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Circle of the Eternal Sky (The Shaman)

A great bonfire lights up the earth under the eternal
blue sky; a woman covered from head to toe in
vibrantly coloured robes and ribbons conducts a
ceremony of rhythm and soul. Soon, the spirits are
compelled to answer her call and reveal themselves
within the fire. With them they bring divine words and
Druid
Level Spells
3rd prayer of healing, lesser
restoration
5th conjure animals, speak with
dead
7th banishment, divination
9th commune, conjure elemental
prophecy to those with wisdom enough to understand
them. An omen of war, a warning of a famine that only
the scorching sun can bring, or a sign of prosperity
and victory. The spirits obey her commands, the
forefathers abide by her orders, the mother earth
answers her prayers. She sees the underworld - her
people call it the Tamag, the black hells of Erlik.
Druids of the Eternal Sky, called qamana (Shaman
Matriarch) or qamata (Shaman Patriarch) in nomadic
steppe traditions, is a powerful ambassador of mother
nature and the circle of the sky. Their role is to try to
understand the messages and words in the upper or
lower worlds. Their connection with nature enables
them to contact spirits, the deceased, and other
otherworldly beings. They value freedom above all
else, and the fact that their home is everywhere under
the eternal blue sky.
Circle of the Eternal Sky Spells
a certain creature for connection but the feature
does not guarentee a connection with it. It is up
to the GM which entity you connect.
D You reach out to the eternal blue sky or the black
hell for magical powers. The demands are the
same with the ones mentioned above. The eternal
blue sky grants the ability to heal. For the next 8
hours, you can touch up to three creatures as a
bonus action and heal them for 1d6 + spellcasting
ability modifier (minimum of 1). The black hell
grants the ability to harm with eyes. For the next
hour, with your action, you can mark up to three
creatures and force them to make a Wisdom
saving throw against your spell save DC, and on a
failed save they take 2d6 psychic damage or half
as much on a successful one.
Level 2: The Forefathers: The long-gone spirits
of your forefathers can be called forth for their
assistance. Whenever a creature within 60 ft. of you
that you can see takes damage, you can use your
reaction to roll a 1d6 and reduce the damage by the
total amount. If the reduction exceeds the damage,
that creature gains temporary hit points equal to the
excess. You can use this feature a number of times
equal to your proficiency bonus.
Additionally, when a creature dies within 60 ft. of
you in the past hour, you can enter a trance state
and guide that creature’s spirit away from a horrible
fate. At the end of 1 minute, you must succeed on a
Wisdom saving throw (DC 12). On a failed save, you
take 2d6 psychic damage. On a success, that creature
cannot be turned into an undead anymore, and you
gain 2d4 temporary hit points.
Alternatively, when a creature rolls for a death save
within 60 ft. of you that you can see, you can use your
reaction to grant advantage to the roll.
At 6th level, the damage reduction becomes 2d6; at
10th level, 3d6; at 14th level, 4d6.
Level 6: Connecting to the Blue Sky
Starting at 6th level, you can expend one of your Wild
Shape uses to connect the blue sky and ask for help.
In return, the blue sky favors you with an aid you can
choose from below (You can choose one of them):
D You turn into a spirit and can go through objects,
but if you end your turn in an object, you take 5
(1d10) psychic damage. If you use a damaging
spell, you deal an extra 1d6 psychic damage to
enemies. This form lasts for 1 minute and as if
you are concentrating on a spell.
D When you cast conjure animals, you can turn into
one of the animals you have summoned and no
longer need to concentrate on the spell, but the
spell ends if it has already been active for more
than 1 minute. If not, the spell ends after 1 minute.
Level 2: The Spirit Walk: Starting at 2nd level, your
connection with the spirits allows you to use your Wild
Shapeas an action to start a Spirit Walk rather than
turn into a beast. A Spirit Walk lasts for 10 minutes
and can be dismissed as an action. While in the Spirit
Walk, you gain the following benefits:
D You transform into a form that resembles an
elemental spirit (you can choose the form’s
physical features). You can see and talk to spirits
and detect the undead within 120 feet of you that
are not obscured by total cover.
D Near a bonfire, you can ask the blue sky or the
black hell a question that can be answered with
a yes or no and about the future or the past.
