Base Class: Druid
Druids who are part of the Circle of the Far are a corrupted variant on the natural order. Having strong ties to the Far Realm, they have either seen or touched its unknowable horrors. They seek to spread this tainted version of life, teach of the insanity. Their magic infects the land they tread, bringing the Far Realm where they go. Ever spreading the madness of the edge of reality.
Glitch bandage
Glitch bandage
Circle Spells
2nd-level Circle of the Far feature
You have formed a bond with the corruption of the Far Realm. Your link with this realm grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Far Spells 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 the Far Spells
| Druid Level | Spells |
|---|---|
| 2nd | arms of hadar, inflict wounds |
| 3rd | crown of madness, vortex warp |
| 5th | galder's tower, vampiric touch |
| 7th | evard's black tentacles, raulothim's psychic lance |
| 9th | bigby's hand, contact other plane |
Alien Grounds
2nd-level Circle of the Far feature
Whenever an ally receives any form of healing while within your territory, you are invigorated and can choose to gain temporary hit points equal to your Druid level for a number of times equal to your Wisdom modifier.
Spread Territory
2nd-level Circle of the Far feature
Starting at 2nd level, you can cause an area of your choice to become your domain. As an action, you can expend a use of your Wild Shape feature and target the ground on a point you can see within 30 feet of you. The area in a 30-foot radius sphere centered on that point becomes your territory for 24 hours, with its duration becoming permanent once you use this ability on the same point for 30 days.
You gain the following benefits while within your territory, while enemies are hindered:
- Starting at level 2, while inside the territory damage you receive from sources within your territory are reduced by 1d4. Starting at level 6 the number of die increases equal to your Wisdom modifier (minimum of one).
- You gain bonus movement speed equal to 10 feet.
- Starting at level 6, melee-based spells or those with a range of touch can target any creatures within the area. In addition, melee or touch range spells you cast gain a bonus to damage or healing rolls equal to your Wisdom modifier (minimum of one).
- You gain a bonus equal to your Wisdom modifier to all ability checks inside your territory.
- Starting at level 14, enemies within your territory have their movement speeds reduced by 10 feet. When they willingly attempt to leave the area, they must succeed on an Intelligence saving throw equal to your spell save DC or suffer a 1d4 reduction to their attack rolls and saving throws until the end of their next turn. In addition, the target also receives a -2 to their ac bonus and have their movement speed reduced by half.
Breach of the Far Realm
6th-level Circle of the Far feature
Whenever a creature within the Small and Medium category dies within your territory and you are within 5 feet of it, you can use their death to summon an aspect of the Far Realm within their space with its appearance of your design as a reaction. Hostile creatures that can see it while within your territory must succeed on an Intelligence saving throw equal to 8 + your proficiency bonus + your Wisdom modifier or fall prone in anguish. They must repeat the saving throw at the end of their turns, taking 2d10 psychic damage on a failure and halved on a success. Multiple aspects does not stack its effects.
Any creature within 5 feet of an aspect can use its action to make an Intelligence check against your spell save DC, destroying the aspect on a success and ending its effects. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Foreign Mind
10th-level Circle of the Far feature
You gain resistance to psychic damage and advantage on saving throws to avoid or resist the Charmed condition or gaining Madness. Any psychic damage you deal bypasses immunity, lowering it to resistance. Additionally, whenever a creature attempts to read your mind through any means, you are aware of it. You may choose for the creature to succeed on a Wisdom saving throw equal to 8 + your proficiency bonus + your Wisdom modifier or become insane (unable to take actions, can't understand speech and speak only in gibberish) until they finish a long rest. The creature is immune to this effect for 24 hours on a success.
Take Thoughts
14th-level Circle of the Far feature
Whenever a creature within your territory takes psychic damage, you can use your reaction to force the target to succeed on an Intelligence saving throw equal to 8 + your proficiency bonus + your Wisdom modifier. On a failure, the target takes 7d6 psychic damage and has their personality muted for 1d4 turns. The creature is charmed by you for the duration, takes verbal commands from you and does its best to fulfill it. They cannot activate magical items while under this effect.
Additionally, if they die to this ability's damage, they immediately become a Fragment of Krokulmar that is under your control.
Once you use this feature, you can't use it again until you finish a long rest.
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