While most Druids focus on the external natural world alone, Druids of the Divine Mind look inward for wisdom.The concept of the Divine Mind philosophy is that all of nature is one vast consciousness, and all living things are shards of that consciousness.With this understanding, even novice initiates can fracture their own consciousness and focus on multiple objectives at a time.Some do not even realize that this is one cohesive circle, because each practitioner can be greatly different in their approaches to mental mastery.Initiates are the staunchest defenders of nature, for they know that the natural world encompasses all life, even those that are fooled into thinking they are separate from nature.
-Circle Discipline: Once you gain access to the deeper mysteries of this circle you gain access to one of the following disciplines detailed below.Each discipline provides you with one type of damage resistance, one bonus cantrip, bonus spells, and the ability to convert the damage of any of your cantrips or spells into the type specified by the discipline that you choose.You may only ever gain access to one discipline.
Any cantrip that you gain is considered a Druid cantrip for you, and does not count against the number of cantrips that you know.
Any spell that you gain from your discipline need not be prepared ahead of time to use, and does not count against the number of spells that you can prepare each day. If you gain access to a spell that does not appear on the Druid spell list, the spell is nonetheless a Druid spell for you.
Clairsentience
Resistance:Psychic
Conversion:Psychic
Cantrip:Guidance
Druid Level
Spells
2nd
Detect Magic, Identify
3rd
Augury, Detect Thoughts
5th
Clairvoyance, Tongues
7th
Divination, Arcane Eye
9th
Scrying, Contact Other Plane
Telepathy
Resistance:Psychic
Conversion:Psychic
Cantrip:Friends
Druid Level
Spells
2nd
Charm Person, Command
3rd
Hold Person, Zone of Truth
5th
Fear, Hypnotic Pattern
7th
Charm Monster, Dominate Beast
9th
Dominate Person, Hold Monster
Pyrokinesis
Resistance:Fire
Conversion:Fire
Cantrip:Control Flames
Druid Level
Spells
2nd
Burning Hands, Hellish Rebuke
3rd
Flaming Sphere, Scorching Ray
5th
Fireball, Melf’s Minute Meteors
7th
Fire Shield, Wall of Fire
9th
Flame Strike, Immolation
Cryokinesis
Resistance:Cold
Conversion:Cold
Cantrip:Shape Water
Druid Level
Spells
2nd
Frost Fingers, Ice Knife
3rd
Rime’s Binding Ice, Snilloc’s Snowball Storm
5th
Sleet Storm, Water Walk
7th
Ice Storm, Control Water
9th
Maelstrom, Control Winds
Electrokinesis
Resistance:Lightning
Conversion:Lightning
Cantrip:Thunderclap
Druid Level
Spells
2nd
Witch Bolt, Thunderwave
3rd
Shatter, Dragon’s Breath*
5th
Lightning Bolt, Thunder Step
7th
Storm Sphere, Elemental Bane
9th
Synaptic Static, Destructive Wave
*Lightning Damage
Psychokinesis
Resistance:Force
Conversion:Force
Cantrip:Mage Hand
Druid Level
Spells
2nd
Magic Missile, Shield
3rd
Kinetic Jaunt, Levitate
5th
Pulse Wave, Fly
7th
Gravity Sinkhole, Otiluke’s Resilient Sphere
9th
Wall of Force, Telekinesis
Vitalism
Resistance:Necrotic
Conversion:Psychic
Cantrip:Spare the Dying
Druid Level
Spells
2nd
Cure Wounds, Healing Word
3rd
Lesser Restoration, Gentle Repose
5th
Mass Healing Word, Revivify
7th
Aura of Life, Aura of Purity
9th
Mass Cure Wounds, Greater Restoration
Photokinetic
Resistance:Radiant
Conversion:Radiant
Cantrip:Light
Druid Level
Spells
2nd
Color Spray, Guiding Bolt
3rd
Blur, Invisibility
5th
Daylight, Blinding Smite
7th
Guardian of Faith, Sickening Radiance
9th
Dawn, Wall of Light
Necrokinetic
Resistance:Necrotic
Conversion:Necrotic
Cantrip:Chill Touch
Druid Level
Spells
2nd
Inflict Wounds, Ray of Sickness
3rd
Darkness, Blindness/Deafness
5th
Vampiric Touch, Animate Dead
7th
Blight, Evard’s Black Tentacles
9th
Antilife Shell, Contagion
-Ectoplasmic Shaping:Starting at 2nd level, you learn to manifest a semi-solid psychoactive force from the ethereal known as ectoplasm. As an action, you may expand one use of your Wild Shape feature to create an ectoplasmic copy of a beast that you would normally Wild Shape into, and invest into it a portion of your consciousness.
