Druid: Circle of Stars (Revised)

by CoffeeSorcerer69

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Circle of Stars

The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.
Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples; any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.

Bonus Proficiencies

Starting at 2nd level, you gain proficiency with Shields, Simple Weapons, Navigator's Tools, and you can speak, read, and write one exotic language of your choice.

Expanded Spell List

Also at 2nd level, the spells listed on the next page below are added to the Druid spell list for you, and are considered Druid spells when you prepare and cast them.

Star Map

Again at 2nd level, you've created a star chart as part of your heavenly studies. It is a Tiny object that can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.
While holding this map, you have the following benefits:

  • You can use it as a set of Navigator's Tools
  • You know the Dancing Lights and Guidance cantrips.
  • You can cast the Guiding Bolt spell without expending a spell slot. You can do so a number of times equal to twice your Wisdom modifier, you regain all expended uses when you finish a long rest.
  • If you lose the map, you can perform a 1-hour ceremony to magically create a replacement or teleport it back to you. This ceremony can be performed during a short or long rest, and it makes the previous map useless.
d6 Map Form
1 Scroll of living wood that aligns with heavenly bodies.
2 Stone tablet with fine holes drilled through it.
3 Speckled owlbear hide, tooled with raised marks.
4 Collection of maps bound in an ebony cover.
5 Crystal that projects starry patterns when placed before light.
6 Tempered glass disks that align to depict constellations.

Starlit Form

Finally at 2nd level, you gain the ability to harness constellations’ power to alter your form. As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.


While in your starlit form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds magical bright light in a 30-foot radius and dim light for an additional 30 feet. This form lasts for a minute per druid level. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.


Whenever you assume your starlit form, choose which of the following constellations glimmer on your body; your choice gives you certain abilities or benefits while in the form:


Archer. The constellation of the expert archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier + your Proficiency Bonus.
Chalice. The constellation of the life-giving goblet appears on you. As a bonus action, you or a creature within 30 feet of you regains hit points equal to 1d8 + Wisdom modifier.
Dragon. The constellation of the wise dragon appears on you. When you make an Intelligence, Wisdom, or Charisma check or a Constitution saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

Cosmic Omen

When you reach 6th level, you learn to use your star map to divine the will of the cosmos. You gain resistance to radiant damage. And whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a d6. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:


Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.


You can use this reaction a number of times equal to your proficiency bonus + your Wisdom Modifier, and you regain all expended uses when you finish a long rest.

Twinkling Constellations

At 10th level, the constellations of your Starlit Form improve while in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage. And your Starlit Forms gain the following improvements:


Archer. While archer is active, you can now make a number of ranged spell attacks equal to your Wisdom modifier to target multiple creatures, or to deal more damage to one.
Chalice. While chalice is active, the range is doubled and you can heal every allied creature within range instead of one.
Dragon. While the Dragon is active, you grow one size larger gaining a +3 bonus to melee damage rolls, and you gain a flying hover speed equal to your walking speed + 10 feet.


Moreover, at the start of each round or at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.

Cosmic Flare

At 14th level, your connection to the cosmos allows you to conjure brilliant starlight. As an action, you conjure a burst of bright light in a 30-foot-radius sphere centered on a point you can see within 120 feet of you. Every hostile creature in the sphere must succeed on a Constitution saving throw against your spell save DC; taking 4d12 radiant damage and be blinded until the end of your next turn on a failed save. And only half damage on a successful save.


Once you have used this action, you can’t use it again until you finish a short or long rest or until you expend a spell slot of 3rd level or higher to use it again.

Circle of Stars Expanded Spell List
Spell Level Spells
Cantrips Blade Ward, Light, Word of Radiance
1st Ceremony, Comprehend Languages, Detect Evil and Good, Identify, Guiding Bolt, Protection from Evil and Good
2nd Augury, Borrowed Knowledge, Branding Smite, See Invisibility
3rd Bestow Curse, Blinding Smite, Clairvoyance, Magic Circle, Remove Curse, Sending, Tongues
4th Arcane Eye, Banishment, Divination
5th Commune, Dawn, Legend Lore, Wall of Light
6th True Seeing
7th Crown of Stars, Sequester

Alternate Constellations

You can select the constellations below to replace your main constellation options, you can only have up to three at a time.

