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⌛🕰🌀 Circle of Time Druids ⌛🕰🌀
In the heart of ancient forests and atop ageless mountains, the Circle of Time Druids attune themselves to the rhythmic dance of the cosmos. Their bond with the primordial spirits of past, present, and future gives them a unique understanding of life's intricate tapestry.

From the first fallen leaf of an age-old tree to the whisper of a wind yet to blow, these druids perceive the ebb and flow of every passing second. They stand as guardians at the crossroads of destiny, ever watchful of the delicate balance between what was, what is, and what will be.

Stories speak of them reversing the ravages of time on withered groves and foreseeing calamities to steer their clans away from impending doom. Yet, their power is not wielded lightly, for toying with time carries consequences that ripple across eons.

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Druids of the Circle of Time understand that the natural world is not just about forests, oceans, and mountains, but also the inevitable flow of time itself. These druids have tapped into the cyclical nature of seasons, life, death, and rebirth. With their knowledge, they can manipulate the course of time in short bursts, allowing them to aid allies, confound foes, and sometimes see the potential paths the future might hold.

Circle Spells

When you join the Circle of Time at 2nd level, you attune yourself to the ebb and flow of the temporal currents, drawing closer to the primordial spirits of past, present, and future. Your bond with these spirits bestows upon you unique spells that manipulate the progression of moments, as shown on the Circle of Time 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 Spells


2nd
expeditious retreat, shield

3rd

gentle repose, misty step

5th

haste, slow

7th

dimension door, fabricate

9th

hold monster, seeming


Temporal Awareness

At 2nd level, as the spirits of time whisper to you, the ebb and flow of moments become more discernible, allowing you to act in instances where others would be caught off-guard.

Immediate Reaction: When you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn. However, to tap into this temporal insight, you must use your first action to enter your Wild Shape.

Rewind Initiation: If you were the one surprising a creature and decide to Wild Shape as your action during the surprise round, after completing your movement for the turn, the flow of time briefly rewinds. Your turn starts anew, allowing you to take another action, movement and a possible bonus action.


Knots in Time

Starting at 6th level, you can create a knot in the fabric of time around a creature. As an action, target a creature within 60 feet. That creature must succeed on a Wisdom saving throw against your druid spell save DC or become "knotted." For the next minute, whenever that creature tries to move, it must roll a d4. On a roll of 1, it returns to its starting position at the end of its move. The creature can attempt a new Wisdom saving throw against your druid spell save DC at the end of each of its turns to end this effect.


Temporal Distortion

At 10th level, you gain mastery over the flow of moments. The sands of an hourglass you possess are not just mere grains but fragments of time itself.

As an action, you can scatter these magical sands in a 20-foot radius around you. This area remains saturated with the essence of time until the end of your next turn.

Allies that start their turn or enter the area for the first time on a turn gain the benefits of the haste spell until the end of their next turn. They do not suffer the lethargy drawback when the effect ends. Enemy creatures that start their turn or enter the area for the first time on a turn must make a Wisdom saving throw against your druid spell save DC. On a failed save, they are affected by the slow spell until the end of their next turn.

Once you've used this feature, you can't do so again until you finish a long rest.


Eclipsing Future

At 14th level, your mastery over time allows you to exist in two divergent realities. As an action, you split into two versions of yourself. Immediately roll initiative for each version. On their respective turns, each version can act independently, though they share spell slots, hit points, and other resources.

After the version with the lower initiative completes its next turn, you decide which one persists and which fades from existence, retaining any effects or changes that occurred during this split. After using this feature, you can't use it again until you finish a long rest.

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