The ectoplasmic beast appears within 30ft of you, and appears to be made out of colorful, quickly crystallizing, energy. The creature is identical to it’s mundane counterpart with the exception that it is considered a construct, and all of it’s attacks deal Force damage.
You are telepathically linked with your construct, and may command it mentally without using an action. With this link you share all of it’s senses. The construct shares your initiative, but it takes it’s turn immediately after yours. It cannot act without your instruction.
This construct ceases to be if it is reduced to 0 hit points, you dismiss it early as a bonus action, it moves more than a number of miles from you equal to half your Druid level (rounded down), you are knocked unconscious, you are killed, or you use your Wild Shape feature to summon a new construct.
Your construct persists for a number of hours equal to half your Druid level (rounded down).
-Psicrystal Companion:At 2nd level, you learn the Find Familiar ritual spell. Casting the ritual in this manner extracts a portion of your psyche to form a construct known as a Psicrystal. This spell is considered a Druid spell for you, and does not count against the number of spells that you can prepare each day.
Psicrystal
Tiny Construct, True Neutral
Armor Class:13 (Natural Armor)
Hit Points:10 (3d4-1)
Speed:0ft, Fly 30ft (Hover)
STR DEXCONINTWIS CHA
114 9 15 1612
(-5)(+2)(-1)(+2)(+3)(+1)
Condition Immunities:Petrified, Poisoned,Prone
Resistances:Psychic, Force
Skills:Arcana +5, Nature +5
Senses:Passive Perception 13
Languages:Telepathy 120ft
Challenge:——-
Magic Resistance:The Psicrystalhas advantage on saving throws against spells and other magical effects.
-Actions:
Invisibility:The Psicrystal can become invisible until its concentration ends.
-Wild Telepathy:At 6th level, your deepening knowledge of the natural world’s collective consciousness allows you to project your thoughts into the environment. You can telepathically communicate to any creature capable of language within 60 feet.
Additionally, you may cast Speak with Animals and Speak with Plants a number of times per day equal to your Proficiency Bonus.When cast in this way your communication is telepathic in nature. This ability does not count against the number of spells that you can prepare each day, and you regain all uses of these spells when you finish a short or long rest.
-Divided Consciousness:At 10th level, you have become adept at partitioning your mind, with regards to your Psicrystaland Ectoplasmic Construct, and dividing your attention amongst multiple subjects.This ability to divide your focus grants you the ability to maintain concentration on two spells at a time, as opposed to just one. If you take damage while concentrating on two spells, you roll a Constitution saving throw for each spell separately.
-Enlightened Vision:At 14thlevel, your eyes are opened, and you begin to see the world for what it is free from allusion. You gain Truesight to a range of 120 feet. This ability manifests in some as a change in the appearance of one eye, both eyes, or the opening of a third eye in the forehead.
I'll dig into this in greater detail later, but my first reaction is that this isn't a subclass; this is 9 subclasses wearing a trench coat. I realize Circle of the Land already does the thing where you pick an environment and your circle spells are based on that, but there's a reason they never used that trick again.
Your sub circles also convey element conversion and resistance, which are extremely strong on their own and would normally be at least a discrete feature, instead of packed in with the Circle spells. Finally, the elements are pretty unbalanced between sub circles: being resistant to Lightning damage is not of equivalent value to being resistant to Force damage.
I would recommend first paring this down to no more than 3 sub circles, ideally eliminating them entirely. Circle of the Land gets away with it because it's otherwise a very simple subclass. Yours... Isn't that.
I'm not really seeing what binds the subclass together. You may want to consider fewer abilities that improve upon each other. See how the moon druid focuses on wild shaping and makes improvements to the performance of that ability as the PC levels up.
It’s true I was trying to go in the vein of the circle of the land sub class. After putting this together, I agree now it would be easier or better to make them into their own sub classes.
I was thinking some type of telepath, some type of fortuneteller, make ectoplasm shaping its own class. In that vein I don’t know whether to make Pyro/cryo-/electro its own sub class or three distinct sub classes. definitely a sub class for healing and some kind of necrotic class, but I don’t really think that by themselves they really need to be psionic in nature.
It’s true I was trying to go in the vein of the circle of the land sub class. After putting this together, I agree now it would be easier or better to make them into their own sub classes.
I was thinking some type of telepath, some type of fortuneteller, make ectoplasm shaping its own class. In that vein I don’t know whether to make Pyro/cryo-/electro its own sub class or three distinct sub classes. definitely a sub class for healing and some kind of necrotic class, but I don’t really think that by themselves they really need to be psionic in nature.
Sorry but what do most of these sub-sub classes have to do with being psionic? And what do they have to do with being a druid?
