Druid
Base Class: Druid

Druids of the Circle of Sound are those that have a unique tie with the primal rhythm of life, embracing the symphony of the world in all of its myriad forms. They walk in harmony with the reverberations of the earth, the whispers of the wind, and the echoes of the wilds, finding music in the rustling leaves, the babbling brooks, and even the bustling city streets. These druids understand that every sound, from the softest murmur to the loudest roar, carries the ancient stories of nature and civilization alike.

Members of this circle see sound and music as the fundamental language of existence. They weave the essence of life's melody into their magic. The Circle of Sound draws its power from the resonant energy that permeates all things, using it to protect, heal, and sometimes, when necessary, to unleash the raw force of nature's chorus.

In places where the natural and the urban intersect, these druids thrive, channeling the cacophony of modern life into a harmonious blend with the ancient echoes of the wild. They are the unseen conductors of nature's orchestra, bending the elemental force of sound to their will, and in doing so, they reveal the hidden connections that bind all living things in a harmonious chorus. For the Circle of Sound, music is magic, and every heartbeat, a note in the eternal song of time.

Circle Spells

2nd-level Circle of Sound feature

Your connection to the natural elements of sound grants you access to certain spells. At 2nd level, you learn the Deafening Blast and Message cantrips.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Sound 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 Sound Spells
Druid Level Spells
2nd deafening blast, message
3rd pass without trace, shatter
5th revivify, wall of sound
7th confusion, private sanctum
9th passwall, scrying

Harmonic Sense

2nd-level Circle of Sound feature

You've become accustomed to listen to the reverberations of nature for guidance. You possess a profound connection with the whispers of the world, granting you the following abilities:

  • Blindsight: Due to your lack of sight, you perceive your environment through the vibrations in the air, listening to the world inform you of where it is. You gain blindsight out to a range of 60 feet.
  • Perception Expertise: Your constant state of needing to perceive your environment closer has made you more aware of the environment as a whole. You gain expertise in Perception.
  • Thunder Resistance: Your deep attunement with soundwaves provides you a protection over harmful sonic energy. You gain resistance to thunder damage.
  • Silent Spellcasting: Your intimate understanding of sound enables you to cast spells without the need for verbal components. Magical silence still prevents you from casting spells with verbal components as normal.
Perception Expertise (If Already Proficient)

Your constant state of needing to perceive your environment closer has made you more aware of the environment as a whole. You gain proficiency in Perception. If you already have proficiency in Perception, you gain Expertise instead.

Perception Proficiency (If Not Proficient)

Your constant state of needing to perceive your environment closer has made you more aware of the environment as a whole. You gain proficiency in Perception. If you already have proficiency in Perception, you gain Expertise instead.

Synesthesia

3rd-level Circle of Sound feature

You have the unique ability to perceive sounds as color, remembering back to a time when you could see. You can recognize a wavering in someone's voice by a sudden change in the color that represents them. You gain proficiency in Insight if you did not already have it.

In addition, as an action, you can expend a use of your Wild Shape feature to enter into a heightened synesthetic state. You take off your blindfold to reveal your dead eyes, as they begin to radiate colorful energy, reflecting the synesthesia around you. This state lasts for 1 minute.

When you enter this state, you create two small, invisible, spheres at any point you can perceive within 30ft of you. These spheres cannot be interacted with. No sound can be created within or pass through the spheres. Any creature inside the sphere is deafened. Casting a spell that includes a verbal component is impossible while inside the sphere. The spheres have a base flying speed of 15ft. They obey your verbal commands (no action required by you). If they enter the same space as another creature, they will attach themselves to that creature. They will follow a creature if attached to it, but for every 15ft that the creature moves in a turn, it can roll a Dexterity Saving throw against your Spell Save DC. The sphere is left behind on a successful saving throw, but follows on a failure. The spheres last 1 minute, or if you release them as a bonus action, at which point they dissipate

While in this state you gain the following benefits:

  • Your AC becomes 10 + Your Insight Bonus (unless otherwise greater).
  • You can use your action to shift your spheres to produce an intense blast of noise. You may choose to do so with both or just one. Creatures within the sphere must make a Constitution Saving Throw, taking #d8 (# = your proficiency bonus) thunder damage on a failure, half as much on a success. After the intense noise, your spheres dissipate.
  • You can use your action to create two new silent spheres at any point within 30ft that you can perceive. This feature cannot be used if you have any active spheres.
  • You can use your bonus action to double the flying speed of your silent spheres until the end of your current turn.
  • You can use your reaction to take the dodge action.
  • You gain advantage on Wisdom ability checks.
  • You gain advantage on Performance checks.

This state lasts for 10 minutes, or until you use a bonus action to return to normal. You can enter into a lesser version of this state used specifically for performing. If you do, you only gain the colorful eyes and advantage on Performance. This lesser version lasts for 1 hour, or until you use a bonus action to return to normal.

