Druid
Base Class: Druid

The creatures known as Wisps are mysterious and often feared, their very existence is considered taboo. As creatures that exist between the cusp of life and death there are few scholars that dare to study them, and fewer that dare invoke them and their power. Those that follow this practice are treated with the same fear as the Wisps, being seen as a harbinger of death and sickness. You are one of those few.

Circle Spells

Your dedication toward the practices of the wisps grant you the ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Wisp 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 Wisp Spells.

Ritual of Spirit Binding

As part of your circle practice you have discovered a hidden ritual to bind spirits into your service. Whilst practicing and researching the ritual you have picked up a few skills.

You gain proficiency with one musical instrument of your choice (or a flute/ocarina) as well as proficiency in the Intelligence (religion) skill, if you don't already have it.

Binding of the Wisps

Starting at 2nd level, as part of a long rest, you can perform the rites needed to summon the service of a number of wisps equal to half your proficiency bonus (rounded down). These wisps use the Lesser Wisp stat block and disappear at the start of your next long rest.

As part of a command action you can instruct your wisps to act instead, if you have more than one wisp they act simultaneously as part of the command action.

At 12th level, you have learned how to bind more powerful wisps to your aid, your wisps now use the Greater Wisp stat block instead. Additionally you can command your wisps as a bonus action instead of an action.

Feast of the Dying

The wisps are haunting creatures that siphon the life essence from the dying, now they provide some of that essence to you.

Beginning at level 6, whenever you or an ally kill an enemy of Small or Larger whilst within 5ft of your Wisps, you gain temporary hit points equal to 5 + your proficiency bonus.

Walkway of the Wisp

You have learned to channel the ethereal nature of the Wisps, and can follow the secret paths they use.

Starting at level 10, you learn the spell Misty Step, it doesn't count towards spells known and you can cast it without expending a spell slot for a number of times equal to your Wisdom modifier. You regain all expended uses of this feature when you complete a long rest.

Essence of the Wisp

Your will and influence over your bound Wisps allows you to interlink their lifeforce with that of yourself and your allies.

Starting at level 14, should you or an ally drop to 0 hit points whilst within 5ft of one of your wisps you can choose to drop to 1 hit point instead. The afflicted wisp is freed from their binding and disappears being unable to be controlled until it is bound again during a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
9/1/2022 12:31:18 PM
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