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Druid Circle of the Void

Circle of the Void Many mistake druids as being one with “life”, but this is not quite accurate. Druids worship and become united with the natural world of the Prime Material Plane, whatever form that might be. High above the air where birds fly or clouds loom, there are druids who are attuned to the natural world of stars and the voids of Wildspace. The druids of this realm, so unlike any terrestrial environment, are members of the Circle of the Void.   BONUS CANTRIPS When you choose this circle at 2nd level, you learn the Light and Word of Radiance cantrips. If you already have one or both of these Cantrips, you can learn one cantrip of your choice from the Druid spell list instead.   FONT OF AIR Starting at 2nd level, you always have the Create Fresh Air spell prepared and it doesn’t count against the number of spells you can prepare each day. Further, your body is a constant source of fresh air. You are immune the effects of stale air and you do not count against the number of creatures that an given air purifier (whether natural or magical) can support.   CIRCLE SPELLS Your mystical connection to wildspace grants you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the natural feature of the void.   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.   Circle Spells 3rd Darkness, Moonbeam 5th Melf’s Minute Meteors, Fly 7th Asteroid Field, Fabricate 9th Genesis, Starbirth   VOIDWALKER Starting at 6th level, you no longer bounce around like so much flotsam on a gravity plane. You can stand on a gravity plane even when it extends through air, facing either “up” or “down” (relative to observers, it’s always “up” for you) as you choose, and you can switch orientation as an action or by using half of your move.   DEFLECT LIGHT In addition at 6th level, your affinity to light of the stars allows you to deflect harmful light. As a reaction you can interpose a free hand, or a shield or weapon you are holding, to impose disadvantage on a radiant attack made against you have or give yourself advantage on a saving throw against any radiant damage or effect.   WARD OF AIR When you reach 10th level, your font of air becomes stronger. You generate enough fresh air to support the breathing requirements of a number of creatures equal to your druid level. In addition your font of air forms a permanent protective bubble around you. You are immune to gaseous poisons and have advantage on saving throws against breath weapons and damage or effects from gaseous attacks, spells, and traps.   THE CALL OF HOME When you reach 14th level, you gain the ability to cast a special form of Teleport Circle. Your material component is a vial of mercury worth 25 GP, which the spell consumes. Your Teleport Circle may be cast on the ground (in which case it acts like a normal teleport circle) or it may be cast in Wildspace. If you cast Teleport Circle in Wildspace it forms a silvery liquid sphere 10 feet in diameter with a strong gravity field. All unsecured creatures and objects (including spelljammers with a mass of less than 5 tons) within 90 feet of the sphere are pulled into it before it winks out of existence, and they appear in the nearest unoccupied space at the destination. You can target either a permanent teleport circle you know, or a druid grove that you know. When you initially learn this spell you learn the key to one druid grove, not two permanent teleport circles. Once you use this ability you must complete a long rest before you can use it again.   New Spells   ASTEROID FIELD 4th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a small piece of an asteroid) Duration: Concentration, up to 1 minute   You create a field of densely swirling asteroids that violently careen into each other and any other creature or object who enters the field. You can make the field in the shape of wall up to 60 feet long, 20 feet high, and 10 feet thick, or in the shape of a 30 foot cube. The thick and constant movement of asteroids means that anything inside the field or on its far side has half cover.   When the field appears each creature within its areas must make a Dexterity saving throw. On a failed save, a creature takes 5d8 bludgeoning damage, or half as much on a successful save. Objects within the field take 5d8 bludgeoning damage. A creature or object also takes the same damage when entering the field for the first time or ends its turn within the field.   Reference Spell: wall of fire   CREATE FRESH AIR 1st level conjuration (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Instantaneous   You create fresh air to replace the stale air that has built up over time. The air will fill a volume of a sphere of 30' radius centered on the spellcaster. Created air will displace old air, which will dissipate into the surroundings. If in wildspace, the old air will trail into the void. If in the Flow, it will mingle with the phlogiston to create a radiant rooster tail that lasts for 2d6 rounds.   Casting the spell from a slot higher than Level 1 will increase the effective radius by 30 feet per slot above 1.   Reference Spell: Create Fresh Air, Spelljammer Campaign Setting for AD&D 2E     (Note that the below spell is not on the druid spell list; I made it for the wizard in the group)   CONJURE CREW 3rd-level conjuration (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a bosun’s whistle that costs at least 1 SP, which is not consumed) Duration: 1 hour   Choose a point within range. The spell creates five ghostly sailors in or around that point in unoccupied squares that can perform simple ship’s tasks at your command until the spell ends. They are considered proficient with Spelljammer ships but not shipboard weapons. Each sailor has AC 10, 1 hit point, move 30, and a strength of 8. It can serve an able crewmember but not attack. It can use the Use an Object, Dodge, and Dash actions. If the sailor drops to 0 hit points it disappears.   