Base Class: Druid
The force of the stars on one's mind is significant, and their power can be overwhelming for many. Druids belonging to this circle invite the whispers of the cosmos into their body and soul, gaining insight beyond the capability of mortals. Adventurers, healers, traders, and scholars all hold on thing in common: they all live under the ever-watchful eyes of the heavens. Stars in their multitudes provide a sanctuary for some, or devastation for others. Celestial druids know by the stars that their futures, and the futures of their allies, can end in majesty or in catastrophe.
Bonus Cantrip
At 2nd level you automatically gain the Light cantrip.
Starcall
Starting at 2nd level, you are capable of condensing stardust into motes of light that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 radiant damage to that creature unless it succeeds on a Dexterity saving throw against your spell save DC. The radiant damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Celestial Entity
At 2nd level, you gain the ability to draw celestial energy into your body. As an action, you can expend a use of your Wild Shape feature to awaken the stars within, rather than transforming into a beast form, and you gain 5 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:
• When you deal your Starcall damage, roll the damage die a second time and add it to the total.
• Your melee weapon attacks deal an extra 1d6 radiant damage to any target they hit.
These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.
Circle Spells
Your celestial connection to the stars allows you to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells.
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 |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Astrologer
Starting at 6th level, you receive supernatural insight from the stars. Double proficiency on Wisdom (Perception) or Intelligence (Arcana, Religion, Nature) checks relating to heavenly bodies, astrology, prophecy, and magical creatures and religions linked to celestial bodies (such as lycanthropes and sun-cults). A skill you are not proficient in does not gain this benefit.
In addition, you can always discern true north while you can see any celestial body.
Lunar Paragon
At 10th level, you gain the ability to draw power from the moon. As a bonus action while your Celestial Entity feature is active, you can flood an area up to 30 feet away with moonlight. A 10-foot sphere of pale light shines for 1 minute. The light disappears early if you use this feature again, if you dismiss it as a bonus action, or if your Celestial Entity feature is no longer active.
Whenever an ally moves into the sphere or starts its turn there, they gain an extra 1d6 radiant damage to their damage, as well as 10 temporary hit points.
While the sphere is present, you cannot use your Starcall reaction..
Supernova
When you reach 14th level, you can mark a target for an explosive end. The target is filled with the unbearable energy of a dying star. When a marked target takes movement, they must make a Constitution saving throw against your spell save DC. On a success, they take 1d10 fire damage and are allowed to take their movement. On a failure, they explode and take 8d10 fire damage. All creatures within 30 feet take half damage from this blast. This effect can only be used while daylight is visible.