If you want to be a telepathy-having fire-mage play a draconic sorcerer with the telepathy feat. Or a necromancer there's a whole wizard subclass dedicated to that (plus Spore Druid for a druid-y version).
Circle of Dreams and Circle of Wild Fire are both already excellent healers, Circle of the Shepherd can be as well. Circle of Spores is the necromancer druid. Circle of Stars is a great fortune teller druid, and what do druids have to do with ghosts / ectoplasm?
I've had a little longer to look over this now, and I think there's something worth exploring here, but it's buried under a lot of competing concepts.
When you make a subclass, one question you should always have a strong answer for is: "How does this relate to the base class?" So when we look at this circle's theme, we should immediately see why it has to be a Druid. I think you're going for the idea that this circle taps into the collective unconscious or some kind of World-soul for its powers, which is potentially very Druid-y, but I think the connection needs to be clearer. I would drop any elements that don't immediately relate to the collective unconscious concept; particularly, I don't think the Psi crystal is very compelling as written, and I would stick to one summon at most to avoid stepping on the Shepherd Druid's toes. I can do a full rewrite to help give you some direction if you like.
If you're going for a gaia-animist type idea that all things are united by a common consciousness that this druid can tap into then....
Gaia Spells
Druid Level
Spells
2nd
Chromatic Orb, Comprehend Languages
3rd
Tasha's Mind Whip, Detect Thoughts
5th
Speak to Plants, Clairvoyance
7th
Aura of Purity, Control Water
9th
Synaptic Static, Animate Objects*
* Note that Awaken would be more thematic than Animate Objects, but because of the costly components and the potential for abuse I stuck with Animate Objects here.
Common Consciousness 2nd level
You can tap into the shared consciousness that unites all entities in the world. By touching one willing (or inanimate) creature or object you can share in one experience it has be a part of in the last 12 hours which manifests as a series of images and sounds. You can specify the time or type of experience you seek to share: e.g. experience when a rock was thrown by a creature, or experience who wore a cloak last, if such an experience hasn't happened in the last 12 hours this ability fails. Once you successfully use this feature on a particular creature or object it becomes immune to this feature for 24 hours.
Psionic Link 2nd level
You can expend one use you Wild Shape ability to psionically link yourself with a number of willing creatures up to your druid level divided by three (rounded down, minimum 1) that are within 30 ft of you. While linked, creatures linked with you can communicate telepathically with each other and gain advantage on all Intelligence and Wisdom ability checks for the duration.
In addition, when you cast a spell of 1st level or higher, you can cast it as if you were standing at the location of one of the linked creatures - you must use your senses to target the spell. This link is severed for any creature that is reduced to 0 hit points or dies, or for all creatures if you are reduced to 0 hit points or die. The link lasts for a number of hours equal to your druid level divided by 2 (rounded down).
All currently linked creatures lose that Link if you use this ability again.
Resilient Mind 6th level
Your connection to the common consciousness grows, protecting you from mental attacks. You have advantage on saving throws against being charmed or frightened, and resistance to psychic damage.
In addition, you can telepathically communicate to any creature capable of understanding a language within 60 feet of you.
Shared Consciousness 10th level
You have become adept at sharing your consciousness with those you are linked with. When you are concentrating on a spell, you can use an action to shift that concentration to a different creature you are linked with by your Psionic Link ability that is within 30 ft of you. That creature must use their concentration to maintain the spell and makes concentration checks as normal if they take damage or any other reason. If a creature concentrating on one of your spells is severed from the Psionic Link they lose concentration on the spell.
If a creature other than you that is concentrating on one of your spells involuntarily loses concentration on it you take 3d6 psychic damage.
This is potentially super powerful, but I like the theme / idea. I hope this has enough costs / risks associated with it to prevent it from being OP.
Limited Omniscience 14th level
At 14th level, your eyes are opened, and you begin to see the world for how it really is. You gain Truesight to a range of 120 feet, you can see with the senses of any creature you are linked with using your Psionic Link ability.
Looks like Agilemind and I had very similar ideas. I tried to keep the psychic construct idea central to the subclass, but I really like their version too.
Circle Spells
You have begun to understand the World Soul, the collective unconscious which underlies all conscious thought. Your connection to this strange force grants you spells when you reach certain levels in this class, as shown on the following table:
I cut the 2nd-level spells because most Druid circles don't get them, and I focused on utility spells with a heavy preference for Divination abilities. Thematically, I want these spells to reinforce the core concept of drawing knowledge from a collective unconscious. Also: the only existing Druid Circle that gets Circle Spells and two 2nd-level features is Circle of Spores. I opted for Circle Spells and only one 2nd-level feature, especially since the feature in question is a big one:
Persona Thought-Shaping
When you choose this Circle at 2nd level, you learn to draw thought-forms from the collective unconscious into physical reality. As an Action, you can expend a use of your Wild Shape feature to summon a psychic construct, rather than assuming a beast form. The thought-form appears in an unoccupied space you can see within 30 feet of you, and takes the form of a beast you choose from your available Wild Shapes. The thought-form uses the beast's game statistics, with the following changes:
The thought-form is treated as a construct instead of a beast.
