Base Class: Druid
Circle of Natural Science Features
| Druid Level | Feature |
|---|---|
| 2nd | Altered Shape |
| 6th | Adaptation |
| 10th | Electromagnetic Force |
| 14th | Soliton Step |
Altered Shape
At 2nd level, you begin to imbue the base laws of nature into your body.
Though giving you great versatility, it comes at a cost. In studying the scientific laws of nature and not the elemental, your wild shape is altered. The hours of use and reversion rules still apply, but there are some altered rules as follows:
- Your game statistics remain the same as you are not transforming into a new creature.
- Apart from your mass at level 2, you do not change hit points.
- You can cast spells per usual when in altered shape.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. This includes any special senses that your race has.
- Your equipment changes shape and size along with you. Your altered form is a manipulation of matter, not a transformation of self.
|
Level |
Description |
Limitations |
Example |
|---|---|---|---|
|
2nd |
Can freely alter your body size and the shape of your body. Cannot grow to Colossal. |
Size and Shape |
Shrink to Tiny, Grow to Huge, Take the shape of a cup. |
|
4th |
Freely change the weight within your altered shape. Increased weight means increased fall damage and physical strain. |
Weight |
5 lbs. - 2,500 lbs. |
|
8th |
The ability to change the property and state of your body. |
Property and State |
Harden your body, Sharpen your Hands, Change to Gas |
Adaptation
At 6th level, you have a keen understanding of evolution and thermodynamics.
You can bend the environment within a 30 foot radius sphere and alter the conditions. The temperature, pressure and oxygen levels can be set as desired.
this lasts 8 hours or until living entities reside within the sphere. The sphere can be set 60 feet from you and can be set on a point or creature. You can use this feature a number of times equal to 1/2 your wisdom modifier rounded up (minimum once) and you regain all uses upon finishing a long rest.
Electromagnetic Force
Starting at 10th level, you have gained mastery over the principles of magnetism and polarity.
A polarity and "pull force" can be set on 2 objects or creatures (referred to as target). This "pull force" is a measure of the magnetic field for each target. The target can be given a positive or a negative polarity. Opposite polarities will attract, while the same polarities will be repelled.
The "pull force" is set on a 1-5 scale, becoming a 1-10 scale at 14th level. This is having 1 as the weakest pull force. If you are one of the targets the 2 points can be a maximum distance of 60 feet from each other. If you are not a target the 2 points can only be a maximum of 30 feet from each other.
The target with less "pull force" will be moved. If a creature chooses to resist the "pull force" they will need to make a Strength Saving Throw (DC 8 + Wisdom Modifier + Difference in Pull Force) *EXAMPLE* (If you are pulling a target towards you and your wisdom modifier is 3. You set your polarity at 5 and your target at 1. This is calculated as 8 + 3 + 4 = 15)
You cannot choose a fixed point in space as a target. You cannot choose the center of a large object as the point of polarity (no setting the center of a mountain to smash them into it). If there is an object in the way of the target being pulled, it will take 1d10 force damage for every 10 feet it traveled to the object. *EXAMPLES* (If a target 60 feet away from you is being pulled, but runs into an object 30 feet from where it started. It will take 3d10 force damage), (If a target is pushed back into an object 10 feet from where it started, it will take 1d10 force damage).
This spell requires Concentration and lasts for 1 hour. The force of attraction or repel will persist so long as concentration is maintained up to the maximum distance. Targets can make additional strength checks to break the pull if they are able to once each turn. If a target goes beyond the maximum distance the force ends. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and you regain all uses of it when you finish a long rest.
Soliton Step
You reached the 14th level as a Phyzard. Rigorous study of quantum physics and general space-time have granted you the ability to alter space-time itself.
Once per long rest, you can cast one of the following spells, without expending a spell slot or requiring material components: clairvoyance , or teleportation circle.
This use of clairvoyance or teleportation circle is special. Both spells will require coordinates for where you are and where you want the spell to take place. Either spell will open a 30 foot sphere of bent space connecting the 2 locations. They act as a one way channel only providing information from (clairvoyance) or to (teleportation circle) the target.
For clairvoyance :
- The sensor you create at the location is not a physical object. It is instead a rift in space-time.
- The rift appears as a 30 foot distortion in space at the target. It is not invisible.
- Your spell is able to convey both sound and visuals with just one cast and does not need to be changed back and forth.
For teleportation circle :
- You are not able to see the destination point through the created 30 foot portal sphere. It just appears as a distortion in space.
- No sigil sequence or inscribing are necessary for the spell. You can cast it so long as you have the precise coordinates of the desired location and your own location.
- Your movement ends upon entering the portal.
- If the location of the coordinates places you in an object, you take 5d10 force damage and are shunted to the nearest available space.
