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Circle of Stars

Circle Spells

Your astral link to the stars and your ability to manipulate fate grants you access to certain spells. At 2nd level, you learn the shooting star cantrip. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Stars Spells table.   Once you gain access to one of these spells, 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.
Circle of Stars Spells
Druid Level  Circle Spells
2nd  guiding bolt, star map
3rd  aid, silence
5th  clairvoyance, revivify
7th  aura of life, death ward
9th  dawn, scrying

Cosmic Radiance

Starting at 2nd level, your magic draws upon the power of the stars. After you cast a druid spell of 1st level or higher, a mote of starlight begins to orbit you in your space, which lasts for 1 hour. While you have at least one mote orbiting you this way, you shed bright light in a 20-foot radius, and dim light for an additional 20 feet. You can have a total number of motes orbiting you equal to your Wisdom modifier + half your druid level.   Additionally, when you hit a creature with a druid cantrip, or a creature fails it saving throw against one you cast, you can expend a single mote and add 1d4 radiant damage to the damage of that cantrip. The radiant damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.  

Tempered Fate

Also at 2nd level, you can twist the fate of others, adjusting how they interact with the world, and how the world interacts with them. As an action, you can expend a use of your Wild Shape feature to twist fate this way, rather than transforming into a beast form, and choose a point you can see within 60 feet of you. Each creature within 5 feet of that point must make a Charisma saving throw against your spell save DC (a creature can choose to fail this saving throw), and on a failed save, a creature becomes incapacitated, immune to all damage, and can't move or speak until the end of your next turn.  

Woven Starlight

At 6th level, when you deal damage to a creature with a mote of starlight as part of your Cosmic Radiance feature, you can choose one additional effect (If the cantrip deals damage to multiple creatures, choose one creature that was damaged to suffer the additional effect):   Each creature of your choice within 5 feet of the target also suffers the radiant damage. The creature's movement speed is reduced by half until the end of your next turn. You gain temporary hit points equal to the radiant damage dealt + your Wisdom modifier, which last until the end of your next turn.

Cleansing Fate

At 10th level, your ability to directly manipulate the fate of others is empowered. The radius of your Tempered Fate increases by 5 feet.   Additionally, when you can expend two uses of Wild Shape when you use your Tempered Fate. When you do so, creatures automatically fail their saving throw against its effects, and while under the effects of Tempered Fate, a creature can't be blinded, charmed, deafened, frightened, invisible, paralysed, poisoned, or stunned. If the creature was under the effects of that condition when they failed their saving throw against this ability, that condition ends.  

Cosmic Gate

Starting at 14th level, you can cause a ripple through space, allowing you and your allies to step between moments in an instant. You always have arcane gate prepared, and it becomes a druid spell for you. When you cast arcane gate, you can do so without expending a spell slot. When you do so, it gains the following benefits:   The range of the spell and the distance you can place the second portal increases to 1 mile. You don't have to be able to see the point where you place the second portal, as long as you've seen the location within the past 48 hours.   Once you cast the spell this way, you can't do so again until you finish a long rest.

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