Base Class: Druid
While travelling through swamps, forests, and deserts a young human receives directions from the spirits. An elf concentrates in its meditation, the spirits around her come forth, to protect her against preying beasts. A half-elf holds one of his druidic foci, his enemies laugh, thinking this is an easy kill, when suddenly from the focus comes a bolt of lightning, fulminating the unsuspected enemy.
Druids from the Circle of Spirits are magic users that channel the powers of nature spirits. They are the bridge that connects the material world and the ethereal world. They can cast spells or use the very spirits to help them in and out of combat, so much so, that being surrounded by spirits is a common occurrence for them.
Spiritual Possession
2nd-level Circle of Spirits feature
You can expend a use of your Wild Shape as an action to enter a trance and allow a beastly spirit to possess your body, giving you the abilities of the spirit.
Your druid level determines the spirit that can possess you. You can be possessed by the spirit of a beast with a CR of no more than half your druid level (rounded down). When you channel you do not gain lair actions or legendary resistances.
You can maintain the possession by a number of hours equal to half your druid level (rounded down). You then end the possession unless you expend another use of Wild Shape. You can also end the possession with a bonus action on your turn. You automatically end the possession if you fall to 0 hit points, or die.
While you are possessed, the following rules apply:
- Some of your game statistics are replaced by the statistics of the beast whose spirit is possessing you. Those being, its Strength, Dexterity and Constitution scores, its attacks, its senses and any other personal features. You don't gain its hit points, AC, or any special types of movement (like flight). Note: changes in Dex or Con do not effect your AC or HP and only apply for the sake of checks, saves, and attacks.
- When you use your action to make an attack from your possessing spirit it appears as a spectral apparition of the attack, dealing force damage instead of whatever the original damage type is.
- Your spirit's senses overlap yours, so you lose any senses you possess that your spirit doesn't posses.
(Optional Rule: the druid must have collected the spirit of the animal you wish to channel. To collect you must be aware of the spirit of a creature that meets the requirements and succeed on an animal handling check. When using this rule some monstrosities such as winter wolf may be allowed)
Spiritual Animal
3rd-level Circle of Spirits feature
You've formed a spiritual connection to the creatures of the natural world that have passed beyond the lands of the living.
You can cast the Find Familiar spell as a ritual. Your familiar is always an undead. Your familiar is a spirit, which means it can see 60 ft. into the Ethereal Plane while on the Material Plane and vice versa, has darkvision out to 60 feet, it can pass through other creatures and objects (it takes 1d10 force damage if it ends its turn on an occupied space), it doesn't have a walking speed, instead, it has a flying speed of 40 ft. and it can hover (familiars that already have flying speeds keep their value, but lose their walking speed like the others) and it can become invisible with an action. The familiar also has resistance to acid, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks, immunity to cold, necrotic, and poison damage, and is immune to being charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, and restrained.
Spiritual Fortitude
6th-level Circle of Spirits feature
When you become possessed as per your Spiritual Possession feature, you gain temporary hit points equal to twice your druid level.
Spirit Sight
10th-level Circle of Spirits feature
You can expend a spell slot to gain the benefits of the See Invisibility spell for 1 minute. You also gain these benefits while possessed, as per your Spiritual Possession feature.
Conjure Animal Spirits
14th-level Circle of Spirits feature
You always have the Conjure Animals spell prepared, and it doesn’t count against the number of spells you can prepare. When you cast Conjure Animals, the creatures have the following changes made to them:
- Their type is changed to undead
- They can see 60 feet into the Ethereal Plane while on the Material Plane and vice versa
- Has darkvision out to 60 feet
- They can pass through other creatures and objects (they take 1d10 force damage if they end their turn on an occupied space)
- They don’t have walking speeds, instead, they have flight speeds of 40 ft. and they can hover (creatures that already have flight speeds keep their value, but lose their walking speed like the others)
- They can turn invisible as an action
- They have resistance to acid, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks
- They have immunity to cold, necrotic, and poison damage
- They are immune to being charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, and restrained
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/6/2021 8:38:19 PM
|
4
|
1
|
1
|
Coming Soon
|
Comments