Druid
Base Class: Druid

It is said that the Circle of Sound can only be joined by those who, as infants, never uttered a single cry. 

Very little is known about this circle. Its knowledge and rites are preserved through a vast oral tradition, whose secrets are known only by members of the circle. It is forbidden to keep a written record of this information, upon penalty of death. 

Archdruids of this circle live a nomadic lifestyle. They are tasked with finding potential initiates for the circle and training them. Species and background does not matter to the Circle of Sound. Potential members are those who truly understand silence, music, or the spoken word. Many young musicians, poets, or those who have taken an oath of silence have become influential members of the circle. As a member, your magic is influenced by the sounds you connected with prior to your initiation.

Toll the Dead

When you choose this circle at 2nd level, you learn the toll the dead cantrip. 

Ambient Amplifier

As a reaction, you can alter the sounds around you. When a creature you that can hear you moves within 10 feet of you or starts its turn there, you can use your reaction to send a Healing Harmonic or Dissonant Assault sound wave at it.

A Healing Harmonic allows you to restore 1d4 hit points to a friendly creature.

A Dissonant Assault allows you to attack one enemy creature. You deal 1d4 force damage to the creature if it fails a CON saving throw against your spell save DC.

The force damage or hit points increases to 1d6 at 6th level, 2d6 at 10th level, 2d8 at 14th level, and 2d10 at 20th level.

Circle Spells

Many young musicians, poets, or those who have taken an oath of silence have become influential members of the circle. As a member, your magic is influenced by the sounds you connected with prior to your initiation. 

Before you were inducted into the Circle of Sound, one kind of noise made more sense to you than others. Perhaps it was silence, or the noises of nature. Maybe you were a dancer, singer, or instrumentalist, and music always had a way of soothing your soul. Or perhaps it was the spoken word. Choose the one that spoke to you — the Silence, the Sound, or the Word — and consult the associated list of spells.

At 3rd, 5th, 7th, and 9th levels you gain access to the spells listed for that level in the Circle of Sound spells table.

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.

The Silence

The Silence are the most traditional druids in the Circle of Sound. They have a strong connection with nature, especially plant life. These druids are most at ease in deep woods or in shadows. They are often shy among other humanoids, and often take time to warm up to others. This shyness should not be mistaken for cowardice, as they are very protective of each other, their loved ones, and the environment they have chosen to care for and are quick to defend any of them. Hell hath no fury like a Silent Druid.

 

DRUID LEVEL SPELLS
3rd blindness/deafness, pass without trace
5th plant growth, speak with plants
7th greater invisibility, guardian of nature
9th commune with nature, wrath of nature
The Sound

The Sound are the most powerful of the Circle of Sound. Their understanding of music, motion, and noise teaches them to appreciate the winds and storms. These druids are in constant motion, never staying in one place long, never committing themselves to anything but their studies of the arts and nature. They are passionate and wild, and more than anything they despise to be restrained or contained. The Sound Druids often find themselves to be allied with chaos, but if they find themselves grounded by something they care about they are as loyal and dedicated as anyone.

DRUID LEVEL SPELLS
3rd blindness/deafness, silence
5th slow, thunder step
7th freedom of movement, storm sphere
9th control winds, wall of force
The Word

Druids of the Word find themselves as tied to humanoids and their creations as much as they are to nature. Followers of this tradition are often novelists, poets, bards, or actors whose paths changed along the way. They, unlike their counterparts, are less likely to leave their whole lives behind and believe than humanoid influence is as much a part of nature as the untouched forest. They continue to develop their arts as they study druidcraft and continue to influence people in addition to nature. These druids seek to be involved in both worlds, since they are one and the same.

DRUID LEVEL SPELLS
3rd blindness/deafness, suggestion
5th mass healing word, counterspell
7th banishment, compulsion
9th mass cure wounds, modify memory

Perfect Copy

At 6th level, you gain full control over your voice. If you have heard a creature make a sound, you are able to mimic it.

You gain proficiency in the deception and performance skills. You charisma increases by 2.

Speed of Sound

Starting at 10th level, the sound waves you create can carry you, allowing you to move through space at the speed of sound. As a bonus action on your turn, you can ride these waves to instantly travel to any unoccupied space you see within a 60 foot sphere. You can also use this action to touch a willing creature, sending it to any unoccupied space you see within a 30 foot sphere.

Your waves must travel along an unimpeded route. If a creature or object blocks the route, the traveling creature will bounce back to the space in which it originated.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. 

Pitiful Shriek

At 14th level, when you let out a scream, all creatures within 30 feet that can hear must make a CON saving throw against your spell save DC. On a failure, a creature drops to 0 hit points. On a success, a creature takes 6d8 force damage. This attack affects both friendly and enemy creatures.

You are able to use this feature twice and you regain all expended uses of it when you finish a long rest.

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