Let’s keep going with the anti-giant druid circle of the Tuatha De Danann!
Circle of the Tuatha Dé Danann
You are a protector of nature and the guardian of and from the fey. An enemy of both is the Fomoire,, a race of giants who may come from under the land or across the see. Seeing your devotion against these monsters, the Tuatha De Danann, possibly gods among the fey and man, have blessed you in your fight with powers and gifts to fight this war against the giants in the dark.
Knowledge from the Land
When you choose this circle at 2nd level, they very lands aids you and teaches you. You gain proficiency in Intelligence(nature) checks and can use your Wisdom score in place of Intelligence. If you are already proficiency in Intelligence(nature) checks, gain expertise as a rogue with Intelligence(nature).
Blessing from the Stone of Fal
Starting at 2nd level, when you touch the ground you can access the blessing of the Stone of Fal. As an action, while standing on the ground, you can spend as many hit dice as you want and heal as normal for each one. These hit dice return as normal
Circle Spells
Your mystical connection to the gods who struggled against the Fomoire infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to extra spells. Once you gain access to these spells, you always have them 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, the spell is nonetheless a druid spell for you.
Druid Level |
Circle Spells |
3rd |
enlarge/reduce, protection from poison |
5th |
bestow curse, remove curse |
7th |
conjure woodland beings, divination |
9th |
commune with nature, hold monster |
The Gift of Spear of Lugh
Starting at 6th level, Lugh blesses you with his guidance and his spear. Instead of using Strength or Dexterity for spear attacks, you can now use Wisdom. Also, you can enchant your spear using own magical power. At the start of a day, you can expend two 2nd level spell slots to make any spear you wield a +1 magical enchanted weapon for 24 hours. At later levels you can spend two 4th level spell slots to make the spear a +2 magical enchanted weapon or spend two 6th level spell slots to make the spear a +3 magical enchanted weapon. You can spend higher level spell slots as if the were lower level slots for this effect.
In addition, against creatures with the giant creature type, any enchantment bonus your spear currently has is added as a bonus to your spell attack rolls and as a bonus to your spell save DC.
The Gift of Dagda’s Cauldron
When you reach 10th level from now on when you take a short or long rest you a.can create a stew that receives the blessing from Dagda’s Cauldron itself. Up to eight creatures who eat from this stew increase their maximum hit points by a number equal to your level. A character may be affected by other effects the increase their maximum hit points, but may only receive this bonus once per 24 hours, even from other creatures brewing the stew. This increase last for 24 hours or until your next long rest.
A sliver of the Sword of Light
When you reach 14th level, you are blessed by Nuada to use a tiny piece of her sword. As an action, you can raise your weapon into the air. A enemies within 30 feet of you must make a Charisma saving throw (DC equal to your spell save DC) or be blinded by the power of the Sword of Light for one round. Creatures with the giant type have disadvantage on this saving throw. You can use this feature twice. You regain expended uses when you finish a short or long rest.
You are also immune to damage from poison and the poisoned condition.
Thoughts.