Base Class: Druid
Most mortal beings spend their life in a peaceful ignorance to the cosmic forces around them. These forces control everything around them. Druids of the Cosmic Unrest begin life as scholars and wizards always seeking more knowledge, driven by tragedy and forces they don't understand.
The Wanderer a being who believes that a little bit of chaos can bring equality to the people of all worlds keeps a watchful eye for mortals such as this. When their thirst for knowledge hits an all time high he will greet them from the shadows. Offering them more. Offering them true understanding.
As they walk by his side world to world they know his ways and they are touched by his magic they gain true knowledge of the cosmos and when their training is done they return to their mortal plane ready to spread the influence of the Wanderer, Amareet Starwander.
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Circle Spells
2nd-level Circle of Cosmic Unrest feature
You have formed a bond with a Cosmic spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table.
Once you gain access to one of these spells, you always have it 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.
Circle of Cosmic Unrest Spells
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9th |
Summon Cosmic Spirit
2nd-level Circle of Cosmic Unrest feature
You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your cosmic spirit, rather than assuming a beast form.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 radiant damage.
The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Cosmic Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance. Some spirits take the form of a constellation of stars or a lesser incarnation of their deity.
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In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
Enhanced Bond
6th-level Circle of Cosmic Unrest feature
The bond with your cosmic spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals radiant damage or restores hit points while your cosmic spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.
In addition, when you cast a spell with a range other than self, the spell can originate from you or your cosmic spirit
Essence of the Nebula
10th-level Circle of Cosmic Unrest feature
You gain the ability to turn death into magical sparks that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your cosmic spirit, a harmless spectral spark springs forth in the dead creature’s space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral spark there and either heal the creature or deal radiant damage to it. The healing or damage equals 2d10 + your Wisdom modifier.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
In the Shadow of He Who Wanders
14th-level Circle of Cosmic Unrest feature
The bond with your cosmic spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.
Once you use this feature, you can’t use it again until you finish a long rest.
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