Druid
Base Class: Druid

Light and Dark. The two sides of the coin, the antithesis of nature. Good and Evil, Black and White. Two sides that seek to win. to envelop the other fully. Light penetrates the dark, and darkness crushes light. The Sun rises to start the new day, and the moon comes to end it. There is balance in this natural cycle. You are here to keep this balance. Keep the forces of darkness and of light in check. No side must have precedent over the other. To become truly Grey, you must give up the ideas of what's good and what is evil. You must instead consider, what is Balance.

Weapon of the Balance Keeper

Starting at 2nd level, the force blesses you with the ability to create a powerful weapon of radiating energy. This weapon can be of any type, you gain proficiency with this weapon, and it acts as your spell focus. Furthermore, you use your wisdom modifier for attack rolls and damage modifiers. This weapon change can be applied to existing weapons as well. This modified weapon gains the following properties:

  • Scores a critical hit on a 19 or 20.
  • Targets hit by this weapon cannot heal until the start of your next turn.
  • As a reaction you can block a standard ranged attack, negating damage. 
  • You gain the ability to attack twice, instead of once when you take the attack action at level 5.

Way of the Wise

Your knowledge of the force has made you very wise indeed. You have advantage on wisdom checks and intelligence checks.

 

 

Circle Spell

Your circle grants you a powerful spell: Mind Trick

 

Psionics

At 6th level, you can talk to any creature you know well, or can see telepathically, as well as allow them to communicate back to you.

You also gain the ability to cast telekinesis at will, up to a maximum weight of 500 pounds. At level 9 the weight you can lift increases to 1000 pounds, and at level 15 it increases to 1500 pounds.   

Crossroads

At 10th level you gain a powerful ability from both the light and the dark:

Force Healing: As an action you can pull your very life essence to heal allies. Roll xd12 (x being a number of your choosing). You take that amount of damage and can disperse the number rolled to allies within 60ft of you. This ability can siphon healing from your wild shape forms as well.

Force Lightning: You violently shock any creatures in front of you in a 60ft cone. Targets caught in the blast must make a dexterity saving throw. On a failure, they 8d8 lightning damage and are polarized. On a success they take half as much damage and are not polarized. Polarized creatures are locked in place floating helplessly in the air, as if weightless. They cannot move, unless they are able to generate momentum. They can make an intelligence saving throw to end this effect at the start of each of their turns. You can use this feature a number of times a day equal to half your proficiency bonus rounded down.

Force Teleportation

At 14th level, you learn to warp the fabrics of existence. You can teleport a number of people that you can see equal to (1 + your wisdom modifier). You can teleport ally or enemy to any location you have been to personally. Enemies must make a charisma saving throw or remain at this location for 1 minute, until being ripped back at the end of the duration (You can end this effect on them at any time). Your allies can stay at the designated location if they choose. The number of targets you can teleport equals (1 + double your wisdom modifier) at 16th level and (1 + triple your wisdom modifier) at 18th level. You can use this feature a number of times equal to half of your proficiency bonus rounded down.

Previous Versions

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3/18/2024 6:34:29 PM
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