Circle of the Realms

Druids that practice the Circle of the Realms believe that the cycle of life should not just be maintained on the Material Plane, but across the entire cosmology. Using the unique attributes of each area, these planar protectors have a deep understanding of the variety of odd rules that permeate each reality. They seek to maintain the order of the world, fighting threats that would seek to interrupt the natural flow. The mystic arts that they wield can vary from moment to moment, and a fight with one would sure to be chaotic and unpredictable.

## Elemental Embodiment

Starting when you choose this circle at 2nd level, you begin to develop the skills to embody the Inner Planes. You have a pool of elemental energy that are represented by a number of d4's equal to your druid level.

As a bonus action, you can use these dice in a variety of ways, spending a number of them equal to half of your druid level or less. You can find the options for these dice below.

**Earth.** A creature of your choice within 60 feet gains temporary hit points equal to the total on the dice. Additionally, while the creature has these temporary hit points, their AC increases by 2.

**Fire.** A creature of your choice within 60 feet must make a Dexterity saving throw against your spell DC. On a failure, they take fire damage equal to the total on the dice. Additionally, the creature is set on fire, taking a d6 of fire damage at the beginning of each of their turns for a number of rounds equal to the number of dice spent, or until they or another creature within 5 feet of them spend an action to douse the flames. On a success, they take that amount of damage and are not set on fire.

**Water.** A creature of your choice within 60 feet regains a number of hit points equal to the total on the dice. Additionally, the next attack on that creature has disadvantage.

**Wind.** A creature of your choice within 60 feet must make a Strength saving throw against your spell DC. On a failure, they take slashing damage equal to the total on the dice. Additionally, the creature is pushed 5 feet for each die spent, or is knocked prone (your choice). On a success, they take half as much damage, and are not pushed or knocked prone.

You regain the expended dice after a long rest.

## Ethereal Aura

Starting at 6th level, you learn to use what you know of the Ethereal Plane to protect you from creatures of any sort. Using the aura that all natural things create, you learn how to project this energy in surprising ways. You can expend a use of your Wild Shape as an action, constructing a 10-foot square in any orientation within 30 feet, creating a barrier that is nearly impossible to circumvent with an AC equal to yours. Creatures, physical objects, and spell attacks cannot pass through the barrier. You gain 3 temporary hit points for each level of druid you have. When the barrier takes damage, you instead take the damage, treating the damage as if you had resistance. This barrier dissipates when you hit 0 hit points, when it's been active for 10 minutes, you create a second one, or when you choose to dissipate it at any time. If you and the barrier are both hit by the same effect (i.e. Fireball), you only take damage as if you were hit by it.

## Planar Alignment

Starting at 10th level, the mysterious Outer Planes come to your understanding, enabling you to perform extraordinary feats. When you cast a spell, you can choose to have it randomly attune to an alignment. Roll 2d10, then choose a result on each of the following charts for both dice. For example, if you roll a 2 and a 6, you can choose the result for 2 on the first chart and 6 on the second, or vice versa. Your spell is augmented in the ways chosen. You can do this a number of times equal to your Wisdom modifier, regaining all uses after finishing a long rest. If your result is True Neutral, you do not expend a use.

#### Discipline

**1-2: Lawful** - A creature of your choice affected by this spell either doubles their movement speed or sets it to 0 (your choice) until the beginning of your next turn.

**3-4: Just** - A creature of your choice affected by this spell either decreases or increases their movement speed by half (your choice) until the beginning of your next turn.

**5-6: True** - No effect.

**7-8: Rebel** - If your spell deals damage or restores hit points, you may treat any 1 on a damage or healing die as a 2.

**9-10: Chaotic** - If your spell deals damage or restores hit points, you may reroll any 1 on the damage or healing dice. You must keep the second roll.

#### Ethics

**1-2: Good** - Treat your spell expenditure as if the spell you cast was two levels lower (min. level 0).

**3-4: Moral** - Treat your spell expenditure as if the spell you cast was one level lower (min. level 0).

**5-6: Neutral** - No effect.

**7-8: Impure** - Treat your spell as if you cast it one spell level higher (max. 9th level).

**9-10: Evil** - Treat your spell as if you cast it two spell levels higher (max. 9th level).

## Visitor of All

Starting at 14th level, you always have *plane shift* prepared. Additionally, you can construct a forked, metal rod that is attuned to a specific plane of your choice during a long rest. You must have 250gp to complete this construction, which this process consumes. You may instead change the attunement of a metal rod from one plane to another during the long rest, which consumes no gold.

Along with this, you are able to peek into other realms to check for safety. Once per long rest, you may *plane shift* yourself to a plane you have the appropriate metal rod for. You then return at the beginning of your next turn.