Alternate Starlit Forms






Bull. The constellation of the fierce bull appears on you. While this form is active, you have advantage on all ability checks and saving throws against being knocked prone or moved against your will. And you can take the Shove action as a bonus action if you move more than 10 feet to creature.
Crown. The constellation of the monarchs crown appears on you. Every hostile creature that sees you must make a Wisdom saving throw against your spell save DC, or be charmed or frightened (your choice) by you for 1 minute.
Maiden. The constellation of the canny maiden appears on you. Every non-hostile creature in a 30 foot radius gains a +2 bonus to AC and advantage on Dexterity saving throws. Phoenix. The constellation of the ancinet phoenix appears on you. If you are knocked unconscious while in this form, you regain hitpoints equal to 2d8 + your Wisdom modifier, and gain a bonus to your AC equal to your proficiency bonus until the start of your next turn.
Scale. The constellation of the ancient scale appears on you, granting you the ability to balance fortunes. When a creature you can see within 60ft of you has advantage or disadvantage on their roll, you may use your reaction to nullify that advantage or disadvantage, treating the roll as normal, before or after the roll.
Twins. The constellation of the tricky twins appears on you. A starlit duplicate of yourself appears in your space. The duplicate moves with you, and appears to mirror your actions. When a creature makes an attack against you, it must make a Wisdom saving throw against your spell save DC. On a failed save, the creature hits the duplicate instead, which vanishes and is destroyed. The duplicate vanishes early if your Starry Form ends.

Alternate Twinkling Constellations






Bull. While the bull is active, you're movement speed is doubled, and if you move up to your full movement speed to a target or you successfully Shove them, you can make a melee spell attack to headbutt them with your starlit horns. On a hit, the attack deals 4d6 radiant damage.
Crown. All allied creatures in 30 feet of you that aren't you, gain a bonus to saving throws equal to your Wisdom modifier. Maiden. While the maiden is active, the range is doubled, and you can grant every affected creature 2d8 temporary hit points for 1 minute after casting a spell.
Phoenix. If you're outright killed while the phoenix is active, the explosion of life giving flame engulfs your body, and you immediately come back to life as if by the Reincarnate spell. Scale. While scale is active, whenever you cancel an advantage they gain disadvantage and when you cancel a disadvantage, you can give them an advantage.
Twins. While twins is active, your starlit duplicate can aid you. On each of your subsequent turns while your duplicate lasts, you can use your bonus action to take the following actions Attack, Cast a Spell (Cantrip only), Dodge, or Help.

Fixed Spells







Find Traps

2nd-Level Divination (ritual)


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

For the duration of the spell, you sense the location of any trap within range. A trap, for the purpose of this spell, includes anything that would inflict sudden or unexpected effect that you consider harmful or undesirable, it radiates a greater presence if it was specifically intended as such by a creator. The spell would sense an area affected by the alarm spell, a glyph of warding, a mechanical or natural pit trap, an unstable sealing, or a hidden sinkhole.


This spell reveals that traps are present, but you can only learn the location of a number of traps equal to your spellcasting ability modifier, and the general nature of the danger posed by the traps revealed to you.


You can choose to learn the location of another trap at the cost of one of the traps that you currently know the location of, as a bonus action.


Classes: Cleric, Druid, Paladin, Ranger

Find the Path

5th-Level Divination (ritual)


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (Navigator's Tools, and a set of divinatory tools--such as bones, ivory sticks, cards, teeth, or carved runes worth 100 gp)
  • Duration: 1 Day

This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves more than 10 miles in a day (such as a mobile fortress), or a destination that isn't specific (such as "a green dragon's lair"), the spell fails.


For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.


If your path is ever blocked by a password or puzzle, you will automatically know the closet approximation of the password, or understand what the puzzle is about and will have the knowledge to help you complete it.


Classes: Bard, Cleric, Druid, Paladin, Ranger

 

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