Druid
Base Class: Druid

Take Life Slow and Steady

Druids of the Circle of the Snail venerate the slimier, more languid aspects of nature. Their magic instills their surroundings with a similar ponderousness, letting them slow down the march of time itself.

Level 3: Circle of the Snail Spells

When you reach a Druid level specified in the Circle of the Snail Spells table, you thereafter always have the listed spells prepared.

In addition, your spells from this feature can affect other creatures and objects while you are under the effects of the Time Stop spell without ending it early.

Circle of the Snail Spells
Druid Level Prepared Spells
3 Acid Splash, Grease, Web
5 Slow
7 Vitriolic Sphere
9 Hold Monster
17 Time Stop

Level 3: Chronal Slime

As a Bonus Action, you can expend a use of your Wild Shape to radiate sluggishness around yourself in a 15-foot Emanation for 10 minutes. It ends early if you dismiss it (no action required), have the Incapacitated condition, or use this feature again.

When the Emanation appears, you can designate creatures to be unaffected by it. Whenever the Emanation enters a creature’s space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Dexterity saving throw against your spell save DC.

On a failed save, the creature takes 1d4 Acid damage and its Speed is reduced by 10 feet until it ends its turn outside of your Chronal Slime (this reduction is cumulative). On a successful save, the creature takes half as much damage only. A creature makes this save only once per turn.

The damage increases by 1d4 when you reach Druid levels 5 (2d4), 11 (3d4), and 17 (4d4).

Level 6: Crawling Expanse

You can cast Slow without expending a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest. If you cast Slow using a level 5+ spell slot, the spell doesn’t require Concentration.

Whenever you start casting the spell, you can modify it to affect a 40-foot Cube within range instead of up to six creatures. When the Cube appears, each creature in the area must succeed on the spell’s saving throw or be affected by it until the end of its next turn. A creature also makes this save when it enters the Cube for the first time on a turn or starts its turn there.

Each creature of your choice automatically succeeds on saving throws made against this casting of the spell while it’s in your Chronal Slime.

Level 10: Own Tempo

Once per turn, when a creature in your Chronal Slime gains one of the following conditions, you can suppress that condition until the end of its next turn: Blinded, Charmed, Deafened, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, or Stunned.

In addition, when a creature in your Chronal Slime takes damage or loses Concentration, you can take a Reaction to cause it to take that damage or lose Concentration at the end of your next turn instead.

Level 14: Slip Through Time

You always have the Sequester spell prepared, and you can cast it without a Material component. You can also cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest.

Whenever you start casting the spell, you can choose an unwilling creature as the target. The creature must succeed on a Charisma saving throw against your spell save DC or be affected by the spell.

Once a target is affected by this spell, you can choose to displace it from the flow of time for the spell’s duration. A displaced target can’t take damage and can’t die.

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