Circle of the Dead

Druids of the Circle of the Dead are sworn to protect the sanctity of death, ensuring all creatures face a rightful respite. In order to maintain balance, Life and death must be maintained. Each druid must strive to ensure that each death arrives at its proper time, as well as making sure each death holds significance in the natural cycle.

Also known as Druid of Death, or sometimes Necrodruids, druids who follow the circle of the dead often get involved in spirtual connections with deceased life around them. Through ritualistic communications with long gone spirits, these druids often preform spells within the school of Necromancy. As most see Necromancy as an evil act, these druids are often exiled by non-druids, and thoes who do not understand their intent. Whenever a Druid of the Circle of the Dead preforms a necromatic ritual, they must maintain the integrity of their circle, ensurin that the target of the spell is both willing, and able to revive. Often times, the spirit is not willing, causing the druid's spell to fail.

Spells of the dead

Through your connection with the living and dead, you gain the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level, you gain access to spell connected to the dead.

You always have these spells prepared, and it doesn't count against the number of spells you can have prepared each day. If you gain access to a spell that doesn't appear on the druid spell list, it is nonetheless a druid spell for you.

Spells of Death

Druid Level Spell Name 3rd Gentle Repose, Ray of Enfeeblement 5th Revivify, Feign Death 7th Death Ward, Divination 9th Reincarnate, Scrying

Commune of Death

Starting at 2nd level, you gain the ability to relate to the dead, allowing yourself to communicate with the spirits recently deceased creatures. You may preform a ritual that takes 10 minutes in order to speak with the spirit of one willing creature of your choice that has died withing 60 feet of you within the last month. This creature may not be an undead or construct. Once communications with this creature have begun, you may only speak to this creature. After 10 minutes with ths creature, the spirit fades and the ritual is complete. You may not use this feature again until you complete a short or long rest.

Spiritual Ally

Starting at 6th level, you gain the ability to call upon the spirits of creatures nearby to help aid you in your endevors. You may expend one use of your Wild Shape to raise the spirit of a willing dead creaure within 60 feet of you. The raised creature must have a CR equal or less than your Wild Shape Limit. This creature does not require a corpse, as you can sense the wandering spirits of dead creatures. This creature cannot be an undead of a construct. Once a creature is brought back as a spirit, it retains the statistics it had before death (The DM has the creature's statistics). In addition to its regular statistics, the spiritual creature is an Undead type. During combat, the creature rolls its own initive, and is controlled bu you. If the spiritual creature moves more than 1 mile away from the location it was created, it disappears. The creature also disappears after 1 hour. You may only have one Spiritual Ally at a time.

Bound Spirit

At 10th level, any Creature under your command using the Spiritual Ally feature no longer has limitations on distance away from origin. In addition, The created creature lasts 24 hours.

Improved ally

Starting at 14th level, any creature brought back using the Spiritual Ally feature gains extra hit points equal to your druid level. In addition, they may add your profficency bonus to all attack rolls they make, as well as your wisdom modifier to all damage rolls they make.