Base Class: Druid
Often considered the tricksters of the wilderness, Druids from the Circle of Guides flit through their world, barely distinguishable from the loyal spirits that surround them. These Druids use their magic to lure in the curious, bending light to present hopes, fears... or merely temptations. If a lost traveler enters their domain, a Circle of Guides Druid can either be their path back to civilization — or the last living thing they see before their demise.
Bonus Cantrip
By joining this circle at 2nd level, you gain access to the minor illusion cantrip. This counts as a Druid cantrip for you, but it doesn't count against your number of cantrips known.
Circle Spells
You have formed a mystical bond with the surrounding spirits. When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of the Guides 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 the Guides Spells
| Druid Level | Spells |
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3rd |
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5th |
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7th |
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9th |
Guiding Spirits
During long rests after you choose this Circle, your presence will call forth Guiding Spirits to your group. These spirits are friendly to you and your allies, and they can take the form of an orb, a small flame, or an animal. The Guiding Spirits may also choose to be invisible, but you'll be aware of their presence if they are. After your rest is complete, a number of Guiding Spirits equal to your Wisdom Modifier (minimum: 1) will choose to join you on your journey. While traveling, a Guiding Spirit may change forms as it pleases, and it can communicate through simple sounds. However, it cannot physically interact with your environment, and it won't appear in a combat's initiative.
As an action, you may expend a use of your Wild Shape to transform a Guiding Spirit into a physical animal, which will appear in an unoccupied space of your choice within 30ft of you. This transformation follows the same rules as your normal Wild Shape, but the animal will classify as an undead and appear visually different from animals of the same species. If in combat, the Guiding Spirit will roll initiative separately, and it'll act of its own accord while remaining friendly to you and your allies. If its hit points drop to 0, the spirit will disappear until your next long rest, and you’ll be aware if this happens.
Misguidance
At 6th level, you add major image to your Druid Spell List, and always have it prepared without it counting against your number of spells prepared. When you cast it as a 3rd level spell, you do so at-will, without requiring material components or expending a spell slot.
Additionally, whenever you start casting this spell, you can choose to modify it so only one creature of your choice can see the illusion. The creature you choose has disadvantage on any checks made to discern the illusion for what it is.
Shroud of Whispering Lights
At 10th level, the bond with your Guiding Spirits deepens. While concentrating on a Druid spell, you may use your bonus action to shroud your surroundings in dim light filled with swirling images, granted by your spirits. This shroud extends in a 10ft radius centered on you and follows your movements, disappearing when either your concentration ends or upon using another bonus action to end it.
When a creature first enters this space or starts its turn in the light, you may use your reaction to force it to make a Wisdom saving throw against your Druid Spell Save DC. On a failed save, the creature takes necrotic damage equal to 3d6 plus your Wisdom modifier and becomes blinded and deafened for 1 minute, as your Guiding Spirits draw it closer to its demise. You then regain a number of hit points equal to the damage dealt. On a successful save, the target is not Blinded or Deafened, and you do not regain hit points.
A creature blinded and/or deafened by this ability makes another Wisdom saving throw at the end of each of its turns. On a successful save, it is no longer blinded and deafened.
Deathly Symbiosis
Upon reaching 14th level, your appearance becomes permanently altered, and you gain the following benefits:
- Your movement becomes extremely quiet, and you appear partially translucent. You become proficient in Stealth, and your proficiency bonus is doubled for those checks.
- While using your Wild Shape, you (or your Guiding Spirit) gain the benefits of freedom of movement. Additionally, while in Wild Shape, other creatures and objects can be moved through as if they were difficult terrain. Ending a turn inside an object will cause the user of your Wild Shape to take 1d10 force damage. If your Wild Shape ends while you're inside an object, you appear in the nearest empty space outside that object.
Previous Versions
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12/12/2020 6:25:47 PM
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1.0
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Coming Soon
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12/18/2020 8:40:44 PM
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11
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2.0
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Coming Soon
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