1. Notes

Circle of the Cosmos

Aura of Stars

Starting at 2nd level, you are surrounded by invisible, tiny orbs of light that can dim and brighten at will. As an action, you can brighten these lights, shedding providing magical bright light in a 30-foot radius and dim light for an additional 30 feet.

At higher levels. When you reach 6th level in the Druid class, you can impose disadvantage on attack rolls and perception checks made by creatures of your choice within 30 feet of you. At 10th level, creatures of your choice within 30 feet of you must make a Constitution saving throw equal to your spell save DC, becoming blinded on a failure; repeating the saving throw at the end of each of its turns, the creature becomes immune to this effect for 24 hours on a success. At 14th level, the range of bright light extends to 60 feet, and dim light for an additional 60 feet. At 18th level, the range at which you can impose disadvantage or the blindness condition extends to 60 feet from you.

Astral Form

Also at 2nd level, you gain the ability to channel magic into the light that surrounds you. As an action, you can expend a use of your Wild Shape feature to awaken those lights, rather than transforming into a beast form, and you gain a bonus to your AC equal to your Druid level divided by 5 (minimum 1). While this feature is active, you gain the following benefits:

  • When you cast a spell that deals damage, it deals an additional 1d6 radiant damage to each target.
  • Your melee weapon attacks deal additional radiant damage equal to your proficiency bonus to any target they hit.
  • These benefits last for 1 minute, or until you use your Wild Shape again.

Constellation Magic

At 6th level, your spores gain the ability to channel magic through various constellations. At the end of each long rest, you can choose one of the following constellations, gaining its effects until you complete another long rest:

  • The Dragon: When you cast a spell that deals acid, cold, fire, lightning, or poison damage, you can deal an additional amount of damage equal to your proficiency bonus. If the spell deals more than one type of damage, only one damage type can be augmented this way.
  • The Fairy: When you cast the Faerie Fire spell, any creature in its area of effect makes its Dexterity saving throw at disadvantage. Additionally, any creature that fails its saving throw take a -1 penalty to their AC.
  • The Lion: All melee attacks you make are considered magical, and receive a +1 bonus to hit.
  • The Wolf: You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

Falling Star

At 10th level, you gain the ability to summon a large meteor that can crash into your enemies. A blazing orb of fire and earth plummets to the ground at a point you can see within 120 feet of you. Each creature in a 10-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The DC of this ability is equal to your spell saving throw. A creature takes 5d6 fire damage and 5d6 bludgeoning damage on a failed save, or half as much damage on a successful one. Objects in the area are damaged and any flamable object that isn’t being worn or carried ignites.

Solar Bond

At 14th level, the orbs of light that surround your body alter you: you can’t be blinded, and any critical hit against you counts as a normal hit instead, unless you’re incapacitated. Additionally, you become immune to radiant and fire damage.

 

 

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