Druid
Base Class: Druid

While most druids focus on the more material aspects of creation, you have dedicated your life to the immaterial.  The Circle of the Thought is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within the Astral Plane to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. 

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with thought. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Twisted Shapes

Thanks to your exposure to the horrendous creatures that reside within the Astral Plane, you find the normal beasts of the Material Plane to be lacking. Because of this, your wild shape has become twisted to align better with your newfound outlook. Instead of transforming into beasts using your wild shape feature, you instead are limited to celestials, fiends and monstrosities, however, the same rules and limitations apply to your new wild shape options as other druids.

Circle Spells

Your mystical connection to the astral plane 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 plane you have sworn to protect. 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

detect thoughts, suggestion

5th

blink, magic circle

7th

divination, hallucinatory terrain

9th

contact other plane, modify memory

 

Planar Traveler

Starting at 6th level, moving between planes has become a second nature to you. You have an innate understanding of planar travel and can instantly recognize a portal's planar destination. You have advantage on saving throws against spells and other effects that would involuntarily transport you between planes such as the banish spell and can make a saving throw (determined by the GM) against normally inescapable methods of planar travel such as a collapsing bag of holding.

Astral Ward

When you reach 10th level, you can’t be charmed or frightened by celestials or fiends, and you are immune to poison and disease.

Astral Sanctuary

When you reach 14th level, creatures of the supernatural world sense your connection to the astral plane and become hesitant to attack you. When a celestial or fiend creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

Previous Versions

Name Date Modified Views Adds Version Actions
9/23/2021 12:16:54 AM
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