Base Class: Druid
These druids have made agreements with two gods for blessings to protect the denizens of the forest. On a general note any god or goddess of the Moon and Sun or fire will do. Embracing both a balance of Good and evil the druids of the eclipse believe they have found true balance in nature between good and evil. Harnessing the powers of Winter and Death magic to deal with the aggressors to nature and the power of Radiance and Life to give back to the victims of those that would attack nature. The Circle of the Eclipse druids start small circles than encourage their circle to spread out and teach more. Before a Druid of the Eclipse can start their own grove they must destroy an unbalance in the world be it good or evil. Because of this task it is a low percent that succeed in creating a new circle.
Eclipse
At 2nd level, you have embraced the phases of eclipse from Solar to Lunar. Twice a day you can align your self with the power of the moon and sun. You choose which affinity you would like to start in, every round you are aligned with the eclipse you gain one Phase ( or marker) in what ever affinity you choose to start in, up to 3 phases. On the 3rd round your body can releases the built up resonance, or use all 3 Phases to power your spells. On the 4th round you must do a Full release. Once you use a phase you switch to the opposing affinity, this back and forth continues until you have shifted 4 times essentially putting you into Lunar Affinity twice and Solar Affinity twice. If you wait till the 4th round the Full release is a free action and you immediately gain a phase of the opposing affinity the same round.
- Solar Affinity: While in the solar affinity you may add your wisdom modifier to all healing spells. If you use a phase of your affinity you may add 1d6 per a phase gained to your healing spells or as a flat heal to any creature with in 90 feet that you can see.
- Full release ( after the 3rd round) - Heal in a 20 foot radius around yourself for 3d8 + wisdom modifier - this does not benefit from the affinity bonus to healing
- Lunar Affinity: While in the Lunar affinity you may add your wisdom modifier to all damage spells. If you use a phase of your affinity you may add 1d6 cold damage to your damage spells.
- Full release ( after the 3rd round) - All enemies with in 20 foot of you must make a Constitution Saving throw DC 14, on failure all creatures are frozen and can not act till the end of their next turn. On a successful save deal 3d8 cold damage. This is not affected by Lunar affinity bonus damage.
When using phases they are free actions that are only used when casting spells.
When using Full Release requires an action, that is not on the 4th round
Once you have entered into a phase you stay in it for 12 rounds. At level 16 you gain an additional use of the phases
Expanded Spell List
The Expanded spells for Eclipse Druids
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Druid Level |
Spells |
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3rd |
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5th |
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7th |
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9th |
Clarity of the Cycles
Starting at 3rd Level, the druid now gains the ability to utilize the power of the night and day.
You may now use the hide action while in shadows
Alternatively you may cast the light spell
You may use these effects equal to your Wis Modifier per a day
Solar Radiance
At 6th level, the radiance of the Sun is more than warmth and light, regardless of where you are at and weather the Sun is showing you can call down a 15 foot cylinder of Daylight, this daylight produces true daylight for any creature that is weak against daylight. Any ally in the field of light for two rounds have 1d6 Regeneration per a round, This can benefit from Eclipses Affinity bonus. This ability has a Recharge of 5 or 6
Lunar Rime
Starting at 10th level, you have embraced the nights ability to produce frost. Pick a spot with in 60 feet that you can see you create a 20 foot sphere of ice and cold. All creatures caught with in the rime must make a DC 15 Dexterity save, on failure all creatures with in the sphere of rime they take 6d6 of cold damage and while in the rime their movement is halved. On successful save creatures take half damage and speed is not halved.
The rime sphere stays around for rounds equal to your wisdom modifier.
Once you have used Lunar Rime you must complete a short or long rest before using it again.
Lunar Grove
At 14th level, the magic of both Good and Evil converge in one major effect. Two things happen when this ability happens, One effect is a cold effect and another is a healing. The Lunar grove creates a 30 foot Cylinder, any of your allies in the circle are blessed with a burst of healing equal to 5D8.
All creatures that are hostile to you they must make a Constitution Saving throw, on a failed save they take 6D8 Cold damage. On a Successful save take half damage.
The Eclipse ability does the Healing and damage of this ability. When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Clairvoyance.
Once you use this feature, you can’t use it again until you finish a long rest.
Previous Versions
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9/4/2019 2:17:44 AM
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1006
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49
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1.5
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Coming Soon
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9/4/2019 2:18:17 AM
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1075
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3
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Coming Soon
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