Circle of the Planets

Circle of the Planets Druids are people who have refined their studies leaving the planet Earth and concentrating on the other planets of the solar system. This study led them to learn that each planet can give them special abilities, increasing their limit.

Elliptical Orbit

Starting at 2nd level, you can choose a number of planets according the table below. When you want, in or out of combat (as a bonus action in the case of combat), you can enter in Elliptical Orbit for 1 minutes and gain the ability of the planet you have choosen. You can enter in Elliptical Orbit once a planet (Example: you are at 6th level, you have choosen Mars and Venus, you enter in Elliptical Orbit Mars as a planet and Elliptical Orbit end, now you can’t use Elliptical Orbit Mars but only Elliptical Orbit Venus, until a short or long rest). During a short or long rest you regain all the usages. You can change the planet only during a long rest. You can't use Elliptical Orbit Saturn while in Wild Shape and if you trasform in Wild Shape you lose the effect of Elliptical Orbit Saturn.

Elliptical Orbit
Level Prepared
2nd 1
6th 2
12th 3
17th 4

Heliospere:

At 2nd level, while in Elliptical Orbit, you gain the ability of the planet you have choosen:

Mercury: your movement speed is 40ft

Venus: during combat, on your turn, you can spend a bonus action to roll a 1d4 + Wisdom for heal yoursef or an ally near you (5ft)

Mars: you add 1d4 to your melee attack

Jupiter: you add an 1d4 to your spell attack

Saturn: you have resistence to buldgenonig, pircing and slashing damage.

Uranus: +1 to all your d20 rolls

Neptune you can breath underwater

Pluto: your AC is increased by 2

Solstice

At 6th level, while in Elliptical Orbit, you can cast 1 spell whithout using any spell slot:

Mercury: Longstrider

Venus: Cure Wounds

Mars: Burning Hands

Jupiter: Thunderwave

Saturn: Speak with Animals.

Uranus: Detect Magic

Neptune Create or Destroy Water

Pluto: Shield

Equinox

At 10th level, while in Elliptical Orbit, you gain the ability of the planet you have choosen:

Mercury: you ignore difficult terrains

Venus: if you heal an ally, you gain 1/3 healed Hp

Mars: +1 to your attack roll

Jupiter: immunity to Thunder damage

Saturn: you crit with 19 or more.

Uranus: +1 to d20 rolls to all your party members

Neptune immunity to Fire damage

Pluto: immunity to Necrotic damage

Big Bang

At 14th level you master the planets, Heliospere is replaced with Big Bang, while in Elliptical Orbit, you gain the ability of the planet you have choosen:

Mercury: your movement speed is 40ft, also you can fly according to your base speed

Venus: during combat, on your turn, you can spend a bonus action to roll a 1d8 + Wisdom for heal yoursef or an ally near you, when you heal an ally you heal yourself half of the roll

Mars: you add an extra dice to your melee attack (doesn’t stack with crit)

Jupiter: you add an extra dice to your spell damage (doesn’t stack with crit)

Saturn: you have resistence to buldgenonig, pircing and slashing damage, you take ½ damage from spells, ¼ if saved.

Uranus: +2 to your d20 roll

Neptune you get proficency in Wis rolls

Pluto: your AC is increased by 4

Artist Credit: GeorgiMinkov1 https://imgur.com/gallery/2qqLP1t

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