Circle of Balance

Druids of the Circle of Balance believe the universe spins on a great equilibrium that sentient beings ignore at their peril. When the balance is tipped, only disaster can result. Harmony must be preserved between the powers of the world -- and worlds beyond.

Such druids see beauty in a pack of wolves devouring a tribe of shepherds that has overextended itself, and also in brave halfling settlers defending their homesteads from fey creatures. For druids of this circle, the world exists in terms of symmetry and asymmetry, rather than good and evil.

Circle Spells

At 3rd, 5th, 7th, and 9th level, your deepening understanding of the natural order grants you access to the spells listed for that level in the Circle of Balance Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, it is nonetheless a druid spell for you.

Cirlce of Balance Spells

Druid Level Spell 3rd Calm Emotions, Mirror Image 5th Spirit Guardians, Dispel Magic 7th Aura of Purity, Resilient Sphere 9th Dispel Evil and Good, Wall of Force

Guardian of the Balance

When you choose this circle at 2nd level, you gain proficiency with the pike, glaive, and maul. Two-handed melee weapons count as a spellcasting focus for you.

Equanimity

Beginning at 2nd level, your foes suffer the consequences of their balance-disrupting actions. Expending one of your Wild Shape uses, you enter Equanimity, a reverie in which you are in tune with the great weave of nature's balance.

When a creature damages you while in Equanimity, you can use your reaction to force one creature within 30 feet of you to make a Wisdom saving throw. On a failure, the creature takes psychic damage equal to 1d8 plus your Wisdom modifier. The base amount increases to 2d8 at 5th level, 3d8 at 11th and 4d8 at 17th level.

Alternatively, you can use your reaction to heal one creature within 15 feet of you, not including yourself. You can restore hit points equal to 1d8 plus your Wisdom modifier. The base amount increases to 2d8 at 5th level, 3d8 at 11th and 4d8 at 17th level. Equanimity lasts for 10 minutes or until you use your Wild Shape again.

Fearful Symmetry

At 6th level, you can ben the fates of those around you to fit with the natural order. Whenever you recieve an odd result on any roll or check in which you did not roll a natural 1, you may increase the result by 1 to obtain an even result. Additionally, when a creature within 30 feet of you recieves an odd result on any roll or check in which they did not roll a natural 1, you may increase or decrease the result by 1 to obtain an even result.

You can use this feature a number of times per long rest equal to your Wisdom modifier.

Apt Protector

At 10th level, you move more gracefully through the patterns that make up the world around you. Your AC increases by 1 when you are wielding a two-handed melee weapon.

Additionally, while you wield a two-handed melee weapon attacks of opportunity made against you have disadvantage.

True Equanimity

From 14th level, you can see things as they truly are. While in Equanimity, you gain true sight up to 90 ft, and your Equanimity reactions can target creatures up to 90 feet away from you. You gain advantage on saving throws against being charmed or frightened while in Equanimity.

Credit: Jodeee (DeviantArt)