Druid
Base Class: Druid

If you love the Wildfire Druid, but would like an alternative to the fire theme, this reimagining of a dynamic subclass, will have you roleplaying as a druid from outer space, whose sidekick is the ghost of an ancient god.

Circle of Wildspace

You were born among the vast, dark expanses between the stars. The child of a stowaway bound for the farthest reaches of the Astral Sea, or perhaps your thirst for otherworldly knowledge brought you to the very precipice of the Outer Planes. 

Druids of the Circle of Wildspace have learned that one moment in the void can mean the difference between life and death. One misstep can lead to burning alive or freezing solid. They understand that destruction can be the precursor of creation, such as when a supernova explosion leads to the formation of a new star.

Circle Spells

2nd-level Circle of Wildspace feature

In the course of your explorations, you discovered an ancient wellspring of elemental power; the last remaining spark of a primordial being of creation and destruction: a Cosmic Apparition. 

Your connection to this entity grants you access to spells when you reach certain levels in this class, as shown on the Circle of Wildspace 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 Wildspace Spells

Druid Level    Spells

2nd   ice knife, cure wounds

3rd   moonbeam, levitate

5th   revivify, haste

7th   sickening radiance, banishment

9th   cone of cold, mass cure wounds

Primordial Affinity

When you enter this circle at 2nd level, you gain the following benefits:

  • You learn either the Sacred Flame or Ray of Frost cantrip. This cantrip doesn’t count against the number of cantrips you know.
  • You can speak and understand primordial. 
  • You gain darkvision with a range of 60 feet. If you already have darkvision from your race, its range increases by 20 feet.

Summon Cosmic Apparition

2nd-level Circle of Wildspace feature

You can summon the primordial entity bound to you. As an action, you can expend one use of your Wild Shape feature to summon the cosmic apparition rather than assuming a beast form.

The apparition appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the apparition (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 radiant damage.

The apparition is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Cosmic Apparition stat block, which uses your proficiency bonus (PB) in several places. You determine the apparition's appearance. It may take the form of a spectral kindori wreathed in starlight, or it may appear as a roiling cloud of superheated gasses and spacedust.

Thematic names: Nova, Quark, Quasar, Nebula, Osiris, Aurora, Oort, Crux, Andromeda

Cosmic Apparition

Small elemental

Armor Class 13 (natural armor)

Hit Points 5 + five times your druid level

Speed 30 ft., fly 30 ft. (hover)

STR 10 (+0)

DEX 14 (+2)

CON 14 (+2)

INT 13 (+1)

WIS 15 (+2)

CHA 11 (+0)

Damage Immunities: radiant, cold

Condition Immunities: charmed, frightened, grappled, prone, restrained

Senses: darkvision 60 ft., passive Perception 12

Languages: understands the languages you speak

Challenge: Proficiency Bonus (PB) equals your bonus

Actions

Orbital Ice. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft. Shards of ice encircle the apparition, spinning at an incredible rate until hurled at one target you can see. Hit: 1d6 + PB cold damage.

Supernova. The apparition and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the apparition left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB radiant damage.

In combat, the apparition shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the apparition can take any action of its choice, not just Dodge.

The apparition manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon it again, or until you die.

Symbiotic Bond

6th-level Circle of Wildspace feature

Your increasing bond with the cosmic apparition grants you resistance to radiant and cold damage.

This connection enhances your destructive and restorative spells. Whenever you cast a spell that deals radiant or cold damage, or restores hit points while your apparition is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.

In addition, when you cast a spell with a range other than self, the spell can originate from you or the apparition.

Radiant Decay

10th-level Circle of Wildspace feature

You gain the ability to harness the life force of a dying creature, and transform it into radiant energy that can heal or incinerate. When a small or larger creature dies within 30 feet of you or your cosmic apparition, a spectral corona appears around the dead creature’s form and flickers there for 1 minute. When a creature you can see enters or occupies any space within 5 feet of the dead creature, you can use your reaction to extinguish the corona and either heal the creature or deal radiant damage to it. The healing or damage equals 2d10 + your Wisdom modifier.

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.

Dark Star

14th-level Circle of Wildspace feature

Your bond with the cosmic apparition can save you from death. If the apparition is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can pull the elemental energy of the apparition into your body, and cause it to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.

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

Previous Versions

Name Date Modified Views Adds Version Actions
9/12/2022 4:13:54 PM
18
5
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Coming Soon

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