Base Class: Druid
Druids from this circle are wanderers and explorers. They maintain and preserve the magical energies that flow through the world. With their understanding of this, these druids can cast spells more freely than druids of other circles. But this also has its disadvantages because their wild shape comes with drawbacks. Most often, these druids commune with spirits, mainly those of animals, and are always accompanied by a spirit companion. They can manipulate the spirits of animals to empower themselves or their allies and even call upon these spirits to aid them in combat.
Spirit Companion
At Lv. 2 you can choose 1 spirit companion and gain the ability to infuse its spirit with yours gaining some of its attributes.
Elf Owl: When infused with its spirit you gain +2 to your WIS, darkvision and a +3 to your perception and gain advantage on perception checks.
Marmoset: When infused with its spirit you gain +2 to your DEX, you gain advantage on all athletics, acrobatics checks and automatically pass any climb checks with a DC of 15 or less.
Tarantula: When infused with its spirit you gain +2 to your STR, you can use spider climb 3 times per day and at Lv. 5 you can cast web 3 times per day, without using a spell slot.
Raven: When infused with its spirit you gain +2 to your INT, you gain advantage on investigation and lockpicking checks, you also gain proficiency with thieves' tools.
Hummingbird: When infused with its spirit you gain +2 to your CHA, your movement speed is increased by 10ft. and you gain advantage on performance checks.
Snapping Turtle: When infused with its spirit you gain +2 to your CON, your swim speed is increased by 15ft. and you can breathe underwater, you also gain resistance to non-magical attacks.
Call to the Spirits
At Lv. 2 you gain Call to the Spirits: As a standard action, you can expend 1 spell slot and 1 animal bone to summon a skeletal animal, one you can wild shape into. This skeletal creature stays for 3 turns, and after that turns to dust, its stats are identical to the living creature it comes from except its HP is equal to your WIS modifier. If it dies before it turns to dust, it automatically resurrects at the start of its next turn and can take its turn as normal. At Lv. 6, you can expend 2 spell slots and 1 animal bone to summon a spirit animal, one you can wild shape into. The animal spirit has the same stats as the living one but is also immune to all non-magical attacks and can attack creatures on the astral plane.
Weave Insight
At Lv. 3 you gain Weave Insight: Through your understanding of the fundamental energies that form the universe, you can cast spells that you haven't prepared. You can cast 1 unprepared spell. For every additional unprepared spell you cast, your WIS and INT are lowered by 2, this lasts until you finish a long rest. At Lv. 6, 12, 16, and 20, you gain 1 additional cast before you start incurring penalties. Whenever you use wild shape, you lose spell slots equal to 1/2 of your level rounded down. You also gain several new spells at Lv. 3, 5, 7 and 9, your spirit companion can cast these spells each, once per day.
| DRUID LEVEL | SPELLS |
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3rd |
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5th |
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7th |
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9th |
Spirit Infusion
At Lv. 6 you gain Spirit Infusion: You can call an animal spirit and temporarily bind it to 1 allied creature, increasing 1 of their attributes by 2. At Lv 12, you can increase 2 attributes by 2 or 1 attribute by 4. This can exceed the max of 20, but if it does, the creature gains 1 Lv. of exhaustion when the ability ends. This ability can be used as a bonus action 3 times per day. The duration is either 2d12 hours or until the end of combat.
Spirit Touched
At Lv. 6 you gain Spirit Touched: You can see spirits and communicate with all spirits in druidic. Your unarmed and bite attacks can hit creatures in the astral plane and are treated as magical attacks, this applies to your wild shape as well.
Spirit Guide
At Lv. 6 you gain Spirit Guide: You can perform a simple ritual to summon an animal spirit that lived within the region you are currently in. You require powdered animal bones, blood, and a carved totem to perform the ritual. You need to place the totem in the powdered animal bones and cover it in blood then chant for 10 minutes. You gain knowledge about the area within 60 miles of you, difficult terrain can't slow your group down, your group can move stealthily at a normal pace, and your group can't become lost. You can expend 3 spell slots to empower your spirit guide so that as long as your spirit guide is with you, your group can't be surprised. The guide lasts 24 hours after you summon it or until you leave the 60-mile area, from where it was summoned.
Void Push
At Lv. 10 you gain Void Push: As a standard action, you can push 1 adjacent creature into the astral plane for 1 + your WIS modifier rounds. While in the astral plane that creature can't interact or be interacted with objects or creatures on the material plane, also spells cast on them automatically fail. You can use this ability 5 times before needing to complete a long rest.
Bestial Infusion
At Lv. 10 you gain Bestial Infusion: As a bonus action, you can give one use of your wild shape to an allied creature that you can see, if you used "spirit infusion" as your bonus action this turn you use this ability as a free action once. If a creature that is under the effects of spirit infusion uses wild shape, it gains 2d8 force damage to its attacks while in wild shape. You can use 3 spell slots to give the use to 5 additional creatures.
Wild Spirits
At Lv. 10 you gain Wild Spirits: You can summon animal spirits of CR 2 or lower animals. At Lv. 15 you can summon any animal spirit. Whenever you summon an animal spirit, roll a d20. On a roll of 1-4 nothing, 5-8 regain 2 spell slots (going from lowest to highest), 9-12 summon 4 skeletal animals (CR 1 or lower), 13-16 summon 2 additional spirits and 17-20 summon 2 additional, different, spirit animals.
Mythical Spirits
At Lv. 14 you gain Mythical Spirits: As a standard action, you can use 3 spell slots and 1 bone belonging to the creature you are summoning, to summon the spirit of a magical creature of a size category large or lower. At Lv. 16 you can summon huge spirits of magical creatures. And at Lv. 20 you can summon gargantuan spirits. If you attempt to summon a spirit of a creature that has 8 or more INT you must roll a d20 and only on a roll of 19 or 20 do you succeed in summoning that creature.
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