Yonder Yarns Subclass Collection 1 Color Barbarians Bards Clerics Druids

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YONDER YARNS

SUBCLASS COLLECTION 1

OPTIONS FOR BARBARIANS, BARDS, CLERICS, AND DRUIDS


BY YEL-AN-HINDAR
Credits About this Collection
Author and Subclass Designer: Yel-An-Hindar This collection focuses on subclasses for Barbarians, Bards,
Template Format Designer: Nathanaël Roux, Clerics, and Druids. Each class receives two subclasses
https://www.barkalotdesigns.com intended to expand the roles of the core class as well as
Cover Artist: Eamonn McCormick, provide some fun flavor to add to your character and table.
https://linktr.ee/eamonn.mccormick A frequent theme in this collection is travel, particularly
of the planar variety. If your table isn’t going beyond the
Material Plane any time soon, fret not. These subclasses
About Yonder Yarns should be a fun addition even if you’d rather explore
Like you, I love gathering around the table to roll dice and Waterdeep than Sigil. Though do consider an extra-planar
tell stories. It’s my favorite hobby, and hardly a moment excursion sometime—travel is the best education, after all,
passes where some part of my mind isn’t dreaming about and there are whole planes made of ideas out there!
fantastic lands, valiant heroes, and terrible monsters. Over
time I’ve collected a few ideas that I think are pretty fun.
Through Yonder Yarns, I hope to take those ideas beyond my
game table, and bring to life new stories at your table.
Yonder Yarns is a hobby for my hobby. I’ll release new
content whenever I can, including character options, DM
tools, adventures, and more. But this is just a project for fun
when I have the time to spare. That said, it is my sincere
hope that these publications help you and your table spin
memorable yarns about the wild blue yonder that lives
in our minds. Maybe one day you’ll even share a tale or
two with me.
Thanks for reading and happy rolling,
Yel-An-Hindar

On the Cover
Eamonn McCormick illustrates a gathering of adventurers
in a tavern situated in the Astral Sea. Not the easiest place
to gather for a drink, but the nachos are the stuff dreams
are made of.

Disclaimer: Just because the Astral Plane is the realm of thought


and dream doesn’t mean that all of the food is actually good there.
Remember, dreams include nightmares. You don’t have to eat and
drink while on the Astral Plane. In fact, if a tabaxi named Skillet
offers you cookies, best to decline. He means well, but just doesn’t
understand the difference between baking soda, salt, and sugar.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content
Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2018-2020 by Yel-An-Hindar and published under the Community Content Agreement for Dungeon Masters Guild.

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Contents
Barbarians 4
Primal Paths....................................................................................................................................... 4
Path of Retribution......................................................................................................................... 4
Path of the Aberration ������������������������������������������������������������������������������������������������������������������ 4
Bards 5
Bard Colleges..................................................................................................................................... 5
College of Mourning...................................................................................................................... 5
College of Wandering ������������������������������������������������������������������������������������������������������������������� 6
Clerics 7
Divine Domains................................................................................................................................... 7
Chaos Domain................................................................................................................................ 7
Travel Domain................................................................................................................................ 9
Druids 10
Druid Circles....................................................................................................................................10
Circle of the Wind........................................................................................................................ 10
Circle of the World Tree ������������������������������������������������������������������������������������������������������������ 11

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Barbarians Swift Vengeance
10th-Level Path of Retribution Feature
Who doesn’t love having a barbarian in their party? Sure,
being a rage machine sounds like the kind of thing that might
You give your enemies no space for respite. If a hostile
make being a barbarian’s friend hard, but you’ll be glad to
creature you can see hits an ally, you may use your reaction
have one on your side if you run into an astral dreadnought.
to move up to half your movement speed towards the
attacking creature.
Primal Paths
Healing Retribution
Presented here are two primal paths for barbarians who
14th-Level Path of Retribution Feature
really know how to rage. The Path of Retribution is great for
barbarians who want to seek vengeance against those who
Successful vengeance grants you momentary relief. When
wrong them or their friends. Meanwhile, the Path of the
your chosen transgressor dies, you may roll your accrued
Abberation draws on the fury of the Far Realm, delivering
retaliation dice + your Constitution modifier (minimum of
eldritch terror to a barbarian’s enemies.
1) to gain temporary hit points until you finish a long rest.

