Druid
Base Class: Druid

Balance druids help maintain the natural order of the world, righting the imperfections of chance.

Maintain Order

When you choose this circle at 2nd level, you gain Karma points.

After each long rest, you have Karma equal to 2 + your proficiency bonus + your wisdom modifier.

You may spend 1 Karma to change a critical failure to a failure. You may spend 2 Karma to change a failure to a success, or a success to a critical success. This may only be used on rolls you make. You may use this ability multiple times per roll, e.g. spending 5 Karma to turn a critical failure into a critical success.

Draw From Aether

Starting at 2nd level, you can regain some of your magical energy by calling upon the Aether's power.

As a bonus action, you may spend any number of spell slots to regain that much used Karma. You cannot have more than your Karma limit.

Circle Spells

Your mystical connection to the Aether infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the Aether

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

pass without trace, mirror image

5th

counterspell, protection from energy

7th

banishment, guardian of faith

9th

greater restoration, telekinesis

Karmic Cycle

Starting at 6th level, you gain Karma from unlucky dice rolls.

Whenever you roll a critical failure, or an enemy rolls a critical success on an attack or spell save against you, choose to either:

  • Regain 1 Karma
  • Deal 1d8 Psychic damage to the relevant enemy
  • Heal 1d6 damage

Return to Balance

When you reach 10th level, you can use your Karma to damage those with good luck.

When a creature you can see rolls a critical success, or rolls a total of above 25 on a skill check or saving throw, you may use your reaction and spend 2 Karma to Balance the creature for 1 hour.

A Balanced creature cannot roll above a 20 on skill checks or saving throws, and treats critical successes as regular successes. When it would roll above a 20 on a skill check or saving throw, or a critical successes, it takes Psychic damage equal to it's level.

If a Balanced creature rolls a critical failure, or rolls below 3 on a skill check or saving throw, the effect ends.

Karmic Retribution

When you reach 14th level, the Aether senses your Karmic strength and grants you the following traits:

  • Truesight to 15ft
  • Immunity to Poisoned and Stunned
  • Resistance to Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Immunity to Force damage

When you take damage, you may spend 3 Karma to deal half the damage you took to your attacker as Force damage, to a maximum of 2 * your level.

Comments

Posts Quoted:
Reply
Clear All Quotes