Druid
Base Class: Druid

As a Guardian of the Planes, you are entrusted with the sacred duty of maintaining balance and harmony across the vast tapestry of existence. Blessed by the enigmatic Ao, the Over-Power of the planes in the realm of Faerûn, you are known as the Hidden One of Balance, a mysterious and revered figure among those who understand the intricacies of the multiverse.

Your journey as a Guardian begins with a profound connection to the ancient souls of former guardians, whose wisdom and power permeate the fabric of reality. Through a process of discovery and attunement, you unearth objects imbued with fragments of these ancient souls, unlocking their potent abilities and gaining insight into the guardians who came before you.

As you progress along your path, your bond with Ao deepens, granting you the ability to attune yourself to the energies of different planes. With each attunement, you gain the power to channel the essence of a specific plane, enabling you to restore balance in times of chaos and draw upon the strengths of the guardians who once safeguarded these realms.

In your quest to uphold equilibrium, you must navigate the complexities of the multiverse, traversing diverse landscapes and confronting formidable adversaries. Through your unwavering dedication and mastery of the planes, you stand as a beacon of stability amidst the ever-shifting forces of existence, ensuring that the delicate balance between the planes remains undisturbed.

As a Guardian of the Planes, you are a custodian of cosmic order, wielding the powers of the multiverse to safeguard the realms of Faerûn and beyond from the encroaching darkness. Your journey is fraught with peril and adventure, but with courage and conviction, you shall emerge as a true champion of balance, revered by mortals and deities alike.

Features:

Balance Attunement (Level 2): Channel energies of different planes to restore balance.
Soul Legacy (Level 3): Gain abilities of former guardians through ancient artifacts.
Plane Navigator (Level 6): Traverse planes effortlessly, guided by innate knowledge.
Harmony's Embrace (Level 10): Create protective aura, shielding allies from harm.
Avatar of Equilibrium (Level 14): Reach pinnacle of power, embodying balance and wielding enhanced guardian abilities.

Balance Attunement

Your bond with the Hidden one grants you insight into the delicate equilibrium of the cosmos. Starting at 2nd level, you gain the ability to attune yourself to the energies of different planes, allowing you to channel part of their essence to restore balance to the planes in times of chaos. As a ritual with a cast time of an hour you gain the ability to attune yourself to another plane of existence it is called Ritual of attunement.

Usage: 

You meditate and try to navigate the thin line that exists between the planes each breath you take drives you closer towards the essence of the plane you seek, roll a Wisdom saving throw against DC10 to make sure you find the right way. On a success you find the plane you were looking for and you draw in these energies, allowing them to flow through their your being and merge with your essence. You feel a sense of oneness with the primal forces, a profound connection that transcends the boundaries of the material world. On a failure your connection is thrown into a different plane that you did not seek and you take 2d6 psychic damage.

Limitation: 

Your roll in the multiverse is to protect and serve the balance of the universe if you try and attune towards a singel plane too often and you neglect some of them dire consequences may be upon you. Use your new found power with respect for harmony and respect for balance.

Ritual of attunement: 

Celestial Plane Attunement:
  • Radiant Grace: At 2nd level, by expending a 1st lvl spell slot you surround yourself with celestial light, granting you and nearby allies temporary hit points equal to your level and a d4. Each spell slot higher ads a d4 to the roll.
  • Heavenly Guidance: At 3rd level, receive divine guidance from celestial beings, gaining advantage on Perception based on sight and Religion checks for the duration.
  • Celestia heavenly sword: At 6th level, by using a bonus action and expanding a 3rd lvl spell slot manifest a celestial sword in your hand. If the sword leaves your hand it disappears. It counts as a magic weapon. It gives you +2 bonus damage on attack rolls. When you hit a undead or a fiend it deals an additional 3d8 radiant damage. As a bonus action, you can speak a command word to cause the blade to shine with brilliant radiance. Creatures within 10 feet of you must make a Constitution saving throw (DC equal to 8 + proficiency bonus + wisdom modifier) or be blinded until the end of their next turn.
  • Angelic Wings: At 10th level, manifest angelic wings, granting you a flying speed equal to your walking speed for the duration.

