Druid
Base Class: Druid

Your attunement to nature itself often grants you spiritual glimpses of happenings yet to come. Perhaps you are often plagued with waking visions of cosmic scenes to be deciphered, perhaps a fey-touched deck of cards will warn of ill omens, or perhaps you can see futures in a scattering of twigs from a yew tree. As a herald of nature's messages, you travel the lands seeking to not only enact nature's benevolent fortunes upon those who nurture and protect, but to also wreak nature's wrath upon those deemed unbalanced or wasteful. 

Circle Spells

Your empathic link to nature's sights grants you access to certain spells. At 2nd level you learn the true strike cantrip.  At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Auguries table.

Circle of Auguries Spells

Druid Level

Spells

3rd

augury, detect thoughts

5th

clairvoyance, tongues

7th

death ward, divination

9th

contact other plane, telepathic bond

Invoke Augury

Starting at 2nd level, you receive messages from nature regarding weals and woes of the future. You may spend one minute in meditation or ritual in order to receive an otherworldly message telling of a Fortune or Omen to pass. Roll a d12, the number will correspond to a Fortune or Omen listed on the Invoke Augury table at the end of this subclass' details. A roll of 12 means you may pick which of Augury you receive. 
 
You may store the Augury for use whenever you please and you may have up to two Auguries stored at one time, but never more than 2.
 
Upon activation, you chose whether or not it is in the form of Fortune or Omen as long as valid targets are available. Apply an Augury as a bonus action. Non-hostile creature receiving Fortunes must be visible within 60 feet of you, and hostile creatures receiving Omens must be visible and within 30 feet of you. 
 
You may use this ability once to store an Augury, and you regain the ability to do so after a short or long rest. If you have two Auguries stored, however, and chose to receive yet another Augury, you must use 1 of the 3 Auguries immediately and store the other 2. 
 

Divination Echoes

Starting at the 6th level, when you cast a divination spell of 1st level or higher, you regain the use of Invoke Augury.

 

Focued Readings

At the 6th level, roll an additional d12 when you use Invoke Augury. If either die results in a 12, you may pick one Augur result. Otherwise, you may either use the sum of the results, the difference of the results, or one of the results individually in order to chose one corresponding Augur. You may not use the sum of the two die if the sum would equal more than 12. A sum of 12 exactly results in a valid 12, and therefore you may pick any augur.
 
Rolling two 12's allows you to pick an Augur and use Invoke Augury one more time. You may fill up your stored Augurs this way, replace 1 that is stored, replace both that or stored, or store/replace 2 and use the 3rd.
 

Beast of Fate

Beginning at level 10, your Wild Shape form augments any already applied Augurs in two ways:
 
Fortune: Upon assuming Wild Shape form, you gain the same benefits from any ally with a fortune applied. You will receive the remainder of the duration, and NOT the full duration, of the currently applied Fortune at the moment that you assume your Wild Shape form. If more than one fortune is active, you may chose which will apply to your Wild Shape form.
 
Omen: When making a melee attack in your Wild Shape form, you can apply the effect of any active Omen to a new target. An Omen cannot be reapplied or stacked on the same target. The target receiving the twinned version of the Omen already active will also receive the remainder of the current Omen's duration, NOT the full duration. If more than one Omen is active, you may chose which Omen you will be reapplying. In addition, you may only apply an Omen in this manner once, applying an additional Omen will require a stored Augur and must be the result of the stored Augur. 
 
In addition, you may chose to burn any number of stored Augurs in order to gain temp HP the next time you use Wild Shape or your current Wild Shape. Temp HP gained per Augur burned is equal to your Druid level plus your WIS modifier. Temporary HP gained this way is lost once you dismiss Wild Shape, they do not carry over. 
 

Minor Omnipotence

At level 14, your connection to the past, future, and present has honed within you a constant supernatural awareness and you gain the following benefits:
  • You gain a +5 bonus to initiative
  • You can't be surprised while you are conscious.
  • Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
 
In addition, you may cast see Invisibility without the use of a spell slot or material components, and it does not need to be a prepared spell. It counts as a druid spell for you. You regain the use of this spell upon completion of a short or long rest. 
 

