Druid
Base Class: Druid

A halfling druid dressed in blue and white robes stands underneath the night sky, blooming with astral light. Her body glows with a soft silver radiance, giving pause to the monstrosities that were only moments ago ready to pounce.

An elven druid with close-fitting white and purple cloth faces down a gang of bandits with a serene smile on her face. As the bandits hesitate in bewilderment, she suddenly raises her hands to the sky and calls down a shower of brilliant platinum light that sears the flesh from the bandit's bones.

A gnome druid in ceremonial robes rushes to the aid of an ally, who fell in the blitzkreig raid of the druidic ritual. He closes his eyes and concentrates as serene silver light flows into the fallen human's body, sealing his wounds.

 

Druids of the Circle of Starlight revere the power of the night sky, stars, and the moon. They draw their power from the nighttime sky, which they can choose to channel into powerful, searing damage or soft, radiant healing. They often gather on auspicious nights, when the stars and moon align to just the right positioning. They do not keep written records of when events of  this sort occur; Circle members are taught how to synchronize their souls to the shifting of the astral bodies in the night sky. Due to this, it is extraordinarily difficult to catch a Circle of Starlight in their ritual without having been invited. The few outsiders that have seen such ceremonies have only been able to describe them as "dazzling", "mind-blowing", and "eye-opening." (The nature of these ceremonies is ultimately up the DM, but they commonly include: initiating a new member to the circle; promoting an existing member; cleansing the local nature of a blight or sickness; and drawing the Circle closer together and attuning the members closely to each other in mind, body and soul.)

Nighttime Attunement

At 2nd level when you choose this Circle, you gain benefits whenever the nighttime sky is visible. You gain temporary hit points equal to your Wisdom modifier + half your Druid level, rounded down. These hit points only disappear when they are lost through damage or replaced by a new amount. They do not stack with other sources of temp HP or this feature. You also reduce your Exhaustion level by 1 whenever you spend at least 4 hours under a night sky. This can only apply once per night.

Additionally, you gain the spell Magic Missile. It is always prepared.

Will of the Stars

Also at 2nd level, you make a choice between Searing Radiance and Healing Light. This choice will grant you either affinity for damage, or affinity for healing. At levels 10 & 14, you will make another choice of this sort. Each time you make a choice, it may be either Searing Radiance or Healing Light, regardless of past choices.

Healing Light - Astral Reach

By choosing this option, you will focus primarily on healing and supporting allies with the buoyant brilliance of the stars and moon. At this level, you will be able to augment your healing spells by increasing the amount healed by your Wisdom modifier to each person affected. This can only trigger once per target, per spell. Additionally, you gain an extra 1 HP every time you gain a level in Druid. Later on, choosing this option again will grant the ability to buff your allies with celestial energy and generate a powerful aura to keep yourself and your allies alive. (Note: I cannot figure out how to increase the static modifier of amount healed on healing spells, so please just make a note of this feature and remember to add it in manually. I welcome any and all tips on how to integrate it into Beyond.)

Searing Radiance - Astral Strike

By choosing this option, you focus primarily on smiting your enemies with the platinum light of the stars and moon. At this level, you will augment your damage spells by adding your Wisdom modifier to spell attack rolls. At later levels, options down this path will grant you the ability to rain down celestial light and augment your form to channel the might of the stars.

Heavenly Map

By 6th level, your fellow Circle members have taught you how to read the night sky and interpret the signs it has given you. You may cast the Augury spell without material components, as long as it is under a night sky. You may also cast the Divination spell once per long rest, as long as it's under a night sky.

Celestial Attunement

At 10th level, you undergo the ritual known as the Bath of Starlight. Your DM determines exactly how this ritual is performed, but usually it involves bathing in a pool of sanctified water that looks and acts like quicksilver while other members of your Circle cleanse the air around you. However it is performed in your DM's world, it grants you the following benefits:

- You no longer need to eat or drink to sustain yourself.
- You no longer need to sleep. Spending 8 hours of light activity such as reading, keeping watch and tending the fire will grant you the benefits of a long rest

Additionally, choose again between Searing Radiance or Healing Light. You may choose either option, regardless of past choices. Searing Radiance will grant you the ability to call down a rain of stars from the sky above to smite your foes, while Healing Light will allow you to buff an ally with the power of the Astral Sea.

Healing Light - Astral Cloak

By choosing this option, you gain the ability to fill an ally with energy from the Astral Sea. As an action, you touch an ally and grant them the following benefits:

- They gain temporary hit points equal to your druid level, and gain temporary hit points equal to your Wisdom modifier at the beginning of each of their turns (These sources of temp HP do not stack).
- Once per round, they may choose to gain advantage on one attack roll, ability check or saving throw. They may make this choice before or after seeing the roll, but not after they know the result.
- They may choose to use their action to planeshift to the Astral Sea for the remaining duration of this enhancement. While in the Astral Sea, they regain hit points equal to your Wisdom modifier at the beginning of each of their turns and can choose to remove up to one level of Exhaustion from themselves. When this enhancement wears off, they are transported back to the Material Plane in the same spot as they left from. If that space is occupied, they arrive in the nearest unoccupied space and take 2d6 force damage.