Ethereal Plane Attunement:
  • Ethereal Jaunt: At 2rd level, shift partially into the Ethereal Plane, becoming incorporeal and gaining resistance to non-magical damage for the duration.
  • Ethereal Sight: At 4th level, gain the ability to see into the Ethereal Plane, allowing you to see invisible creatures and objects on the Ethereal Plane for the duration.
  • Ethereal Grasp: At 6th level, extend your reach into the Ethereal Plane, allowing you to manipulate objects on the Ethereal Plane as if they were in the Material Plane for the duration. Additionally, you can communicate with creatures and entities that exist on the Ethereal Plane as if they were present on the Material Plane. As an action you may give one willing creature that u touch the same the power of Jaunt, Sight and Grasp for 30 minutes if they preform a DC 15 wisdom saving throw. If they fail they take a d8 psychic damage and they can't be a part of Ethereal Grasp again until they have taken a long rest.
  • Etherial walking: At 12th level, you have mastered the ability to seamlessly shift between the Material Plane and the Ethereal Plane, allowing you to use a Bonus action to traverse between the realms. While using Ethereal Walking, you can move through solid objects on the Material Plane as if they were difficult terrain, effortlessly phasing through barriers and obstacles. You can also perceive both planes simultaneously, gaining insight into the hidden mysteries of the Ethereal Plane while remaining fully aware of your surroundings on the Material Plane. You cannot not traverse between the plane more than once per turn during combat.

 Elemental Plane of Air Attunement:
  • Gust of Wind: At 2nd level, you can expend a 1st lvl spell slot to summon a strong gust of wind as a bonus action. Choose a point you can see within 60 feet of you. Each creature in a 15-foot cone originating from that point must make a Strength saving throw against your spell save DC. On a failed save, a creature is pushed 15 feet away from that point. If a creature would be pushed into a solid object, it stops moving before impact and takes 1d4 bludgeoning damage for every 5 feet it was pushed.
  • Haste: At 3rd level you may once between the short rests cast haste without expending a spell slot.
  • Wind control: At 5th level, As a reaction when you are targeted by a ranged weapon attack or a spell that requires a ranged attack roll, you can create a protective shield of wind around yourself. You gain a +2 bonus to AC against the triggering attack, potentially causing it to miss you. You also gain the ability to manipulate and enhance the power of your Gust of Wind ability. When you cast Gust of Wind, you can now choose to amplify its effects by using a 2nd level spell slot, causing it to push creatures back an additional 15 feet and knock them prone if they fail their Strength saving throw. Additionally, you can choose to change the shape of Gust of Wind to avoid you specifik characters or into a stronger line that originates from you in a straight line up to 60 feet all targets in this line must make a Strength saving throw against your spell DC +5.
  • Aerial Maneuver: At 12th level, gain the ability to fly at will for the duration of the ritual, unaffected by difficult terrain or obstacles. While flying using Aerial Maneuver, you can perform aerial acrobatics to enhance your attacks. Once on each of your turns when you make a weapon attack while flying, you can add your Dexterity modifier to the damage roll. While flying using Aerial Maneuver, you gain advantage on Dexterity saving throws to avoid area effects such as spells or traps that target you.

