Magic action, you can expend a use of Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.
The damage and healing increase by 1d6 when you reach levels 10 (3d6) and 14 (4d6).
Level 6 Natural Recovery: You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.
In addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you’re a level 6 Druid, you can recover up to three levels’ worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can’t do so again until you finish a Long Rest.
Level 10 Nature's Ward: You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle Spells feature, as shown below.
Arid: Fire, Polar: Cold, Temperate: Lightning, Tropical: Poison
Level 14 Nature's Sanctuary: As a Magic action, you can expend a use of Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you are Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature’s Ward while there.
As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.
Spells
Arid Land
Blur is a level 2 Illusion spell for Sorcerer and Wizard. Casting Time is 1 action Range is Self Requires a Verbal Component and Duration is Concentration up to 1 minute.
Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.
Burning Hands is a level 1 Evocation spell for Sorcerer and Wizard. Casting Time is 1 action Range is self Requires a Verbal and Somatic component Duration is Instantaneous.
A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the Cone that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 1.
Fire Bolt is a Evocation Cantrip for Sorcerer and Wizard. Casting Time is 1 action Range is 120 feet Requires a Verbal and Somatic Component and Duration is Instantaneous.
You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried.
Cantrip Upgrade: The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Fireball is a level 3 Evocation spell for Sorcerer and Wizard. Casting Time is 1 action Range is 150 feet Requires a Verbal and Somatic Component and the spell ingredient is a ball of bat guano and sulfur Duration is Instantaneous.
A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 3.
Blight is a level 4 Necromancy spell for Druid Sorcerer Warlock and Wizard. Casting Time is 1 action Range is 30 feet Requires a Verbal and Somatic Component and Duration is Instantaneous.
A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.
Alternatively, target a nonmagical plant that isn’t a creature, such as a tree or shrub. It doesn’t make a save; it simply withers and dies.
Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 4.
Wall of Stone is a level 5 Evocation spell for Druid Sorcerer and Wizard. Casting Time is 1 action Range is 120 feet Requires a Verbal and Somatic Component and spell ingredient is a cube of granite Duration is Concentration up to 10 minutes.
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its Reaction to move up to its Speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has Immunity to Poison and Psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the DM’s discretion.
If you maintain your Concentration on this spell for its full duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
Polar Land
Fog Cloud is a level 1 Conjuration spell for Druid Ranger Sorcerer and Wizard. Casting Time is 1 action Range is 120 feet Requires a Verbal and Somatic component and Duration is Concentration up to 1 hour
You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
Using a Higher-Level Spell Slot: The fog’s radius increases by 20 feet for each spell slot level above 1.
Hold Person is a level 2 Enchantment spell for Bard Cleric Druid Sorcerer Warlock and Wizard. Casting Time is 1 action Range is 60 feet Requires a Verbal and Somatic Component and Ingredient is a straight piece of iron and Duration is concentration up to 1 minute.
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. (For those who don't know the Paralyzed condition. You are Incapacitated. Your speed is 0 and can't increase. You automatically fail Strength and Dexterity saving throws. Attack rolls against you have Advantage. Any attack roll that hits you is a critical hit if the attacker is within 5 feet of you.)
Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
Ray of Frost is a Evocation Cantrip for Sorcerer and Wizard. Casting Time is 1 action and Range is 60 feet requires a Verbal and Somatic and Duration is Instantaneous.
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.
Cantrip Upgrade: The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Sleet Storm is a level 3 Conjuration spell for Druid Sorcerer and Wizard. Casting Time is 1 action Range is 150 feet Requires a Verbal and Somatic component and spell ingredient is a Miniature Umbrella Duration is Concentration up to 1 minute.
Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused.
Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or be Prone and lose Concentration. (For those who don't know the Prone condition. Your only movement options are to crawl or to spend an amount of movement equal to halve your speed (Rounded down) to right yourself and thereby end the condition. If your speed is 0 you can't right yourself. You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise that attack roll has Disadvantage.)
