Druid
Base Class: Druid

The Circle of the Visitant has equated itself to the Circle of Spores as the circle most intrinsically tied to death. While the spores focus on the infliction of death and necrosis, Visitant druids hone in on the reversibility of death. Trained in the ways of necromancy, the companionship one may feel with the animal friends of the past shines through and embodies itself in the form of a resurrected companion.

Bonus Cantrip

When you choose this circle at 2nd level, you learn the chill touch cantrip. This cantrip doesn’t count against the number of druid cantrips you know.

Resurrected Companion

2nd-Level Circle of the Visitant Feature

Starting when you choose this circle, you can return to life a former pet or animal companion. As an action, you can expend one use of your Wild Shape feature to summon your resurrected companion, rather than assuming a beast form. The companion appears in an unoccupied space of your choice within 30 feet of you.

The resurrected companion is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Resurrected Companion stat block, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic appearance of the companion; for example, your companion may resemble skeletal forms of common animals like rats or dogs, but may also appear as a decaying body of an extinct beast. These choices have no effect on the companion’s game statistics.

In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge.

The companion remains until it is reduced to 0 hit points or until you die, at which point the companion vanishes. If you use this feature to summon the companion again and you already have a companion present, the first companion immediately vanishes. Anything the companion was wearing or carrying is left behind when the companion vanishes.

Resurrected COMPANION

Armor Class 12 + PB (natural armor)

Hit Points 5 + five times your druid level (the companion has a number of Hit Dice [d10s] equal to your druid level)

Speed 30 ft. or fly 30 ft. (hover) (your choice)

STR
15 (+2)
DEX
15 (+2)
CON
17 (+3)
INT
(−2)
WIS
(-1)
CHA
12 (+1)

Saving Throws Dex +2 plus PB, Con +3 plus PB

Senses darkvision 60 ft., passive Perception 11

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Actions

Strike. Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus PB bludgeoning, piercing, or slashing damage (your choice).

Reaction

Intercept Attack. When a creature the companion can see hits a target with an attack, and the target is within 5 feet of the companion, the target instead takes half the damage. The companion takes the remainder of the damage.

Circle Spells

Your mystical connection to the revived infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the undead creatures you derive companionship from.

Once you gain access to a circle spell, 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 the Visitant
Druid Level Spells

3rd

blindness/deafness, ray of enfeeblement

5th

animate dead, speak with dead

7th

black tentacles (the tentacles appear as skeletal appendages), blight

9th

arcane hand (the hand appears as a skeletal version), raise dead

Undead Ramifications

Starting at 6th level, when your resurrected companion falls below half of its maximum hit points, rounded down, it gains an amount of temporary hit points equal to your druid level.

Additionally, when your resurrected companion falls below this threshold both you and your companion gain the following benefits, for 1 minute:

  • Melee attacks now deal bonus necrotic damage equal to your proficiency bonus. 
  • You gain resistance to necrotic damage.
  • Any constitution saving throw to maintain concentration on a necromancy spell is made with advantage.

Necromantic Tendencies

When you reach 10th level, while you are in you wild shape form, your creature type becomes undead rather than beast, and you gain the ability to overcome resistance to necrotic damage.

Additionally, when you cast a druid spell, you can choose to spend an extra spell slot to change all spell's of the same level or lower's damage type to necrotic damage for 1 minute. You can use this feature an amount of times equal to half your proficiency bonus, rounded down, and you regain all expended uses of it when you finish a long rest.

Empowered Resurrection

When you reach 14th level, you learn the resurrection spell. You always have it prepared, it counts as a druid spell for you, and it doesn’t count against the number of spells you can prepare each day.

Additionally, when you cast this spell the restrictions are altered. The target could be dead for as long as 150 years, could have died from old age (if it is younger than you), and could be undead. Also, you regain your ability to cast spells after a short or long rest.

Previous Versions

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7/1/2022 7:00:37 AM
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