Druid
Base Class: Druid

Circle of Song Features

Druid Level Feature
2nd Disruptive Notes, Rally Song
3rd Infuriating Earworm
6th Chant of the Homelands
10th Sonic Sprint
14th Sound Hound

Druids of the Circle of Song learn to use their voices and songs to shape the world around them and connect them to the musical energy of nature. They can produce beautiful melodies and harmonies which heal and protect, can sing earworms to give enemies disadvantage, and can use soundwaves as a form of teleport at higher levels.

Disruptive Notes

At 2nd level, you can use your musical abilities to attempt to disrupt the verbal components of attack spells cast within 30 ft. of you. As a reaction, you sing magical opposing notes to a creature that can hear you as it is casting a verbal spell component. The creature must make a Charisma saving throw. If it fails, it makes its spell attack with disadvantage.

You can use this feature a number of times equal to half your druid level, rounded down. You regain all expended uses after a long rest.

Rally Song

Also at 2nd level, you can channel the power of your magical songs to either bolster you and your companions, or help you and your companions deal additional damage. As an action, you can expend one use of your Wild Shape to choose either of the following options:

Tuneful Boon. As you sing an ethereal song of nature, you, and any companions within 10 ft. of you, gain temporary hit points equal to 5 plus your druid level.

Tuneful Bane. Your song empowers your companions with natural radiance. You, and any companions within 10 ft. of you, deal an extra 1d8 radiant damage to targets until the end of your next turn.

Infuriating Earworm

At 3rd level, as an action, you can attempt to sing a magical, catchy song that will get wedged in the heads of up to three creatures that can hear you and are within 30 ft. of you. Each creature must make a Charisma saving throw. If they fail, they must make their next attack with disadvantage due to the distracting nature of your earworm.

If any creature scores a total of 5 or less on their saving throw, they become incapacitated until the start of your next turn as they try to claw the distracting song from their head.

Alternatively, you can sing the magical song to one creature in an attempt to disrupt their concentration on a spell they have already cast. If they fail the Charisma saving throw, their concentration on the spell is broken.

You can't use this feature again until you complete a short or long rest.

Chant of the Homelands

At 6th level, home can be wherever you are. During a short or long rest, you can take 1 minute to sing the song of your people, weaving the energy of your homeland to help guard your respite. At the start of the rest, you touch a point on the ground while you are singing and plants native to your homeland grow to form a 10 ft. radius immobile dome with a small doorway which is disguised by hanging vines. The spell ends at the end of your rest, or if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you, but the plants collapse and disappear if the area includes a larger creature or more than nine creatures. The atmosphere inside the space is comfortable, dry and smells faintly of incense. While inside, you can command tiny floating lights to appear or disappear, causing the interior to become dimly lit or dark.

Soft, relaxing music plays inside the dome, though cannot be heard outside it. Until the spell ends, any creature inside the dome who expends hit dice to regain health also gains 1 additional hit point per expended die due to the relaxing nature of the area.

You can use this feature twice per long rest.

Sonic Sprint

Starting at 10th level, you can use the magical soundwaves you create through your song to traverse space at the speed of sound. As a bonus action on your turn, you can use your song to instantly travel anywhere within a 60-foot sphere to an unoccupied space you can see.

Alternatively, you can use your action to sing your song, instantly sending one willing creature you touch anywhere within a 30-foot sphere to an unoccupied space you can see.

The route for travel must not be blocked by creatures or objects when you use this feature. If it is, the travelling creature will bounce off the obstacle and complete the original desired distance in a random direction determined by the DM.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Sound Hound

Starting at 14th level, you can sing desperate notes that weave themselves into the form of a phantom watchdog to protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of the Faithful Hound spell without the need for the somatic or material components. The hound appears within 10 feet of you, and knows who is friend and who is foe. If it receives no commands from you, it protects you from harm and attacks any foes that step within 30 feet of you.

The spell lasts for 1 hour (rather than 8 hours) or until you dismiss it as an action.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

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