Base Class: Druid
Druids of the Circle of the Voidroot have gazed into the cosmic abyss and returned with a fragment of its power. Rather than shunning the unnatural, these druids harness eldritch energies to defend the world from aberrations and alien threats. Through strange rituals, they conjure otherworldly obelisks that warp the land and bend reality, standing as living bulwarks against the intrusion of the unknowable.
Level 3: Circle Spells
When you reach a Druid level specified in the Circle of the Voidroot Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Prepared Spells |
|---|---|
| 3 | Arms of Hadar, Detect Thoughts |
| 5 | Counterspell, Hunger of Hadar |
| 7 | Banishment, Summon Aberration |
| 9 | Contact Other Plane, Wall of Force |
Level 3: Eldritch Obelisk
As a bonus action, you can expend a use of your Wild Shape to conjure an Eldritch Obelisk—a towering structure of alien stone veined with starlight. The obelisk appears in an unoccupied space you can see within 60 feet of you, occupies a 5-foot radius, and lasts for 1 minute or until you use this feature again. You can have only one obelisk at a time.
- The obelisk is 8 feet tall, has AC 16, and hit points equal to half your hit point maximum plus your druid level. It is immune to all damage except force damage and cannot be moved.
- The obelisk emits dim indigo light in a 20-foot radius.
- The area within 20 feet of the obelisk is difficult terrain for your enemies. You and your allies treat this area as normal terrain and have half cover while within it.
Alien Warding.
When a hostile creature starts its turn within the obelisk’s light, it must succeed on a Wisdom saving throw against your spell save DC or take 1d10 psychic damage and have disadvantage on either its next attack roll or saving throw (your choice) before the end of its turn.
Graviton Surge.
As a bonus action while the obelisk persists, you can cause it to unleash a pulse, choosing one of the following effects:
- Protective Pulse: Allies within the obelisk’s light gain temporary hit points equal to your druid level.
- Sundering Pulse: One creature within the obelisk’s light must make a Constitution saving throw against your spell save DC, taking 1d10 force damage on a failed save, or half as much on a success. Its speed is halved until the start of your next turn.
At 10th level, the psychic damage increases to 2d10, and the force damage increases to 2d10.
Level 6: Cosmic Siphon
You can draw strength from the unraveling of reality. When a creature within 60 feet of your obelisk fails a saving throw against a druid spell you cast, or takes damage from your obelisk’s aura or Sundering Pulse, you regain hit points equal to your Wisdom modifier (minimum of 1). You can benefit from this feature proficiency bonus times per short rest.
Level 10: Eyes in the Earth
Your connection to eldritch terrain deepens. While you are within the obelisk’s light:
- The obelisk’s light radius increases to 30 feet.
- You are heavily obscured from creatures more than 10 feet away from you.
- You can cast misty step a number of times equal to your Wisdom modifier per long rest while within the obelisk’s light.
- Aberrations, fiends, fey, celestials, elementals, oozes, and monstrosities have disadvantage on attack rolls against you and your allies within the light.
Level 14: Anchor of the Void
You have become a living bulwark against the unnatural. When you conjure your obelisk, choose one of the following effects to last for its duration:
- Reality Lock: Creatures of your choice within the obelisk’s light cannot teleport, leave the area, or travel to other planes unless they succeed on a Wisdom saving throw against your spell save DC at the start of their turn. On a failed save, they are stunned until the start of their next turn.
- Unraveling Form: Aberrations, fiends, fey, celestials, elementals, and monstrosities within the light have disadvantage on Constitution saving throws, cannot take reactions, and cannot regain hit points.
- Nature Reclaims: When an enemy is reduced to 0 hit points by you or an ally within the obelisk’s light, alien flora erupts from its remains. You or an ally within the light regains 3d6 hit points.
Additionally, your obelisk now lasts for 10 minutes.
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