Druids. Druids: Ancient Forest Sages

The caste system was characteristic of most early civilizations. And not rulers or warriors, as some mistakenly think, but it was the priests who stood at the head of such societies. They determined the direction of development, established laws, were the guardians of traditions and spiritual leaders. In Ancient India they were Brahmins, in the Magi, and in the ancient European civilization, such priests were the Druids.

Not every Celt could become a druid. This title was not hereditary. The priests, carefully watching the younger generation, singled out the most capable boys who had many years of training before they could enter the circle of priests. Signs helped determine who was worthy of becoming a student of the druids. The spiritual qualities of the candidate were also taken into account. It was believed that only a noble and pure-hearted person is worthy to partake of great knowledge: he will not be able to distort it or use it for selfish purposes.

Druids passed their knowledge from mouth to mouth. Although they had a written language, the ancient wisdom was not written down. Encrypted in songs, it was passed from senior priests to students, and the uninitiated did not have access to the secret.

The druids had a certain hierarchy, and it was possible to become a priest only after passing all the stages of initiation. It was long and complicated. According to some sources, a priest had to train for at least 20 years before he received the rank of druid.

Bards

At first, students learned to listen to rhythms and nature, studied the forms and. They mastered the magic of sound, the power to remain silent and the power of . Having comprehended these wisdoms to the full, they received the title of a bard. Bards studied ancient Celtic songs and legends, glorified the gods and raised the military spirit of those who fought during military campaigns. They dressed in blue clothes, which symbolized harmony.

Ovates

The next stage of priestly education was the knowledge of the secrets of nature, mastering the techniques of healing and gaining power over the mental plane of being. With the power of thought, they could stop a warrior and kindle a sacred fire. They mastered predictions of the future by signs known and understood only by them. Such disciples were called ovats and wore green clothes, which symbolized knowledge.

Actually, druids were those who rose to the highest level in mastering the priestly sciences. Possessing the knowledge and skills of the ovates and bards, the druids continued to study the secrets of nature, analyze this knowledge and apply it to serve their people. They were confidants, mentors and advisers to and commanders of armies. The legendary Merlin, teacher and mentor of King Arthur, was also none other than a druid.

Related videos

Druids are the priests of the Celtic tribes, their magic was closely associated with trees. They were also royal advisers, medicine men, scholars, judges and mediators between god and people. The staff played an important role for the druids. He was not just a cane that served as a support for a person, but a magical object, a symbol meaning power and strength.

What material was the staff made from?

The staff was an essential attribute for the magician. The rod helped him and increased his spiritual power. Certain spells were invested in this item. The druid determined the wood he liked and made the staff himself.

The material for the creation of the staff were trees of various species: ash, hazel, oak, elder and others. Hardwood trees were more suitable for this purpose. The magical properties of the staff depended on the wood material.

Witchcraft was attributed to ash, since ancient times it has been used for divination and magic. The cane made of ash was compared to the wand of the sun god. The main god Odin had a spear made from this light wood. It is able to drive away dark forces, the ash support was considered magical, helped well in the treatment and was used for general and solar magic.

Oak is the king among trees, it was considered sacred by many nations, it was a symbol of longevity, great vitality and wisdom. The branches of this tree served as raw materials for the creation of a magical staff.

Hazel (hazel) was also considered a tree of wisdom and magic. A wand from it was used as a magical protection from evil spirits. Hazel is also considered as a symbol of justice.

Pine is considered a tree of knowledge, mountain ash serves as protection for the home, yew is associated with eternal life, elder is a good remedy for witchcraft and evil. Alder is a tree that protects the family.

How to make a wand

The basis for the staff was a small solid tree or a branch of a large one. He had to ask permission to sacrifice his life and become an assistant to the druid. The tree was cut with a feeling of regret and with the certainty that the need for it was worth it. When a branch was needed, the tree was asked for permission to cut it. Only having received consent, a tree or a branch was cut down, gifts were brought to it or the earth in the form of grain, semi-precious stones or beer.

The staff should have a comfortable weight, length and shape. Priests could put symbols on it or leave it clean. After cutting down a tree or cutting off a branch, it was necessary to immediately begin processing the tree. The bark was peeled off with a knife, then the staff was polished, it was hung out in a dark, ventilated room to dry for three months.

The staff was decorated with carvings or runes and other writings were burned on it. A stone was inserted into the head of the staff, which possessed strength and helped the druids. They necessarily gave the staff a name, since they considered it alive and therefore addressed it by name.

The staff prompted the priest how best to act for a particular person or how to act for the common good.

