Base Class: Druid
Druids of the Circle of the Spirit are those who find power within meditation and reflection. Taking after the Yardrats, they’ve procured spiritual powers that they continually work to perfect, giving them access to the world of Spirit Control.
Instant Transmission
When you choose this circle at level 2, you scratch the surface of a pool of techniques collectively known as Spirit Control. You have access to 1 of the many techniques under the Spirit Control umbrella; Instant Transmission.
-As a bonus action, you can use Instant Transmission to instantly teleport to someone within 50ft. You put your index and middle finger together to your head and spiritually sense your target. Whether it be friend or foe, if you’re able to find it (determined by the DM) you instantly teleport to them and can appear up to 10ft away from there. When you teleport, you can choose up to 10 creatures to teleport with.
After level 14 you can use Instant Transmission to teleport to anybody you have spent a full 24 hours with as long as they’re in the same plane of existence.
Circle Spells
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 |
|---|---|
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3rd |
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5th |
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7th |
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9th |
Throwing Your Weight
At 10th level you get 2 more spirit control techniques that mess with your enemy’s position;
The power of Power Implosion and Forced Transmission.
- As a bonus action, you can expend a first level spell slot to use Power Implosion and create a 5ft force field around you and will push anyone within that field away if they fail a strength save against your spell save dc. If you use a 2nd level spell slot they’ll be pushed 10ft away, 3rd level spell slot would be 15ft and so on.
- As an action, you can expend a spell slot to use Forced Transmission. You force a creature of your choosing to make a wisdom saving throw against your spell save dc. If they fail, then you can move them wherever you want up to 50ft away from you and you can move them 30ft up in the air. Expending additional spell slots, regardless of spell slot level, will allow you to target extra creatures.
Illusionary Tricks
At 6th level you gain a few more tricks to mess with your enemy’s eyes; The power of Spirit Clone and Gigantification.
- As a bonus action, you can expend a wildshape charge to use Spirit Clone. When you use a spirit clone, you create a mirror-like clone of yourself that has all of your strength and has 24 temporary hit points. During battle, the clone has a single action and reaction controlled by the DM, however they do not have a bonus action or no-actions. The clone will last until their hit points are depleted and you can dissipate them as a bonus action.
- As a bonus action, you can expend a wildshape charge to use Gigantification. When you use gigantification, you make yourself 20ft taller and your size category becomes huge. You get 30 temporary hit points, if you lose them then you’ll immediately go back to regular size. You can also end the gigantification as a bonus action. You gain 30ft of extra movement and you can add 2d6 to all of your attacks. This feature lasts as long as a normal wild shape transformation.
Stealing From The Rich
At 14th level you have learned the most powerful spirit control technique, Spirit Fission;
- As an action, you expend 2 spell slots to use Spirit Fission and force someone to make a wisdom saving throw against your druid spell save. If they fail, then you can start sapping them of their energy. Every round after this turn, as a bonus action, you can take 4d8 of their health and redistribute that stolen health between yourself and any creatures you like. If you use Spirit Fission on a merging of any kind, you can easily break it up if they fail the saving throw and you can sap both parts of the mergings’ health each turn. Unfortunately, this is a technique that requires a lot of concentration, so you can’t target multiple creatures unless they used to be fused and if you’re hit you’ll have to make a con save to see if you can maintain the technique.
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