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## Druid: Circle of Spirits #### Circle of the Afterlife Druids who choose to join the circle of spirits focus their bond with nature toward the spirits of past protectors of the lands, creating ties with them, deepening the druid's affiliation with nature. #### Circle Spells Your bond with the various spirits in your world has granted you access to additional spells when you reach certain levels in this class, as shown 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. In addition to the following spells, spells of the *Necromancy* spell type are added to your druid spell list. | Druid Level | Spells | |:---:|:-----------:| | 2nd | Ceremony, Find Familiar | | 3rd | Spiritual Weapon , Healing Spirit | | 5th | Bestow Curse, Speak with Dead | | 7th | Guardian of Faith, Phantasmal Killer | | 9th | Hallow, Summon Draconic Spirit | ### Call Spirit At 2nd level, You can summon a primal spirit. As an action, you can expend one use of your *Wild Shape* feature to summon your chosen spirit, rather than assuming a beast form. The spirit is friendly to you and your companions and obeys your commands, and can be dismissed as a bonus action. Your spirit shares your initiative count, and can only take the dodge action on its turn. You can use your bonus action to command the spirit to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any one of its actions, using them as best as it can to protect you. When you call a spirit, you can choose between Wolf, Dragon, or Hummingbird. The statblocks of the spirits are listed at the end of this subclass. \columnbreak ### Unleash Apparition At 2nd level, you can heighten the power of your summoned spirit. Whenever you take the attack action, your spirit makes takes one additional action. The spirit is considered to not have the *multiattack* feature when attacking this way. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. ### Enhanced Spirit At 6th level, your summoned spirits grow more powerful, as you infuse them with more powerful druidic magic. Your summoned spirits unlock the following additional features: #### Wolf * ***Multiattack.*** The wolf spirit can make two *bite* or *claw* attacks when it takes the attack action * ***Spiritual Pack Tactics.*** When you are within 5 feet of your wolf spirit, both you and the spirit get advantage on attack rolls #### Dragon * ***Multiattack.*** The dragon spirit can make two *bite* attacks when it takes the attack action * ***Draconic Legacy.*** You gain a resistance to the damage type associated with your chosen dragon type while the spirit is active #### Hummingbird * ***Improved Nectar.*** When you or one of your allies gains hit points from your hummingbird's *soothing nectar* feature, the amount of hit points gained increases by your wisdom modifier (Minimum of one) ### Saccrificial Spirit At 10th level, you gain the ability to sacrifice your summoned spirit to increase your own vitality. You can sacrifice your spirit as a bonus action. When your spirit is dismissed in this way, you regain hit points equal to your druid level plus half of the remaining hit points your spirit had when you sacrificed it. This feature can be used once per long rest. ### Army of Spirits At 14th level, your connection with the spiritual world deepens. When you hit an enemy with a weapon attack, you deal extra force damage equal to your wisdom modifier. Additionally, you can have up to two spirits summoned at once, which can coexist. The two spirits must be of different types, and you gain the passive bonuses from both of these spirits (*Spiritual Pack Tacktics*, *Draconic Legacy*). However, you can only command one of the two spirits as your bonus action. You can use your action to command the other spirit to take an action. \pagebreakNum ___ ___ > ## Wolf Spirit >*Medium Beast* > ___ > - **Armor Class** 10 + Your wisdom modifier + your constitution modifier > - **Hit Points** 20 + your druid level + PB > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|18 (+4)|16 (+3)|Shares your INT mod|Shares your WIS mod|Shares your CHA mod| >___ > - **Damage Resistances** Nonmagical Bludgeoning, Piercing, Slashing > - **Languages** Understands the languages you speak > - **Senses** Darkvision 120ft. > ___ > > ### Actions > > ***Claw.*** *Melee weapon attack:* 5 + your wisdom modifier + PB to hit, Reach 5ft, one target. *Hit* (1d8 + your wisdom modifier) Force Damage > > ***Howl.*** The wolf lets out a primal roar, forcing all non allied creatures within 30ft of it to make a charisma saving throw of become frighgtened for one minute. The affected creatures can retry the saving throw at the end of each of their turns ___ > ## Dragon Spirit >*Medium Beast* > ___ > - **Armor Class** 10 + your wisdom modifier + your constitution modifier > - **Hit Points** 20 + your druid level + PB > - **Speed** 30ft., fly 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|18 (+4)|12 (+1)|Shares your INT mod|Shares your WIS mod|Shares your CHA mod| >___ > - **Languages** Understands the languages you speak > - **Draconic Ancestry** When you summon this spirit, choose which type of dragon you summon. The Spirit has resistance to the damage type associated with this type of dragon > ___ > > ### Actions > > ***Bite.*** *Melee Weapon Attack:* 4 + your wisdom modifier + PB to hit, Reach 5ft, one target. *Hit:* (1d6 + your wisdom modifier) Force Damage > > ***Breath Weapon (Recharge 5-6).*** You can expend one spell slot to command the dragon spirit to make a breath weapon attack, the damage type being the one associated with it's type. The damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 4d8. \columnbreak ___ > ## Hummingbird Spirit >*Small Beast* > ___ > - **Armor Class** 10 + your wisdom modifier + your constitution modifier > - **Hit Points** 20 + twice your druid level + PB > - **Speed** fly 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|18 (+4)|12 (+1)|Shares your INT mod|Shares your WIS mod|Shares your CHA mod| >___ > - **Damage Resistances** Nonmagical Bludgeoning, Piercing, Slashing > - **Languages** Understands the languages you speak > ___ > > ### Actions > > ***Beak.*** *Attack Style:* 4 + your wisdom modifier + PB to hit, Reach 5ft, one target. *Hit:* (1d4 + your wisdom modifier) Force Damage > > ***Soothing Nectar.*** Your hummingbird spirit heals you or another creature with it's nectar it keeps in its beak. When you use this feature, you can heal one creature within 5 feet of the spirit by 2d4 + PB