Druid Circle

Circle of the Shaman

The Circle of the Shaman are spirits weavers and ritual masters. Masters of spirits, they can influence the magical spirits and fey creatures of the world. With their rituals, they can heal, cure, or even harm.

Ritualistic

You are adept at most sorts of magical rituals.

WHen you chose this circle at second level, you may add any two spells with the ritual tag that is of a level you can cast to your prepared spells. You always have these rituals prepared, and they do not count against the number of druid spells you have prepared.

These spells can only be cast as rituals.

You can select one more ritual at 3rd level, then again at 5th, 7th, 9th, 11th, 13th and 15th level.

Spiritual Testing

You can touch a creature and sense its spiritual standing.

At second level, as an action, you may touch a creature and magically knows the creature's current emotional state. If the target fails a Charisma saving throw equal to your spellcasting DC, you also know the creature's alignment. Celestials, Fey, Fiends, Elementals, and Undead automatically fail the saving throw.

Spiritual Influence

You are adept at influencing the magical forces of the world.

At sixth level, as an action you can attempt to inluence a spirit near you. Any Celestial, Fey, Fiend, Elemental, or Undead within 30 feet of you must attempt a Wisdom saving throw. On a failed save, that creature is influenced by you. Once you atempt to influence a spirit, you must finish a short or long rest do so again. You may choose one of the influences below:

Turn: For one minute or until the creature is damaged, the turned creature must spend its turns trying to move as far away from you as possible, and it cannot move to a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there is nowhere to move, the creature can use the Dodge action. If the creature's true form is concealed by an illusion, shapeshifting, or other affect, that form is revealed while it is turned.

Chain: For one minute or until it is damaged, the creature is paralyzed, and if its true form is concealed by an illusion, shapeshifting, or other affect, its true form is recvealed. The first three questions asked of the creature, the creature will answer truthfully and to the best of its ability to illuminate.

Medicine Man

You can perform a ritual of spiritual healing for yourself and your allies.

At 10th level, you may perform a medicine ritual to perform spiritual healing on yourself and your allies. At a short rest, you may perform the following actions to up to six creatures. However, each creature can benefit from one or the other, not both. You must take a long rest before you can perform the medicine ritual again.

You may spend ten minutes patching up up to six creatures, who regain 3d8 + your Wisdom modifier in hit points. The hit points regained equal 4d8 at 15th level, and 5d8 at 18th.

You may end one disease or condition afflicting this creature after treating them for 10 minutes, or reduce their exhaustion level by one.

Ritual Master

At 14th level, you can use your rituals to perform almost any act of magic.

You may cast any spell from any spell list as a ritual, even if the spell does not have the ritual tag. You must finish a long rest before you do so again.

Additionally, all