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Druidic Circle: Circle of the Starcaller

T
he circle of the Starcaller is a reclusive group On turn 1, it is the New Moon. During this Phase, you are
of druids cloistered up among the highest invisible in areas of dim light or darkness. This invisibility is
mountains of the world. They watch the stars broken until the next New Moon when you attack, or cast a
and observe their celestial movements. The spell.
most powerful among them have the power to On turn 2, it is the Waxing Crescent. You gain a bonus to
summon miniature stars to burn their foes. one damage or healing roll of a Druid spell you cast equal to
your Wisdom modifier.
Circle of the Starcaller Features On turn 3, it is the First Quarter. You gain temporary hit
Druid Level Features points equal to your Wisdom modifier at the start of your
2nd Circle Spells, Starry Sight, Lunar Cycle
turn. These temporary hit points last until the start of your
next turn.
6th Solar Corona On turn 4, it is the Waxing Gibbous. You can use an action
10th Solar Eclipse to make a ranged spell attack to fire a bolt of celestial energy
at a creature you can see within 120 feet of you. This attack
14th Star Fall deals 3d10 radiant damage + your Wisdom modifier.
On turn 5, it is the Full Moon. You shed bright light out to
Circle Spells 15 feet and dim light for 15 feet beyond that. Friendly
Your celestial link to the stars above grant you access to creatures that start their turn in the bright light regain hit
certain spells. At 2nd level, you learn the starlight cantrip. At points equal to your Wisdom modifier and hostile creatures
3rd, 5th, 7th, and 9th level you gain access to the spells listed that start their turn within the bright light take radiant
for that level in the Circle of the Starcaller Spells table. damage equal to your Wisdom modifier. Creatures in the dim
Once you gain access to one of these spells, you always light regain or lose half as many hit points (rounded up).
have it prepared, and it doesn't count against the number of On turn 6, it is the Waning Crescent. During this Phase,
spells you can prepare each day. If you gain access to a spell your spell save DC increases by an amount equal to half your
that doesn't appear on the druid spell list, the spell is proficiency bonus (rounded up).
nonetheless a druid spell for you. On turn 7, it is the Last Quarter. You can use a bonus action
to teleport up to 30 feet to a space you can see. The space
Circle of the Starcaller Spells you teleport to must be within an area of dim light or
Druid Level Spells darkness.
On turn 8, it is the Waning Crescent. On this turn, you
3rd Body of the Sun, Moonbeam lower the light level in a 10-foot sphere around you by one
5th Melf's Minute Meteors, Moon Blade level; bright light becomes dim light and dim light becomes
7th Greater Invisibility, Banishment
darkness. Light conjured by a spell of 3rd level or higher can
dispel this effect.
9th Dawn, Scrying Starting at 6th level, you can cycle through your Lunar
Phases quicker. As a bonus action, you can advance up to a
Starry Sight number of Phases equal to your Wisdom modifier once per
At 2nd level, your connection to the celestial bodies above you Lunar Cycle, you gain the benefit of that Lunar Phase at the
let you see better in darkness. While you are outside, you start of your next turn, for example, you are on the Full Moon
have darkvision out to 60 feet. If you already have darkvision, and advance two Phases to the Last Quarter. At the start of
its reach extends by 60 feet. your next turn, you can teleport as per that Phase.
Additionally, areas of dim light and darkness don't impose Once you use this feature, you can't use it again until you
disadvantage on Wisdom (Perception) checks that rely on finish a short or long rest.
sight or attack rolls if you are outside or in an area of dim Solar Corona
light or darkness produced by one of your abilities or abilities.
Starting at 6th level, you can channel the blinding energy of
Lunar Cycle the sun into a flare of light that surrounds you. As an action,
At 2nd level, when you join this Druidic Circle, your magic is all creatures within 30 feet of you must succeed on a
influenced by the cycle of the stars above. When you roll Constitution saving throw against your Spell save DC or be
initiative, you can choose to activate the Lunar Cycle as a blinded for 1 minute and take fire damage equal to your
reaction. You can choose to manually activate the Lunar Wisdom modifier.
Cycle as an action. Creatures that don't have eyes are immune to the blinding
Your Lunar Cycle begins at Phase 1 and progresses a effect. If a creature is behind total cover that isn't opaque, it
Phase at the start of each of your following turns; keep track must still make the saving throw but doesn't take the damage.
of this cycle on a d8. When the cycle reaches Phase 8, it Blinded creatures can repeat the saving throw at the end of
begins anew at Phase 1 on the following turn. The cycle ends each of their turns, ending the effect on themselves on a
prematurely if you are unconscious or dead or end it as a success.
bonus action; it will otherwise end after one hour. You can use this feature a number of times equal to your
Wisdom modifier each long rest.

