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Druid: Circle of Revelry

Druids who are members of the Circle of Revelry often come from regions where civilization has yet to leave its mark. Or, alternatively, from civilized areas from which they’ve sought an escape. These druids do not seek to act as guardians of the natural world, instead they seek to embody it, finding great joy and freedom within the simple pleasures of natural life.   These druids desire to share their joy with the rest of the world and provide a release from the many mundane problems that plague the daily lives of intelligent creatures everywhere. The revels these druids are known for provide a brief escape to replenish the spirit and heal the mind.and can be an important coping mechanism for those weighed down by the worries and responsibilities that come with civilization.   Free-spirited and irresistible, druids from this circle are generally some of the friendliest you can encounter. But not all encounters with them end as easily as they begin. Druids from the Circle of Revelry can be mischievous and have been known to inject a little bit of playful mayhem in the lives of those they meet.  

Circle of Revelry Features

 
Druid Level Feature
2 Reveler’s Delight, Circle Form
3 Circle Spells
6 Incite Frenzy
10 Twisted Pleasures
14 Night of Revels
 

Revelr’s Delight

When you choose this circle at 2nd level, you gain the ability to manifest the charismatic spirit of nature within yourself. You gain proficiency in the Performance skill or one musical instrument of your choice.   In addition, you learn the druidcraft cantrip, which doesn’t count against the number of druid cantrips you know. For you, the effect produced with this cantrip must fit within a 15-foot cube.  

Circle Form

The rites of your circle grant you the ability to assume a Circle Form that enhances your connection to the spirits of nature. Starting at 2nd level, you can use your Wild Shape to transform into your Circle Form.   While transformed, your visage takes on a wild aspect. Many humans appear as satyrs when they use this ability, but others have been known to develop bark-like skin or have vines replace their hair. Your statistics, including your hit points, are the same in each form. Any equipment you are wearing or carrying isn’t transformed and adapts to your new form. When you transform into your Circle Form you increase your maximum hit points by your Wisdom score (not modifier) + your druid level and gain the same number of hit points. You revert to your true form if you fall unconscious, drop to 0 hit points, or die. In addition, while transformed, you gain the following abilities:   Ecstatic Dance. While in your circle form, your AC can’t be less than 10 + your Dexterity modifier + your Wisdom modifier, regardless of what kind of armor you are wearing.   Enchanting Performance. You may cast your Circle Spells while in your Circle Form. In addition, once per turn, when a creature fails a Wisdom saving throw against one of your spells or abilities, you gain temporary hit points equal to 1d8 + your Wisdom modifier.   Free Spirit. You have advantage on Wisdom saving throws to resist Charm effects.  

Circle Spells

Your mystical connection to the wilds infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the hedonistic spirit that empowers you.   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 Spells
3 enthrall, suggestion
5 haste, hypnotic pattern
7 confusion, conjure woodland beings
9 awaken, dominate person
 

Incite Frenzy

Beginning at 6th level, you can compel the spirits of those around you to enter into a frenzy.   As an action, when you activate this feature, choose one of the following effects:
  • Allies within 10 feet of you are imbued with a strength born of passion. Until the end of your next turn, they make Strength (Athletics) checks at advantage and add your Wisdom modifier to their damage rolls with melee weapons.
  • Allies within 10 feet of you are energized with frantic speed. They can immediately use their reaction to move up to their speed without provoking attacks of opportunity.
  • Enemies within 10 feet of you are overcome by rage. They must succeed on a Wisdom saving throw against your spell Save DC or immediately use their reaction if available to move up to half
  • their speed to a space adjacent to a randomly determined creature they can reach and make a single melee weapon attack against that creature.
  • Enemies within 10 feet of you are plagued by chaotic thoughts. Any enemy within 10 feet of you who is concentrating on a spell must succeed on a Wisdom saving throw against your spell Save DC or stop concentrating on the spell.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses of this feature after you finish a long rest.  

Twisted Pleasures

Starting at 10th level, your grasp of the baser instincts of intelligent creatures allows you to use your magic to compel creatures into a magical trance-like state.   While in your Circle Form, as an action you can attempt to draw a number of creatures into revelry. Choose a number of humanoid or beast creatures within 60 feet of you, up to a number equal to your Wisdom modifier (minimum of 1). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you.   While charmed in this way, the target begins to comically dance in place—letting loose its inhibitions. A dancing creature uses all its movement to dance without leaving its space and has disadvantage on attack rolls and Dexterity saving throws. While the target is dancing, other creatures have advantage on attack rolls against it.   As an action while dancing, a charmed creature can make a Wisdom saving throw. If it successfully saves, the effect ends. If it fails three saves against this effect, it is stuck in the revelry and charmed for 1 hour, after which it suffers 2 levels of exhaustion. If another creature uses an action to shake the creature out of its stupor, the dancing creature gets advantage on their next Wisdom saving throw. The effect ends early if an affected creature takes any damage or if you are incapacitated.   A creature who succeeds on its save against this effect manages to harness the energy of the dance without being controlled by it and can immediately use its reaction to move up to half its speed without provoking attacks of opportunity. In addition, such a creature is immune to your use of this effect until it completes a long rest.   Once you use this feature, you can’t use it again until you finish a short or long rest.  

Night of Revels

At 14th level, you have fully mastered the arts of revelry and can use them to free the spirits of all those around you, easing their minds and refreshing their bodies. Over the course of a long rest, you project an aura of revelry with a 60-foot radius. Within this aura, you can conjure illusory music and manifest hypnotic lights that accompany you as you and your companions dance freely.   At the end of a long rest, you and any friendly creatures who spent the long rest within your aura and participated in your revelry are affected as if targeted with a greater restoration spell and gain the following additional benefits:
  • Temporary hit points equal to your Wisdom modifier + your Druid level.
  • Advantage on Constitution saving throws to maintain concentration on a spell.
  • Advantage on Charisma saving throws.
These benefits last for 24 hours. Once you use this feature, you can’t use it again for 7 days.

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