Druids of the Spirit Circle

Druids of Spirits are spiritual guides and practitioners, not of the divine, but of the otherwordly. While others turn their focus to the emulation of the natural world or beasts, these unique beings learn to commune with the spirits and ethereal forms that remain hidden from mortal senses. Beyond just learning to commune with the invisible beings, shamans learn to call these Shurei spirits into them, empowering their efforts with the spiritual might of those beings.

Beyond Our Realm

The spiritual druids live deep in the forests of the Shattered Empire often in their own tribes, protecting and acting as guides for other druid circles, and protecting sites of spiritual presence or significance. Because of these environments they are most comfortable in the surroundings of nature, forests and mountain scapes.

Spiritual Mind Due to the Druids stong spiritual connection and conversation with their spiritual companion, quirky behaviours progress, and a strangeness about them grows as they become more in tune with the spiritual world than the material one.

Spiritual Awakening

Starting at 2nd level, you can spend an action to attune yourself to the spiritual world. While you do so you gain Truesight up to a distance of 5 feet at second level, 10ft at sixth level , 15ft at tenth level and 20ft at level fourteen. 1 You maintain this altered state for up to a minute as you keep concentration up. You can use this ability once per long rest.

Protector of Spirits

As spiritual druid you know two extra spells:

At second level you know the cantrip Divine favour (spiritual favour) , your prayer gives you the strength of the Shurei Spirits which adds a 1d4 of radiant damage to all weapon attacks.

At sixth level you know the spell Speak with Dead, it is always prepared and does not count against your known spells.

Spiritual Bond

When you choose this circle at 2nd level, you gain a tiny undead companion. As an action, you can call or dismiss the following “base” Wisp. You can communicate to your little friend telepathically up to 100ft.

If your Wisp Companion dies, you must perform a ritual that takes approximately 8 hours uninterrupted and needs a component relevant to your type of wisp such as crow feathers and 3 quarts crystals.

Your familiar acts independently of you, but it always obeys your commands. In Combat, it rolls its own initiative and acts on its own turn. A familiar can't Attack, but it can take other actions as normal.

Wisp Types

Type Bonus Dark Gain darkvision 60ft or increase by 30ft Heavens Advantage to insight checks Hunt Doubles proficiency to survival checks Life Bonus 1 to healing word, 2 to cure wounds Nature Double proficiency to nature checks

Wisp Forms

Type Appearance Dark Black crow Heavens White dove or owl Hunter Red fox Life Blue Jujubee (Fish) Nature Brown bear or deer

Choosing your wisp

Talk to your GM about what bests suits your character and setting, and if the wisp forms don't suit your character talk to your GM about another appropriate form.

Ethereal Beast

Starting at 6th level, you have the ability to transform into a spirit version of the beast form you take with your Wild Shape feature as a bonus action. While in this form you can choose to be invisible, gain resistance to bludgeoning, piercing, and slashing weapons, and can pass through walls unhindered.

If you make an attack action or cast a spell while in this form you immediately become corporeal again and lose the benefits of this ability. Or you use a bonus action to end the ability.

Spiritual channel

At 10th level, as an action you can expend a Wild Shape use to give yourself or an ally you can see, within 60 feet, a number of temporary hit points equal to your Druid level.

Spirit Walker

By 14th level, as an action, you can enter the Ethereal Plane. Add the spell Etherealness to your spells prepared. When you wild shape, you may use a bonus action to slip into the Ethereal plane for a number of minutes equal to your Druid level, or until you choose to exit the Ethereal plane as a bonus action which does not expend a spell slot.