Druid
Base Class: Druid

Known as Shamans, Druids of the Circle of Spirits commune with ancestors of their people. Often shamans are leaders in tribes in the wilderness but shamans are also found as guardians of animal graveyards. Shamans act as a living history for towns, tribes, and traditions. They pass down their knowledge from shaman to shaman ensuring that no history is lost. Shamans are the first point of contact for newcomers, introducing them to the community, welcoming them into the family. As adventurers, shamans seek to reunite families and communities, and maintain bonds and connections with those around them.

Circle of Spirits Features
Druid Level Feature
2nd Keeper of the Past, Familial Ward
3rd Circle Spells
6th Whispering Spirits
10th Familial Rejuvenation
14th Protectors of the Bloodline

Keeper of the Past

Starting at 2nd level when you choose this circle, you gain proficiency in the History skill. You may add double your proficiency bonus to history rolls you make.

Familial Ward

Beginning at 2nd level, you can call upon the ancestors to protect creatures you designate as family. You target willing creatures up to your Wisdom modifier as a bonus action. For the next hour, a creature warded by you gains a bonus to saving throws equal to your Wisdom modifier. You know if the warded creatures are unconscious and how far away a warded creature is from you while you and a warded creature are on the same plane of existence.

Once you use this feature, you can’t use it again until you finish a long rest. At 10th level, you can use it three times per long rest.

Circle Spells

Your mystical connection to the spirits 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 ancestors

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.

Druid Level Spells

3rd

augury, warding bond

5th

speak with dead, spirit guardians

7th

death ward, divination

9th

commune, hallow 

 

Whispering Spirits

Beginning at 6th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you awaken the spirits of its ancestors and they whisper secrets to you. The DM tells you a piece of the creature’s history or one of its personality traits and if the creature is your equal, superior, or inferior in regard to one of the following characteristics of your choice:

  • Intelligence score
  • Wisdom score
  • Charisma score
  • Spell save DC
  • Class levels (if any)

Familial Rejuvenation

Starting at 10th level, your connection to the spirits deepens. When a creature effected by your Familial Ward is reduced to 0 hit points but not killed outright, you can use your reaction to drop to the warded creature to 1 hit point instead. While the creature is at 1 hit point, they gain a +3 to their AC. However, they are no longer warded.

Protectors of the Bloodline

At 14th level, you summon ancestral spirits to protect your allies. Once per long rest, as an action, you can summon four specters with the following changes:

  • Their alignment matches your own.
  • They lose the Sunlight Sensitivity trait. 
  • Their hit point maximum is increased by an amount equal to your druid level.
  • They use your druid spellcasting attack modifier in replace of their attack modifier.
  • They add your proficiency bonus to their weapon damage rolls.

After 1 hour or they are reduced to 0 hit points, the specters disappear.

Previous Versions

Name Date Modified Views Adds Version Actions
6/12/2020 11:33:14 PM
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