Circle of the Willow

“Bend rather than break” and “shift to survive” are the mantras recited by the Circle of the Willow. Just as the supple, flexible nature of a willow’s branches allow them to flow with the rhythm of a violent storm’s gusting winds to survive unbroken, so too do druids of the willow learn defensive fighting techniques to bend with blows and to constantly shift their positions so as to be someplace else when their opponent lands a blow. These druids are appointed to care for the plant life in forested areas, teach communities how to minimize the potential for forest fires, counsel against wasteful tree felling, and encourage nonviolent means of settling disputes.

Bonus Proficiency

When you choose this circle at 2nd level, you gain proficiency with Dexterity saving throws.

Empowered Shillelagh

Starting at 2nd level, when you cast shillelagh, you add your spellcasting ability score modifier in addition to your Strength modifier (rather than instead of) for attack and damage rolls, and the spell lasts for 1 hour (rather than 1 minute).

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Circle Spells

Your mystical connection to wooded realms, and willow trees in particular, manifests itself in certain spells that focus on evading and counteracting your enemies rather than triumphing with brute force. At 3rd, 5th, 7th, and 9th level you gain access to circle spells. 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 nevertheless a druid spell for you.

Willow Spells
Druid Level Spells
3rd barkskin, blur
5th counterspell, speak with plants
7th fabricate, grasping vine
9th antilife shell, tree stride

Supple Sidestep

Starting at 6th level, as a bonus action, you can start a series of evasive moves. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker. You lose this benefit if you are incapacitated or if your speed drops to 0.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Douse the Flames

When you reach 10th level, you either gain advantage on saving throws against fire effects or resistance to fire (your choice).

Nourished By Nature

By 14th level, you can use sunlight, soil, or water to heal what ails you. As an action, when you are exposed to natural sunlight, ingest a drop of water, or are standing on un-worked earth, you regain a number of hit points equal to two times your level + your Wisdom modifier, and any reduction to one of your ability scores is completely reversed.

You can’t use this feature again until you finish a long rest.

Section 15: Copyright Notice

Ancestral Anthologies Vol. 2: Fox & Fae © 2020, Beyond the Horizon; Author: Kim Frandsen.

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