Druid Circle

Druid Circle: Circle of Spirits

The Circle of Spirits are mystics who use the ancient knowledge of the dead, to help their communities. Commonly known as witch doctors, these druids meet by ancient burial grounds to hear the whispers of the ancients. They work as guides and healers in their communities.

As a druid of this circle your magic comes from the whispers of primal and dark magic, from the dead spirits around you.

Grim Idol

When you choose this circle at 2nd level, you gain a grim idol. An object used to commune with the spirits of the dead.

This idol lets you cast the the Find Familiar spell and 2 necromancy or divination spells of your choice, when you gain it. Each time you gain a druid level, you can add two necromancy spells of your choice to your idol.

When you cast the Find Familiar spell, your familiar is undead instead of the normal options of celestial, fey and fiend.

You can prepare any of the spells you have in your idol as if they are druid spells. You can also cast any ritual spells in the idol as rituals without having them prepared.

Additionaly you can use your idol as a druidic focus.

If you loose your idol, you can perform a 1-hour long ritual, where you create a new one from the recources around you. This ceremony can be performed during a short or long rest, and it renders the previous idol inert.

Secrets of the Dead

Starting at 2nd level, you can commune with the souls of the dead, gaining some of their knowledge. You can cast the spells Augury and Comprehend Languages as rituals without needing any material components.

Additionally, you can gain advantage on an Intelligence check. Once you use this ability, you cannot use it again until you complete a short or long rest.

Caller of the Dead

At 6th levelm you gain the ability to summon undead spirits and give them form. Any beast summoned or created by your spell become undead and gains the following benefits:

It gains immunity to bludgeoning, piercing, slashing, and poison damage, and the poisoned condition, it also gain the Undead Fortitude feature.

Undead Fortitude: If damage reduces the beast to 0 hit points, it must make a Constitution saving throw with a DC of 5 +the damage taken, unless the damage is radiant or from a critical hit. On a success, the beast drops to 1 hit point instead.

Spirit Journey

At 10th level, you can expend a use of wild shape to enter into a trance. While in this trance you can eject your soul from your body, leaving your body in an unconcious trance and you can move freely as a ghost. You gain the statistics of a ghost (MM page. 147), though your attributes stay as your own. If your ghost form is ever reduced to 0 hit points, your soul gets displaced in the Ethereal Plane, leaving your body in its unconcious trance for 2d4 days.

One of Us

At 14th level your form is now almost as dead as the spirits you command. You become more or less an undead creature. You can't die of old age, but your body can still decay and the undead se you as one of them. Unintelligent undead do not notice you unless you attack them.