Druid Circle
Level 12Abilities
HP 210 (4 segments); Thresholds 140 (3 segments), 70 (2 segments)
The druids summon wind and lightning against all creatures in a 10-foot burst within 80 feet. This storm deals 3d10 electricity damage (DC 29 reflex save). A creature who fails the save is also pushed 5 feet away from the druid circle. When the druid circle is reduced to 2 segments, this area decreases to a 5-foot burst.
1 to 3
Frequency once per round
Effect The druids strike out in a coordinated melee attack against all enemies in a 5-foot emanation with a DC 29 reflex save. The damage dealt depends on the number of actions.
1 2d6 untyped damage
2 (4d6+9)[untyped|options:area-damage] damage
3 (5d6+13)[untyped|options:area-damage] damage
When the druid circle Casts a Spell, its constituent members combine their efforts into casting a more powerful version of the spell than any one member could achieve alone. When Casting a Spell that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet
In their role as protectors of the wild and unspoiled areas of the world, powerful druids might gather together to stand against a particularly heinous threat.