While this ability is active, you are treated as concentrating on it and thus follow all the rules of concentrating on a spell. This enhancement lasts for 1 minute, and you may use this ability once before needing a long rest to do so again.

Searing Radiance - Hail of Falling Stars

By choosing this option, you will gain the following action:

Hail of Falling Stars
As an action, you raise your fist to the skies and pull on the strings of celestial energy reaching out to you from the stars. You call down from the heavens a number of stars equal to half your druid level, rounded down. For each star, choose a point within 100 feet of you. All enemies within 5 feet of that point make a Dexterity saving throw against your spell save DC, taking 2d12 Radiant damage on a failure or half as much on a success. An enemy can only be affected by one impacting star per use of this ability. At each point, a fist-sized chunk of rock is then deposited. It sheds bright light for 30 feet, and dim light for another 30 feet. Any creature may pick up one of these rocks as a bonus action. If a creature other than you or another druid of the Circle of Starlight picks up one of these rocks, they take 2d12 Radiant damage and take that same amount of damage every time they end their turn holding one of these rocks. If you pick it up as a bonus action, you now have the option to throw it at a creature within 60 feet of you as an action (120 foot long range). Make a Dex-based ranged attack roll. On a hit, the creature takes d12 + Dex mod Radiant damage, and the rock lands next to their feet. All rocks from this ability fade and become non-magical after 1 minute.

Once you use this ability, you cannot use it again until you finish a long rest.

Champion of Starlight

At 14th level, the stars grant you their greatest blessing in thanks for your service to them. In display of this gift, your body might take on new physical attributes, including but not limited to: Soft, glowing silver runes on your skin; Soft, platinum colored hair; Silver irises and eyes that have a 3-dimensional depth to them. The extent of these changes is up to you.

You now have the ability to traverse the Astral Sea with ease. You may cast the spell Plane Shift at will without expending a spell slot or material components, as long as the target plane is the Astral Sea or the Material Plane. You cannot target a hostile creature when casting the spell in this manner. While in the Astral Sea, you have advantage on all skill checks made to navigate it and all saving throws made against effects caused by the plane itself. Denizens of the Astral Sea have a hard time harming you. If a creature native to the Astral Sea would make an attack or harmful move against you or an ally of yours, it must first pass a Wisdom save against your spell save DC. On a failure, it is unable to harm you or your allies for 1 minute. On a success, it continues its harmful action or attack and is immune to this feature for 24 hours.

Additionally, you make your final choice between Searing Light or Healing Radiance. As before, past choices between these two do not restrict this choice.

Healing Light - Beacon of Energy

If you choose this option at level 14, you gain the following action:

Beacon of Energy
As an action, you wreath yourself in the soft, healing light of the stars. You and all allies within 60 feet of you have advantage on attack rolls and resistance to bludgeoning, piercing and slashing damage. Additionally, any ally affected by this aura may use a bonus action to regain hit points equal to half your Druid level (rounded down) and remove up to one level of exhaustion. If an ally in this aura is under the effects of your Astral Cloak, they instead regain hit points equal to your Druid level. They also have advantage on Constitution saving throws.

While this feature is active, you are treated as concentrating on it and follow all rules for concentration. This aura lasts for 1 minute, and once you use it, you can't do so again until you finish a long rest.

Searing Radiance - Vessel of Starlight

At 14th level, if you choose Searing Radiance, you gain the following action:

Vessel of Starlight
As an action, you absorb celestial energy and channel it through your body into devastating beams of force. This feature lasts for 1 minute. While it is active, you gain the ability to fire beams of force as an action or bonus action. The effects are different depending on which you use. You can only fire one beam a turn.
- Action: If you fire a beam of force as an action, choose a point within 90 feet of you. A jet of astral force flies to that location, exploding to cause every creature within 30 feet of that point to make a Dexterity save against your spell save DC. On a failure, they take 6d8 radiant damage and are knocked prone. On a success, they take half as much damage and are not prone.
- Bonus Action: If you use a bonus action to fire a beam, choose one creature within 90 feet of you. That creature must make a Strength saving throw. On a failure, they are pushed back up to 30 feet and take 2d12 radiant damage. On a failure, they are pushed back up to 15 feet and take half as much damage.

If you are holding a rock from the Rain of Fallen Stars choice at level 10 when you use a beam from this feature, all creatures affected by the beam have disadvantage on their saving throw. The rock then fades and becomes non-magical.

While this ability is active, you are treated as concentrating on it and it follows all rules as concentrating on a spell. As stated above, this feature lasts for 1 minute. When it ends, you must take a long rest in order to use it again.

Previous Versions

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