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Circle of the Laeknar

Laeknar (singular: laeknir) specialize in healing through herbalism. Their knowledge is applied through potions and poultices. Most are health-related, but some have a more sinister application. Laeknar are often the only healing available in a Nordic campaign, which makes them exceptionally important to adventuring parties and the communities where they reside.

Tool Proficiency

When you join this circle at 2nd-level, you gain proficiency with herbalism kit. If you already have this proficiency, you gain proficiency with one other type of artisan’s tool of your choice.

Laeknir Mastery

Starting at 2nd level, you know a certain number of herbal concoctions. When you reach certain levels in this class, you can make more poultices at the end of a long rest: two at 5th level and three at 13th level. You can create additional poultices by expending a spell slot of 1st level or higher for each one. When you do so, use your action to create the poultice in an empty flask you touch, and you do not need to search for the herbal components.

Laeknar Level Poultices Known Poultices Active
3rd 2 1
5th 4 2
9th 6 2
13th 8 3
17th 10 3

Herbal Savant

At 6th level, you develop masterful command of herbalism, enhancing the healing and damage you create through them. Whenever you cast a spell using your herbalism kit as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid or poison damage, and the bonus equals your Wisdom modifier (minimum of +1).

Woodland Stride

At 10th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

Laeknir Lord

When you reach 14th level, plants sense your connection to nature and become hesitant to attack you. When a plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the plant must choose a different target, or the attack automatically misses. On a successful save, the plant is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.


When you reach 14th level, you can create a wooden servant known as a tremathr. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the tremathr monster entry.

In combat, the tremathr shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide or Search action.

If you apply an herbal poultice to it, the tremathr regains 2d6 hit points. If it has died within the last hour, you can use your herbalism kit as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The tremathr returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new tremathr if you have your herbalism kit with you. If you already have a tremathr from this feature, the first one immediately perishes.

Section 15: Copyright Notice

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