Druid in Iskatel: Fortunebound | World Anvil


The druids of Talamh worship the oldest of gods: the Great Wyrms. Each Great Wyrm is an immortal aspect of one of the five categories of dragon (Air, Earth, Cold, Water, Fire) and has a coloring that is a mix of both the chromatic and metallic dragon of that category. The Great Wyrm of Air, for instance, has green-gold scales and coloring. These ancient dragon gods are wise, enigmatic, and watching always over all things - living and not - on the earth. Druids are their eyes, ears, and arms.   Because of the gods they follow, druids have a very strong inclination toward an absolute Neutral alignment, and secondarily toward Lawful Neutral or Chaotic Neutral. Very few druids are of a Neutral Good or Neutral Evil alignment, and these are often seen by others of their kind as meddlers and miscreants who upset the long-term balance for short-term gain.   Druids often work along the fringes and frontiers of society, unnoticed and unseen. They are practitioners of old religions, now out of favor, and are well aware of the precarious position they hold as a result. Occasionally, a druid must join themselves with a group of heroes in order to accomplish their tasks. It is in these cases that druid adventurers are found. In all cases, once these tasks are accomplished, the druid then melts back into the background, rarely to be heard from again.   The reaction of society to druids is varied. Hunters and frontiersmen often treat druids as wise sages who's presence means protection for the surrounding area. These types will sometimes even enter a wilderness and leave offerings for, or seek advice from, a druid. Peasantry is often simultaneously mystified and afraid of these strange people, knowing that they carry with them ancient power but not knowing whether the druid brings with them tidings of protection or destruction. Followers of the Twelve Gods, especially clerics and paladins, look upon druids as heathens - witches and warlocks that are not to be trusted. Some followers of the Twelve may even look to extinguish druidism from Talamh, hunting them down and either persecuting and torturing them (in hopes to 'cleanse' them of their 'false beliefs' and gain their conversion) or outright killing them. Druids are not officially welcome in civilized society, though sometimes they may be found hidden within it if their purpose requires such.  

Class Features

In addition to the standard class features of a Druid, all Druid's can speak Draconic.  

Wild Companion

The find familiar spell cast by this feature is capable only of summoning a pseudodragon (familiar variant). These pseudodragons match the coloration of the Great Wyrm to which the Druid has dedicated themselves, as well as the alignment of the Druid, as shown on the table below.
Wyrm * Good * Neutral * Evil
Aturish Gold Green and Gold Green
Flalyir Copper Blue and Copper Blue
Zyakild Silver White and Silver White
Aquxyni Bronze Black and Bronze Black
Haavil Brass Red and Brass Red
  Aside from the features mentioned above, all other standard Druid features remain as written in the official material.   None of the standard Druid Circles are available for selection in the world of Talamh. They are replaced by the Druid Circles listed below.  

Circle of Aturish (Knowledge)

The Great Wyrm Aturish holds domain over hidden wisdom and knowledge. Those who devote their lives to Aturish dedicate themselves similarly as keepers of wisdom and seekers of knowledge. For those who respect the religion of the Great Wyrms, the Druids of Aturish are looked at as sages and seers. They are viewed simultaneously with respect and trepidation, as those who foretell the future rarely bother to share prophetic visions that the coming years will be filled with joy and prosperity. Such visions do not need to be spoken of. There is no danger in ignoring them. Therefore, when a Druid of Aturish comes to a village, many fear that prophesies of doom or hardship will follow.   All Circle of Aturish Druids carry with them some type of divination tool -- bones, stones, cards, etc. -- for the reading and telling of prophecies. This tool may be used as a spellcasting focus if desired.  

Circle of Aturish Features

Druid Level Feature
2nd Expertise, Circle Spells
6th Cosmic Omen
10th Knowledge of all Things
14 Non-Presence


Choose two of your skill proficiencies, or one of your skill proficiencies and any tool proficiency that you have. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.  

Circle Spells

Your mystical connection to the Aturish infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to spells related to knowledge, wisdom, and divination.   Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.  
Druid Level Spells
3rd Augury, Beast Sense
5th Clairvoyance, Tongues
7th Arcane Eye, Divination
9th Legend Lore, Scrying

Cosmic Omen

Whenever you finish a long rest, you may consult your divination tools. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:   Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.   Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.   You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

Knowledge of All Things

You may gain knowledge of facts about the surrounding area as if having cast the Commune with Nature spell. Knowledge of All Things requires only a bonus action to perform and can be done a number of times equal to your proficiency bonus.   You regain all expended uses when you finish a long rest.  


