Circle of Myths
Hit Points
Hit Dice: d8 per Circle of Myths level
Hit Points at first Level: See Druid
Hit Points at Higher Levels: 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.
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.
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.
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, 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 a damage type of your choice that your Mythic Beast has either resistance against or immunity against. Condition resistance (advantage on saves to resist the condition and advantage on saves to recover from the condition) to a condition of your choice that your Mythic Beast has immunity to. An extra 1d6 of damage on their next attack in this time, the type of which is a type that your Mythic Beast can inflict chosen at the time of Wild Shape. The damage increases by 1d6 when you reach 11th level (2d6), and 17th level (3d6). 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.
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.
Starting Equipment
See Druid
Spellcasting
See Druid
Subclass Options
The Spirit of the White Stag
Avatar Form of the White Stag
Oakheart: Avatar Form
Beast Moves of the White Stag
Your spell save DC is based on which form you are taking of the Mythic Beast.
1)
- Shifting Mist 1st-level illusion: 1 Charge of Wild Shape
- Casting time: 1 action
- Range: Self
- Components: V
- Duration: 1 minute
- You create a magical mist that spreads 20ft from you in all directions. This mist lightly obscures the area creating partial cover for all in it. While the mist remains you can use your movement to teleport anywhere within the fog once per turn.
2)
- Vengeful Roots 2nd-level transmutation: 2 Charges of Wild Shape
- Casting time: 1 action
- Range: 150 feet
- Components: V, S
- Duration: 2 rounds
- The ground in a 20-foot radius centered on a point within range causes foliage and roots to grab and strangles foes. The area becomes difficult terrain for the duration. For the duration, any creature which starts in the affected area or enters it on its turn make a Strength save. On a failed save, a creature becomes restrained for the duration, and takes 2d6 piercing damage now and at the beginning of each of its turns while it remains so restrained. Any creature affected by this spell can use its action to make a new Strength save, freeing itself on a success.
- The affected ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
3)
- Forest Song 4th-level enchantment: 2 Charges of Wild Shape
- Casting time: 1 action
- Range: 120 feet
- Components: V
- Duration: 1 minute
- The Spirit of the White Stag releases a devastatingly beautiful song. All who can hear it within 120 feet must succeed a Charisma saving throw of DC20 or be stunned. At the end of each of its turns, and each time it takes damage, the target can make another Charisma save. On a success, the condition ends and they become immune to the Forest song for the next 24 hours.
4)
- Earthen Prison 5th-level conjuration: 3 Charges of Wild Shape
- Casting time: 1 action
- Range: 90 feet
- Components: V, S
- Duration: Instantaneous
- You conjure a grasping vine from the earth that snatches your target and drags the creature beneath the earth. This vine makes a single melee attack against a target within range using your spell attack modifier. If this attack hits, the target is restrained and dragged beneath the earth. A target restrained in this way cannot see above the earth, cannot speak, and cannot breathe.
- A creature restrained by the vine can use its action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself and pops out of the earth. A creature that starts its turn below the ground begins to suffocate and takes 3d6 bludgeoning damage.
- Suffocating
- A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).
- When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.
- For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.
Mythic Radiance of the White Stag
damage resistance - Poison
condition resistance - Poison or Charm (You choose)
damage type increase - Poison or Bludgeoning (You Choose)
Mythic Form of the White Stag
Oakheart: Mythic Form
Legendary Form of the White Stag
Oakheart: Legendary Form