Path of Retribution Path of the Aberration


Barbarians understand well the power of wrath, but some
Bound to distant realms alien to mortal life, eldritch horrors
learn to further focus their ire into singular resentment.
slither their influence into the Material Plane through
Drawing strength from their pain, barbarians of the Path
many means. Though most mortals would be driven to
of Retribution direct their anger towards vengeance.
the brink by even brief contact with such aberrant power,
When wronged, these barbarians are swift to fury, stoking
some can channel the resulting madness into psionic rage.
the flames of their rage until the transgressor pays for
These barbarians are guided by the Far Realm to walk the
their misdeeds.
Path of the Aberration, able to meld muscle and mind into
Rampant Retaliation terrifying displays of power. But is the rage they wield truly
3rd-Level Path of Retribution Feature their own, or are they mere puppets for an inscrutable entity
beyond the stars?
You have learned to concentrate your rage into a vendetta
Alien Comprehension
against your enemy.
3rd-Level Path of the Aberration Feature
Transgressor. When you enter your rage, you may choose a
As you begin to walk the Path of the Aberration, you gain
creature that you can see within 30 feet, identifying them as
insight into the unfathomable reaches of the Far Realm.
a transgressor. Until your rage ends, the transgressor will be
Choose one of the following:
further endangered by your rage each time they hit you.
Inured Mind
Retaliation Dice. Each time the transgressor hits you with
The maddening nature of the Far Realm has conditioned
an attack roll, you accrue one die to your pool of retaliation
your psyche. You gain resistance to psychic damage. At 10th
dice, which are d4s. When you hit the transgressor with
level, increase your Intelligence score by 2.
a weapon attack, add any accrued retaliation dice to the
weapon’s damage. All retaliation dice are lost once the
Aberrant Courage
transgressor dies or your rage ends.
The horrors of the Far Realm have steeled your nerves. You
Reactive Rage gain advantage on saving throws against being frightened. At
6th-Level Path of Retribution Feature 10th level, increase your Wisdom score by 2.

Wrongs against you elicit immediate fury. When you take Twisted Resolve
damage, you may use your reaction to enter your rage. The entrancing chaos of the Far Realm has sharpened your
sense of self. You gain advantage on saving throws against
As you continue along the Path of Retribution, your being charmed or possessed. At 10th level, increase your
indignation expands to include allies. Beginning at 10th level, Charisma score by 2.
you may enter your rage as a reaction whenever a friendly
Maddening Rage
creature you can see within 15 feet takes damage, increasing
3rd-Level Path of the Aberration Feature
to 30 feet at 14th level.
Your mind swirls with maddening thoughts. When you
rage, you unleash this madness onto surrounding creatures.
You may target a number of creatures up to your proficiency
bonus that you can see within 15 feet. The targeted creatures
must make an Intelligence saving throw against a DC

4
equaling 8 + your proficiency bonus + your Constitution Ensnaring Rage
modifier. Each target takes 1d8 psychic damage on a failed 14th-Level Path of the Aberration Feature
save, and takes an additional 1d8 psychic damage when it
starts its turn within 15 feet of you, for as long as you rage. The Far Realm reaches through you fully, manifesting 2d4
At the end of each of its turns, an affected target can make inky appendages bursting forth from your body when you
another Intelligence saving throw. On a success, the effect rage. The tentacles count as a simple melee weapon for you,
ends on the target. and you add your Strength modifier to the attack and damage
rolls when you attack with the tentacles, as normal. The
Psionic Talents tentacles have the reach property and deal 2d8 bludgeoning
6th-Level Path of the Aberration Feature damage on a hit.

The Far Realm wraps itself further around your mind. You As an action, you can make a special grapple attack with
learn Deep Speech, and may speak telepathically with any one tentacle against a creature of your choice. On a hit,
creature you can see within 60 feet. the creature is grappled and pulled up to 10 feet in your
direction. A grappled creature takes 1d8 psychic damage
Additionally, as an action you can move an object you can at the start of its turn. The creature may attempt to escape
see that is not being worn or carried up to 30 feet in any the grapple on its turn, rolling against an escape DC
direction. The object may weigh up to 50 pounds, and floats equaling 8 + your proficiency bonus + your Constitution
gently towards the ground if released from your control. modifier. Each tentacle can grapple one creature at a time.
You may not attack with your tentacles if each tentacles is
Maddening Howl grappling a creature.
10th-Level Path of the Aberration Feature

