Those who join the Circle of Affinity are socialites with silver tongues, granted power by the Magnate of Affinity to enhance these qualities even further. In return, they put their abilities to work, acting in roles ranging from negotiation to performance.
The Magnate of Affinity grants you spells to grant your words greater power, as shown on the table below. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
Druid Level | Spells |
---|---|
1st | Command, Comprehend Languages |
3rd | Enthrall, Suggestion |
5th | Tongues, Sending |
7th | Compulsion, Mordenkainen's Private Sanctum |
9th | Dominate Person, Rary's Telepathic Bond |
When you join this circle at second level, you gain proficiency in either the persuasion or the performance skills.
Additionally, as an action, you may expend a use of your wild shape feature to take on an Entrancing Visage, enhancing your social abilities instead of taking on the form of a beast. Your natural features are magically heightened in the eyes of anyone you interact with for a number of hours equal to half your druid level (rounded down). While in this form, you have advantage on Charisma checks, and creatures have disadvantage on Wisdom (Insight) checks against you.
At 6th level, you learn to help other creatures misspeak, making them look bad or causing them to say more than they should. When a creature you can see within 60 feet of you makes a Charisma check, you may use your reaction to ignore the die roll and cause their check to be one less than the minimum needed to succeed.
You can also channel this ability to interfere with the spellcasting of another creature. When a creature you can see within 60 feet of you attempts to cast a spell that uses verbal components, you can force them to make a Wisdom saving throw against your Druid spell save DC. If they fail the save, they stutter or mutter while casting the spell, causing it to fail.
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.
By 10th level, you're able to focus your abilities on a single creature, making them far more open to your suggestions. While in your Entrancing Visage form, you may spend 10 uninterrupted minutes speaking to a single creature or performing for them. The target must make a Wisdom saving throw against your spell save DC. If it succeeds on its saving throw, it has no indication you attempted to charm it.
On a failed saving throw, the target is charmed by you as long as you remain in your Entrancing Visage form or until you or your allies attack it, damage it, or force it to make a saving throw. A creature charmed in this way considers you a close friend, and interprets anything you say in the best way it can. It won't risk its life for you or fight for you, unless it was already inclined to do so.
You may only have 1 creature charmed in this way at a time, with this effect dissipating on the previous creature if you use it again. Once you use this feature, you cannot use it again until you complete a short or long rest.
At 14th level, the beauty of your Entrancing Visage distracts your enemies: in both combat and social situations. As a bonus action, you may select a creature within 30 feet of you. Whenever that creature makes an attack roll, and ability check, or a saving throw, it must roll a d4 and subtract the number rolled from the total. This d4 lasts until your Entrancing Visage ends.
You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest. Multiple creatures can be affected by this ability at the same time.