Astral Plane Attunement:
  • Astral Projection: At 2nd level, project your consciousness into the Astral Plane, allowing you to travel through the Astral Plane and explore other planes of existence for as many hours as your Druid level.
  • Astral Infusion: At 5rd level, you can expend a 2nd spell slot to imbue a weapon with astral energy, allowing them to count as magical weapons for a hour they gain a 2d8 force damage. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
  • Astral Shield: At 5th level, expend a 2nd level spell slot to create a protective barrier around a target of astral energy, granting the target resistance to fire, cold, lightning and force damage for a hour. If a 4th level spell slot is expended if the target is reduced to 0 hit points by a spell while the shield is active, the shield immediately absorbs the incoming damage, preventing the target from falling unconscious and leaving them at 1 hit point instead. The shield then dissipates if this happens the target gains a permanent magical scar at the spot of the lethal wound and the target cannot be targeted by the shield again before it has taken a long rest again. 
  • Plane walking: At 10th lvl you gain the ability to plane walk with up to 5 willing creatures. You can only plane walk from specific locations known as planar nexuses or rifts. These are areas where the barriers between planes are weak, allowing for easier traversal. Planar nexuses could be ancient ruins, natural landmarks, or sites of magical significance. When a creature is Plane walking they must preform a Wisdom saving throw DC 15, if they succeed they can move freely in the realm between if they fail the DM roll a d100. 
    • 1-30 Temporal Displacement: The creature experiences a brief time dilation, causing them to arrive 1d6 hours before or after their intended destination time.
    • 31-50 Planar Residue: The creature is covered in energies from the plane they visited, causing them to emit a magical auras detectable by creatures with magical senses for 1d3 days.
    • 51-70 Planar Fatigue: The strain of plane walking leaves the creature feeling drained, reducing their maximum hit points by 4d6 until they finish a long rest.
    • 71-80 Planar Instability: The creature's physical form becomes partially ethereal, causing them to have disadvantage on attack rolls and saving throws for 1d12 hours.
    • 81-90 Dimensional Disruption: The creature's connection to the Material Plane becomes unstable, causing them to be unable to cast spells or use magical abilities for 2d12 hours.
    • 91-99 Planar Banishment: The creature is forcibly ejected from the plane they attempted to visit, suffering 6d8 force damage and being banished to a random "safe" location on the Material Plane. As the rift closes behind them they are able se their surrounding and say one sentence to help their teammates find them again.
    • 100 Catastrophe: The creature's plane walking attempt goes horribly wrong, causing a catastrophic event to occur. This event could range from a localized explosion of planar energy to the unleashing of a powerful entity or force from another plane. The consequences of this event are left to the DM's discretion but should be suitably dramatic.

Water Plane Attunement:
  • Aquatic Adaptation: At 2nd level you gain the ability to breathe underwater and swim through water at the pace of your walking speed, allowing you to explore underwater realms without hindrance. Your swim speed is halved if you have heavy armor or if you have a high carry weight.
    Mermaid´s Kiss: At 3nd level, you learn the ancient ritual of the Mermaid's Kiss. By expending a 1nd level spell slot you share a magical kiss with a willing creature, you can grant them the benefits of your Aquatic Adaptation ability for the duration of your attunement. If you want to share the kiss with more than one willing creatures you need to cast this spell again but each kiss needs the use of stronger magic, one higher spell slott for each time the spell is recast.
  • Call of the Depths: At 5th level, you gain the ability to call forth the creatures of the depths, summoning a dangerous zone of aquatic predators to harry your enemies. By expending a 3rd level spell slot, you can conjure this hazardous area in an area you can see within range. The hazardous area moves up to 10 feet each turn towards the enemy you have in your thoughts. 
    • You create a 15-foot-radius sphere filled with swarming aquatic creatures, in the designated area. This zone persists for up to 1 minute, or until you lose concentration.
      Creatures that enter the area or start their turn there must make a Dexterity saving throw against your spell save DC. On a failed save, they take 4d6 piercing damage as they are attacked by the aquatic predators. Each spell slot higher that is used the damage is increased by 1d6. On a successful save, they take half damage. The terrain becomes difficult to maneuver.
    • Beast of the Depth on land: If this ability is used on land the beasts are a mixture of land dwelling aquatic monsters. Creature that makes their first move inside the radius must make a strength saving throw against 10 or the target becomes prone by all the small beasts.
    • Bolstered Strength in Water: If this ability is used while underwater or in a water-filled environment, the beasts are a mixture of aquatic monsters, the damage of the spell increases by 1d6 piercing damage. Additionally, creature that makes their first move inside the radius must make a Dexterity saving throw against your spell DC or take one of the following effekts, roll 1d3 to decide.
      1. Bite of a crocodile: The target becomes restrained and take 2d4 bludgeoning. 
      2. Jellyfish poison: The target becomes poisoned and takes 3d3 poison damage.
      3. Swarm of leeches: The target takes one exhaust point and takes 1d6 bleeding damage.
  • Hydrokinesis: At 7th level, manipulate water to control the battlefield, creating waves, whirlpools, or barriers of water to hinder enemies or protect allies. Once per long rest you can cast Control Water without expending a spell slot.