Ice Storm level 4 Evocation spell for Druid Sorcerer and Wizard. Casting Time is 1 action Range is 300 feet Requires a Verbal and Somatic component and spell ingredient is a Mitten Duration is Instantaneous.
Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.
Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.
Using a Higher-Level Spell Slot: The Bludgeoning damage increases by 1d10 for each spell slot level above 4.
Cone of Cold is a level 5 Evocation spell for Druid Sorcerer and Wizard. Casting Time is 1 action Range is Self Requires a Verbal and Somatic Component and spell ingredient is a small crystal or glass cone and Duration is Instantaneous.
You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 5.
Temperate Land
Misty Step is a level 2 Conjuration spell for Sorcerer Warlock and Wizard. Casting Time is a Bonus Action Range is Self and Duration is Instantaneous.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
Shocking Grasp is a level 2 Illusion spell for Sorcerer and Wizard. Caasting Time is 1 Action Range is Touch Requires a Verbal and Somatic component and duration is Instantaneous.
Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn.
Cantrip Upgrade: The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Sleep is a level 1 Enchantment spell for Bard Sorcerer and Wizard. Casting Time is 1 action Range is 60 feet. Requires a Verbal and Somatic Component and Spell ingredient is a pinch of sand or Rose Petals. Duration is Concentration up to 1 Minute.
Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or be Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target is Unconscious for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect. (For those who don't know the Incapacitated condition. You can't take any Action Bonus Action or Reaction. Your concentration is Broken. You can't speak and If you're Incapacitated when you roll Initiative you have Disadvantage on the roll.) (For those who don't know the Unconscious duration. You are Incapacitated and Prone and you drop whatever you're holding. When this condition ends you remain Prone. Your speed is 0 and can't increase. Attack Rolls against you have advantage. You automatically fail Strength and Dexterity saving throws. Any attack roll that hits you is a critical hit if the attacker is within 5 feet of you and you're unaware of your surroundings.)
Creatures that don’t sleep, such as elves, or that have Immunity to Exhaustion automatically succeed on saves against this spell.
Lighting Bolt is a level 3 Evocation spell for Sorcerer and Wizard. Casting Time is 1 action Range is Self Requires a Verbal and Somatic components and Spell Ingredient is a bit of fur and a crystal rod and Duration is Instantaneous.
A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot: The damage increases by 1d6 for each spell slot level above 3.
Freedom of Movement is a level 4 Abjuration spell for Bard Cleric Druid and Ranger. Casting Time is 1 action Range is Touch requires a Verbal and Somatic component and spell ingredient is a leather strap. Duration is 1 hour.
You touch a willing creature. For the duration, the target’s movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target’s Speed nor cause the target to be Paralyzed or Restrained. The target also has a Swim Speed equal to its Speed.
In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.
Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 4.
Tree Stride is a level 5 Conjuration spell for Druid and Ranger. Casting Time is 1 action Range is self Requires a Verbal and Somatic Duration is Concentration up to 1 minute.
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.
You can use this transportation ability only once on each of your turns. You must end each turn outside a tree.
Tropical Land
Acid Splash is a Evocation Cantrip for Sorcerer and Wizard. Casting Time is 1 action Range is 60 feet Requires a Verbal and Somatic Component and Duration is Instantaneous.
You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.
Cantrip Upgrade: The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
Ray of Sickness is a level 1 Necromancy spell for Sorcerer and Wizard. Casting Time is 1 action Range is 60 feet Requires a Verbal and Somatic Component and Duration is Instantaneous.
You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.
Using a Higher-Level Spell Slot: The damage increases by 1d8 for each spell slot level above 1.
Web is a level 2 Conjuration spell for Sorcerer and Wizard. Casting Time is 1 action Range is 60 feet Requires a Verbal and Somatic component and Spell Ingredient is a bit of spiderweb. Duration is Concentration up to 1 hour.
