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Circle of Myths: Oakheart


Hit Points

Hit Dice: d8 per Circle of Myths: Oakheart level
Hit Points at first Level: See Druid
Hit Points at Higher Levels: See Druid

Proficiences

Armor: See Druid
Weapons: See Druid
Tools: See Druid
Saving Throws: See Druid
Skills: See Druid

Class Features

Druids of the Circle of Myth join this circle by bonding with a Mythic Beast of extraordinary power, becoming a Mythic Vessel for this creature. They then gain access to abilities for their wild shape that would be otherwise unreachable.

Forging a Mythic Bond


    When you encounter a Mythic Beast there is a chance that you can form a Mythic Bond with it. Either by helping them, doing them a favour, enchanting them, or some other means this great creature has decided to bestow some of its power to you via your Wild Shape and connection to the natural world.     At 2nd level choose your Mythic Beast. Either one that you have met and dealt with previously or one that you are just encountering. This Beast is the baseline for your abilities going forward and shapes the forms you can take.     You may encounter other Mythic Beasts with which you want to forge a Mythic Bond. The ritual to forge a Mythic Bond with a new Mythic Beast takes 10 minutes and may have some specifics depending on the beast. You must be considered friendly by this creature and as long as you are compatible with this creature you will gain access to its power while you have that specific Mythic Bond active.    

Switching Mythic Bonds


    You may have bonds to more than one Mythic Beast however you cannot have more than one active at a time. During a short rest, you may switch your active Mythic Bond to that of another you have forged. This gives you access to that Beasts moves and forms until you decide to change it again.

Oakheart


Avatar Form


  Starting at 2nd level, your Mythic Bond grants you the ability to transform into an avatar of your Mythic Beast using Wild Shape. This avatar does not have the full abilities or stats of the Mythic Beast but does not need to follow challenge rating limitations or movement limitations. For instance if your Mythic Beast has a swimming, flying, or climbing speed you can still transform into that Beast and utilize those movement speeds.   Oakheart: Avatar Form

Beast Moves


  Starting at 2nd level, you can wild shape using your bonus action instead of your action. Additionally, your Mythic Bond allows you to empower yourself and others. While transformed by Wild Shape you can expend charges of your wild shape to use a beast move from your beasts move list. Wisdom is your spell casting modifier for this. If you do not have any charges left you can choose to use the energy in your current form to power the beast move. If you do this then you revert back to your natural form at the end of your turn.   Your spell save DC is based on which form you are taking of the Mythic Beast.
1)
  • Blood Moon's Blessing 1st-level Abjuration: 1 use of Wild Shape
  • Casting time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous
  • On a bonus action, you can cast this beast move. When you cast this beast move, you become illuminated by blood-red light from inside yourself. Every turn this is active you add your Wisdom modifier to the damage you deal through either attacks with weapons or beast moves. You then heal your Wisdom modifier in health. If you do not injure someone on your turn then you are injured for 2d6 necrotic damage as your blood gets eaten within you and the effects of the beast move end.
      2)  
  • Life Seed 2nd-level evocation: 2 uses of Wild Shape
  • Casting time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • You create a seed of positive energy that buries into the ground and blossoms into a 10-foot radius sphere of golden energy. Each creature of your choice in the sphere regains hit points equal to 1d6 + your spellcasting modifier initially. Also on the start of their next turn, allies within the sphere regain 1d4 + spellcasting modifier of hit point. This spell has no effect on undead or constructs.
    3)  
  • Razor Leaf 3rd-level transmutation: 2 uses of Wild Shape
  • Casting time: 1 action
  • Range: Self (30-foot cone)
  • Components: V, S
  • Duration: Instantaneous
  • You fling scores of razor-sharp leaves, which fly and cut into all creatures in a 30-foot cone originating from you, but then disappear. Each creature in the area must make a Dexterity saving throw, taking 5d6 slashing damage on a failure, or half that much on a success.
        4)  
  • Awaken Plant 5th level Transmutation: 3 uses of Wild Shape
  • Casting Time: 8 hours
  • Range: Touch
  • Components: V S
  • Duration: Instantaneous
  • After spending the casting time tracing magical pathways within a living plant, you touch a Huge or smaller plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. It gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.The awakened plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
   

Extra Wild Shape

 
At 5th level the bond between you and your Mythic Beast deepens, expanding the raw primal power that you can access. You now have three uses of Wild Shape. At 13th level, you gain another use of wild shape, giving you a total of four uses.    

Mythic Radiance


  At 6th level, you can imbue your Wild Shape with the power of this Mythic Beast. You can use this feature only at the instance you are transformed by Wild Shape, by expending an additional wild shape to transform, and by using an action to transform instead of a bonus action.   Each creature of your choice within 30 feet of you gains one of the following benefits for 1 minute;
  • Damage resistance to Bludgeoning, Piercing, or Cold.
  • Condition resistance (advantage on saves to resist the condition and advantage on saves to recover from the condition) to Poison or Exhaustion.
  • An extra 1d6 of damage on their attacks during this time, the type of which is bludgeoning.
  • The damage increases by 1d6 when you reach 11th level (2d6 total), and 17th level (3d6 total). Once you use this feature you can't use it again until you finish a long rest.
   

Mythic Form


  At 10th level you can expend two uses of Wild Shape at the same time to transform into the Mythic Form of your Mythic Beast, tapping into more of your Mythic Beasts powers and abilities. At 14th level the Mythic Form of your Mythic Beast gets closer to its Legendary Form. You may use one Beast Move without expending charges of wild shape. Once you use this feature you can't use it again until you finish a short or long rest.   Oakheart: Mythic Form

Legendary Form


  At 14th level you learn to use this Mythic Beasts true Legendary Form. While transformed as the Mythic Form of your beast you can spend an action to transform into the Legendary Form for 1 minute. While transformed you can use any of your Mythic Beasts abilities, senses, Beast Moves, or spells. Beast Moves do not require charges of wild shape to use in Legendary Form. After 1 minute, or if you choose to end the transformation, you revert back to your normal form. Once you use this feature you can't use it again until you finish a long rest.   Oakheart: Legendary Form


Starting Equipment

See Druid


Spellcasting

See Druid


Created by

Nuactna.

Statblock Type

Class Features

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