Circle Of The Mythweaver

The Mythweaver is a druid subclass that draws its power from the rich tapestry of creatures and myths found in folklore. These druids become masters of storytelling and manipulation, wielding their knowledge of legends to shape reality and command the very essence of mythical beings.

## Folklore (1st Level)

At 1st level, you gain proficiency in the History skill. If you are already proficient in History, you may choose another skill from the druid class skill list to gain proficiency in instead. Additionally, you have advantage on ability checks and saving throws made to recall information or identify creatures and beings from folklore.

## Enchanted Lore (1st Level)

At 1st level, you gain a deep understanding of the enchanting aspects of folklore. You learn to harness the power of ancient tales and use it to enhance your spells and abilities. The following options are available to you:

* **Enchanted Cantrips:** *You learn an additional cantrip of your choice from any spell list. This cantrip is considered a druid spell for you, and you can cast it using your spellcasting ability. Additionally, whenever you cast a cantrip that deals damage, you can choose to infuse it with enchanting energy. The target of the cantrip must make a Wisdom saving throw against your druid spell save DC. On a failed save, the target has disadvantage on its next saving throw against any spell you cast before the end of your next turn.*
* **Fabled Familiar:** *You gain the ability to summon a spectral familiar that embodies the essence of a legendary creature from folklore. As an action, you can summon this familiar to a point within 30 feet of you. The familiar takes the form of a Tiny creature of your choice from the following options: Pixie, Sprite, or Pseudodragon. The familiar has the statistics of the chosen creature and obeys your commands. It acts on your initiative and shares your proficiency bonus on attack rolls, ability checks, and saving throws.*
* **Mythic Resistance:** *You have advantage on saving throws against spells and abilities that are directly tied to folklore, myths, or legends. Additionally, when you succeed on a saving throw against such a spell or ability, you can use your reaction to reflect a portion of the magical energy back at the caster. The caster must make a saving throw against its own spellcasting ability. On a failed save, the caster takes half the spell's damage or effect, and you take the other half.*

You can choose one of these options when you gain the Enchanted Lore feature at 1st level. Once chosen, you can't change it.

## Mythic Essence (2nd Level)

At 2nd level, you learn to harness the essence of mythical creatures. As an action, you can expend a use of your Wild Shape feature to infuse yourself with the qualities of a chosen creature from folklore. You can transform into a Medium-sized humanoid creature that has a challenge rating equal to or less than 1. This transformation lasts for 1 hour or until you end it as a bonus action. While transformed, you gain the following benefits:

* *You gain the creature's natural attacks and movement speeds.*
* *You can cast one spell from the creature's stat block (if it has any) without expending a spell slot. The spell's level cannot exceed the highest level of spell you can cast.*
* *You have advantage on saving throws against spells and abilities that target you specifically.*

## Legendary Enchantment (6th Level)

At 6th level, your connection to folklore grants you the ability to weave powerful enchantments. You can expend a spell slot to cast a spell from the druid spell list with a casting time of 1 action as a bonus action instead. Additionally, when you cast a spell of 1st level or higher that affects an area, you can shape the spell's area to be a 10-foot radius sphere centered on you and you may choose if the spell effects you or not.

## Mythic Manipulation (10th Level)

At 10th level, your understanding of mythical beings deepens. You can now choose creatures with a challenge rating equal to or less than your druid level divided by 3 (rounded down) when using your Mythic Essence feature. Additionally, when you transform using your Mythic Essence, you gain temporary hit points equal to your druid level + your Wisdom modifier.

## Epic Narration (14th Level)

At 14th level, power of storytelling and myth becomes a force of incredible influence in your hands. You can weave epic tales and legends that shape reality itself. You can invoke one of the following once a day:

* **Mythweaver's Ballad:** *As an action, you begin to recite an ancient ballad or epic tale, captivating all who hear it. Each creature of your choice within 60 feet of you must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature is charmed by you for 1 minute. While charmed, the creature is incapacitated, and its speed is reduced to 0. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature, you can't use it again until you finish a long rest.*
* **Harmonic Resonance:** *You attune yourself to the primal harmony that exists within the natural world. As an action, you emit a powerful resonance that harmonizes with the environment, causing a profound effect. Choose one of the following effects:*
* **Empowering Resonance:** *Allies within 60 feet of you gain advantage on all saving throws and ability checks for 1 minute.*
* **Disruptive Resonance:** *Enemies within 60 feet of you have disadvantage on all saving throws and ability checks for 1 minute.*

## Harmony Convergence (14th Level)

Your mastery of the mythical energies of folklore allows you to harmonize with the essence of legendary creatures, achieving a profound state of convergence. Choose one of the following options:

* **Mythic Fusion:** *As an action, you enter a state of Mythic Fusion, merging your being with a chosen legendary creature from folklore. This form is an embodiment of the creature's power and traits. You gain the following benefits for 1 minute:*
	+ *Your size becomes Large, unless you were already larger.*
	+ *You gain temporary hit points equal to your druid level + your Wisdom modifier.*
	+ *You have advantage on all ability checks and saving throws.*
	+ *Your melee weapon attacks deal an additional 1d10 damage of a type associated with the chosen legendary creature.*
	+ *You can cast one spell from the chosen creature's stat block without expending a spell slot, using your Wisdom as the spellcasting ability modifier.*
	+ Once you use this feature, you can't use it again until you finish a long rest.
* **Harmonic Nexus:** *You become a conduit of harmony, bridging the gap between the natural and mythical realms. As an action, you create a Harmonic Nexus within a 30-foot radius centered on yourself. The area becomes infused with mythical energy, and the following effects occur for 1 minute:*
	+ *All allies within the area gain advantage on saving throws and ability checks.*
	+ *All enemies within the area have disadvantage on saving throws and ability checks.*
	+ *Creatures in the area regain 1d6 hit points at the start of their turn if they have half or fewer of their hit points remaining.*
	+ Once you use this feature, you can't use it again until you finish a long rest.