Reincarnation
The Circle of Reincarnation enables new life for those that fall, giving them new purpose. New life can come from death or from new viewpoints and a change of heart. Their trademark is their Extra Life and Bag of Souls.
| Result | Alignment | Effect |
|---|---|---|
| 1 | Chaotic, Evil | You summon a Quasit, it casts Chill Touch once per round on a random target that is not you. |
| 2 | Chaotic, Good | You summon a Yellow Faerie Dragon, it casts Word of Radiance on a random target that has dealt you damage once per round. |
| 3 | Chaotic, Neutral | You summon a Choker, it casts Mind Sliver once per round on a random target that has damaged you this combat. |
| 4 | Lawful, Evil | You summon an Imp, it casts Sapping Sting on the last creature that attacked you once per round. |
| 5 | Lawful, Good | You summon a Brass Dragon Wyrmling, it casts the spell True strike on a target you choose once per round. |
| 6 | Lawful, Neutral | You summon a Quadrone, it casts Resistance on you once per round. |
| 7 | Neutral, Evil | You summon a Fire Snake, it casts a Fire Bolt once per round on a target you designate. |
| 8 | Neutral, Good | You summon a Copper Dragon Wyrmling, it casts Sacred Flame on a target you choose once per round. |
| Level | Prepared Spells |
|---|---|
| 3 | Ceremony, Gentle Repose, Spare the Dying |
| 5 | Animate Dead |
| 9 | Raise Dead |
| 11 | Create Undead |
| Alignment/High Race | High Race Features |
|---|---|
| Chaotic, Evil Abyssal Archfiend | ASI: Plus 2 to any two scores, their score’s maximum is 22. Size: Large Speed: 40 ft, 80 ft Fly Senses: 60 ft Truesight Features: Immune to Fire and Poison damage, Resistant to Cold damage Fire Aura: At the start of each of your turns, each creature within 5 ft of you takes 2D6 Fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches you or hits you with a melee attack while within 5 ft of you takes 2D6 Fire damage. Teleport: You magically teleport as an action, along with any equipment you are wearing or carrying, up to 120 ft to an unoccupied space you can see. |
| Chaotic, Good Elder Fey | ASI: Plus 2 to any two scores, their score’s maximum is 22. Size: Small, Medium, or Large Speed: 40 ft, Hover Senses: Darkvison 120 ft Features: Immune to Charmed and Frightened conditions and magical sleep. Immune to Psychic damage. Speak with Beasts and Plants: You can communicate with beasts and plants as if they shared a language. Tree Stride: Once per turn, you can use 10 ft of your movement to step magically into one living tree within your reach and emerge from a second living tree within 60 ft of the first tree, appearing in an unoccupied space within 5 ft of the second tree. Both trees must be Large or bigger. Heart Sight: You touch a creature and magically know the creature's current emotional state. If the target fails a CHA saving throw DC equal to your spell save DC, you also know the creature's Alignment. Celestials, Fiends, and Undead automatically fail the saving throw. Invisibility: You can use an action and magically turn Invisible until you attack or cast a spell, or until your concentration ends (As if concentrating on a spell). Any equipment you wear or carry is Invisible with you. Amphibious: You can breathe air and water. Mimicry: You can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful Insight check DC equal to your spell save DC. |
| Chaotic, Neutral Aberrant Prime | ASI: Plus 2 to any two scores, their score’s maximum is 22. Size: Large Speed: 60 ft ft, Hover Senses: Darkvision 120 ft Features: Telepathy with willing creatures 120 ft. Mind Blast (Recharge 5–6): You magically emit Psychic energy in a 60-foot cone. Each creature in that area must succeed on an INT saving throw DC equal to your spell save DC or take 3D8 + your WIS modifier (Minimum 1) Psychic damage and be Stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Enslave (3/Day): You target one creature it can see within 30 ft of you. The target must succeed on a WIS saving throw DC equal to your spell save DC or be magically Charmed by you until you die or until you are on a different plane of existence from the target. The Charmed target is under your control and can't take reactions, and you and the target can communicate telepathically with each other over any distance. Whenever the Charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. |
| Lawful, Evil Infernal Archfiend | ASI: Plus 3 to any one score, that score’s maximum is 23. Increase one other score by 1 its maximum is 20. Size: Large Speed: 30 ft, 60 ft Fly Senses: 60 ft Truesight Features: Resistance to all non silvered weapons and non magical damage Fear Aura: Any creature hostile to you that starts its turn within 20 ft of you must make a WIS saving throw DC equal to your spell save DC, unless you are Incapacitated. On a failed save, the creature is Frightened until the start of its next turn. If a creature's saving throw is successful, the creature is Immune to your Fear Aura for the next 24 hours. |
| Lawful, Good Arch Celestial | ASI: Plus 3 to any one score, that score’s maximum is 23. Increase one other score by 1 its maximum is 20. Size: Medium or Large Speed: 50 ft, 150 ft Fly Senses: Truesight 60 ft Features: Resistant to Radiant, Immune to Poison and Necrotic Divine Awareness: You know if you are told a lie Summoned Longbow or Longsword: Once per long rest you can use an action to summon a Longbow or Longsword. It appears within 10 ft of you and acts after you on your initiative. You can use a bonus action to move it up to 30 ft and make an attack. Longbow: Range 200f ft, +13 to hit, 2D8 + your WIS modifier (Minimum 1) Piercing, and 2D8 Radiant damage. Longsword: +13 to hit, 4D6 + your WIS modifier (Minimum 1) Slashing damage, and 2D8 Radiant damage. Healing Touch: 3 times per long rest you can heal a target 4D4 plus your WIS modifier (Minimum 1) hit points. |