Once on each of your turns as a bonus action you can command the sailors (verbally or using a bosun’s whistle) to begin some simple sailing task (such as swab the decks or reef the sails). They do not understand multi-step tasks or keep watch, and will simply take no actions if commanded to do so. They will continue with their assigned task until it is complete, they receive new instructions, or the spell ends.   If you command the sailor to perform a task more than take it more than 100 feet from the point of origin, the sailor disappears.   Cast at Higher Levels: When cast using higher level spell slots, you summon an additional five crew for each spell slot above third level. When cast as a ritual, you summon a number of crew as if the spell slot used was the greater of 3rd level or one level lower than the highest level spell slot you have.   Reference Spell: unseen servant, tiny servant   GENESIS 5th-level transmutation Casting Time: 1 action Range: 120 feet Components: V, S, M (a handful of mixed seeds and desiccated insects) Duration: 8 hours   Choose a point within range that you can see and does not have full cover. The target must be “the ground”, although even a barren, airless, and rocky asteroid or moon is sufficient. A tiny missile of red radiance shoots from your finger to that point. Upon impact a bubble of fresh air expands upward and outwards to a 90 foot radius from the origin. Fresh water appears, filling at least one pond. Over the next 10 minutes, the ground sprouts life—trees grow, grass and soil covers the earth, invertebrate life burrows out of the rock and takes to the soil and air. The pond becomes stocked with fish.   Once the genesis has completed, enough fresh fruit, honey, tubers, and fish can be foraged to feed 10 people. The food and setting are idyllic and life-giving. Everyone who consumes the food gains 10 temporary hit points that last until they finish their next long rest. Any hit dice expended to recover hit points during a short rest produce the maximum result. During a long rest, two levels of exhaustion are recovered.   Additionally, a bodiless spirit of nature is summoned that inhabits the wood. It keeps watch over you and your allies while you sleep. You and your allies are woken immediately if any unknown creature enters the genesis effect and you cannot be surprised while the spirit of nature remains. As a bonus action you can command the spirit to summon forth or dismiss a thick fog in or from any part of the genesis effect or all of it, making everything within the fog heavily obscured. The spirit also muffles the sound you and your allies create, giving you advantage on stealth checks.   When the spell ends the spirit departs, the air bubble pops and dissipates, the insects and plants wither and die, any remaining food spoils, and any water that has not been placed in a seal container becomes brackish and non-potable. All of these effects take place immediately with respect to any conjured object or creature that is removed from the area of effect.   Before the genesis effect ends any druid can expend a 5th level spell slot to regenerate all the food and extend the duration of the genesis effect and the local spirit for another 8 hours. A genesis effect that is maintained for a month continuously becomes permanent, although the land reverts to a common meadow that does not provide any special healing effects and can only support one person with food. The 90-foot radius bubble of fresh air remains indefinitely if the genesis effect was initiated on world with poisonous or no air. The spirit of nature remains but it only provides assistance if you are present.   Reference Spells: Hallucinatory terrain (4th), heroes’ feast (6th), and guards and wards (6th).   STARBIRTH 5th-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 hour   Choose an unoccupied square within range. You conjure into existence a small star 2 feet in diameter. The star emits bright light out to 1000 feet and dim light another 1000 feet. It is considered starlight, not sunlight. Once conjured the star cannot be moved except by moving yourself. The star’s position remains fixed based on your relative position.   The star’s bright light pushes any spelljammer ship with sails unfurled away from the star at [TBD].   When the star appears any creature within 40’ of the star must make a Constitution saving throw or take 4d8 radiant damage and is blinded for 1 minute. Creatures more than 20’ away from the star have advantage on the saving throw. A creature that ends its turn within 20 feet of the star takes 4d8 radiant damage. Creatures and objects that enter the star’s space immediately take 8d8 radiant damage.   As an action, you can cause the star to emit a beam of radiances at one creature or object that you can see within 90’ of the star. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. The first time you use this feature, the radius of the star’s damaging presence is reduced to 10 feet. Each time you use this ability the remaining duration is reduced by 10 minutes. If the spell had 10 minutes or less duration remaining the star winks out of existence immediately after resolving the attack.   Reference Spell: wall of light   Language Bonus: Voidspeach

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