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2020-09-05, 08:09 PM
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This subclass is based on the Spirit Shaman from the 3.5e Complete Divine.
Druids of the Circle of Spirit Guidance maintain close contact to the various spirits of nature, working with them or chastising them in order to better protect nature.
Spirit Companion
When you choose this archetype at 2nd level, you can cast the Find Familiar spell as a ritual. When you summon a familiar, you can choose it to have the Elemental or Undead creature types, instead of the creature types normal for a familiar. Your familiar gains an additional feature based on the type of creature it is.
Fey You can choose to increase the Intelligence, Wisdom, and Charisma scores of your spirit companion to 14 if they would be lower, and your spirit companion learns one language of your choice. At the end of a long rest, you can replace the language your familiar knows.
Elemental Your spirit companion is tied to the elemental planes. It gains immunity to two of the following damage types: acid, cold, fire, lighting, and thunder. At the end of a long rest, you can replace one or both damage immunities with another damage immunity from the same list.
Undead Your spirit companion has a 30 foot fly speed and can can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Circle Spells
Your connection to the spirits teaches you methods to receive aid from spirits and guard against them. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spirit Guidance Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of Spirit Guidance Spells
Level Spell
3rd Healing Spirit, Locate Plants or Animals
5th Magic Circle, Revivify
7th Dimension Door, Faithful Hound
9th Dispel Evil and Good, Temporal Shunt
Chastise Spirits
As an action, you can present your druidic focus and invoke the powers of nature to chastise spirits around you. Each elemental, fey, and undead with the Incorporeal Movement feature that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
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. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
One you have used this feature, you must then finish a short or long rest to use your Chastise Spirits again. Beginning at 6th level, you can use your Chastise Spirits twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Shaking Spirit
At 6th level, your spirit companion is strong enough to affect your mind. If you are charmed, frightened, or stunned as a result of failing a saving throw at the start of your turn, your spirit companion can use its reaction to grant you an additional saving throw against the effect causing you to be charmed, frightened, or stunned. If you fail this saving throw, your spirit companion cannot grant you any more saving throws against the same instance of the condition.
At 6th level, your spirit companion is strong enough to affect the minds of those it contacts. On your turn, your familiar can use its reaction to touch a creature within its space. The creature can immediately make an additional saving throw against one effect causing it to be charmed, frightened, or stunned (no action required). Once the familiar has used its reaction to grant an additional saving throw against an effect, it cannot grant another saving throw against the same instance of the effect.
Spirit Form
At 10th level, you can expend two uses of Wild Shape at the same time to take on a spirit form. While in spirit form you gain the following benefits.
You can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object.
You gain resistance to necrotic and poison damage.
You are immune to the Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, and Restrained conditions.
Your unarmed attack deals 3d6 necrotic damage.
When you make a Strength or Dexterity saving throw, you can make a Wisdom saving throw instead.
Mind of the Spirit
By 14th level, the spirit in your mind has enough power to hold onto your spells for you. While you are concentrating on a spell of 4th level or lower, you can use a bonus action to transfer the spell's concentration to your companion instead. For as long as the spell uses your companion's concentration, you do not need to make Constitution saving throws to maintain concentration on the spell, and you can concentrate on a second spell of any level. You can transfer the spell back to yourself or have your companion end the spell at any time (no action required).
This subclass is based on the Spirit Shaman from the 3.5e Complete Divine.
Druids of the Circle of Spirit Guidance maintain close contact to the various spirits of nature, working with them or chastising them in order to better protect nature.
Spirit Companion
When you choose this archetype at 2nd level, you can cast the Find Familiar spell as a ritual. When you summon a familiar, you can choose it to have the Elemental or Undead creature types, instead of the creature types normal for a familiar. Your familiar gains an additional feature based on the type of creature it is.
Fey You can choose to increase the Intelligence, Wisdom, and Charisma scores of your spirit companion to 14 if they would be lower, and your spirit companion learns one language of your choice. At the end of a long rest, you can replace the language your familiar knows.
Elemental Your spirit companion is tied to the elemental planes. It gains immunity to two of the following damage types: acid, cold, fire, lighting, and thunder. At the end of a long rest, you can replace one or both damage immunities with another damage immunity from the same list.
Undead Your spirit companion has a 30 foot fly speed and can can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Circle Spells
Your connection to the spirits teaches you methods to receive aid from spirits and guard against them. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spirit Guidance Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of Spirit Guidance Spells
Level Spell
3rd Healing Spirit, Locate Plants or Animals
5th Magic Circle, Revivify
7th Dimension Door, Faithful Hound
9th Dispel Evil and Good, Temporal Shunt
Chastise Spirits
As an action, you can present your druidic focus and invoke the powers of nature to chastise spirits around you. Each elemental, fey, and undead with the Incorporeal Movement feature that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
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. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
One you have used this feature, you must then finish a short or long rest to use your Chastise Spirits again. Beginning at 6th level, you can use your Chastise Spirits twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Shaking Spirit
At 6th level, your spirit companion is strong enough to affect your mind. If you are charmed, frightened, or stunned as a result of failing a saving throw at the start of your turn, your spirit companion can use its reaction to grant you an additional saving throw against the effect causing you to be charmed, frightened, or stunned. If you fail this saving throw, your spirit companion cannot grant you any more saving throws against the same instance of the condition.
At 6th level, your spirit companion is strong enough to affect the minds of those it contacts. On your turn, your familiar can use its reaction to touch a creature within its space. The creature can immediately make an additional saving throw against one effect causing it to be charmed, frightened, or stunned (no action required). Once the familiar has used its reaction to grant an additional saving throw against an effect, it cannot grant another saving throw against the same instance of the effect.
Spirit Form
At 10th level, you can expend two uses of Wild Shape at the same time to take on a spirit form. While in spirit form you gain the following benefits.
You can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object.
You gain resistance to necrotic and poison damage.
You are immune to the Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, and Restrained conditions.
Your unarmed attack deals 3d6 necrotic damage.
When you make a Strength or Dexterity saving throw, you can make a Wisdom saving throw instead.
Mind of the Spirit
By 14th level, the spirit in your mind has enough power to hold onto your spells for you. While you are concentrating on a spell of 4th level or lower, you can use a bonus action to transfer the spell's concentration to your companion instead. For as long as the spell uses your companion's concentration, you do not need to make Constitution saving throws to maintain concentration on the spell, and you can concentrate on a second spell of any level. You can transfer the spell back to yourself or have your companion end the spell at any time (no action required).