Your knowledge and foresight have advanced in a manner that causes you to blend as one with the universe. As such, objects, spells, or abilities that attempt to read your mind cannot find a target to lock onto and fail automatically. Further, any attempt to locate or track you by magical means fails. Finally, you gain advantage on Charm and other Saving Throws against mind control effects.  

Circle of Flalyir (Spring)

Those who follow Flalyir are tied closely with the earth and its capacity for renewal. They are masters of Spring, growth, and the storms that water and replenish the earth. Of all the Druids of Talamh, the Druids of Flalyir are most happily seen by the people, as robust and healthy growing seasons often follow their presence.  

Circle of Flalyir Features

Druid Level Feature
2nd Life of the Earth
6th Storm's Wrath
10th Protected by Nature
14th Restoration of Harmony

Life of the Earth

At 2nd level, you have developed a close bond with the energies of life emanating from the earth. You are a font of energy that offers respite from injuries. You have a pool of energy represented by a number of d6s equal to your druid level.   As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.   You regain all expended dice when you finish a long rest.  

Storm's Wrath

At 6th level, you have learned how to direct the powerful life energies of the earth into the creative chaos of a storm. Your pool of energy originally granted by Life of the Earth is now represented by a number of d6s equal to 1.5 times your druid level (rounded up).   As a bonus action, you can spend a number of dice equal to half your druid level or less. Targeting any number of creatures that you can see within 120 feet and splitting the spent dice as you wish among any number of them, you may cause lightning damage to each target according to the damage rolled on the assigned dice. Dice must be individually assigned before damage is rolled.   You regain all expended dice when you finish a long rest. This dice pool is a shared pool between both Storm's Wrath and Life of the Earth.  

Protected by Nature

At 10th level, you become immune to both Poison and Disease. Further, you gain resistance to both Lightning and Thunder damage.  

Restoration of Harmony

At 14th level, you gain the ability to cast both Lesser Restoration and Greater Restoration without expending spell slots or knowing the spell. You may cast a number of spell levels equal to 1/2 your druid level, rounded up. At 14th level, for example, you could cast Greater Restoration once and Lesser Restoration once (5 + 2 = 7). Alternately, you could cast Lesser Restoration three times (2 + 2 + 2 = 6).   You regain all available spell levels for casting these spells when you finish a long rest.  

Circle of Zyakild (Winter)

Zyakild is lord over ice, cold, and winter. The druids who follow the Circle of Zyakild are those who watch over the earth as it rests, renews, and prepares for rebirth. They are druids of preparation, preservation, and patience. They are also druids of cleansing. Just as the harsh and unforgiving cold of winter often causes the sickly, old, and unprepared to be culled from the herd, the Druids of Zyakild are known to identify, and then eradicate, anything -- or anyone -- they identify as a burden or threat to the balance, harmony, and rebirth cycle of Talamh.  

Circle of Zyakild Features

Druid Level Feature
2nd Piercing Cold
6th Body of Ice
10th Preserve Strength
14th Eliminate Weakness

Piercing Cold

Once a turn, you may add 1d6 Cold damage to your weapon attack or your Cold damage-type spell attack.  

Body of Ice

You gain resistance to Cold damage and a +1 bonus to AC.  

Preserve Strength

Beginning at 10th level, you can hold your breath indefinitely, and you don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.   In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.  

Eliminate Weakness

At 14th level, you may choose, before rolling, to make any roll not already made with advantage, with advantage. You may do so a number of times equal to your Wisdom modifier (minimum of once).   You regain all uses of this skill after a long rest.  

Circle of Aquxyni (Autumn)

The Druids of Aquxyni act as guides through the transition between the realms of life and death. They are the lords of autumn, when the earth slowly dies and fades into winter. Their primary role among those who believe in the religion of the Great Wyrms is in performing funerary rites for the journey of those who pass from mortality to the afterlife. They further act as guardians against the encroachment of the dead back into the world of the living. They are the gatekeepers of life and death.  

