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Circle of Dust in Dungeons & Dragons 5e

Circle of Dust

Features

Circle Spells

The shattered magic of the wastes infusing your being grants you knowledge of certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Dust Spells table.
  Once you gain access to one of these spells, 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 of Dust Spells

Druid Level Spells
3rd Levitate , Locate Object 
5th Create Food and Water , Magic Circle 
7th Banishment, Death Ward 
9th Hallow, Legend Lore 

Bonus Proficiencies

At 2nd level, you gain proficiency with Ankeshelian medium armor, relics, shields, and weapons. You can wear and use Ankeshelian armor and shields made of metal. (can just remove the word Ankeshelian and relics)  

Resonating Shroud

Starting at 2nd level, you gain the ability to create a field of magical energy around yourself that warps ambient magic. As an action, you can expend a use of Wild Shape to create an aura, which fills the area within 10 feet of you. While this aura is active, you gain the following benefits:
 
  • Your melee weapon attacks deal an extra 1d6 force damage to any target they hit.
  • Your AC increases by 2.
  • When you cast spells with a range of touch, your reach extends to anywhere within your shroud. Other aspects of the spells are unchanged.
  • Can see up to 30 ft through obscured vision caused by natural effects
The aura lasts for 1 hour or until you use your Wild Shape again.  

Otherworldly Resonance

At 6th level, your mind transforms due to the twisting energies of the wastes. While your Resonating Shroud is active, you can no longer be charmed or frightened, and aberrations must succeed on a Wisdom saving throw against your spell save DC to attack you. An aberration that fails this save can choose a new target, or it wastes the attack.  

Mystic Absorption

At 10th level, you have advantage on saving throws against spells and other magical effects. Additionally, when you take damage from a spell, you can use your reaction to absorb some of the energy. You can expend Hit Dice to regain hit points as if you finished a short rest. The maximum number of hit dice you can expend is equal to half your druid level. Once you use this feature, you can’t use it again until you finish a short or long rest.  

Shroud Disruption

At 14th level, your Resonating Shroud now extends to the area within 30 feet of you, and your foes treat the area within your shroud as difficult terrain. A creature hostile to you that ends its turn in your shroud takes 1d8 force damage.


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