Familiar with all of the multiverse's most dangerous places, those druids who train under the circle of the Great Wheel are at home wherever they go. These druids can attune to their surroundings and become empowered by exposure to other planes, taking on aspects of these planes as needed. Some keep the peace between the different planes, while others actively work to undermine or bring down the barriers between these planes.
Energy Adaptation From 2nd level, when you choose this circle, you can expend a use of Wild Shape as a bonus action to gain resistance to one type of damage from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. This resistance lasts until you finish a short or long rest. Circle Spells Your circle grants you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to specific circle spells as listed below. 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 3rd: Branding smite, misty step Druid level 5th: Magic circle, protection from energy Druid level 7th: Aura of purity, banishment Druid level 9th: Contact other plane, planar binding Planar Adaptation From 6th level, when you finish a short or long rest, you can use your energy adaptation for free without expending a use of Wild Shape. As a bonus action, you can expend a use of Wild Shape to gain resistance to another energy type from the list of your choice, or to change the type of one of your resistances. You can only use this ability to gain resistance to two energy types from the list. Planar Empowerment From 6th level, when you are on a plane other than the Material plane (or in a coterminous zone of another plane), or within 50 feet of a gate or portal leading to another plane, you can use a bonus action to become empowered with that plane's energy. While empowered, you gain the following benefits, based on the plane you have become empowered by. If your campaign uses a different cosmology, discuss with your GM what planes are most appropriate for your empowerment abilities. Astral Plane: You act as if under the effects of the Haste spell. Ethereal Plane: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and your melee attacks count as being magical for the purposes of overcoming resistance and immunity to nonmagical damage. Feywild: You are immune to the Feywild's memory loss effect, and can cast Misty step. Once you have used this spell, you must wait 1 minute before you can use it again. Shadowfell: You are immune to the Shadowfell's despair effect, and can cast Invisibility. Once you have used this spell, you must finish a short rest before you can use it again. Plane of Air: You have a fly speed equal to your walking speed, and can hover. Plane of Earth: You have a burrow speed equal to your walking speed, and increase your AC by 1. Plane of Fire: You have resistance to fire damage. If you select fire for your energy adaptation, you have immunity to fire damage instead. Plane of Water: You have a swim speed equal to your walking speed, and can breathe underwater. Chaos-Aligned Planes: You ignore any negative effects caused by the plane, and benefit from the Blur spell while you remain empowered by the plane. Evil-Aligned Planes: You ignore any negative effects caused by the plane, and you can cast Hellish rebuke. Once you have used this spell, you must wait 1d4 rounds before you can use it again. Good-Aligned Planes: You ignore any negative effects caused by the plane, and benefit from the Bless spell while you remain empowered by the plane. Law-Aligned Planes: You ignore any negative effects caused by the plane, and benefit from the Protection from evil and good spell while you remain empowered by the plane. Elemental Wild Shape From 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, earth elemental, fire elemental, or water elemental. Always Native From 10th level, any time when you would be banished or teleported to another plane, you can choose to be immune to the effect. Master of the Multiverse From 14th level, when you complete a long rest, you can select one type of planar empowerment and gain its benefits until you finish a long rest. As a bonus action, you can change which plane empowers you. Comments are closed.
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