Circle of Feathers

A trinity of primordial avian spirits bestow their blessings on a select few druids, those that call themselves the Circle of Feathers. Tied to the fires deep within the earth, the primal cold of the arctic wastelands, of the fury of the greatest storms, these mystics forgo shapeshifting for the gifts of calling upon a winged companions, summoning spiritual bows, and manifesting bright ephemeral wings.

Circle of Feathers Features Druid Level Feature 2nd Gifts of the Aerie, Spirit Wings 6th Primordial Arrow 10th As The Bird Flies 14th Split Spirit

Gifts of the Aerie When you choose this circle at 2nd level, you learn the find familiar spell and can cast it as a ritual. Your familiar must be an elemental spirit in the shape of a bird of your choosing. In addition, you gain the ability to summon a spiritual weapon called a beakbow into your empty hands as a bonus action. You can choose to have it take the form of a longbow or shortbow, and you are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. When you attack with your beakbow, you can use your Wisdom modifier, instead of Dexterity, for attack and damage rolls. When you draw back its string and fire, it creates an arrow fletched with the feathers of your chosen familiar, which vanishes after 1 minute. If the bow leaves your hands, it disappears until another bonus action is used to call it back. You can absorb the power of one magic longbow or shortbow into your beakbow by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon is then destroyed, and your beakbow gains all of its properties.

Spirit Wings At 2nd level, you align yourself with an elemental bird spirit and in doing so learn to manifest a set of glowing wings. This class feature replaces your Wild Shape, Beast Spells, and Archdruid class features. So long as your familiar is within 100 feet of you, you may infuse yourself with its essence. Choose between fire, lightning, or cold as the energy type associated with this ability. As an action you gain the benefits to you and your familiar as listed below. You can use this feature twice and you regain expended uses when you finish a short or long rest. Your familiar appears in your square when you activate Spirit Wings, and gains 5 temporary HP for each level you have in the this class. Your familiar teleports back to your square at the beginning of each of your turns.

You are under the effects of the levitate spell. Starting at level 6, you instead are under the effects of the fly spell. You do not require concentration to sustain these spells.

When you make a ranged weapon attack against a target within 100 feet of you, your familiar accompanies the attack, effectively teleporting adjacent to the target. If your attack hits, you deal an additional 1d6 damage of your associated energy type. This increases to 2d6 damage at 14th level.

You gain resistance to your associated energy type. These benefits last for 10 minutes or until you use Spirit Wings again. You can end the effect by using a bonus action on your turn. The effect ends if you fall unconscious, if you dismiss your familiar, if you or your familiar drop to 0 hit points, or if you die. When the effect ends, you gain the benefits of the featherfall spell. Beginning at 18th level, when under the effects of Spirit Wings you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. At level 20, you can use Spirit Wings an unlimited number of times and gain immunity to your associated energy type when under its effects.

Primordial Arrow Starting at 6th level, you can use a bonus action at the beginning of your turn to imbue an arrow with your druidic magic. When the ability is activated, you expend one available spell slot of your choice to grant you a single attack with your beakbow against a target within range. You gain a bonus on the attack roll equal to half the spell slot level, rounded up. If the attack hits, you may use your action to cast a spell using the expended spell slot so long as the original target is included in the spell effect. The original target suffers disadvantage to any saving throws to resist the spell's effects for a number of rounds equal to the spell slot's level. Your familiar is unaffected by any negative effects of a spell cast through this ability. On a miss with the bonus beakbow attack or if an appropriate spell is not cast that round, the spell slot is lost.

As The Bird Flies At 10th level, as an action you may expend all available uses of Spirit Wings to gain lasting wings that allow for flying long distances. When using this alternate form, your familiar joins with your wings and is effectively dismissed, and the ability acts as if you cast the fly spell with the duration equal a number of hours equal to your druid level. This form requires concentration to maintain as normal, and once used you regain Spirit Wing expended uses only after you finish a long rest. The effect ends when you end concentrating on the effect, if you call your familiar, if you are reduced to 0 hit points, or if you die. When the effect ends, you gain the benefit of a featherfall spell.