Base Class: Druid
A Spirit Shaman dedicates themselves deeply to the cause of preserving the natural order of things including life, death, and spirits of the land. They focus on learning to adapt and utilize the gifts and techniques granted to them by ancient and natural spirits, using them to deliver punishment upon those that would disrupt the natural way of things.
Circle Spells
Druid Level: Prepared Spells
3: Gentle Repose, Borrowed Knowledge, Spiritual Weapon
5: Speak with Dead, Spirit Guardians
7: Find Greater Steed, Spirit of Death
9: Legend Lore, Raise Dead
(Use '!spellbook add SpellName' at the appropriate levels to gain access to the spells.)
Spell Totem
Starting your journey of dedication to the spirits of the realms, you've learned to create small objects in dedication to them, called Totems. Each totem you make carries a small portion of a spirit's power, enough to hold and maintain a bit of your own magic, ready to be cast at a time of your choosing.
Starting at 3rd level; As a Magic action, you may manifest a totem holding a single spell of your choice from the Druid spell list (with a casting time of one Action or Bonus Action) that you currently have prepared. Doing so requires you to expend a spell slot of the same level of spell you've chosen. The totem is tiny size, has Hit Points equal to double your Druid level, an Armor Class of 10 + your Wisdom modifier, and is not subjected to any effect that would require a saving throw. The number of totems you may have active at any given time, and the number of hours a totem persists for are both equal to your Proficiency Bonus.
At any point while the totem persists you may use your bonus action to release the spell in one of your totems. If it requires a single target, you may choose one that you can see within range of the Totem, or optionally have it target the nearest available legal target of the spell. Spells that target an area are centered on the space the totem occupies when the spell is released. If the totem's spell is an area of effect that requires you to 'see' the targets and you are not present for the release of the spell, the totem is counted as if seeing every available legal target within range of the spell (targets that are invisible and/or actively hidden are still unseen). If the spell within a totem is released, the totem is destroyed.
Spiritual Communion
A key factor in dedicating yourself to the spirits and the spirit realm is being able to communicate with such entities. You've learned to open yourself as a conduit for communion with these forces, potentially allowing you to learn from them.
Starting at 6th level; You may take 1 minute to perform some sort of dance, chant, or similar ritualistic action to commune with the ancient, natural, or elemental spirits of the realm you are currently in and allow one of them to possess you. When the ritual is complete, you make a Wisdom saving throw against your own spell save DC. On a successful save, you compel the inhabiting spirit to answer up to five questions, asked by one or more creature of your choice nearby. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.
On a failed save, the spirit's own will takes over your body for ten minutes. The spirit cannot take any harmful actions against you or others, nor can it use your class features or abilities, but can say whatever it pleases and take actions that cause no harm to you or others. Spirits without a physical form for a long time might crave to eat food, experience touching grass, or any number of things of the DM's choice.
You may perform this ritual once, and may only do so again after taking a Long Rest.
Persistent Soul
Starting at 10th level; Your affinity with the spirits has changed you in some ways. At times you may feel like you have one foot in each the living world and the spirit world. Over time your devotion to representing the greater spirits of the world has earned you some favor with them. Because of this, you've been granted a little extra time to figure out how to pull yourself out of the fire while on death's door.
When you are reduced to 0 hit points you may have your spirit separate from your body, visibly hovering over your now fallen form. Your spirit may not move in any way, and is unaffected by any hostile action. On any turn in which you would make a death saving throw, your spirit may only take the Magic action to cast a Cantrip or a spell of a level up to your proficiency bonus that you have prepared. This uses a spell slot as normal. While in this state, you may not target your body with any spell that would have it regain hit points. You may activate this ability a number of times equal to your Wisdom modifier, and your uses recharge on a long rest.
If you successfully stabilize by passing three death saving throws, instead you return to consciousness with one hit point, and gain temporary hit points equal to your Druid class level plus your Wisdom score. Your spirit may be dismissed back into your body by a targeted Banishment spell or if it is within the area of a Turn Undead effect (Legacy versions of Turn Undead will not destroy your spirit). Given that you are exposing your very soul during this process, you are still leaving yourself vulnerable to the rare effects that would destroy it outright.
Shape of the Beast Spirit
Everything has a spirit. You, the world, the elements themselves, even the beasts typically associated with the wilds you protect with such dedication. When things escalate and violence is the only option... there is one truth you've learned to use to your benefit: It's very hard to kill that which was never technically 'alive' in the first place. Taking advantage of this you've learned how to shed your material form when you Wild Shape to transform into the spirit, the very essence of a wild animal.
Starting at 14th level; You may now assume the form of a Beast Spirit when you Wild Shape. This form may take the appearance of any beast of your choosing. No matter the appearance of that form, it is medium sized and works as follows:
- Your creature type is Undead while in this form.
- Your armor class becomes 10 + Wisdom modifier + Proficiency Bonus. You gain resistance to non-magical Bludgeoning, Piercing, and Slashing damage.
- When you enter this form you keep your current ability scores, and your current and maximum hit points do not change. You gain double the normal amount of temporary hit points normally granted by Wild Shape (total of double your Druid level) when you assume this form. When you use your Bonus Action to activate a totem to release a spell, you gain these temporary hit points again.
- Your movement speed increases by a number of feet equal to 5 times your Proficiency bonus, and you now hover a few inches above horizontal surfaces, allowing you to traverse over bodies of water and other similar surfaces (You do not have a fly speed).
- While in this form you gain a natural weapon attack (claw, bite, tail, etc., your choice) that deals 1d8 Force damage. This attack uses your Wisdom bonus for attack and damage rolls. As an action, you may take the Multi-Attack action to make two attacks with your Natural Weapons. If one of these attacks hits, you may use a Bonus Action to rend your target with two more Natural Weapon attacks.
- You are able to see and communicate telepathically with non-corporeal and ethereal creatures. You may track them as well, and gain advantage on skill checks made to do so.
- All of your currently worn equipment and attuned items meld into the form with you. Magical items still function while in this form; Weapons and shields may not be wielded or equipped, but a magic weapon that is attuned to you will confer it's unique magical bonuses to your natural attacks (if you have more than one, choose which one to use for each attack. Flat bonuses to attack and damage from the +1/+2/etc. properties of magical weapons do not apply to your attacks).
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