Druid
Base Class: Druid

This circle is all about planar respect and meditation.

Astral Meditation

When you choose this circle at 2nd level, you begin to practice the meditations that inevitably lead to the grueling feat of planar travel. As a result you do not experience the adverse effects of planar travel, and can spend a short rest recovering from any one condition (except for ones that prevent you from moving), including exhaustion.

Ethereal Chant

At 2nd level, you can resist the draw of the ethereal, and can just barely see beyond the veil using the chants you have been taught. You have advantage against saving throws against creatures that have the etherealness trait, and can see into the ethereal at a range of 5 feet.

Circle Spells

Your connection the planes draws you towards the knowledge of certain spells.

Once you gain access to a circle spell, 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.

Planar Spells
Druid Level Spells

3rd

augury, rope trick

5th

blink, magic circle

7th

banishment, dimension door

9th

contact other plane, planar binding 



Prayers of the Elemental Chaos

Upon reaching 6th level, you have begun to attune to the elements, reaching deeply to find an element that rings true to you.

You gain resistance to extreme climates and any adverse effects they might bring to you.

You also may choose an element that will give you an extra die of damage corresponding with that element.

Air

You feel the booming and thrashing of the air blow through your soul.

Earth

You feel the durability and strength of earth crystallize within your soul.

Fire

You feel the passion and ferocity of fire brim within your soul.

Water

You feel the crash and pull of water swell within your soul.

Hymns of the Outer Planes

At 10th level, you gain the ability to reach out and embody the creatures of the outer planes. Using a charge of your wild shape, you may also change into an Aberration, Celestial, Elemental, Fey or Fiend of an equal CR to a third of your character level, rounding down. 

This feature functions exactly as wild shape, except the removing of the restriction of creature type and level of said creature.

Psalms of the Portals

Upon reaching 14th level, you have mastered planar travel, and can travel through the many doors of Sigil with ease. You ignore any material components for teleportation spells (Transport Via Plants, Plane Shift, etc.), and have access to the gate  spell at level 17. You also can control transportation through the Planes with ease, and do not suffer adverse effects of being in another plane besides the material.

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