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Druid

Stars

The Circle of Stars allows Druids to draw on the power of starlight. These Druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos. Many Druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples; any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.

Result Appearance
1A scroll of constellations
2A tablet with small holes drilled through it
3A tanned hide with with stellar symbols
4A collection of maps bound in ivory
5A crystal with star markings around it
6A glass disk etched with constellations
Level Prepared Spells
3Augury, Detect Evil and Good, Detect Magic, Fortune’s Favor
5Clairvoyance, Tongues
7Arcane Eye, Locate Creature
9Commune with Nature, Scrying
STR DEX CON
14 (+2)21 (+5)19 (+4)

Subclass Features

Lv 3

Star Map

Your studies produced a small map that aids you in your craft. You can use it as your Druidic Focus. While holding it you can cast the cantrip Guidance at will and spell Guiding Bolt times per long rest equal to your WIS modifier (Minimum 1) without expending a spell slot.

If it is lost or destroyed you can summon a replacement over a short rest. The previous Star Map crumples to dust.

Your Star Map can take many forms. Roll 1D6 to determine its form

Starry Form

As a bonus action you can expend a use of your Wild Shape and take a glowing silver appearance covered in trailing starry marks that slowly drift across your body mirroring their cousin’s celestial movement. You shed Bright Light for 10 ft and Dim Light for an additional 10 ft. This form lasts for 10 minutes unless you dismiss it (Requiring no action), or you become Incapacitated. Your abilities reflect the constellation you choose to invoke. Choose from the following options

Archer: A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 ft of you. On a hit, the attack deals Radiant damage equal to 1D8 + your WIS modifier (Minimum 1).

Bear: A constellation of bear appears on you. While in this form you can make a bonus action unarmed strike with spectral claws that deal 1D10 plus your WIS modifier (Minimum 1) Radiant damage. You have a Climbing speed equal to your movement speed.

Crab: A constellation of a crab appears on you. While this form is active you gain a +2 bonus to your AC.

Chalice: A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 ft of you can regain hit points equal to 1D8 + your WIS modifier (Minimum 1).

Dragon: A constellation of a wise dragon appears on you. When you make an INT or a WIS base skill check or a CON saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the D20 as a 10.

Lion: A constellation of a roaring lion appears on you. While this form is active you have advantage on STR saving throws, Athletic and Intimidation checks, and Immunity to the Frightened condition.

Ram: A constellation of a ram appears on you. While this form is active your movement speed and long/standing jump distances are doubled.

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.

Lv 6

Cosmic Omen

You learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die

Weal (Even): Whenever a creature you can see within 30 ft of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a D6 and add the number rolled to the total.

Woe (Odd): Whenever a creature you can see within 30 ft of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a D6 and subtract the number rolled from the total.

You can use this reaction a number of times equal to your Proficiency Bonus per long rest.

Lv 10

Twinking Constellations

The power you gain from the heavens manifests in several abilities of yours. At the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body and your Cosmic Omen die becomes a d8.

Lv 14

Full of Stars

While in your Starry Form, you become partially incorporeal, giving you resistance to Bludgeoning, Piercing, and Slashing damage.

Lv 17

Quasar Form

Once per long rest your use of Wild Shape can change you into a heightened form. You appear as a blindingly bright figure with features composed of white light. The temporary hit points you gain are equal to twice your Druid level. You have the following features

AC: 19

Speed: 40 ft Fly

Skills: Arcana +10,

Senses: Passive Perception 22

Features: Immunity to Radiant damage, Resistance to non magical Bludgeoning, Piercing, and Slashing damage.

Blinding Aura: You shed Bright Light for 30 ft and Dim Light for an additional 30 ft. Creatures have disadvantage on attacks on you within your Bright or Dim light. When you take your Quasar Form creatures within 10 ft of you must make a CON saving throw DC equal to your spell save DC and on a failed save are Blinded for one minute, repeating the saving throw at the end of each of their turns. Creatures that have Darkvision have disadvantage on this saving throw.

Actions

Spear of Light: You hurl a spear of celestial energy. It has a range of 30/60 ft with a +11 to hit dealing 2D8 plus your WIS modifier (Minimum 1) Radiant damage.

Supernova (Recharge 6): Creatures within your Bright Light must make a DEX saving throw DC equal to your spell save DC taking 5D8 Radiant damage on a failed save and half as much on a successful one.