Druid
Base Class: Druid

Maybe you have spent to much time with the Fey (or maybe you’ve done to many hallucinogens), but it’s the small things that tickle your fancy. You have a warped, yet joyful or even playful view of the world. Druids of the Circle of Mischief and Whimsy are in tune with the magic of the Feywilds, using their powers of the natural world to commune with the mystical otherworldly powers of the Fey.

Beguiling Nature

2nd-level Circle of Mischief and Whimsy feature

You learn one of the following cantrips; Dancing Lights, Minor Illusion or Vicious Mockery.

You know the spell Charm person. It doesn’t count against the number of spells you can have prepared. Once per long rest you may cast this spell at level 1 spell without using a spell slot.

Vibrant Self

3rd-level Circle of Mischief and Whimsy feature

The magic of nature and fey exude from you to creating an atmospheric aura around you. As a bonus action, you can expend a use of your Wild Shape feature to take on one aura of your Vibrant Self instead of transforming into a beast. Your aura creates a 15ft-foot-radius sphere centered on you, it lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, Wild Shape to another form or die.

Vibrant Self: Mischievous. Purple and grey moths flutter in the air around you, creating a shadow like aura. When you activate this aura and on subsequent turns, you gain 10ft of movement and may use Disengage or Hide as a bonus action.You, and allies in your aura, add +5 to Stealth checks. 

Vibrant Self: Enlightened. Shimmering fireflies dance around you. Your aura fills with a dim light. When you cast a spell to restore hit points on a creature in your aura they also gain temporary hit points equal to your Druid level. You, and allies in your aura, have advantage on saving throws against being Charmed.

Vibrant Self: Brazen. Ladybugs begin to wisp about you, creating a boisterous aura. You can augment your strikes with a glittering burst of Fey magic. When you hit a creature with an attack, you may use your bonus action (when you activate this aura and on subsequent turns) to deal an extra 1d6 force damage to the target. You, and allies in your aura, gain advantage on opportunity attacks.

Peppersmoke

Watching the creatures of the Feywilds, you've learned how to use magical pathways to escape combat.

Starting at 6th level, as a reaction, when a creature succeeds on hitting you with a melee attack, you may disappear, leaving a noxious burst of glittering black and green dust and the creature must make Constitution saving throw. On a failed saved the creature is blinded and the must reroll the attack d20, using the lower roll, you disappear using magical pathways to teleport up to 30 feet in any direction to an open space you can see. On a successful save, after the attack hits and damage is dealt, you disappear using magical pathways to teleport up to 30 feet in any direction to an open space you can see.

You may use this ability as many times equal to your Proficiency bonus and it resets on a long rest.

Exuberant Ambience

10th-level Circle of Mischief and Whimsy feature

Vibrant Self: Michievious allows you, and allies in your aura, to move over difficult terrain as if it is normal terrain.

Vibrant Self: Enlightened allows you, and allies in your aura, to have advantage on saving throws against being Frightened.

Vibrant Self: Brazen changes from 1d6 force damage to 2d6 force damage.

Moreover, your aura expands to a 25ft-foot-radius sphere centered on you and at the start of each of your turns while as your Vibrant Self you may change which aura surrounds you (no action required).

One With the Wilds

14th-level Circle of Mischief and Whimsy feature

Your use of certain plants and fungus, over time, has had an interesting effect on your body and mind. You have resistance to poison and psychic damage.

You know the spell Speak with Plants and can cast it at will.

 

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