Druid
Base Class: Druid

The Circle of the Masks is made up of former castaways and urchins, but rather than suffering from the weight of their hard lives they embrace the beautiful chaos of life. These druids are perennially upbeat and seek to see the bright side of life. Organized as a loose coalition, their meetings almost inevitably end up as vast festivals called revels, and many a small town has found itself laid to waste in the wake of their merrymaking. As a member of this circle, your magic is channeled through two identities - one affiliated with plant life and one affiliated with animal life.

Collection of Masks

When you choose this circle at 2nd level, you receive two sacred masks from the lists below. One must be from the plants list, while the other must be from the animals list. These masks are considered magical items that can be used by any Druid, although only one may be in use at any given time (the mask you personally are using is always given precedence). For any non-Druid, this mask is just a piece of inert wood worth nothing more than a souvenir of similar size and shape.

If a mask is lost, you may craft a new one by spending 1 week and 100gp to carve and magically imbue the new mask.

You gain another two masks (one from each set) at level 9, and the final two masks at level 15.

 

Animal Masks

Plant Masks

Swine

Cordyceps

Crocodile

Sequoia

Jackrabbit

Vines

Mask of the Cordyceps

While wearing this mask, you can make a touch attack against an enemy. If successful. the target must make a Constitution save with a DC equal to 10 + your proficiency bonus. If failed, the target suffers 1d6 necrotic damage at the end of each turn, with an additional Constitution check made following any damage taken. In addition, the target must make a Wisdom saving roll,  or be Charmed for 5 rounds. A target charmed in this way does not make Constitution checks until the Charmed status has lifted.

After using this ability once, you regain use following a short or long rest.

 

Mask of the Crocodile

While wearing this mask, you gain the ability to breath under water and can make a hide action in water that is deep enough to lay down in. In addition, if you make an attack of opportunity against a target while you are in water or hiding, you deal an additional 1d8 damage (or an additional 2d8 if both).

Mask of the Jackrabbit

While wearing this mask, your move speed is increased by 10 feet. In addition, your long jump and high jump distance increases by 1.5x.

Mask of the Sequoia

While wearing this mask, you gain the ability to take on the aspects of the mighty sequoia. For 1 minute, you gain the following benefits:

  • If you are not already a large creature you become large. If you lack the room to become large, your size does not change.
  • You gain advantage on Constitution checks and Constitution saving throws.
  • You cannot be pushed or knocked prone.

You may use this ability again after a short or long rest.

Mask of the Swine

While wearing this mask, your sense of smell is heightened to incredible levels. You gain advantage on any Survival check made to forage food. You also gain a bonus equal to your proficiency bonus on Investigation and Insight checks as you are able to sniff out clues or the subtle bodily changes of liars. This bonus is negated if your ability to smell is hampered, such as by perfume.

Mask of Vines

While wearing this mask, you gain the ability to summon vines from your surroundings. As a bonus action, you may target a creature within 30 feet of you. The creature must succeed at a Dexterity save equal to 10 + your druid level or be grappled. This effect lasts for 1 minute.

After using this ability, you lose the use of any mask effects until you take a short or long rest.

Mask Craftsman

At 3rd level, you gain proficiency with woodcarver's tools, as you learn to construct your own mask as part of your initiation rituals.

Circle's Protection

Starting at 6th level, your understanding of masks allows you to protect yourself against more than just prying eyes. You receive +1 to your AC.

Nature's Veil

Beginning at level 10, you gain advantage on all Stealth checks made when in the wilderness. If you are not already proficient in Stealth, you gain proficiency.

Legion of Masks

By 14th level, your magical control over your collection of masks has opened up wondrous new techniques. As an action, you can don the Mask of Many Faces. When you wear this mask, you create three additional copies of yourself that persist for up to 5 rounds. Each copy receives one quarter of your current HP. On each of your turns, any one copy can take a standard action and a move action, while the remaining copies can each make a move action. If a copy is reduced to 0 HP, it is destroyed and the copy and mask both disappear.

The effect ends after 5 rounds or at any point when you voluntarily end it. At this point, you select any one copy and manifest as a single character in its place. Your HP is restored from all remaining HP amongst the copies.

You can use this ability again after a long rest.

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