Druid
Base Class: Druid

You have fostered a deep fascination for death, decay and resurrection which made you learn listening to the lost souls of dead animals.

Spirit Sanctum

Starting at 1st level, you start gather a group of lost animal ghost around you. Each time you gain a Druid level, you may roll on the ghost animal table to determine which of the animals will join you. If you roll a number of an animal that is already following you, you have to repeat the roll until you get an animal that is not following you, yet. Your ghost animal friends are only visible to you and stay within 100ft of you.

You may use a ghost spirit point to invoke one of your animal friend's abilities. The amount of ghost spirit point maximum is determined by your level, you have 3 plus your Druid level spirit points maximum (max. 20). After you finish a long rest, you gain spirit points equal to your WIS modifier. Additionally, whenever you encounter an animal carcass that is not older than 24 hours, you may spend 1 minute to send the soul to the afterlife and gain a spirit point.

D20 Name Animal Spirit Effect SP Cost
1 Milton Cat As a reaction you can cast Feather Fall on yourself without using material components. 1
2 Suzi Pistol Shrimp You can cast Thunder Clap once without using material components. 1
3 Bartholomeus Chameleon You become one with your environment, granting you the hidden condition. You can only be spotted with a DC20 perception check. A creature that sees you transforming still knows where you are. 1
4 Auwaah Frog You may cast jump up to 3 times for 1 hour without using material components. 1
5 Cirelle Owl Gain advantage on Intelligence and Arcana checks for 10 minutes. 1
6 Emi Possum You are immune to poison for 1 hour and can cast Feign Death on yourself once during that time without using material components. 2
7 Gargathan Spider You may cast Web or Spider Climb without using material components. 2
8 Maya Lyrebird You can mimick any sound that you have heard once for 10 minutes or let that sound come from a place that you can see within 100ft. 1
9 Dartagnan Bear You touch a willing creature and increase its Constitution by 4 points for 10 minutes (max. 20) 2
10 Ezekiel Butterfly You may cast Polymorph without using material components. 3
11 Matulah Deer You and up to 4 other creatures of your choice can move through difficult terrain as if it was normal terrain for 1 hour 1
12 Zoey Dolphin During your next long rest you sleep with one eye open and cannot be surprised. You still gain all benefits from finishing a long rest.
You can also hold your breath for 15 minutes and have a swimming speed of 60ft for 1 hour.
2
13 Ambrose Plumed Basilisk You can use the Dash action to run over a body of water without falling in to a maximum of 200ft. If you end your movement on water without having used the dash action this turn, you sink into the water. 1
14 Lucien Sloth Up to three creatures gain 3d6 temporary hitpoints the next time they finish a long rest. 2
15 Sherwood Panther Touch a willing creature and give it +10 on stealth rolls for the next hour. 2
16 Oop Turtle Give a creature within 20ft that you can see an AC bonus of +2 for 10 minutes. 2
17 Gunibert Tarsier You or a willing creature you touch gain Darkvision for 3 hours. 1
18 Zarkh Varan A creature within 30ft that you can see has to succeed on a DC12 constitution save or sufferes 3d8 poison damage and is poisoned for 1d6 hours. 3
19 Barnabas Wolf At night you and up to two creatures of your choice that you can see have advantage on saving throws against magic for 1 hour. 2
20 Enya Griffin You gain a flying speed of 60ft for 1 hour. 3

 

Ambrose - Plumed Basilisk

You can use the Dash action to run over a body of water without falling in to a maximum of 200ft. If you end your movement on water without having used the dash action this turn, you sink into the water.

Auwaah - Frog

You may cast jump up to 3 times for 1 hour without using material components.

Barnabas - Wolf

At night you and up to two creatures of your choice that you can see have advantage on saving throws against magic for 1 hour.

Bartholomeus - Chameleon

You become one with your environment, granting you the hidden condition. You can only be spotted with a DC20 perception check. A creature that sees you transforming still knows where you are.

Cirelle - Owl

Gain advantage on Intelligence and Arcana checks for 10 minutes.

Dartagnan - Bird

You touch a willing creature and increase its Constitution by 4 points for 10 minutes (max. 20)

Emi - Possum

You are immune to poison for 1 hour and can cast Feign Death on yourself once during that time without using material components.

