Circle of the Cosmos - Druid subclass [5e]

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Circle of the Cosmos

The Circle of the Cosmos is made up of druids that have looked away from the world around them and gazed up, past the firmament and into the infinite abyss. As mystics or diviners might search the movements of stars for answers, Cosmic druids study the stars themselves, yearning to understand the cosmological forces that govern the heavens on an incomprehensibly great scale. Their affinity for these distant powers imbues their magic with the mystery and wonder of the unknown and grants them abilities that some would call unnatural, or even alien.

Circle Spells

At 2nd level, you learn either the sacred flame or chill touch cantrip in addition to the ones you already know. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle 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.

Druid Level Circle Spells
3rd darkness, levitate
5th gaseous form, hunger of Hadar
7th Evard's black tentacles, shadow of moil
9th dawn, destructive wave

Stellar Scholar

At 2nd level, you gain darkvision out to a range of 60 feet, or if you already have darkvision from your race, its range increases by 30 feet instead. Additionally, once per long rest, you can spend a bonus action to recall the inspiring power of the cosmos and immediately regain an expended spell slot at the highest level you can cast, up to 5th level.

Celestial Bodies

At 6th level, you learn to channel some the elements of outer space through your body. Once per long rest, you can perform a 1 minute ritual to choose one of the following abilities:

Star: You glow with the radiance of a star and emit bright light in a 20-foot radius and dim light for an additional 20 feet. Any creature that can see you must succeed on a Constitution saving throw against your spell save DC or suffer disadvantage on its attacks against you. If the saving throw fails by 5 or more, the creature is blinded until the start of its next turn.

Void: The emptiness of space envelops you. At the end of each of your turns, roll a d20. On a roll of 11 or higher, you vanish into the Ethereal Plane as though under the effects of the blink spell. At the start of your next turn, you reappear in the space you vanished, or the unoccupied space nearest to that point.

Nebula: The air around you swirls with beautiful colors. You emit dazzling lights in a 15-foot radius, and each creature within 15 feet of you that can see you must make a Wisdom saving throw against your spell save DC. On a failure, they become stunned until the start of their next turn or until they take damage.

As an action at the start of your turn, you can expend one use of your Wild Shape to invoke the chosen effect, which lasts for a number of rounds equal to your Wisdom modifier. Once you pick a feature, you can't change it until you perform the Celestial Bodies ritual again after finishing a long rest.

Astral Resilience

At 10th level, you gain resistance to your choice of radiant or necrotic damage. Additionally, while using your Celestial Bodies feature, you can use your reaction to deal 1d10 of the chosen damage type to a creature you can see within 20 feet of you. If the target succeeds on a Constitution saving throw against your spell save DC, they take no damage.

Core Collapse

The funeral pyres of stars are as spectacular as they are violent, and through your studies you have learned to replicate the effects of a fading star's death throes with your own magic. Starting at 14th level, when you perform your Celestial Bodies ritual, you also may choose one of the following features of your choice:

Neutron Star: You can cast crown of stars without expending a spell slot. Additionally, you can use up to three of the motes of light created by this spell at once, provided they only strike one target.

Supernova: You can cast fireball at 7th level (12d6) without expending a spell slot. The fireball is centered on yourself, and you are not automatically exempt from its damage; you must also make a Dexterity saving throw against your spell save DC. However, on a failure, you only take half damage, and on a success you take none.

Black Hole: You can cast maddening darkness without expending a spell slot. However, its radius is reduced from 60 to 30 feet, and its damage is reduced from 8d8 to 8d6 psychic damage.

Once you use this feature, you can't use it again until you finish a long rest.

Image: Hubble Space Telescope