You have gained the ability to share the terrors of the Far
Realm with another creature. As a bonus action, you let loose
Bards
Bards are always thought to be the life of the party, and for
a maddening howl infused with eldritch power. Once you
good reason. But just because bards bring a certain charm to
use this feature, you can’t use it again until you finish a short
everything they do doesn’t mean they can’t be a little more
or long rest. Choose one of the following effects:
somber and serious too.
Fracture the Mind
Psionic tendrils slither around your enemies minds, Bard Colleges
incapacitating them for a short time. Up to two creatures of This section offers two very different bard colleges, each
your choice must make an Intelligence saving throw against a with a knack for getting the most out of bardic inspiration.
DC equaling 8 + your proficiency bonus + your Constitution The College of Mourning gathers together those macabre
modifier + your Intelligence modifier. On a failure, a targeted bards who dote on death. Alternatively, a bard might join the
creature is incapacitated until the end of your next turn. College of Wandering to seek out stories from far and wide.
Aberrant Panic
Your howl drives your enemies mad with panic. Up to College of Mourning
three creatures of your choice must make a Wisdom saving Death comes for all mortals, and the bards of the College
throw against a DC equaling 8 + your proficiency bonus + of Mourning follow close behind. These bards harness the
your Constitution modifier + your Wisdom modifier. On powers of loss, memory, and emotion which swirl around
a failure, a targeted creature is frightened for 1 minute. An death to comfort or wound the bereaved. Bards of the
affected creature may make another saving throw at the end College of Mourning are also known to reunite the living
of each of its turns, ending the effect early on a success with the dearly departed, for better or worse.

Twist Reality Death Knell


You expose your enemies directly to a fragment of the Far 3rd-Level College of Mourning Feature
Realm. One creature of your choice must make a Charisma
saving throw against a DC equaling 8 + your proficiency You herald death with the haunting sounds of forlorn bells.
bonus + your Constitution modifier + your Charisma You learn the toll the dead cantrip, which doesn’t count
modifier. On a failure, the target is banished to a pocket against the number of bard cantrips you know. You may
plane of eldritch evil, taking 2d6 bludgeoning damage and target two creatures when you cast it.
3d8 psychic damage. At the end of your next turn, the target
reappears in the space it left or in the nearest unoccupied Mournful Witness
space if that space is occupied. 3rd-Level College of Mourning Feature

You mourn a recent death, forcing others to bear witness to


the departed and their own mortality. If you are within 30
feet of a corpse you can see, which has been dead no longer

5
than 1 minute, you can mourn the deceased as an action. You Each creature within 15 feet of you must make a Wisdom
may expend one use of your Bardic Inspiration to enchant saving throw against your spell save DC. On a failed save, a
those around you, choosing one of the following effects: creature takes psychic damage equal to 4 rolls of your Bardic
Inspiration die. A creature that succeeds on its saving throw
Memento Mori. You bemoan the fragility of life, choosing takes half as much damage. Once you use this feature, you
one creature you can see within 60 feet of you. The creature can’t use it again until you finish a long rest.
is shaken by the thought of its own eventual demise, and
has disadvantage on its next attack roll. If the creature’s next If the damage leaves any humanoid creatures with 0 hit
attack fails and the creature is within 60 feet of you, you points, you may use your reaction to raise the humanoids as
may use your reaction to prolong the creature’s uncertainty, zombies, expending 1 use of your Bardic Inspiration for each
rolling your Bardic Inspiration die. On a 6 or higher, the zombie raised. A raised zombie is an ally to you and your
Memento Mori stays, and the creature has disadvantage companions. In combat, the zombie shares your initiative
on its next attack roll. The Memento Mori requires your count, but it takes its turn immediately after yours. It obeys
concentration (as if you were concentrating on a spell), and your verbal commands (no action required by you). If you
is lost if your concentration ends. don’t issue any, it takes the Dodge action and uses its move to
avoid danger.
Baleful Keening. You wail at the sight of the corpse,
imposing grief upon those around you. Each creature of your After 1 hour, or when it drops to 0 hit points, the zombie
choice that you can see within 30 feet of you must make a reverts back to a corpse.
Charisma saving throw against your spell save DC. On a
failed save, a creature is compelled to join in your wailing College of Wandering
and is stunned until the end of your next turn. A creature
that succeeds on its saving throw is immune to your Baleful Bards of the College of Wandering believe an endless,
Keening for 24 hours. winding road spans the multiverse. Woven by story and
song, the Infinite Road interconnects creatures, worlds, and
Enchanted Dirge the planes of existence. These bards travel far and wide in
6th-Level College of Mourning Feature search of Yarns; tales and melodies that resonate throughout
the multiverse, revealing underlying, cosmological truths.
Your mournful yet magical performances can empower those By weaving legendary Yarns, or by drawing inspiration
around you. If you perform a dirge for at least 1 minute, you from their own travels, bards of the College of Wandering
can infuse your performance with necrotic energies. You can can connect to the weave of the Infinite Road, transporting
use this feature a number of times equal to your proficiency themselves and others where they please.
bonus, and you regain all expended uses when you finish a
short or long rest. At the end of your performance, choose Weaving the Yarn
one of the following effects: 3rd-Level College of Wandering Feature