They were the priests of the Celts - the descendants of the Atlanteans. The very word "druids" is translated as "people of the oak", because. oak is the sacred tree of the Druids. The Druids were an organized magical Order, their magical system, rooted in the time of Atlantis, remains unexplored to the present day.

They were the priests of the Celts - the descendants of the Atlanteans. The very word "druids" is translated as "people of the oak", because. oak is the sacred tree of the Druids. The Druids were an organized magical Order, their magical system, rooted in the time of Atlantis, remains unexplored to the present day. In the Celtic tribes, the druids were scientists, doctors, soothsayers, lawyers, they acted as intermediaries between people and gods, they enjoyed universal respect and possessed True Power. One of the main taboos of the Druids forbade writing down any of their teachings, because. in the hands of the ignorant, this knowledge, without exaggeration, could turn into a worldwide catastrophe. The Druids based their system on an abstract concept that they called "Power", which meant not dominion over other people or the Forces of nature, but dominion over themselves and, through themselves, the world around them.
The Druids were famous throughout Europe and the countries of the East for their schools, libraries, and universities. Training in the Art of the Druid lasted at least twenty calendar years, and began at an early age. Candidates for apprentices underwent a rigorous selection, after which the most capable and promising candidates remained. At the beginning of his training, each student was dedicated to a certain manifestation of the deity, which then acted as an adviser and guide to another world, and also determined the order of the steps that had to be passed (the order was purely individual for each student).

Universities, or rather Bardic universities, were divided into three ranks of education:
Ovid (Ovydd / Vate) - the initial rank of training. The students wore robes of green (the color of newness/growth) and studied medicine, the Law, astronomy, poetry and music, as well as a number of required disciplines.
Bard (Bard / Beirdd) - the second rank. The students wore blue clothes (the color of the sky, harmony and truth), studied musical arts and instruments, poetry, history, incantatory songs. After training, their duty was to walk around the country, engage in diplomacy, transmit news, collect information for the ruling branches of druidism.
Druid (Druid / Derwyddon) - dressed in white (the color of purity, knowledge and spiritual community). Actually they were prophets, priests, judges and lawyers.

Each stage of training ended with initiation rites and certain trials, sometimes deadly. The power of the druid was unlimited, and the authority was not subjected to even the slightest doubt.
"They are strong in the knowledge of the stars and calculations on them and use telescopes to reduce the magic of the moon, making its light brighter." Diodorus Siculus, Greek historian, 60 BC Telescopes! And this, mind you, in 60 BC!

Secrets - one of the main sections with which the student of the Tradition of the Druids was acquainted. This is common for members of any Magical School.
Dr. Carl Gustav Jung, in his autobiography Memories, Dreams, Reflections, says: “There is no better means of intensifying the precious sense of individuality than the possession of a secret which the individual has sworn to keep. Such a possession had a very strong influence on my character; I consider it the most important essential factor of my childhood.”
Mention should be made of the Druid's predilection for numbers, especially the number "three" and its derivatives. The most notable traces of the ancient esoteric practice of the Celts are the presentation of wisdom in the form of three lines, or triads; this tendency, permeating all Celtic art and literature, has also been called the Law of the Three Requirements.
Below are some of the three lines that I would recommend to the guest to reflect on, for these are immutable and unchanging Truths:

Three essences of man:
Who does he think he is.
Who do others think he is?
What is he really like.

Three spiritual rules that guide a person:
Self-mastery.
Ownership of the world.
Mastery of the unknown.

Three things to control above all else:
Hand.
Language.
Wish.

Three signs of cruelty:
No need to scare the animal.
No need to cut plants.
No need to chase favors and privileges.

The Three Keys of Druid Power:
Know,
Dare,
Keep silence.

The systematic conquest of Britain by Rome began in 43 AD, and continued until 61 AD, as a result of which Britain became one of the outlying provinces of the Roman Empire. This was due to the fragmentation of the Celtic tribes and the superior equipment and military training of the Roman legions. Nearly all druids have been purposefully physically destroyed in one way or another.
However, by the beginning of the 5th century AD, as a result of systematic raids by the Celtic and Saxon tribes, which caused considerable damage to the invaders, Roman rule in Britain ceased. Britain again broke up into a number of independent Celtic regions.

Druidic Laws of Magic

The Druids are a priestly caste, descendants of the Atlanteans, who held the supreme power in ancient Britain, Gaul, and Ireland. One of the areas of the secret Knowledge of the Druids was magic and witchcraft, which were and are based on eternal Laws, like the Universe itself.

Law of Knowledge
First Basic Law. Understanding gives you control. The more you know about an object, the easier it is to control it. Knowledge is power.
Law of Self-Knowledge
The main derivative of the Law of Knowledge. Having no knowledge of himself, he cannot have knowledge of his magical abilities, his
magic and, accordingly, power over them. Know yourself.

