Circle of the Thaesar

While most druids claim to protect nature and to maintain the balance, no druids quite go as far as the Thaesar druids. Made by a small sect of wood elves millenia ago, these druids have taken up the blade to defend the woodlands they called home, calling themselves “thaesar”, or “feral” in elvish.

They learned how to channel the spirits of the animals to bolster their weapons, and how to use the elements behind their swords to blast their foes away. Their methods have been passed down generation through generation, and if you ever come face to face with a Thaesar on the battlefield, you best be ready to feel lightning strike where your torso was just cut.

Circle of the Thaesar Features Druid Level Feature 2nd Defender of Nature, Primal Trance 6th Force of Nature 10th Elemental Control 14th Spirit's Wrath

Defender of Nature Starting at second level, you learn how to use the tools you need to protect nature from those who would harm it. You gain proficiency in martial weapons.

Primal Trance Your trainings as a Thaesar have allowed you to enter into a trance where primal animal spirits and the forces of nature itself fuel you. As a bonus action, you may expend a use of Wild Shape to enter a Primal Trance. While in a Primal Trance, you gain 5 temporary hit points for each level you have in this class, your movement speed increases by 10ft, and you gain a +2 bonus to AC. Your Primal Trance lasts for one minute, or until you are incapacitated or knocked unconscious.

Force of Nature At 6th level, your weapon attacks have nature guiding your hand and sharpening your edge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Elemental Control At 10th level, your blade and nature become even more intertwined, allowing you to use the elements to force your enemies to bend to your will. After striking a creature with a melee weapon attack, you can expend a spell slot to enforce one of these elemental options: Battering Winds. You blast a mighty wind out from your weapon, forcing the creature to make a Strength Saving Throw against your Druid spell save DC or be pushed back 15ft. This attack deals an additional 1d6 bludgeoning damage per level of spell slot expended, taking half damage on a successful save. Riptide. A churning wave appears under your target, threatening to pull them under. The creature must make a Dexterity Saving Throw against your Druid spell save DC or be knocked prone and lose all movement until the start of your next turn. This attack deals an additional 1d6 cold damage per level of spell slot expended, taking half damage on a successful save. Lightning Slash. Your weapon sparks with electricity as you attack your target, dealing an additional 1d6 lightning damage per level of spell slot expended, taking half damage on a successful save, and forcing the target to make a Constitution Saving Throw against your Druid spell save DC or be stunned until the end of your next turn.