Circle of Aquxyni Features

Druid Level Feature
2nd Among the Dead
6th Face of the Reaper
10th Bridge Between Worlds
14th Shadow of Death

Among the Dead

You learn the spare the dying cantrip, which counts as a druid cantrip for you. You also have advantage on saving throws against any disease.   Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn’t make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.  

Face of the Reaper

At 6th level, you gain the ability to unsettle or terrify those around you as an action, for your soul has been touched by the shadow of death. When you take this action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.  

Bridge Between Worlds

You may cast Speak with Dead. Doing so does not expend a spell slot and you are not required to have this spell in your spell list. Once you cast this spell, you may not cast it again until you finish a long rest.  

Shadow of Death

As a bonus action, you may expend a use of your Wild Shape feature to take on a non-corporeal, deathly form. In this form, you have resistance to bludgeoning, piercing, and slashing damage. All of your other game statistics are retained in this form. The form lasts for 10 minutes, or until you dismiss it (no action required), are incapacitated, die, or use this feature again.   While in your non-corporeal form, you may point your finger and make a ranged attack with a range of 60 feet that takes the appearance of a dark energy arcing between you and your target and causes necrotic damage equal to 1d8 + your Wisdom modifier. You heal an amount equal to any damage caused by this attack.  

Circle of Haavil (Summer)

Fire contains a duality of creation and destruction. It is pure energy, creative if properly controlled, but destructive if left unattended. Those who worship Haavil embrace this duality and recognize their role in shaping a world oriented toward creation and prosperity. In some ways, the control of fire expresses humanity's conquering and control over nature. In the eyes of the Druids of Haavil, this conquering also conveys upon humanity both the capability to become a force of destruction even greater, and the responsibility to not do so. Haavil rules over summer, a time of warmth, sun, and activity.  

Circle of Haavil Features

Druid Level Feature
2nd Infuse with Fire
6th The Refiner's Fire
10th Infuse with Fire
14th Rekindle the Flame

Infuse with Fire

You may perform a ritual upon an armor, shield, or weapon to infuse it with magical energy. This ritual requires a minimum of 10 minutes to complete. Once an item has been infused, it gains benefits from that infusion permanently, or until you choose to cancel the infusion and reclaim its energy.   Infuse with Fire may be performed only once per long rest. Further, the total number of items that you have infused may never exceed an amount equal to your proficiency bonus.   Armor Infusion: The infusion grants the armor a +1 bonus to AC. This bonus is increased to +2 when you reach level 10.   Weapon Infusion: This infusion grants a +1 bonus to attack and damage rolls made with the weapon. This bonus is increased to +2 when you reach level 10.   Shield Infusion: Whenever an attacker makes any attack against a target within 5 feet of the wielder of the shield, the wielder of the shield may use their reaction to cause the attack to be made against themselves instead. When you reach 10th level, the shield allows the wielder to use their reaction to cause all attacks made that combat round against a single target within 5 feet to target themselves instead. This feature does not protect against area of effect damage (as such damage does not have a specific target) and it does not allow the wielder to protect multiple targets in the same combat round.  

The Refiner's Fire

You may imbue yourself and others with powerful energies that increase ability score modifiers. You may grant a total increase to ability score modifiers equal to your Proficiency bonus. As an action, you touch one character of your choice and grant them an additional increase to their ability score modifier. This increase is valid for 10 minutes and applies to all actions the character performs using this ability score modifier. However, for each +1 increase that is granted, the target character suffers 1d8 fire damage (ignoring all resistances and immunities) at the same moment the bonus is granted.   This ability does not increase the actual ability score of the target, only the ability score modifier.   If you do not confer all of your available increases onto a single character in a single action, you may confer any remaining increases to additional characters through additional actions. An increase of greater than +1 can be split among multiple ability score modifiers or concentrated in a single ability score modifier, at your discretion.   You regain all expended increases at the end of a short rest.  

Rekindle the Flame

At 14th level, if reduced to 0 hit points, you may choose to expend a use of your Wild Shape feature to immediately regain half your hit points and return to your feet. If you have already expended all uses of your Wild Shape feature, this feature cannot be used. Once you have used this feature, you cannot use it again until finishing a long rest.


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