Base Class: Druid
Druids of the Circle of the Stars consider themselves to be the mortal heralds to the astral plane. They are able to see the ever-creating images that constantly reflect off of the astral bodies seen from the material plane.
These druids believe that life is everlasting and death is only a mortal fear. For as one lives, their experiences are constantly recorded upon the stars and give influence to the universe. Every living thing serves a purpose and forever immortalized within the universe.
Druids have a complex view on the way space and nature works. Everything influences the way everyone lives. An object is hidden for the purpose of someone to find it. Animals hunt each other to strengthen the survival of both species. These druids are curious but secretive. The stars grant the druids clarity in navigation as well as the gift of divination. A druid who has lived long within the circle has the ability to study one’s past, present and future. With all of this potential knowledge, they take an oath of secrecy- to not spread one's experiences to others.
Clairvoyancy
Starting at 2nd level, you can now forever see the stars in the sky and use them to navigate. Stare up to the stars with a destination in mind and they will reflect a vision of your path (as far as 1 mile from your current position) and all obstacles that will be in your way. This process lasts 1 minute and requires you to be concentrating. You are also able to see the true potential of an object or weapon, that you can touch, using this feature. This is seen through various visions of the use of this item, which are reflected off the stars as well. Using Clairvoyancy this way will tell you everything you need to know about the object; similar to the Identify spell. This process also lasts 1 minute and requires you to be concentrating. The number of times that you may use this feature, in either way, is equal to half your druid level (rounded down) which is replenished after you finish a long rest. You may attempt to use this feature beyond the number of uses. However, a percentage of failure (rolled by your GM) increases by 25% each time you use your feature this way. On a successful roll, the feature performs as it normally would but still adds another 25% to failure for any future uses. On a failed roll, the performance of the feature is negated and you take (1d8) psychic damage (number of damage die increases for every 25% increase on current percentage role). If failure on a percentage role of 75% occurs, the damage is still resolved and you fall unconscious for (2d6) hours.
At 6th level, you will be able to communicate and navigate through the stars more easily than before. You retain all previous benefits of Clairvoyancy as well as gain new ones. The rules and consequences of the use of Clairvoyancy remain the same. You now have the ability to locate a creature/object with this feature as well. The target must be specific and contact with a physical piece of the creature/object is required to use this feature. An example would be a strand of hair or a piece of clothing to find a kidnapped villager. Or, a piece of chiseled rock from the wall of a lost ruin you wish to explore. Your DM will tell you what would be a valid piece of material. Using Clairvoyance this way requires you to be concentrating and still for 30 minutes. The vision you see would be the same as finding a destination using Clairvoyancy.
Astral Communication
Starting at 2nd level you are able to make a spiritual connection with any creature you can see. Eye contact is required to create this connection, however, it is not needed to maintain it. You are able to communicate with a single creature at a time at a range of 20ft x your druid level. Knowledge of languages is still needed to properly communicate with the creature. If you exceed the range or connect with another creature, the current connection is broken. If the creature you are connected to goes unconscious, dies, or moves to another plane the connection breaks.
At your 10th level, you will be able to create a stronger connection between you and multiple creatures. A shared language will no longer be required to successfully communicate with other creatures. When communicating with something that speaks a language you do not know, both you and that creature hear each other's words in any language. You are now able to create a network of connections between as many creatures as half your druid level (rounded down). If you are connected to multiple creatures, they can communicate the same way with each other as well. You are still the center of the required radius and still must create a connection through eye contact.
Circle Spells
Your spiritual connection to the astral plane grants you access to the guidance cantrip. At 3rd, 5th, 7th and 9th level you gain access to the spells listed for that level in the Circle of Stars 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.
Circle of Stars Spells
|
Druid Level |
Spells |
|
3rd |
Augury, Detect Thoughts |
|
5th |
Dispel Magic, Spirit Guardians |
|
7th |
Arcane Eye, Divination |
|
9th |
Scrying, Modify Memory |
Reading from the Stars
Starting at 6th level, you are able to view the experiences of others through the stars. Choose a creature within visual range as a target for this feature. Your target makes a wisdom saving throw against your spell DC. On a failed save, you receive vague visions of the persons recent past. This process lasts 1 minute and requires you to be concentrating. A creature who has been targeted by this ability, whether they saved or not, can not be targeted by this ability again for (2d4) days. Once you’ve used this feature you can not use it again until you’ve finished a long rest.
Spiritual Projection
Starting at 10th level, you are now able to leave your physical body and travel through the ethereal plane. In this form your AC is 10 + your DEX mod, and your HP is 1. When using this feature, your body and everything you had on your character stays wherever you first used this feature. Your soul and your body are connected by a tether keeping you from staying in the ethereal plane. You’re able to move through solid objects and move anywhere that within 500 feet of your body. You are unable to make physical contact with anything outside of the ethereal plane. You can willingly return to your body using an action or you are forced to your body when your time in the ethereal plane runs out. You can only use this feature once per day and is replenished after a long rest. The amount of time you can stay in the ethereal plane is equal to (1d6) + your WIS modifier, in minutes. Any damage dealt to your body becomes know to you but doesn’t bring you back to the material plane. If your HP drops to 0 while you are in the ethereal plane, you are forced back to your body and you take (3d10) psychic damage. If your body’s HP drops to 0 while you are in the ethereal plane, the tether is broken and your soul is lost in the ethereal plane, unable to be retrieved (instant death). You moving to the ethereal plane using this method does not break any connection you’ve made with a creature using astral communication, as long as they stay within range of your body.
Ascended Mind
Starting at your 14th level, you are now aware of all space and reality around you. You now see all that is true and all that is being burned within the stars: you cannot be charmed or frightened by any means. If a creature makes a critical strike against you, it does not deal it’s extra damage.
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