Druid
Base Class: Druid

Souls are particularly valuable for many creatures of multiverse. It is a priceless source of power, but it is also a living thing that can feel and think. As such, they are part of the world of nature. It is up to the druids of the Circle of the Soul to maintain the balance of the soul’s destinations. Members of this Circle are thought to care for souls like they would a scared child or a wounded animal. Creatures that would toy with an innocent’s soul should be prepared to face the wrath of the druids of this Circle.

Empath

At 2nd level, when you choose this Circle, you grow a connection to the souls of others and can learn to appease those tormented by their raging emotions. You can cast the Calm Emotions spell without expanding a spell slot, but can only cast it on a single target.  It does not count against the number of spell you can have prepared. You can use this feature a number of times equal to your Wisdom modifier. You recover all expanded uses once you complete a long rest.

In addition, your connection gives you the uncanny ability to understand emotions better than most. You have advantage on Wisdom (Insight) checks to determine a creature’s current emotional state.

Circle spells

When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of the Soul Spells table. Once you gain access to one of these spells, 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

Detect Thoughts, Warding Bond

5th

Sending, Speak with Dead

7th

Confusion, Locate Creature

9th

Awaken, Modify Memory

Project Essence

At 6th level, you have learn to project an essence of your own soul to help you in your endeavor. You can expand a use of wild shape to create the essence in an unoccupied space within 30 feet of you. It has the same stats has you but has a number of hit points equal to your druid level. It disappears after 1 hour, if it loses all its hit points, if you dismiss it as a bonus action, it moves more than 60 feet away from you or if you fall unconscious or die. It cannot cast spells or wield weapons. You can move the essence up to 30 feet as a bonus action on your turn.

As a bonus action, you can make it turn invisible. It reappears if it perform a hostile action. You can also use an action to transfer your senses to the essence, allowing you to see and hear through the essence’s senses.

You can also cast spells as if you were in the essence space. If you do, the essence’s invisibility breaks.

You can decide to end the effect prematurely to teleport to your essence’s location as an action. If you do, the essence disappears.

Soul Anchor

At level 10, you’ve learn to preserve the souls of dying from departing or being taken away. You can touch an unconscious creature within 5 feet of you as an action. If you do, that creature has advantage on the next death saving throw it makes.

You can use this feature a number of time equal to your Wisdom modifier. You regain expanded uses after you complete a long rest.

As One

At 14th level, you have perfected your ability to connect with other souls to the point that you can merge temporarily your soul with another willing creature. As an action, you project yourself inside another willing creature within 10 feet of you. You disappear inside the target and you move with it for up to 1 minute, until you use an action to seperate from your host until your host falls unconscious or dies. You are still conscious and can use your own senses. You can speak telepathically with the creature you have fused with. While inside your host, you cannot cast spells unless they target exclusively your host. For the duration, you can use a series of special action as described below.

Alacrity: You use your action to increase your host's movement speed by 10 feet until the beginning of your next turn.

Panacea: You use your action to heal your host for 1d10 hit points.

Aegis: You use your action to give your host a resistance to a damage type of your choice until the beginning of your next turn.

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