Druid
Base Class: Druid

Circle of Scholomancy

Today, while wandering deep into the starry expanse, we came upon a curious group of weather-benders residing in towering cloud cities inside what they've named the Sholomonarí Nebula. Great powerful druids, many of them blue-skinned and with ginger hair and beards. They had been there since the dawn of time, and have so built an astral congregation centred around a singular purpose: the balance of the universe.
- Captain Carmina Draper, of the Leonin Expeditionary Pride vessel "The Journey"

Druids of Scholomancy, better known as Sholomonaar Magi, are derived from a group of spontaneously developed plasmoid consciences formed inside the Sholomonarí Nebula. Over aeons, their circle has come to also include their many creations and allies of diverse races and specialities.

The purpose of the magi is to test the balance of the worlds, societies, and folk they encounter. Those who fail the trials of a mage deserve punishment, but true Sholomonaar only resort to their full powers when balance has been greatly disturbed.

Sholomonaar Magi are generally true neutral in alignment. Good magi are difficult to find, but not unheard of. However, eventually with experience comes a deep knowledge of those who oppose balance. Fallen Sholomonaar Magi are corrupted by this closeness, either choosing to pursue their greed or worse, turn entirely to evil, seeking the ultimate balance of universal death. These powerful dark wizards are called Counter-sholomonarí.

A mage of Sholomonarí reaches their full power upon successfully melding matter into whatever weather pattern they choose. Upon learning to control the atmospheres, Sholomonaar magi are driven to find a golden bridle and take it to the bottom of a bottomless lake, whereupon a golden wyvern will become their loyal steed.

The Magi of Sholomonarí usually carry:
  • A traveller's xylon which they use to summon the winds and 1d10 wooden jars in which they can store them (the Gust cantrip can be used as a bonus action if stored in a jar).
  • An iron axe which they use as a spellcasting focus.
  • Birchbark reins that give advantage on calming any mount they encounter.
  • A Book of Wisdom which gradually reveals more of the mage's teachings based on their needs. It is enchanted to always present only the spells which they require.
  • A branch that has killed a snake, allowing them the power to magically blend in as beggars. Many magi carry a branch in the hopes of finding a snake to slay.

Circle Spells

2nd-level Circle of Scholomancy feature
Your training in testing and challenging balance has taught you spells that come as second nature to you. At 2nd level, you learn the Gust and Thaumaturgy cantrips.

At 3rd, 5th, 7th, 9th, and 14th level you gain access to the spells listed for that level in the Circle of Scholomancy 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.

Druid Level Spells
2nd gust, thaumaturgy
3rd alter self, gust of wind
5th incite greed, sleet storm
7th hallucinatory terrain, storm sphere
9th dream
14th control weather, summon greater steed

Trial of the Sholomonaar

3rd-level Circle of Scholomancy feature
Upon successfully testing the balance of an ally, you may attempt to sway the winds to keep their soul in their physical being. You can cast Spare the Dying as a reaction a number of times per day equal to a third of your druid level with a minimum of 1. Your ally also gains advantage on death saving throws for 1 hour.

Favorable Winds

6th-level Circle of Scholomancy feature
You encourage the air towards a favorable outcome. Once per day, you and 12 allies that have proven balanced in your trial receive 1d6 Favors from any gaseous matter around them - including but not limited to air. Every morning, or after completing a long rest, you must choose up to 12 allies to grant Favors to. Each person chosen can then roll for the number of Favors they have. If a person chooses not to roll or for whatever reason doesn't know how many Favors they have, if any, the DM can roll in their stead and keep the number hidden. You may give Favors to allies anywhere, on any plane of existence, with just a thought. If you do not pick 12 allies at the start of the day, the remaining number can be picked thoroughout the day.

A Favor gives advantage on an attack, ability check, or saving throw only if the Favor is named and the winds called upon prior to the dice roll. Additionally, upon calling a favor, any damage from gaseous effects is negated until the start of that ally's next turn. Favors do not stack and an ally cannot be chosen twice between long rests.

Call of the Iele

10th-level Circle of Scholomancy feature
You summon an uproarious hailstorm. You gain access to the Ice Storm spell and can cast it once per long rest. The area of the spell remains stormy and creatures inside must succeed a Wisdom saving throw against your spellcasting DC or are blinded and deafeaned by the storm as long as you are concentrating on it, up to 1 minute, after which the weather pattern fades gradually over the next 1d100 minutes. You and any allies tested by you are protected from the effects of the storm by vortex spheres of wind.

Golden Wings

14th-level Circle of Scholomancy Feature
You gain access to one 8th-level spell slot that can only be used to cast Control Weather. Upon successful casting of this spell, you must complete your trial as specified in the Circle of Scholomancy description: find a golden bridle and take it to the bottom of a bottomless lake, whereupon a golden wyvern will become your loyal steed. For practical purposes, you are now able to cast Summon Greater Steed to call your new wyvern.

Riding the wyvern requires taming. After 1d10 days of training with your Golden Wyvern, you gain access to its radiant aura. Allies who've succeeded your trial within 100 feet of your mounted form gain +1d4 radiant damage to all their attacks, including spells that have an attack roll. Additionally, any terrain within that radius is encouraged to give life for the next 1d100 months. Tales of weather-bending magi riding gold dragons have become the stuff of legends, and many despairing farmers pray for a Sholomonaar mage in days of drought or famine, or in areas where the land is infertile.

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