Base Class: Druid
To paraphrase the theme song of Danny Phantom: “You have snow white hair, and glowing green eyes / He can walk through walls, disappear, and fly!” However you commune with the spirit realm, they like you and you know how to get the ghosts on your side. I’m sure that there are no downsides to dealing with the forces of death. Don’t worry.
Circle Spells
2nd-level Circle of Spirits feature
Your symbiotic link to the spirits and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip.
At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spirits Spells table. Once you gain access to one of these spells, 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.
Circle of Spores Spells
| Druid Level | Spells |
|---|---|
| 2nd | chill touch |
| 3rd | ray of enfeeblement, gentle repose |
| 5th | animate dead, gaseous form |
| 7th | blight, confusion |
| 9th | cloudkill, contagion |
Halo of Spirits
2nd-level Circle of Spirits feature
You can launch spirits at other creatures for retaliation for hurting you. If a creature attacks you or an ally within 5 feet of you, you can use a reaction to deal 1d4 necrotic damage to that creature. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Symbiotic Entity
2nd-level Circle of Spirits feature
You gain the ability to channel magic into the spirits that infuse you. As an action, you can expend a use of your Wild Shape feature to awaken those spirits, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:
- When you deal your Halo of Spirits damage, roll the damage die a second time and add it to the total.
- Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.
These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.
RULE TIP: TEMPORARY HIT POINTS DON'T STACK
If you have temporary hit points and receive more of them, you don’t add them together, unless a rule says you can. Instead, you decide which temporary hit points to keep. For more information on temporary hit points, see chapter 9 of the Player’s Handbook.
Connect WIth Dead
6th-level Circle of Spirits feature
You can create a link with a spirit through their corpse or a meaningful object. When you do so, you cast the Speak with Dead spell, without using a spell slot or material components. Wisdom is your spellcasting ability for this spell. When the spell ends, you gain one random benefit from the Revived Capabilities table. The benefit lasts until you finish a short or long rest.
Revived Capabilities (d4):
- You learn how to speak, read, and write one language of your choice.
- You gain one skill or tool proficiency of your choice.
- You gain proficiency with one saving throw of your choice. After you cast the spell with this feature, you can’t do so again until you finish a short or long rest.
- You can cast one spell at your highest available spell level from any class. This will not consume a spell slot.
Audience
10th-level Circle of Spirits feature
When at death’s door, you can converse with the powers of death. You have advantage on death saving throws, and whenever you make a death saving throw, your spirit can ask an entity of death a question that can be answered with “yes,” “no,” or “unknown.” The entity answers truthfully, using the knowledge of all those who have died. In addition, whenever you have 0 hit points and are healed or stabilized, you may raise your Strength, Dex, Con, Wisdom, Intelligence, or Charisma by one and lowering a different stat by one. This may only happen up to 3 times in the duration of the character.
Spiritual Body
14th-level Circle of Spirits feature
The spirits in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you’re incapacitated.
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