The blue sky demands a sacrifice of your soul’s
energy, and if you expend a spell slot, you gain
a truthful answer. The black hell demands a
blood sacrifice, and if you spill your own blood
(5 piercing damage) or sacrifice another’s, you
gain a truthful answer as well. The blue sky
answers questions about the future, and the
black hell answers questions about the past.
Your answers may be truthful, but both aspects
are not omniscient: your answer will depend on
the knowledge of the creature you connected to
in the blue sky or the black hell. You can specify
18
Subclass Options
D You can choose a name (it must be a real name,
not a nickname or a pseudonym) from among the
deceased and ask that spirit one question. The
spirit’s face appears in a surface near you. You
must succeed on a Wisdom saving throw (DC
13). On a success, you can ask that dead spirit 3
questions. The spirits are under no compulsion
to tell you the truth and their answers are mostly
brief, cryptic and mysterious.
Level 6: Connecting the Black Hell: Starting at 6th
level, you can expend one of your Wild Shape uses to
connect the black hell and ask for help. In return, the
black hell aids you. The black hell is capricious, and
you can never be exactly in what form the help will be
granted. Roll on the following table.
D You are considered to have entered The Spirit
Walk form.
D You have advantage on saving throws to maintain
your concentration on a conjuration spell.
D This form lasts for 10 minutes, and you can’t use
this feature again until you finish a long rest.
Level 14: The Home Under the Sky: Starting at 14th
level, you are one of the most capable druids of your
circle and have access to certain abilities:
D You can cast these spells once a day each, without
expending a spell slot: banishment, commune,
conjure animals. You can’t do so again until you
finish a long rest.
D You can cast the speak with animals spell at will.
D You can expend one of your spell slots (at least
6th level) to disperse your spirit from your body
without dying and travel with your spirit during the
process. You can name a location and meditate on
it for 10 minutes, as if you are casting a ritual spell.
You must use incense and herbs worth at least
500 gp, which this process consumes.
After 10 minutes, your spirit leaves your body, appears
at the place you meditated and cannot be detected
by mere mortal eyes. See invisibility and true seeing
spells can detect you. Creatures that see through
the ethereal plane can also see and interfere with
you. If detect evil and good or divine sense is used to
determine what you are, the caster will get an unusual
result: The enduring spirit.
You can protect this form for 8 hours. Your walking
speed is 60 ft., and you have a flying speed equal to
your walking speed. You can travel great distances
by expending your spell slots. By spending a 1st level
spell slot, you can travel up to 1 mile instantly. After
that every spell slot level increases the range by 1
mile. If you use a 9th-level spell slot, you can go any
distance instantly.
While in this form, you can only interfere with neardeath
creatures, djinns, and other ethereal beings,
otherwise only your voice can be heard. You can
choose to be seen by mortal beings with a bonus
action. You can revert back with a bonus action as
well. You can only cast the four spells granted by this
level’s ability in this form.
Your body is in a state of suspended animation, but if
it or your spirit form take damage, you are forced back
to your body.
1d6 Result
1-2 You gain immunity to fire damage
for 1 hour.
3-4 You gain the ability of Devil’s Sight
for 1 hour.
5-6
Your body twists, bones pop into
new alignments, and your flesh
melts like tallow as you turn into a
hell hound for 1 hour. Your mental
ability scores and your alignment
doesn’t change. This transformation
only ends if your hit point reaches 0
or when 1 hour passes. With every
druid level you gain, this hound
form gains temporary hit points
equal to your druid level. You gain
bonuses to attack rolls and damage
rolls in certain levels: At 9th level
(+1), at 12th (+2), at 15th (+3)
Level 10: The Sound of Underground: Starting at
10th level, you gain the ability to invoke the vengeful
spirits around you. By spending both of your Wild
Shape uses to transform into a spirit form which
resembles a woodland spirit. While in this form, you
have the following benefits:
D You are under the effects of the protection from
evil and good spell.
D You are under the effects of the speak with
animals spell.
D You can cast the dispel evil and good spell once,
without expending a spell slot, but you can’t do so
again until you finish a long rest.
D You gain one of the Level 6 abilities, either from
the blue sky or the black hell. If you choose the
black hell, you can determine the benefit.