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 ===== Druid Circles ===== ===== Druid Circles =====
-  * **Aspect:** This part of each circle’s entry describes the benefit of the wild aspect class feature. This is what occurs when you take the transform action. These benefits only last as long as the will aspect does.+**Aspect:** This part of each circle’s entry describes the benefit of the wild aspect class feature. This is what occurs when you take the transform action. These benefits only last as long as the will aspect does.
  
 ==== Circle of the Ash Tree ==== ==== Circle of the Ash Tree ====
 The Circle of the Ash Tree takes its name from the image of a burnt tree after a wildfire. They believe the world must be cleansed before it can be healed. Some see them as eco-terrorists while others believe them to be a necessary evil; surgically purging the tainted part of the world so that life may yet again flourish. The Circle of the Ash Tree takes its name from the image of a burnt tree after a wildfire. They believe the world must be cleansed before it can be healed. Some see them as eco-terrorists while others believe them to be a necessary evil; surgically purging the tainted part of the world so that life may yet again flourish.
-  * **Aspect:** At the start of your turn and when you first enter wild aspect, foes adjacent to you become vulnerable to fire until the start of your next turn. A Fortitude save (DC 10 + Spellcasting proficiency) negates this effect for the turn.+ 
 +**Aspect:** At the start of your turn and when you first enter wild aspect, foes adjacent to you become vulnerable to fire until the start of your next turn. A Fortitude save (DC 10 + Spellcasting proficiency) negates this effect for the turn.
   * Wildfire (3rd level): While you are in wild aspect, you can cast disintegrate as an innate (Fieldcraft) spell at will, though you may only target objects. Unlike the normal spell, this deals fire damage.   * Wildfire (3rd level): While you are in wild aspect, you can cast disintegrate as an innate (Fieldcraft) spell at will, though you may only target objects. Unlike the normal spell, this deals fire damage.
   * Scorched Earth (8th Level): Creatures who fail a save against a spell you cast that deals fire damage also become blighted for 1 minute.   * Scorched Earth (8th Level): Creatures who fail a save against a spell you cast that deals fire damage also become blighted for 1 minute.
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 ==== Circle Of The Beast ==== ==== Circle Of The Beast ====
 Often the first circle brought up when discussing druids, the Circle of the Beast focuses on kinship with the wild; each initiate is required to raise a wild beast as a sibling. They are the first to rankle at being constrained, and the first to break the cage that confines another. Their wild spirit can coalesce into a bestial form, blending together druid and beast. Often the first circle brought up when discussing druids, the Circle of the Beast focuses on kinship with the wild; each initiate is required to raise a wild beast as a sibling. They are the first to rankle at being constrained, and the first to break the cage that confines another. Their wild spirit can coalesce into a bestial form, blending together druid and beast.
-  * **Aspect:** You gain the benefits of an innate animal aspect spell (Animal Husbandry). You may choose different benefits each time you enter wild aspect.+ 
 +**Aspect:** You gain the benefits of an innate animal aspect spell (Animal Husbandry). You may choose different benefits each time you enter wild aspect.
   * Sibling of Beasts (3rd Level): You gain an animal companion (it can be any animal appropriate to your setting). Your animal companion becomes Professional with its Will save.   * Sibling of Beasts (3rd Level): You gain an animal companion (it can be any animal appropriate to your setting). Your animal companion becomes Professional with its Will save.
   * Strong Like Bear (8th Level): Both you and your animal companion gain a bonus on damage rolls with natural attacks equal to 1/2 your level.   * Strong Like Bear (8th Level): Both you and your animal companion gain a bonus on damage rolls with natural attacks equal to 1/2 your level.
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 Found in societies where wisdom is more valuable than strength, the Circle of the Elder creates enlightened druid-kings with knowledge of the past to help them direct the future. Such druids inherit memories for their past lives or from their own lineage to help them guide others to their full potential. Found in societies where wisdom is more valuable than strength, the Circle of the Elder creates enlightened druid-kings with knowledge of the past to help them direct the future. Such druids inherit memories for their past lives or from their own lineage to help them guide others to their full potential.
 Special: If you select this circle you gain the “Talented” keyword. Special: If you select this circle you gain the “Talented” keyword.
-  * **Aspect:** You rapidly age, appearing ancient even for a member of your species (though you lose none of your abilities). While in wild aspect you can use 1 action to cast Whispers of the Past as an innate (Fieldcraft or Religion) spell instead of as a ritual. This takes a single action to use (rather than 1 minute).+ 
 +**Aspect:** You rapidly age, appearing ancient even for a member of your species (though you lose none of your abilities). While in wild aspect you can use 1 action to cast Whispers of the Past as an innate (Fieldcraft or Religion) spell instead of as a ritual. This takes a single action to use (rather than 1 minute).
   * Elder Wisdom (3rd Level): You become Exceptional with Animal Husbandry and Religion.   * Elder Wisdom (3rd Level): You become Exceptional with Animal Husbandry and Religion.
   * Talented (8th Level): You gain the Talented feat.   * Talented (8th Level): You gain the Talented feat.
