Circle of Life

Members of the circle of live. Their lively personalities and song arouse life and warmth in nature around them. Their grace and poise often makes people consider them nobles though not all are noble born.

Aura of sentience

At 2nd level, your energy and exuberance awakens the minds of the creatures around you. Any beast or plant within 30ft of you gain the benefits of the awaken spell as long as they remain within the aura. The creatures are not charmed by you but are initially friendly. Additionally, any creature in your aura with an intelligence less than 10 gains an inteligence of 10 while in your aura. At level 10 the aura increases to 60ft.

Circle Forms

At 2nd level, you gain the ability to transform into a greater variety of forms.

Humanoid

You can use your wild shape to transform into another humanoid race. Your hit points remain the same and the transformation does not end if you fall to 0 hit points, but does end if you die. While transformed in this way you cannot speak or provide verbal components to spells.

Fey

You can use wild shape to transform into any creature of the fey or plant type that meets the CR and speed restrictions of wildshape.

Size

You can expend a use of wild shape to cast enlarge/reduce on yourself without expending a spellslot or needing material components. The spell lasts the duration of wild shape without concentration

Summon Aid

At 6th level, you can call for help and a knight appears to aid you. As an action you summon a knight. The GM has the knight's statistics. It appears in an unoccupied space that you can see within range. The Knight creature is friendly to you and your companions. Roll initiative for the knight, which has its own turns. The knight will give heed to your instructions but takes whatever course of action it deems best for your safety. The knight is aware of your location and any magical affects that are currently affecting you. The knight disappears after there is no immediate danger to you. You can summon a knight once per short rest.

Wait For Help

At 6th level, you have master spells that are often cast on you to save your enemies the trouble. You can cast Imprisonment or Sequester on yourself at will, without expending a spell slot or material components with the casting time of 1 action. Any required spell components that are not consumed appear at your feet when you cast the spell and disappear when the spell ends. When you cast either spell using this feature you can use your summon aid feature as part of the same action.

Cursed Transformation

At 10th level, you have learned how to extend a transformation at a cost. When you use your wild shape you can choose it to last a certain amount of time chosen by you when you activate it. The wild shape lasts for that duration and cannot be ended early. It ends only at the predetermined time or when you die.

Muscical Number

At 14th level, your music and song enrapture all around you and everyone must join in. As an action on your turn you break in to song. For the next minute you direct the actions of all creatures within 300ft. You can only direct them to move, sing, or dance and cannot direct them to move to any location that is harmful, your own actions must follow the same restrictions.