Law of Cause and Effect
Exactly the same action, performed under exactly the same conditions, will lead to exactly the same result. In fact, magical rituals have so many variables that it is often impossible to fully manage and sometimes understand them. The key to the most complete mastery of the magical arts is in practical study: what variables are most important in each case, and how to keep them consistent.
Law of Association
Second Basic Law. Many rituals are built on it, ranging from love conspiracies to involtation. If any two things have elements in common, they interact through those elements. The control of one subject contributes to the control of another subject, depending on the number of common elements involved in the process.
Law of similarity
Third Basic Law. Looking similar - similar. Having a good mental or physical image of an object makes it easier to control it. The most striking example of this is the famous witch dolls.

Law of Contact
Objects that were in physical contact with each other continue to interact in one way or another after separation. Anyone who touches a person has a weak magical connection with him. The more contact occurs, the stronger the connection. The Magic Power is contagious, that is, the possession of a part of someone's physical body (nails, hair, blood, saliva) gives the best contact.
Law of the Name
A name is something deeply connected with its bearer. The mere pronunciation of a name already entails the emergence of a certain contact with the one who bears it. Many magicians and warriors of antiquity carefully concealed their names in order to avoid possible unwanted contact. Knowing the true and full name of an object or process gives control over it. Simply put, if a person calls something by the same name over and over again, that name becomes associated with the object.
Law of Words of Power
The Words of Power are some words that change the internal and, accordingly, the external reality, the meaning of which, most often, is lost or forgotten. Widely used in spells and conspiracies. They are depicted graphically on talismans and amulets.

Law of Personification
Used to concentrate and focus magical energy. Any phenomenon or object can be considered alive and have a personality. Anything can be a person.
Law of Circulation
You can establish an internal connection between processes inside and outside of yourself by calling the internal process during the establishment of the connection.
Law of Challenge
It is possible to establish an external link between processes inside and outside of someone by calling the external process during link establishment.
Law of Identification
It is possible, through the maximum association between the elements of oneself and another being, to really become that being, up to the possession of its knowledge and power.

Law of the Personal Universe
Any being is free and able to create its own (subjective) universe, which will never be completely identical to the universe of another being. Reality is nothing but a consensus of beings' opinions about their own universes.
Law of Infinity of Universes
The absolute number of Universes, in which all possible combinations of the phenomenon of existence are displayed, is infinity. Everything is possible
Law of Pragmatism
If a range of beliefs or behaviors allows the creature to survive and successfully achieve the chosen goals, then such beliefs (combinations of behaviors) are "correct", "correct", or "reasonable". This rule is denied, but usually applied.
Law of Unity
Any phenomenon of existence is directly or indirectly connected with any other phenomenon of existence in the past, present or future. The sense of separation of phenomena is based on incomplete knowledge and/or misunderstanding.

The Law of True Lies
It is possible, for understanding, or action, to break the true spectrum of the personal universe, and yet remain "true to yourself", given the fact that it "works" in a particular specific situation.
Law of Synthesis
The synthesis of two or more "opposite" spectra of data, gives a new spectrum, which will be truer than each of the original ones. The synthesized spectrum can be applied to more levels of reality, being not a compromise, but something new and bigger.
Law of Polarity
Any spectrum of data can be divided into at least two opposite characteristics, and each of them will contain the essence of the other within itself.

Law of Opposites
Sub-law of the Law of Polarity. Quite difficult to understand. The opposite spectrum contains information about another spectrum, suggesting information about what the given spectrum is not. Control over the opposite spectrum allows you to control the desired spectrum.

Law of Dynamic Balance
To achieve success in all areas of being, it is necessary to keep every aspect of your universe in a state of dynamic balance with every other aspect. Extremes are dangerous because the constant association with one or another borderline aspect makes it impossible to disidentify with this aspect in general. It is for this reason that "evil" magicians are so rare, since the constant association with pain, death and other negative aspects greatly limits the magician's field of activity, and gradually leads to the death of the magician's universe.

Law of Perversion
Even if nothing can "go" in a different way, some elements of the Universe can change so that everything just "goes" in a different way. At the same time, numerous coincidences, which should be unfavorable, work in favor.

These are the Laws. They work in and influence everyday life, whether they are believed in or not. They cannot be broken. You can only break on them. Every magician, or ordinary person, has already checked, or can check their action. The Law of Perversion needs no verification.

Throwing up a gnarled staff of holly, the elf causes a riot of heavenly elements and unleashes bolts of lightning on the orcs who dare to threaten his forest with fire.
Hiding high in the crown of a tree, a man in the form of a leopard looks out from the jungle at the alien architecture of the temple of the Evil Air Element and closely watches the actions of the cultists. Slashing with a blade of pure flame, the half-elf plunges into the midst of the skeletal army to destroy the blasphemous magic that has restored them to a twisted semblance of life.

