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Circle of the Gauls

Druids are the seers, prophets, and priests of the Gauls.

They are respected and feared by Gauls, for their facility with the magical arts is unparalleled. For the most part, the Druids in Ancient Adventures are similar to their traditional fantasy counterparts. However, they are different in several distinct ways.

Gaulish druids do not worship one particular deity. They represent the land, an older time when the land was often thought as a female. They focus on fertility rites and on maintaining order, be it through succession or war.

Druids are the keepers of knowledge, advisors to rulers, and the judges of their time. They utilize the Brehon Law, a Law that is admittedly biased towards the more powerful individuals of society, but a law nonetheless which they have absolute jurisdiction over. Druids are highly respected and even foreigners are loath to attack them.

Gaulish druids have a complex initiation process that requires memorizing the Brehon Law by rote. They are tested at every turn, interpreting the rustle of trees and the babbling of brooks.

Diviner

Starting at 2nd level, you have advantage on all Wisdom (Insight) and Wisdom (Survival) checks.

Druid’s Egg

Starting at 6th level, you receive a small, egg-shaped stone as a symbol of your newfound power. It is regarded as a source of extremely good fortune by the Gauls. You can benefit from the egg yourself or give it to another creature. A creature gains a benefit of your choice as long as the egg is in the creature’s possession. When you create the egg, choose the benefit from the following options:

  • Double the range of any healing spell
  • Proficiency in Constitution saving throws
  • Advantage on all Charisma-based checks If you create a new druid egg, the previous one ceases to function.

Salmon of Knowledge

At 10th level you summon and eat the rare salmon of knowledge. You can call on this wisdom at any time, understanding the entire universe and everything within it.

By biting your thumb as an action, you have advantage on all Intelligence-based skill checks for 1 round per level.

Druidic Awe

At 14th level, druids are sacred priests amongst the Gauls, raised above ordinary folk and touched by the gods.

Slaying a druid is unthinkable, and even outsiders are hesitant to attack them. An attacker must succeed on a Wisdom save (DC 8 + your Charisma bonus + your proficiency bonus). If the save succeeds, the attacker can attack normally and is unaffected. If the save fails, the attacker can’t follow through with the attack, that part of its action is lost, and it can’t directly attack you for the duration of the encounter. Those not attempting to attack the you remain unaffected. This ability does not prevent you from being attacked or affected by area or effect spells.

You cannot attack without breaking the awe but may use nonattack spells or otherwise act. Attackers who are not from Gaulish lands have advantage on the save.

Section 15: Copyright Notice

5E RPG: Ancient Adventures. Copyright 2020, Mal and Tal, LLC; Author Michael Tresca.