 Shadow Plane Attunement:
  • Shadow Step: At 2nd level, gain the ability to teleport through shadows, as a bonus action, up to a maximal of 60 feet. The shadows need to have a connection between them and you need to touch the shadow you want to move trough.
  • Umbral Sight: At 4th level, yours connection to the shadows grants you enhanced vision. Your eyes become attuned to the shadows, granting you darkvision with unparalleled clarity that pierces through even the deepest and even some magical darkness, but you are sensitive to bright light, you have disadvantages in abilities that require sight in bright light. Umbral Sight prolongs for the duration of the attunement.
  • Dance of Shadow blades: At 8th level, by expending a 4th-level spell slot, as an action, you summon two shadowed blades that float around you. One blade at the time can be thrown from your grasp as a bonus action and then counts as a throwing weapon the weapon will manifest in you hand again when you will it. This spectral weapon is imbued with shadowy energy, counting as a magical weapon. It grants you a +2 bonus to attack rolls and +1 to damage rolls and it inflicts additional damage upon striking celestial or living foes, dealing an extra 2d6 necrotic damage. The blades gives you advantages to your attack rolls when you are fighting inside the shadows. The blades last up to 1 minute.
  • Cloak of Shadows: At 13th level you gain the ability to use an action to surround yourself with an aura of darkness and shadow, cloaking yourself in the Shroud of Night for as long as you hold concentration. This aura grants you and any allies within 5 feet radius an otherworldly stealth, allowing you to move unseen and unheard through the lands granting you advantages in stealth checks. Additionally, the shroud provides reduction against the necrotic damage and psychic damage. and you gain the ability to backstab with melee weapons.

 Fey Plane Attunement:
  • Feywalk: At 2nd level, you gain the ability to step into the Feywild momentarily, allowing you to traverse through the vibrant and mystical landscapes of the Fey Plane. By expending a bonus action, you can teleport up to 60 feet to a location you can see that is also partially obscured by natural foliage or undergrowth. This ability is tethered to the natural world, requiring a connection to the Feywild through flora and fauna.
  • Feybound Enchantment: At 5th level, as an action you can infuse an object or weapon with the enchanting energies of the Feywild. By expending a 2nd-level spell slot, you imbue the chosen item with fey magic, causing it to count as a magical weapon for 1 hour. The weapon also gains a bonus 3d4 damage of a type associated with the fey, such as psychic or radiant. When cast using higher-level spell slots, the bonus damage increases by 1d4.
  • Fey Veil: At 8th level, you learn to manipulate the veils between the Material Plane and the Feywild, conjuring illusions to confound your foes. Once per long rest, you can cast the Seeming spell without expending a spell slot. The illusion lasts for up to 8 hours and transforms the appearance of creatures and objects to blend seamlessly with the environment. Additionally, allied creatures affected by Seeming gain temporary hit points equal to your druid level + Wisdom modifier.
  • Ethereal Glade: At 13th level, as an action you can expend a 7th level spell slott and you create a pocket of the Feywild in your current Plane, transforming the surrounding area into an ethereal glade of otherworldly beauty. The Ethereal Glade has a radius of 100-feet, the radius can be increased by 100-feet for each spell slot higher, but the Etherial Glade is always restricted and cannot expand larger than it is cast within a confined space that is blocked of by walls. The Etherial glade wont remove any features of the surrounding it will just add fey plant- and wildlife. The glade is protected by willing guardians that you have befriended in the fey wilds, they will remain on your plane as long as it they are inside the glade, the guardians may choose to not answer the calling and not appear. Allied creatures within the Ethereal Glade, have an accelerated natural healing. At the start of each of their turns, creatures within the glade regain hit points equal to your Wisdom modifier. Furthermore while inside the glade, creatures gain advantage on saving throws against spells and effects that would cause fear or charm. 

Soul Legacy

At 3rd level, you begin to uncover the remnants of old souls, former Guardians who have passed on their knowledge and power to you. Through these connections, you gain access to a variety of abilities reminiscent of those who came before you.

Plane Navigator

Planar Insight: During plane ritual, you can attune yourself to a specific plane of existence. While attuned to a plane, you gain advantage on Intelligence checks related to recalling information about that plane and advantage navigating its terrain.

Dimensional Awareness: Once per long rest against a DC check that is based on the complexity of the environment and the rarity of planar disturbances in the area. On a success you gain an intuitive sense for the presence of planar portals and rifts within a 1-mile radius.