Parting Words. Your dirge grants a fleeting facsimile of You connect a creature to the weave of the Infinite Road,
life to a humanoid corpse of your choice that you can see recalling a resonating Yarn from history or your own
within 10 feet of you. You may cast speak with dead, without experiences. As a bonus action, you can expend one use of
providing material components. Your dirge empowers the your Bardic Inspiration to connect one creature you can
creature to speak freely for 10 minutes, unhindered by the see within 30 feet of you (including yourself) to the Infinite
usual limitation of five questions. The corpse still knows Road. The connected creature may use its bonus action to
only what it knew in life, including the languages it knew. teleport up to 30 feet to an unoccupied space it can see.
Likewise, the corpse can’t learn new information, doesn’t
comprehend anything that has happened since it died, and After teleporting, the creature may use its reaction to
can’t speculate about future events. stay connected to the Infinite Road by rolling your Bardic
Inspiration die. On a 6 or higher, the connection is
Soothing Remembrance. Your dirge tells the inspiring maintained, and the creature can teleport as a bonus action
tale of a beloved individual from history or your own life on their next turn. The connection is severed if 1 minute
who is now deceased. As you extol the deceased, roll your passes without the creature teleporting.
Bardic Inspiration die. A number of creatures of your choice
equal to your proficiency bonus (including yourself) receive Starting at 14th level, when you connect another creature to
temporary hit points equal to your roll + your bard level, the Infinite Road by Weaving the Yarn, the power of your
wreathed in the powerful remembrance of the deceased. Yarn grants you the benefits of this feature as well.

Ensnaring Grief
14th-Level College of Mourning Feature

Your mastery over grief wounds those around you. As an


action, you may exude grief infused with psychic malice.

6
Traveling Voice Divine Domains
6th-Level College of Wandering Feature
The portfolios of the gods can be both broad and specific. It
seems nearly every part of life on the Material Plane has a
Your voice can travel along the Infinite Road, echoing
god watching over it, or at least a god who is supposed to be
throughout the multiverse. As an action, you cast your
watching over it. As a result, clerics who worship the same
voice through the Infinite Road, choosing one of the
deity might focus on entirely different aspects of the god’s
following effects:
domain. The two subclasses presented here surely have some
overlapping deities, but portray different ideals just the same.
Open Dialogue. You can magically communicate with
For clerics who revel in mayhem, the Chaos Domain will
one creature with which you are familiar and share at
be a terrific path to follow. Or, if following paths is really
least one language with. You may communicate across
the point in your cleric’s mind, then hit the road with the
any distance, including other planes of existence. When
Travel Domain.
you address the chosen creature, only it can hear you in its
mind. The creature can respond in a like manner. You may
communicate for up to 10 minutes. Chaos Domain
Chaos and order ebb and flow throughout the multiverse.
Booming Infinity. You can empower your voice with the While some see chaos as a threat, clerics of the Chaos
energy of the multiverse. Each creature of your choice that Domain see beauty in disorder. For these clerics, chaos is a
you can see within 60 feet of you must make a Constitution natural state of the multiverse, embodying freedom, luck,
saving throw against your spell save DC. Creatures who and change. Clerics of the Chaos Domain work to bring
cannot hear you automatically succeed. Your voice bursts about change in the world, break chains, and turn the tide of
forth from the Infinite Road, blasting the chosen creatures battle against their foes.
with the energies of the multiverse. On a failed save, a
creature takes force damage equal to three rolls of your Deities of madness, change, freedom, luck, and creation
Bardic Inspiration die and is deafened. A creature that may all have ties to the Chaos Domain, embodying the
succeeds on its saving throw takes half as much damage and unpredictable and impermanent.
isn’t deafened.
Domain Spells
Once you use this feature, you can’t use it again until you 1st-Level Chaos Domain Feature
finish a short or long rest.
You gain domain spells at the cleric levels listed in the Chaos
Woven Wanders Domain Spells table. See the Divine Domain class feature for
14th-Level College of Wandering Feature how domain spells work.

