Druid Circle: Circle of Ferrets

Druids of the Circle of Ferrets are powerful and deeply intune with the animal kingdom. They exhibit a special bond with ferrets, often living among them. They use that close relationship to discover the truths about unkown mysteries of the land and help manage the ecosystem from the bottom of the food chain.

Court of Ferrets

Starting at the 2nd level, you now maintain a court of ferret knights. The maximum number of ferrets is equal to half of your druid level rounded down. When a ferret knight is used, it returns to you as a spectral ferret. As a bonus action you can use a spell slot to restore that number of spectral ferrets to ferret knights. You also restore all of your spectral ferrets upon a long rest. You are able to use these knights for several uses along with others added with other features.

-Add 1d10 per knight used to your next damaging attack or spell, capped at 3 knights per attack or spell.

-As a reaction to reduce the damage of an attack made against you reducing the damage by 1d10 per knight used.

-Add 1d6 to a skill check per knight used if used before the Dungeon Master calls the result.

All of these actions reduce the ferret knights used to spectral ferrets.

Ferretmancer

At each indicated level, add the listed spells to your druid spell list. These spells are always prepared and don't count against the number of spells you prepare each day.

2nd --- Swarm of Ferrets, Ferret Bolt

3rd --- Ferret Shield, Ferret Clone

5th --- Armor of Ferrets, Storm of Ferrets

7th --- Ferret Trap

9th --- Desolation of Ferrets, Wall of Ferrets

Country Before Self

Starting at 3rd level, you are able to command a ferret knight to steal 1d4 + your Druid level pounds of items before the ferret knight disappears. Anything stolen off another person, you must make a sleight of had check with advantage. You are limited to 1 pound per day of money.

You are also able to now communicate with any wild ferrets and frequently several will follow you wherever you go.

Rule by Example

Starting at 6th level, you are able to create a Ferretcaster out of ferret knights. A Ferretcaster rolls its own initiative, has your ability scores, and has half of your maximum hit points. It is able to cast spells from the Ferretmancer spell list based on the ones you know. The number of spells it is able to cast is based on the number of ferret knights used to make it.

For example:

One 1st level spell is equal to 1 ferret knight.

One 2nd level spell is equal to 2 ferret knights.

One 3rd level spell is equal to 3 ferret knights and so on.

Sacrifice for my Regent

Starting at 10th level, you can send one of your ferret knights to attach to an enemy within 60 ft. of the you as a bonus action. The ferret knight can last attached to an enemy for a maximum of 1 minute. The ferret knight tears at their armor, slowing them down and giving anyone attacking at them advantage. The creature it is attached to may make a constitution saving throw against the your spell save to remove the ferret knight at the end of each of its turns while it is attached.

As a bonus action on any of your following turns while the ferret knight is attached, you can cause the ferret knight to explode. This deals 2d12 psychic damage. Removal or sacrifice uses the ferret knight.

Mastery of the Animal Kingdom

Starting at 14th level, your mastery of the ferret kingdom allows you to rallys ferret knights to your lordship whenever you cast a Ferretmancer spell. The number of ferret knights returned is equal to the level of the spell slot used minus one. You cannot exceed your ferret knight cap.

Spells

Swarm of Ferrets

Conjuration cantrip

Casting Time: 1 Action

Range: 30 ft.

Components: V, S

Duration: Instantaneous

Summon a swarm of spectral ferrets from the ground at your feet. They will viscously attack one target before returning to the ground. Make a ranged spell attack, on hit the target takes 1d10 piercing damage.

This spell creates more than one swarm when you reach higher levels: two swarms at 5th level, three swarms at 11th level, and four swarms at 17th level. You can direct the swarms at the same target or at different ones. Make a separate attack roll for each swarm.