Druid
Base Class: Druid

The Circle of Wild Spirits is bonded to a series of primordial beings. Druids who follow those spirits wield primal spirit magic.

Druids who join this circle vow to be watchers on the borders of the wild and ambassadors to its unspoiled mysteries. The spirits of this circle believe that nature must flourish with its own design and that its independent growth teaches many lessons; Their druids are taught not to be gardeners, but to be nature's neighbors, its secret keepers, and teachers of its wonders.

Circle Spells

2nd-level Circle of Wild Spirits feature

The lessons you learn from nature and your spirits grant you access to some spells when you reach certain levels in this class, as shown on the Circle of Wild Spirits Spells 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 Wild Spirits Spells

Apparitions of Nature

2nd-level Circle of the Wild feature

When you join this circle, you perform sacred rites to bind yourself to a trio of spirits. As a bonus action, you can expend a use of wildshape to channel one spirit you choose from the Wild Spirits table and gain its magical benefits, rather than assuming a beast form. While those benefits last, your AC increases by your Wisdom modifier if you aren't wearing heavy armor.

These benefits last for 1 minute, until you use a bonus action to end them, or until you are unconscious or dead. If a benefit requires a creature to make a saving throw, the DC is equal to your spell save DC.

Wild Spirits
Spirits Magical Benefits
Spirit of the Wild

Mask of Mayhem. A magical mask covers your face. If the mask is removed, it crumbles to dust and another mask replaces it. Creatures have disadvantage on Wisdom (Perception) checks made to see you.

Gurn. As an action, you can force one creature within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target is knocked prone and is frightened of you until the start of your next turn.

Spirit of Peril

Crown of Fire. A crown of flaming thorns sits atop your head. The crown sheds bright light out to 60 feet and dim light for an additional 60 feet.

Burning Thorns. As an action, you can force one creature within 30 feet of you to make a Constitution saving throw. On a failed save, the target is blinded until the start of your next turn.

Spirit of Beauty

Veil of Flowers. Your body adopts distractingly beautiful markings and features. You know the sanctuary and can cast it using any of your spell slots.

Bewilder. As an action, you force one creature within 30 feet of you to make a Dexterity saving throw. On a failed save, the target is incapacitated until the start of your next turn.

Primeval Protection

6th-level Circle of Wild Spirits feature

As an action, you can practice certain secret spirit arts. Each willing creature you choose within 30 feet of you turns invisible and can see invisible creatures until the end of your next turn.

Once you use this feature, you can't use it again until you finish a long rest.

Wilder Spirits

10th-level Circle of Wild Spirits feature

Your spirits have taught you dangerous knowledge. Whenever you force a creature to make a saving throw against a magical effect, and the creature fails its save but doesn't take damage from the effect, you can deal 1d8 + your Wisdom modifier damage to the creature. The effect changes according to the damage you deal, which can be cold, fire, lightning, or poison damage.

Spirit of Fear

14th-level Circle of the Dawn feature

As an action, you can cause an object you touch to be possessed by a primordial spirit of fear for 1 hour, or until it the object is targeted by a dispel evil and good spell or similar effect. The object assumes a gruesome appearance to match the possessing spirit.

When a creature attempts to move within 30 feet of the possessed object on a turn, it must make a Wisdom saving throw against your spell save DC. On a failed save, a creature can't move closer to the object that turn.

Once you use this feature, you can't use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
8/19/2020 3:09:25 PM
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08/17/2020
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10/30/2020 4:16:27 AM
24
1
fixed broken tooltip
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12/7/2022 5:52:57 PM
52
10
version: fixes in language
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Circle Of Wild Spirits Image

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