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 ==== Circle Of Frost ==== ==== Circle Of Frost ====
 Hailing from windswept tundras and snow-capped mountains, frost druids reflect on the harshness of winter and the bitter cold. Often displaying a rugged survivalist bent, druids of the circle are depicted as being as cold and bitter as a blizzard. Able to wrap themselves in a blizzard storm, they can bring winter’s icy embrace to bear against their foes. Hailing from windswept tundras and snow-capped mountains, frost druids reflect on the harshness of winter and the bitter cold. Often displaying a rugged survivalist bent, druids of the circle are depicted as being as cold and bitter as a blizzard. Able to wrap themselves in a blizzard storm, they can bring winter’s icy embrace to bear against their foes.
-  * **Aspect:** While in wild aspect, foes adjacent to you take 1d4 + your Wisdom modifier in cold damage at the start of your turn or when you transform. A Fortitude save (DC 10 + Spellcasting proficiency) negates the damage. The damage is increased by +1d4 at 3rd level and every odd level after 3rd.+ 
 +**Aspect:** While in wild aspect, foes adjacent to you take 1d4 + your Wisdom modifier in cold damage at the start of your turn or when you transform. A Fortitude save (DC 10 + Spellcasting proficiency) negates the damage. The damage is increased by +1d4 at 3rd level and every odd level after 3rd.
   * Deep Chill (3rd level): Cold damage you deal has Penetration equal to your level.   * Deep Chill (3rd level): Cold damage you deal has Penetration equal to your level.
   * Snowshoes (8th Level): While in wild aspect, you ignore naturally occurring difficult terrain, and enemies treat spaces adjacent to you as difficult terrain.   * Snowshoes (8th Level): While in wild aspect, you ignore naturally occurring difficult terrain, and enemies treat spaces adjacent to you as difficult terrain.
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 ==== Circle Of The Mountain ==== ==== Circle Of The Mountain ====
 Drawing power from rock and soil, mountain circle druids are stoic, hard-faced purveyors of magic. Deeply aware of the flow of natural power within the world, these druids are able to tap into this flow to empower their own spells. Drawing power from rock and soil, mountain circle druids are stoic, hard-faced purveyors of magic. Deeply aware of the flow of natural power within the world, these druids are able to tap into this flow to empower their own spells.
-  * **Aspect:** You wrap yourself in a cloak of hardened ley-charged rock and take on the appearance of a living statue. Though your body can move, your feet remain fused with the ground. You gain Resist 10 against all damage, but your movement speed is reduced to 0. You may still take other actions, such as attacking, casting spells, etc.+ 
 +**Aspect:** You wrap yourself in a cloak of hardened ley-charged rock and take on the appearance of a living statue. Though your body can move, your feet remain fused with the ground. You gain Resist 10 against all damage, but your movement speed is reduced to 0. You may still take other actions, such as attacking, casting spells, etc.
   * Ley Line (3rd Level): While in your wild aspect, you can spend a Hero Dice to increase the DC of a spell you are casting by 3.   * Ley Line (3rd Level): While in your wild aspect, you can spend a Hero Dice to increase the DC of a spell you are casting by 3.
   * Blessing Of Stone (8th Level): While in your wild aspect, you can spend an action to grant all allies within 30 feet of you Resist 10 against all physical damage until the start of your next turn.   * Blessing Of Stone (8th Level): While in your wild aspect, you can spend an action to grant all allies within 30 feet of you Resist 10 against all physical damage until the start of your next turn.
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 ==== Circle of the New Age ==== ==== Circle of the New Age ====
 The Circle of the New Age represents so-called “Neo-Druid” or “Hippy” teachings and is a co-opting of older traditions, blending them with modern tastes and more approachable cultural norms. They are informal, laid back, all about loving your fellow beings, and just being one with nature. In a way they represent the “humanoid” part of nature and how interactions are handled, a sort of bridge between the natural and the cosmopolitan. Some druids look down upon them as forgetting the old ways, but members of the Circle of the New Age feel they are fools for not seeing the path to the future. The Circle of the New Age represents so-called “Neo-Druid” or “Hippy” teachings and is a co-opting of older traditions, blending them with modern tastes and more approachable cultural norms. They are informal, laid back, all about loving your fellow beings, and just being one with nature. In a way they represent the “humanoid” part of nature and how interactions are handled, a sort of bridge between the natural and the cosmopolitan. Some druids look down upon them as forgetting the old ways, but members of the Circle of the New Age feel they are fools for not seeing the path to the future.
-  * **Aspect:** While in this form you are able to speak and understand all languages; additionally, sapient creatures appear to have an aura around them that you can easily read. This tells you the current most powerful emotion of that creature. It takes 1 action to read a creature’s aura.+ 
 +**Aspect:** While in this form you are able to speak and understand all languages; additionally, sapient creatures appear to have an aura around them that you can easily read. This tells you the current most powerful emotion of that creature. It takes 1 action to read a creature’s aura.
