Druid
Base Class: Druid

Many druids of this circle have entered a pact with a familiar, granting them some of their life energy in exchange for a guide into the depths. These familiars may be guides to the feywild, the abyssal sea or even the nine hells. For a druid of this circle, many years may be exchanged as price for this adventure.

Abyssal guide

When you choose this circle at 2nd level, you gain the ability to summon your guide to come to your aid. You may summon it by expanding one use of your Wild Shape feature as a bonus action. This guide may take any of the following forms : imp, sprite or morte. The guide takes its initiative at the same time as yours, but may not take the attack action.

While this guide is summoned, you gain advantage to your concentration checks as long as the guide is within 60ft of you. In addition, you gain the ability the see through your summon's eyes. Any spells you cast may originate from either you or your familiar. The summon lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Circle Spells

Your mystical connection to the depths 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 creatures you may have encountered on your journeys.

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

3rd

Prayer Of Healing, Find Steed

5th

Haste, Summon Lesser Demons

7th

Find Greater Steed, Summon Greater Demon

9th

Summon Celestial, Planar Binding 

 

Stronger bond

Starting at 6th level, your guide becomes permanent, lasting until its hp is reduced to 0 or until you dismiss it. You may now expand one use of your wild shape to resummon it should it get dismissed. Furthermore, whenever you expand a use of your wild shape with your Abyssal guide feature, you and any creature you may have summoned or used a buffed spell on gain the following features:

- Pack tactics : You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.

- Fast Movement : Your speed increases by 10 feet.

- Shared pain : Any damage you received may be transferred to another creature with this feat within 60ft.

Shared minds

When you reach 10th level, you can have your guide concentrate on a spell for you. While your guide is concentrating on a spell for you, you may still concentrate on a second spell, but doing so cuts your speed in half as long as you are concentrating. However, the familiar is unable to control another creature, and control spells like dominate beasts, as well as summoning spells like conjure animals simply fail. 

Bonded Simulacrum

When you reach 14th level, your guide and you have become as though one being. While using your stronger bond feature, you may spend 10 minutes and expend a spell slot of level 7th or higher to transform your familiar into a weaker version of yourself for 8 hours. It can take any action you do, including gaining access to control and summon spells, except summoning a familiar for itself. 

The creature's appearance resembles yours, while keeping some traits from the original. As an example, a sprite may keep its pointy ears, or an imp may have keep its long teeth. 

The guide is friendly to you and creatures you designate. The guide lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. It returns to its original form after the duration, or if its hp is reduced to 0.

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