| Lawful, Neutral Silver Sentinel | ASI: Plus 3 to any one score, that score’s maximum is 23. Increase one other score by 1 its maximum is 20. Size: Large Speed: 40 ft, 40 ft Fly Senses: Blindsight 10 ft, Darkvision 120 ft Features: Immune to Poison and Psychic damage, Cannot be Charmed, Frightened or Poisoned Regeneration: You regain 5 hit points at the start of your turn if you have at least 1 hit point. Immutable Form: You are Immune to any spell or effect that would alter your form. Adamantine Body: Any critical hit becomes a normal hit on you. Siege Weapon: You deal twice as much damage to structures and objects. |
| Neutral, Evil Walking Disaster | ASI: Plus 4 to any once score, that score’s maximum is 24. Size: Large Speed: 30 ft, 40 ft Fly Senses: 120 ft Blindsight Features: Resistant to Cold, Fire, Poison, Lighting and Thunder damage Fire Form: You can move through a space as narrow as 1 inch wide without squeezing. A creature that touches you or hits you with a melee attack while within 5 ft of you takes 1D6 Fire damage. In addition, you can enter a hostile creature's space and stop there. Earth Glide: You can burrow through non magical, unworked earth and stone. While doing so, you don't disturb the material you move through. Whirlwind (Recharge 5-6): Each creature in your space must make a STR saving throw DC equal to your spell save DC. On a failure, a target takes 2D8 + your WIS modifier (Minimum 1) Bludgeoning damage and is flung up 20 ft away from you in a random direction and knocked Prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1D6 Bludgeoning damage for every 10 ft it was thrown. If the target is thrown at another creature, that creature must succeed on a DEX saving throw DC equal to your spell save DC or take the same damage and be knocked Prone. If the saving throw is successful, the target takes half the Bludgeoning damage and isn't flung away or knocked Prone. Whelm (Recharge 5-6): Each creature in your space must make a STR saving throw DC equal to your spell save DC. On a failure, a target takes 2D8 + 4 Bludgeoning damage. If it is Large or smaller, it is also Grappled (escape DC equal to your spell save DC). Until this Grapple ends, the target is Restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of your space. You can Grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of your turns, each target grappled by it takes 2D6 + your WIS modifier (Minimum 1) Bludgeoning damage. A creature within 5 ft of you can pull a creature or object out of it by taking an action to make a STR check DC equal to your spell save DC and succeeding. |
| Neutral, Good Ruby Half Dragon | ASI: Plus 4 to any once score, that score’s maximum is 24. Size: Medium or Large Speed: 40 ft, Burrow 30 ft Senses: Blindsight 60 ft, Darkvision 120 ft Features: Immune to Fire and Lightning Attacks (Choose one once per turn. Recharge 6) Fire Breath: 90 ft cone, DEX save DC equal to your spell save DC, 7D6 Fire, half as much on a successful save. Repulsion Breath: 90 ft cone, STR save DC equal to your spell save DCe, on a fail are pushed 60 ft away. |
Subclass Features
Extra Life
If you would hit zero hit points you can instead expend a use of Wild Shape and change your race as if Reincarnation was cast on you, your hit points become equal to your Druid level. If you use this feature, the next instance that would reduce you to zero hit points will kill you, this lasts until you finish a long rest.
Souls of Possibility
Whenever a creature dies within 5 ft of you, you can store a fragment of its soul in your Bag of Souls. Your bag holds souls up to your WIS modifier (Minimum 1). You can use your action to repurpose the soul. Roll on the Soul Table and summon a repurposed soul. You can control one repurposed soul at a time.
The repurposed soul lasts for one minute and has a movement speed of 20 ft Fly. It cannot take any other action than using its feature (Which uses your spellcasting ability), Dashing, or passing on its turn. It fades after one minute or you become Incapacitated and takes its turn on your initiative. You can use your bonus action to issue a command.
Soul Table
Circle Spells
Your connection with nature ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.
Discover Self
You can spend one short or long rest to give you or a willing target that rested with you Expertise in a skill you or they are proficient in for the next 6 hours as you reawaken the passion you had for the skill. You can use this once per rest and only one creature can benefit from this at a time, if this feature is used again the oldest use ends.
Guided Repurposing
You can reroll the Soul Table once per use and take the new result. You can use this feature times per long rest equal to your WIS modifier (Minimum 1).
Change of Heart
If you spend a full 24 hours with a willing or recently revived creature (Has been raised from death within 12 hours), at the end of the 24 hours their Alignment changes to become their opposite natural alignment on a failed WIS save DC equal to your spell save DC. On a successful save the target takes 6D10 Psychic damage as they reject the change and is Immune to this effect. A creature that dies from this damage cannot be collected by a Soul Bag. Constructs and non fallen angels are Immune to this effect.
Enhanced Souls of Possibility
Your Bag of Souls has a greater range. The range at which you can collect souls is increased to 10 ft.
Free the Weak
The pinnacle of mercy to those on the edge of death. When an enemy drops to hit points below your Druid level and is within your Soul Bag range and you have a slot available, you can use your reaction to force the target to make a CON saving throw DC equal to your spell save DC and on a fail they die and you gather their soul for reincarnation.
You can use this feature once per long rest.
The Rite of Reincarnation
You have mastered the secret art of the Rite. Using 50,000 GPs you construct a sepulcher that can hold a large or smaller humanoid at a time. You or a willing creature can enter a state of near life and death for 24 hours. At the end of the time you or the willing creature is reborn as a high race with a new Alignment. Roll 1D8 rerolling on the same original alignment, being reborn with the process consuming the gold.
High Race Table