Circle of the Silvery Skein
Druid Subclass
From ancient times, the trio of goddesses Ravenna, Sektni, and Pookalon have been beleived to decide the fates of mortals. According to this belief, Sektni is responisble for weaving the threads of each mortal's destiny, Ravenna is responsibile for deciding where to cut each thread, and Pookalon acts as a sort of foil to allow each mortal the chance to escape their destiny to instead follow their own free will. The Circle of the Silvery Skein is a secretive Mystery Cult dedicated to this belief which has survived the long centuries. Though a relatively small group, its members are extremely dedicated to serving as mortal instruments of fate, and they are quite a bit more effective than their sparse numbers would suggest.
Alternate Class
Though this is nominally a Druid subclass, it deviates from the norm in several significant ways. First, this subclass is in effect at 1st level (rather than at 2nd level as is normal for druids). Second, this subclass uses an alternate spell list rather than the standard druid spell list. Finally, this subclass replaces many of the druid class features with alternate features.
Replaced Abilities
Members of this subclass do not gain the Archdruid, Beast Spells, Druidic, optional Wild Companion, or Wild Shape class features.
Proficiencies
Members of this subclass gain the following proficiencies rather than those normally gained by druids.
- Armor: Light armor, shields
- Weapons: simple weapons, one martial weapon of your choice
- Tools: Weaver's tools or Calligrapher's supplies
- Saving Throws: Intelligence, Wisdom
- Skills: Choose any three skills
Spellcasting
Members of this subclass do not use the standard druid spell list, and instead use the following spell list. Their spellcasting is otherwise unaltered from the druid Spellcasting class feature.
Spell Level | Spells |
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Cantrips | Blade Ward, Druidcraft, Encode Thoughts, Friends, Guidance, Light, Mending, Message, Minor Illusion, Projectile Screen, Resistance, Spare the Dying, Thaumaturgy, True Strike, Vicious Mockery |
1 | Alarm, Animal Friendship, Cause Fear, Charm Person, Command, Comprehend Languages, Cure Wounds, Detect Magic, Detect Poison and Disease, Disguise Self, False Life, Healing Word, Heroism, Identify, Illusory Script, Jump, Longstrider, Purify Food and Drink, Silent Image, Snare |
2 | Aid, Animal Messenger, Augury, Borrowed Knowledge, Detect Thoughts, Enthrall, Darkvision, Enhance Ability, Find Traps, Hold Person, Knock, Lesser Restoration, Locate Animal or Plant, Locate Object, Misty Step, Pass Without Trace, Protection from Poison, See Invisible, Silken Shroud, Suggestion, Web, Zone of Truth |
3 | Bestow Curse, Clarivoyance, Counterspell, Dispel Magic, Enemies Abound, Feign Death, Hypnotic Pattern, Intellect Fortress, Life Transference, Major Image, Nondetection, Remove Curse, Revivify, Speak with Dead, Spirit Guardians, Spirit Shroud, Tongues |
4 | Banishment, Charm Monster, Compulsion, Confusion, Death Ward, Dimension Door, Divination, Dominate Beast, Freedom of Movement, Giant Insect, Greater Invisibility, Locate Creature |
5 | Commune, Commune with Nature, Contagion, Dominate Person, Dream, Far Step, Geas, Greater Restoration, Insect Plague, Legend Lore, Mislead, Modify Memory, Passwall, Reincarnate, Scrying, Skill Empowerment |
6 | Circle of Death, Contingency, Disintegrate, Find the Path, Harm, Heal, Heroes' Feast, Magic Jar, Mass Suggestion, Soul Cage, True Seeing |
7 | Divine Word, Etherealness, Finger of Death, Power Word: Pain, Project Image, Regenerate, Resurrection, Sequester, Teleport |
8 | Anti-magic Field, Antipathy / Sympathy, Dominate Monster, Glibness, Mind Blank, Power Word: Stun, Telepathy |
9 | Astral Projection, Foresight, *Imprisonment, Invulnerability, Power Word: Heal, Power Word: Kill, Time Stop, True Resurrection, Weird |
*Imprisonment: if you learned this spell via this class feature, you do not require material components to cast it but the Hedged Prison option is automatically chosen, you do not choose the condition of the target's release, and you do not choose the nature of their prison. Instead, the target is expelled to the realm of the gods where they are cocooned in stasis within the Web of Sektni, until such a time as the Weaver of Destiny sees fit to return the target to somewhere in the mortal world (i.e. the target is released from the spell and returned to the world at a time and place of the DM's choosing).
