Druid Spherecaster

Druid Spherecaster

A druid using the druid spherecaster variant must apply all these variant features where applicable.

Spherecasting

1st-level druid feature (replaces Spellcasting)

You can combine spheres and talents to create magical effects. You gain a spell pool, magic talents, and a casting tradition.

Spell Pool

1st-level druid feature (replaces the following from the Spellcasting feature: Preparing And Casting Spells)

You gain a small reservoir of energy you can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to your key ability modifier (minimum: 1). You gain additional spell points equal to your druid level. This pool replenishes once per day after a long rest. (Note: if multiclassing, spell points from your key ability modifier are only gained once.)

Magic Talents

1st-level druid feature (replaces the following from the Spellcasting feature: Cantrips)

You gain a magic talent at every odd druid level (1st, 3rd, 5th, etc.).

Casting Tradition

1st-level druid feature (replaces the following from the Spellcasting feature: Spellcasting Ability)

If you do not already have a casting tradition, you gain one at 1st level. Your casting tradition determines your key ability modifier. You can use your key ability modifier in place of your Wisdom modifier for your druid class abilities.

Spellcasting Focus

1st-level druid feature (modifies the following from the Spellcasting feature: Spellcasting Focus)

Regardless of your casting tradition, you can choose to use a druidic focus as a spellcasting focus when casting any spells or magic talents or abilities.

Ritual Casting

1st-level druid feature (modifies the following from the Spellcasting feature: Ritual Casting)

You have learned a number of spells that you can cast as rituals.

These spells are written in a ritual book, which you must have in hand while casting one of them. You acquire a ritual book holding two 1st-level spells of your choice from the druid spell list. The spells you choose must have the ritual tag. You use your key ability modifier as your spellcasting ability for these spells. If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell must be on the druid’s spell list, the spell’s level can be no higher than half your druid level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Natural Recovery

2nd-level circle feature (modifies Natural Recovery)

If your circle would grant you natural recovery, you instead regain a number of spell points equal to half your Druid level (rounded up) after a short rest. You can’t use this feature again until you finish a long rest.

Circle Talents

3rd-level circle feature (replaces Circle Spells)

If your druid circle grants bonus spells, you instead gain a bonus talent from a single sphere at 3rd, 5th, 9th, 13th, and 17th level. The sphere must be related to your circle; work with your GM to decide which sphere best suits your druid circle.



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