Difference between revisions of "Circle of Song (5A)"
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you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). | you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required). | ||
− | === | + | === Magical Secrets === |
− | + | By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Druid table, or a cantrip. | |
+ | |||
+ | The chosen spells count as druid spells for you. | ||
+ | |||
+ | You learn two additional spells from any class at 14th level and again at 18th level. | ||
=== Thousand Forms === | === Thousand Forms === |
Revision as of 11:10, 29 November 2021
Starfox's 5th Edition Fan Page |
This is a Druid circle for 5A.
Druids of Song see the world as a harmony of different voices. Every tree, every rock, as their own voice to add to the chorus that is the natural world. By singing, the druid can lead the choir, causing massive changes to the world.
Subclass features
Spellcasting Focus
When you choose this circle at 2nd level, you learn to use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.
Song of Rest
Beginning at 2nd level, you can use soothing music to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Countercharm
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action on your turn or as a reaction, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
Magical Secrets
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Druid table, or a cantrip.
The chosen spells count as druid spells for you.
You learn two additional spells from any class at 14th level and again at 18th level.
Thousand Forms
By 14th level, you