Base Class: Druid
Druids of the Circle of the Ancestral Spirit are guardians deeply attuned to the ethereal realm of ancestral energies. They commune with the lingering spirits of their forebears, drawing upon their ancient wisdom and mystical guidance. These druids recognize the enduring connection between the living and the spirits of their ancestors, seeking to preserve the balance between the mortal world and the otherworldly realms. As stewards of the ancestral bonds, they safeguard sacred sites, guide lost spirits, and draw strength from the wisdom passed down through generations. Often found in ancient groves and revered natural sanctuaries, members of this circle embark on quests to preserve the harmony between the present and the ancestral past, ensuring that the legacy of their people endures. Wherever these druids tread, the whispers of their forebears echo through the winds, guiding them on their quest to uphold the sacred ties that bind the living and the spirits of the past.
Spectral Haze
2nd-level Circle of the Ancestral Spirit feature
You exhale tendrils of smoky essence from your pipe, enveloping a nearby creature and covering them in an ethereal haze. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 poison damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. Alternatively, you may restore 1d4 hit points that creature. This die increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Mystic Calumet
2nd-level Circle of the Ancestral Spirit feature
You gain the ability to channel magic into your tobacco pipe. As an action, you can expend a use of your Wild Shape feature to enchant your pipe, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:
- When you roll dice using your Spectral Haze ability, roll the die a second time and add it to the total.
- When you use your Spectral Haze ability, you can choose to inflict or cleanse the poisoned condition from the target. If inflicted, the duration is for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target.
These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.
RULE TIP: TEMPORARY HIT POINTS DON'T STACK
If you have temporary hit points and receive more of them, you don’t add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. For more information on temporary hit points, see chapter 9 of the Player’s Handbook.
Circle Spells
3rd-level Circle of the Ancestral Spirit feature
You gain access to additional spells entwined with the echoes of ancestral energies, drawing power from the cyclical dance of life and death that resonates through the spirits of your forebears. At 3rd level, you learn the thaumaturgy cantrip, as well as the augury and spiritual weapon spells.
At 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Ancestral Spirit 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 Ancestral Spirit Spells
| Druid Level | Spells |
|---|---|
| 3rd | thaumaturgy, augury, spiritual weapon |
| 5th | spirit guardians, clairvoyance |
| 7th | divination, faithful hound |
| 9th | scrying, commune with nature |
Hazeborne Revelations
6th-level Circle of Ancestral Spirit feature
You use an action to imbue yourself or an ally within 10 feet with the magical benefits of your tobacco pipe. Roll 1d10 on the Hazeborne Revelations table to determine the magical effects of the enchanted pipe's haze. For 1 minute, you or a chosen creature gain the following benefits:
Hazeborne Revelations table
| 1d10 | |
|---|---|
| 01 | Roll your Spectral Haze die and add the result to one ability check of your choice. |
| 02 | Roll your Spectral Haze die and add the result to one saving throw of your choice. |
| 03 | Roll your Spectral Haze die and add the result to one attack roll of your choice. |
| 04 | Gain a +1 bonus to your Armor Class. |
| 05 | Regain 1d4 hit points at the beginning of each of your turns. |
| 06 | Gain resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. |
| 07 | Gain resistance to one damage type of your choice: force, necrotic, poison, psychic, or radiant. |
| 08 | Gain resistance to one damage type of your choice: bludgeoning, piercing, or slashing. |
| 09 | Gain truesight with a range of 10 feet. |
| 10 | Roll on this table again, applying the effects to an additional target within range. |
Instead of rolling, you can instead choose any result on the Hazeborne Revelations table of your choice. After the duration, you gain 3 levels of exhaustion. You can use the Hazeborne Revelations feature twice, and you regain all expended uses of it when you finish a long rest.
Ancestors' Counsel
10th-level Circle of the Ancestral Spirit feature
You are able to draw upon the ancient wisdom and power of those who came before you. You gain the following benefits:
- Boon of the Ancestors: You gain proficiency in a saving throw of your choice.
- Ancestral Guidance: Once per long rest, you can consult with the lingering spirits for guidance. Roll a d20, and record the result. At any time before your next long rest, you can replace any attack roll, saving throw, or ability check made by you or a creature you can see with the recorded result.
Ancestral Empowerment
14th-level Circle of the Ancestral Spirit feature
Your connection with your ancestors reaches its zenith, unraveling potent enhancements within the mystical properties of your Mystic Calumet and Hazeborne Revelations.
At 14th level, you gain the following improvements:
- Empowered Mystic Calumet: In addition to the poisoned condition, you may cleanse or inflict another condition of your choice from the following: blinded, deafened, frightened, or stunned. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target.
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Empowered Hazeborne Revelations: You gain a more control over your revelations. Whenever you roll on the Hazeborne Revelations table, you can roll twice and use either number.
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