Druid
Base Class: Druid

Druids don't find themselves in the Circle of Summon Spirits by choice. Instead, they are chosen from birth to become a conduit between civilization and the natural world, be it through the will of a divinity with strong ties to nature or on the whims of a powerful fey spirit. These druids commune with the spirits of the environment they find themselves in, and, as such, are seen travelling the world with many different animal companions.

Spirit Summons

At 2nd level, you gain the ability to call upon a nature spirit that inhabits the environment around you at will. You gain the service of a familiar, in a manner similar to the spell find familiar, with the following distinctions:

  • The spirit must appear in the form of an animal that would likely inhabit the location you find yourself in. This means you cannot, for example, choose a familiar in the form of a fish in a desert. You may, however, influence the form the spirit takes: should you wish your familiar to, for example, be able to fly, the DM must take that into consideration when choosing what animal form the spirit assumes;
  • The familiar dismisses itself during a short or long rest.

Summoner's Call

Starting at 2nd level, you may expend a use of your wild shape in order to call forth nature spirits to aid you in battle. As a bonus action, you summon spirits that take the form of beasts, fey creatures or elementals in unoccupied spaces that you can see within range, for the duration of up to 1 hour. Chose the following options:

  • Summon one beast, fey creature or elemental (challenge rating 2 or lower).
  • Summon two beasts, fey creature or elementals (challenge rating 1 or lower).
  • Summon four beasts, fey creature or elementals (challenge rating 1/2 or lower).
  • Summon eight beasts, fey creature or elementals (challenge rating 1/4 or lower).

The DM has the creatures' statistics, and must choose which forms the spirits assume based upon the environment in which you find yourself in. That means you cannot dictate what forms the spirits assume directly. However, should you wish the summons to have the ability to fly or swim, for example, this must be taken into account.

A summoned spirit disappears when it drops to 0 hit points or when the spell ends.The summoned spirits are friendly to you and your companions. Roll initiative for the summoned spirits as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

This ability summons twice as many at 6th level and three times as many at 10th level.

Summoner's Might

At 6th level, the spirits you conjure are more resilient than normal. They gain two benefits:

  • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Placeholder

10th level ability I don't know yet.

Summon's Avatar

Starting at 14th level, the nature spirits you commune with protect you in times of dire need. When you are reduced to 0 hit points and are not killed outright, you are not knocked unconscious. Instead, you immediately transform into a spectral being that assumes the form of a beast with challenge rating as high as 4, or an elemental (be it air, earth, fire or water) - your choice. This is considered to be a Wild Shape transformation. You can take future turns as though you were not at 0 hit points and are affected by all spells, abilities and features as normal. While you have 0 hit points, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. This ability may only trigger once per long rest.

Level 3 Placeholder

This is required by DnDBeyond for whatever reason.

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