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Circle of The Vision Quest: Bonus Proficiencies
Circle of The Vision Quest: Bonus Proficiencies
Druids of this circle are known for cultivating a strange herb that, when ingested or smoked, produces
auditory and visual hallucinations. These “Weedruids”, as they are often called by disgruntled adventuring
companions, may seem as though they are in another world; that that perception cannot be further from the
truth, as the herbs that they cultivate heighten their perception of the world and stills their minds into a trancelike
clarity.
Bonus Proficiencies
Starting when you take this circle at level 2, you gain proficiency with the Herbalist and Alchemist tools if
you did not have them already. In addition, you know how to grow and nurture a hallucinogenic herb common
amongst druids like yourself. This herb can take the shape of any plant you wish and can even be fungal in nature.
Once per day, you may use the Druidcraft cantrip to grow one dose of this herb.
Vision Quest
At 2nd level, when you use your Wild Shape feature, you may instead choose to consume 1 dose of your
miracle herb instead of transforming into a beast. After doing so, you gain the following benefits for as long as you
would normally retain a wild shape.
- You gain advantage on saving throws against Fear, Charm, and Sleep effects.
- Healing spells you cast now heal an additional amount equal to your proficiency bonus.
- Your hazy movements are hard to track, you don’t provoke attacks of opportunity.
- You may gain proficiency with a skill of your choice for as long as you remain under the effects of the
Vision Quest.
Spells and potions that remove poisons, diseases, and other ailments will end your Vision Quest early.
That’s my secret…
At 14th level, your herbal mastery knows no bounds. You may now use the druidcraft cantrip to create
your herb an unlimited number times a day. In addition, you are now gain the following benefits at all times.
- You are immune to poison damage as well as the poisoned condition.
- Your thoughts become a jumble that only you can understand. Creatures that can naturally, or through a
spell, read minds cannot comprehend your thoughts unless you allow them to.
- When you are in your vision quest, you may add half of your proficiency bonus to skills and saving throws
that did not already add that bonus.