Circle of Fortune
The Circle of Fortune welcomes any druids with charitable hearts. Its members arrive in the wake of natural disasters or other misfortunes to provide aid and protection when it is needed most. They use the erratic, underlying forces of life itself to help safeguard unfortunate creatures from any that would prey on their vulnerability. Simply put, they wish for all souls, be they beast, man, or other, to feel lucky to be alive.
Unbridled Magic
2nd-level Circle of Fortune feature
The raw, untamed magic of life suffuses you, allowing you to prepare spells from the sorcerer class. When you prepare the list of druid spells that are available for you to cast, you can prepare one 1st-level spell of your choice from the sorcerer spell list; it doesn't count against the number of spells you can prepare each day. You must otherwise obey all the restric-tions for preparing the spell, and it is a druid spell for you.
Once you reach higher levels, you can prepare more spells of your choice from the sorcerer spell list: one 2nd-level spell at 3rd level, one 3rd-level spell at 5th level, one 4th-level spell at 7th level, and one 5th-level spell at 9th level.
In addition, you learn one sorcerer cantrip of your choice.
Fortune's Favor
2nd-level Circle of Fortune feature
As a bonus action, you can expend a use of your Wild Shape to employ the unpredictability of the multiverse, rather than transforming into a beast. When you do, you roll twice on the Fortune's Favor table and gain the effects listed for each roll's result. If you roll the same number on both dice, you gain the effects for that result and one other possible result of the die you rolled (your choice). At 2nd level, the die that you use is a d6. It increases to a d8 at 6th level, a d10 at 10th level, and a d12 at 14th level.
These effects last for 10 minutes. They end early if you dismiss them (no action required), are incapacitated, die, or use this feature again. If an effect requires a saving throw, the DC is equal to your spell save DC.
Fortune's Favor
Result | Effect |
---|---|
1 |
Water. You gain the benefit of the Disengage action, lasting until this effect ends. For the same duration, immediately after you take an action on your turn, you can teleport to a space you can see within 10 feet of you. |
2 |
Fire. Until this effect ends, you have resistance to two damage types of your choice. Neither of these damage types can be bludgeoning, force, piercing, psychic, or slashing. |
3 |
Air. Ranged attacks against you are made with disadvantage for the duration of this effect. |
4 |
Earth. Your AC can't be less than 14 + your Wisdom modifier until this effect ends. |
5 |
Beast. You gain 5 temporary hit points for each level you have in this class. When this effect ends, you lose any remaining temporary hit points that you gained this way. |
6 |
Fey. A magical snake sprouts seamlessly from your body. When it appears, and as a bonus action on your subsequent turns while it lasts, you can make a melee spell attack against a creature within 10 feet of you. On a hit, the snake deals poison damage equal to 1d6 + your Wisdom modifier, and the target must succeed on a Constitution saving throw or become poisoned until the start of your next turn. The snake vanishes once this effect ends. |
7 |
Order. You can't be blinded, charmed, frightened, paralyzed, petrified, poisoned, or stunned for the duration of this effect. |
8 |
Chaos. For the duration of this effect, you can roll a d8 once on each of your turns when you cast a spell. If the roll is odd, a creature of your choice within 30 feet of you gains that amount of temporary hit points. If the roll is even, a creature of your choice within 30 feet of you takes that much psychic damage. |
9 |
Dark. You are joined by shadowy apparitions that cling to you and whisper of imperceptible things for as long as this effect is active. While they remain, you can add half your proficiency bonus to the result of any saving throw you make that does not already include your prof-iciency bonus. Additionally, the apparitions provide you with a +2 bonus to your Wisdom score until they vanish. |
10 |
Light. Until this effect ends, your melee attacks deal an extra 1d6 radiant damage on a hit. You also regain 1d10 hit points at the start of each of your turns, provided you have less than half your hit points (but more than 0) remaining. |
11 |
Ethereal. You are under the effect of the blink spell until this effect ends. |
12 |
Astral. For the duration of this effect, you can use your reaction to repel a creature when it moves into a space within 10 feet of you or starts it turn there. When you do, the creature must succeed on a Strength saving throw or take 2d12 force damage as it is pushed up to 20 feet away from you. |
Opportune Confusion
6th-level Circle of Fortune feature
You can cause creatures to make random changes in their behavior by toying with the life magic that flows through them. At the beginning of another creature's turn, you can use your reaction to force it to make a Wisdom saving throw as long as it is within 90 feet of you. On a fail, the target can't take reactions until the start of its next turn. Additionally, it must roll a d10 to determine its behavior for this turn, using the table shown in the description of the confusion spell.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Primeval Luck
10th-level Circle of Fortune feature
Each time you expend a spell slot of 5th level or lower to cast a druid spell that you have prepared, roll a d6. If the result is higher than the level of the expended spell slot, you cast the spell at the level of the die's result instead.
Fickle Fortune
14th-level Circle of Fortune feature
When you invoke Fortune's Favor, you can roll three times and choose two results to keep from among them.
Credits
Original Homebrew Content by Acenm5. Take the Survey.
Context: D&D 5th Edition by Wizards of the Coast, LLC.
Page 7 Art: March of the Druids by Gaétan Weltzer.
Made using GM Binder with Memo Snippets by Rhaenon.
I'm telling you, these druids can predict where disaster will strike, but they refuse to tell us!
How else could they be so quick to appear? They just want to be praised as heroes!