Base Class: Druid
Members of the Circle of the Shaman are often associated with Barbarian tribes and serve as their spiritual leaders. Some believe that the first Shaman found a way to give the Barbarians their legendary rage. You can call upon your ancestor's Spirit Animals to aid you in your quests.
Bonus Cantrip
When you choose this circle at 2nd level, you learn either Shillelagh or Magic Stone as an additional druid cantrip. At 11th level you learn the other one. If you already know the cantrip you choose, select another one of your choice.
Magic Stone
You gain the Magic Stone cantrip.
Shillelagh
You gain the Shillelagh cantrip.
Warrior Spirits
You can summon forth one of several types of Warrior Spirits to augment your cantrips. The spirit, in the form of a beast, enters and marks your weapon with its likeness or symbol.
When you cast Shillelagh, as an upgrade to the normal improvements, you can choose from the following:
- Your quarterstaff increases in bulk to a d12 two-handed weapon
- Your quarterstaff elongates and gains the reach property
- You can augment two clubs to d6 finesse weapons
- You can also affect your shield, giving it +1 AC
When you cast Magic Stone you get ten rounds of d8 ammo. Also, when you attack you may use your Strength or Dexterity ability score modifier for attack and damage.
Also, you can change the damage type to of your weapons to slashing (S), or piercing (P) as you change the shape, or thorns, or other growths envelop your weapons.
Additionally at 5th level when you cast Shillelagh or Magic Stone the spirit that is summoned gains additional ability to hound the first target you hit with the cantrip each round. Depending on the Spirit summoned it can do one of the following:
- Deal 1d8 damage which increases to 2d8 at 11th and 3d8 at 17th level
- Cause disadvantage on the next attack roll until the start of your next turn
- Give advantage against the target for one ally until the start of your next turn
In order to change the effect, you must cast the cantrip again.
Spiritual Wild Shape
Starting at 6th level, you can use wild shape to summon and merge with a Spirit Animal to take on the aspect of the beast gaining it's physical ability scores and proficiency with Strength, Dexterity and Constitution saving throws, if they're better, but nothing more, as a bonus action. The aspect can appear as gaining feathers, a mask of the beast appearing on your face, or even spectral appendages. You can choose any beast with a CR up to half your level.
Improved Spiritual Wild Shape
When you reach 10th level, you gain the senses, skill proficiencies and movement speeds of the beast your Spirit Animal is in the form of when you use Spiritual Wild Shape. If you already have the skill proficiencies of the beast, you gain advantage when using them. This can include bonus to perception based on specific senses; swim speed; athletics or acrobatics; etc., but no actions, natural armor, or the like.
Spirit Guide
When you reach 14th level, you may perform a one hour ritual which summons a Spirit Guide, in the form of a beast, the same one each time, to show you visions of the future. You see up to three real landscape scenes, populated only by yourself and the Spirit Guide, which you will likely come across, or you should seek. In each scene the Spirit Guide tries to communicate something to you regarding the path, or actions, it wants you, in your best interest, to take there, though only through animalistic pantomime.
Each time you use the ability after the first there is a cumulative 25% chance that nothing will happen. This failure chance resets with a long rest.
Place Holder
Placeholder for additional Druid spells. This subclass does not have any additional spells, nor is it required as demonstrated by the Circle of the Moon. Additionally, there is no subclass feature for the Druid at level 3.
Previous Versions
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