Circle of the Oakenheart
Subclase de Druid
Zamanora: Ballad of the Witch p. 78 (Homebrew)
- Nivel
- 3
Descripción
Druids of the Circle of the Oakenheart embody the harsh reality of the deep woods. They are the will of the wild in its most unyielding and merciless form. To them, the natural world and the mortal one are two separate realms: the first ancient and deliberate, shaped into balance through eons of growth, the second fleeting and restless, forever in flux. They believe the wild does not mingle with civilization, and though some crossing is inevitable, there are some places that brook no trespass. Often solitary onlookers, these Druids rarely intervene in social affairs unless the forest itself is imperiled. To the Zamanori, they exist in cautionary tales, warning against braving the unknown weald; for a single transgression may be the difference between an Oakenheart leading a wayfarer safely through the woods, or drowning them in unforgiving soil.
Rasgos
Circle Spells Nivel 3
When you reach a Druid level specified in the Circle of the Oakenheart Spells table, you thereafter always have the listed spells prepared. In addition, you can cast the spells from this feature while you're in a Wild Shape form.
Circle of the Oakenheart Spells:
| Druid Level | Prepared Spells |
|---|---|
| 3 | Barkskin, Ensnaring Strike, Shillelagh |
| 5 | Speak with Plants |
| 7 | Woodland Awakening* |
| 9 | Tree Stride |
Wrath of the Wildwood Nivel 3
You draw upon the primal powers of nature to enhance your forms. When you use Wild Shape, you can expend a spell slot to empower your new form, granting you the benefits below.
Creature Type. You can choose to transform into a Plant form that you have learned instead.
Challenge Rating. The maximum Challenge Rating for the form equals the level of the spell slot you expended.
Thirsting Roots. Whenever another creature within 10 feet of you becomes Bloodied or drops to 0 Hit Points, you regain Hit Points equal to your Druid level.
Breaking Boughs Nivel 6
As your attunement to the grim woods of Zamanora increases, so does your strength. While in a Wild Shape form, your melee attacks may target one additional creature within your reach that is adjacent to the original target. You compare the same attack roll against each targeted creature's AC.
One with the Land Nivel 10
You have learned to become a conduit for the power of the earth. While you are in Wild Shape form, you can use a Bonus Action to root yourself into the ground, gaining the following benefits:
Immovable. Your Speed becomes 0. You can't be knocked Prone or be forcibly moved.
Rootsnare. You create a 10-foot Emanation of grasping thorns and roots. This area is Difficult Terrain. Any creature of your choice that starts its turn there or enters it for the first time during its turn takes Piercing damage equal to your Wisdom modifier.
Unbreaking. Your Armor Class becomes 20, unless already higher.
Your rooted state lasts for 1 minute or until you choose to uproot yourself (Bonus Action). You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses of this ability when you finish a Long Rest.
The Deep Dark Woods Nivel 14
You gain the ability to banish a creature into the darkest corners of the deepwood. As a Magic Action, you can force a creature within your reach to make a Charisma saving throw, suffering the effects of the Maze spell on a failure. While a creature is inside your maze it also suffers the effects of your Rootsnare feature. To navigate the labyrinthine woods and escape, a creature must succeed on an Intelligence (Investigation) check against your spell save DC (instead of 20). Once you use this feature, you can't use it again until you finish a Long Rest.