Once you use this feature, you can’t use it again until you finish a long rest.
Altered Shape
Though giving you great versatility, it comes at a cost. In studying the scientific laws of nature and not the elemental, your wild shape is altered. The hours of use and reversion rules still apply, but there are some altered rules as follows:
- Your game statistics remain the same as you are not transforming into a new creature.
- Apart from your mass at level 2, you do not change hit points.
- You can cast spells per usual when in altered shape.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. This includes any special senses that your race has.
- Your equipment changes shape and size along with you. Your altered form is a manipulation of matter, not a transformation of self.
|
Level |
Description |
Limitations |
Example |
|---|---|---|---|
|
2nd |
Can freely alter your body size and the shape of your body. Cannot grow to Colossal. |
Size and Shape |
Shrink to Tiny, Grow to Huge, Take the shape of a cup. |
|
4th |
Freely change the weight within your altered shape. Increased weight means increased fall damage and physical strain. |
Weight |
5lbs - 2,500lbs |
|
8th |
The ability to change the property and state of your body. |
Property and State |
Harden your body, Sharpen your Hands, Change to Gas |
Adaptation
You can bend the environment within a 30 foot radius sphere and alter the conditions. The temperature, pressure and oxygen levels can be set as desired.
this lasts 8 hours or until no living entities reside within the sphere. The sphere can be set 60 of you and can be set on a point or creature. You can use this feature a number of times equal to your wisdom modifier (minimum once) and you regain all uses upon finishing a long rest.
Electromagnetic Force
A polarity and "pull force" can be set on 2 objects or creatures (referred to as target). This "pull force" is a measure of the magnetic field for each target. The target can be given a positive or a negative polarity. Opposite polarities will attract, while the same polarities will be repelled.
The "pull force" is set on a 1-5 scale, becoming a 1-10 scale at 14th level. This is having 1 as the weakest pull force. If you are one of the targets the 2 points can be a maximum distance of 60 feet from each other. If you are not a target the 2 points can only be a maximum of 30 feet from each other.
The target with less "pull force" will be moved. If a creature chooses to resist the "pull force" they will need to make a Strength Saving Throw (DC 8 + Wisdom Modifier + Difference in Pull Force) *EXAMPLE* (If you are pulling a target towards you and your wisdom modifier is 3. You set your polarity at 5 and your target at 1. This is calculated as 8 + 3 + 4 = 15)
You cannot choose a fixed point in space as a target. You cannot choose the center of a large object as the point of polarity (no setting the center of a mountain to smash them into it). If there is an object in the way of the target being pulled, it will take 1d10 force damage for every 10 feet it traveled to the object. *EXAMPLES* (If a target 60 feet away from you is being pulled, but runs into an object 30 feet from where it started. It will take 3d10 force damage), (If a target is pushed back into an object 10 feet from where it started, it will take 1d10 force damage).
This spell requires Concentration and lasts for 1 hour. The force of attraction or repel will persist so long as concentration is maintained up to the maximum distance. Targets can make additional strength checks to break the pull if they are able to once each turn. If a target goes beyond the maximum distance the force ends. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and you regain all uses of it when you finish a long rest.
Soliton Step
Once per long rest, you can cast one of the following spells, without expending a spell slot or requiring material components: clairvoyance , or teleportation circle.
This use of clairvoyance or teleportation circle is special. Both spells will require coordinates for where you are and where you want the spell to take place. Either spell will open a 30 foot sphere of bent space connecting the 2 locations. They act as a one way channel only providing information from (clairvoyance) or to (teleportation circle) the target.
For clairvoyance :
- The sensor you create at the location is not a physical object. It is instead a rift in space-time.
- The rift appears as a 30 foot distortion in space at the target. It is not invisible.
- Your spell is able to convey both sound and visuals with just one cast and does not need to be changed back and forth.
For teleportation circle :
- You are not able to see the destination point through the created 30 foot portal sphere. It just appears as a distortion in space.
- No sigil sequence or inscribing are necessary for the spell. You can cast it so long as you have the precise coordinates of the desired location and your own location.
- Your movement ends upon entering the portal.
- If the location of the coordinates places you in an object, you take 5d10
force damage and are shunted to the nearest available space.
Once you use this feature, you can’t use it again until you finish a long rest.
Circle Spells
Once you gain access to a circle spell, 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.
| Druid Level | Spells |
|---|---|
|
3rd |
enlarge/reduce, misty step |
|
5th |
dispel magic, slow |
|
7th |
fabricate, banishment |
|
9th |
animate objects, hold monster |
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Posted Aug 22, 2023I was looking to create a physics based druid. I was a bit upset that I could not figure out how to limit the Druid spell list to negate evocation spells altogether. I also feel this class would greatly benefit from graviturgy magic and several homebrew spells related to magnetism and time manipulation.