Calling upon the elements or imitating animals, druids embody the resilience, adaptability, and wrath of nature. They are by no means masters of nature - instead, druids feel part of her irresistible will.

POWER OF NATURE

Above anything else, druids revere nature. It is she who is the source of all their spells and magical abilities, directly or through a natural deity. Many prefer the spiritual path of ultimate unity with nature, but there are those who serve the gods of the wild, animals or the elements. Druidic customs, which have been going on for centuries, are also called the Old Faith, contrasting them with worship in temples and at altars.

Druid spells work through animals and the natural environment. This is the power of fang and claw, sun and moon, fire and storm. Druids also learn to take the form of animals, and some are so deep in this skill that they prefer bestial form to their native form.

BALANCE KEEPING

For druids, nature is a delicate balance. Air, earth, fire and water - those four elements that form the basis of the world - must balance each other. If one of the elements gains superiority, the world itself can cease to exist, attracted by the elemental dimension and torn into elemental components. To prevent this, the druids oppose the Elemental Evil sects and all who seek to endow any of the elements with superior power. Druids also care about the delicate ecological balance necessary for flora and fauna, and the willingness of civilized settlements to live in harmony with nature, rather than oppose it. The cruelty of nature is part of the natural order of things, but druids do not tolerate anything alien, including aberrations (illithids and beholders) and the undead (zombies and vampires). Occasionally, druids will make forays into such creatures, especially if they approach their territories. Sacred land and areas of untouched nature are often guarded by a druid. However, with sufficient threat to the natural balance or sheltered earth, the druid can move into active combat against adversity, stepping into the path of the adventurer.

CREATING A DRUID

When creating a druid character, think about what shaped their close connection with nature. Perhaps he hails from places where the Old Faith lives. Or he, abandoned as a child in the thicket of the forest, was found and raised by a druid. Perhaps the character has had an exhilarating experience with a nature spirit—say, being attacked by a giant eagle or a dire wolf. Maybe the character was born in the midst of a storm or during a volcanic eruption, which became a sign of the druid's path prepared for him. Was he always a wandering druid, or had he once guarded a grove or stream? Perhaps evil poisoned his homeland, and he went to the big world in search of new meaning and hope.

QUICK CREATION

You can quickly create a druid by following these guidelines. First, your Wisdom must be at the highest level. The next highest value should be Constitution. Second, choose the "hermit" backstory.

CLASS SKILLS

Druids have the following class features.

HITS

Bone Hits: 1d8 per druid level

Hits at level 1: 8 + your Constitution modifier

Hits at the following levels: 1d8 (or 5) + Constitution modifier per druid level beyond first

OWNERSHIP

Armor: Light armor, medium armor, shields (druids do not wear armor and shields made of metal)

Weapon: Combat staffs, maces, darts, clubs, daggers, spears, javelins, slings, sickles, scimitars

Tools: Herbalist's set

Saving Throws: Intelligence, Wisdom

Skills: Choose two skills from the following: Perception, Survival, Magic, Medicine, Animal Handling, Nature, Acumen, Religion

EQUIPMENT

You start with the following equipment in addition to the equipment you received from your backstory:

  • a) a wooden shield or b) one simple weapon
  • a) a scimitar or b) a simple melee weapon
  • Leather Armor, Traveler's Set, and Druid Focus

DRUIDIC LANGUAGE

You know the Druidic language - the secret language of the druids. You can speak it and leave secret messages. You and all who know this language automatically notice these messages. Others notice the presence of the message with a successful DC 15 Wisdom (Perception) check, but cannot decipher it without help from magic.

USING SPELLS

To cast spells, druids use the sacred essence of nature itself, dressing their will in it. You will find a list of spells available to the druid in this section: .

