Circle of the Stars
A Druid Circle whose biome is the night sky, with a Star Map focus, Constellation Aspects that boost spells, a daily omen die and a ten-minute Stellar Aspect form.
Identity
The Circle of the Stars is the Druid Circle whose biome is the sky. Its Inner Grove is a hemisphere of stars, and the constellations it recognizes are the patterns that appear the same in Aurelion ephemerides, Halcyion sky-litanies, frontier voidwalker tattoos and the memory of the oldest elves. Stars Druids slip their casting into the shape of a constellation and let the constellation cast through them.
Features
- L3 Star Map
You craft and carry a personal Star Map: an inscribed disc, holo-pattern, retinal overlay or chart-tattoo. The Map is your spellcasting focus and gives you these cantrips, which you always know: a minor light cantrip (your choice from the Druid or Sorcerer cantrip list), a minor divination cantrip, and a minor radiant-damage cantrip. As a bonus action, you can invoke one of three Constellation Aspects. An Aspect lasts 10 minutes or until you invoke a different one. The Archer. Whenever you cast a spell that requires an attack roll, you deal an additional 1d8 radiant damage on a hit. The Chalice. Whenever you cast a spell that restores hit points, one creature healed by the spell (you choose) regains additional hit points equal to 1d8 + your Wisdom modifier. The Wyrm. Your spell save DC increases by 1, and you shed dim starlight in a 5-foot radius. Constructs and undead have disadvantage on saves against your spells while you are in the Wyrm aspect. You can invoke a Constellation Aspect a number of times per long rest equal to your proficiency bonus.
- L7 Cosmic Omen
When you finish a long rest, roll a d6, your Cosmic Omen die. On an even roll the omen is Weal, and on an odd roll it is Woe. Until your next long rest, you have a number of Omen tokens equal to your proficiency bonus. As a reaction when a creature you can see within 30 feet makes an attack roll, ability check or saving throw, you can spend one Omen token to apply the omen. Under Weal, the target rolls a 1d6 and adds it to the roll. Under Woe, the target rolls a 1d6 and subtracts it from the roll. If a creature has more than one eligible roll at the same instant, it chooses which roll Woe applies to. Allies can benefit from Weal, and enemies can suffer Woe. You choose the target each time you spend a token, but Weal can only help and Woe can only harm. Unused Omen tokens are lost when you finish a long rest and roll a new die.
- L11 Twin Aspects
Your Constellation Aspect feature changes in these ways. You can have two Aspects active at once and gain the benefits of both. When you change Aspects on your turn (as a bonus action), the new Aspect immediately gives its benefit to up to two allies within 30 feet until the start of your next turn. For the Archer, an ally adds 1d8 radiant damage to their next attack within that window. For the Chalice, the ally regains 1d8 + your Wisdom modifier hit points immediately. For the Wyrm, the ally has advantage on saving throws against being Frightened until the start of your next turn. Constellation Aspect uses recover on a short rest as well as a long rest.
- L15 Star Body
While you have any Constellation Aspect active, your body is translucent and shot through with points of starlight. You have resistance to bludgeoning, piercing and slashing damage from non-magical, non-Rift sources, and once per turn when you hit a creature with a spell attack or melee weapon attack, you deal an additional 1d10 radiant damage. Your spell save DC also increases by 1, which stacks with the Wyrm aspect's bonus for a +2 total while you are in the Wyrm aspect.
- L18 Stellar Aspect Capstone
Once per long rest, as a bonus action, you assume a Stellar Aspect form for 10 minutes, your silhouette filling with a moving constellation. Choose one of three forms. Each gives all of the following benefits in addition to your normal Constellation Aspect of the same name: Archer-sphere. You gain a flying (hover) speed of 30 feet. Once per turn as a bonus action, you can make a single ranged spell attack as a Star-Arrow, dealing 4d10 radiant damage on a hit, with a range of Medium. Chalice-sphere. You and allies within 30 feet who can see you have advantage on death saves and on saves against being reduced below 0 hit points. At the start of each of your turns, one ally of your choice within 30 feet regains hit points equal to 2d8 + your Wisdom modifier. Wyrm-sphere. Your spells deal an additional 2d10 damage to undead and constructs. Once per round, when a hostile creature within 30 feet fails a save against one of your spells, you can immediately impose the Frightened condition (of you) on that creature until the end of its next turn, with no additional save. The form ends early if you are reduced to 0 hit points.