Base Class: Druid
While most druids take care of their groves and the natural world around them, some look further into the horizon for the domains they take care of. These folks are known as Planar Walkers, and for those who walk their circles, the power which they draw from is tied to the planes outside of the material planes.
Planar Attunement
At 2nd level, you become attuned to a plane in the multiverse. Choose a plane from one of the planes of existence. You gain resistance to the type associated with that plane. Your features in this class are tied to that plane, based on where it is situated.
Plane Attuned
| PLANE | DAMAGE TYPE |
|---|---|
|
Air |
Lightning |
|
Earth |
Acid |
|
Feywild |
Psychic |
|
Fire |
Fire |
|
Negative |
Necrotic |
|
Positive |
Radiant |
|
Water |
Cold |
Manifest Zone
Starting at 2nd level, you can manifest a zone from your attuned plane, influencing the world around you. As a bonus action, you can manifest a zone in a 30-foot radius around a point of your choice that you can see within 60 feet of you.
This zone lasts for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest.
The effect of the zone depends on the type of plane you attuned to. Creatures native to the plane you attuned to are immune from its effects.
Elemental Chaos. The zone you create is damaging to those unaccustomed to it. Each creature of your choice that starts its turn in the zone must make a Constitution saving throw or take 1d6 damage of the type associated with your attuned plane.
Feywild. The zone you create is covered in magical vegetation, and its area is difficult terrain and lightly obscured. While in the zone, you and your allies can use a bonus action to teleport to another point within the zone.
Negative Plane. The zone you create is covered in magical darkness, but you can see through the darkness created by the zone. Creatures in the zone have advantage on Dexterity (Stealth) checks to hide.
Positive Plane. The zone you create is an area of bright light. Any magical darkness that overlaps with the zone's area is dispelled. Creatures in the zone can't hide except by magical means.
Circle Spells
Your mystical connection to the planes infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to new circle spells.
Once you gain access to a circle spell, 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.
| DRUID LEVEL | SPELLS |
|---|---|
|
3rd |
|
|
5th |
|
|
7th |
|
|
9th |
Intensify Manifested Zone
Starting at 6th level, when you use your Manifest Zone feature, when you deal damage with an attack or a spell while in your manifested zone, you deal 1d6 extra damage of the type associated with your attuned plane.
Planar Self
At 10th level, you can expend two uses of Wild Shape at the same time to transform into a special form associated with your attuned plane. The form you may choose is of a type associated with your attuned plane with a challenge rating as high as your druid level divided by 3, rounded down. You can't use any legendary actions or lair actions of your new form.
Plane Attuned
| PLANE | TRANSFORMATION TYPE |
|---|---|
|
Elemental Chaos |
Elemental |
|
Feywild |
Fey |
|
Negative Plane |
Fiend |
|
Positive Plane |
Celestial |
Planar Bubble
At 14th level, your attunement with your adopted plane has granted you the ability to reach through the multiverse and manifest it around you, emulating its temporal conditions in the plane you are in. As long as you are not in your attuned plane, as an action, you can emulate the environment of your attuned plane. No time passes for other creature while you take turns in a row equal to half your proficiency bonus, during which you can use actions and move as normal. This effect ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, this effect ends if you move to a place more than 60 feet from the location you used it.
Once you use this feature, you can't use it again until you finish a long rest.
Planar Walking
At 14th level, you gain the ability to walk through planes more easily. You can cast the plane shift spell without expending a spell slot or requiring material components. As long as you are not in your attuned plane, your destination must be in your attuned plane.
You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain expended uses when you finish a long rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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9/2/2021 3:50:43 AM
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78
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14
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1
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Coming Soon
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1/14/2022 10:30:55 PM
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82
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5
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1.1
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Coming Soon
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