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Druid Grove
Druid Grove
Druid Grove
might not be on the druid spell list, into the grove making
it permanent.
When you assume your Wild Shape, choose a damage
type of fire, cold, or poison. While in your Wild Shape
The druid chooses one spell from the list below and form, you gain a breath weapon of that type. As a bonus
spends a month in meditation. If the powers that grant action on your turn, you can exhale gas of the chosen
them their spells are pleased with their work, they
damage type in a 30-foot cone. Each creature in that
permanently install the spell the druid requested, which
area must make a Constitution saving throw against your
can be cast once per period listed in the Grove Spells
table.
spell DC, taking 4d6 damage of the chosen type on a
failed save, or half as much on a successful one. You can
GROVE SPELLS
do this a number of times equal to your stronghold level,
after which you must take an extended rest to refresh
SPELL CASTING LIMIT
this ability.
The spell belongs to the grove but is cast by the druid. 06–10 seasoned Medium airborne (size 1d4)
The grove must be continuously tended. Leaving the 11 Loremaster (3rd level), retainer
grove untended for a month causes it to revert to wild 12 warden (3rd level), retainer
nature and the spell dissipates. The Druid who founded 13–19 Elemental Acolyte (3rd level), retainer
the grove doesn’t have to be the one to tend it, a 20–24 Chaos Mage (3rd level), retainer
Demesne Effects
37–42 Spirit warden (5Th level), retainer
61–65 Sage
• Nuts, fruits, and vegetables grown naturally (i.e., not 66–71 Elf Ambassador
farmed or cultivated) in the druid’s demesne grant those 72–77 Gnome Ambassador
who eat them the effect of goodberry. If taken outside 78–80 Lizardfolk Ambassador