Enya - Griffin

You gain a flying speed of 60ft for 1 hour.

Ezekiel - Butterfly

You may cast Polymorph without using material components.

 

Gargathan - Spider

You may cast Web or Spider Climb without using material components.

Gunibert - Tarsier

You or a willing creature you touch gain Darkvision for 3 hours.

Lucien - Sloth

Up to three creatures gain 3d6 temporary hitpoints the next time they finish a long rest.

Matulah - Deer

You and up to 4 other creatures of your choice can move through difficult terrain as if it was normal terrain for 1 hour

Maya - Lyrebird

You can mimick any sound that you have heard once for 10 minutes or let that sound come from a place that you can see within 100ft.

Milton - Cat

As a reaction you can cast Feather Fall on yourself without using material components.

Oop - Turtle

Give a creature within 20ft that you can see an AC bonus of +2 for 10 minutes.

Sherwood - Panther

Touch a willing creature and give it +10 on stealth rolls for the next hour.

Suzi - Pistol Shrimp

You can cast Thunder Clap once without using material components.

Zarkh - Varan

A creature within 30ft that you can see has to succeed on a DC12 constitution save or suffers 3d8 poison damage and is poisoned for 1d6 hours.

Zoey - Dolphin

During your next long rest you sleep with one eye open and cannot be surprised. You still gain all benefits from finishing a long rest.
 You can also hold your breath for 15 minutes and have a swimming speed of 60ft for 1 hour.

Whispers from Friends Beyond

At 2nd level, your spirit friends have seen, heard and smelled things in their lifetime and occasionally know something that might help you. You may add a d8 to nature and survival checks, or INT checks on recalling knowledge.

Additionally, you can use an action to get one of your spirit animals to heal you for 1d10 + your WIS modifier. The animal then vanishes and becomes unavailable for 24 hours.

Ghost Dance

At 6th level, as a Bonus Action, you can have one of your spirit animals possess a body of a dead creature that is medium or smaller for a number of minutes equal to your Druid level. After that, until the effect ends, you can use a Bonus Action to command the spirit animal to use the body to move and/or use the Attack, Dash, Disengage, Help or Grapple.

The spirit animal cannot talk or hold/use any weapons. Use the stat block of the dead creature, except for weapon attacks. When attacking, make a melee attack roll adding the dead creature's STR or DEX modifier, whichever is higher and deal 2d6 + your WIS modifier necrotic damage.

You can command the spirit to drop the body and return at any time as a free action.

The damage scales with level:
Level 14: 3d6+WIS
Level 18: 4d6+WIS

The Whisper Ring

At level 10, you gain access to the ghost animal network. The spirits communicate with each other and pass on information, delivering information over long distances in a short time. Once per day, you can perform an hour-long ritual to send out your animal friends to find a specific individual. In order to find someone, you need a name and description to narrow it down (telling the animals to find a John Smith, for example, will not result in a success). 

You make a charisma check to determine if the person can be found over the network. The default DC is 30. Following things can lower the DC (at DM's discretion):

  • for every two spirit animal friends that follow you, you can decrease the DC by 1
  • if the target person is in the same country as you, lower the DC by 2
  • if the target person is within 6 miles of you, lower the DC by 5
  • if the target person is a well-known individual like a famous bard, a noble, a hero, etc., lower the DC by 10
  • if you can describe the target person very specifically, lower the DC by 1-5
  • you can spend spirit points to lower the DC, each point spend decreases the DC by 1, to a maximum of 10

If the roll is successful, you learn the current location of the target person. If you succeed by 10 or more, you also learn about what the target person is currently doing or saying (a couple of sentences).

Spirit Sphere

At 14th level, your spirit animal friends have grown to love you even more, ready to protect you with their (un)lives. Once per long rest, as an action, you can have them surround you and create a 15ft radius shield around you that has a 100hp and lasts for 1 minute. Hostile creatures cannot walk into the sphere, but they can leave it. Friendly creatures of your choosing may pass the barrier from both sides. Each friendly creature inside the dome heals 1d6 hp + your WIS modifier per round.

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