Menhir

Some druids study the paths of nature’s power through the nodes and ley lines that connect standing stones and megalithic circles, learning to tap into their energies.

Branch Features

Branch Spells

Once you can cast spells of the corresponding level, you may spend character points equal to twice the spell’s level to have that spell always prepared. Spells bought in this manner don’t count against the number of spells that you can prepare.

If you have a branch spell that doesn’t appear on the Divine Spell List, that spell is nevertheless a divine spell for you.

Spell Level Spells Cost
1st Detect Magic, Protection from Evil and Good 2 Character Points per Spell
2nd Augury, Beast Sense 4 Character Points per Spell
3rd Clairvoyance, Magic Circle 6 Character Points per Spell
4th Banishment, Divination 8 Character Points per Spell
5th Commune with Nature, Dispell Evil and Good 10 Character Points per Spell

Talents

Talent CP Prerequisites
Spirit Sense 5 -
Pace Magic 20 3rd Level Spells and Spirit Sense
Walk the Lines 30 5th Level Spells and Pace Magic
Scorching Spirit 50 7th Level Spells and Walk the Lines

Spirit Sense

Cost: 5 Character Points
Actions: 2

You can open your awareness to detect otherworldy and magical beings. Until the end of your next turn, you know the location of any astral, ethereal, fey, incorporeal, outsider, or undead creature within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

Place Magic

Cost: 20 Character Points
Prerequisite: 3rd Level Spells and Spirit Sense
Actions: 1

A menhir savant learns to identify and tap into ley lines in different types of terrain.

Using 1 action, you tap into the magic of a nearby ley line and increase your spellcasting ability bonus by +1 until the end of your next turn. You can use this ability a number of times per day equal to your base spellcasting ability modifier.

Walk the Lines

Cost: 30 Character Points
Prerequisite: 5th level Spells and Place Magic

You use your connection to ley lines to cast Transport via Plants a number of times per day equal to your spellcasting ability modifier.

Scorching Spirit

Cost: 50 Character Points
Prerequisite: 7th level Spells and Walk the Lines
Actions: 2

You become ethereal as if using Etherealness. You can remain in this ethereal state for a number of rounds per day equal to twice your maximum spell level. These rounds do not need to be consecutive.