Planar Mapping: You gain proficiency with navigator's tools if you don't already have it. Additionally if you hav pen and paper, you can preform a DC 10 survival check to then spend 10 minutes creating a detailed map of the area you have traversed the last 12 hours. Furthermore, you can preform a DC 15 survival check to then spend 10 minutes creating a detailed map of the area you have traversed the last 24 hours. 

Interplanar Savvy: You gain advantage on saving throws against negative effects that would harm you when traversing between planes or forcibly transport you to another plane. Additionally, you gain resistance to psychic damage while traversing planar boundaries.

 

Harmony's Embrace

Harnessing the harmonious energies of the planes, you can create a protective aura known as Harmony's Embrace. As a guardian of balance, you invoke this power to shield yourself and your allies from harm. When activated, Once per long rest, as a bonus action or reaction, you can invoke Harmony's Embrace, an aura that envelops you and those nearby, granting resistance to various forms of magical damage and bolstering their defenses.

While Harmony's Embrace provides unparalleled protection, maintaining its power requires your unwavering focus. You must concentrate on sustaining the aura, limiting your ability to cast spells or utilize other abilities that demand your attention.

Embrace this power judiciously, for it offers a fleeting sanctuary amidst the chaos of battle, ensuring the equilibrium of the multiverse remains undisturbed.

Usage: Once per long rest, as a reaction or a bonus action, you can invoke Harmony's Embrace, creating a protective aura with a 10-foot radius centered on yourself. The aura lasts for 1 minute and provides the following benefits: As a guardian attuned to the balance of the multiverse, you gain the ability to briefly channel the harmonious energies of the planes to protect yourself and your allies.

  • You and friendly creatures within the aura gain resistance to physical damage as well from spells and magical effects that deal damage associated to your planar attunement. 
  • You can use your reaction to grant advantage on a saving throw to a friendly creature within the aura, allowing them to roll the saving throw with advantage.
  • You can expend a bonus action on subsequent turn to expand the aura radius by 5-feet for until your next round.
  • You can expend your last action on subsequent turns to maintain concentration on the aura, extending its duration for an additional round.

Limitation: While Harmony's Embrace is active, you cannot cast spells or use other abilities that require concentration, as you must focus on maintaining the protective aura.

Ending the Aura: The aura ends early if you are incapacitated or lose concentration (as if concentrating on a spell). Additionally, the aura ends if you, after activating the aura, use your last action on your round for any purpose other than maintaining concentration on the aura.



Avatar of Equilibrium

As you ascend to towards the pinnacle of your guardian abilities, you become an Avatar of Equilibrium, embodying the balance and harmony of the multiverse. At this stage, your connection to the ancient souls of former guardians reaches its zenith, granting you unparalleled power and insight.

In your Avatar state, you are a beacon of balance, wielding the combined strengths of those who came before you. Your presence resonates with the harmonious energies of the planes, and you are able to call upon their powers with greater ease and mastery.

With your newfound abilities, you stand as a stalwart defender of the cosmos, ensuring that the delicate balance between the planes remains undisturbed. Your journey as a guardian has led you to this moment, where you stand as a living embodiment of equilibrium, ready to face any challenge that threatens the order of the multiverse.

Empowered Attunement: Your ability to channel the powers of the ancient guardians through Soul Legacy becomes more potent. When you use Soul Legacy to gain the abilities of a former guardian, you have now enhanced the aspect of that guardian's abilities:

  • Soul control: Increase the duration for how long you can maintain Soul Legacy to 2 hours.
  • Aspect of the souls: Gain the ability to use an action to manifest attributes of your Soul Legacy souls, you may only manifest one souls attribute at the time.
  • Enhanced state: Increase the effectiveness of abilities gained through Soul Legacy. You may choose one of the following when you enter Soul Legacy:
    • Combat Enhancement: Increase the damage of attacks granted by Soul Legacy by an additional 2d6 damage of the corresponding type.
    • Defensive Enhancement: Gain an additional +2 bonus to AC while using Soul Legacy. 
    • Utility Enhancement: You gain gain 4d8 dices that can be used for Skill checks, Healing done, Saving Throws or Buffing a weapon damage. Each die can only be used one time.

Insight of the Former Guardians: You may use the Power of the Avatar once per usage of Soul Legacy without risk.

Comments

Posts Quoted:
Reply
Clear All Quotes