Base Class: Druid
Many druidic circles focus on different facets of the natural cycle, life, death, growth, harmony. You however were drawn to the threads that bind the worldly order, all but a few beings are bound to fate, many practitioners of the circle aim to defy fate, but most merely act as it's arbiters.
Whatever it is that draws druids to this path, their fate is decided by the deck, they shall live by it and if fate ordains, they shall die by it.
Major arcana
As an action consume a number of bone tokens collected from dead creatures and a wild shape charge to summon a servant of fate. You can use a bonus action every turn to issue a command to the creature(s), they will obey to the best of their ability including movement as is available on their stat block (held by the DM.)
Normal creatures drop 1 token however powerful foes (disclosed by the DM) will drop 10 tokens. You can summon up to 4 of any type of creature as long as you have the tokens to trade. you unlock different summoning options as you level up as well as two bonuses.
12th level: Fate deems you worthy of your power, all summons now cost half the original tokens.
20th level: Master fate itself halving the token cost of all summons once more
| Druid Level | Summons |
|---|---|
|
2nd |
Draw the fool, raise from the earth a hollow bone soldier, each soldier costs 2 skull tokens and drops 1 token on death. |
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6th |
6th level: Draw the chariot, beckon forth the bone golem, each bone golem costs 10 skull tokens and drops 4 tokens on death |
|
9th |
Draw Death, you summon forth the ouroboros, only one ouroboros can exist at a time and costs 16 skull tokens, dropping 6 tokens on death. However when ouroboros is slain it's stats increase. |
|
16th |
Draw the Fool? A strange card glows in your deck, the number replaced by a question mark, the card costs 50 skull tokens |
Faro shuffle
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and shuffling your deck. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
The Magician
Your Tarot manifest a set of circle spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to your fate.
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 |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Strength
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement.
Lesser Arcana
When you reach 10th level, you can draw from the lesser arcana at the start of each day, roll a d4 and gain a bonus from the associated suit.
1. Cups: a feeling of inner calm, love and witfulness washes over you, gain advantage on all charisma checks and saving throws till your next long rest.
2. Pentacles: Desire and destiny manifest, you may duplicate one object of value to you in your possession, the item cannot be of significance to another or given for the purpose of duplication.
3. Wands: you feel a sense of danger wash over you, roll a d20 and one time today you may force any creature (including yourself) to forego rolling at all and instead use the dice number rolled for wands.
4. Swords: Decide at the start of the day between mercy and severity. With mercy selected you may use a reaction to reduce the damage you or an ally takes a number of times today equal to your wisdom modifier. With severity selected you may add 1d10 force damage to any damage roll a number of times today equal to your wisdom modifier.
Wheel of fortune
All creatures are bound by fate, except for you of course. When you make a roll and before the DM has declared the outcome of the roll, you can choose to use this feature to alter the roll into a natural 20.
This feature can only be used once a day