The thought form gains a bonus to its Armor Class equal to your Proficiency Bonus
The thought-form's hit point maximum is equal to 5 + five times your Druid level, rather than its normal HP (the construct has hit dice, which are d8s, equal to your Druid level)
The thought-form's attacks, if it has any, deal Psychic damage instead of their listed damage types.
You are psychically linked to the thought-form. You share its senses, including any special senses it has, and can communicate telepathically with it. In combat, the thought-form shares your turn: it can move and take reactions on its own, but will only take the Dodge action unless you use a Bonus Action to command it otherwise. You may command it to take any action in its stat block, or another type of action. If you do not give the thought-form any commands, it takes the Dodge action automatically.
The thought-form lasts for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon a new thought-form, or until you fall unconscious. Additionally, if the thought-form is ever more than 120 feet from you, it vanishes; you can use a bonus action to cause it to reappear at your side when it vanishes this way.
Okay this is way more complicated than what you had, but it's in line with other companion-type abilities. I reviewed both the Circle of Wildfire and the updated Beast Master Ranger rules to write this; I think this is weaker than either as written, but it gets much stronger in the next feature. The 120-foot leashing is designed to prevent the Druid from scouting every location with the thought-form at zero risk; it might actually need to be shorter, but that would be something that would come up in testing.
Wild Mind
At 6th level, you grow attuned to the consciousness of beings that others might consider unintelligent. You learn the Speak with Plants and Speak With Animals spells; they do not count against the number of spells you know. You can cast either spell as a ritual, but once you have cast Speak with Plants this way, you can't do so again until you finish a long rest.
Additionally, your bond with your thought-forms strengthens; when you cast a spell with a range of touch, your thought-form can use its reaction to deliver the spell as though it had cast it. If the spell requires a spell attack roll or saving throw, it uses your spell attack modifier or spell save DC, as normal.
This subclass is racking up a lot of free spells, which concerns me a little, but I don't think Speak with Plants or Speak with Animals are too powerful. The once-per-long-rest ritual cast of Speak with Plants might actually be too restrictive, but I wanted to rein it in since the second part of the feature is pretty strong.
Divided Consciousness
At 10th level, you awaken to the ability to shift part of your mind outside of your physical body. While your thought-form is summoned, you may concentrate on two spells simultaneously, instead of one. When either you or your thought-form takes damage, you must make saving throws to maintain concentration each spell independently. If both you and your thought-form take damage from the same source at the same time, such as the area of a Fireball spell, you make only one save for each spell.
If your thought-form disappears while you are concentrating on two spells, you choose which spell ends.
I love the double-concentration idea, and it's perfect for this subclass, but it needs limitations. My version is significantly more restricted than Agilemind's, and that's both because I think my preceding features are stronger, and because I think concentrating on two spells simultaneously could be absolutely bananas powerful. The restrictions on this could potentially be loosened if tests reveal it to be weaker than expected.
Enlightenment
At 14th level, the scales fall from your eyes; you understand the fundamental unity of all living things. You gain a general awareness of all creatures within 300 feet of you or your thought-form that are on the same plane of existence as you. This level of awareness only alerts you to the presence of creatures; it does not tell you how many, or their locations. You cannot be surprised by creatures you detect this way.
When a creature is within 30 feet of you or your thought form, you gain precise awareness of its presence. You know such a creature's exact location. It does not gain advantage on attack rolls against you for being unseen by you, and you do not take disadvantage on attack rolls against it for being unable to see it. You can telepathically communicate with any creature you detect at this range, regardless of whether you share a language.
Your psychic awareness ignores all physical barriers, but can be blocked by effects which prevent reading a creature's thoughts.
I liked the "you see the truth of the world" capstone the other versions of this subclass used, but I wanted to keep it a little more focused on the specific idea of connecting to unconscious minds. While this version doesn't see through illusion magic the way that Truesight does, I think the ranged creature detection might potentially make it a little stronger. Too strong? Maybe; if so, I would weaken or remove the close-range detection first.
I had a lot of fun writing this! My version is probably still too complicated and definitely Tasha's-level strong, at a minimum. Nonetheless, I'm even more convinced this is a good idea for a Druid subclass. Still needs more polish, and perhaps a bit of a deep think about what this collective unconscious concept is supposed to be exactly. I encourage you to steal ideas from both me and Agilemind and continue to refine your vision.
