Masks Domain (5A)
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- This is a work in progress.
This is a Druid circle for 5A.
The gods demand sacrifice! Only by giving of our blood and life can the sun continue to rise indefinitely!
Tlamacazqui are priests of the old Olman gods. There used to be an Olman imperium in the Amedio jungle, a loose league of city-states. When these cities fell, most Olman turned to Animism or to other druid circles. A A tlamacazqui may worship one or more of the Olman gods, but more importantly the subscribe to the notions of blood sacrifice as a way to rejuvenate the world.
Alignment
Olman goods are almost universally evil, and often chaotic. This makes even good Olman societies seem cruel and bloodthirsty to others. Good Olman submit to the demands of these gods while trying to make the best they can of life. Evil Olman relish their gods' lust for blood and pain and often advance in their service, attaining high social rank even in a society that is not otherwise evil. An Olman high court can be very evil and cruel, yet administer a prosperous land where many people lead good lives.
Source: Original.
Giver of Blood
At 2nd level you learn the first secrets of blood sacrifice. During a short rest, you inflict damage on yourself equal to one quarter of your maximum Hit Points. You then recover used spell slots, of a combined value up to half your druid level, rounded up. You can do this any number of times. After this sacrifice, you can spend hit Dice normally to recover Hit Points. This feature otherwise functions identically to the wizard’s Arcane Recovery feature.
Circle Spells
At 2nd level and above, your character’s connection to the elements grants them access to certain spells. Add the spells in the universal column of the Elemental Spells table as well as the spells listed for your Elemental Affinity to your list of spells. These become druid spells to you, but they must be prepared and cast like any other druid spell.
Druid Level | Spells | |||||
Universal | Air | Cold | Earth | Fire | Water | |
2 | Chromatic Orb | Thunderclap | Frostbite | Mold Earth | Create Bonfire | Shape Water |
2 | Absorb Elements | Witch Bolt | Frost Fingers | Catapult | Burning Hands | Tasha's Caustic Brew |
3 | Dragon's Breath | Kinetic Jaunt | Rime's Binding Ice | Maximillian's Earthen Grasp | Pyrotechnics | Melf's Acid Arrow |
5 | Fear | Lightning Bolt | Vampiric Touch | Pulse Wave | Fireball | Hunger of Hadar |
7 | Banishment | Storm Sphere | Otiluke's Resilient Sphere | Gravity Sinkhole | Widogast's Web of Fire | Vitriolic Sphere |
9 | Animate Objects | Cloudkill | Dawn | Passwall | Immolation | Bigby's Hand |
Elemental Energy Recovery
From 2nd level onwards, you can recover used spell slots during a short rest, of a combined value up to half your druid level, rounded up. This feature otherwise functions identically to the wizard’s Arcane Recovery feature.
Element Walker
Beginning at 6th level, you can travel freely through the element corresponding to your Elemental Affinity for a number of rounds equal to half your druid level, rounded up.
- While walking through air, you have a fly speed equal to twice your walking speed.
- While walking through cold, you are immune to cold damage. If you are in contact with ice or snow, or take cold damage at any point of your move, your land speed doubles.
- While walking through earth, you have a burrow speed equal to your walking speed.
- While walking through fire, you are immune to fire damage. If you would normally take fire damage at any point of your movement, your land speed doubles.
- While waling through water, you have a swim speed equal to twice your walking speed and can breathe water.
Your equipment and clothing travels with you and is also protected. At 6th level you cannot take companions or allies with you. At level 10 you can take a number of allies you touch equal to your proficiency bonus along when you walk the elements. Each of these allies must start their turn within 50 feet of you or the effect ends for that ally. This feature cannot be used again until you finish a short or long rest.
Elemental Wild Shape
At 10th level and beyond, you can expend two uses of wild shape to transform into a type of elemental depending on your Elemental Affinity: Air: air, Cold: ice, Earth:earth, Fire:fire, Water: water.
Blend the Elements
At 14th level, you can use all elements, as if you had Elemental Affinity in each of the five elements. When using Element Walker, you simultaneously gain all the benefits.
Editor's Notes
The spells were a mess and had to be re-done from scratch. As the basic frame of this is decently strong, I only added the spells to the spell list without making them automatically prepared. Druids have no standard for how additional spells work, so this should be ok.
Using cold as a druid element was a whim given by available spells at low levels, but became somewhat tricky at higher levels.