You have gathered enough Yarns to weave stronger Chaos Domain Spells
connections to the Infinite Road. Cleric Level Spells
1st bane, chaos bolt
While you are connected to the Infinite Road by Weaving 3rd blur, Nathair’s mischief
the Yarn, you may use an action to instantly transport you 5th enemies abound, hunger of Hadar
and up to eight willing creatures of your choice that you 7th confusion, freedom of movement
can see within 10 feet of you to a destination of your choice. 9th awaken, synaptic static
The destination you choose must be known to you, but may
be on another plane of existence. Your familiarity with the Bonus Proficiencies
destination determines whether you arrive there successfully, 1st-Level Chaos Domain Feature
as described in the teleport spell. You arrive at the intended
plane of existence regardless of your familiarity with the Your devotion to forces of change empowers your skills.
intended destination. Whenever you finish a long rest, you may choose two skills
which you are not already proficient in. You gain proficiency
Once you use this feature, you can’t use it again until you in those skills until your next long rest.
finish a long rest.
Wild Strike
1st-Level Chaos Domain Feature
Clerics
Sometimes people forget that clerics do more than heal As a bonus action, you invoke chaos against your foes,
your wounds, but a good cleric is just as comfortable dealing adding disarray to injury. You gain a wild magic die equal to
damage as they are mending it. Still, I do always breathe a 1d6. Your wild magic die becomes 1d8 at 6th level and 1d10
sigh of relief when a cleric is around and we’re all about to do at 17th level.
something foolish like try to saddle an owlbear.
When you hit a creature with a weapon attack until
your next turn, roll on the Wild Magic table to create an

7
additional effect for your attack. If an effect requires a saving Freed Mind
throw, use your spell save DC. All active effects caused by For the duration, the creature gains advantage against
your wild strike end at the start of your next turn. being charmed.

You can use this feature a number of times equal to your Blessed Luck
proficiency bonus, and you regain all expended uses when Once per turn, the creature may add 1d4 to one ability check,
you finish a long rest. attack roll, or saving throw it makes.

Changed Form
Wild Magic The creature alters its form, rolling on the Changed Form
Wild Magic Die Effects table to determine the nature of the change.
1 Your weapon reverberates with magic, causing
a thunderous boom that can be heard up to 300 Changed Form
feet away. Creatures within 10 feet of you must d6 Effects
make a Constitution saving throw, taking 2d6
1 The creature sprouts wings for the duration,
thunder damage on a failure, or half on a success.
2 Vines sprout from the earth around the target’s gaining a fly speed of 30.
2 The creature grows gills, gaining water breathing
feet. The target must succeed on a Strength
for the duration.
saving throw, or be restrained. 3 The creature grows one size larger for the
3 A bright light bursts from the point of impact.
duration, gaining advantage on Strength checks
The target must succeed on a Constitution saving
and Strength saving throws.
throw, or be blinded. 4 The creature becomes Tiny in size, gaining
4 Magic swirls around the target before it vanishes
advantage on Dexterity (Stealth) checks for the
before your eyes. The target is invisible for the
duration.
duration, or until it attacks or casts a spell. 5 The creature’s eyes shimmer with darkness,
5 Lightning crackles forth from your weapon,
gaining darkvision out to a range of 30 feet and
dealing an additional 1d6 lightning damage to the
the ability to see in magical darkness for the
targeted creature before leaping to two other
duration.
creatures of your choice, dealing damage equal to 6 The creature grows a stony carapace, gaining a +2
your Wisdom modifier to each. bonus to AC for the duration.
6 Shadow envelopes the target briefly before
slithering quickly to you. The target takes 1d8
necrotic damage, and you regain an equal amount Reactive Chaos
of hit points. 6th-Level Chaos Domain Feature
7 Chaos batters the target’s mind. The target
must succeed on a Wisdom saving throw, or be
disoriented for the duration. While disoriented,
Your invocation of chaos grows wilder. Your wild magic die
the target cannot take reactions, its speed becomes 1d8, and you gain two additional possible effects of
becomes 0, and on its turn it attacks a creature your Wild Strikes feature.
at random within reach. Prerequisite: 6th-Level
Chaos Domain When a creature rolls an ability check, attack roll, or saving
8 Space twists and turns around the target. The
target must succeed on a Charisma saving
throw that you can see within 30 feet, you may use a reaction
throw or be teleported, exchanging places with to influence the roll, adding or subtracting your Wild Magic
a willing creature of your choice within 30 feet. Die. Once you use this feature, you can’t use it again until
Prerequisite: 6th-Level Chaos Domain you finish a short or long rest.
9 The target’s limbs begin to tighten, and it must
succeed on a Wisdom saving throw or be Potent Spellcasting
paralyzed for the duration. Prerequisite: 17th-
Level Chaos Domain 8th-Level Chaos Domain Feature
10 Your attack enervates the target temporarily
causing 1d3 levels of exhaustion. Prerequisite: You add your Wisdom modifier to the damage you deal with
17th-Level Chaos Domain any cleric cantrip.

