Base Class: Druid
Druids of the Circle of Lingering are haunted by the cries of vengeful forest spirits. With these cries clinging to their mind like a stench, they seek to avenge the death of the natural world. They often channel the lingering specters of the wild in order to exact their revenge.
Druids of this circle often are born from an excessive exposure to the destruction of nature or the devastation of a sentimental natural place.
Sorrowful Gift
At 2nd level, you have become fed up with the destruction of the natural world and have discovered a way to morph the pain of the forest into a devastating magical attack.
Upon obtaining this feature, you gain access to the cantrip Eldritch Blast and gain proficiency in herbalism kits and Charisma (Intimidation) checks.
Lingering Will
At 3rd level, your hatred for those who harm the natural world has manifested itself into being born from pure malice.
As a bonus action, you may summon this being by expending one use of your Wild Shape feature. This being will share your statistics but have half of your current hit point maximum rounded down. This being will act as another party member and can be attacked without you yourself being damaged.
The being will remain for 10 minutes. It will leave early if you dismiss it (no action needed), are incapacitated, are frightened, or die.
As an action, you may concentrate on the being, allowing it to attack. The form you choose the being to assume when using this feature gives the being certain benefits:
Wolf. A spirit resembling a feral wolf manifests before you. As an action, the wolf may bite using its diseased teeth. On hit, the bite does necrotic damage equal to 1d12 + your Wisdom modifier. As an action, you may grant a creature 1d4 + your Wisdom modifier worth of temporary hit points that will last until the wolf dissipates.
Hawk. A spirit resembling a damaged hawk manifests before you. As an action, the hawk may use its sharpened talons to tear into an enemy. On hit, the slash does acid damage equal to 2d6 + your Wisdom modifier. As an action, you may grant a creature an extra attack to another creature that lasts until the hawk dissipates.
Deer. A spirit resembling a feeble deer manifests before you. As an action, the deer can charge forth and ram its mangled antlers into an enemy. On hit, the charge does force damage equal to 1d8 + your Wisdom modifier. As an action, it may cast a 3rd level Cure Wounds on a creature.
Thirst of Revenge
At 6th level, the spirits of the forest continue to cry out for revenge and they have become so loud that you can no longer deny them.
On your turn, you can call to the angered spirits of the forest to protect you. While in this blessed state, you gain the following benefits if you aren’t wearing heavy armor:
- You gain an advantage on Wisdom Check and Wisdom Saving Throws.
- You have resistance to bludgeoning, piercing, and slashing damage.
- You gain one use of the spell Glyph of Warding, which stores the acid variant of Explosive Runes
You may remain in this state for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also leave this state on Your Turn as a Bonus Action. If you cast Glyph of Warding before you leave this state, it will remain where you placed it.
On your turn, you may also imbue this feature into your Lingering Will feature, allowing for the following benefits:
- The being you summon will gain an extra die for attack rolls.
- The being will gain your hit point maximum.
- The being will be able to act without the need for your instruction, it will take its turn after yours.
The being may remain in this state for 5 minute. It ends early if it is defeated, if you are knocked unconscious, are frightened, or die.
You may use this feature two times, after you have passed this point, you must take a long rest. Starting at 9th level, you may use it three times. Starting at 12th level, you may use it four times. Starting at 16th level, you may use it five times.
Subversive Arcana
At 10th level, you have decided to place the burdens of the natural world on those who seek to destroy it.
As a bonus action, you can take any status alignment inflicted on yourself or other creature and place it on another creature. You must touch the creature who has the status alignment and have line of sight of the creature you wish to give the status alignment to.
Symbiotic Absorption
At 14th level, you have discovered a way to convert the anguish of the natural world into a rejuvenate for your magic.
As an action, if a natural, living creature or organism has taken damage of any kind, you may absorb their pain to regain a 6th level spell slot or lower. If you were the one who damaged the creature or organism, you may not use this feature. You may not regain your spell slots off the same damaged creature multiple times.
You may use this feature three times per long rest. At 17th level, you may use this feature four times. At 20th level, you may use this feature fives times and regain spell slots at 8th level or lower.
Previous Versions
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