Mdhe and agilemind thank you for the help. I’m definitely taking both of your concepts into consideration and I’m doing a rework of my subclass from the ground up. Watch out for psionic Druid take 2, Circle of the Earth Dream
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Circle of the Divine Mind
While most Druids focus on the external natural world alone, Druids of the Divine Mind look inward for wisdom. The concept of the Divine Mind philosophy is that all of nature is one vast consciousness, and all living things are shards of that consciousness. With this understanding, even novice initiates can fracture their own consciousness and focus on multiple objectives at a time. Some do not even realize that this is one cohesive circle, because each practitioner can be greatly different in their approaches to mental mastery. Initiates are the staunchest defenders of nature, for they know that the natural world encompasses all life, even those that are fooled into thinking they are separate from nature.
-Circle Discipline: Once you gain access to the deeper mysteries of this circle you gain access to one of the following disciplines detailed below. Each discipline provides you with one type of damage resistance, one bonus cantrip, bonus spells, and the ability to convert the damage of any of your cantrips or spells into the type specified by the discipline that you choose. You may only ever gain access to one discipline.
Any cantrip that you gain is considered a Druid cantrip for you, and does not count against the number of cantrips that you know.
Any spell that you gain from your discipline need not be prepared ahead of time to use, and does not count against the number of spells that you can prepare each day. If you gain access to a spell that does not appear on the Druid spell list, the spell is nonetheless a Druid spell for you.
Clairsentience
Resistance: Psychic
Conversion: Psychic
Cantrip: Guidance
Druid Level
Spells
2nd
Detect Magic, Identify
3rd
Augury, Detect Thoughts
5th
Clairvoyance, Tongues
7th
Divination, Arcane Eye
9th
Scrying, Contact Other Plane
Telepathy
Resistance: Psychic
Conversion: Psychic
Cantrip: Friends
Druid Level
Spells
2nd
Charm Person, Command
3rd
Hold Person, Zone of Truth
5th
Fear, Hypnotic Pattern
7th
Charm Monster, Dominate Beast
9th
Dominate Person, Hold Monster
Pyrokinesis
Resistance: Fire
Conversion: Fire
Cantrip: Control Flames
Druid Level
Spells
2nd
Burning Hands, Hellish Rebuke
3rd
Flaming Sphere, Scorching Ray
5th
Fireball, Melf’s Minute Meteors
7th
Fire Shield, Wall of Fire
9th
Flame Strike, Immolation
Cryokinesis
Resistance: Cold
Conversion: Cold
Cantrip: Shape Water
Druid Level
Spells
2nd
Frost Fingers, Ice Knife
3rd
Rime’s Binding Ice, Snilloc’s Snowball Storm
5th
Sleet Storm, Water Walk
7th
Ice Storm, Control Water
9th
Maelstrom, Control Winds
Electrokinesis
Resistance: Lightning
Conversion: Lightning
Cantrip: Thunderclap
Druid Level
Spells
2nd
Witch Bolt, Thunderwave
3rd
Shatter, Dragon’s Breath*
5th
Lightning Bolt, Thunder Step
7th
Storm Sphere, Elemental Bane
9th
Synaptic Static, Destructive Wave
*Lightning Damage
Psychokinesis
Resistance: Force
Conversion: Force
Cantrip: Mage Hand
Druid Level
Spells
2nd
Magic Missile, Shield
3rd
Kinetic Jaunt, Levitate
5th
Pulse Wave, Fly
7th
Gravity Sinkhole, Otiluke’s Resilient Sphere
9th
Wall of Force, Telekinesis
Vitalism
Resistance: Necrotic
Conversion: Psychic
Cantrip: Spare the Dying
Druid Level
Spells
2nd
Cure Wounds, Healing Word
3rd
Lesser Restoration, Gentle Repose
5th
Mass Healing Word, Revivify
7th
Aura of Life, Aura of Purity
9th
Mass Cure Wounds, Greater Restoration
Photokinetic
Resistance: Radiant
Conversion: Radiant
Cantrip: Light
Druid Level
Spells
2nd
Color Spray, Guiding Bolt
3rd
Blur, Invisibility
5th
Daylight, Blinding Smite
7th
Guardian of Faith, Sickening Radiance
9th
Dawn, Wall of Light
Necrokinetic
Resistance: Necrotic
Conversion: Necrotic
Cantrip: Chill Touch
Druid Level
Spells
2nd
Inflict Wounds, Ray of Sickness
3rd
Darkness, Blindness/Deafness
5th
Vampiric Touch, Animate Dead
7th
Blight, Evard’s Black Tentacles
9th
Antilife Shell, Contagion
-Ectoplasmic Shaping: Starting at 2nd level, you learn to manifest a semi-solid psychoactive force from the ethereal known as ectoplasm. As an action, you may expand one use of your Wild Shape feature to create an ectoplasmic copy of a beast that you would normally Wild Shape into, and invest into it a portion of your consciousness.
