Base Class: Druid
Avatar of the Rift-Wound
You can now merge fully with the Ancestral Rift. As a bonus action while in Wild Shape:
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You become incorporeal and gain resistance to all damage except force and radiant.
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Your attacks deal extra 1d6 psychic damage.
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You can phase through solid matter as if affected by gaseous form.
This lasts for 1 minute and can be used once per long rest.
Level 3: Circle of the Ancestral Rift
You gain access to the following spells at the indicated druid levels. These spells are always prepared for you, and don’t count against your prepared spells list.
Circle of the Ancestral Rift
| Druid Level | Spells |
|---|---|
| 3rd | mirror image, crown of madness |
| 5th | spirit guardians (flavored as rift spirits), bestow curse |
| 7th | phantasmal killer, blight |
| 9th | wall of force, dream |
Level 3: Riftmarked Form
You gain an alternate form of Wild Shape, called Riftmarked Shape. When you use Wild Shape, you may instead transform into a Rift Beast, a corrupted version of a beast you've seen before.
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While in Riftmarked Shape, you deal necrotic or psychic damage instead of normal damage.
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You gain resistance to psychic damage while in this form.
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Once per transformation, when you take damage, you can use your reaction to unleash a burst of rift energy: each creature within 10 feet takes 1d6 psychic damage.
You can use Riftmarked Shape a number of times equal to your proficiency bonus per long rest.
Level 6: Ancestral Siphon
As an action, you can choose a creature within 60 feet that has died within the last minute. You can siphon residual essence to do one of the following:
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Regain a used Wild Shape
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Regain 1 expended 1st or 2nd level spell slot
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Gain temporary hit points equal to the creature’s CR + your Wisdom modifier
You may use this feature once per short or long rest.
Level 10: Echo Grove
Echo Grove
You can call forth corrupted terrain infused with ancestral echoes. Once per long rest, as an action, choose a 20-foot radius you can see:
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The area becomes difficult terrain for enemies for 1 minute.
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Allies inside the zone have advantage on saving throws against spells and effects that would charm, frighten, or possess them.
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Enemies take 1d6 psychic damage the first time they enter the area each turn.
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