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Druid - Circle of the Land(s)
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<blockquote data-quote="77IM" data-source="post: 6829777" data-attributes="member: 12377"><p>Well, shoot, I think I just thunk up a druid circle.</p><p></p><p style="margin-left: 20px"><span style="font-family: 'Arial Black'"><span style="font-size: 15px">Circle of the Spheres</span></span></p> <p style="margin-left: 20px">The magic of the multiverse seeps through the material plane, creating ley-lines, fonts of power, and focal points for magical energy. But even the ordinary rocks and trees around you have magic that can be drawn out, if you have the proper knowledge. Geomancers connect the movement of the stars to the essence of the land to the magic of the planes, wielding incredible arcane power.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><span style="font-size: 12px"><strong>Geomancy</strong></span></p> <p style="margin-left: 20px">Because of your connection to the material plane, some of the raw energy of the multiverse begins to flow through you. Select two spells of a level that you can cast from the sorcerer spell list. Those spells now count as druid spells for you, and you are always considered to have them prepared.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Select an additional sorcerer spell at 6th level, 10th level, and 14th level. Whenever you gain a level, you may replace one of the spells you learned using this ability with a different sorcerer spell, provided it is of a level that you can cast.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">You can cast a spell granted by this feature at its lowest level without expending a spell slot. Once you do so, you can't do so again until you finish a long rest.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><span style="font-size: 12px"><strong>Circle Spells</strong></span></p> <p style="margin-left: 20px">Starting at 3rd level, each time you prepare spells, you prepare additional spells according to the climate, terrain, and ecosystem of the land you are currently in. The DM will select a land type from the list available to druids of the Circle of the Land (PHB p.68). If you are in a place that doesn't fit any of these land types -- such as an urban environment -- you don't gain any additional spells during your preparation.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">You prepare the additional spells on the land's list, and they don't count towards your number of spells prepared. They remain prepared for you until you prepare spells again. You can only prepare spells on the list that are of a level that you can cast.</p><p></p><p>Inspiration: the 3.0 Geomancer, a really wacky and super-over-powered prestige class that gave +1 caster level to <em>both</em> arcane and divine casting per level (sort of an early Mystic Theurge) but also had some weird "turn into a flaming rock tree person" flavor.</p></blockquote><p></p>
[QUOTE="77IM, post: 6829777, member: 12377"] Well, shoot, I think I just thunk up a druid circle. [INDENT][FONT=Arial Black][SIZE=4]Circle of the Spheres[/SIZE][/FONT] The magic of the multiverse seeps through the material plane, creating ley-lines, fonts of power, and focal points for magical energy. But even the ordinary rocks and trees around you have magic that can be drawn out, if you have the proper knowledge. Geomancers connect the movement of the stars to the essence of the land to the magic of the planes, wielding incredible arcane power. [SIZE=3][B]Geomancy[/B][/SIZE] Because of your connection to the material plane, some of the raw energy of the multiverse begins to flow through you. Select two spells of a level that you can cast from the sorcerer spell list. Those spells now count as druid spells for you, and you are always considered to have them prepared. Select an additional sorcerer spell at 6th level, 10th level, and 14th level. Whenever you gain a level, you may replace one of the spells you learned using this ability with a different sorcerer spell, provided it is of a level that you can cast. You can cast a spell granted by this feature at its lowest level without expending a spell slot. Once you do so, you can't do so again until you finish a long rest. [SIZE=3][B]Circle Spells[/B][/SIZE] Starting at 3rd level, each time you prepare spells, you prepare additional spells according to the climate, terrain, and ecosystem of the land you are currently in. The DM will select a land type from the list available to druids of the Circle of the Land (PHB p.68). If you are in a place that doesn't fit any of these land types -- such as an urban environment -- you don't gain any additional spells during your preparation. You prepare the additional spells on the land's list, and they don't count towards your number of spells prepared. They remain prepared for you until you prepare spells again. You can only prepare spells on the list that are of a level that you can cast.[/INDENT] Inspiration: the 3.0 Geomancer, a really wacky and super-over-powered prestige class that gave +1 caster level to [I]both[/I] arcane and divine casting per level (sort of an early Mystic Theurge) but also had some weird "turn into a flaming rock tree person" flavor. [/QUOTE]
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