Druid
Base Class: Druid

Druids who join the Circle of the Three Wholes have chosen an unconventional path to harmonize better with nature, choosing to study three distinct parts of themselves- their body, mind, and soul. They are able to exploit the forces of nature to target specific parts of creatures, to benefit their allies and cripple their foes. Members of this circle are acutely aware of the needs of their different bodies, and the masters of this circle may have urban legends written about their powers, such as controlling the earth below. In addition, some members decide to focus on one part of their whole in order to develop a stronger affinity between themselves and the world around them.

Organic Karma

Starting at 2nd Level, you can guide the forces of nature to enact targeted retribution upon a creature as punishment for their misdeeds. For up to a minute, you can expend a Wild Shape use to apply one of the following effects whenever you deal damage to a creature with an attack or spell:

Body: Roots sprout up from the ground, entwining and binding around the creature. The affected creature must make a Strength saving throw against your Spellcasting DC or take 2d6 magical slashing damage and become restrained until the start of your next turn. The restrained creature can make a Strength saving throw against your Spellcasting DC to break out of the roots at the start of its turn. In addition, if the creature breaks out, their movement speed is reduced by 10 feet until until the duration of Organic Karma ends.

Mind: The creature feels the weight of the sky collapsing upon its mind. The affected creature loses concentration on any spells it may be currently casting, and cannot concentrate on spells until the duration of Organic Karma is over. In addition, the creature is frightened of you until the start of your next turn. 

Soul: A wave of doubt crashes into the creature's soul. The next ability check or saving throw the creature has to make automatically fails. In addition, the creature has disadvantage on Charisma saving throws until the duration of Organic Karma ends. 

If a weapon or spell attack damages multiple creatures, the effect of Organic Karma selected only applies to one creature of your choosing.

Feeding the Soul

Starting at 3rd Level, you have become acutely ware of your spiritual body's needs. During a short rest, you can meditate during that time to regain an extra 1d8 hit points.

Enhanced Karma

Starting at 6th Level, you choose to refine one part of your Karma. Choose one of the following:

Enhanced Karma of the Body

The roots sprouted by your Organic Karma of the Body grow stronger. The movement speed of a creature affected by your Organic Karma of the Body is decreased by 15 feet.

Enhanced Karma of the Mind

You learn how to steal some of the essence of an enemy's magic. If you ended a spell by breaking the concentration of a creature using your Organic Karma of the Mind this turn, you can cast a cantrip as a bonus action this turn. 

Enhanced Karma of the Soul

You have learned how to tug at the emotions of vulnerable creatures. Creatures affected by your Organic Karma of the Soul cannot charm you.

Cosmic Karma

Starting at 10th Level, you have decided to focus on enhancing another aspect of your Karma, building upon what you have learned beforehand. From the abilities below, choose the same Karma that you selected at 6th Level: 

Cosmic Karma of the Body

You have learned to borrow from the body of the earth below to enhance the bodies of others and yourself. Whenever a friendly creature within a 30 foot radius is targeted by an attack, you can use your reaction to increase the AC of the friendly creature by your Wisdom modifier, up to your proficiency modifier number of times a day. In addition, you gain proficiency in Constitution saving throws. 

Cosmic Karma of the Mind

You have learned how to transform your thoughts into a weapon of sorts. The first time you deal damage to a creature with an attack or spell, you deal 2d8 extra psychic damage. In addition, you always succeed Intelligence saving throws.

Cosmic Karma of the Soul

You learned how to grasp the souls of the recently departing. Whenever a creature within a 30 foot radius of you dies, you can use a reaction to capture a part of their soul. You can have only one captured soul at a time. You can use your action to sacrifice a captured soul to summon a Beast, Monstrosity, or Plant with a Challenge Rating equal to your Druid level divided by three. The creature is summoned directly above the body of the recently deceased creature. The creature summoned has hit points equal to five times your Wisdom modifier, and obeys your commands. You can use your bonus action to command the creature, and it understands you telepathically, up to 60 feet from you. If you give the creature no command, it automatically takes the Dodge action. You can dispel the creature to collect another soul. 

Cycle of Pain

Starting at 14th level, you have mastered the flow of karma to reflect damage back at your foe. If you take damage from an attack by a creature within a 60 foot radius of you, you can use your reaction to expend a spell slot of any level to deal damage back to that creature equal to seven times the spell slot level used. You choose the type of damage: acid, fire, cold, lightning, or necrotic. 

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