 Unlike other wild aspects, a Circle of the New Age’s wild aspect lasts for 10 minutes (100 rounds). If you are a primary druid you can spend Hero Dice to extend it by 10 minutes per Hero Dice (rather than 6 rounds). Unlike other wild aspects, a Circle of the New Age’s wild aspect lasts for 10 minutes (100 rounds). If you are a primary druid you can spend Hero Dice to extend it by 10 minutes per Hero Dice (rather than 6 rounds).
   * Natural Connection (3rd Level): You can feel bonds between people. You become Exceptional in Politique. Additionally, you can use Wisdom rather than Charisma on skill checks made to influence a creature’s attitudes, change opinions, and lie.   * Natural Connection (3rd Level): You can feel bonds between people. You become Exceptional in Politique. Additionally, you can use Wisdom rather than Charisma on skill checks made to influence a creature’s attitudes, change opinions, and lie.
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 ==== Circle Of the Stargazer ==== ==== Circle Of the Stargazer ====
 These druids always have their eyes on the skies. They prefer open plains and high peaks, anywhere with the best view, high above the clouds. These druids can see the future in the stars, and even manipulate it when necessary. Their predictions and actions always seem vague, until they aren’t. Non-druids see them as intentionally frustrating; other druids wouldn’t dare insult those who could change their fate forever. These druids always have their eyes on the skies. They prefer open plains and high peaks, anywhere with the best view, high above the clouds. These druids can see the future in the stars, and even manipulate it when necessary. Their predictions and actions always seem vague, until they aren’t. Non-druids see them as intentionally frustrating; other druids wouldn’t dare insult those who could change their fate forever.
-  * **Aspect:** Your body fades away into an amorphous blob of darkness speckled with tiny stars throughout it. You become intangible.+ 
 +**Aspect:** Your body fades away into an amorphous blob of darkness speckled with tiny stars throughout it. You become intangible.
   * Astrology (3rd Level): At the start of each short rest, roll 5 d20s and record the result. Any time before the next short rest you take you or your ally can simply choose to take the result of one of the rolled dice instead of rolling a d20. Once a given roll has been used it is consumed and cannot be used again.   * Astrology (3rd Level): At the start of each short rest, roll 5 d20s and record the result. Any time before the next short rest you take you or your ally can simply choose to take the result of one of the rolled dice instead of rolling a d20. Once a given roll has been used it is consumed and cannot be used again.
   * Remote Viewing (8th Level): While in wild aspect you can cast scry as an innate spell (Fieldcraft) at will. This takes you 3 actions (rather than a 10 minute ritual).   * Remote Viewing (8th Level): While in wild aspect you can cast scry as an innate spell (Fieldcraft) at will. This takes you 3 actions (rather than a 10 minute ritual).
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 ==== Circle Of The Storm ==== ==== Circle Of The Storm ====
 These druids channel the rage of the storm itself. Found anywhere from the highest plateaus to the deepest rainforests, they seem simultaneously detached and connected to everything around them. When commanding their element, lightning crackles around them, and their eyes turn as gray as threatening clouds. Praise the sky! These druids channel the rage of the storm itself. Found anywhere from the highest plateaus to the deepest rainforests, they seem simultaneously detached and connected to everything around them. When commanding their element, lightning crackles around them, and their eyes turn as gray as threatening clouds. Praise the sky!
-  * **Aspect:** You ignore difficult terrain and are effectively weightless, allowing you to ‘walk’ on liquids and avoid setting off weight-sensitive things like pressure plates. Additionally, you can cast lightning bolt at will as an innate (Fieldcraft) spell in this form.+ 
 +**Aspect:** You ignore difficult terrain and are effectively weightless, allowing you to ‘walk’ on liquids and avoid setting off weight-sensitive things like pressure plates. Additionally, you can cast lightning bolt at will as an innate (Fieldcraft) spell in this form.
   * Windform (3rd Level): While in your wild aspect, you gain a 30 foot fly speed.   * Windform (3rd Level): While in your wild aspect, you gain a 30 foot fly speed.
   * Lightning Rod (8th Level): While in your wild aspect, you are immune to electricity damage.   * Lightning Rod (8th Level): While in your wild aspect, you are immune to electricity damage.
   * Galeforce (13th Level): Any time you cause electricity damage with a spell an accompanying gust of wind hits the creature and they are automatically knocked 10 feet back away from you. A creature may choose to be knocked prone to avoid the forced movement.   * Galeforce (13th Level): Any time you cause electricity damage with a spell an accompanying gust of wind hits the creature and they are automatically knocked 10 feet back away from you. A creature may choose to be knocked prone to avoid the forced movement.
   * Rend the Sky (18th Level):  While in your wild aspect, you can spend a Hero Dice to cause an instance of electricity damage to deal Absolute damage. Creatures destroyed in this fashion have their bodies vaporized, leaving nothing behind.   * Rend the Sky (18th Level):  While in your wild aspect, you can spend a Hero Dice to cause an instance of electricity damage to deal Absolute damage. Creatures destroyed in this fashion have their bodies vaporized, leaving nothing behind.

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