Base Class: Druid
As one might expect, understanding the forces of polarity is as much about understanding mathematics as it is scientific theory. Equal and opposite forces keep all things in our world held together, and those within the Circle of Polarity study it not as a tool per-se, but as a natural force to be borrowed from with genuine respect. Never forget that nature does not simply compose of trees and some such, but all naturally occurring miracles that allow for life to exist at all.
Level 3: Circle of Polarity Spells
When you reach a Druid level specified in the Circle of Polarity Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Prepared Spells |
|---|---|
| 3 | Accelerate/Decelerate, Feather Fall |
| 5 | Tiny Hut, Magnetite Shard |
| 7 | Watery Sphere, Stellar Bodies |
| 9 | Antilife Shell, Wall of Force |
Level 3: Minor Magnesis
You have a pool of neutral polarity charges equal to your proficiency bonus. Whenever you damage a creature or object, you may apply it with a negative charge, and whenever you heal (or repair, in terms of objects, such as with the mending spell), you can apply a positive charge. In either case, once a charge is applied, it lasts for an amount of hours equal to your druid level/5 (min 1), and only one can be applied at a time. When dealing damage, the base die for a polarity charge is 1d6.
Targets of these charges with the same type are Repelled, while targets with different types are Attracted. While applying your charges with minor magnesis, the effective range of this repulsion or attraction is 30ft.
Repelled: Attempting to move closer to the other target within range requires double the movement, and moving away within range requires half as much.
Attracted: Attempting to move further away to the other target within range requires double the movement, and moving towards it within range requires half as much.
Regardless of the kind of polarity, at the end of each round, creatures and objects with polarity are pulled towards the path of least resistance (double movement, if in range, and the most amount of movement, if multiple choices are present. Random if equal) an amount of feet equal to ten times the size difference between different marks, with smaller subjects moving towards larger (so marking a medium and a large object would make the medium move 10ft closer to the large. The large would then move 0ft towards the medium). If this movement makes the target of the ability strike something, such as a wall or the other marked object, they take damage equal to 2 of your rolled polarity dies.
Your pool of charges recharges after taking a short rest
Level 6: Split Shards
Whenever you break an object (reduce it to zero hit points) while trying to apply a negative charge to it, the charge is not necessarily wasted. Instead, the remains of the object are all charged with a minor attraction to a positive charge of your choice within 60ft of you that you can see. As an action, you can launch these bits at the target, dealing damage equal to your druid level times your polarity die. The damage type should be tied to the original object (Ex. Shards of glass might be piercing or slashing, where rocks would be bludgeoning, and lava might be fire). If the target is a creature, they can make a saving throw, which in a success halves the damage, based on the damage type of the object. Piercing and slashing requires a constitution save, bludgeoning, a strength save, and any other type, a dexterity saving throw (The DC is your druid spell save DC).
Once you use this ability, you cannot use it again until the next day, unless you expend a druid spell slot of third level or higher, and you cannot use it on the same object(s) twice. If you are in a wildshape form, you can also end the form early, counting as the "broken object" for the purposes of this ability. If done this way, half of the remaining temporary hit points of the form are not lost, though all other benefits of the form are.
Level 10: Gravity Wells
You learn the ability to make wells of pure polarity. Your polarity die becomes a d8, and as an action you can expend a druid spell slot of level 5 or higher to make a well of pure polarity, using either a positive charge, or a negative one. In either case, these count as marked objects of large size with that kind of polarity charge on them, with additional effects:
Positive: This has an amount of positive charges stored inside of it equal to your wisdom modifier x10. When a creature with a negative charge touches it, they may heal for a roll of your polarity die, and one charge is expended. On a given turn, a creature can use 6 charges with their item interaction, one one charge as a free action. Once it runs out of charges, the well of gravity vanishes.
Negative: This has an amount of negative charges stored inside of it equal to your wisdom modifier x10. When a creature with a positive charge touches it, you may expend a charge of it to deal force damage equal to a roll of your polarity die. You can roll a maximum of 6 die at a time on a given turn with this, or 12 if you use your reaction to focus on the connection between the well and the target. Once it runs out of charges, the well of gravity vanishes.
No matter what kind of well you make, their polarity attraction is stronger. They have double the effective range, and pull/move twice as far. In addition, moving towards or away from them is four times slower or faster, instead of two. The wells last for one hour, or until all of it's charges are used up.
Level 14: Instant Polarity
Your polarity die upgrades to a d10. In addition, you learn to apply equal and opposite force at lightning speed. Using your reaction, as well as a 7th level or higher druid spell slot, you can instantly make massive polarity between two targets you can see within 100ft of you. Choose between one of the following below, based on targets chosen:
Repel (Creature and Object): Until the end of the round, the creature and object cannot touch. if the object is a projectile, it never reaches it's target and falls harmlessly to the ground. This can also break a creature's fall, cause something heavy to fall in another way, or any other DM approved result that does not make the creature and object touch. Objects chosen this way should be, at most, 100ft on each side (if larger, such as the ground, just apply it in a 100ft square)
Slam (Creature and Creature): Both creatures slam together, moving in equal degree upon impact and taking damage equal to 10 rolls of your polarity die added onto the amount of falling damage they would take for moving the distance they did. Until the end of the round, the creatures cannot move away from one another, and have disadvantage on all dexterity and strength based rolls, if they are possible at all.
Sandwich (Two Objects): The objects move as if you had applied slam (above). However, an object or creature caught in between takes twice as much damage, the type of which is based on the objects used. A creature can make a dexterity saving throw to take half damage from this effect against your druid spell save DC, using their reaction.
At 20th level, you can use this ability as if using the contingency spell (Setting conditions for when it activates, even if you are unaware of those conditions. Conditions must include the type of objects/creatures, what they are doing, and must follow the range of this ability, but sight is not needed. Ex: When i am shot at with an arrow of at least medium size, activate repel between me and the arrow). It will activate without a reaction, automatically expending the lowest spell slot available to do so.
Previous Versions
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