Base Class: Druid
There is much in nature to sing about, and this druidic circle will be the first to tell you about it all. The magics promoted most by these circles is somewhat atypical of druid-kind, where they are keen to use magic and specially-refined pheremones to influence the hearts and minds of others. These comparatively social druids are those who advocate for the glory of the wilderness and against massive deforestation, strip mining, or excessive damming of waterways. If at first they cannot persuade a local population to see their side of an argument, then their extraordinary magic comes into play. Where the vast majority of druidic disciples avoid civilization, these druids actually prefer to remain rural but nearby to civilization, so that they may glean the benefits of their persuasive capabilities in trade or bargaining, also. If outsiders know of the kind of abilities these druids possess (which may not be highly likely), they do get called upon as peacekeepers and negotiators.
In Avalestra, this druid circle comprises the majority of what rural folk know about druids at all. Thankfully, these druids are typically benevolent and have a reputation for being kindly hermits more than they would have any reputation as magical influencers. In fact, this circle is one of the few to maintain consistent numbers of human membership even after the Human Plague, as those who have any proclivity for nature's ways among outlying villages or human settlements are encountered and recruited by these convincing nature sages. Though not exactly as profuse among druid-kind as the Circles of the Moon or of the Land, practitioners still number a close third among druids in Avalestra.
Circle Spells
Your mystical practice and use of pheremones infuses you with the ability to cast certain spells. When you choose this Druid Circle at 2nd level, you learn the Friends cantrip. Also, at 3rd, 5th, 7th, and 9th level you gain access to circle spells .
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.
| Druid Level | Spells |
|---|---|
|
3rd |
hold person, suggestion |
|
5th |
enemies abound, tongues |
|
7th |
charm monster, confusion |
|
9th |
dominate person, hold monster |
Voice of Nature
At 2nd level when you choose this circle, you are taught how to be a capable speaker, and how to begin to magically alter your pheromones and those of others to emotionally influence them. Your humble bearing, combined with these factors, makes you magically persuasive. You gain proficiency in Persuasion. Furthermore, you now have a Song score, which starts at a value equal to your proficiency bonus. Whenever you cast an enchantment spell, you gain a Song point. You may spend no more Song points than half your Druid level per turn. You may spend Song points for different effects:
- whenever a target of one of your enchantment spells succeeds at the first saving throw caused by the spell, you may use your reaction and spend 1 Song point per spell level of that spell to force the target to reroll their saving throw.
- whenever you would be charmed, frightened, or stunned, you may spend 2 song points to remove that condition as an action on your turn.
- whenever a creature summoned by one of your spells or charmed by you hits an enemy, you may use your reaction and spend 1 Song point to cause that attack to deal 1d6 additional damage of its type.
Wild Crescendo
At 2nd level, you're able to maintain a constant, repetitive song or chant that can carry your magic words powerfully. You gain your choice of the Mind Sliver or Vicious Mockery cantrips. Additionally, at certain points in your song or chant, you can cause a crescendo of not only sound, but magical power. If you have been singing, chanting, speaking, or using verbal spell components for two consecutive turns, you gain Crescendo. Until you stop vocalizing, you may expend Crescendo as you cast a spell to have one target of that spell make all their saves against that spell at +1 spell save DC. When you reach 14th level in this class, this bonus improves to +2 spell save DC.
Chant of the Wilds
At 6th level, you learn to create a pheremonally-charged aura that is augmented with your magical chanting to provide useful benefits for your allies. As an action, you may spend up to 6 song points, and for every 2 points spent, a number of friendly creatures within 30 feet of you equal to your wisdom modifier gain one of the following benefits:
- gain 1d4 bonus to saving throws
- gain temporary hit points equal to half your druid level
- gain Pack Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
The chosen benefits last as long as you maintain concentration, as if you were concentrating on a spell, or up to one minute, whichever passes first. Each benefit can only be chosen once when you spend Song points to use this feature, and you must use this feature again to gain a new benefit.
Chorister of Nature
At 10th level, you become a being infused with nature's most alluring characteristics, a fair appearance, a pleasant smell, and a charming voice. You gain advantage on Performance checks and you may double your proficiency bonus with Persuasion checks.
World's Madrigal
At 14th level, your have refined your ability to coax and influence the hearts and minds of beings you encounter, your magic can almost literally permeate the air around you in a slightly noticeable haze, and you can use your singing, chanting, and pheromones to create powerful magical effects. As an action, you may spend Song points for the following effects in addition to any previous effects you could spend Song points to achieve:
- if you spend 4 Song points all hostile creatures under the effect of an enchantment spell you cast within 30 feet have disadvantage on saving throws made at the end of their turn.
- if you spend 5 Song points, when a friendly creature within 30 feet hits with an attack roll, that attack deals 1d6 damage of its type once per turn.
These benefits last for 1 minute, but do not inherently demand your concentration. If you spend an action, pay Song points for one of the above benefits and pay Song points to gain another benefit that does require concentration, you still lose the other effects when you lose concentration, but the above effects remain until their duration ends.
Comments