Druid
Base Class: Druid

Druids within the Circle of the Spirits develop an innate connection to the spirits around them from a young age. That connection sometimes becomes the ability to give those spirits a manifested shape. These druids bond with several spirits that each harbors individualized personalities, this relation allows the druids to create controlled forms as a host familiar becomes embodied by a nature spirit. The control that they exhibit over the arcane is one granted to them by the spirits that they are bonded to.

Channel Nature Spirit

2nd-level Circle of the Spirits feature

You can summon a primal nature spirit that you have formed a connection with. As an action, you can expend one use of your Wild Shape feature to channel your nature spirit to be hosted into a friendly beast or familiar, rather than assuming a beast form yourself. You are able to telepathically communicate with this spirit so long as it is within a 60 ft range.

The spirit is friendly to you and your companions and obeys your commands. When channeling choose from one of the following Nature Spirit stat blocks, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance. 

Nature Spirit (Land)

Armor Class 14 (Cunning) or 16 (Sturdy)

Hit Points 30 (Cunning) or 35 (Sturdy) + five times your druid level

Speed 30 ft.

STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
15 (+2)
CHA
12 (+1)

Condition Resistances charmed, frightened, grappled, prone, restrained

Senses darkvision 30 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Abilities (Sturdy)

Maul. Melee Attack: your spell attack modifier to hit, range 5 ft., one target you can see. Hit: 1d6 + 4 + Proficiency Bonus bludgeoning damage.

Charge. If the spirit moves at least 20 feet straight toward a target and then hits it with a Maul attack on the same turn, the target takes an extra 1d6 bludgeoning damage. If the target is a creature it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Topple. If the spirit hits with this action you can force the creature to make a Strength saving throw with a DC equal to 12 + your Proficiency Bonus. On a failed save, the creature falls prone.

Abilities (Cunning)

Slash. Melee Attack: your spell attack modifier to hit, range 5 ft., one target you can see. Hit: 1d6 + 4 + Proficiency Bonus slashing damage.

Pack Tactics. The Spirit has advantage on an attack roll against a creature if at least one of the its allies is within 5 feet of the creature and the ally isn't incapacitated.

 

NATURE SPIRIT (Air)

Armor Class 11 (Scout) or 13 (Ferocity)

Hit Points 10 (Scout) or 20 (Ferocity) + four times your druid level

Speed fly 50 ft. 

STR
10 (+0)
DEX
18 (+4)
CON
12 (+1)
INT
16 (+3)
WIS
16 (+3)
CHA
14 (+2)

Condition Resistances charmed, frightened, grappled, prone, restrained

Senses darkvision 60 ft., passive Perception 15

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Abilities (Scout)

Quills. Ranged Attack: your spell attack modifier to hit, range 30/60 ft., one target you can see. Hit: 1d6 + 4 + Proficiency Bonus piercing damage.

Bird's Eye View. This Spirit has a +5 bonus to ability checks related to it's Investigation,  Perception, and Stealth. As long as it is maintaining an altitude of 40 ft.

Abilities (Ferocity)

Dive. Melee Attack: your spell attack modifier to hit, range 5 ft., one target you can see. Hit: 1d6 + 4 + Proficiency Bonus slashing damage. 

Fly by. If the spirit moves at least 15 feet straight toward a target and then hits it with a Dive attack on the same turn, it does not draw an opportunity attack as it swoops past.

 

NATURE SPIRIT (Sea)

Armor Class 16 (Sturdy) or 13 (Ferocity)

Hit Points 35 (Sturdy) or 20 (Ferocity) + five times your druid level

Speed Swim 40 ft. 

STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
14 (+2)
WIS
16 (+3)
CHA
10 (+0)

Condition Resistances charmed, frightened, grappled, prone, restrained

Senses darkvision 60 ft., passive Perception 15

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Abilities (Sturdy)

Tail Smack. Melee Attack: your spell attack modifier to hit, range 5 ft., one target you can see. Hit: 1d6 + 3 + Proficiency Bonus bludgeoning damage.

Heavy Impact. If you hit a creature with Tail Smack and deal damage to the creature, you can reduce its Speed by 10 feet until the start of your next turn. If you hit the creature more than once with this property, the Speed reduction doesn’t exceed 10 feet.

Abilities (Ferocity)

Dash. Melee Attack: your spell attack modifier to hit, range 5 ft., one target you can see. Hit: 1d6 + 3 + Proficiency Bonus slashing damage. 

Swift Swim. If your attack roll with Dash misses a creature, you can deal slashing damage to that creature equal to the Strength ability modifier you used to make the attack roll (+3). 

 

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. 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 spirit can take any action of its choice, not just Dodge.

The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.

Circle of the Spirits Spells

2nd-level Circle of the Spirits feature

You have formed a bond with the spirits of nature, the primal beings that exist in the world around you. Your link with these spirit grant you access to spells beyond a druid's normal reach. At designated levels you add the following spells to your known spell list, as shown on the Circle of the Spirits Spells table.

You always have these spells prepared, and it doesn’t count against the limited number of spells you can prepare each day. 

Circle of the Spirits Spells
Druid Level Spells
2nd find familiar, absorb elements
3rd flaming sphere, see invisibility
5th revivify, spirit guardians
7th ice storm, faithful hound
9th commune with nature, wrath of nature

Spiritual Bond

6th-level Circle of the Spirits feature

You can communicate telepathically with your familiar up to a 120 ft radius.

You can Perceive through your spirit's senses as long as you are on the same plane of existence.

Your Spirit's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to non magical attacks.

The bond with your nature spirit enhances your damaging and healing spells. Whenever you cast a spell that deals any type of elemental damage or provides healing while your nature spirit is channeled, roll a d8, and you gain a bonus equal to the number rolled to one roll of the spell.

When you cast a spell, the range can originate from you or your channeled nature spirits.

Greater Spiritual Control

10th-level Circle of the Spirits feature

You gain the ability to grant your spirits even greater control. 

When one of your spirits takes damage, you can use your reaction to grant it resistance against that damage.
All Spirit Movement increase by 10 ft.
Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech. 

Spiritual Renewal

14th-level Circle of the Spirits feature

The bond with your spirits can hold you back from the brink of death. If a spirit is within 60 feet of you and you are reduced to below half health, you can cause the spirit to intervene.

Use a reaction to cut the damage you take in half. In return you cause your spirit to take half the damage for you. 

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