Druid
Base Class: Druid

All things touch each other in some way. That which lives, that which dies, and that which neither lives nor dies, all come together in connection. To grasp these connections is to tangle with a vast web of cause and effect, with threads too numerous to count. Whether that web encompasses a natural landscape, a sprawling city, or the hearts of distant peoples, its effects touch everything in its grasp.

Circle Spells

When you join this circle at 2nd level, you have established a communion with the web of connections that binds all things. Your link with this aspect of nature grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Connection 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 Connection Spells

Druid Level Circle Spells
2nd bless, comprehend languages
3rd spider climb, web
5th mass healing word, sending
7th arcane eye, dimension door
9th commune, Rary’s telepathic bond

Wiretap

As an action, you can spend a use of your Wild Shape feature to place an invisible wire upon an object within 30 feet. For the duration, you can hear as if you were within the object’s location. In addition, you can choose for the wire to both send and receive messages, allowing you to speak to a creature wearing or holding the object through the wire. A creature that can see invisible objects sees the wire as a luminous thread about the length of your finger.

This effect lasts for 1 hour, until the object is no longer on the same plane of existence as yourself, until you use this feature again, or until you dismiss the effect as a bonus action.

Binding Tie

While you are concentrating on a spell that affects one or more creatures within 60 feet of yourself, you can use your bonus action to teleport to an unoccupied space you can see within 5 feet of an affected creature.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Get Over Here!

At 6th level, you can further refine the bonds you create to reciprocate your actions. As a bonus action, you can spend a use of your Binding Tie feature to forcibly teleport a creature within 60 feet to an unoccupied location within 5 feet of yourself. An unwilling creature can make a Charisma saving throw to avoid this effect.

Fateweaver

You learn to peer into the vast tapestry of fate by which all things are connected. When both you and a creature within 60 feet of yourself would make a saving throw against the same effect, you can use your reaction to shackle your fates together. Choose one of the following effects:

Uplifted Fate. If either of you would succeed on the saving throw, both of you succeed.

Fated Downfall. If either of you would fail the saving throw, both of you fail.

 

Once you use this feature, you cannot use it again until you finish a short or long rest.

Spellbound

When a creature within 60 feet of yourself fails a saving throw against a spell that targets only it, you can bind its allies to fall victim to the same fate. A creature within 30 feet of the target is forced to make the same saving throw; if it fails, it is also affected by the spell, and you can choose another creature to subject to this effect.

Once you use this feature, you cannot use it again until you finish a long rest.

It does too have the correct features at the correct levels!

Just filler to keep dndbeyond from being grumpy, don't mind me.

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