Druid
Base Class: Druid

Druids of this circle are found in nature as are most druids, but are most often encountered as members of traveling performances or as seasonal workers. Many follow a regular routine, perhaps moving between the same four places with each season or visiting for particular festivals. Wherever they go, the rhythms they make with drum, clap, and tambourine encourage others to listen and join together.

Rhythm of Magic

When you choose this circle at 2nd level, your careful practice lets you use rhythm to invoke magic. You gain proficiency in two percussive musical instruments of your choice, such as drums or rattles. You can use percussive musical instruments you are proficient with as a spellcasting focus for your druid spells.

Additionally, you know the booming blade and thunderclap cantrips, and they are druid spells for you.

Natural Cycle

Starting at 2nd level, your magic is at its strongest when it follows the alternating rhythm of growth and decay. When you deal damage to a creature with a spell or attack, and didn’t deal damage to any creatures on your previous turn, it takes extra necrotic damage equal to half your druid level. When you restore hit points to a creature, and didn’t restore hit points to any creatures on your previous turn, it regains additional hit points equal to half your druid level.

Match Tempo

At 6th level, you can use music to synchronize your allies. As an action, you play a magical rhythm audible out to 30 feet. You and friendly creatures that heard the rhythm gain temporary hit points equal to your druid level and become synced for the next minute. Synced creatures can use the Help action as a bonus action on other synced creatures.

If a synced creature can already use the Help action as a bonus action, including as a result of a previous use of this ability, they gain the ability to use the Help action on another synced creature as a reaction when that creature makes an ability check or attack roll.

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

Sense Vibration

When you reach 10th level, you can send out subtle rhythmic pulses of vibrational magic. As a bonus action, you gain tremor sense out to 15 feet. You have advantage on Wisdom (Insight) checks against creatures within range of your tremor sense that have a heartbeat. This effect lasts for 1 minute or until you are incapacitated.

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

Circadian Rhythm Shift

At 14th level, you have the ability to alter the influence of night and day. When you take a short rest, you can play a musical rhythm that shifts the bodily perception of time for a number of creatures up to your Wisdom modifier (minimum of one) that are also taking a short rest. At the end of the short rest, you and the chosen creatures gain the benefits of a long rest instead. The next time those affected by this switch complete a long rest, they gain the benefits of a short rest instead.

Once you have used this feature, you can’t do so again until you finish an unaltered long rest.

Hidden Valley

This is a placeholder so this subclass can be created in the dndbeyond system. This should be hidden in the builder.

Previous Versions

Name Date Modified Views Adds Version Actions
8/19/2023 8:32:53 PM
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