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
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Druid Level |
Spells |
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3rd |
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5th |
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7th |
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9th |
Invoke Augury
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
Beast of Fate
Minor Omnipotence
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You gain a +5 bonus to initiative
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You can't be surprised while you are conscious.
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Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
Auguries
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d12
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Fortune
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Omen
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1
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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.
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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.
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2
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Castle - For one hour, give a +2 Bonus to AC to one creature as well as advantage on STR ability checks.
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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.
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3
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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.
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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.
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4
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Cloak - For one hour, give one creature advantage on stealth checks. In addition, hide the creature from divination spells.
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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.
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5
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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.
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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.
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6
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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.
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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.
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7
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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.
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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.
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8
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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.
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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.
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9
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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.
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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.
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10
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Tome - For one hour grant one creature advantage on INT ability checks. In addition, grant immunity to the charmed or frightened conditions.
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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.
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11
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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.
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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.
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| 12 |
Pick an Augur
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Pick an Augur
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Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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8/7/2018 7:59:53 AM
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44
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5
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1
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Coming Soon
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Posted Jun 12, 2020I want to like this. The augury ability is creative and tying its reuse to divination spells is nice thematically. The problem is that it is so complicated. Overall I think people who really like this will put the effort into understanding this and making it work, but it could be much simpler and more user friendly for the same effect.
Almost all of the auguries are a bundle of effects, or a paragraph describing a single effect. It is not that they are necessarily overpowered, it is just hard to understand each of them and they will be difficult to implement in game.
Focused Readings is very complicated for what should be simple. Why not just roll 2 dice or 3 dice and choose the result you want. This could be one sentence and get essentially the same result.
Beast of Fate feels like wild shape being shoehorned into the auguries. There is no explanation for why the auguries affect you. I would rather use my wild shape charge to do something to the auguries, than have the auguries affect my wild shape form.
Minor Omnipotence has a collection of effects but they all tie together and seem like a reasonable 14th level feature for a druid subclass.