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Circle of Balance

Those that follow the Circle of Balance hold to the certainty that the world was designed with intent and that each creature has their own space therein. What’s more, these druids insist that there is a natural balance that occurs when each piece of creation sits securely in its designated position within the cosmic order. Those that break out of their intent are thereby upsetting the balance of the universe and must be set right. Circle of Balance druids spend their lives seeking out these unnatural disruptions and attempt to place them back in their correct order.

Circle of Balance Features
Druid Level Feature
2nd Circle Spells, Seeking the Unnatural, Stable Form
6th Maintainer of Order
10th Twisted Bane
14th Fallen Banishment

Circle Spells

Your pursuit for the natural balance in the world has led you to learn the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Balance table.

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.

Circle of Balance Spells
Druid Level Spells
3rd Calm emotions, lesser restoration
5th Dispel magic, remove curse
7th Divination, private sanctum
9th Circle of power, dispel evil and good

Seeking the Unnatural

Starting at 2nd level, your ability to hunt out and find both unnatural magical phenomena and creatures seems almost supernatural. You can use an action to open your senses to the surrounding world. Until the end of your next turn, you become aware of any magical aura, aberration, or monstrosity within 1000 feet. You know the general direction where these creatures or phenomena are, but not their exact location. You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

Stable Form

Whenever you reach 2nd level, your Wild Shape extends an aura of balance that pushes back against unnatural malevolence. When you are in beast shape, you and each allied creature within 10 feet add a d4 to all Wisdom and Charisma saving throws made against a magical effect.

Maintainer of Order

At 6th level, you’ve learned how to neutralize surges of magic which allows you to prevent disturbances to the natural balance of the world. As a reaction, you can end a magical effect provided the spell is no greater than half your druid level, to a max spell level of 6th level. You can use this feature in one of the two following ways:

  • You can choose to end a magical condition affecting one object or allied creature that you can see within 60 feet.
  • You can choose to counter a spell being cast within 60 feet of you, provided you can see the caster.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Twisted Bane

Starting at 10th level, the magic you manifest is vicious against those that upset the natural order. Whenever you deal damage to aberrations or monstrosities, you may add an additional d8 to the damage roll. When you use this feature, you can choose between cold, fire, lightning, or thunder damage. While you are wild shaped, the damage dealt with this feature is doubled.

Fallen Banishment

At 14th level, when you drop to 0 hit points, a wave of energy erupts from an area centered on you in a 15-foot radius. In a last ditch effort to restore order, you attempt to banish those who would seek to bring the world into disarray. Any hostile creatures must make a Charisma saving throw against your spell save DC. On a failed save, the creature is banished as with the banishment spell for a number of rounds equal to your Wisdom modifier (minimum of one).

After the rounds have passed, the creatures reappear in the space they left or in the nearest unoccupied space if those spaces are occupied. This effect ends early if you die. If you are brought back above 0 hit points before the creatures return to this plane, you can attempt to make the banishment permanent. To do so, you can burn a spell slot of 4th level or higher and then maintain concentration on the effect for the next minute. After you use this ability, you can’t do so again until after you finish a long rest.

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Knights of the Shadow Realm, Copyright 2020, David Barrentine