Druid

Level Bonus
skill
Skills Known
conspiracies
Spell slots per spell level
1 2 3 4 5 6 7 8 9
1 +2 Druidic, Spell Casting 2 2 - - - - - - - -
2 +2 Wild Shape, Circle of Druids 2 3 - - - - - - - -
3 +2 - 2 4 2 - - - - - - -
4 +2 3 4 3 - - - - - - -
5 +3 - 3 4 3 2 - - - - - -
6 +3 Druid Circle Skill 3 4 3 3 - - - - - -
7 +3 - 3 4 3 3 1 - - - - -
8 +3 Wild Form Upgrade, Stat Upgrade 3 4 3 3 2 - - - - -
9 +4 - 3 4 3 3 3 1 - - - -
10 +4 Druid Circle Skill 4 4 3 3 3 2 - - - -
11 +4 - 4 4 3 3 3 2 1 - - -
12 +4 Stat increase 4 4 3 3 3 2 1 - - -
13 +5 - 4 4 3 3 3 2 1 1 - -
14 +5 Druid Circle Skill 4 4 3 3 3 2 1 1 - -
15 +5 - 4 4 3 3 3 2 1 1 1 -
16 +5 Stat increase 4 4 3 3 3 2 1 1 1 -
17 +6 - 4 4 3 3 3 2 1 1 1 1
18 +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
19 +6 Stat increase 4 4 3 3 3 3 2 1 1 1
20 +6 Archdruid 4 4 3 3 3 3 2 2 1 1

CONSPIRACIES

At 1st level, you know two of your choice from a list of druid spells. You learn additional druid cantrips at higher levels, as shown in the Cantrips Known column.

PREPARATION AND CASTING OF SPELLS

The Druid table shows how many spell slots you have at first level and higher. To cast one of these spells, you must spend a spell slot of the same level or higher as the spell itself. You will recover all expended slots when you complete a long rest. You prepare a list of druid spells available to cast. When doing so, you choose a number of druid spells from the druid spell list equal to your Wisdom modifier + the druid's level (minimum one spell). The spell level must not exceed the level of the highest spell slot you have.

For example, if you're a 3rd-level druid, you have four 1st-level spell slots and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six 1st- or 2nd-level spells, in any combination. If you have prepared a 1st-level spell cure wounds, you can cast it using a 1st-level slot or a 2nd-level slot. Casting a spell does not remove it from the list of prepared spells.

You can change your list of prepared spells when you complete a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

BASIC SPELL PERFORMANCE

Druidic spells are cast with Wisdom, as they require faith and closeness to nature. You use Wisdom when the spell refers to a base stat. In addition, you use your Wisdom modifier when determining the saving throw DC for your druid spells, and when making an attack roll with spells.

Saving Throw DC= 8 + proficiency bonus + Wisdom modifier

Attack roll modifier= proficiency bonus + Wisdom modifier

RITUAL WITCHING

You can cast a druid spell as a ritual if that spell has the ritual keyword and is prepared by you.

SPELL FOCUS

You can use druid focus as spell focus for druid spells.


SACRED PLANTS

Some plants are considered sacred by the Druids. In particular, these are birch, elder, oak, willow, juniper, alder, mistletoe, walnut, holly (aka holly), mountain ash, yew and ash. These plants are often used in the manufacture of druidic focus, which may include, for example, oak or yew branches, mistletoe shoots.

The wood is also suitable for other products, including weapons and shields. Yew is associated with death and rebirth, so it is used to make scimitar and sickle hilts. Ash symbolizes life, and oak symbolizes strength: they make wonderful shafts, clubs, combat staffs and shields. Alder is considered an air plant and is used to make throwing weapons such as javelins and javelins. Druids from places unfamiliar with these plants turn to native species. For example, a desert druid might revere yucca and cactus.

WILD SKIN

Starting at 2nd level, you can use your action to magically transform into the form of any beast you see. You can use this skill twice, recovering after a short or long rest.

The druid's level determines which beasts you can transform into. For example, at 2nd level, you can transform into an animal with a danger rating of 1/4 or less, with no flight or swimming speed.

Animal form

You can remain in animal form for a number of hours equal to half your druid level (rounded down). The druid then returns to normal form unless he spends another use of Wild Form. You can return to normal form early as a bonus action. An unconscious, reduced to 0 hit points, or dead druid immediately reverts to normal form.

When you are transformed, the following rules apply:

  • All game parameters are taken from the beast's parameters, but the alignment, personality, and Intelligence, Wisdom, and Charisma values ​​are retained. You also retain skill proficiency and saving throws, in addition to those of the new form. If both you and the beast are qualified, but it has a higher bonus, the beast's bonus is used. Legendary actions and actions in the lair are not available.
  • When you are transformed, you take hit points and the beast's Hit Dice. When you return to your normal form, your hit points will be the same as before the transformation. However, if you revert to your form due to dropping to 0 hit points, the "extra" damage is carried over to your normal form. For example, if you take 10 damage while in beast form and have 1 hit point, you return to normal form and take 9 damage. If this damage did not bring the character to 0 hit points, he does not fall unconscious.
  • You cannot cast spells, and speech and actions that require hands may be restricted by the type of beast. The transformation does not break your concentration on spells you have already cast, nor does it prevent you from taking actions that are part of the spell, such as in the case of the summon lightning spell.
  • You retain the benefits of all class, race, and other skill sources, and can use them as long as your new physical appearance does not interfere. However, special senses such as darkvision are not available unless the beast has them.
  • You yourself determine which equipment will remain on the ground, which will merge with the new look, and which will be worn. The GM decides what equipment the animal can wear so that it functions normally. Equipment does not change shape or size to match the new appearance, and if it does not fit the new appearance, it must remain on the ground or blend into the new appearance. Form-fused equipment does not work until you change into your form again.