Silent Symphony

6th-level Circle of Sound feature

You've become a master of controlling resonance, allowing you to silence or amplify your environment to it's apex. You can cast the silence and thunderwave spells without expending a spell slot a number of times equal to your Wisdom modifier (minimum of one), regaining all uses upon finishing a long rest.

Resonant Burst

6th-level Circle of Sound feature

You've learned to harness intense sonic energy to protect, and when necessary, attack. If a creature enters a space within 5ft of you, or attacks you with a melee weapon or melee spell attack, you can use your reaction to cause a burst of energy, pushing you up to 15 feet away from the creature without provoking opportunity attacks. Creatures in a 10ft cone in the direction of the target creature must make a Strength Saving Throw. On a failure, a creature takes 4d6 thunder damage, and are knocked back 15ft, prone. On a success, they take half the amount of damage, and are pushed 5ft back.

In addition, if you can perceive another creature being attacked by a melee weapon or melee spell attack, you can use your reaction to cause a burst of energy at the attacking creature. The creature must make a Strength Saving Throw. On a failure, the creature takes 3d6 thunder damage, and are knocked back 10ft, prone, causing the attack to miss. On a success, they take half the amount of damage and are given disadvantage on the attack roll.

You can use this ability a number of times equal to you Wisdom modifier (minimum 1) per long rest.

Echoes of Time

10th-level Circle of Sound feature

Your connection with nature has grown to understand the cyclical nature of history, picking up on patterns and cadences, allowing you to perceive events that happened long ago, or events that have yet to come. Once per long rest, you can spend time communing with your environment to look into the past or future. You are given vague descriptions of an event in the area around you. The width of the area and amount of time you perceive depends on the amount of time you commune with your environment.

Echoes of the Past

You see a significant event that happened at some point in the past. Significant events typically involve disturbances to the environment, such as battles, caravans, or large animal activity, but can also involve powerful emotions, such as betrayals, marriages, murders, births, and funerals. However, they might also include more mundane events that are nevertheless important in your current situation. Focusing on a particular event can help guide you to it, but just as often, the winds of nature have other tales to tell.

  • 1 Action: 15ft radius. You perceive an event that happened in the last 10 minutes.
  • 1 Minute: 20ft radius. You perceive an event that happened in the last hour.
  • 10 Minutes: 30ft radius. You perceive an event that happened in the last 24 hours.
  • 1 Hour: 45ft radius. You perceive an event that happened in the last year.
  • 24 Hours: 60ft radius. You perceive an event that happened in the last millennium.
Echoes of the Future

You see a significant event that has yet to occur. Significant events typically involve disturbances to the environment, such as battles, caravans, or large animal activity, but can also involve powerful emotions, such as betrayals, marriages, murders, births, and funerals. However, they might also include more mundane events that are nevertheless important in your current situation. Focusing on a particular event can help guide you to it, but just as often, the winds of nature have other tales to tell. Be forewarned, the knowledge of things yet to come can alter it's course.

  • 1 Action: 15ft radius. You perceive an event that will happen in the next 6 seconds. You gain the following benefits: Advantage on your next saving throw, advantage on your next attack roll, grant disadvantage on a target enemy's next saving throw against an effect you cause, and grant disadvantage on the next attack roll made against you. All benefits disappear at the end of your next turn.
  • 10 Minutes: 30ft radius. You recognize the patterns of time, expecting history to repeat itself as it has time and time again. You receive a synesthetic vision about the results of a specific course of action that you plan to take within the next 24 hours. The DM chooses from the following possible colors: Blue, for good results, red, for bad results, purple, for both good and bad results, or yellow, for results that aren't especially good or bad.

Cacophonous Field

14th-level Circle of Sound feature

You've learned to alter the area around you with pleasant and unpleasant sounds. As an action, you can create an 30ft radius area of consonance and dissonance. Friendly creatures gain +2 to any roll they make while within the area. Enemy creatures gain -1 to any roll they make while within the area and the area is considered difficult terrain for them. Your silent spheres double their movement while within this area. The area persists for 1 minute, at which point it fades away. You may use this ability a number of times equal to your Wisdom modifier (minimum of 1) per Long Rest.

Resounding Echo

14h-level Circle of Sound feature

You've learned to echo reality itself, recognizing the innate resonance in everything. Whenever a creature casts a spell with a verbal component at a level of which you have spell slots, you can choose to remember it as a free action. Once you do, you cannot do so again until you've finished a long rest. The spell is added to your prepared spell list. You can only cast it at the same level as the original caster, using the same spellcasting ability as the original caster, but with your ability scores. Once per long rest, you may cast the spell without expending a spell slot. At the end of your next long rest, the spell is removed from your prepared spell list and can no longer be cast.

If this feature is used to echo the wish spell, it can only be cast with its basic usage to duplicate another spell of 8th level or lower.

Circle Of Sound Image

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