Base Class: Druid
This is a new power to grace the lands of Wildemount. During the current time of war, not many have had other planes on their mind, but this does not stop power from leaking through the planar walls. These leaks are called conduits, streams of magic and information that connect physical planes to the Astral Plane. Oftentimes by chance, someone may stumble upon one of these links to the Astral Plane and find something looking at them through the rift.
Druids of this circle have a connection not just to the material plane's creatures, but those of the Astral as well. Through a familiar-like link to one of these creatures, Druids are able to learn about the Astral Plane and gain power from this unknown space between realities. Oftentimes when druids first learn of the plane, they continue their studies of the plane keeping charts of the similar stars found in both the sky of the Material Plane and the void of the Astral along with a journal documenting any odd experiences with the Plane. Some druids may keep this information with themselves or seek out Wizards to share their knowledge with.
Astral Companion
2nd-level Circle of the Astral feature
Through your ventures into the Astral Plane, you come across a creature that you connect with (This creature can be decided between you and your DM). This creature truly exists in the Astral Plane, but can be summoned into the Material Plane as the form of a creature of a 1/4 CR rating. While on the material plane, the creature acts as a familiar.
While maintaining your connection, you have these benefits:
- You know the guidance cantrip.
- You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn’t count against the number of spells you can have prepared.
- You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
If your companion loses its hp it returns to its home plane, but you can perform a 1-hour ceremony to recall the creature to the plane. This ceremony can be performed during a short or long rest.
Astral Form
2nd-level Circle of the Astral feature
As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.
While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:
Warrior. The form of a warrior long past apperates behind you, guiding your movements. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack or a melee attack. You either launch a luminous arrow that targets one creature within 60 feet of you or swing with a blade made of stars. On a hit, the attack deals radiant damage equal to 1d8+ your Wisdom Modifier.
Chalice. A constellation of a life-giving goblet appeared on you filled with the astral sea. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or an other creature within 30 feet of you can regain hit points equal to 1d8+ your Wisdom modifier.
Dragon. The form of a wise dragon apperates around your being, curling around your body, its head peering over yours. When you make an Intelligence or Wisdom check, or a Constitution saving throw to maintain a spell, you can treat a roll of 9 or lower on a d20 as a 10.
Astral Summoning
6th-level Circle of the Astral feature
You can summon your Astral Companion to the material plane for 5 minutes. They act on your turn. If their HP is knocked to zero, they are sent back to the Astral Plane and cannot be contacted for one day.
Because the Astral Plane is a place of the mind, when you summon your companion, you are able to change the size, shape, and form of your companion.
Astral Guidance
10th-level Circle of the Astral feature
Your connection with your companion has grown strong enough to where in collaboration, you can seek out information across the planes. Ask a question and roll a D100, if the number is within your spell level + spellcasting modifier, your astral companion scours the realm of the mind and finds the answer to your question. The question can consist of the location of a person, a secret, a true will, and the location of an item last known the person who was in possession of it last. This feature cannot be used until the next day.
Guardian of the Astral
14th-level Circle of the Astral feature
You now share a direct connection with the astral plane. By will, you and others up to your spellcasting modifier are able to travel between astral plane. While in the astral plane, your astral form is resistant to bludgeoning, piercing, and slashing damage and your flying speed is 80ft. You can also find any location in the Astral Plane with ease, traversing the plane like the streets of your hometown. When traversing the plane, you are able to go to any location within 24 hours.
-
View User Profile
-
Send Message
Posted May 3, 2023I thought this was fairly unique until I noticed some copy pasting from Circle of the Stars. What is original however I did enjoy.