Druid
Base Class: Druid

Druid Subclass

Druids of the Circle of the Wraith walk the veil between life and death, binding fragments of departing souls to their will. These druids act as spectral shepherds, gathering the echoes of the fallen and wielding their lingering power as both weapon and shield. Where other druids draw strength from living nature, Wraith Druids embrace the twilight of existence, listening to the whispers of the dead and guiding souls toward their destined end.

Level 3: Circle Spells

Starting at 3rd level, your bond with spectral forces grants you access to additional spells. You always have these spells prepared, and they don’t count against the number of spells you can prepare each day.

Druid Level

Spells

3rd

Bane, Ray of Sickness, Phantasmal Force

5th

Speak with Dead

7th

Banishment

9th

Commune

Level 3: Wraithform

3rd-level Circle of the Wraith feature

When you use your Wild Shape, your body partially slips into the Ethereal Plane. For the duration of that transformation, you gain the following benefits:

Ethereal Resilience. Your Armor Class increases by an amount equal to your Wisdom modifier.

Wraithlike Movement. You ignore difficult terrain, and creatures have disadvantage on opportunity attacks made against you.

Shadowed Form. While you are in dim light or darkness, you have advantage on Dexterity (Stealth) checks and Dexterity saving throws.

Level 3: Wraith Vestiges

Wraith Vestiges

3rd-level Circle of the Wraith feature

When a creature dies within 30 feet of you, you can use your reaction to bind a fragment of its departing essence, creating a Wraith Vestige determined by the creature’s type.

You can have a number of active Wraith Vestiges equal to your proficiency bonus at one time.

You can store any number of Wraith Vestiges until you finish a long rest. When you finish a long rest, you can retain a number of stored Wraith Vestiges equal to your proficiency bonus + your Wisdom modifier (minimum of one). Any excess vestiges fade and are lost. You choose which vestiges to retain.

Activating Vestiges. You can activate a Wraith Vestige by performing a 10-minute ritual, replacing one of your currently active Wraith Vestiges with the new vestige. If you have fewer active vestiges than your maximum, you can activate the vestige without replacing another.

When a Wraith Vestige is replaced in this way, its essence dissipates, and the vestige fades and is lost.

Expending Vestiges. As a bonus action, you can expend one active Wraith Vestige to empower your attacks, immediately losing its benefits. For 1 minute, you gain advantage on attack rolls against creatures of the same type as the expended vestige, and once per turn, one of your attacks deals an extra 1d6 necrotic damage.

This damage increases as you gain levels in this class: 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

If you attack a creature of a different type than the expended vestige, this effect lasts until the end of your current turn instead of 1 minute.

You can have more than one active Wraith Vestige with the same name. While more than one such vestige is active, you gain the vestige’s passive benefits only once. When you expend a Wraith Vestige, you lose the benefits only of that specific vestige.

Active Wraith Vestige Boons

Elder Mind Veil (Aberration).
You have resistance to psychic damage. Once per short rest, you can communicate telepathically with one creature you can see within 60 feet for 10 minutes.

Predator’s Instinct (Beast).
You have advantage on Wisdom (Perception) and Wisdom (Survival) checks. Once per short rest, you can take the Dash or Disengage action as a bonus action.

Solar’s Blessing (Celestial).
You have resistance to radiant damage. Once per long rest, when you fail a death saving throw, you can reroll it and use the new result.

Ironbound Resilience (Construct).
You have resistance to poison damage, and you have advantage on saving throws against being poisoned or charmed.

Dragon Scale (Dragon).
You have resistance to fire damage and one additional damage type of your choice: acid, cold, lightning, or poison.

Elemental Heart (Elemental).
Once per short or long rest, when you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to halve that damage.

Feybound Charm (Fey).
You can cast misty step once per short or long rest without expending a spell slot.

Infernal Hide (Fiend).
You have resistance to fire or necrotic damage (your choice when this vestige is activated). You have advantage on saving throws against the frightened condition.

Troll’s Knuckle (Giant).
At the start of each of your turns, if you have at least 1 hit point and haven’t taken fire or acid damage since the end of your last turn, you regain 2 hit points.
The total hit points regained from this vestige per long rest can’t exceed half your hit point maximum.

Mortal’s Cunning (Humanoid).
Choose one ability score when this vestige is activated. You have advantage on ability checks that use that score. This benefit does not apply to initiative rolls.

Shadowstalker’s Eye (Monstrosity).
You gain darkvision out to 60 feet. If you already have darkvision, its range increases by 60 feet.

Ooze’s Resilience (Ooze).
You have resistance to acid damage, and you have advantage on ability checks and saving throws to avoid or escape being grappled or restrained.

Verdant Vitality (Plant).
You have resistance to poison damage. Once per long rest, when you fail a saving throw, you can reroll it and must use the new result.

Gravewalker’s Embrace (Undead).
You have resistance to necrotic damage. Once per long rest, when you would be reduced to 0 hit points, you are instead reduced to 1 hit point.

Level 6: Shadow Predator

6th-level Circle of the Wraith feature

When you use Wild Shape, you can assume a partially incorporeal form for 1 minute. While in this state:

  • You can cast spells from your Circle Spells list.
  • Your attacks ignore damage resistances.
  • You can move through creatures and objects as if they were difficult terrain, taking 1d10 force damage if you end your turn inside an object.

You can use this feature once per long rest, or you can expend one active Wraith Vestige to use it again.

Level 10: Death Marks You

10th-level Circle of the Wraith feature

Death no longer slips past you unnoticed, it lingers.

When you reduce a creature to 0 hit points, you can immediately bind its departing essence into a Wraith Vestige without performing the 10-minute ritual. This binding follows all normal rules for activating Wraith Vestiges, including your limit on active vestiges. If activating this vestige would exceed your maximum number of active vestiges, you must replace one of your active vestiges, causing the replaced vestige to fade and be lost.

Additionally, while you are in Wild Shape:

  • Once per long rest, you can cast one spell you have prepared that isn’t on your Circle Spells list.
  • You can assume the form of a Specter (use the Specter stat block) when you use Wild Shape, following the normal rules for Wild Shape.

Level 14: Apex Wraithborn

14th-level Circle of the Wraith feature

Your Wild Shape becomes an apex manifestation of death itself. When you use Wild Shape, you gain the following benefits:

  • You can see invisible creatures and into the Ethereal Plane within 60 feet.
  • When you deal damage with a Wild Shape attack, immunity to that damage type is treated as resistance.
  • Once per turn, one of your Wild Shape attacks deals an extra 2d6 necrotic damage.
  • You can assume the form of a Wraith (use the Wraith stat block) when you use Wild Shape. Any Specters you create through class or spell features while in this form vanish when your Wild Shape ends.

You can use this feature once per long rest, or you can expend two active Wraith Vestiges to use it again.

"Circle Of The Wraith" Image

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