Base Class: Druid
Known as Shamans, Druids of the Circle of Spirits commune with ancestors of their people. Often shamans are leaders in tribes in the wilderness but shamans are also found as guardians of animal graveyards. Shamans act as a living history for towns, tribes, and traditions. They pass down their knowledge from shaman to shaman ensuring that no history is lost. Shamans are the first point of contact for newcomers, introducing them to the community, welcoming them into the family. As adventurers, shamans seek to reunite families and communities, and maintain bonds and connections with those around them.
Circle of Spirits Features
Druid Level | Feature |
---|---|
2nd | Keeper of the Past, Familial Ward |
3rd | Circle Spells |
6th | Whispering Spirits |
10th | Familial Rejuvenation |
14th | Protectors of the Bloodline |
Keeper of the Past
Starting at 2nd level when you choose this circle, you gain proficiency in the History skill. You may add double your proficiency bonus to history rolls you make.
Familial Ward
Beginning at 2nd level, you can call upon the ancestors to protect creatures you designate as family. You target willing creatures up to your Wisdom modifier as a bonus action. A creaute warded by you gains a bonus to saving throws equal to your Wisdom modifier.
When a warded creature is hit with an attack, you can use your reaction to give the creature a +2 bonus to AC, including against the triggering attack, until the start of their next turn. You also know where how far warded creatures are from you while you and a warded creature are on the same plane of existence.
Circle Spells
Your mystical connection to the spirits infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the ancestors
Once you gain access to a circle spell, 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 |
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5th |
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7th |
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9th |
Whispering Spirits
Beginning at 6th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you awaken the spirits of its ancestors and they whisper secrets to you. The DM tells you a piece of the creature’s history or one of its personality traits and if the creature is your equal, superior, or inferior in regard to one of the following characteristics of your choice:
- Intelligence score
- Wisdom score
- Charisma score
- Spell save DC
- Class levels (if any)
Familial Rejuvenation
Starting at 10th level, the connection to your family deepens. If a creature under your Familial Ward is reduced to 0 hit points, you can choose to call upon the ancestors to protect the creature. The creature is instead reduced to 1 hit point, and has advantage on their next attack. However, they are no longer warded.
Protectors of the Bloodline
At 14th level, you summon ancestral spirits to protect your allies. Once per long rest, as an action, you can summon four specters with the following changes:
- Their alignment matches your own.
- They lose the Sunlight Sensitivity trait.
- Their hit point maximum is increased by an amount equal to your druid level.
- They use your druid spellcasting attack modifier in replace of their attack modifier.
- They add your proficiency bonus to their weapon damage rolls.
After 1 hour or they are reduced to 0 hit points, the specters disappear.
omg I love this circle!