Circle of Heaven
Druids of the Circle of Heaven find beauty in heavenly creations. They commune with celestials, good fey, and other good spirits, and call on them for aid. They see these creatures as the protectors of nature and of the living, and see themselves as these entities’ reflections, acting in their place on earth.
The druids of this circle generally seek sacred groves and abandoned temples to tend to, and search for celestials and good fey to help them in their battle against evildoers.
Circle of Heaven Spells
Druid Level | Circle Spells |
---|---|
1st | Bane, Bless |
3rd | Prayer of healing, Warding bond |
5th | Bestow curse, Spirit guardians |
7th | Death ward, Guardian of faith |
9th | Commune, Raise dead |
Tongue of Heaven
At 2nd level, you learn to speak Celestial. You can also communicate with celestials within 30 feet of you telepathically. The range of telepathy increases to 60 feet at 6th, 90 feet at 10th, and 120 feet at 14th level.
Celestial Spirit
Starting at 2nd level, you can use your action to summon a celestial spirit from heaven. The spirit can be an angel, an ancestor, a good fey, or a celestial beast.
The spirit is a Large celestial. Its AC is equal to 12 + your Wisdom modifier, and it has a number of hit points equal to half your hit point maximum, resistance to poison and radiant damage, and immunity to being petrified and poisoned. It has a base walking speed and flying speed of 30 feet. Its initiative bonus is equal to your spellcasting ability modifier. It makes a melee spell attack, which has 10 feet reach, uses your spell attack modifier, and deals 1d8 radiant damage on a hit.
The celestial spirit disappears when it drops to 0 hit points or when the feature ends. It is friendly to you and your companions for the duration. Roll initiative for the celestial spirit, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment (Neutral Good). If you don’t issue any commands to the celestial spirit, it defends itself against hostile creatures but otherwise takes no actions.
The celestial spirit disappears after 1 minute or when it drops to 0 hit points.
Once you use this feature, you must finish a long rest to use it again.
Shepherd of Heaven
At 6th level, the damage dealt by the celestial spirit on a hit increases to 2d8 radiant damage.
Additionally, when you conjure a creature by spells or other magical effects such as the conjure animals spell, you can choose to conjure a heavenly creature using the Heavenly Creature Template .
Heavenly Guardian of the Circle
Starting at 10th level, the celestial spirit you summon can cast the protection from evil and good, sanctuary, and warding bond spells.
When the celestial spirit casts one of these spells, it cannot cast the same spell until you summon the celestial spirit again.
Celestial Shapeshifting
At 14th level, you learn how to transform into a celestial by using your Wild Shape feature. The challenge rating of the celestial can be as high as your druid level divided by 5, rounded down.
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