Druid
Base Class: Druid

Druids of the Circle of the Spirit Beast form a team with a fey spirit beast to fiercely guard the wilds.

They have a preternatural connection with the beasts that roam the natural world. They tend to be feral in temperament and savage in their attitude. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.

They might prowl as a great cat one night, fight alongside their spirit beast the next day, soar over the treetops as an eagle after that, and later on drive off a trespassing monster in the same form as, and in tandem with, their spirit beast. The wild is in the druid's blood.

 

Combat Wild Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Spirit Companion

At 3rd level, you gain a companion spirit that assumes an animal form. It accompanies you and is trained to fight alongside you.

Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to your spirit beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit dice is equal to your druid level and it has average hit points for its hit dice and constitution. Like any creature, it can spend Hit Dice during a short rest to regain hit points.

As an action, you can expend a use of your Wild Shape feature to summon your spirit beast. Appearing in an unoccupied space within range, the spirit beast has the statistics of the chosen form, though it is a fey instead of a beast. It disappears after a number of hours equal to half your druid level.

Your spirit beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command your spirit beast where to move (no action required by you). You can use a bonus action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, your spirit beast takes the Dodge action.

If you are incapacitated or absent, your spirit beast acts on its own, focusing on protecting you and itself. Your spirit beast never requires your command to use its reaction, such as when making an opportunity attack.

If your spirit beast drops to 0 hit points, it disappears into a pocket dimension where it awaits your next summons, leaving behind no physical form. You can also dismiss it with an action. It reappears when you expend another use of your Wild Shape to summon it again.

Primal Spirit Strike

Starting at 6th level, your attacks in beast form and your spirit beast's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Bestial Fury

Starting at 10th level, when you command your spirit beast to take the Attack action, it can make two attacks, or it can take the Multiattack action if it has that action. It also gains the ability to cast Misty Step 3 times par day.

Elemental Wild Shape

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

Share Spells

By 14th level, when you cast a spell targeting yourself, you can also affect your spirit beast with the spell if it is within 30 ft. of you.

It also gains Magic Resistance. The spirit beast has advantage on saving throws against spells and other magical effects.

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