Circle of the Stars

Druids of the Circle of the Stars, also known as star druids, star witches, or skin-walkers, channel the powers of the Far Realm, a plane of madness holding unfathomable creatures and forbidden knowledge. Members of this order seek to harness the cosmic powers of the stars to learn ancient forgotten magic.

While star druids are not always evil, they are usually mistrusted by others, including other druids, for their connection to the sinster Far Realm.

Your connection to the cosmos has unsettled your mind with unknowable secrets and maddening whispers. At your option, you can pick from or roll on the Circle of the Stars Quirks table to create a quirk for your character.

Circle of the Stars Quirks

d6 Quirk 1 You constantly check over your shoulder, wary of being observed by some unseen force. 2 Domesticated animals become nervous around you, and will act more aggressive in your presence. 3 You see omens in everything, and believe ignoring them is foolish. 4 You are unable to fall asleep anywhere except outside, at night, in a place where the stars are visible. 5 You consult a small trinket in your possesion before making decisions, believing it holds ancient wisdom. 6 One of your eyes is an unusual color, or clouded with a milky white.

Circle of the Stars Features

Druid Level Feature 2nd Star Magic, Telepathic Mind 6th Psychic Ward 10th Eldritch Insight 14th Skin-Shape

Star Magic

Starting at 2nd level, whenever you prepare your list of spells at the end of a long rest, you can choose spells from the warlock spell list or the druid spell list. The spells must be of a level for which you have spell slots, and they become druid spells for you.

Telepathic Mind

At 2nd level, you can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. You can communicate in this manner while you are transformed by Wild Shape.

Psychic Ward

Starting at 6th level, your connection with the Far Realm has shielded your mind from foreign influence. Your thoughts can't be read by telepathy or other means unless you allow it, and you gain resistance to psychic damage.

Eldritch Insight

At 10th level, your mind has become linked with the Outer Planes and beyond, granting you a greater understanding of otherworldly magics. You can't be charmed or frightened by aberrations, celestials, or fiends, and you gain truesight with a range of 5 feet.

Skin-Shape

At 14th level, you gain the ability to wear the skin of a dead foe and assume their identity. As part of a short rest, choose a corpse of a Medium or Small humanoid within 10 feet that was killed in the last 24 hours. At the end of the short rest, the corpse is turned into ash and you gain the ability to Wild Shape into them as they were in life.

When you use your Wild Shape to transform into the humanoid, use the statistics the humanoid had in life, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. If the humanoid has any class levels, you can't use any of its class features. While transformed into the humanoid, you can cast spells, although you cannot cast any of the spells the humanoid knew in life unless it is innate.

You can only retain one humanoid form at a time. If you use this ability on another corpse, you lose the ability to transform into your current one. You also lose the ability to Wild Shape into the humanoid if you are reduced to 0 hit points while transformed into it. Additionally, if the original humanoid is restored to life, such as with a true resurrection spell, you lose the ability to transform into it.