Base Class: Druid
Ancient Worship
The druids within The Circle Of The Ancestors are druids who instead of just worshipping nature itself, worship the ancient. They crave the very prospect of ancient being themselves. They have a deep respect for the ancient and see the present as the past being repeated. Their goal is to be written down within the lore tablets of their circle for their deeds and devotion to the ancient. The druids of The Ancestors are shunned by many other druids due to their worship of the ancient being, according to other druids - blasphemous. They don’t worship nature for being an entity of great energy and goodness, but instead the druids of The Ancestors worship nature for being ancient. This has made druids associating with the circle of The Ancestors to become a rare sight on the main lands of Faerûn, but recently a large grouping of druids of The Ancestors have appeared on the isle of Sorashana in the city, Boonheights.
Ancient Deities?
When it comes to the worship of deities, The Circle Of The Ancestors do worship the nature gods and goddess like many other druid circles, however they worship them for being ancient and not for being great powerful entities who devote themselves to nature. Druids Of The Ancestors are also prone to worship gods of time and other gods who rule domains that are associated with time. Some of these gods and goddess are fx Oghma - god of knowledge, Savras - god of divination and fate, Silvanus- god of wild nature, Amaunator - god of the sun, law, and time , Labelas Enoreth or Lord of the Continuum - governed the orderly passage of time and guarded against those who would alter the path of history.
Fame And Fortune Or Lore And Mysticism
The druids within The Circle Of The Ancestors are a quit divided bunch, some strive to know all lore, history and ancient tales of mythical creatures throughout time, and want to clear the mystic and the unknown from the entirety of the world. Others strive to become one with legend and lore and thereby achieve eternity and become on of the many accidents that are worshipped by The Circle.
Trained Lore Mind
At the 2th level, your mind becomes trained in recognizing ancient history and spells. By a meer glans at the piece of ancient history or spell, they can identify it.
You gain the spells, Detect Magic + Legend Lore and cast these spells a number of times equal to your wisdom modifier.
Knowledge Of Defence
At the 3th level, you retrieve your knowledge of the Flumph defence mechanism and study the flumph being and ancestry in hopes of gaining more knowledge!
You know how to use the ability Stink Spray, once per day. You regain your use after a long rest.
Stink Spray
You fire a green mist in a 15 foot cone in front of you, the cone’s exit point is your hand. Every creature within cone must now make a DC 15 dexterity roll. If the creature fails the role, the creature now has disadvantage on Intimidation, Persuasion and loses concentration, as well as taking 1d6 acid damage.
This ability’s damage dice increases on level 6 to 2d6, level 10 to 3d6 and on level 14 to 4d6.
Knowledge Of The Amphibious
At the 6th level, you figure out the mysterious Aboleth Amphibious capability to breathe water as well as breathe air!
You now can breath under water and your swimming speed is equal to your normal speed. You as well through your studies gain an extra toughness, causing your constitution to increase by 2.
Knowledge Of The Magical
At the 10th level, your knowledge of the beholders magical capabilities increase your ability to cast spells.
Your wisdom ability score increase by two points.
You as well learn the spells Charm Person, Sleep and Fear. You can cast these spells at will and no material components as well as verbal are required.
Knowledge Of The Legendary
At the 14th level, due to your expansive knowledge of legendary lore, you gain legendary abilities beyond your own imagination.
You gain 1 legendary action. You have 3 actions to take, when using a legendary action.
Shell Of The Tarrasque
You retrace your memory, and reenact the legend of the all-destroying Tarrasque. You hardened your muscles and power your core stability to the point of becoming indestructible. You gain resistance to all types of physical and magical damage.
Casting Of Karsus
You remember back upon the times of True Dweomer and try to cast magic in the same fashion as the magisters of old. You tighten your grip around the weave and focus your mind. The next spell you cast will succeed no matter what and if aimed at a target will hit no matter what.
Solar Celestial Speed
You pull deep into your mind and try to mimic the quickness of solar celestials. You press your feet into the ground, tighten your calves and spring forward. You gain a speed of 300 feet until the end of your turn. This can be done as a reaction however you may not move if done so outside of your turn.
A legendary creature can take a certain number of special actions—called legendary actions both inside and outside its turn. Only one legendary action option can be used at a time. Legendary actions are both reactions and bonus actions. You can’t use them while Incapacitated or otherwise unable to take actions. If surprised, you can’t use them until after its first turn in the combat.
You gain more legendary actions at higher levels. At the 18th level you gain 1 more legendary action, and at the 20th level you gain 1 more legendary action.
Once you have used a legendary actions you gain 1 point of exhaustion.
You regain a legendary action after a long rest, whilst you suffer no form of condition.
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