Base Class: Druid
The Circle of Stars allows druids to draw on the power of the cosmic leylines in the stars. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.
Many druids of this circle keep records of the constellations and the stars’ effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples— any construction durable enough to protect the circle’s sacred knowledge even against a great cataclysm.
Star Map
2nd-level Circle of the Stars feature
You’ve created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.
While holding this map, 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 you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.
Star Map
| d6 | Map Form |
|---|---|
| 1 | A scroll covered with depictions of constellations |
| 2 | A stone tablet with fine holes drilled through it |
| 3 | A speckled owlbear hide, tooled with raised marks |
| 4 | A collection of maps bound in an ebony cover |
| 5 | A crystal that projects starry patterns when placed before a light |
| 6 | Glass disks that depict constellations |
Starry Form
2nd-level Circle of the Stars 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 from among those you know; your choice gives you certain benefits while in the form.
You gain one additional Starry Form option of your choice when you reach certain levels in this class: 6th, 10th, and 14th level. Each option also improves when you become a 10th-level druid.
Circle Spells
3rd-level Circle of the Stars feature
Your mystical connection to the stars infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to spells powered by the cosmic leylines of the stars.
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 |
|
|
5th |
|
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7th |
Kismet |
|
9th |
Cosmic Omen
6th-level Circle of the Stars feature
Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:
Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Twinkling Constellations
10th-level Circle of the Stars feature
At the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.
Full of Stars
14th-level Circle of the Stars feature
While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.
Starry Form Options
The Starry Form feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects.
If an option requires a saving throw, your Starry Form save DC equals 8 + your proficiency bonus + your Wisdom modifier.
Archer
(While in Starry Form, with the Archer constellation selected.) The constellation of Kurnous, the Archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.
This radiant damage increases to 2d8 when you reach 10th level in this class.
Crown
(While in Starry Form, with the Crown constellation selected.) The constellation of Tuatha's Crown appears on you. While in this form a strong wind and small orbs of light whirl around you. Ranged weapon attacks made against you have disadvantage, you can cast the Dancing Lights cantrip without maintaining concentration on it, and you gain a flying speed of 10 feet and can hover. Lights created while in this form last for 1 minute or until you dismiss them as an action.
Starting at 10th level, your flying speed becomes 30 feet and you can use your action to flare with radiant light. Any creatures within 10 feet of you or a light created by your Dancing Lights that can see must make a Constitution saving throw against your spell save DC or become blinded until the end of your next turn.
Dragon
(While in Starry Form, with the Dragon constellation selected.) The constellation of the Aris the Dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.
When you reach 10th level in this class, you can use your reaction to automatically succeed on a Constitution saving throw to maintain concentration on a spell while in this form. You can choose to do this after you roll, but before the DM announces the outcome.
Drum
(While in Starry Form, with the Drum constellation selected.) The constellation of Aodh's Drum appears on you. The ground tremors at at your feet and a rhythmic, thunderous sound audible to a distance of 300 feet emanates from you. The ground within 15 feet of you is considered difficult terrain and you and any allies that can hear this sound gain 5 additional movement speed and have advantage on saving throws made to resist becoming frightened. You are not affected by the difficult terrain created by this effect.
When you reach 10th level in this class, you can use your bonus action to increase the tempo of the tremors. If you do, an ally of your choice that is affected by this ability can attack an additional time when they take the Attack on their next turn.
Hammer
(While in Starry Form, with the Hammer constellation selected.) The constellation of Xanathas' Hammer appears on you. When you activate this form, you gain resistance to fire damage, your movement speed becomes 0, and you can cast the Mold Earth, Shape Water, and Control Flames spells as a bonus action. Any spells cast using this form end when this form ends.
When you reach 10th level, you can cast the Stone Shape, Control Water, Wall of Fire, and Creation spells as a bonus action while in this form. The range for each a spell cast in this way is 120 feet.
Leaf
(While in Starry Form, with the Leaf constellation selected.) The constellation of a life-giving Leaf of Airmid appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.
The amount of healing increases to 2d8 when you reach 10th level in this class.
Mask
(While in Starry Form, with the Mask constellation selected.) The constellation of Mimir's Mask appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can become invisible until the start of your next turn, or until you attack or cast a spell. Additionally, at the start of each of your turns, you can make yourself--including your clothing, armor, weapons, and other belongings on your person--look different as if through the disguise self. You have advantage on any Charisma Performance checks you make while disguised in this way.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Starting at 10th level, attacking or casting a spell does not end your invisibility.
Sentinel
(While in Starry Form, with the Sentinel constellation selected.) The constellation of Takhar, the Sentinel appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can unleash a dazzling chain that targets one creature within 60 feet of you. The target must succeed on a Dexterity saving throw or be bound to you by the chain. You and any creatures bound to you in this way cannot be more than 60 feet apart from one another. You can use your action to deal radiant damage equal to 1d8 + your Wisdom modifier to any creatures bound to you in this way.
A bound creature can use their action to attempt a Charisma saving throw to free themselves from the chains. Chains created in this way disappear when a creature is freed from them, you dismiss them as a bonus action, or when this form ends.
When you reach 10th level in this class, the radiant damage dealt by the chains increases to 2d8.
Serpent
(While in Starry Form, with the Serpent constellation selected.) The constellation of Apepi, the Serpent appears on you. While this form is active, your melee weapon attacks deal and additional 1d8 poison damage. On a hit, your target must succeed on a Constitution saving throw or they become poisoned. While poisoned in this way, a creature takes 1d8 poison damage at the start of each of their turns.
If a creature resists being poisoned by this effect, they are immune to it for the next 24 hours. All creatures poisoned by this effect are cured when you dismiss this form.
When you reach 10th level in this class, a creature poisoned in this way must succeed on a Constitution saving throw at the start of each of it's turns or gain 1 level of exhaustion. If a creature succeeds on this saving throw 3 times, it can no longer become exhausted in this way.
Spider
(While in Starry Form, with the Spider constellation selected.) The constellation of Araushnee, the Spider appears on you. When you activate this form, and as a bonus action on each of your turns while it lasts, you can conjure a line of thick, sticky webbing that streams out from you towards a target point that you can see within 60 feet. The webbing is 1 inch in diameter, can stretch out to 100 feet, can hold up to 500 pounds, and is flammable. If your target is a creature, it can make a Dexterity saving throw against your spell save DC to avoid the web, which instead anchors itself to a point on a solid surface nearby. You can choose to anchor the other end of the web to a solid point at your location, or hold onto the end with a free hand.
The webs dissipate if you dismiss them as a bonus action, they take more than 5 slashing or fire damage, or after 1 hour has passed.
When you reach 10th level in this class, you can use your action to attempt to charm a creature anchored to one of your webs. The target must make as Wisdom saving throw. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.
Previous Versions
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