Page 128 - D&D - Player's Handbook
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A turned creature must spend its turns trying to move
          as far away from you as it can, and it can't willingly end
          its move in a space within 30 feet of you. It also can't
          take reactions. For its action, it can only use the Dash
          action or try to escape from an effect that prevents it
          from moving. If there's nowhere to move, the creature
          can use the Dodge action.
           After you reach 5th level, when a creature fails its sav-
          ing throw against your Arcane Abjuration feature, the
          creature is banished for 1 minute (as in the banishment
          spell, no concentration required) if it isn't on its plane of
          origin and its challenge rating is at or below a certain
          threshold, as shown on the Arcane Banishment table.

          ARCANE  BANISHMENT
            Cleric Level   Banishes Creatures of CR  ...
               5th     1/2 or lower
               8th     1 or lower
              1 lth    2 or lower
              14th     3 or lower
              17th    4 or lower

          SPELL BREAKER
          Starting at 6th level, when you restore hit points to an
          ally with a spell of 1st level or higher, you can also end
          one spell of your choice on that creature. The level of the
          spell you end must be equal to or lower than the level of
          the spell slot you use to cast the healing spell.

          POTENT SPELLCASTING
          Starting at 8th level, you add your Wisdom modifier to
          the damage you deal with any cleric cantrip.
          ARCANE MASTERY
          At 17th level, you choose four spells from the wizard
          spell list, one from each of the following levels: 6th, 7th,
          8th, and 9th. You add them to your list of domain spells.
          Like your other domain spells, they are always prepared
          and count as cleric spells for you.               DRUID  CIRCLES
                                                            Druidic ways are ancient and largely practiced in secret,
          DRUIDS                                            away from the eyes of the uninitiated. In many lands,
          The druids of the Realms venerate nature in all its   the Old Ways of the First Circle have given way to new
          forms, as well as the gods of the First Circle, those   churches and temples, but druids and their followers
          deities closest to the power and majesty of the natural   still gather to honor the cycles of nature and to ensure
          world. That group of gods includes Chauntea, Eldath,   the natural balance isn't threatened. People who dwell
          Mielikki, Silvanus, as well as Auril, Matar, Talos, and   in or near wild lands do well to learn if a druid circle
          Umberlee, for nature is many-sided and not always kind.   operates nearby, seeking the circle's blessing before
           Unlike clerics, who typically serve a single deity, dru-  hunting or farming on the lands they protect.
          ids revere all the gods of the First Circle in their turn,   The druid habit of gathering in clearings, wooded
          and see them as embodiments of the natural world,   groves, or around sacred pools gave rise to the tradition
         which moves in cycles: creation and destruction, waxing   of circles. In a circle, all are equal, and while respect is
          and withering, life and death. Thus, Grumbar isn't just   given to age and accomplishment, the circle reaches de-
          god of the earth to a druid; he is the fertile soil and the   cisions as a whole. Those who disagree are free to argue
          rolling hills themselves. Malar isn't just the Beastlord,   their point, or even to leave the circle, if they wish, but
          but the hunger and the hunting instinct of a preda-  the circle acts as one for the good of all. Druid circles
          tory beast.                                      often include non-druid allies, such as rangers, wood
           Although they are most strongly associated with   elves, and the fey creatures of the lancf where the circle
         sylvan forests, druids care for all aspects of the land, in-  meets, all given equal voice.
         cluding frozen mountains, burning deserts, rolling hills,   Numerous circles are found across Faerfm, usually
         and rough coasts.                                 made up of no more than a dozen or so druids, plus
                                                           their allies. They include the High Dance, guarding the


         CHAPTER 4  I CLASSES
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