Druid
Base Class: Druid

-TRUE VESSEL:
Originally a single monster, its body, mind & powers were divided into eight unique beasts.
You became the physical vessel of one of them.
Will you isolate yourself to avoid hurting others, or will you step forward to change things?
At any moment, you can communicate with each other in your personal mindscape.

-Influenced by their powers, your magical aura & energy take on their colours:
.PRIMUM, an equine of tides.
The aura/energy is flowing, streaming like water

.SECUNDUM a green-flame gecko.
The aura/energy is like their scales, burning and green.

.TERTIUM, a bull clad in iron-sand.
The aura/energy is dense, pulsing like muscles.

.QUARTUM, a three-eyed orange wolf.
The aura/energy is blurry & wispy ghost-like.

.QUINTUM, a sickle weasel.
The aura/energy is spherical from visible ribbons of winds.

.SEXTUM, a toxic toad.
The aura/energy is gaseous, steamy like poison.

.SEPTIMUM, a crackling lioness.
The aura/energy is unstable, sparks of electricity.

.OCTAVUM, a glittering peafowl.
The aura/energy is luminous, linear like rays.

Circle Spells

2nd-lvl Circle of Six Paths feature

When you reach the designated lvl, you gain these spells in your list.

They are always prepared and count as spell slots spending.

-PRIMUM's Spells:            -SECUNDUM's Spells:       -TERTIUM's Spells:    
1st Armor of Agathys       1st Hellish Rebuke             1st Catapult
2nd Rime's Binding Ice     2nd Blur                               2nd Spider Climb
3rd Wall of Water              3rd Ashardalon's Stride     3rd Wall of Sand
4th Control Water             4th Wall of Fire                    4th Stoneskin
5th Maelstrom                  5th Immolation                    5th Far Step

-QUARTUM's Spells:       
-QUINTUM's Spells:           -SEXTUM's Spells:          
1st Detect Magic             
1st Fog Cloud                     1st Grease
2nd Mental Whip             2nd Gust of Wind               2nd Acid Arrow
3rd Clairvoyance             3rd Wind Wall                     3rd Acid Rain
4th Locate Creature       4th Resilient Sphere          4th Vitriolic Sphere
5th Synaptic Static         5th Steel Wind Strike         5th Contagion

-SEPTIMUM's Spells:     -OCTAVUM's Spells:
1st Longstrider                 1st Guiding Bolt
2nd Shatter                        2nd Moonbeam
3rd Call Lightning             3rd Daylight
4th Ride the Lightning     4th Sickening Radiance
5th Destructive Wave      5th Wall of Light

Vicarious Bond

2nd-lvl Circle of Eight Paths feature

The Mystic Beast inside you makes you develop a tertiary trait.
Any creatures in the same family as the Beast will feel you as one of their own.
Those who have eyes can see you are different, but you aura/presence speaks otherwise.
Unless you do/say something objectively offensive, they will treat you as allies.

.Primum: Horses and underwater critters.
.Secundum: Any bipedal or quadrupedal reptiles.
.Tertium: Bovines & ungulates.
.Quartum: Coyotes, dogs, foxes & wolves.
.Quintum: Most of the rodent kingdom.
.Sextum: Amphibians & venomous.
.Septimum: The whole feline category.
.Octavum: Avian/feathered lifeforms.

Singular Talent

6th-lvl Circle of Eight Paths feature

Each of the Beast possess a skill exclusive to their experience & magic:

.Primum: Your walking speed is doubled & you can walk on water, for as long as you hold your breath.
.Secundum: If you are hit with fire damage, you add 1d6 to any of your fire damage.
.Tertium: Permanent Advantage on Strength checks.
.Quartum: You can cast the See Invisibility effect.
.Quintum: You can cast the Air Bubble spell.
.Sextum: You have Darkvision. If you already have it, you double the range.
.Septimum: You can do sprints that don't expose you to opportunity attacks.
.Octavum: You have Darkvision, if already, you double the range.

Arcane Mode

10th-lvl Circle of Eight Paths feature

The summum of symbiosis, your 2 powers into 1.
You channel the beast's core power through your body.
Once per long rest for 1 min per lvl.
The active spells end at the same time as the mode dissipates.

.Sea Horse Mode: (Primum) You grow a merfolk watery tail.
Your equipment turn stable gelatinous and you grow a forehead horn.
Immunity to cold damage. Horn headbutt does 1d6 piercing damage.

.Jade Gecko Mode: (Secundum) You grow a pair of fiery tails with hooks.
Your haircut is fiery and your limbs glow with green flames.
Your Bites & Claws are added 2d4 fire damage.

.Juggernaut Bull Mode: (Tertium) You grow 3 bovine tails of sand.
Your muscles are thicker and your haircut becomes a sandwhirl mane.
You maintain the Haste spell.

.Visionary Wolf Mode: (Quartum) You grow 4 lupine tails made of psychic energy.
Sharp orange eyes manifest on your forehead and boths palms.
You maintain the Arcane Eye spell.

.Reaping Weasle Mode: (Quintum) You grow 5 razor-sharp flat tails.
You grow pipes on the back, forearms and knees.
You maintain the Freedom of the Winds spell.

.Corrosion Toad Mode: (Sextum) You grow 6 hammered tails.
1d6 acid damage on contact.

.Dynamic Lioness Mode: (Septimum) You grow a mane of 7 electrical bolts.
You maintain the Haste spell.

.Luminous Peafowl Mode: (Octavum) You wear a feathered-cape of 8 tails.
You grow luminous wings and your body turns dark in contrast.
39 ft/12 m flying speed. You shine bright light into a 36 ft/9 m radius.


Only through this mode can you cast this unique spell: WILD CANNON
You gather positive & negative energy into a solid sphere you blast linearly.
39 ft/12 m long and 6 ft/2 m wide. On impact, it explodes in a 12 ft/4 m radius.
8d8 force damage. Advantage against beasts, celestials & fiends.

Ancient Beast Form

14th-lvl Circle of Eight Paths feature

Having learned the true name of the beast, you've formed an even more powerful symbiotic bond.

You can now transform into the beast while still remaining in control.

You use both Wild Shape slots for the transformation.
Unless your HP drop to 0, you can maintain the form for 1 min per lvl.
Despite their different physiologies, they all share the Tall size.
While in WS, you have access to a technique that uses 1 spell slot per casting.

-POLINMODR: (Patience) You transform into a 1-tailed Kelpie.
You can cast the Boundless Cresting (Tsunami) spell, maintained in your trajectory in a 9 ft/3 m radius.

-LJOMI: (Bright) You transform into a 2-tailed Drake.
You can cast the Verdant Conflagration (lvl 4 Fireball) spell.

-STYRKR: (Strength) You transform into a 3-tailed Bull.
You can cast the Quaking Stomp (lvl 5 Earth Tremor) spell.

-VITRADR: (Wisdom) You transform into a triclops 4-tailed Okami.
You can cast the Thousand Eyes (True Seeing) spell on you plus 2 different allies, for 14 min.

-HUGMYND: (Imagination) You transform into an 5-tailed Weasel.
You can cast the Cleaving Vortex (Blade Barrier) spell.

-ADLOGUN: (Adaptation) You transform into a 6-tailed Toad.
You can cast the Freight Spew (Cloudkill) spell.

-RASFARI: (Velocity) You transform into a 7-tailed Striped Lioness.
You can cast the Hurricane Stride (lvl 6 Thunder Step) spell.

-METNADR: (Pride) You transform into a 8-tailed Peafowl (Giant Eagle).
You can cast the Iridescent Dawn (Sunburst) spell.

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