Base Class: Druid
A Druid of the circle of Will-o'-Whisperer has bonded to an tiny undead spirit. Sometimes these are animal spirits, sometimes they are the spirits of druidic ancestors. Whatever the origin of the wispy spirit, it seeks to aid its druid companion in whatever way it can.
Druids of this circle consider the balance of life and death an important aspect of nature. They tend to seek out lost spirits and guide them into the afterlife. They hold a unique respect toward undead that take incorporeal forms.
Wispy Companion
2nd-level Circle of Will-o'-Whisperer feature
A tiny undead spirit has bonded to you. You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, the familiar takes the form of a will-o'-wisp instead of any of the other possible forms. Your familiar is considered undead rather than celestial, fey, or fiend. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.
When your familiar is within 100 feet of you, it is immune effects of turn undead.
Circle Spells
2nd-level Circle of Will-O'-Whisperer Feature
Your will-o'-wisp companion gives you access to more spells.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Will-O'-Whisperer table. 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.
Circle of Will-O'-Whisperer Spells
| DRUID LEVEL | SPELLS |
|---|---|
| 2nd | shocking grasp, false life, inflict wounds |
| 3rd | ray of enfeeblement, lightning bolt |
| 5th | speak with dead, bestow curse |
| 7th | greater invisibility, phantasmal killer |
| 9th | mislead, telepathic bond |
Ghostly Form
6th-level Circle of Will-o'-Whisperer feature
As an action you can use a charge of your wildshape ability to straddle the line between the ethereal and the physical planes for one minute. While in this form you gain the following features:
- You are incorporeal. You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
- You become slightly transparent and gain advantage on stealth saving throws.
- You gain a fly speed of 20 ft.
- You are immune to non-magical attacks except by creatures on the ethereal plane.
- You are considered to be on the material plane and ethereal plane at the same time. You can see into the ethereal plane.
- You are unable to take the attack action except on creatures on the ethereal plane.
- You can cast spells on creatures in the material plane but spell attacks are made with disadvantage and creatures who must make saving throws as a result of one of your spells do so with advantage.
Hope and Doom
10th-level Circle of Will-o'-Whisperer feature
Your will-o'-wisp companion can embolden your healing and lightning spells. You can activate this feature as part of the same action or bonus action required to cast a spell. When activated it powers the spell in one of the two following ways:
- If activated with a healing spell, the amount of healing is increased by 2d8.
- If activated with a spell that deals lightning damage, the lightning damage of the spell is increased by 2d8. If you activate the feature with a spell that can deal damage over the course of multiple turns, such as with call lightning, the extra damage only applies to the initial casting of the spell.
You can use this feature a number of times equal to your proficiency modifier and regain all uses on a long rest.
Will-o'-Magic Resistance
14th level Circle of Will-o'-Whisperer feature
Your will-o'-wisp companion has advantage on saving throws against magical effects. It is also immune charm and frightened effects. These benefits are also extended to any creature within 5ft of the will-o'-wisp that it considers friendly. The will-o'-wisp can end charmed or frightened effects on friendly creatures by moving to a point within 5 ft of the friendly creature(s).
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