Base Class: Druid
You belong to something unknowable, a group not meant for mortal minds, and something that not often associates with mortal kind. Your time and contact with such forces has attuned you to them, and changed you to be more like them, to belong with them more so than you do with the lesser beings you were born to. You follow the divine order of things, and enforce their will and intent, wherever it shall lead the world. You choose which god you follow, and as such what your features manifest as in appearance and sound.
Seraphic Song
Starting at level 2, as a bonus action, expend a use of wild shape, and begin to sing in true celestial as you manifest your Celestial self. All creatures within 120 ft which can hear you must make a Charisma save against your spell save dc or be frightened. While frightened they take (Your proficiency bonus)d6 psychic damage at the start of their turns, and have their speed set to 0. Celestials have advantage on this save. At the end of each of their turns, they repeat the save, becoming immune to your song for 24 hours, as their mind censors your Celestial self. In place of your song, they may hear mindless gibberish, and in the place of your face, they may see a black box of nothing. You can force a number of creatures up to your wisdom modifier to automatically succeed on the saving throw when you start singing. Your song lasts for 10 minutes, or until you end it as a bonus action.
Additionally, once per turn, while manifesting your Self, you can add 1d8 to any instance of damage or healing you cause through your spells and racial or class abilities once per turn.
Finally, all your spells, class abilities, and racial abilities ignore immunity to the frightened condition, and your Seraphic Song ignores immunity and resistance to psychic damage.
Holy Magic
Starting at level 3, you gain access to the cleric spell list. Cleric spells count as druid spells for you, and you can prepare them along with your ordinary druid spells.
Be Not Afraid
Starting at level 6, when a creature fails a save against your Seraphic Song, they must roll on the short-term madness table. The short-term madness lasts until they are no longer frightened, or until the condition is cleansed through other appropriate means, such as lesser restoration, or calm emotions.
| d100 | Effect |
|---|---|
| 01–20 | The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. |
| 21–30 | The creature becomes incapacitated and spends the duration screaming, laughing, or weeping. |
| 31–40 | The creature becomes frightened and must use his or her action and movement each round to flee from the source of the fear. |
| 41–50 | The creature begins babbling and is incapable of normal speech or spellcasting. |
| 51–60 | The creature must use his or her action each round to attack the nearest creature. |
| 61–70 | The creature experiences vivid hallucinations and has disadvantage on ability checks. |
| 71–75 | The creature does whatever anyone tells him or her to do that isn’t obviously self-destructive. |
| 76–80 | The creature experiences an overpowering urge to eat something strange such as dirt, slime, or offal. |
| 81–90 | The creature is stunned. |
| 91–100 | The creature falls unconscious. |
Deific Song
Starting at level 10, your Seraphic Song increases in strength once more. The 1d8 granted by your Seraphic Song is increased to 2d8, and as an action, you can force a creature that is immune to your song to repeat it's saving throw, losing immunity and becoming frightened on a failure.
Empyrean Senses
Starting at level 14, you are immune to the Blinded and Deafened conditions, gain truesight out to 10 feet, and cannot be silenced. A deafened creature can hear you as if they were not deafened. In a zone of silence, you can speak and be heard as if there is none. If you are gagged or muffled, you can speak as if you were not. No means can silence you short of death or unconsciousness.
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