Tasha’s Cauldron of Everything introduces us to the druid Circle of Stars—a mysterious class specializing in navigation, summoning and celestial abilities. This concept seems to be pulled from the real-life druids connected to Stonehenge, mapping the movement of stars in the ancient world. Therefore, I’ll play this character as wise and old, a traveler who uses the stars to guide his or her way.
When building a druid Circle of Stars, consider the following:
When choosing my race, I’ll want someone who fits the cosmic theme. Plus, I’ll need some sort of Wisdom bonus. Maybe throw in a few racial abilities.
The Kalashtar are introduced in Eberron: Rising of the Last War as psychic, dreamy human with +2 Wisdom/+1 Charisma bonus combination. Duel Mind taps into this otherworldliness to give me advantage on Wisdom saving throws. Then, Mental Discipline gives me resistance to psychic damage and Mind Link grants me telepathic communication. However, I’ll need to activate this as an action if I’m in combat, and I need the person to understand my language.
An aarakocra version of this character would be connected to the stars through the sky and inherent migrating traits. Plus, I’ll gain a +2 Dexterity/+1 Wisdom ability score modifier and the ability to fly. However, I can’t fly while wearing medium or heavy armor. My Talons give me a 1d4 + Strength modifier unarmed strike.
Druids are often versatile in combat scenarios, ranging from melee sword/shield fighters, beast tanks and masters of the field effect. This druid will fit in the latter group, using Circle of Stars abilities to summon and strike from afar.
On my initial build, I choose basic weapons like javelins, a sling and maybe even a scimitar. Plus, I’ll choose Insight and Medicine as proficient skills, fitting my theme and playing off my high Wisdom score.
All druids come with a secret Druidic language, which I can implement to make my character even more mysterious. Also, I’ll gain the option to take a Wild Shape starting at level 2. I can use this feature twice a day, with a duration of hours equal to half my level (rounded down). At first, this ability gives me a land-dwelling creature of ¼ CR or lower. I’ll gain flying and swimming creatures as I level, as well as CRs up to 1.
The Wild Shape ability can be used for multiple effects when I enter the Circle of Stars. However, I should keep the classic beast shape in mind for certain situations. Plus, I have an option to find familiar with this ability (Wild Companion), which might come in handy at some point.
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At level 2, I gain my first Circle of Stars abilities: Star Map and Starry Form.
Star Map uses an object to contain my star chart, giving me several bonus spells and abilities.
Starry Form grants me a new ability with my Wild Shape, granting me the appearance of a luminous constellation with a chosen effect. I also shed light in a 10-foot radius with dim light for another 10 feet for 10 minutes.
Level 6 grants me Cosmic Omen—an ability to read the stars for future effects. Between long rests, I can use my Star Map and roll a d6. An even number grants me the Weal effect for the day and an odd number grants me the Woe effect.
I can use these effects an amount of times equal to my proficiency modifier.
Twinkling Constellations comes at level 10, jacking up my Starry Form abilities. Now, the 1d8 Archer and Chalice abilities are 2d8. Plus, I can now fly (20 feet of speed) in Dragon constellation form, hovering while in place.
Finally, Full of Stars (level 14) transforms my body into a translucent form while in Starry Form. Now, I’m granted resistance to bludgeoning, slashing and piercing damage.
With this connection to stars, this character fits the roll of party navigator and pathfinder. I’ll have a natural connection to the cosmos, reading omens and navigating by star formations. Therefore, this character fits a party in campaigns where travel, survival or even high-seas adventures are often used.
This would be a good chance to play an older wizard or mentor. I’m so often building epic warriors and oddballs that having a classic wise magic user is a welcome change up. My ranged, field effects, proficiency in Insight and Medicine and connection to the stars all fit well into this archetype.
For my basic druid spell choices, I want choices that are helpful in adventure, deal damage from afar, heal and summon creatures to aid my allies. With Tasha’s Cauldron of Everything, I have several summoning choices to choose as I level up, including a small beast and fey at early levels. I can even make it to summon elemental at level 4, which gives me a bruiser of earth, wind, fire and water.
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