Druid
Base Class: Druid

Druids often-times look towards the earthen landscape and natural forces that be to obtain their circles. What is even wrong with you... You chose to join a coven focused around circles, orbs and other round focal pieces. The Circle of Circles allows druids to draw upon the geometrically pure power of circles, quite shocking, I know. The druids who choose this circle often times are very unwell in the head; They spend their time trying to deduce the true beauty of what makes a circle a circle.

Debates within the circle often occur as so: "Is it the curvature?" "No! It's the round shape combined with its beautiful form."  Both are wrong, circles are a mistake, no matter what they mean. People choose to dedicate their entire lives around the study over the concept of a circle. If you choose this circle, you need psychiatric help.

 

Source: Marie's Guide to Other Worlds

Mystical Technique: Roundify

Starting at 2nd level, you obtain the might and magnificent power to turn into a sphere. As a bonus action, you can expend a use of your Wild Shape to transform into a magnificent being: Orb. While orbified, you retain your normal game statistics, senses, and proficiencies unless otherwise stated:

Sphere Form. When you assume this form, you become a Medium construct. Your Armor Class becomes 13 + your Wisdom modifier, and you have a walking speed of 30 feet which is used by rolling at a somewhat consistent pace across the ground, good job. You can’t move up vertical surfaces higher than 5 feet by rolling. While in this form, you gain temporary hit points equal to your hit point maximum, which are lost when you leave the form. You can remain in this form for a number of hours equal to half your druid level, rounded down.

While in sphere form, you can’t cast spells. Instead, you gain the following action.

Roll. As an action, you can move in a straight line up to your movement speed without provoking opportunity attacks. You can move through the spaces of other creatures but can’t end your movement in their space. Each creature whose space you move through must make a Dexterity saving throw against your spell save DC. On a failure, the affected creature takes 2d10 bludgeoning damage and falls prone. On a success, they take half damage and don't fall prone.

Your spherical prowess reaches wonderous bounds at higher levels. 6th level, your roll attack deals 3d10 damage. At 10th level, it deals 4d10 damage and allows you to roll and additional 10 feet. At 14th level it deals 5d10 damage.

You can revert to your normal form as a bonus action, and you automatically revert if you fall unconscious, drop to 0 hit points, or die.

Circle Spells

Your mystical connection to circles infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to orbs.

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.

Druid Level Spells

3rd

flaming sphere, spider climb

5th

fireball, magic circle

7th

confusion, resilient sphere

9th

mislead, teleportation circle 

 

Mystical Technique: Smaller Roundify

Starting at 6th level, you obtain an additional circle technique, you turn into an orb, but smaller. As a bonus action, you can expend a use of your Wild Shape to transform into a magnificent being: Orb, but small. While orbified, you retain your normal game statistics, senses, and proficiencies unless otherwise stated:

Orb. You become a Tiny construct with an Armor Class of 13 + your Wisdom modifier and a walking speed of 5 feet, moving by rolling. You can’t traverse vertical surfaces higher than 2 feet by rolling. You gain temporary hit points equal to one-third of your hit point maximum and can remain in this form for a number of hours equal to twice your druid level, rounded down. While in this form, you can cast spells, but gain no benefits from magic items and you are only limited to casting cantrips. If another creature holds you, it can use you as a spellcasting focus, gaining a +1 bonus to spell attack rolls and spell save DCs, increasing to +2 at 10th level.

You can revert to your normal form as a bonus action, and you automatically revert if you fall unconscious, drop to 0 hit points, or die.

Mystical Power: Sphere Enhancement

When you reach 10th level, you obtain the ability to enhance your orbicular form with a variety of different materials. Whenever you enter your orb or sphere form, you can choose one of the following materials to imbue into your structure to further enhance your spherical prowess:

Gunpowder. While in this form, you lose all damage resistances and immunities to fire damage and gain vulnerability to fire damage. When you would take fire damage, you can use your reaction to immediately end your current form and release the stored energy. Instead of taking the damage yourself, the fire damage is divided evenly among all creatures within 10 feet of you. Each creature must make a Dexterity saving throw against your spell save DC, taking the divided damage on a failed save or half as much damage on a successful one.

If the fire damage originates from a spell or magical effect with an area of effect, the size of that area is doubled.

Steel. While in this form, your size increases by one category, such as from Medium to Large. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage, but your movement speed is reduced by 10 feet. In addition, if you are thrown at a creature, that throw deals an extra 1d10 bludgeoning damage. 

Radium. Creatures of your choice that start their turn within 10 feet of you must make a Constitution saving throw against your spell save DC, taking 1d10 radiant damage on a failed save or half as much damage on a successful one. Additionally, you also emit dim light in 10 foot radius.

Singularity. Creatures of your choice that start their turn within 10 feet of you must make a Strength saving throw against your spell save DC. On a failure, that creature is dragged 10 feet towards you and their speed is halved until the end of their turn.

Cheese. While in this form, normal, mundane rodents regard you as friendly and won’t attack you unless you harm them. This effect has no influence on magical beasts, monstrosities, or creatures that merely resemble rodents.

Sphere of Influence

When you reach 14th level, you have the ability to mentally influence those around you by bombarding their psyche with neurotic visions of spheres, circles, and other orb-like objects.  As a bonus action, you can unleash the unyielding power of circles. For 1 minute, creatures of your choice within 30 feet of you have disadvantage on Wisdom and Intelligence saving throws. This effect ends early if you are incapacitated. 

Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a use of your Wild Shape to use it again.

"Circle Of Circles" (2014) Image

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