Circle of the Thorn

The Circle of the Thorn is dedicated to the elimination of civilization, seeking to create a vast world-spanning wilderness and return all things to a primal nature.

Circle Powers

Druids who join the circle swear to uphold the forest and join the grove.

Circle Spells

At the following levels you always have these spells prepared. Spells unique to the Circle of the Thorn are detailed below.

LevelSpells
2ndProtection from Iron
3rdPass Without Trace
5thPlant Growth
7thShambler’s Shield
9thRepel the Works of Man

Protection from Iron

Similar to Protection from Evil and Good this spell guards the target against attacks made by iron weapons, imposing disadvantage on such efforts. Additionally you are unable to be restrained by metal manacles or similar devices, and cannot be charmed or frightened by any civilized being.

Shambler’s Shield

Similar to Fire Shield but conjures the nature of a shambling mound to grant resistance to lightning damage and deal 2d8 piercing damage to attackers.

Repel the Works of Man

Similar to Antilife Shell, however instead wards against metal weapons, metal equipment, and constructs.

Thorn Stride

At 2nd level you are unimpeded by moving through difficult terrain caused by plants or other natural growth. In addition you have advantage on saving throws against spells such as entangle when cast against you, and are immune to such spells when cast by allies.

Channel Natural Power

Circle of the Thorn druids are unable to change their shape into wild animals. You cannot use wildshape to change forms, but instead are able to channel this power towards empowering the forest around them. At 2nd level this can be used to

  • activate the lair actions of any natural woodland
  • as a bonus action, regain a spell slot of a level up to half your proficiency bonus

Blood Harvest

Starting at 6th level you can cause blood spilled upon the ground to fertilize deadly plant growth. When a creature within 60 ft. of you takes damage you can expend your reaction to cause a thorned vineling to spring up adjacent to them. This can be used a number of times up to your proficiency bonus between rests.

Thorned Entourage

At 10th level a Circle of the Thorn druid can animate the dead using their personal vines, functioning similar to animate dead that creates plant versions of zombies. This can be cast a number of times equal to their Wisdom bonus between long rests.

Avatar of Spines

At 14th level thorns grow from your body as you become one with nature. You gain +2 AC and resistance to damage caused by metal weapons.

Rituals

In addition to their personal power the circle has a number of potent rituals that their members can invoke.

Beating Heart

A minor ritual (costing 10 Life essence) performed under the night sky infuses the heart with blood, allowing it to beat and bleed constantly. Once done this allows the practitioner to maintain a second concentration spell by having the heart beat to maintain the magic. After about 30 days the blood fades from the heart.

Expand the Thorns

A major ritual requiring at least 3 circle members and 50 Life essence. This instills a savage growth in an area, causing up to 6 miles to be overrun with thorny growth.

In addition to this there are more secret inner rituals for the creation of deadlier shambling mounds, becoming a dryad, even the ability to thwart death by rebirth at one’s heart-tree.