DRUID CIRCLE

At 2nd level, you must choose whether the character is in the circle of the Earth or the circle of the Moon. Both are described at the end of the class description. This choice grants additional feats at 2nd, 6th, 10th, and 14th levels.

INCREASED PERFORMANCE

When you reach levels 4, 8, 12, 16 and 19, you can increase the value of one of your characteristics by 2 or two of your characteristics by 1. As usual, the value of the characteristic must not exceed 20.

TIMELESS BODY

Starting at 18th level, the nature magic that permeates you slows aging. For every 10 years, your body only ages 1 year.

BEAST SPELLS

At 18th level, a character can cast druid spells while in wild form. As a beast, you can cast the somatic and verbal components of a druid spell, but you cannot provide the material components.

ARCHIDRUID

At level 20, the number of uses of Wild Form is unlimited. In addition, you can ignore the somatic and verbal components of druid spells, as well as material components with no specified cost and not absorbed by the spell. This works in both normal form and beast form.

DRUID CIRCLES

Few know that the druids form a single society that exists beyond any political boundaries. Any druid is considered part of society, even if he lives so isolated that he never saw high-ranking fellows and did not attend meetings. Druids consider each other brothers and sisters, but, like all wild beasts, they are not alien to rivalry between each other and even predation.

Locally, druids are organized into circles bound by shared beliefs about nature, balance, and the role of the druid.

CIRCLE OF THE EARTH

The Circle of the Earth is made up of mystics and sages, who for generations pass from mouth to mouth a complex system of ancient knowledge and rituals. Meetings are held in the ring of trees or megaliths, where the secrets of the universe itself are spoken in a secret language. The wisest members of the circle serve as spiritual leaders and advisers to leaders in communities that preach the Old Faith. Involvement in the circle of the Earth gives the druid's magic the power of those places where the character was initiated into the sacred mysteries.

ADDITIONAL PLOT

When you choose a circle of Earth at 2nd level, you learn one additional druid cantrip of your choice.

NATURAL RECOVERY

Starting at 2nd level, becoming one with nature through meditation allows you to partially restore magical power. During a short rest, spent spell slots can be restored. The sum of the levels of the selected slots must not exceed half the level of the druid (rounded up), and no slot can be 6th level or higher. The use of this skill is restored after a long rest.

For example, as a 4th-level druid, you can restore two levels of spell slots. You can restore either a level 2 cell or two level 1 cells.

SPELLS OF THE CIRCLE

The druid's spiritual connection to the earth endows him with certain spells. At 3rd, 5th, 7th, and 9th levels, a druid gains access to spells appropriate to the land where he was initiated. You must select a swamp, mountain, forest, meadow, coast, Underdark, desert or tundra.

Once you have access to a circle spell, you will always have it prepared, and it does not count towards the number of spells you can prepare. If you gain access to a spell that is not on the druid spell list, it will still be treated as a druid spell for you.

THE TRAILS OF THE EARTH

Starting at 6th level, moving through nonmagical difficult terrain does not impede movement. You can also move through non-magical vegetation without slowing down or taking damage from their spikes, outgrowths, or other obstacles.

In addition, you have advantage on saving throws against magically created or altered plants that would impede movement, such as against an entangle spell.

PROTECTION OF NATURE

At 10th level, you cannot be charmed or frightened by faeries and elementals. You also gain immunity to diseases and poisons.

NATURAL GRACE

When you reach 14th level, nature creatures begin to sense your close connection to the natural world and are wary of attacking you. When a beast or plant attacks you, that creature must make a Wisdom saving throw against the druid's spell saving throw DC. On a failed save, the creature must choose a different target, or its attack automatically misses. On a success, the creature is immune to this effect for 24 hours.

The creature is aware of this effect even before it attempts to attack you.

Swamp

Druid Level Circle Spells
3 Melfic Acid Arrow, dark
5 fetid cloud , walking on water
7 creature search , freedom of movement
9 observation , insect invasion

Mountain

Forest

Druid Level Circle Spells
3 oak bark , Spider
5 lightning call , plant growth
7 prediction , freedom of movement
9 tree path , communication with nature

Meadow

Druid Level Circle Spells
3 traceless movement , invisibility
5 daylight , acceleration
7 prediction , freedom of movement
9 prophetic dream , insect invasion

Coast

Underdark

Desert

CIRCLE OF THE MOON

Druids of the Circle of the Moon are implacable guardians of the wild. Their meetings are held under the full moon to exchange news and warnings. Guardians roam the deepest wilderness, where you can go weeks without encountering another humanoid, let alone a druid.