Favor of the Fates
Starting at 2nd level, you gain the collective favor of Pookalon, Ravenna, and Sektni. As you progress, each of the three goddesses will grant you an ability at 2nd, 6th, 10th, 14th, and 18th class levels.
Pookalon's Favor
- Starting at 2nd level, you gain Mind Sliver as a free cantrip if you do not already know it. Additionally, you gain resistance to psychic damage.
- Starting at 6th level, as a reaction when any creature that you can see has just attempted to make a saving throw, attack roll, or ability check (after the roll has been made but before it is resolved), you may roll a d6 and add or subtract the outcome from the original roll. This may cause a succeeding roll to fail or a failing roll to succeed. You may use this class feature once per proficiency bonus per short or long rest.
- Starting at 10th level, you are immune to psychic damage and the charmed condition.
- Starting at 14th level, as a bonus action you may teleport yourself (along with your worn and carried items) from your current location to any other unoccupied location that you can see within 150 feet; you arrive at exactly the location desired or the closest safe location if something would prevent you from occupying the chosen location. You may use this class feature once per proficiency bonus per short or long rest.
- Starting at 18th level, you may take an action to cast the spell Psychic Scream without using a spell slot. You recover this ability after 1d4 long rests.
Ravenna's Favor
- Starting at 2nd level, you gain Toll of the Dead as a free cantrip if you do not already know it. Additionally, you gain resistance to necrotic damage.
- Starting at 6th level, as a bonus action or a reaction when another creature starts their turn, you may cause yourself and anything you are wearing or carrying to become invisible. These benefits last until you cause damage to another creature or an object, or the end of your next turn (whichever comes first). You may use this class feature once per proficiency bonus per short or long rest.
- Starting at 10th level, you are immune to necrotic damage and the frightened condition.
- Starting at 14th level, as a bonus action you may allow yourself to have foreknowledge of the immediate future. For the duration, you have advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against you. These benefits last until the start of your next turn. You may use this class feature once per proficiency bonus per short or long rest.
- Starting at 18th level, you may take an action to cast the spell Blade of Disaster without using a spell slot. You recover this ability after 1d4 long rests.
Sektni's Favor
- Starting at 2nd level, you gain Infestation as a free cantrip if you do not already know it, but when cast by you the infestation conjured always takes the form of insects and / or arachnids. Additionally, you gain resistance to poison damage.
- Starting at 6th level, as a bonus action you may cause yourself to become unaffected by webs (natural or magical) and restraints made of organic materials (natural or magical) such as rope or vines. Such materials harmlessly pass through your flesh as if you were intangible, with no reduction of your speed and no detectable disturbance. Additionally, you may ignore the effects of the paralyzed or poisoned conditions if you are currently suffering from them. These benefits last until the start of your next turn. You may use this class feature once per proficiency bonus per short or long rest, and it is used automatically on your behalf if you start your turn paralyzed and have any uses remaining.
- Starting at 10th level, you are immune to poison damage and the poisoned condition.
- Starting at 14th level, your movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce your speed nor cause you to become paralyzed or restrained. You may spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled. Finally, being underwater imposes no penalties on your movement or attacks.
- Starting at 18th level, you may take an action to cast the spell Wish without using a spell slot. You recover this ability after 1d4 long rests.
Meditative Recovery
Starting at 4th level, once per day after you spend a short rest meditating you can choose one or more expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded down).
For example, if you're a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Bound to the Skein
Starting at 6th level, when you are killed you may attempt to make a percentile check to avoid death. Your chance of success is 100% minus your total character level. For instance, at total character level 6 you have a 94% chance of success; at total character level 20 you have only an 80% chance of success.
If you fail the check, you are permanently and irrevocably dead and cannot be returned to life or unlife by any means. You have fulfilled your destiny, your obligation to the material world has been satisfied and your soul has ascended to a higher state of being.
On success, your body and everything you are wearing and carrying discorporate, appearing to rapidly fade from existence. You next awaken somewhere in the world, refreshed as if you had just completed a long rest. Exactly where you are and how much time has passed is determined by the DM.
You may use this class feature whenever you are killed.
What Fate May Come
At 20th level, as an action, bonus action, or reaction when another creature begins their turn, you may select a creature you can see and choose to either grant them inspiration or impose disadvantage on their next attack roll, ability check, or saving throw.
You may use this class feature once per proficiency bonus per long rest.
Circle of the Silvery Skein Feature Summary
This subclass rewards commitment, offering many progressive improvements across its various features as you take more levels in it. The following chart summarizes the most notable scaling benefits for your convenience.
Druid Level |
Feature |
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2 |
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10 |
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14 |
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18 |
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20 |
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