Druid
Base Class: Druid

be a shaman!

 

WHAT IS A SPIRIT?

Several of the spirit shaman's abilities affect spirits. For purposes of the spirit shaman's ability, a "spirit" includes any of the following creatures:

  • All incorporeal undead
  • All fey
  • All elementals
  • Creatures in astral form or with astral bodies (but not a creature physically present on the Astral Plane)
  • All creatures of the spirit subtype (see Oriental Adventures)
  • Spirit folk and telthors (see Unapproachable East)
  • Spirit creatures created by spells

In the spirit shaman's worldview, elementals and fey are simply spirits of nature, and incorporeal undead are the spirits of the dead.

Circle Spells

Your mystical connection to 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 land where you became a druid.

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. 

For spells with expensive material components, you can spend 10 gp/hr to craft the components, substituting expensive gems with bones and plants

 
Druid Level Spells

2rd

unseen servant

3th

spiritual weapon, summon beast, misty step

5th

conjure animals, spirit guardians

7th

conjure woodland beings, divination

9th

Summon Draconic spirit, Commune 

17th

astral projection 

 

Detect Spirits

The spirit shaman's spirit guide perceives nearby spirits. At will, the spirit shaman can cast detect spirits at will. It functions just like detect magic, except it detects creatures that are considered spirits.

Ritual Casting

Druids can cast any ritual spell on their spell list as a ritual without preparing the spell

Spirit Animal

At 2nd level you gain a spirit sworn to serve alongside you. You learn the Find Familiar ritual (Page 240) if you don't already know it. The familiar you summon becomes your spirit animal. The spirit animal is more durable than a standard familiar. It has maximum hit points equal to three x your shaman level. Additionally, it has proficiency in saving throws that you do.
Your spirit animal also has inherent boons and magical effects. When you summon the spirit animal select from the list of spirit boons below.

Vision Quest

  • Prepare a potion by grinding up vines and leaves, added to boiling water to create a solution
  • Offer potion to anyone who wishes to go on vision quest
  • 1 hour after drinking, suffer 1 level of exhaustion, and become blinded to everything except the other people who drank the potion
  • Allows you to view into the feywild plane, elemental planes, celestial plane, and infernal plane, jumping to a random point 1/hr
  • When you view different planes, DC 14 Wisdom save or suffer the effects of confusion, but with a duration of 1 hour. the shaman and their spirit animal can use their action to give advantage on the saving throw. 
  • After 7 hours, potion drinkers are no longer blinded and exhausted, and can detect the presence of any spirits around them for the next hour 
  • People who drank the potion now have advantage against being frightened, charmed, poisoned, disease, advantage on wisdom ability checks (this granting them +5 or passive perception and passive insight), and advantage on wisdom saves

Guide Magic

a spirit shaman can assign her spirit guide the task of concentrating on a spell or spell-like ability that is maintained through concentration. The spirit shaman can act normally while her spirit guide concentrates on the spell involving spirits. A spirit guide can concentrate on only one spell at a time. If necessary to maintain the spell, the spirit guide makes Concentration checks for the spirit shaman, using the spirit shaman's normal concentration check. A spirit guide does not have to make Concentration checks for circumstances such as the spirit shaman taking damage. The spirit itself is not present for anyone to interrupt or otherwise interact with. The shaman and the spirit guide cannot be concentrating on the exact same spell

 

Ethereal mastery

You have mastered the ability to walk between the material and ethereal plane.

You can cast misty step at will