The ectoplasmic beast appears within 30ft of you, and appears to be made out of colorful, quickly crystallizing, energy. The creature is identical to it’s mundane counterpart with the exception that it is considered a construct, and all of it’s attacks deal Force damage.
You are telepathically linked with your construct, and may command it mentally without using an action. With this link you share all of it’s senses. The construct shares your initiative, but it takes it’s turn immediately after yours. It cannot act without your instruction.
This construct ceases to be if it is reduced to 0 hit points, you dismiss it early as a bonus action, it moves more than a number of miles from you equal to half your Druid level (rounded down), you are knocked unconscious, you are killed, or you use your Wild Shape feature to summon a new construct.
Your construct persists for a number of hours equal to half your Druid level (rounded down).
-Psicrystal Companion: At 2nd level, you learn the Find Familiar ritual spell. Casting the ritual in this manner extracts a portion of your psyche to form a construct known as a Psicrystal. This spell is considered a Druid spell for you, and does not count against the number of spells that you can prepare each day.
Psicrystal
Tiny Construct, True Neutral
Armor Class: 13 (Natural Armor)
Hit Points: 10 (3d4-1)
Speed: 0ft, Fly 30ft (Hover)
STR DEX CON INT WIS CHA
1 14 9 15 16 12
(-5) (+2) (-1) (+2) (+3) (+1)
Condition Immunities: Petrified, Poisoned, Prone
Resistances: Psychic, Force
Skills: Arcana +5, Nature +5
Senses: Passive Perception 13
Languages: Telepathy 120ft
Challenge: ——-
Magic Resistance: The Psicrystal has advantage on saving throws against spells and other magical effects.
-Actions:
Invisibility: The Psicrystal can become invisible until its concentration ends.
-Wild Telepathy: At 6th level, your deepening knowledge of the natural world’s collective consciousness allows you to project your thoughts into the environment. You can telepathically communicate to any creature capable of language within 60 feet.
Additionally, you may cast Speak with Animals and Speak with Plants a number of times per day equal to your Proficiency Bonus. When cast in this way your communication is telepathic in nature. This ability does not count against the number of spells that you can prepare each day, and you regain all uses of these spells when you finish a short or long rest.
-Divided Consciousness: At 10th level, you have become adept at partitioning your mind, with regards to your Psicrystal and Ectoplasmic Construct, and dividing your attention amongst multiple subjects. This ability to divide your focus grants you the ability to maintain concentration on two spells at a time, as opposed to just one. If you take damage while concentrating on two spells, you roll a Constitution saving throw for each spell separately.
-Enlightened Vision: At 14th level, your eyes are opened, and you begin to see the world for what it is free from allusion. You gain Truesight to a range of 120 feet. This ability manifests in some as a change in the appearance of one eye, both eyes, or the opening of a third eye in the forehead.
I'll dig into this in greater detail later, but my first reaction is that this isn't a subclass; this is 9 subclasses wearing a trench coat. I realize Circle of the Land already does the thing where you pick an environment and your circle spells are based on that, but there's a reason they never used that trick again.
Your sub circles also convey element conversion and resistance, which are extremely strong on their own and would normally be at least a discrete feature, instead of packed in with the Circle spells. Finally, the elements are pretty unbalanced between sub circles: being resistant to Lightning damage is not of equivalent value to being resistant to Force damage.
I would recommend first paring this down to no more than 3 sub circles, ideally eliminating them entirely. Circle of the Land gets away with it because it's otherwise a very simple subclass. Yours... Isn't that.
I'm not really seeing what binds the subclass together. You may want to consider fewer abilities that improve upon each other. See how the moon druid focuses on wild shaping and makes improvements to the performance of that ability as the PC levels up.
It’s true I was trying to go in the vein of the circle of the land sub class. After putting this together, I agree now it would be easier or better to make them into their own sub classes.
I was thinking some type of telepath, some type of fortuneteller, make ectoplasm shaping its own class. In that vein I don’t know whether to make Pyro/cryo-/electro its own sub class or three distinct sub classes.
definitely a sub class for healing and some kind of necrotic class, but I don’t really think that by themselves they really need to be psionic in nature.
Sorry but what do most of these sub-sub classes have to do with being psionic? And what do they have to do with being a druid?
If you want to be a telepathy-having fire-mage play a draconic sorcerer with the telepathy feat. Or a necromancer there's a whole wizard subclass dedicated to that (plus Spore Druid for a druid-y version).