Auguries

d12
Fortune
Omen
1
Ruby - For one hour, If the granted creature is rolling to determine an amount of HP healed, the creature may treat the role as the maximum value possible. If applied during short rest, the creature may treat any Hit Die rolls as the maximum value possible as well.
Jade - A target must save CON saving throw or become poisoned for one minute. In addition, target receives only half of any HP healed. The target may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2
Castle - For one hour, give a +2 Bonus to AC to one creature as well as advantage on STR ability checks.
Obelisk - A target must succeed a CON saving throw or become petrified for one minute. The target may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
3
Sun - For one hour, grant one creature darkvision with a range of 30 ft. In addition, the target gains resistance to fire damage for the duration of Sun.
Moon - A target must succeed a WIS saving throw or have their sight, darkvision, blindsight, truesight, tremorsense, to a range of 5 feet. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4
Cloak - For one hour, give one creature advantage on stealth checks. In addition, hide the creature from divination spells.
Dagger - A target must succeed a CHA saving throw. Upon failure, all nonmagical weapon damage dealt to the creature effected by Dagger is treated as magical for the sake of overcoming resistances. In addition, target now has vulnerability to slash damage. The target may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5
Siren - For one hour, grant one creature advantage on CHA ability checks. In addition, targets that fall charmed against creatures with Siren make saving throws to end the effect with disadvantage.
Wraith - A target must succeed a INT saving throw or be frightened for one minute. You may chose from who/what the target is frightened of as long as it is within 30 feet of the target. The target may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
6
Wyvern - For one hour, grant one creature an extra attack per round if the target takes the attack action. In addition, target effected by Wyvern gains temporary HP equal to half your WIS score rounded down. 
Kraken - For one minute, a target has disadvantage on DEX saving throws. In addition, if the target falls prone, the target must use all of its speed, rather than half, in order to end the condition. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
7
Rose - For one hour, grant one creature the ability to make any death saving throws with advantage. In addition, if the target succeeds three saving throws, the target regains consciousness (rather than stabilizes) with temp HP equal to half of the casting Druid's wisdom score rounded down.
Thorn - A target must succeed a WIS saving throw. Upon failure, the effected target will take 2d6 piercing damage at the end of any turn where the creature's full movement speed is not used. This effect will not activate if the target uses its full movement speed and lasts no longer than one minute. The target may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
8
Wing - For one hour, grant one creature double movement speed and jump height. In addition, the target effected by Wing may use their bonus action to dash. 
Talon - For one minute cause a target to make saving throws to end the grappled or restrained conditions with a disadvantage. In addition, their movement speed is reduced by 5 feet, but the target's movement speed cannot be reduced lower then 5 feet.
9
Fountain - Grant one creature a pool of d6 healing dice. The amount of dice you are able to give is equal to your WIS modifier (minimum of 1). The pool of dice last until the target's next long rest. 
Inferno - A target must succeed on a DEX saving throw. Upon failure, the creature will fall prone when it uses its full movement speed. In addition, the target gains vulnerability to fire damage if it does not already have immunity to it. These effects will not activate if the target does not use its full movement speed and lasts for no longer than 1 minute. The target may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
10
Tome - For one hour grant one creature advantage on INT ability checks. In addition, grant immunity to the charmed or frightened conditions. 
Lock - Target must succeed a CHA saving throw. Upon failure, the target may not take bonus actions or reactions, including opportunities of attack. In addition, if the target possesses a multiattack, it may now only take one of the attacks. The target may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
11
Pendant - For one hour, grant one creature expertise in a tool or musical instrument. In addition, for one time during this hour, when an attack roll is made against the target effected by Rose, the target may roll a d20, and then choose whether the attack uses the attacker's roll or theirs.
Chain - A Target must succeed a STR saving throw or fall prone. Target must be within 5 feet of another creature or object to which it is effectively chained to. If the target moves more than 10 feet away from its target or object to which it is chained, its speed is reduced to 0. Any creature that the target is chained to may drag the target at half of its speed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
12
Pick an Augur
Pick an Augur

Previous Versions

Name Date Modified Views Adds Version Actions
8/7/2018 7:59:53 AM
44
5
1
Coming Soon

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes