Druid
Base Class: Druid

Many druids of this circle keep records of the constellations and the stars’ effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples— any construction durable enough to protect the circle’s sacred knowledge even against a great cataclysm. 

Followers of Theron live to protect and coexist with all living creatures. All wild things live under the power of the stars and can harness starlight to brighten the darkest places. Outside New Neterlie, there are clans of druids who respect these ideals despite the expansion of the city and the destruction of its natural spaces. The city lights have grown to block the view of their ancestors' sky. Yet, the power of the cosmos is still with them as they combat all that pushes them away from their homeland.

Abilities by Level:
Level 2: Celestial Navigation, Astral Connection
Level 3: Circle of Stars Spells, Starry Form
Level 4: (New Starry Form)
Level 5: (New spells)
Level 6: Reading the Stars
Level 7: (New spells)
Level 8: (New Starry Form)
Level 9: (New spells)
Level 10: Twinkling Constellations, (expand Astral Connection)
Level 12: (New Starry Form)
Level 14: Made of Stars
Level 16: (New Starry Form)
Level 19: (New Starry Form)

Level 2: Celestial Navigation

Guided by the Stars

Starting at 2nd level, you can now forever see the stars in the sky and use them to navigate. Stare up to the stars with a destination in mind, and they will reflect a vision of your path (as far as 1 mile from your current position) and all obstacles that will be in your way. This process lasts 1 minute and requires concentration. This ability can be used as many times as equal to half your druid level (rounded down). Uses are replenished after a long rest. 

At 6th level, you will be able to communicate and navigate through the stars more easily than before. You now have the ability to locate a creature/object with this feature as well. The target must be specific and contact with a physical piece of the creature/object is required to use this feature. An example would be a strand of hair or a piece of clothing to find a kidnapped villager, or a piece of chiseled rock from the wall of a lost ruin you wish to explore. Your DM will tell you what would be a valid piece of material. Using Celestial Navigation this way requires you to be concentrating and still for 30 minutes. The vision you see would be the same as finding a destination.

Star Shard Map

You’ve created a star chart as part of your heavenly studies. It is a tiny prism of light blue glass that contains carvings of the constellations. This object can serve as a spellcasting focus for your druid spells. While holding this map, you have these benefits:

  • You know the guidance cantrip.
  • You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn’t count against the number of spells you can have prepared.
  • You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.

Level 2: Astral Connection

Starting at 2nd level you are able to make a spiritual connection with any creature you can see and make eye contact with. You are able to communicate with a single creature at a time at a range of 120 ft. Knowledge of languages is still needed to properly communicate with the creature. If you exceed the range or connect with another creature, the current connection is broken. If the creature you are connected to goes unconscious, dies, or moves to another plane the connection breaks.

At your 10th level, you will be able to create a stronger connection between you and multiple creatures. A shared language will no longer be required to successfully communicate with other creatures. When communicating with something that speaks a language you do not know, both you and that creature hear each other's words in any language. You are now able to create a network of connections between as many creatures as half your druid level (rounded down). If you are connected to multiple creatures, they can communicate the same way with each other as well. You are still the center of the required radius and still must create a connection through eye contact.

Level 3: Circle of Stars Spells

Your spiritual connection to the astral plane grants you access to the guidance cantrip. At 3rd, 5th, 7th and 9th level you gain access to the spells listed for that level in the Circle of Stars 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.

Druid Level

Spells

3rd

Augury, Detect Thoughts

5th

Dispel Magic, Spirit Guardians

7th

Arcane Eye, Divination

9th

Scrying, Modify Memory

Level 3: Starry Form

As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

At 3rd level, choose 3 forms, choose 1 additional form at levels 4, 8, 12, 16, & 19.

Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:

 

Bear

A constellation in the image of a bear appears over you. Creatures you choose within 10ft are immune to being frightened and gain temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the starry form ends, the target loses any remaining temporary hit points from this spell.

Crane

A crane constellation appears on you. A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Drum

A constellation of a drum appears on you. When you activate this form, you weave a distracting string of words and sounds, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you.

Hunter

A constellation of a hunter with a bow and arrow appears over you.  When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.

Onyare Serpent

A dragon-like horned serpent constellation appears on you. You are imbued with the power to spew magical energy from your mouth. Choose acid, cold, fire, lightning, or poison. Until the form ends, you can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 1d8 damage of the chosen type on a failed save, or half as much damage on a successful one. You can change the damage types between breaths.

Platinum Dragon

Creatures you choose within 10ft are protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against them. They also can't be charmed, frightened, or possessed by them. If they are already under one of these effects, they have advantage on any new saving throw against the relevant effect.

Sapling

A constellation of a tree sapling appears on you. It turns into a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you. For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Spirit of the Corn

A constellation of an ear of corn appears over you. Your face is dusky, and your eyes glow softly like stars on dark streams (like Onatah, Spirit of the Corn). When you make a check to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.

Star Dancers

A vision of seven women made of stars dance around you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.

The Sweat Lodge

A constellation in the shape of a sweat lodge appears over you. You impart a vision of the present to yourself or one willing creature you can see within 30 ft. When the chosen creature makes an attack roll, an ability check, or a saving throw, it can roll an additional d20 and choose which roll to use. When an attack roll is made against the chosen creature, it can roll an additional d20 and choose which roll the attacker will use. If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.

Turtle Shell

A turtle shell-shaped constellation appears on you. Whenever you cast a spell using a spell slot that removes hit points from a creature, another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.

Whirlwind

A constellation of a large, fiery, disembodied head appears flying over you. A dark aura of energy comes over the form's illumination and it is directed towards a target creature within 20 ft. Make a ranged spell attack against one target. On a hit, the target deals only half damage with weapon attacks that use Strength or Dexterity. At the end of the target's turn, it can make a Constitution saving throw to end the spell. The spell may only affect one target at a time.

Wintermaker

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 10 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 10 cold damage. Regain 1d8 temporary hit points at the start of your turn

Level 6: Reading the Stars

Starting at 6th level, you are able to view the experiences of others through the stars. Choose a creature within visual range as a target for this feature. Your target makes a wisdom saving throw against your spell DC. On a failed save, you receive vague visions of the persons recent past. This process lasts 1 minute and requires you to be concentrating. A creature who has been targeted by this ability, whether they saved or not, can not be targeted by this ability again for (2d4) days.

Once you’ve used this feature you can not use it again until you’ve finished a long rest.

Level 10: Twinkling Constellations

At the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.

Level 14: Made of Stars

While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.

Previous Versions

Name Date Modified Views Adds Version Actions
2/16/2025 10:05:14 PM
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