Circle of Dreams and Circle of Wild Fire are both already excellent healers, Circle of the Shepherd can be as well. Circle of Spores is the necromancer druid. Circle of Stars is a great fortune teller druid, and what do druids have to do with ghosts / ectoplasm?
I've had a little longer to look over this now, and I think there's something worth exploring here, but it's buried under a lot of competing concepts.
When you make a subclass, one question you should always have a strong answer for is: "How does this relate to the base class?" So when we look at this circle's theme, we should immediately see why it has to be a Druid. I think you're going for the idea that this circle taps into the collective unconscious or some kind of World-soul for its powers, which is potentially very Druid-y, but I think the connection needs to be clearer. I would drop any elements that don't immediately relate to the collective unconscious concept; particularly, I don't think the Psi crystal is very compelling as written, and I would stick to one summon at most to avoid stepping on the Shepherd Druid's toes. I can do a full rewrite to help give you some direction if you like.
A full re-write is a lot to ask of someone but I’d be curious to see how you would do it
If you're going for a gaia-animist type idea that all things are united by a common consciousness that this druid can tap into then....
Gaia Spells
Druid Level
Spells
2nd
Chromatic Orb, Comprehend Languages
3rd
Tasha's Mind Whip, Detect Thoughts
5th
Speak to Plants, Clairvoyance
7th
Aura of Purity, Control Water
9th
Synaptic Static, Animate Objects*
* Note that Awaken would be more thematic than Animate Objects, but because of the costly components and the potential for abuse I stuck with Animate Objects here.
Common Consciousness
2nd level
You can tap into the shared consciousness that unites all entities in the world. By touching one willing (or inanimate) creature or object you can share in one experience it has be a part of in the last 12 hours which manifests as a series of images and sounds. You can specify the time or type of experience you seek to share: e.g. experience when a rock was thrown by a creature, or experience who wore a cloak last, if such an experience hasn't happened in the last 12 hours this ability fails. Once you successfully use this feature on a particular creature or object it becomes immune to this feature for 24 hours.
Psionic Link
2nd level
You can expend one use you Wild Shape ability to psionically link yourself with a number of willing creatures up to your druid level divided by three (rounded down, minimum 1) that are within 30 ft of you. While linked, creatures linked with you can communicate telepathically with each other and gain advantage on all Intelligence and Wisdom ability checks for the duration.
In addition, when you cast a spell of 1st level or higher, you can cast it as if you were standing at the location of one of the linked creatures - you must use your senses to target the spell. This link is severed for any creature that is reduced to 0 hit points or dies, or for all creatures if you are reduced to 0 hit points or die. The link lasts for a number of hours equal to your druid level divided by 2 (rounded down).
All currently linked creatures lose that Link if you use this ability again.
Resilient Mind
6th level
Your connection to the common consciousness grows, protecting you from mental attacks. You have advantage on saving throws against being charmed or frightened, and resistance to psychic damage.
In addition, you can telepathically communicate to any creature capable of understanding a language within 60 feet of you.
Shared Consciousness
10th level
You have become adept at sharing your consciousness with those you are linked with. When you are concentrating on a spell, you can use an action to shift that concentration to a different creature you are linked with by your Psionic Link ability that is within 30 ft of you. That creature must use their concentration to maintain the spell and makes concentration checks as normal if they take damage or any other reason. If a creature concentrating on one of your spells is severed from the Psionic Link they lose concentration on the spell.
If a creature other than you that is concentrating on one of your spells involuntarily loses concentration on it you take 3d6 psychic damage.
Limited Omniscience
14th level
At 14th level, your eyes are opened, and you begin to see the world for how it really is. You gain Truesight to a range of 120 feet, you can see with the senses of any creature you are linked with using your Psionic Link ability.
Circle Spells
You have begun to understand the World Soul, the collective unconscious which underlies all conscious thought. Your connection to this strange force grants you spells when you reach certain levels in this class, as shown on the following table:
Druid Level
Spells
3rd
Calm Emotions*, Detect Thoughts
5th
Tongues, Clairvoyance
7th
Confusion**, Locate Creature
9th
Dream, Legend Lore***
*Could be replaced with Tasha's Mind Whip or Mind Spike if you want more offense and don't mind using non-PHB sources
**Could replace with Raulothim's Psychic Lance
***Could replace with Synaptic Static
I cut the 2nd-level spells because most Druid circles don't get them, and I focused on utility spells with a heavy preference for Divination abilities. Thematically, I want these spells to reinforce the core concept of drawing knowledge from a collective unconscious. Also: the only existing Druid Circle that gets Circle Spells and two 2nd-level features is Circle of Spores. I opted for Circle Spells and only one 2nd-level feature, especially since the feature in question is a big one:
PersonaThought-ShapingWhen you choose this Circle at 2nd level, you learn to draw thought-forms from the collective unconscious into physical reality. As an Action, you can expend a use of your Wild Shape feature to summon a psychic construct, rather than assuming a beast form. The thought-form appears in an unoccupied space you can see within 30 feet of you, and takes the form of a beast you choose from your available Wild Shapes. The thought-form uses the beast's game statistics, with the following changes:
You are psychically linked to the thought-form. You share its senses, including any special senses it has, and can communicate telepathically with it. In combat, the thought-form shares your turn: it can move and take reactions on its own, but will only take the Dodge action unless you use a Bonus Action to command it otherwise. You may command it to take any action in its stat block, or another type of action. If you do not give the thought-form any commands, it takes the Dodge action automatically.
