Dreaming Mercy(Beasts)
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Death Shepards/ The Guards of Fólkvangr Gates
Leader: Melli-Rán Whitecrest Azria De Atta; Melli, The Dove of Eilohiem
Ambassador: WIP(Aka Looking for one)
Knight: WIP(Aka Looking for one)
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Origin Skills:
Choose one from Animal handling, Survival, Nature, Performance, or Persuasion and, learn one language of Drudic or Westmarch
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Faction Loyalty 1
Conjure Your Beasts:
You learn the Find Familiar spell, and the first time you cast it (bonus action) you don't consume a spell slot. This spell doesn't count against your number of spells known. When you cast the spell, you can summon up to two Familiars of your choice but they cannot be the same form.
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Faction Loyalty 2 @ lv 3
The Gate’s Feywilds
As a bonus action you summon the light of the Fólkvangr Gates to empower each active familiar giving special effects for 10 rounds in combat or 5 Minutes out of combat.You can do this twice per long rest.
Bat: You and your Familiars can use a bonus action on your turn to gain blindsight out to a distance of 30 feet while you are not deafened.
Cat: When you and your Familiars land after jumping or falling, you can use your reaction to reduce falling damage to 0.
Crab: While summoned, you and your Familiars gain Unarmored Defense where your AC equals 10 + your Dexterity modifier + Wisdom Mod.
Frog: You and your Familiars gain Freedom of Movement and Jump up to your Movement Speed.
Hawk: You and your Familiars have advantage on Wisdom checks and Saves.
Lizard: You and your Familiars have resistance to Fire, Poison, and acid damage.
Octopus: While you and a Familiar have advantage on Strength checks and Saves.
Owl: You and your Familiars have advantage on Intelligence checks and Saves.
Poisonous Snake: You and your Familiars have advantage on Constitution checks and Saves.
Quipper: You and your Familiars have a swim speed of 30 feet and gain Water Breathing.
Rat: You and your Familiars can double your movement speed as a reaction.
Raven: You and your Familiars have advantage on Charisma Checks and Saves.
Sea Horse: You grow one size bigger.
Spider: You and your familiars have a climbing speed of 30 feet.
Weasel: You and your Familiars have advantage on Dexterity Checks and Saves.
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Faction Loyalty 3
A Shepard's Service
Each of your Familiars carries one bandolier either for Scrolls or Potions. Once familiars are summoned, your magic can transfer the respective items you carry to their bandoliers, up to a Max of 3 items per Familiar. Allies and yourself can use an item interaction to grab the potion or the familiar can use their action to give the item on the bandolier.
Familiar Awakening
As a bonus action you may summon your familiars via the Find Familiar spell or buff your active familiars gaining 20 additional Max Hp and 10 Temp hp. Also this activates The Gate’s Feywilds through the same action. You may do this once per long rest.
Star Map
At 2nd level, you've created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.
While holding this map, you have these benefits:
You know the Guidance cantrip.
You have the Guiding Bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.
You can cast Guiding Bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.
Starry Form
At 2nd level, you gain the ability to harness constellations' power to alter your form. As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.
While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:
Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.
Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.
Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.
Cosmic Omen
When you reach 6th level, you learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:
Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Twinkling Constellations
At 10th level, the constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover.
Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.
Full of Stars
At 14th level, while in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.
FEATS
Skill expert: +1 in one ability (WIS), proficiency in one skill (animal handling) and expertise in one other in which you have proficiency (arcana).
When in half-dragon form:
+25 max HP
20 base AC
1 additional max-level spell slot
This can be activated twice per season
Features & Traits