Channel Divinity: Chaotic Embrace Unfettered Chaos


2nd-Level Chaos Domain Feature 17th-Level Chaos Domain Feature

You can use your Channel Divinity to empower creatures You are a fount of chaos. Your wild magic die becomes 1d10,
with chaos, connecting them to the forces of freedom, and you gain two additional possible effects of your Wild
chance, and change. As an action, choose a number of willing Strikes feature.
creatures within 30 feet of you (this can include yourself)
equal to your proficiency bonus. Chaotic magic begins to When you use your Wild Strike feature, you roll twice on
swirl around the chosen creatures for 1 minute, or until you the Wild Magic table and activate two effects. You may
lose your concentration (as if you were concentrating on a activate the same effect twice. If you have no more uses of
spell). At the start of each of its turns, a creature embraced by your Wild Strike feature, you may expend up to one spell
the chaotic energies may select one of the following effects to slot to activate one effect.
have active at a time:

8
Travel Domain for 1 minute or until you lose your concentration (as if you
were concentrating on a spell). While blessed in this manner,
Travel can be a time of excitement, tedium, or even dread. they are unaffected by difficult terrain and increase their
People travel for many reasons, but those who wish to speed by 10 feet for every blessed creature. Other creatures
arrive at their destination safely may implore deities for a must subtract 1d4 from opportunity attack rolls against the
safe journey. Gods of travel come in many forms, offering blessed creatures for the duration.
guiding stars and protection along the road, as well as
fostering curiosity for the unknown. You can use this feature a number of times equal to your
proficiency bonus, and you regain all expended uses when
Clerics of the Travel Domain are itinerant by nature, often you finish a long rest.
employed by caravans to ensure safe passage. These clerics
pave a path ever onward, facilitating the travel of friends and Channel Divinity: Hinder
hindering the movement of foes. 2nd-Level Travel Domain Feature

Domain Spells You can use your Channel Divinity to impede your enemies.
1st-Level Travel Domain Feature As an action, you temporarily reduce the speed of a number
of creatures of your choice up to your proficiency bonus until
You gain domain spells at the cleric levels listed in the Travel the end of your next turn. You may reduce their total speed
Domain Spells table. See the Divine Domain class feature for by your proficiency bonus multiplied by 5, divided among
how domain spells work. them in increments of 5.

Channel Divinity: Safe Return


Travel Domain Spells 6th-Level Travel Domain Feature
Cleric Level Spells
1st comprehend languages, floating disk Your deity offers sanctuary wherever you travel. When
3rd misty step, spider climb you finish a long rest, you may designate a location you can
5th daylight, phantom steed see within 30 feet as a sanctuary linked to your deity. The
7th dimension door, freedom of movement sanctuary offers no protection, but remains until you finish
9th passwall, teleportation circle another long rest.

Bonus Proficiencies While the sanctuary remains, as an action you may use your
1st-Level Travel Domain Feature Channel Divinity to choose a number of willing creatures
within 5 feet of you (this can include yourself) up to your
You gain proficiency with either cartographer’s tools or proficiency bonus. The chosen creatures instantly teleport
navigator’s tools, as well as your choice of either vehicles to the designated sanctuary, appearing in the nearest
(land) or vehicles (water). unoccupied space.

Unburdened Steps Divine Strike


1st-Level Travel Domain Feature 8th-Level Travel Domain Feature

You are an experienced and surefooted wanderer in your You gain the ability to infuse your weapon strikes with
service to your deity. When you choose this domain, your divine energy. Once on each of your turns when you hit a
speed increases by 10 feet. creature with a weapon attack, you can cause the attack to
deal an extra 1d8 radiant damage. When you reach 14th
You are also accustomed to shepherding others through level, the extra damage increases to 2d8.
difficult journeys, and do not let them weigh your movement
down. If you are grappled, you may attempt to escape using Dispatching Strikes
your bonus action rather than your action. Additionally, up 17th-Level Travel Domain Feature
to one creature grappled by you that is equal to your size or
smaller may be dragged or carried by you at your normal Favorable winds seem to always be at your back, increasing
speed. Any additional creatures involved in this grapple will your speed by 10 feet. You are also able to harness these
reduce your speed by half. winds to move your enemies. If you deal your Divine Strike
damage to a creature on your turn, you can attempt to
Blessing of Celerity teleport the creature. The creature must make a Charisma
1st-Level Travel Domain Feature saving throw against your spell save DC.

You can ease the travels of those around you for a short time. If the creature fails its saving throw, it is instantly teleported
As an action, choose a number of willing creatures within to an unoccupied space of your choice that you can see
5 feet of you (this can include yourself) equal to half your within a range, equal to the number of feet you traveled on
proficiency bonus rounded down. You bless them with agility this turn before attacking (minimum of 5). The chosen space

