Druid: Circle of the Mirage
Description
Druids of the Circle of the Mirage master the art of illusion and environmental manipulation. By altering the perception of reality, they can create deceptive landscapes and phantasmal creatures, bending the boundary between what is real and what is imagined. These druids often serve deities of trickery, illusion, or nature, and they see illusion as another natural force, like wind or water.
Subclass (Druid Circle) of Druid
Druids are guardians of nature and its primal forces, tapping into the ancient magic that flows through the natural world. These wise and mystic individuals have a deep connection to the elements, plants, and animals, granting them unique abilities to shape-shift, commune with nature, and cast spells. Embracing their role as protectors, druids can transform into various animal forms, granting them versatility in combat and allowing them to explore environments with enhanced senses. They wield potent nature-based magic, capable of healing wounds, summoning creatures, and manipulating the elements to both aid allies and hinder enemies. Respecting the balance of the natural order, druids advocate for ecological harmony and stand against those who threaten it. Through their reverence for nature's wonders, druids offer a profound understanding of the world's interconnectedness, serving as stewards of the wild and defenders of its sanctity.
Core Circle of the Mirage Traits
Hit Points
Proficiencies
Armor: Light Armor, Medium Armor, Shield . Druids will not wear armor or use shields made of metal
Weapon: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tool: Herbalism kit
Saving Throw: Intelligence, Wisdom
Skills: You have 2 of the following skills: Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, Survival.
Starting Gold
You start with 2 gold pieces (GP) unless you choose to take the equipment below
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a wooden shield or (b) any simple weapon
- (a) a scimitar or (b) any simple melee weapon
- druidic focus
- Leather Armor (1)
- Explorer’s Pack (1)
You start with the following equipment, in addition to the equipment granted by your background:
- (a) shield or (b) any simple weapon
- (a) scimitar or (b) any simple melee weapon
- (a) any druidic foci
- leather armor
- explorer's pack
Circle of the Mirage Features Table
| LVL | Pro+ | Features | Cantrips Known | Spell Slots per Spell Level | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
| 1st | +2 | Druidic, Spellcasting | 2 | 2 | – | – | – | – | – | – | – | – |
| 2nd | +2 | Phantasmal Wilds, Wild Shape, Druid Circle | 2 | 3 | – | – | – | – | – | – | – | – |
| 3rd | +2 | Circle Spells | 2 | 4 | 2 | – | – | – | – | – | – | – |
| 4th | +2 | Wild Shape Improvement, Ability Score Improvement | 3 | 4 | 3 | – | – | – | – | – | – | – |
| 5th | +3 | Circle Spells (5th level) | 3 | 4 | 3 | 2 | – | – | – | – | – | – |
| 6th | +3 | Mirage Step | 3 | 4 | 3 | 3 | – | – | – | – | – | – |
| 7th | +3 | Circle Spells (7th level) | 3 | 4 | 3 | 3 | 1 | – | – | – | – | – |
| 8th | +3 | Wild Shape Improvement, Ability Score Improvement | 3 | 4 | 3 | 3 | 2 | – | – | – | – | – |
| 9th | +4 | Circle Spells (9th level) | 3 | 4 | 3 | 3 | 3 | 1 | – | – | – | – |
| 10th | +4 | Unsettling Terrain | 4 | 4 | 3 | 3 | 3 | 2 | – | – | – | – |
| 11th | +4 | – | 4 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
| 12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | – | – | – |
| 13th | +5 | – | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
| 14th | +5 | Master of Illusion | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | – | – |
| 15th | +5 | – | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
| 16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | – |
| 17th | +6 | – | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18th | +6 | Timeless Body, Beast Spells | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20th | +6 | Archdruid | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Subclass Features
Phantasmal Wilds
Starting at 2nd level, you can use your action to create a minor illusionary effect within a 30-foot radius around you. This could be anything from making small plants appear to shifting the terrain slightly. These illusions last for 1 minute and can be seen through with a successful Wisdom (Insight) check against your spell save DC.
Circle Spells
Your mystical connection to the art of illusion grants you the ability to cast certain spells that enhance your ability to manipulate perception and create deceptive realities. At 3rd, 5th, 7th, and 9th level, you gain access to circle spells that reflect the illusory nature of your magic.
The Circle of the Mirage provides a unique list of spells that complements your deceptive techniques and environmental manipulation. Consult the associated list of spells for this subclass.
Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
| Lvl | Spells |
| 3rd | Entangle, Silent Image |
| 5th | Spike Growth, Phantom Force |
| 7th | Hallucinatory Terrain, Greater Invisibility |
| 9th | Tree Stride, Seeming |
Circle Spells (5th level)
Mirage Step
At 6th level, whenever an attack targets you and misses, you can use your reaction to teleport up to 30 feet to an unoccupied space that you can see. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses after a long rest.
Circle Spells (7th level)
Circle Spells (9th level)
Unsettling Terrain
Starting at 10th level, you can use your action to transform a 20-foot-radius area within 60 feet into difficult terrain for your enemies. You can choose to make it look like a bog, a tangle of roots, or some other natural hazard. This illusion lasts for 1 minute and requires concentration as if it were a spell.
Master of Illusion
At 14th level, your illusions become nearly indistinguishable from reality. When you cast a spell from your Circle Spells list, it requires an Investigation check against your spell save DC to see through it, rather than a Wisdom (Insight) check. Additionally, any attacks or abilities that originate from your illusions are treated as real, dealing psychic damage equivalent to the expected damage type.
Subclass
Druid Circle
Druid Circles are subgroups or orders within the druidic tradition, each focusing on a specific aspect of nature or a particular philosophy. When a druid reaches 2nd level, they choose to join one of these Circles, which guides their future development and grants them unique abilities related to their chosen focus.
Druid Spells
No spells associated with this class yet.
Notes
Credits: Squire 5 (5.1)