Changeable as the moon itself and wild to the core, the druids of this circle either sneak like a cat, or soar like an eagle, or burst in the form of a bear, frightening a wandering monster.

BATTLE WILD SKIN

When you choose this circle at 2nd level, you gain the ability to go wild as a bonus action instead of as a normal action.

In addition, while in wild form, you can use a bonus action to expend a spell slot to regain 1d8 hit points per level of the slot spent.

SHAPES OF A CIRCLE

Rites of the Circle of the Moon allow you to take the form of more dangerous animals. Starting at 2nd level, you can shapeshift into a beast with a challenge rating of 1 (ignore the Max VP column on the Animal Form table).

Starting at 6th level, you can shapeshift into a challenge beast up to druid level divided by 3 (rounded down).

NATURAL IMPACT

Starting at 6th level, your attacks in beast form are treated as magical to overcome resistances and are immune to nonmagical attacks and damage.

ELEMENTAL WILD SKIN

At 10th level, you can spend two uses of wild form at the same time to take on the form of a water, air, earth, or fire elemental.

A THOUSAND FACES

At 14th level, you understand how to magically change the details of your appearance. You can cast the shapeshift spell indefinitely.


DRUIDS AND GODS

Some druids directly worship the forces of nature, but most dedicate themselves to the service of one of the nature deities that are widely represented in the multiverse. The traditions of worship of these gods are often considered older than the churches and priesthoods in civilized regions. In the world of Gray Hawk in particular, the religion of the druids is also called the Old Faith and is prevalent among farmers, hunters, foresters, fishermen, and others whose lives are closely tied to nature. It includes the worship of Nature as such, but also the worship of Beori, the Mother of Orth, and the cults of Obad-Hai, Elonna, and Ula.

In the worlds of Greyhawk and the Forgotten Realms, druid circles are not usually bound by the worship of any one god. For example, in the Forgotten Realms, the druids of Mielikki, Silvanus, Chauntea, Eldath, and even the fearsome Gods of Wrath - Umberlee, Malar, Auril and Talos can be in the same circle. Collectively, these gods are often referred to as the First Circle as the most revered among the druids. Any druid knows them well and considers all, even cruel ones, worthy of worship.

In Eberron, druids hold animistic beliefs that have nothing to do with the Supreme Lords, the Dark Six, or any other religion. Druids believe that all life and all natural phenomena - the sun, moon, wind, fire, even the world itself - have a spirit, and druidic magic is a way to call on and control these spirits. However, different currents of druidism have different ideas about the relationship of spirits among themselves and with civilization. For example, the Ashenbound consider arcane magic a perversion of the natural order, the Children of Winter bow to the forces of death, and the Gate Keepers guard ancient teachings that stop the invasion of the world of aberrations.

CIRCLE OF FERTILITY

Addition:"Growing Chaos"


The druids of the Circle of Fertility are the longest-serving practitioners of the ancient rituals and arcane lore of plant magic. These druids meet each other, taking the form of plants, and share their wisdom and secrets. For the uninitiated, it looks like the rustle of bushes or trees. As a member of this circle, your magic allows you to be one with nature, gaining sophisticated control over the plants around you.

PLANT WILD FORM

When you choose this circle at 2nd level, you gain the ability to use Wildform to take on the form of a plant. When you transform into a plant, your challenge rating increases to 1. Starting at 6th level, you can transform into a plant with a challenge rating equal to your druid level divided by 3, rounded down.

SPEAKER TO PLANTS

Also at 2nd level, when you transform into a plant, you gain the ability to control nearby nonmagical plants. As an action, you can turn normal terrain into difficult terrain, and vice versa, by controlling the growth of plants within a 5-foot radius of you. This continues for 10 minutes, after which the plants return to normal. In addition, while you are in plant form, you ignore difficult terrain if it is formed by plants.

TAKE ROOT

Starting at 6th level, you gain the ability, while in your normal form, to take root and create a protective sheath of bark around you. As an action, you can take root in the ground, reducing your speed to 0 but gaining advantage on checks against being knocked down and moving. This effect lasts until you are conscious or you end it with a bonus action. You also gain resistance to damage from slashing, piercing, and bludgeoning non-magical weapons.

FOREST GUARDIAN

At 10th level, you can spend two uses of your Wild Form to transform into a Unicorn . After using this skill, you cannot use it again until you finish a long rest.

