Druid
Base Class: Druid

At the core of the flow of magic throughout the multiverse, there are conscious entities that go by millions of names across the multiverse: El-Drazi, Vectors, Primal Archons, or perhaps even AEons. These beings have power that easily rivals the most potent of gods, and they can often alter the nature of planes they touch in tremendous ways with the sheer force of their will. These mighty beings often command various aspects of the four fundamental forces of the universes, and some even posses powers to affect other forces that do not even pervade this universe. The Druids who choose to draw power from their bond with these entities have their primal magic flow to them from a source more "pure" in the primal flow than by any bond with a world might be, and they can conduct far more magical power than other Druids as a result. They can command and deal the most prime form of harm, magically assaulting the very fabric of reality that composes a creature or thing, unraveling things in the patterns of the universe, or if need be, also restoring them.

Cosmos Magic
2nd-level Circle of the AEons feature

At 2nd level, you choose your allegiance to a Primal Force of nature that exists within the prime flow of natural magic itself, and sometimes these bonds can alter your magical power in dramatic ways. You may choose to replace the Wild Shape feature with this feature, and instead of gaining the benefits of Wild Shape, at 2nd level, you add the Arms of Hadar spell to the Druid spell list. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Cosmos Magic 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.

Cosmos Magic Spells
Druid Level Spells
2nd arms of Hadar
3rd darkness, shadow blade
5th counterspell, hunger of Hadar
7th black tentacles, shadow of Moil
9th dispel evil and good, synaptic static

Lastly, you gain one spell slot at the highest spell level you can cast which can only be used to cast one of the spells you have access to from the Cosmos Magic Spells table. You regain this spell slot when you finish a short or long rest.

Pattern Power

2nd-level Way of the AEons feature

At 2nd level when you choose this Circle, you form a bond with a being who exists at the core of nature itself within the planar landscape. This causes you to see that all things in your reality have a pattern of energy, matter, and perhaps consciousness, and you are trained in special techniques to utilize magic that either rends patterns in damaging ways or mends patterns in healing ways. You gain Pattern Dice, which are a d4, and you have a maximum number of these equal to half your Druid level (rounded down). Your Pattern Dice restore to your maximum number when you finish a short or long rest. Whenever you cast a spell or cantrip that deals damage, you may spend a number of your Pattern Dice up to your Proficiency Bonus and roll those, adding that much untyped bonus damage to the spell. Likewise, whenever you cast a spell that restores hit points, you may spend any number of your Pattern Dice up to your Proficiency Bonus and roll those, adding that total to the total hit points restored.

The size of your Pattern Dice improves as you gain levels in this class, becoming d6's at 6th level, d8's at 10th level, and d10's at 14th level.

Determined Destiny

2nd-level Circle of the AEons feature

[Prerequisite: To access this feature, you must choose the Cosmos Magic feature instead of Wild Shape.]

You have a unique bond with your planar destiny, and if you deem that your work in your plane is not done, you can cause yourself to reincarnate. If you are killed or fail your death saving throws and die, you can cast the Reincarnate spell on yourself without expending a spell slot and without any components as you die (even if you are not normally capable of casting this spell), and your spirit will linger over your body, touching it to continue casting it for the next hour. The effect of the spell does not take place immediately after this. After this hour casting time, a spiritual process begins, forming your new incarnation's physical form in the spiritual planes, which takes twenty minus your Druid level additional hours. After that process ends, you will reincarnate as the effect of the spell resolves, in the space in which your remains are. You may use this feature once before you must finish 1d6+1 long rests to use it again, and you may not use this feature if total destruction of your entire body caused your death, such as falling into molten lava, being consumed totally in digestion, or the effect of a Disintegrate spell reduced you to 0 hit points.

Primal Spell

6th-level Circle of the AEons feature

At 6th level, you learn to connect to the primal AEon beings and the flows of power they utilize to cast "pure spells." Whenever you cast a spell, if that spell deals damage, you may cause the damage dealt by the spell to become untyped damage. Likewise, you may cast any other spell you have access to and have it become affected by this feature, if it does not deal damage. This becomes a Primal Spell. You may use this feature a number of times equal to your Wisdom modifier (minimum 1) before you must finish a long rest to use it again.

Additionally, whenever you deal 7 or more untyped damage to a creature or you restore 7 or more hit points to a creature with a spell, you gain a Spell Level Enhancement, up to a maximum of these equal to your Proficiency Bonus. Whenever you cast a spell that expends spell slots, you may spend one or more Spell Level Enhancements and cast that spell as if it were cast with a spell slot one higher for each Spell Level Enhancement you expend, to the limit of the highest level spell slot you can cast.

Finally, the size of your Pattern Dice improve to d6's.

Primacy of Magic

10th-level Circle of the AEons feature

At 10th level, you have learned the fundamental truths of how primal magical power moves through reality. You gain proficiency in Arcana and Religion.

Additionally, you now know how to derive some spells purely from the origin or primal magic, granting astonishing new capabilities. Whenever you cast a Primal Spell, choose one:
- whenever you roll dice to determine either the damage the spell deals or the hit points the spell restores, you may reroll any number of those dice once.
- one target creature of that spell suffers disadvantage from every spell saving throw of the spell for the duration.
- one target creature of that spell gains your choice of advantage on attack rolls or advantage on saving throws for the duration.

Lastly, the size of your Pattern Dice improve to d8's.

Pattern Expertise

14th-level Circle of the AEons feature

At 14th level in this class, your mastery of fundamental primal power is such that you learn to restore and recreate patterns of creatures and objects, or likewise, fully annihilate those patterns. You add the Disintegration and Resurrection spells to the Druid spell list, you always have these spells prepared, and they do not count against the number of spells you prepare each day. Additionally, whenever you cast one of these spells or a spell from your Cosmos Magic feature, you gain a Spell Level Enhancement.

Also, you gain an ability to restore things you have witnessed be destroyed in a matter of moments. As an action, you may touch any object or structure you have seen whole and intact which is now damaged, broken, or destroyed, and you cause that object or structure to become whole and intact again, restoring all of its hit points to its maximum value. You can use this feature a number of times equal to your Proficiency Bonus before you must finish a long rest to use it again.

Finally, the size of your Primal Dice improve to d10's.

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