Druid
Base Class: Druid

The Circle of Storytelling is made to mimic a group of beings from another world called Dungeon Masters. These Druids meet in clearing bright with campfire and drive the plot line of the world. This circle can be connected with every major event over the course of known history, and even unknown history. As a member of this circle, your magic is attuned to the magic of the Dungeon Masters, and with this magic, you are able to command the very world to do your bidding.

Plot Techniques

Starting at 2nd level, you are able to move along the story of history with Plot Devices and Plot Twists. Choose one of these options now, you get additional choices at 6th, and 14th level. You can change your choices every time you gain a level (this does not have to be a Druid level).

Chekhov's Gun

As an action, you can point out any object that you can see, and apply the trope of Chekhov's Gun to that object. That object is now an important object, and every creature in the same room as that object is aware of its position. On your following turn you must use that object to make any action you can normally make with that object. Until this effect ends, that object cannot be destroyed, and upon its use it is subsequently destroyed dealing 1d6 force damage to every creature that in a 5 foot radius. Each creature must succeed on a Dexterity save or take the full damage from this effect, ignoring resistances. Creatures immune to fire damage automatically succeed on this save. Creatures resistant to fire damage have advantage on this save. The save DC for this is equal to your Spell Save DC. The damage dealt by this feature increases as you level up to a 2d4 at 6th level, a 1d10 at 10th level, and a 2d6 at 14th level. You can use this feature in this way a number of times equal to your wisdom modifier. You regain all expended uses at the end of a long rest.

Cliffhanger

As an reaction, whenever you would be attacked and hit, you can end the current volume of the story and pick it up again in the next volume. Whenever you use this action, you must expend any spell slot to force every creature that you can see to stop whatever they are doing, and act as if under the effects of the Time Stop spell for one turn. During this turn you get the opportunity to cast one spell of your choice, on yourself, that is the same level as the spell slot you spent to activate the feature (without spending another spell slot), and you must move 10 feet away from the creature about to hit you. Once the effect ends, the creature's hit roll counts as a fail. Once you use this feature in this way, you cannot use it again in this way until you finish a short or long rest.

Deus ex Machina

Once per day, as a reaction that you take whenever a party member fails the 3rd death save or is instantly killed, you can summon gods out of the machine. The creature affected by this does not die and is restored to one half their hit point maximum, but you take damage equal to one half of their hit point maximum. If you would be reduced to zero hit points in this way, you are dead.

Foreshadow

As an action, you can make vague hints about what is to come. The creature next in the initiative order must then attempt to interpret your hints, and must then make an Intelligence roll contested against your Wisdom roll. You can choose if the creature automatically succeeds after rolls are made. On a success, the creature has successfully interpreted your hints and gains advantage on the next roll it makes. On a failure, the creature has misinterpreted your hints and gain disadvantage on the next roll it makes. You can use this feature a number of times equal to 1 + your wisdom modifier. You regain all expended uses at the end of a long rest.

Red Herring

Once per day, as a reaction that you take whenever a hostile creature you can see would take an action, you can distract the creature with something that you make seem of grave importance, when in reality the object is harmless. You must be able to see the object in question. A creature distracted this way must make a Constitution save equal to your spell save DC or fail the action it was going to take.

Circle Spells

Your mystical connection to the Dungeon Masters infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the Dungeon Masters.

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.

 

3rd: Augury, Magic Mouth

5th: Clairvoyance, Magic Circle

7th: Arcane Eye, Death Ward

9th: Creation, Hallow

Dramatic Comeback

Starting at 6th level, you can call on your importance to the world's plot to alter fate in your favor. When you die (by failing death saves or being instantly killed) you can expend any number of uses of your wild shape feature (maximum 5) to be resurrected immediately at the cost of druid levels equal to 5 minus the number of uses expended.

Session Zero

Starting at 10th level, you can use your connection to nature and your connection to Dungeon Masters in tandem. As an action, you are able to introduce a creature important to the plot line of the world, and have it appear in front of you. Whatever you introduce must be a living being that you have seen before, and has a name. Any creature summoned this way immediately makes one action that they can do, and then they are added to the initiative order with their own roll for the duration of combat. The DM controls creatures summoned this way. Once combat ends, or the creature dies (whichever come first), the creature vanishes back to where it came from in the same state as when it left. You can only have one creature summoned this way at a time. You can use this feature a number of times equal to your Wisdom modifier (minimum 1). You regain all expended uses at the end of a long rest.

Edit

Using your importance to the plot of the world at 14th level, you now gain the power to alter the world around you so that it better fits the theme of the world's story. As an action, you can change one aspect of the known world, so long as this change does not directly affect another living creature. For example, you can change poisonous air into breathable air, or you can turn water into ice or vice versa. Only a wish spell can revert the changes before the effect ends. This change lasts for a number of hours equal to your wisdom modifier, unless you choose to use a Druid spell slot to change the amount of time allotted to a number of days equal to your wisdom modifier.

Once you use this feature, you can't use it again until you finish a long rest.

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