Base Class: Druid
Druids of the Circle of Faerzress attune themselves to the strange, radioactive magical energy that permeates much of the Underdark. They learn to harness, shape, and emit this power—turning the ambient radiation of faerzress into a protective and offensive aura while remaining immune to its usual disruptive effects.
Faerzress Spells
Starting at 2nd level, you learn additional spells when you reach certain levels in this class, as shown on the Circle of Faerzress Spells table. Each of these spells counts as a druid spell for you, but it doesn’t count against the number of spells you prepare. These spells are always prepared and are in addition to the access you gain to the sorcerer spell list.
Circle of Faerzress Bonus Spells
|
Druid Level
|
Spells |
| 2nd | Dancing Lights, Sacred Flame, Faerie Fire, Guiding Bolt |
| 3rd | Arcanist's Magic Aura, Misty Step |
| 5th | Clairvoyance, Counterspell |
| 7th | Arcane Eye, Private Sanctum |
| 9th | Scrying, Teleportation Circle |
| 11th | Forbiddance, Guards and Wards |
| 13th | Symbol, Teleport |
| 15th | Antimagic Field, Mind Blank |
| 17th | Foresight, Gate |
Monstrous Wild Shape
Starting at 2nd level, when you use your Wild Shape feature, you can transform into a monstrosity in addition to a beast. The usual limitations on Challenge Rating, size, and other restrictions for Wild Shape still apply.
Aura of Faerzress
At 2nd level, you can emit a controlled field of faerzress. As a bonus action, you create a 10-foot-radius aura of faerzress centered on yourself. The aura moves with you, produces dim light in its area, and lasts for 1 minute or until you dismiss it as a bonus action. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The radius of the aura increases to 15 feet at 6th level, 20 feet at 10th level, and 30 feet at 14th level.
While the aura is active (and while you or your allies are within any area of faerzress), the following effects apply:
Benefits for You and Allies
- You and your allies are unaffected by conjuration and divination magic unless you choose to be affected.
- You and your allies gain resistance to psychic, poison, and radiant damage, immunity to being poisoned, and advantage on saving throws against spells and magical effects.
- You and your allies cannot be detected by faerzress or by magic that relies on or is affected by faerzress.
Restrictions on Other Creatures
- Creatures other than you and your allies are unable to cast or use conjuration or divination magic while within the aura.
- Creatures other than you and your allies are unable to target the area of your aura with conjuration or divination magic.
Faerzress Affinity
At 2nd level, you gain the following benefits:
- You, your spells, and your magic are unaffected by any negative effects caused by faerzress.
- You gain an additional 180 feet of darkvision. You can see in full color with your darkvision, and your darkvision cannot be impeded by magic (magical darkness does not block it, and magical effects cannot reduce, suppress, or negate it).
- You gain proficiency in the Arcana skill if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses Arcana.
- You learn the Undercommon language. You can communicate with any beast, plant, or monstrosity that is within an area of faerzress (natural or one you create) as if you shared a language with it.
Faerzress Infusion
At 6th level, your mastery of the aura deepens:
- When you cast the polymorph spell, you can transform the target into a monstrosity instead of a beast.
- Creatures of your choice that are within your Aura of Faerzress take radiant damage at the start of each of their turns and become poisoned while they remain in the aura. The damage equals 1d10 at 6th level, 2d10 at 10th level, and 3d10 at 14th level. A creature that leaves the aura is no longer poisoned by this effect.
- You and your allies have advantage on attack rolls against creatures within the aura.
- Creatures other than you and your allies cannot benefit from being invisible while within the aura.
- When a creature takes damage from one of your spells, you can change the damage type to radiant.
Exhausting Radiance
At 10th level, your aura becomes more debilitating:
- At the end of each turn of a creature of your choice that is within your Aura of Faerzress, that creature must succeed on a Constitution saving throw against your spell save DC or gain one level of exhaustion.
- Creatures within your Aura of Faerzress have disadvantage on saving throws against your spells.
Apex of Faerzress
At 14th level, while you and your allies are within your Aura of Faerzress, you gain the following additional benefits:
- You and your allies have resistance to damage from spells and magical effects and immunity to psychic damage.
- You and your allies are immune to being charmed or frightened, and to enchantment spells and magical effects, unless you choose to be affected.
- Creatures other than you and your allies are unable to target creatures within the aura with enchantment spells or magic, and are unable to use enchantment magic on creatures within the aura.
- You and your allies automatically succeed on Charisma, Wisdom, and Intelligence saving throws.
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