Druid
Base Class: Druid

Druids understand that nature works very efficiently when multiple entities band together to accomplish a mutual goal. Successful examples of this are wolf packs, lion prides, insect swarms, and even communities of peoples. This instinct of the bond is intrisic in the creatures that share it, being inborn and natural, and cooperation becomes an obvious tool to merit success in the living, natural world. Circle of the Psyche revere this bonding to such a degree that they meditate fully on their awareness of it, even spending months observing herds, swarms, or packs of beasts. This, coupled with magical knowledge bestowed by their bond with nature, makes their mind open to psychic, even telepathic connections to their bondmates. When acting in tandem with others, they often use magic to heighten the acuity of the pack's actions to extraordinary degrees and communicate instantly with their bondmates. Importantly, they employ the use of familiars to expand their awareness even further. They seek to prevail with the magical psychic power of their bonds.

Psionic Power

2nd-level Circle of Psyche feature

You harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below.

Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice.

Familiar Bond. As an action, you can cast Find Familiar without expending a spell slot if you expend one Psionic Energy Die.

Psionic Cantrip. You can accompany your magic with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a cantrip, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Wisdom modifier. Alternately, if a creature fails its saving throw against a cantrip you cast, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Wisdom modifier.

Telepathic Bond. As an action, you forge a telepathic link among a number of willing creatures of your choice within 30 ft, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this feature. Until the spell ends, you link yourself and the chosen targets, and the targets can communicate telepathically through the bond if they share a common language. The communication is possible over any distance, though it can't extend to other planes of existence. Expend and roll a Psionic Energy die, this feature lasts for a number of minutes equal to the number rolled on the die.

Circle Spells

2nd-level Circle of Psyche feature

You have formed a magical balance with psychic energies, granting you remarkable new insights. Your unique training grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Psyche Spells table.

Once you gain access to one of these spells, 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. Additionally, you learn the Mind Sliver cantrip.

Circle of Psyche Spells
Druid Level Spells
2nd animal friendship, heroism
3rd aid, beast sense
5th conjure animals, crusader's mantle
7th dominate beast, locate creature
9th commune with nature, synaptic static

Bond of the Pack

6th-level Circle of Psyche feature

At 6th level, you learn to forge a bond of mental power with a pack of beasts. As an action, You establish a telepathic link with a number of beasts you can see within 30 feet that are friendly to you or charmed by you. This fails if the beast’s Intelligence is 4 or higher. Until this feature ends, the link is active while you and these beasts are within line of sight of each other. Through the link, the beasts can understand your telepathic messages to any of them, and any one of them can telepathically communicate simple emotions and concepts back to you. While the link is active, you may use a bonus action and one of the beasts gains advantage on attack rolls against any creature within 5 feet of you that you can see. This link lasts for 10 minutes or until you cancel it. You may use this feature a number of times equal to your proficiency bonus before you must finish a long rest to use it again.

Powerful Bonds

10th-level Circle of the Psyche feature

You may now magically convey extra benefits to a creature in one of your bonds. Whenever you have the Telepathic Bond option of your Psionic Power or your Bond of the Pack feature active, or are within the duration of the Beast Bond or Telepathic Bond spells, you may cast some druid spells in special new ways:
- You may cast any spell with a range of touch or self, and choose any target also included in a bond created by these features and spells. The chosen target receives the benefit of the spell cast in this way.
- You learn to perceive the feedback you receive when you cast a spell on a bonded creature, enabling you to assess the well-being of that target, measuring their emotional state keenly. Whenever you cast a spell that affects a creature in one of your bonds as mentioned above, you then immediately know the current emotion and hit point total of that creature.

Additionally, whenever you cast a spell that targets at least one friendly creature in your bonds, you can expend a number of Psionic Energy dice up to your proficiency bonus and roll those. Until the end of your current turn, if a spell you cast would restore hit points or grants temporary hit points to the targeted creatures you add the number rolled on the dice to that total.

Bonds of the Psyche

14th-level Circle of the Psyche feature

Your bonds with beasts and humanoids alike become reinforced with the pinnacle focus of your psionic power. This bestows multiple benefits: 
- Whenever a creature is under the effect of a spell you cast or the effect of one of your features and you cast a spell on that creature, you can choose to add that creature to an existing bond you are maintaining. For instance, if you have your Pack Bond feature active, and target a creature outside of the bond with a Cure Wounds spell, you may choose to add that creature to the existing bond for its duration. You may only add a creature to the bond if the circumstances of the bond could apply to it, i.e, you cannot include a humanoid or a beast with Intelligence 10 into a Beast Bond.
- Whenever you or a creature you are in a bond with is forced to make a saving throw you can use a reaction, expend a Psionic Power die and roll it. When you do, that creature gains a bonus to that saving throw equal to the number rolled.
- Whenever you have the Telepathic Bond option of your Psionic Power feature or your Bond of the Pack feature active, or are within the duration of the Beast Bond or Telepathic Bond spells, you can spend a Psionic Power die and choose a creature you share the bond with, and you gain advantage on all attack rolls against the last enemy that creature attacked.

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