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must be on a surface or in a liquid that can support the target
without the target having to squeeze. When you call on the four winds, you choose one wind to
whirl about you, granting you a flying speed of 10 feet and
You can teleport a creature in this way only once per turn. the ability to hover. The wind billows for 1 hour, until you
use this feature again, or until you die. You may call on one
of the following winds to aid you:
Druids
People talk about how powerful and versatile wizards Wicked Mistral
are, but druids are naturals at filling nearly any role. That The Wicked Mistral is cold and sharp. When you summon
includes noble steed if the occasion demands, though you’ll this wind, and as a bonus action on subsequent turns, you
always feel a bit awkward afterward. may direct the wind in a line up to 15 feet long and extending
from you. Each creature in the path of the wind must succeed
on a Constitution saving throw against your spell save DC
Druid Circles or take 1d6 cold damage. The cold damage increases to 2d6
This final section of this collection of Yonder Yarns focuses at 10th level.
on two of my favorite parts of nature: wind and trees. The
Circle of the Wind is a fantastic way to blow over your Battering Squall
foes, while the Circle of the World Tree offers thoughtful The Battering Squall is strong and forceful. When you
reflection on how the multiverse is connected, as well as summon this wind, and as a bonus action on subsequent
giving your druid a big stick with which to hit foes. turns, you may direct the wind in a 15 foot cone extending
from you. Each Medium or smaller creature in the path of
Circle of the Wind the wind must succeed on a Strength saving throw against
your spell DC or be pushed back 10 feet away from you.
The Circle of the Wind reveres wind as an agent of life and Objects not worn or carried that weigh up to 250 pounds are
change, empowering druids to call on breezes and gusts to automatically pushed back by this wind.
restore and shape the world around them. These druids are
often itinerant, following the seasons of the winds. But even Balking Gale
where the air is still, a druid of the Circle of the Wind can
summon powerful hurricanes to their service. The Balking Gale is swift and sure. While this wind
swirls about you, you may use your reaction when you
Circle Spells see a creature hit by an attack to send the wind around
2nd-Level Circle of the Wind Feature the targeted creature, increasing their AC by half your
proficiency bonus rounded down until the start of your
You have a deep connection with wind in all its forms, and next turn. If the new AC exceeds the triggering attack, the
you know the gust cantrip. This cantrip doesn’t count against attack misses.
the number of druid cantrips you know.
Cleansing Zephyr
You also gain access to some spells when you reach certain The Cleansing Zephyr is gentle and calm. While this wind
levels in this class, as shown on the Circle of the Wind Spells swirls about you, you may use your action to send the wind
table. Once you gain access to one of these spells, you always to a creature you can see within 60 feet (including yourself).
have it prepared, and it doesn’t count against the number The wind either cleanses the creature of one disease or the
of spells you can prepare each day. If you gain access to a poisoned condition or heals the creature a number of hit
spell that doesn’t appear on the druid spell list, the spell is points equal to your Wisdom modifier + your druid level.
nonetheless a druid spell for you.
Rending Winds
6th-Level Circle of the Wind Feature
Circle of the Wind Spells
Druid Level Spells
When you use your Beckon the Wind feature, you may
2nd feather fall, zephyr strike
additionally harness the wind like a weapon. Until your
3rd levitate, warding wind
chosen wind dissipates, you may use the wind as a simple,
5th fly, wind wall
magical weapon with which you are proficient. The wind
7th compulsion, storm sphere
deals 1d8 slashing and 1d8 cold damage on a hit, and has the
9th control winds, steel wind strike
finesse and reach properties.

Beckon the Wind Windwalkers


2nd-Level Circle of the Wind Feature 10th-Level Circle of the Wind Feature

As a bonus action, you can expend a use of your Wild Shape When you use your Beckon the Wind feature, you now gain
feature to beckon forth one of the four winds, rather than a flying speed of 30 feet. You may also share flight with a
transforming into a beast. number of creatures up to your proficiency bonus that you

10
can see within 60 feet of you. The additional creatures gain a Sliver of the World Tree. You can use this sturdy fragment
flying speed of 15 feet and the ability to hover. as both a quarterstaff and a spellcasting focus for your druid
spells. When you attack with this quarterstaff, you may use
Scatter to the Four Winds your Wisdom modifier, instead of Strength, for the attack
14th-Level Circle of the Wind Feature and damage rolls.

You call the four winds together, creating a raging tornado. If the Sliver of the World Tree is lost or destroyed, you can
As an action, choose a point you can see within 90 feet. The perform a 1-hour ceremony to summon a replacement. This
tornado twists about at the designated point in a 10-foot- ceremony can be performed during a short or long rest, and
radius, 60-foot-high cylinder. it destroys the previous Sliver of the World Tree.

