Druid
Base Class: Druid

Druids of the Circle of the Specter find oneness with the arcane energy of nature. These druids seek to use this energy to interrupt natural order. Their magic allows them to seemingly phase in and out of reality.

Though they are typically smiling and jovial, they seem to be frequently glitching and give off a dark aura. These druids are most comfortable in situations where they can blend in with their natural environment, though they do enjoy a risk every now and again. They find themselves in shady situations often, and tend to stay in trouble. From time to time, one could find the lawful side of life, but those are few and far between.

Bonus Cantrip

When you choose this circle at 2nd level, you learn the Mind Sliver cantrip.

Phase Walker

Starting at 2nd level, you can manipulate arcane energy to phase through solid objects. You gain a Phase Speed equal to half of your walking speed rounded down. Additionally, your phasing speed increased by 5ft at 6th, 10th, and 14th level. You can use this feature to phase through wood and stone, however when phasing through metal you must succeed a Constitution Saving Throw of a DC 10. On a fail, you suffer 1 point of exhaustion. 

For example, when you are a 6th-level druid with a walking speed of 30ft, you have a Phasing Speed of 20ft.

Circle Spells

Your arcane connection to energy infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to your phase energy.

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

3rd

misty step, blur

5th

blink, slow

7th

dimension door, phantasmal killer

9th

mislead, passwall 

 
 

Phantom Defense

Starting at 6th level, you channel your energy so that opponents' attacks phase through you. When you take damage, you can use your reaction to lessen the blow by an amount equal to 1d8 plus your Wisdom Modifier.

In addition, you have advantage on Dexterity saving throws against magical ranged attacks.

Spectral Phase

When you reach 10th level, you can use your bonus action to enter the Spectral Phase. Your walking speed doubles as you phase through obstacles. Additionally, you acquire three specters appearing in your space as duplicates. These specters move with you, mimicking your actions, and making it hard to tell which figure is actually you. As a result, each time a creature targets you with an attack, roll a d20 to determine whether the attack instead targets one of your specters. You must roll a 6 or higher to shift the attacker's focus to a specter. If only two specters remain, you need an 8 or higher. If you only have 1,  you need an 11 or higher. A specter's AC equals 10 plus your Wisdom modifier. On a hit the specter is destroyed, and only by an attack that hits it.

You can use your bonus action, including when you initially enter the Spectral Phase, to make a melee weapon attack.

You can enter the Spectral Phase twice per long rest, remaining for a minute or until concentration is broken. You can enter a third time per long rest at level 18.

Hallucinatory Touch

When you reach 14th level, your touch can trap a creature in a hallucinatory phase. The creature you touch must make a Wisdom saving throw. On a fail, he takes 7d12 psychic damage and becomes incapacitated, stuck in a phased state. On a success, it takes half damage and shakes off the phase. 

The creature can make another save at the end of its next turn, this time taking 6d12 psychic damage on fail. The damage decreases by 1d12 each following turn without going lower than 1d6. For example, if the creature fails four saving throws in a row it would take 4d12 psychic damage on the fourth fail.

You must treat this as a concentration spell, using your action to keep the creature in this state, though you do not have to touch him for the duration. If the creatures takes another type of damage while in the phase, the hallucinatory phase drops.

You can use this once per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
4/30/2021 8:04:11 PM
4
0
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes