SonsOfSauron
2015-05-03, 08:04 AM
Druids of the Circle of the Old Faith worship and pay respects to the primal spirits that suffuse the material plane. Utilizing their innate connection to the natural world, they can summon a spirit that embodies the aspects of one of the Elder Spirits.
Circle of the Old Faith 2.1
Druids of the Circle of the Old Faith worship and pay respects to the oldest primal spirits, beings of great power that act as guardians of the material plane. They have the ability to conjure an aspect of these elder spirits, allowing them to commune with them and receive their aid.
Spirit Companion
Starting at 2nd level, you are able to summon a minor manifestation of an elder spirit. You gain access to the conjure spirit companion spell, detailed at the end of this section. Once you gain access to this spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
Elder Spirit
By 2nd level, you have been initiated into the Circle of the Old Faith and can establish a connection to one of the elder spirits. Whenever you cast the conjure spirit companion spell, you can choose to summon an aspect of one of the great Elder Spirits. Once you’ve summoned an aspect of a particular elder spirit, you can’t do so again until you finish a long rest. The intention is that you can summon Everflame once, Devourer once, etc. Is this wording clear?
Dead Man Walking. Whenver you summon your spirit companion, each creature within 5 feet of it must make a Strength saving throw. On a failed save, a creature is pushed 10 feet away from the spirit. A creature that fails this save by 5 or more is knocked prone.
Devourer. As long as your spirit companion is summoned, you have advantage on Charisma (Intimidation) checks. Additionally, whenever you summon your spirit companion, you can choose a number of creatures within 30 feet of it that can see it, up to the level of the spell slot used to cast conjure spirit companion. Each of those creatures must make a Wisdom saving throw. On a failed save, a creature is frightened for 1 minute or until it takes damage.
Everflame. As long as your spirit companion is summoned, both you and your spirit companion gain darkvision out to 60 feet. If you or your spirit companion already have darkvision, its range is increased by 60 feet. The fiery nature of Everflame colors this vision in shades of red, instead of black and white. Additionally, your spirit companion gains resistance to fire damage.
Great Beast. Your spirit companion has advantage on Strength and Dexterity checks..
It that Crawls. If your spirit companion is an arthropod, its maximum hit points are increased by an amount equal to your druid level.
Leviathan. Your spirit companion gains a swim speed equal to its speed, and can breathe both air and water.
Moon Spirit. As long as your spirit companion is summoned, you have advantage on Charisma (Deception) checks. Additionally, your spirit companion gains the Rogue class’s Cunning Action feature.
Stoneroot. You have advantage on Constitution saving throws to maintain concentration on the conjure spirit companion spell. Additionally, your spirit companion gains temporary hit points equal to your druid level whenever it is summoned.
Storm Hawk. As long as your spirit companion is summoned, both your spirit companion’s and your speed increase by 10 feet.
World Tree. Whenever you summon your spirit companion, you regain hit points equal to 1d8 + your druid level. Additionally, whenever you summon your spirit companion, it gains the benefit of the sanctuary spell, as if you cast the spell.
Ancient Might
Starting at 6th level, your spirit companion’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Elder Authority
By 10th level, your connection to the elder spirits lends awesome weight to your words. You gain proficency in the Intimidation and Persuasion skills, and your proficiency bonus is doubled for any ability checks you make with these skills.
Avatar of the Old Faith
By 14th level, your connection to the elder spirits is so strong that your spirit companion acts as a direct conduit of their power. Your spirit companion gains one of the following abilities, in addition to the abilities granted by the Elder Spirit aspect you summon with your Elder Spirit feature.
Dead Man Walking. Your spirit companion gains a fly speed equal to its speed.
Devourer. Your spirit companion’s weapon attacks deal an additional 1d6 necrotic damage. Additionally, your spirit companion regains hit points equal to the necrotic damage dealt by its weapon attacks.
Everflame. Your spirit companion gains resistance to fire damage, and its weapon attacks deal an additional 1d6 fire damage.
Great Beast. Your spirit companion has advantage on attack rolls made against creatures that are not at full hit points.
It that Crawls. If your spirit companion is an arthropod, you can summon it as one size category larger than normal, and it rolls an additional damage die on its weapon attacks.
Leviathan. Your spirit companion gains resistance to acid damage. Additionally, whenever you summon your spirit companion, it casts the tidal wave spell. Your spirit companion must be adjacent to the area of effect of the spell.
Moon Spirit. Whenever you summon your spirit companion, it gains the benefit of the invisibility spell for as long as it’s summoned, or until it attacks.
Stoneroot. Your spirit companion’s speed is reduced by 10 feet, and it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Storm Hawk. Your spirit companion gains resistance to lightning and thunder damage. Whenever you summon your spirit companion, it is also gains the benefits of the haste spell until the start of your next turn.
World Tree. Whenever you summon your spirit companion, it gains the benefits of the barkskin and tree stride spells for as long as it’s summoned.
Conjure Spirit Companion
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 hour. Might adjust to a duration of 10 minutes.
You summon a fey spirit that takes the form of a beast of challenge rating 1/4 or lower, called your spirit companion. Your spirit companion appears in an unoccupied space within range, and disappears when it drops to 0 hit points or the spell ends.
Your spirit companion is friendly to you and your companions. Roll initiative for your spirit companion, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to it, it defends itself from hostile creatures, but otherwise take no actions.
The DM has the creature’s statistics.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the challenge rating increases to 1 less than the level of the spell slot used.
Circle of the Old Faith 2.0
Druids of the Circle of the Old Faith worship and pay respects to the oldest primal spirits, beings of great power that act as guardians of the material plane. They have the ability to conjure an aspect of these elder spirits, allowing them to commune with them and receive their aid.
Spirit Companion
Starting at 2nd level, you are able to summon a minor manifestation of an elder spirit. You gain access to the conjure spirit companion spell, detailed at the end of this section. Once you gain access to this spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
Elder Spirit
By 2nd level, you have been initiated into the Circle of the Old Faith and can establish a connection to one of the elder spirits. You may spend 1 hour in meditation and prayer to connect yourself to one of the elder spirits listed below, which grants a magical benefit to you and/or your spirit companion. Your connection to this spirit lasts until you use this feature to connect to a different spirit.
Devourer. As long as your spirit companion is summoned, you have advantage on Charisma (Intimidation) checks. Additionally, each creature with 30 feet of your spirit companion that can see them has disadvantage on saving throws against being frightened.
Everflame. As long as your spirit companion is summoned, both you and your spirit companion gain darkvision out to 60 feet. If you or your spirit companiona already have darkvision, its range is increased by 60 feet. The fiery nature of Everflame colors this vision in shades of red, instead of black and white.
Great Beast. As long as your spirit companion is summoned, both you and your spirit companion have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Moon Spirit. As long as your spirit companion is summoned, you can cast the disguise self spell at will.
Stoneroot. You have advantage on Constitution saving throws to maintain concentration on the conjure spirit companion spell.
Storm Hawk. As long as your spirit companion is summoned, both your spirit companion’s and your speed increase by 10 feet.
Watcher. As long as your spirit companion is summoned, you gain the benefit of the comprehend languages spell.
World Tree. Whenever you summon your spirit companion, you regain hit points equal to 1d8 + your druid level.
Ancient Might
Starting at 6th level, your spirit companion’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Voice of the Elder Spirits
By 10th level, your connection to the elder spirits lends awesome weight to your words. You gain proficency in the Intimidation and Persuasion skills, and your proficiency bonus is doubled for any ability checks you make with these skills.
Avatar of the Old Faith
By 14th level, your connection to the elder spirits is so strong that your spirit companion acts as a direct conduit of their power. Your spirit companion gains one of the following abilities, based on which spirit you are connected to via your Elder Spirit feature.
Devourer. Your spirit companion’s weapon attacks deal an additional 1d6 necrotic damage. Additionally, your spirit companion regains hit points equal to the necrotic damage dealt by its weapon attacks.
Everflame. Your spirit companion gains resistance to fire damage, and its weapon attacks deal an additional 1d6 fire damage.
Great Beast. Your spirit companion has advantage on attack rolls made against creatures that are not at full hit points.
Moon Spirit. Whenever you summon your spirit companion, you each gain the benefit of the invisibility spell for as long as it’s summoned. You do not need to maintain concentration on this spell, but it still ends like normal for you or your spirit companion if either of you attack or cast a spell.
Stoneroot. Your spirit companion’s speed is reduced by 10 feet, and it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Storm Hawk. Your spirit companion gains resistance to lightning and thunder damage. Whenever you summon your spirit companion, it is also gains the benefits of the haste spell until the start of your next turn.
Watcher. Your spirit companion gains truesight out to 60 feet, and you can perceive through its senses as an action. While doing so, you are blind and deafened, and can stop perceiving through your companion at any time.
World Tree. Whenever you summon your spirit companion, it gains the benefits of the barkskin spell for as long as its summoned. Additionally, your hit points regained from summoning your spirit companion increases to 1d8 per level of the spell slot used to cast conjure spirit companion + your druid level.
Conjure Spirit Companion
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 hour.
You summon a fey spirit that takes the form of a beast of challenge rating 1/4 or lower, called your spirit companion. Your spirit companion appears in an unoccupied space within range, and disappears when it drops to 0 hit points or the spell ends.
Your spirit companion is friendly to you and your companions. Roll initiative for your spirit companion, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to it, it defends itself from hostile creatures, but otherwise take no actions.
The DM has the creature’s statistics.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the challenge rating increases to 1 less than the level of the spell slot used.
Spirit Companion
Starting at 2nd level, you are able to summon a spirit to aid you in battle and to give you counsel. As an action, you expend one use of your Wild Shape to summon your totem spirit in an unoccupied space within 30 feet. The spirit acts independently of you, but always obeys your commands. In combat, it takes its turn on your initiative.
Your spirit companion takes the form of a beast of challenge rating 1/4 or lower, though it is a celestial, fey, or fiend instead of its normal type, based on your alignment. For example, if you are Neutral Good, your spirit can either be celestial or fey; if you are chaotic neutral, your spirit can only be fey. The Elder Spirit you serve may impose further restrictions on your spirit companion.
Add your proficiency bonus to the spirit’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Your spirit also has the following traits:
Poison Immunity. Your spirit companion is immune to poison and the poisoned condition.
Incorporeal Movement. Your spirit companion can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
While your spirit companion is within 100 feet of you, you can communicate with it telepathically. Your spirit can remained summoned a number of hour equal to one-half your druid level, rounded down. If your spirit companion is reduced to 0 hit points, it disappears, and you must use this feature to summon it once more.
Starting at 6th level, you gain the ability to summon your spirit companion on your turn as a bonus action, rather than an action.
Elder Spirit
Initiates of this Circle perform a ritual that binds their spirit to the service of one of the Elder Spirits. In return, druids of this circle can call upon aspects of these ancient beings. At 2nd level, you choose one of the following Great Totem Spirits:
Everflame. Your spirit companion has resistance to fire damage.
Great Beast. Your spirit companion has advantage on strength, constitution, and dexterity checks.
Stoneroot. Your spirit companion cannot have a fly speed. Your spirit companion cannot be knocked prone, and deals double damage to objects and structures with melee attacks.
War Hawk. Your spirit companion must have a fly speed. Opportunity attacks against your spirit companion are made with disadvantage.
World Tree. Whenever you summon your spirit companion, you regain hit points equal to 1d8 + your druid level.
Primal Infusion
Starting at 6th level, your spirit companion’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Empowered Elder Spirit
At 10th level, your spirit companion greatly increases in potency. Your spirit companion gains one of the following benefits based on the Totem Spirit you chose at 2nd level.
Everflame. Your spirit companion’s attacks deal an additional 1d6 fire damage.
Great Beast. Your spirit companion has advantage on attack rolls made against creatures that are not at full hit points.
Stoneroot. Your spirit companion gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
War Hawk. Your spirit companion has resistance to lightning and thunder damage, and can take the Dash action as a bonus action on each of its turns.
World Tree. Your spirit companion regains 5 hit points at the start of each of its turns.
Shared Spirit
By 14th level, your own spirit and that of your spirit companion are deeply entwined. As long as your spirit companion is summoned, you also gain the benefit of your Totem Spirit and Empowered Elder Spirit class features.
My design goal with this Circle was to capture the feel of the 4e Shaman. However, I'm worried that I'm stepping on the Beastmaster Ranger too much. Limited summon time and requiring the use of a wild shape seems like a fair trade off for the magical benefits, though I haven't really had the opportunity to do any real testing. Any feedback's appreciated!
Circle of the Old Faith 2.1
Druids of the Circle of the Old Faith worship and pay respects to the oldest primal spirits, beings of great power that act as guardians of the material plane. They have the ability to conjure an aspect of these elder spirits, allowing them to commune with them and receive their aid.
Spirit Companion
Starting at 2nd level, you are able to summon a minor manifestation of an elder spirit. You gain access to the conjure spirit companion spell, detailed at the end of this section. Once you gain access to this spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
Elder Spirit
By 2nd level, you have been initiated into the Circle of the Old Faith and can establish a connection to one of the elder spirits. Whenever you cast the conjure spirit companion spell, you can choose to summon an aspect of one of the great Elder Spirits. Once you’ve summoned an aspect of a particular elder spirit, you can’t do so again until you finish a long rest. The intention is that you can summon Everflame once, Devourer once, etc. Is this wording clear?
Dead Man Walking. Whenver you summon your spirit companion, each creature within 5 feet of it must make a Strength saving throw. On a failed save, a creature is pushed 10 feet away from the spirit. A creature that fails this save by 5 or more is knocked prone.
Devourer. As long as your spirit companion is summoned, you have advantage on Charisma (Intimidation) checks. Additionally, whenever you summon your spirit companion, you can choose a number of creatures within 30 feet of it that can see it, up to the level of the spell slot used to cast conjure spirit companion. Each of those creatures must make a Wisdom saving throw. On a failed save, a creature is frightened for 1 minute or until it takes damage.
Everflame. As long as your spirit companion is summoned, both you and your spirit companion gain darkvision out to 60 feet. If you or your spirit companion already have darkvision, its range is increased by 60 feet. The fiery nature of Everflame colors this vision in shades of red, instead of black and white. Additionally, your spirit companion gains resistance to fire damage.
Great Beast. Your spirit companion has advantage on Strength and Dexterity checks..
It that Crawls. If your spirit companion is an arthropod, its maximum hit points are increased by an amount equal to your druid level.
Leviathan. Your spirit companion gains a swim speed equal to its speed, and can breathe both air and water.
Moon Spirit. As long as your spirit companion is summoned, you have advantage on Charisma (Deception) checks. Additionally, your spirit companion gains the Rogue class’s Cunning Action feature.
Stoneroot. You have advantage on Constitution saving throws to maintain concentration on the conjure spirit companion spell. Additionally, your spirit companion gains temporary hit points equal to your druid level whenever it is summoned.
Storm Hawk. As long as your spirit companion is summoned, both your spirit companion’s and your speed increase by 10 feet.
World Tree. Whenever you summon your spirit companion, you regain hit points equal to 1d8 + your druid level. Additionally, whenever you summon your spirit companion, it gains the benefit of the sanctuary spell, as if you cast the spell.
Ancient Might
Starting at 6th level, your spirit companion’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Elder Authority
By 10th level, your connection to the elder spirits lends awesome weight to your words. You gain proficency in the Intimidation and Persuasion skills, and your proficiency bonus is doubled for any ability checks you make with these skills.
Avatar of the Old Faith
By 14th level, your connection to the elder spirits is so strong that your spirit companion acts as a direct conduit of their power. Your spirit companion gains one of the following abilities, in addition to the abilities granted by the Elder Spirit aspect you summon with your Elder Spirit feature.
Dead Man Walking. Your spirit companion gains a fly speed equal to its speed.
Devourer. Your spirit companion’s weapon attacks deal an additional 1d6 necrotic damage. Additionally, your spirit companion regains hit points equal to the necrotic damage dealt by its weapon attacks.
Everflame. Your spirit companion gains resistance to fire damage, and its weapon attacks deal an additional 1d6 fire damage.
Great Beast. Your spirit companion has advantage on attack rolls made against creatures that are not at full hit points.
It that Crawls. If your spirit companion is an arthropod, you can summon it as one size category larger than normal, and it rolls an additional damage die on its weapon attacks.
Leviathan. Your spirit companion gains resistance to acid damage. Additionally, whenever you summon your spirit companion, it casts the tidal wave spell. Your spirit companion must be adjacent to the area of effect of the spell.
Moon Spirit. Whenever you summon your spirit companion, it gains the benefit of the invisibility spell for as long as it’s summoned, or until it attacks.
Stoneroot. Your spirit companion’s speed is reduced by 10 feet, and it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Storm Hawk. Your spirit companion gains resistance to lightning and thunder damage. Whenever you summon your spirit companion, it is also gains the benefits of the haste spell until the start of your next turn.
World Tree. Whenever you summon your spirit companion, it gains the benefits of the barkskin and tree stride spells for as long as it’s summoned.
Conjure Spirit Companion
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 hour. Might adjust to a duration of 10 minutes.
You summon a fey spirit that takes the form of a beast of challenge rating 1/4 or lower, called your spirit companion. Your spirit companion appears in an unoccupied space within range, and disappears when it drops to 0 hit points or the spell ends.
Your spirit companion is friendly to you and your companions. Roll initiative for your spirit companion, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to it, it defends itself from hostile creatures, but otherwise take no actions.
The DM has the creature’s statistics.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the challenge rating increases to 1 less than the level of the spell slot used.
Circle of the Old Faith 2.0
Druids of the Circle of the Old Faith worship and pay respects to the oldest primal spirits, beings of great power that act as guardians of the material plane. They have the ability to conjure an aspect of these elder spirits, allowing them to commune with them and receive their aid.
Spirit Companion
Starting at 2nd level, you are able to summon a minor manifestation of an elder spirit. You gain access to the conjure spirit companion spell, detailed at the end of this section. Once you gain access to this spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
Elder Spirit
By 2nd level, you have been initiated into the Circle of the Old Faith and can establish a connection to one of the elder spirits. You may spend 1 hour in meditation and prayer to connect yourself to one of the elder spirits listed below, which grants a magical benefit to you and/or your spirit companion. Your connection to this spirit lasts until you use this feature to connect to a different spirit.
Devourer. As long as your spirit companion is summoned, you have advantage on Charisma (Intimidation) checks. Additionally, each creature with 30 feet of your spirit companion that can see them has disadvantage on saving throws against being frightened.
Everflame. As long as your spirit companion is summoned, both you and your spirit companion gain darkvision out to 60 feet. If you or your spirit companiona already have darkvision, its range is increased by 60 feet. The fiery nature of Everflame colors this vision in shades of red, instead of black and white.
Great Beast. As long as your spirit companion is summoned, both you and your spirit companion have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Moon Spirit. As long as your spirit companion is summoned, you can cast the disguise self spell at will.
Stoneroot. You have advantage on Constitution saving throws to maintain concentration on the conjure spirit companion spell.
Storm Hawk. As long as your spirit companion is summoned, both your spirit companion’s and your speed increase by 10 feet.
Watcher. As long as your spirit companion is summoned, you gain the benefit of the comprehend languages spell.
World Tree. Whenever you summon your spirit companion, you regain hit points equal to 1d8 + your druid level.
Ancient Might
Starting at 6th level, your spirit companion’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Voice of the Elder Spirits
By 10th level, your connection to the elder spirits lends awesome weight to your words. You gain proficency in the Intimidation and Persuasion skills, and your proficiency bonus is doubled for any ability checks you make with these skills.
Avatar of the Old Faith
By 14th level, your connection to the elder spirits is so strong that your spirit companion acts as a direct conduit of their power. Your spirit companion gains one of the following abilities, based on which spirit you are connected to via your Elder Spirit feature.
Devourer. Your spirit companion’s weapon attacks deal an additional 1d6 necrotic damage. Additionally, your spirit companion regains hit points equal to the necrotic damage dealt by its weapon attacks.
Everflame. Your spirit companion gains resistance to fire damage, and its weapon attacks deal an additional 1d6 fire damage.
Great Beast. Your spirit companion has advantage on attack rolls made against creatures that are not at full hit points.
Moon Spirit. Whenever you summon your spirit companion, you each gain the benefit of the invisibility spell for as long as it’s summoned. You do not need to maintain concentration on this spell, but it still ends like normal for you or your spirit companion if either of you attack or cast a spell.