When a creature enters the tornado’s area for the first time Planar Enrichment
on a turn or starts its turn there, it must make a Strength 2nd-Level Circle of the World Tree Feature
saving throw against your spell save DC, or be restrained
and incapacitated by the tornado, taking 3d10 bludgeoning As a bonus action, you can expend a use of your Wild Shape
damage at the end of its turn. feature to promote aspects of the planes within your Sliver of
the World Tree, rather than transforming into a beast.
As a bonus action, you may have the tornado expel every
creature in its area. Roll 1d4 for each creature to determine Though separated from its whole, the Sliver of the World
which direction (north, south, east, or west) the creature Tree carries residual energies from the various planes which
will be flung. Expelled creatures are thrown a number of enrich Yggdrasil. Whenever you draw this power out,
feet equal to 5 times your Wisdom modifier (minimum 5 your Sliver of the World Tree exudes planar energy for 1
feet). The creature must make a Dexterity saving throw minute. This emission ends early if you dismiss it (no action
against your spell save DC. On a failure the creature takes required) or use this feature again.
1d6 damage for every 10 feet it was thrown, or half as much
on a success. While holding the Sliver, you subtly flicker in and out of
existence for the duration and gain the following benefits:
The tornado persists for 1 minute, or until you lose your
• When calculating your Armor Class, you may replace your
concentration (as if you were concentrating on a spell). You
Dexterity modifier with your Wisdom modifier.
may use an action to move the tornado up to 15 feet to a
• When you take damage, you may use your reaction to
point you can see.
blink to a pocket dimension until the start of your next
turn. You return to an unoccupied space of your choice
Once you use this feature, you can’t use it again until you
that you can see within 15 feet of the space you vanished
finish a long rest.
from.
• When you hit with a melee weapon attack using the Sliver,
Circle of the World Tree you deal additional force damage equal to your proficiency
The Circle of the World Tree brings together druids bonus.
from across the multiverse. Also known as Druids of the
Paths, these druids dedicate themselves to mapping the Elemental Absorption
interconnections of the planes, usually by following the 6th-Level Circle of the World Tree Feature
innumerable paths of Yggdrasil, the World Tree.
While your Planar Enrichment feature is active, your Sliver
Such druids often devote themselves to tending to the World absorbs the magical energies of the damage you take. When
Tree, one of its children, or even its the cast-off splinters. you use your reaction to blink to a pocket dimension after
With care and curiosity, druids of the Circle of the World taking damage, your Sliver of the World Tree captures
Tree seek out planar portals and call on the aid of Yggdrasil any damage other than bludgeoning, piercing, and slashing
to better understand the nature of the multiverse. damage until the end of your next turn. When you hit a
target with a melee weapon attack using your Sliver, you
Sliver of the World Tree may deal additional damage equal to your proficiency bonus
2nd-Level Circle of the World Tree Feature of one damage type which triggered your blink reaction. You
then gain resistance to this damage type until the start of
Through your studies of planar connections, you have your next turn.
learned of the fine roots of the World Tree. Unlike the major
roots and branches which might bear portals to various Uproot
planes, these smaller secondary roots entangle the multiverse 10th-Level Circle of the World Tree Feature
without bridging the dimensions of reality.
Your understanding of the interconnectedness of the
Using your newfound knowledge, you momentarily multiverse has grown, and with it your connection to the
breached the barrier between the planes and drew forth a World Tree. You may now call on the fine roots of the

11
World Tree to briefly pierce through the veils of reality into World Tree Strider
your plane of existence. 14th-Level Circle of the World Tree Feature

As an action choose a point within 60 feet of you which you Your connection to the World Tree is deeply rooted, and
can see. The fine roots of Yggdrasil burst through the ground you now see the connections between all things. You gain
from the point in a 20-foot radius, creating difficult terrain the following benefits while holding your Sliver of the
for the duration. As part of this action, you may use the roots World Tree:
to relocate a creature (including yourself) occupying the
• You can sense the direction of any portal connected to the
area of effect. A creature must succeed on a Charisma saving
World Tree. This feature works both while walking the
throw against your spell save DC or be teleported to another
paths of the World Tree’s branches and roots, as well as
point within the area of effect. The target may choose to fail
while you explore the planes of existence.
this save. You may continue to use your action on subsequent
• You have the tree stride spell prepared. It counts as a druid
turns to uproot creatures in this manner.
spell for you, and it doesn’t count against the number
of spells you can have prepared. You can cast tree stride
The roots remain for 10 minutes or until you dismiss them
without expending a spell slot. You can do so a number of
(no action required), are incapacitated, die, or use this feature
times equal to your proficiency bonus, and you regain all
again. You may use this feature a number of times equal to
expended uses when you finish a long rest.
your proficiency bonus, and you regain all expended uses
• You can briefly empower one of the fine roots of the
when you finish a long rest.
World Tree, creating a temporary portal to a random path
along the World Tree which lasts for 1 minute. You may
use this feature once per long rest.

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