The thought-form lasts for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon a new thought-form, or until you fall unconscious. Additionally, if the thought-form is ever more than 120 feet from you, it vanishes; you can use a bonus action to cause it to reappear at your side when it vanishes this way.
Okay this is way more complicated than what you had, but it's in line with other companion-type abilities. I reviewed both the Circle of Wildfire and the updated Beast Master Ranger rules to write this; I think this is weaker than either as written, but it gets much stronger in the next feature. The 120-foot leashing is designed to prevent the Druid from scouting every location with the thought-form at zero risk; it might actually need to be shorter, but that would be something that would come up in testing.
Wild Mind
At 6th level, you grow attuned to the consciousness of beings that others might consider unintelligent. You learn the Speak with Plants and Speak With Animals spells; they do not count against the number of spells you know. You can cast either spell as a ritual, but once you have cast Speak with Plants this way, you can't do so again until you finish a long rest.
Additionally, your bond with your thought-forms strengthens; when you cast a spell with a range of touch, your thought-form can use its reaction to deliver the spell as though it had cast it. If the spell requires a spell attack roll or saving throw, it uses your spell attack modifier or spell save DC, as normal.
This subclass is racking up a lot of free spells, which concerns me a little, but I don't think Speak with Plants or Speak with Animals are too powerful. The once-per-long-rest ritual cast of Speak with Plants might actually be too restrictive, but I wanted to rein it in since the second part of the feature is pretty strong.
Divided Consciousness
At 10th level, you awaken to the ability to shift part of your mind outside of your physical body. While your thought-form is summoned, you may concentrate on two spells simultaneously, instead of one. When either you or your thought-form takes damage, you must make saving throws to maintain concentration each spell independently. If both you and your thought-form take damage from the same source at the same time, such as the area of a Fireball spell, you make only one save for each spell.
If your thought-form disappears while you are concentrating on two spells, you choose which spell ends.
I love the double-concentration idea, and it's perfect for this subclass, but it needs limitations. My version is significantly more restricted than Agilemind's, and that's both because I think my preceding features are stronger, and because I think concentrating on two spells simultaneously could be absolutely bananas powerful. The restrictions on this could potentially be loosened if tests reveal it to be weaker than expected.
Enlightenment
At 14th level, the scales fall from your eyes; you understand the fundamental unity of all living things. You gain a general awareness of all creatures within 300 feet of you or your thought-form that are on the same plane of existence as you. This level of awareness only alerts you to the presence of creatures; it does not tell you how many, or their locations. You cannot be surprised by creatures you detect this way.
When a creature is within 30 feet of you or your thought form, you gain precise awareness of its presence. You know such a creature's exact location. It does not gain advantage on attack rolls against you for being unseen by you, and you do not take disadvantage on attack rolls against it for being unable to see it. You can telepathically communicate with any creature you detect at this range, regardless of whether you share a language.
Your psychic awareness ignores all physical barriers, but can be blocked by effects which prevent reading a creature's thoughts.
I liked the "you see the truth of the world" capstone the other versions of this subclass used, but I wanted to keep it a little more focused on the specific idea of connecting to unconscious minds. While this version doesn't see through illusion magic the way that Truesight does, I think the ranged creature detection might potentially make it a little stronger. Too strong? Maybe; if so, I would weaken or remove the close-range detection first.
I had a lot of fun writing this! My version is probably still too complicated and definitely Tasha's-level strong, at a minimum. Nonetheless, I'm even more convinced this is a good idea for a Druid subclass. Still needs more polish, and perhaps a bit of a deep think about what this collective unconscious concept is supposed to be exactly. I encourage you to steal ideas from both me and Agilemind and continue to refine your vision.
Mdhe and agilemind thank you for the help. I’m definitely taking both of your concepts into consideration and I’m doing a rework of my subclass from the ground up. Watch out for psionic Druid take 2, Circle of the Earth Dream