Base Class: Druid
There are only four types of people that would be fool enough to try to deal with spirits: Those innocent enough to believe that every spirit is a kind soul, those greedy enough to believe that they can get any profit from bothering the dead, those evil enough to disturb the restless souls and use them for their evil schemes, and those wise enough to comprehend them and understand them. The Druids that follow the Circle of the Spirits follow enter this last category, they are wise people that understand the dangers of dealing with spirits yet they know that they are also a part of the nature and therefore they are not to be feared if you proceed with caution. These druids are able to gain knowledge from the spirits of a place, learning about its past. They are also able to call upon the ghosts of an area to shield themselves or their allies and commune with these ethereal forces passing through any barrier.
Spiritual Arts
Beginning at 2nd level, when you gain this subclass, you become able to call upon the spirits of the land to ask for guidance and aid you in whatever task you have to perform.
Whenever you perform a skill check and you are not proficient with that skill, you can ask the spirits around you to help you. You gain a bonus to the check equal to your Wisdom modifier (minimum of 1). You can decide to use this feature before or after the roll, but before the consequences of a failed roll apply.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) and you regain the spent uses of the feature after you finish a short or long rest.
Spectral Vision
Beginning at 2nd level, you become aware of the presence of any spirits in the immediate vicinity of you.
You can see into the Border Ethereal Plane in an area around you equal to your Wisdom modifier (minimum of 1 feet). Additionally, you can feel when a creature within that range is under any possession effect, being understood as such any effect that would compel it to act against its will being done by a creature with the fiend, undead or fey tag that can step into the Ethereal Plane.
When you reach 10th level in this class, your range of vision into the Ethereal Plane is now doubled (minimum of 2 feet).
Spiritual Magic
Beginning at 3nd level, when you gain this subclass, you become able to call upon the spirits of the land to ask for guidance for you and your allies.
You learn the Guidance cantrip and it does not count against the number of spells known.
When you reach 3rd level in this class you learn how to cast the Augury spell as a ritual without needing to have it prepared. You don't need to provide material components for this spell when you cast it in this way. Finally, when you reach 5th level in this subclass, you learn the spell Speak with Dead though it has a casting time of 1 minute for you when you cast it using this feature without needing to have it prepared.
Spirit Summoning
When you reach 6th level in this class, you are able to call upon the spirits around you and use them to shield you. As an action you can spend one of your uses of your Wild Shape feature to become a portal to the realm of spirits. For 1 minute, you are surrounded by spirits which take the appearance of a flame-like blue aura that extends 5 feet around you. The aura causes you to shed a cold dim light in a 10-foot radius and creatures that enter the aura can hear whispers and voices.
When a creature targets you with an attack or you take damage from a harmful effect, you can reduce that damage by 2d6 as a reaction. Additionally, when a creature within 30-feet of you takes damage from an attack, spell or harmful effect, you can reduce that damage by 1d6 as a reaction.
This feature can end early if you enter an area protected by the Hallow spell, or if you are targeted by the Dispel Evil and Good spell. Additionally, when you pass through the walls of the Magic Circle spell, your aura is left behind if the circle is meant to prevent fey or undead from crossing, though it will reappear around you at the beginning of your next turn as more spirits enter the material plane.
The amount of damage you can reduce for yourself or an ally increases by 1d6 when you reach 11th level and 17th level in this subclass.
Ethereal Emissary
At 10th level, you learn how to walk with the spirit, defying any physical barrier and being able to travel any distance.
When you activate your Spirit Summoning feature, your walking speed increases by an amount equal to your Wisdom score and you gain the ability to walk through solid objects as if they were difficult terrain while your spirit aura surrounds you. If you end your turn inside a solid object you are pushed outside of it through the shortest route and you take force damage equal to 1d6 force damage for every 5 foot you have been pushed. This damage cannot be reduced with your Spirit Summoning feature.
Finally, you learn the spell commune, which you can cast as a ritual without needing to prepare it.
Spirit Master
At 14th level you learn how to dully dominate the spirits of the land around you, temporarily absorbing them in order to become a being that exists between life and what lies beyond it.
As a bonus action you can end your Spirit Summoning feature early to become a Spirit Avatar. While you are in this form, you gain the following benefits.
- You shed dim light on a 10-foot radius. You can decrease or increase this area in your subsequent turns as a free action. You can decrease the radius of light to a minimum of 0 and increase it to a maximum of 30 feet.
- You gain temporary hit points at the start of your turn. The hit points equal your Wisdom + Constitution modifiers. If you took force damage, you don't gain temporary hit points at the start of your next turn.
- You gain darkvision on a range of 60-feet. If you had darkvision already it increases by that amount.
- You learn how to speak, read and write Sylvan and one language of the DM's choice as the spirits of the area share their wisdom with you.
- You become resistant to all damages except force and psychic damage, you become immune to bludgeoning, piercing and slashing from non-magical weapons and you gain vulnerability to force damage.
These benefits last until you become unconscious, use your Wild Shape or Spirit Summoning feature or end it as a free action on your subsequent turns. While you are in this form your body also suffers a lot of pressure from being constantly between the world of the living and the realm beyond it. After one minute of having this feature active, you must succeed on a Constitution saving throw or gain one level of exhaustion. You must repeat this save at the end of each minute while you have this feature active. The DC is equal to 8+1 for every minute you have had this feature active. The DC resets after you complete a long rest and get rid of any level of exhaustion gained with this feature.
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