UNITY WITH NATURE

Starting at 14th level, you gain the ability to cast oakbark spells and speak to plants at will without consuming a spell slot or material components.

    • The material is taken from the pdf version of the translation "Player's handbook" from the studio

LANGUAGE AND LITERACY

This world was part of a group of closely related linguistic Indo-European languages. The date when the differentiation of the common Celtic vocabulary occurred has not been established. But this clearly happened long before the first mention of the druids appeared. They divided into two main groups: one (Kyu-Celtic) retained the original Indo-European sound "Q" (Kyu), while the other transformed it into "P" (pi) - (Pi-Celtic). The Irish sources are of an archaic and conservative Q group. The Continental language referred to Pi-Celtic, Gallo-Brythonic, represented mainly by Gaulish and its insular British version. In Ireland we have an abundance of evidence: oral retellings that preserved and transmitted from generation to generation poetry, epics, genealogy, anecdotes, laws and customs, and it can be assumed that such a tradition extended throughout the Celtic world. Regarding Gaul, we have Caesar's irrefutable assertions that a large number of traditional beliefs, set forth in poetic form, were purposefully taught to students by special experts who were, in fact, druids. Other mentions by the classics of poems and songs, laudatory odes and satires, composed by the previously mentioned professional bards, paint us a world very similar to the Early Irish tradition described in the literature.

Although writing was not widely used to consolidate traditional creative literature, there was relative literacy among the upper classes of Gallic society before the Roman conquest. (However, in the first chapter, we mentioned how limited its use was at that time.) The long history of Greek trading relations with barbarian Western Europe dates back to the 7th century BC. e. and certainly included not only the import of beautiful bronzes and painted vases, but also a significant contribution to the intellectual life of people far from Massalia. We will see later how certain elements of Greek mathematics and astronomical calculations came to the Celtic world in this way. We should also consider the question of the interchange of ideas in the field of elementary metaphysics and various theoretical discourses.

Celtic coin with inscription

In any case, Greek letters were sometimes used by the Celts for writing: on an iron sword of the 1st century BC. e. (from Switzerland) has a Celtic name "Korisios" embossed in Greek letters. Some statements in Caesar's sometimes very obscure notes suggest that knowledge of the Greek alphabet was common among the Gallic literati. A number of South Gallic inscriptions are made in Greek letters. There has been at least one recorded use of Greek in the "Gallo-Latin transcription tradition" (Jackson's term), when the Latin "X" was used as the Greek "X" for the Celtic sound "ch" (as in the Scottish word "loch"), especially before the "t". This is known from Gaulish inscriptions (see Coligny's analysis of the calendar below: "TIOCOBREXTIO") and from a British inscription from southern Shields ("ANEXTIOMARO"). This use was noted earlier as a variant of the inscriptions on the coins of the Briton "king" Taskiovanus (TAXCIAV), who lived from about 20 BC. e. to 10 a.d. e. Such use involves the deliberate alteration of the Roman alphabet by the Celtic "literates" to convey the Celtic pronunciation, that is, the sounds that are present in the Celtic language, but not in Latin. Other evidence of this are orthographic innovations, including but not limited to the crossed-out "D" (B or BB), single or doubled, crossed-out doubled "SS" (SS) or the use of the Greek letter "theta", that is, the crossed-out "O" (8 ), to convey a group of sounds reminiscent of hearing "her". The name "ADDEDOMAROS" was very common in Gaul and Britain, where from about 15 to 1 BC. e. a “king” with this name ruled, and a certain “ANTEDRIG>> minted coins with such an inscription at the beginning of the 1st century BC. e.

To convey this hissing sound, which the Latin authors christened "tau gallicum", i.e. "Gaulish tau", several variations were used, and "this suggests that the alphabets sometimes used were richer than the phonetic systems of the Celtic dialects, which they were meant to capture."

Coligny calendar: part of the surviving table with the names of the months

These examples show us the concern that the scholars of the Celtic world, including no doubt the Druids, showed for literacy standards. The tables of the Coligny calendar, which will be discussed in the next chapter, testify to the same. Recently, circumstantial evidence has been shown for the importation of papyrus into the British Isles between the campaigns of Caesar and Claudius. This gives strong evidence for the existence of a relatively large number of literate men among scholars and merchants, as both coin inscriptions and Roman letter inscriptions on pottery produced before the Roman conquest at Camulodunum (Colchester) confirm.

The world of ancient Ireland as a whole was a world of illiterate people. Although there is evidence not only for the sophisticated technique of oral storytelling, but also for the adoption by Ireland from about the end of the 4th century CE, e. alphabet "Ogam", apparently originating in Latin letters. But we will not touch on this in the next chapter.