1
Solar Eclipse A 3ft-long blazing beam of moonlight springs forth from
your hand. This magic sword lasts until the spell ends. It
At 10th level, you gain the ability to blot out the light in an counts as a simple melee weapon with which you are
area around you for 1 minute. Creatures that look at you see proficient. Attacks with the Moon Blade use your Spellcasting
a ring of silvery energy behind your head. As an action, you ability. It deals 2d8 radiant damage but leaves no visible
can begin a solar eclipse. You emit a 120ft radius sphere of wounds; undead creatures are visibly wounded, however, and
energy, centered on you. The surrounding light level is take an additional 1d8 radiant damage. You apply your
lowered by one for the duration; bright light becomes dim Spellcasting ability modifier to the damage rolls of the Moon
light, dim light becomes darkness. Magical light centered on Blade.
you can dispel this effect if its level is equal to half your druid The Moon Blade scrambles magic temporarily on a hit. On
level (rounded down) or higher. Once you use this ability, you the target's next turn after being damaged by the moon blade,
can't use it again until you finish a short or long rest. the creature must make a Concentration check to
successfully cast a spell. The DC equals 8 + half the damage
Starfall you dealt + the spell's level. On a failed check, the action is
At 14th level, you learn the secret of the Starcallers. You gain wasted. Concentration checks made to maintain a spell are
the ability to pluck the stars from the heavens to assault your made with disadvantage if the damage was caused by the
foes. As an action, you can call down seven burning motes of Moon Blade.
energy. Each star impacts upon the ground in a space of your
choice within 500 feet of you. Each creature within 5 feet of
that space must make a Dexterity saving throw or take 5d4+5
radiant damage. If a creature is flying directly above the
space you choose, it must make the Dexterity saving throw to
avoid the damage.
You can't use this ability indoors. Once you use this feature,
you can't use it again until you finish a long rest.
Starlight
Conjuration Cantrip
Casting Time: 1 action
Range: 60 feet
Components: S, M (a 1-inch diameter ball made of pure
silver worth at least 10gp)
Duration: Concentration, up to 1 minute
A small ball of silvery light manifests in a space of your
choice. It lowers the surrounding light level by one in a 10ft
radius sphere for the duration. Bright light becomes dim light
and dim light becomes darkness. Light conjured by a spell of
1st-level level or higher can dispel this effect.
Body of the Sun
2nd-level Transmutation
Casting Time: 1 action
Range: Self (5ft sphere, centered on you)
Components: V, S
Duration: Concentration, up to 1 minute
By drawing on the power of the sun, you cause your body
to emanate fire.
You shed bright light out to 15 feet and dim light for 15 feet
beyond that; this light is considered sunlight. Additionally, a
creature takes 4d4 fire damage when it moves into the 5-foot
area adjacent to you on a turn or starts its turn there.
Moon Blade
3rd-level Evocation
Casting Time: 1 action
Range: Self
Components: V, S, M (a small mint candy made with
wintergreen oil)
Duration: Concentration, up to 1 hour

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