Volkhv
Volkhvs are a connection between the
common folk of Nejavina and the mysterious
world of spirits.
The role of most Volkhvs is acting as the
master of ceremony during local festivities,
and adding an extra layer of entertainment
to the mundane feasts. Most notably, Dedy,
the family celebration of the dead, which
takes place on the first full moon after the
autumn equinox. Dedy is the celebration
when Volkhvs shine brightest and their powers
manifest the strongest. With the right
preparations, they can even get a glimpse
into the future by reaching Nejavina’s
guiders of destiny.
It is said that Volkhvs most favored by the
spirits can make them speak, by using a skull-
-shaped wooden mask, called kraboška, to allow
the dead to communicate with the living.
BONUS CANTRIP
When you choose this circle at 2nd level,
you gain the minor illusion cantrip if you don't
already know it. This cantrip doesn't count
against the number of druid cantrips you know.
COMMAND OF SHADOWS
Starting at 2nd level, you can take control
over a creature using its shadow. You make
it move like a puppet master, as long as the
shadow is visible. As an action you choose
one creature that is up to Medium in size and
within 30 ft. of you. The target must make a
Wisdom saving throw against your druid spell
save DC. If it fails, it is controlled by its shadow.
On subsequent turns you use your bonus
action to command the shadow to use a Dash
or Help action. A target can use their action
to make a Strength (Athletics) check against
your druid spell save DC. On a success it
VOLKHV
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breaks free. The size of the creature that can
be affected that way changes to Large when
you reach 6th level, Huge when you reach
10th level and Gargantuan when you reach
14th level.
You can use this ability as many times as
your Wisdom modifier and regain all uses
when you finish the long rest.
GREET THE DEAD
At 6th level, your connection to the spirits
of the dead grows closer. When at the grave or
body of a dead person, you can cast speak with
the dead spell as a ritual that lasts for 1 hour.
The material component of the spell changes
to an offering of food or drink and you need
to put the kraboška mask on the grave or body
to channel the speech of the deceased. When
you do so, you ignore the requirement for a
body to have a mouth.
GLIMPSE OF FATE
When you reach 10th level the entities that
guard fate take notice of you. You can use a
reflective object to read strings of fate. When
you do so, in the reflection behind you 3 figures
appear. You can ask one question to each
of the figures. Each question must be about
a person, and that person may be you. After
each answer you must succeed a DC 15
Intelligence saving throw or you become
blinded until you finish a long rest.
Furthermore you learn a contact other plane
spell. You always have it prepared, and it
doesn't count against the number of spells
you can prepare each day.
FOREFATHERS' REVENGE
By 14th level restless spirits recognize you
as their last hope to lay at rest and will come
to your aid when you need it. When you are
reduced to 0 hit points, you can choose which
type of undead comes to your help. You can
choose between: 10 shadows, 4 specters, 3
will-o’-wisps or 2 ghosts. The creatures appear
within 20 feet of you. If they receive no
commands from you, they protect you from
harm and attack your foes. The creatures stay
for 1 hour or until you dismiss them (no action
required).
Once you use this feature, you can't use it
again until you finish a long rest.
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