You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.
If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.
A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.
The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.
Stinking Cloud is a level 3 Conjuration spell for Bard Sorcerer and Wizard. Casting Time is 1 action Range is 90 feet Requires a Verbal and Somatic and spell ingredient is a rotten egg. Duration is concentration up to 1 minute.
You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it.
Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or be Poisoned until the end of the current turn. (For those who don't know the Poisoned condition. Disadvantage on Attack Rolls and Ability Checks.) While Poisoned in this way, the creature can’t take an action or a Bonus Action.
Polymorph is a level 4 Transmutation spell for Bard Druid Sorcerer and Wizard. Casting Time is 1 action Range is 60 feet Requires a Verbal and Somatic component and Spell Ingredient is a caterpillar cocoon. Duration is Concentration up to 1 hour.
You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into a Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target's (or the target's level if it doesn't have a Challenge Rating). The target's game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice.
The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. The spell ends early on the target if it has no Temporary Hit Points left. The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak or cast spells.
The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.
Finally Insect Plague is level 5 Conjuration for Cleric Druid Sorcerer. Casting Time is 1 action Range is 300 feet Requires a Verbal and Somatic component and spell ingredient is a locust. Duration is Concentration up to 10 minutes.
Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain.
When the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot: The damage increases by 1d10 for each spell slot level above 5.
@doodl3
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lordfentongaming · 10 months ago
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Baldur's Gate 3 Pure Druid Circle of the Land Ultimate DPS build
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3gremlins · 1 year ago
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here's the extremely fast timelapse (15 sec) for the "thinking about dryads" piece I posted last saturday
for more in depth time lapses, behind the scenes, wips, etc, consider checking out my patreon!
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thekawaiifanart · 1 year ago
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anyone else ever cringe enough to give their dnd characters an actual birthday? well...I am, and today (8/15/23) is it!
Happy Birthday, Snowstorm!
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pemprika · 9 months ago
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an untainted innocence
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dearqueerheart · 2 years ago
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making a new merfolk-esque dnd character, any fishy name ideas???
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journeybetweenthepages · 2 years ago
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Next character is one of my original ones but has been retooled a lot like what I did with Olorin (My Wizard) originally I wanted a Druid that was like a cross between the Lucasfilms character Willow and Samwise Gamgee but I just kept looking that the picture in the center above and just changed everything and thought what if instead he was this little Punk Rock Lost Boy Forest Spirit which is what he is now he is a Halfling (Lightfoot) Druid (Circle of the Land) Hermit
Oberon of the Winding Rivers (With his Wolf companion Puck)
He awoke on a sandbar that forked a large river into two, not really remembering where he came from or how he got there and not particularly caring about it anyway. He foraged the forest and liked the seclusion in nature, a feeling crept into him a feeling that he was being watched. After a couple days of this feeling he couldnt take it any longer he shouted to the forest for his stalker to come and face him and so a large Wolf emerged from the shrubs and it bound for him and defensively he yelled to stop, and to his surprise it did it had understood him and followed him through the forest ever since and he named the Wolf Puck.
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rimouskis · 1 year ago
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alright, question for the esteemed jury (though I imagine this will be a uniquely american, if not perhaps also canadian, experience):
are you familiar with the children's game that involves slapping hands around a circle while singing a song that begins "down by the banks of the hanky panky"
and if you are, how did the rest of the song go for you
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sbeep · 10 months ago
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Some primal aasimar cleric & druid ideas got really stuck in my craw last year so I'm revisiting. Tempest domain, gods of fury and prophecised purpose, my beloveds.
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1v31182m5 · 6 months ago
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İt ain't
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taohun · 1 year ago
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my baby here on earth, showed me what my heart was worth, so, when I die, which I must do, could it shine down here with you?
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cosmicanger · 8 months ago
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Wheat Field in Hailey Wood, Oxfordshire: July 16, 2007
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