Base Class: Druid
Druids that picked up on the faint scent of the World Tree, following it as a mystical force to guide them. They listen to the forgotten sounds, read the lost texts, and see the old world. They may not know what exactly is talking to them, but know that it's the most primal force you could find. Due to them hearing these calls, they have developed magic that can bend space and time, while not abusing the fabric, they ride the waves rather than create them.
They mainly use the waves of multiversal energy generated by the breathing of the soul of the World Tree, and focus on disrupting opponents by changing how they interact with the world around them, whether through inflicting conditions, forcing them to teleport, or to daze them so they are easier to hit.
Lost Echoes
Due to hearing these voices call out to you, you can begin to sense things that otherwise wouldn't be sensed. You gain expertise in Perception (WIS) and Survival (WIS).
Multiversal Waves
By guiding the ways the multiversal waves move, you can inflict odd effects on people.
As an action, you may have a creature you can see make a constitution saving throw against your spell save DC. On a failed save, roll a d6 and give the creature the assigned condition. You may also expend a spell slot, and the creature also takes 2d8 force damage and an extra 1d8 per spell level above the first.
Wave Proficiency
When an enemy fails the CON save for your Multiversal Waves action, you may also have that creature teleport 10ft in any direction from where they were. If you used a spell slot, the creature also takes an additional 2d8 force damage and attacks against it have advantage until the start of your next turn as it is dazed from the waves.
World Essence
Whenever a creature fails the CON save for your Multiversal Waves action three or more times, you gain the ability to wildshape into that creature, as long as it is the same size as you or one smaller or bigger.
Call Upon the Ages
When you use your Multiversal Waves action, you manipulate the air around you and the way you move through space. For one minute, all of your movement speeds (walking, climbing, swimming) are equal to the highest one and you gain a flying speed of equal value. During this time, you may make melee attacks or range of touch spells from 10ft away from the target rather than 5ft, and your movement does not provoke opportunity attacks.
Bonus Spells
Bonus spells you learn. At Level 3, you learn Misty Step, Shield, and Pass Without Trace. They count as druid spells and are always prepared.
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