Circle of Veloria Edit
The storm devastates the countryside. The drought withers plants to husks. The fire reduces all in its path to cinders. Druids of the Circle of Veloria embrace the elements of the natural world, and in the constant cycle of death and rebirth they find strength. The circle’s oldest members are terrifying agents of ruin, each wielding destructive powers of nature at their employ. As a member of the Circle of Veloria, your magic is influenced by such forces, as you reap power from the elements.
Circle of Veloria Features Edit
|2nd||Ruinous Cantrip, Elemental Form|
|6th||Weapon of Ruin|
|10th||Cycle of Seasons|
|14th||Force of Nature|
Ruinous Cantrip Edit
When you choose this circle at 2nd level, you gain one of the following cantrips: chill touch, fire bolt, or shocking grasp. The cantrip counts as a druid spell for you. Whenever you deal damage with this cantrip, you add your Wisdom modifier as bonus damage.
Elemental Form Edit
Starting at 2nd level, you gain the ability to use your Wild Shape to transform into an Elemental Form, causing your skin to change into a primordial mass. Your new form is appears as a hybrid humanoid and elemental, perhaps mistaken for a fey or demon by an observer. Your armor and clothing are merged into your new appearance, but carried weapons, shields, and items may still be used by it.
While transformed, your AC equals 13 + your Dexterity modifier and you have advantage on saving throws against fire, lightning, and necrotic damage. Otherwise, your game statistics remain the same. Transforming in this manner does not change your hit points or Hit Dice. While transformed, you can continue to cast spells and speak, although your voice becomes echoed and guttural.
Weapon of Ruin Edit
Starting at 6th level, you can use a bonus action to expend one spell slot to empower a melee weapon you wield. While a weapon is empowered, it becomes a magic weapon with a +1 bonus to attack rolls and deals an additional 1d4 fire, lightning, or necrotic damage per spell level of the expended spell slot. This damage type is chosen when the spell slot is spent. The weapon remains empowered for 1 minute or until you lose your concentration (as if you were casting a concentration spell).
Cycle of Seasons Edit
At 10th level, you gain the ability to tap into the balance between life and death, as one creature's winter becomes your spring. Whenever a creature within 30 feet of you that is not an undead or construct is slain, you can use your reaction or bonus action to regain 2 hit points per druid level. You can use this feature once at 10th level and twice starting at 15th level. You regain expended uses of this feature after a long rest.
Force of Nature Edit
At 14th level, you become the embodiment of nature’s destructive power. When you use your action to cast a druid spell while in your elemental form, you can make one weapon attack as a bonus action.
Circle of the Hive Edit
Hiveminds deal with insects, most likely with hive insects, such as bees. Over the course of life they become move vermin-like and gain abilities related to insects.
At 2nd level you can summon a swarm of insects as an animal companion. You can choose the type of insect the swarm is composed of, but it will not change any of the mechanics of the swarm. Your animal companion gains a variety of benefits while it is linked to you. The swarm companion loses its Multiattack action, if it has one. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.Your swarm companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a swarm companion also adds its proficiency bonus to its AC and to its damage rolls. Your swarm companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 2nd, your swarm companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
At 6th level you gain blindsight to 10 ft., and you gain darkvision to 60 ft. If you already have darkvision, your darkvision range extends by 60 ft.
At 10th level you develop the instincts of survival that are ingrained into most insects. Your AC when not wearing armor equals 10 + your Dexterity modifier + your Wisdom modifier, and your Initiative bonus equals your Dexterity modifier + your Wisdom modifier.
Starting at 14th level, you can Wild Shape into an umber hulk, a young remorhaz, or a tlincalli.