Base Class: Druid
The Circle of the Flock understand the secret world of communication and messages, the sky is filled with critters who take information back and forth across the lands, the messengers of gods, men, and nature itself sing brightly alongside the druids who follow this circle. The sky is filled with their whispered messages and secrets carried by winged beasts, many of which fall under the control of the druids.
Altered Wildshape
When you choose this circle at 2nd level, your wildshape alters and shifts, and you may take on the form of a weak avian. When you wildshape, you may assume the form of a flying creature with a CR of 1/8 and below.
Everflowing Knowledge
Starting at 2nd level, you emit an aura of flowing knowledge, allowing discussion and knowledge to flow through a shared mental space. As an action, you may connect yourself and a number of creatures equal to your wisdom modifier telepathically. Creatures within a 15 foot radius of you may speak telepathically to one another. While in this radius, connected creatures gain a +5 to history, nature, and investigation checks.
Circle Spells
Your mystical connection to the air and the birds infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connect with the skies and birds.
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 |
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|
5th |
conjure animals (birds only), wind wall |
|
7th |
|
|
9th |
Everwatchful Eye
Starting at 6th level, you may observe through the eyes of a nearby bird. As a bonus action, you may transfer your sight to a bird within 100 feet that you can see. While in this state, you have control of your main body, but have disadvantage on saving throws and attack rolls. You may exit this state as a bonus action. The bird moves on it's own free will, and if it moves more then 100 feet away from you, you exit this state automatically.
You may use this feature a number of times equal to your proficiency bonus.
Flock Travel
When you reach 10th level, you may use both uses of your wildshape to transform yourself and up to 8 other allies of yours into birds. The birds take on the statblock of any bird with a CR of 0. The flock can travel quickly together, moving up to 10 miles in an hour while travelling at a fast pace. You and your allies may remain transformed for up to 4 hours. If a member of the flock is more then 40 feet away from you, they revert to their normal form.
Lead the Flock
When you reach 14th level, you may call upon your bird allies to guard you and grant you safe travel. You may call down a mighty flock of birds to safeguard you, and they remain for 1 minute. While active, the flock allows you to teleport as a bonus action to anywhere within 60ft, the birds coalescing into your form and dispersing back into the radius. They also grant a bonus to your Armor Class based on how large the radius they cover is. Whenever a creature enters or starts their turn in the radius of birds, they take 4d10 magical piercing damage as they are pecked and clawed by the flock. The flock moves alongside you. The radius can expand up to a maximum of 50ft, and you may expand or reduce the circle by 10ft as a bonus action on your turn. You may use this feature twice per long rest.
You gain a +4 to AC if they are within 10ft of you, a +3 to AC if they are within 20ft, a +2 to AC if they are within 30ft, and a +1 if they are above 30ft.
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