Stoneroot. Your spirit companion’s speed is reduced by 10 feet, and it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Storm Hawk. Your spirit companion gains resistance to lightning and thunder damage. Whenever you summon your spirit companion, it is also gains the benefits of the haste spell until the start of your next turn.
Watcher. Your spirit companion gains truesight out to 60 feet, and you can perceive through its senses as an action. While doing so, you are blind and deafened, and can stop perceiving through your companion at any time.
World Tree. Whenever you summon your spirit companion, it gains the benefits of the barkskin spell for as long as its summoned. Additionally, your hit points regained from summoning your spirit companion increases to 1d8 per level of the spell slot used to cast conjure spirit companion + your druid level.
Conjure Spirit Companion
1st-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Concentration, up to 1 hour.
You summon a fey spirit that takes the form of a beast of challenge rating 1/4 or lower, called your spirit companion. Your spirit companion appears in an unoccupied space within range, and disappears when it drops to 0 hit points or the spell ends.
Your spirit companion is friendly to you and your companions. Roll initiative for your spirit companion, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to it, it defends itself from hostile creatures, but otherwise take no actions.
The DM has the creature’s statistics.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the challenge rating increases to 1 less than the level of the spell slot used.
Spirit Companion
Starting at 2nd level, you are able to summon a spirit to aid you in battle and to give you counsel. As an action, you expend one use of your Wild Shape to summon your totem spirit in an unoccupied space within 30 feet. The spirit acts independently of you, but always obeys your commands. In combat, it takes its turn on your initiative.
Your spirit companion takes the form of a beast of challenge rating 1/4 or lower, though it is a celestial, fey, or fiend instead of its normal type, based on your alignment. For example, if you are Neutral Good, your spirit can either be celestial or fey; if you are chaotic neutral, your spirit can only be fey. The Elder Spirit you serve may impose further restrictions on your spirit companion.
Add your proficiency bonus to the spirit’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Your spirit also has the following traits:
Poison Immunity. Your spirit companion is immune to poison and the poisoned condition.
Incorporeal Movement. Your spirit companion can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
While your spirit companion is within 100 feet of you, you can communicate with it telepathically. Your spirit can remained summoned a number of hour equal to one-half your druid level, rounded down. If your spirit companion is reduced to 0 hit points, it disappears, and you must use this feature to summon it once more.
Starting at 6th level, you gain the ability to summon your spirit companion on your turn as a bonus action, rather than an action.
Elder Spirit
Initiates of this Circle perform a ritual that binds their spirit to the service of one of the Elder Spirits. In return, druids of this circle can call upon aspects of these ancient beings. At 2nd level, you choose one of the following Great Totem Spirits:
Everflame. Your spirit companion has resistance to fire damage.
Great Beast. Your spirit companion has advantage on strength, constitution, and dexterity checks.
Stoneroot. Your spirit companion cannot have a fly speed. Your spirit companion cannot be knocked prone, and deals double damage to objects and structures with melee attacks.
War Hawk. Your spirit companion must have a fly speed. Opportunity attacks against your spirit companion are made with disadvantage.
World Tree. Whenever you summon your spirit companion, you regain hit points equal to 1d8 + your druid level.
Primal Infusion
Starting at 6th level, your spirit companion’s attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Empowered Elder Spirit
At 10th level, your spirit companion greatly increases in potency. Your spirit companion gains one of the following benefits based on the Totem Spirit you chose at 2nd level.
Everflame. Your spirit companion’s attacks deal an additional 1d6 fire damage.
Great Beast. Your spirit companion has advantage on attack rolls made against creatures that are not at full hit points.
Stoneroot. Your spirit companion gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
War Hawk. Your spirit companion has resistance to lightning and thunder damage, and can take the Dash action as a bonus action on each of its turns.
World Tree. Your spirit companion regains 5 hit points at the start of each of its turns.
Shared Spirit
By 14th level, your own spirit and that of your spirit companion are deeply entwined. As long as your spirit companion is summoned, you also gain the benefit of your Totem Spirit and Empowered Elder Spirit class features.
My design goal with this Circle was to capture the feel of the 4e Shaman. However, I'm worried that I'm stepping on the Beastmaster Ranger too much. Limited summon time and requiring the use of a wild shape seems like a fair trade off for the magical benefits, though I haven't really had the opportunity to do any real testing. Any feedback's appreciated!