Legends of Tolria
The Galactic Game

Subclass Compendium · Druid

Circle of the Wilds

A Druid Circle anchored in terrestrial nature — forests, plains, mountains, marshes — and the slow, patient work of standing for a place.

Identity

Wilds Druids walk on dirt. Their channeling is rooted to terrain that has weight underfoot: a temperate forest, a deep-grass plain, an alpine ridge, a mangrove tideline. The Circle is the oldest in the Galactic Game's living memory, and the most decentralized — every grove keeps its own records, and the inter-grove conferences happen by smoke, by signal-pollen, by Druidic carried on migratory birds. A Wilds Druid stands for a place. When they channel, the place stands with them.

Features

  • L3 Land's Bounty

    Your Inner Grove biome grants you a small, terrain-specific list of bonus channels that are always prepared and do not count against your prepared limit. The list changes when you change your Inner Grove biome on a long rest. Sample bonus-channel themes: forest (entangle, barkskin, plant growth); grassland (faerie fire, longstrider, haste); mountain (spike growth, stoneshape, wall of stone); coast (fog cloud, water walk, control water); arctic (ice knife, sleet storm, cone of cold); swamp (entangle, stinking cloud, insect plague). The specific channel lists per biome are codified in the Druid channel catalog. While you are within your Inner Grove biome, you also gain proficiency in Survival if you do not already have it, and your movement leaves no detectable trail except by Druidic or comparable means.

  • L7 Natural Recovery

    Once per long rest, during a short rest of at least 10 minutes spent within your Inner Grove biome (or within 30 ft of a body of natural soil, fresh water, or living vegetation in any biome), you may recover expended channel slots. You can recover a number of slot-levels equal to half your Druid level, rounded up (e.g., at 7th level you may recover one 4th-level slot, or two 2nd-level slots, or four 1st-level slots). None of the slots may be 6th level or higher.

  • L11 Nature's Ward

    Your body has become a fielded biome. You are immune to poison damage, to the Poisoned condition, and to diseases of natural origin. You also cannot be Charmed or Frightened by elementals or fey, and channels of the Sun, Earth, Water, and Ether schools deal one die less of damage to you (minimum 1 die).

  • L15 Sentinel of the Wild

    While you are within your Inner Grove biome, you and any allies within 30 ft gain +2 to AC and resistance to bludgeoning, piercing, and slashing damage from non-magical, non-Rift sources. Additionally, once per long rest, when a hostile creature within 60 ft of you within the biome casts a channel, you may use your reaction to attempt a counter-channel: make a channeling ability check (1d20 + your channel attack modifier) against a DC of 10 + the level of the channel being cast. On a success, the channel fails and its slot is expended.

  • L18 Land Avatar

    Once per long rest, as an action, you become the avatar of your Inner Grove biome for 1 minute, your body sheathed in the materials of the place — bark and lichen, dust and rust, salt-crust, fungal armor, ice-rime, whatever the biome answers with. While in Land Avatar form: • Your size category may increase by one step at your option. • Your walking speed increases by 10 ft. Within your Inner Grove biome, you ignore difficult terrain entirely, and channels you cast that produce terrain effects have their area doubled. • You gain temporary HP equal to 5 × your Druid level when the form begins. • Once per turn, when you hit a creature with a melee weapon attack or a channel, you may add 2d10 damage of a type appropriate to your biome (bludgeoning/earth, cold/ice, fire/desert, slashing/forest, poison/swamp). • You can speak with and roughly direct any non-sapient biome-native creature within 60 ft, as if using Biome Whisper without the time cost. The form ends early if you are reduced to 0 HP or you end it as a free action.