Druid
Base Class: Druid

"She staggers through the bramble of branches following after the crystal blue light. She tries to keep up, but the orb slowly bobs away, taunting her, drawing her deeper into the woods. She is too young to think of the dangers. She is too young to think to turn back. Instead she pushes on, following the wisp through the woods. Eventually it stops. It has drawn her to a clearing. Her feet carry her into the open where the dense branches block all but a few stray moon beams. The ground beneath shifts from soft dirt and grass to something harder, some sort of moss covered stone. She thinks she sees writing on the face of it, but her attention is drawn away by the arrival of another orb of blue light. It pushes through the tree line and begins to hover towards her. two more emerge from the opposite side then another. More begin to flow towards her all glowing with ethereal blue light. they surround her, hundreds of them. They seem to be whispering something, but she cannot understand. They form a circle around her. The original orb is glowing brighter now. Its whispers seem soft and soothing. She reaches out to touch it. Her hand brushes the orb and the world seems to fade away. She falls to the mossy stone floor."

Some druids serve as bridges between nature and Humanity, but those specially selected few serve as the conduits between spiritual and mortal planes. These are those who belong in the Circle of Wandering Spirits. Often these wandering spirits will whisper of things to come and give them warning. Some of these spirits will accompany the druids on their journeys. Beware however, not all of these spirits are well meaning. 

Spirit Familiar

At 2nd level, you gain a spiritual guide who serves you on your journey.

You gain the ability to summon the Wisp Familiar. It works the same as written in the find familiar spell, however your spiritual wisp is incorporeal and can pass through walls. You can cast the spell once per long rest for free. 

Semi-Incorporeal Form

Starting at 3rd level, you gain the ability to enter into a Demi-Plane between the world of spirits and the mortal realm. when activated by a bonus action, your body becomes semi translucent and you gain the following benefits:

Movement Speed. You gain an addition of 10 feet to your movement speed.

Ignore Difficult Terrain. Because your body is not fully in the mortal realm it is not hindered by mortal difficulties. You are not slowed by difficult terrain and can walk across fluid surfaces.

Passing. You are partially incorporeal and can pass through people in order to get where you need to go. Any figure you pass through takes a D6 of  physic damage plus your druid level. This effect only works once per turn on each creature. 

Opportunity Attacks. You do not provoke opportunity attacks in your Semi-Incorporeal form. 

In this form you cannot take any physical damage. While in this state your attacks count as magical for the purpose of overcoming immunities. At the end of your turn you return to your normal mortal state. You can do this a number of times equal to your wisdom modifier each long rest. 

Improved Familiar

Starting at 6th level, your wisp gains the ability to use certain actions that may help in a combat encounter. Its Hp is now equal to twice your druid level and it gains resistance to all non-magical damage.

  • Whispering Chaos: As an action The Wisp can send maddening whispers to an enemy within 30 feet of it. The enemy must make a saving through against your spell save DC or take 2d4 physic damage and gain disadvantage on all attack rolls. The Wisp can use its action to repeat the effect after the target has failed, but the target has an opportunity to save after each turn. If the creature saves it takes half damage.
  • Bolstering Spirit: As an Action the wisp can transfer some of its own health to another creature. If the wisp dies this way, it cannot be summoned again until after the completion of a long rest. 

Spirit Tearing

Beginning at 10th level, your attacks in semi-incorporeal state do an extra 2D6 damage as they tear apart the spirit of the target. This damage changes to 3D6 at 14th level, 4D6 at 18th level and 5D6 at 20th level. 

Sight Beyond Veils

Starting at 14th level, Once per day as an action Your familiar can cast true seeing on a creature designated by the druid. It can target the druid or itself. 

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