The spirit of the reed is represented by the ngéadal ogham.
Associated with social connections and provision, the spirit of the ngéadal represents the innate connections between friends and family and providing for oneself and others. While many see the ngéadal as common or lackluster, the true power of this symbol relies on its simple yet versatile usefulness in day-to-day life.
Bonus Feat: Blessing of Ngéadal or Persuasive Spell
Cloak of Reeds (Sp)
At 1st level, you may take a stalk of wheat, reed, or corn and transform it into a cloak as a standard action. The cloak persists for a number of minutes equal to your class level and allows the wearer to blend into a crowd of similar humanoids of the wearer’s size and granting a +5 competence bonus to any disguise skill checks. The cloak cannot be used to mimic the appearance of a particular individual, though the wearer can determine the general characteristics of their appearance such as gender. It does not alter the wearer’s actual tactile or audible properties, nor does it grant non visual properties of the creature type being mimicked including the ability to speak or understand any language not known by the wearer.
You may use this power 3 + your Wisdom modifier times per day, though only one instance may be used at a time.
Precipitous Pipes (Su)
At 8th level, you may fashion a wheat stalk or reed into a single pipe (for smoking) or set of pipes (for producing music) as a move action. The item created lasts for a number of rounds equal to your class level before returning to its original shape or until it is no longer in your possession, and you may craft such items a number of times per day equal to 3 + your Wisdom modifier. Only one instance of an item conjured by this power may be produced at a time. Creating another item instantly causes the previous item to vanish.
If you create a smoking pipe and spend a swift action to exhale while smoking it, the pipe causes a thick gray cloud that extends in 20 ft. in all directions about you that grants anyone within the smoke concealment. In addition, anyone that breathes (other than yourself) must make a Fortitude save or begin coughing and choking and suffer a 24 penalty to attacks, concentration checks, or any skill or ability checks. After the initial save, it must be made at the end each round spent in the smoke and the penalty lasts for until the end of the individual’s next turn.
If you create a set of playing pipes and spend a swift action each round playing it, the pipes cause any opponent that can hear the pipes to make a Will save or become shaken for as long as you continuously play the pipes. If an opponent successfully makes their Will save, they are not affected by your playing with that particular set of pipes. This is a mind-affecting effect that has an audible component.
Advancing with Class: The Druid © 2018, The Knotty-Works; Authors: Aaron Hollingsworth, John Buckley, Artists: Brett Neufeld, Forrest Imel, Jacob E. Blackmon, Liz Courts, Matthew Richmond, and Rick Hershey.