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Ability
Circle of Spires
REG-CMN23V7M
Ability
Circle of Spires (Druid)
Archive Status
Public
Last Revision
3 Jun 2026
Campaign
Shivath
Source: Homebrew (Shivath)
Druids of the Circle of Spires are dedicated to the advancement of the arcane knowledge of the elves, seeking efficient ways to take from the land without despoiling it. Many saw them as druids that were heretics, but only those with sharp minds and wisdom of what the future will bring could see what the druids of the spires could.
| Level | Features |
|---|---|
| 2nd | Iron and Flesh; The Spire's Call; Spire of Knowledge; Spire of Tyranny; Spire of Wealth; Spire of War |
| 6th | The Tome Tells; Spire of Knowledge; Spire of Tyranny; Spire of Wealth; Spire of War; Emperor's Chosen; Kneel, Lesser Beings; The Vaults are Opened; 1,000 Years of War |
At 2nd level, you gain proficiency with longswords, longbows, and heavy armor.
At 2nd level, you choose one of the spires to empower your abilities and spells. Once you choose a spire, you cannot benefit from the others.
You gain proficiency in the Arcana skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make with that skill.
You gain proficiency in the Intimidation skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make with that skill.
You gain proficiency in the Persuasion skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make with that skill.
You gain proficiency in the Martial skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make with that skill.
At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Druid table, or a cantrip. The chosen spells count as druid spells for you.
At 10th level, you gain a feature granted by your Druid Circle feature based on your chosen spire.
Whenever you cast the Enhance Ability spell, the target also gains a +2 bonus to the relevant ability score for the duration of the spell, up to their ability score cap.
Enchantment spells you cast have their DCs increased by 1.
Whenever you heal yourself or an ally, you can heal them an additional amount of hit points equal to your Intelligence modifier.
Once per turn whenever you deal damage with a weapon, you can add an extra 1d8 radiant damage.
At 14th level, you gain a feature granted by your Druid Circle feature based on your chosen spire. You can use your action to empower yourself with the might of your chosen spire for 1 minute. You can't use this feature again until you finish a long rest.
You exude an aura of latent psychic energy. Any enemy that starts their turn within 15 feet of you takes 4d6 psychic damage.
You exude an aura of command. All allies within 15 feet of you gain a +2 bonus to their attack rolls, and all enemies gain a -2 penalty to their attack rolls.
You exude an aura of golden light. You heal for 10 hit points at the start of each of your turns, even while unconscious. Your allies within 15 feet heal for 10 hit points at the start of each of their turns unless they are unconscious or otherwise defeated.
You become an avatar of druidic prowess. You can score critical hits with weapons on an 18-20, even while in your wild shape form. In addition, you deal extra damage once per turn to an enemy you hit equal to your character level.