Druid
Base Class: Druid

Among some of the wisest and most intelligent beings in the multiverse, this rare and small circle of druids have traced both nature and magic down to its bare essentials, its most fundamental form: equations. Math is the linchpin of all reality, with prime examples like the Golden Ratio only enforcing the ideals of these druids.

Members of this circle use their superior understanding of the natural world to further comprehend reality, break down natural phenomena into their core numerical components and, through manipulating those, alter reality on a whim and ignore the limitations of its design. Their talents range from tangible physics, like multiplying plant growth and redistributing elements of probability and acceleration, to bizarrely theoretical exercises that warp the fundamentals of space and self.

Bonus Cantrip

When you choose this circle at 2nd level, you can subtly alter the world around you with simple equations. You learn the Thaumaturgy cantrip if you don't know it already, and it doesn't count against your number of cantrips known. 

Natural Augmentation

Starting at 2nd level, as a bonus action, you can expend a use of your Wild Shape feature and use your knowledge over the basis of the universe to augment the capabilities of your magic, rather than transforming into a beast form. The next spell you cast before the end of the next turn gains one of the following benefits (your choice whenever you use this feature):

  • If the spell doesn't have a range of self or touch, its range is increased by 30 feet.
  • If the spell has a range of touch, its range becomes 10 feet instead. 
  • The spell deals extra damage equal to your Druid level + your Wisdom modifier.
  • If the spell's area of effect is a sphere or cube, its radius is increased by 5 feet.
  • If the spell's area of effect is a line, its width is increased by 5 feet.
  • If the spell's area of effect is a cone, its length is increased by 5 feet.
  • If the spell's area of effect is a cylinder, its height is increased by 5 feet.

Circle Spells

Your mystical connection to the fundamentals of reality infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the foundation.

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

alter self, enlarge/reduce

5th

haste, slow

7th

freedom of movement, polymorph

9th

animate objects, passwall 

Velocity Shift

Starting at 6th level, you learn to manipulate kinetic formulas and alter the velocity of another creature. When a creature you can see starts its turn or moves to a space within 30 feet of you, you can use your reaction to force the creature to make a Charisma saving throw against your spell save DC, which it can choose to fail. On a failure, the creature is teleported to an unoccupied space of your choice that you can see within 30 feet of you.

You can use your reaction in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Probability Change

When you reach 10th level, you can influence reality to tilt the probabilities affecting a creature. When you cast a druid spell of 1st level or higher, you can choose one of the spell's targets or a creature within 30 feet of you (which can be yourself), causing one of the following effects of your choice:

  • Negative Change. The target must make a Charisma saving throw against your spell save DC. On a failed save, the creature must roll a d4 and subtract the number rolled from the next attack roll it makes before the start of your next turn.
  • Positive Change. Once before the start of your next turn, the target can roll a d4 and add the number rolled to an attack roll, ability check, or saving throw of its choice. The target can choose to do so after rolling the d20, but before the DM determines the result of the roll.

Quantum Essence

When you reach 14th level, your mathematical expertise extends to altering the properties of your very being. You gain resistance to bludgeoning, piercing, and slashing damage.

Additionally, you can move through other creatures and objects as if they were difficult terrain, but you take 1d10 force damage for every 5 feet you move while inside another creature or object. If you end your turn inside a creature or an object, you are shunted into the nearest unoccupied space you last occupied.

 

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