![]() ![]() Additionally, you gain resistance to necrotic and psychic damage. When you reach 14th level, you cannot be charmed or frightened by elementals, fiends, or undead. If the creature's form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned. If there's nowhere to move, the creature can use the Dodge action. For its action, it can only use the Dash action, or try to escape from an effect that prevents it from moving. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. On a failed save, the creature is turned for 1 minute or until it takes damage. You present your spellcasting focus and each hostile elemental, fiend, or undead within 30 feet of you that can hear you must make a Wisdom saving throw. You may only do so once, and must complete a short rest or a long rest before you can do so again. Starting at 10th level, you may expend one use of your Wild Shape class feature to drive off hostile spirits. At 14th level, you may do so with the spell greater restoration.Ĭircle Cantrips: blade ward, guide the strike, guidance, resistance, spare the dying, true strike At 10th level you may do so with the spell lesser restoration. At 6th level you may also do so with the spell cure wounds. ![]() Doing so causes your spirit companion to disappear however, and you may only summon it with another use of your Wild Shape class feature. You may cast these cantrips on any ally within 5 feet of your spirit companion even if the cantrip normally has a range of self or touch. When you choose this circle at 2nd level, you gain two additional cantrips from among the choices listed below. At 14th level, you may use a bonus action to command it to Attack or Dodge as well. At 10th level, you may use a bonus action to command your spirit companion to use the Dash, Disengage, Help, or Hide actions. You can use your action to command it to Attack, Dash, Disengage, Dodge, Help or Hide. ![]() You may command it to move as part of your own movement. Your spirit companion acts on the same initiative as you and shares your actions. Your spirit companion appears in an unoccupied space within 60 feet of you, and though it may venture beyond this distance, it disappears if it moves beyond your line of sight. At 6th level your spirit companion's attacks are treated as magical weapons. While it has the normal statistics for a beast of its type, your spirit companion is insubstantial and has resistance to bludgeoning, piercing, and slashing damage from non-magical weapon attacks. Starting at 6th level, your spirit companion's challenge rating can be as high as your druid level divided by three. Although your spirit companion has the stats of a normal creature of its type, it is a celestial, elemental, or fey (your choice) instead of a beast. Your companion spirit takes the form of a beast of size Small to size Large with a challenge rating as high as 1. Whether you deal with primal spirits of the wild or the ancestral spirits of your people, your power comes from your ability to bargain with, command, or supplicate them.īeginning when you choose this circle at 2nd level, you may expend a use of your Wild Shape class feature to call forth a spirit companion as a bonus action. These ceremonies often take place at portentous times of year, such as the during the harvest or the change of the seasons. This is done through a variety of methods, including fasting, the use of sacred herbs, ecstatic dance, and ritual offerings. They live outside the bounds of normal society, and often gather in small groups to commune with the spirits. Here's what I came up with:ĭruids of the Circle of the Spirits are shamans and tribal leaders who intercede with the spirits to guide and protect the communities and tribes they serve. I figured the Druid was a good starting point. Here's some more home-brew stuff, basically a Shaman for 5E D&D. ![]()
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