Base Class: Druid
Druids of the Circle of Spirits tap into the wisdom and power of ancient nature spirits, blending ethereal might with primal spells to bolster allies, heal, and commune with entities beyond the veil.
Circle Spells
3rd-level Circle of Sprits feature
You have formed a bond with a spirit bound to nature, a being that was either forged by or reclaimed by nature. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of 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 Spirits Spells
| Druid Level | Spells |
|---|---|
| 3rd | False Life, Unseen Servant, Gentle Repose, Spiritual Weapon |
| 5th | Spirit Guardians, Revivify |
| 7th | Death Ward, Mordenkainen's Faithful Hound |
| 9th | Contact Other Plane, Raise Dead |
Summon Ethereal Spirit
3rd-level Circle of Spirits feature
You can summon a spirit bound to nature. As an action, you can expend one use of your Wild Shape feature to summon your ethereal spirit, rather than assuming a beast form.
The spirit appears in an unoccupied space of your choice that you can see within 60 feet of you. Each creature within 10 ft. of the spirit when it appears either gains 2d6 temporary hit points or takes 2d6 necrotic damage (your choice).
The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Ethereal Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure covered in vines, while others look like beasts made from plants.
Ethereal Spirit
Medium Undead
Armor Class 13 (natural armor)
Hit Points 5 + five times your druid level
Speed 30 ft., fly 30 ft. (hover)
Damage Immunities necrotic
Condition Immunities charmed, frightened, grappled, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Actions
Grave Touch. Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target you can see. Hit: 1d6 + PB necrotic damage.
Kiss of Death. Ranged Weapon Attack: Wisdom saving throw against your spell save, range 20 ft., one target you can see. Fail: 2d6 Psychic damage. Success: 1d6 Psychic damage.
Ethereal Teleportation. The spirit and up to one willing creature of your choice within 5 feet of it teleport to unoccupied spaces within 60 feet of you.
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.
Spirit Counsel
6th-level Circle of Spirits feature
During a Short Rest, you can commune with the nature spirits to regain one spell slot no higher than your wisdom modifier or learn a new spell whose casting level is no higher than your wisdom modifier temporarily until your next long rest. This feature can be used once per Long Rest.
New spell
During a Short Rest, you can commune with the nature spirits to regain one spell slot no higher than your wisdom modifier or learn a new spell whose casting level is no higher than your wisdom modifier temporarily until your next long rest. This feature can be used once per Long Rest.
Spell slot recover
During a Short Rest, you can commune with the nature spirits to regain one spell slot no higher than your wisdom modifier or learn a new spell whose casting level is no higher than your wisdom modifier temporarily until your next long rest. This feature can be used once per Long Rest.
Spirit Armor
10th-level Circle of Spirits feature
As an action, you can summon a protective spirit that surrounds a willing creature you can see for one hour. While shielded by this spirit, the creature gains the following benefits:
- Their AC increases by 2.
- They gain resistance to one damage type of their choice.
- They gain a number of temporary hit points equal to your wisdom modifier
The protective spirit does not have hit points or an AC and cannot be targeted by attacks or effects. Additionally, the spirit is invisible to all creatures except those with truesight.
This ability can only be used once per short rest.
Spirit Walk
14th-level Circle of Spirit feature
You can now call upon the ethereal realm to protect yourself and your allies. You have a number of Spirit walk charges equal to your Wisdom modifier (minimum of 1), and you regain all expended charges when you finish a long rest. You can expend a charge to use one of the following effects:
Ethereal Passage:
As an action, you gain the following benefits for one minute:
- You can move through creatures and objects as if they were difficult terrain. If you end your turn inside a creature or object, you take 1d10 force damage.
- All damage except force damage gets reduced by your wisdom modifier.
Death's Grace:
As an action, you channel protective energy to safeguard your allies. For the next minute, all allies within 30 feet of you gain advantage on death saving throws and automatically start with one successful death save.
Ethereal Shield:
As a reaction to getting attacked, you manifest ethereal energy around yourself that raises your AC by 3 until the start of your next turn.
Ethereal Rejuvenation:
As an action, you call upon the ethereal realm to revitalize yourself and your allies. Choose up to six creatures within 30 feet of you. Each chosen creature regains hit points equal to your Wisdom modifier + your Druid level.
Comments