Circle of Spirits (5e Subclass)
Circle of Spirits[edit]
Druid Subclass
The spirit world is as real and natural a place as any forest or desert. Druids of the Circle of Spirits attune to that spirit world and draw power from it. They befriend spirits the way a ranger might befriend a wolf. They are the seance singers, the dead-talkers, the ones with one foot into the next world before their business finishes in this one.
Sometimes called "Spooks" or "Ghosties", Spirit Druids' spells sample a variety of traits surrounding ghosts, spirits, the dead, and the ethereal plane. Their connection to the beyond is rivaled only by nercomancers, though their interests in the deceased differ significantly. A Spook can summon a spirit familiar, fade away like a ghost themselves, and even see beyond the material world.
Circle Spells[edit]
When you join this circle at 2nd level, your link with the spirit realm grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Spirits 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 Spirits Spells
Level | Spells |
---|---|
2nd | toll the dead, protection from evil and good |
3rd | blur, see invisibility |
5th | speak with dead, spirit guardians |
7th | arcane eye, death ward |
9th | antilife shell, raise dead |
Spirit Familiar[edit]
At 2nd level, you form a bond with a spirit, an unfettered life force trapped between the ethereal and physical planes. You have the ability to manifest this spirit once each day, regaining the summoning at the end of a long rest. You can also expend a use of your Wild Shape to summon the spirit. The spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you die.
When the spirit manifests, it appears in an unoccupied space within 60 feet of you. You maintain a psychic connection with this spirit for a range up to 300 feet. You can use your action to see through the spirit's senses as in the find familiar spell. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It obeys mental commands you issue as a bonus action. If you don’t issue any, it takes the dodge action and uses its move to avoid danger. The Spirit Familiar stats are at the bottom of this page.
One Foot Beyond[edit]
At 6th level, your connection to the spirit world makes your permanence in the material plane less consistent. You learn the Misty Step spell and can cast it a number of times equal to your Wisdom modifier (minimum 1) without a spell slot. You regain these uses when you complete a long rest. You may also cast it using spell slots of 2nd level or higher.
While you have unused, slot-free castings of Misty Step remaining, you are resistant to necrotic damage.
Eyes from Beyond[edit]
At 10th level, your spirit grants you sight beyond what eyes can see. You have blindsight to a distance of 30 feet. When you look through the eyes of your spirit, you have truesight to a distance of 30 feet. Neither you nor your spirit have truesight when you aren't sharing senses.
Crossing the Barrier[edit]
At 14th level, you are able to become like a spirit yourself for a limited time, straddling the line between the material and ethereal planes. You can use your action and one use of Wild Shape to experience the effects of the etherealness spell for a number of hours equal to your Wisdom modifier. While you are using this feature, you can use an action to expend a spell slot to return momentarily to the material plane. This allows you to remain fully in the material plane until the end of your next turn unless you use a bonus action on that turn to extend your presence. You can use bonus actions this way for a number of turns equal to your Wisdom modifier.
You can cancel this effect with a bonus action.
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Spirit Familiar stats[edit]
Medium undead
Armor Class 10 + your proficiency bonus
Hit Points 15 + twice your druid level
Speed fly 25 ft. (hover)
Str 10 Dex 14 Con 14 Int 6 Wis 12 Cha 6
Damage Vulnerability radiant
Damage Immunities necrotic, poison
Damage Resistance bludgeoning, piercing, slashing
Condition Immunities exhaustion, frightened, grappled, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages understands the language you speak
Challenge (when needed, use your proficiency bonus)
Proficiency Bonus equal to yours
Abilities
- Incorporeal Passage. The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.
- Incorporeal Displacement. (at Druid level 6) Once on your turn, as long as the spirit is within 100 feet of you, it can use half its movement to teleport to an unoccupied space within 20 feet of you.
Actions
- Deathly Touch. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + your Wisdom modifier necrotic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit until the end of the target’s next turn.
- Ectoplasm Spray. Ranged Weapon Attack: your spell attack modifier to hit, 60'/90' , one creature you can see. Hit: 2d4 + your Wisdom modifier poison damage. Any creature within 5 feet of a hit target must make a Dexterity saving throw or take the same damage from the die roll (without the modifier). When you reach 8th level in druid, the damage dice increase to 2d8s. At 15th level, the damage dice become 2d12s.
- Wail from Beyond. The spirit uses its action to let out an otherworldly wail focused on one creature within 30 feet that can hear it. That creature must make a Charisma save versus your spell save DC or subtract a d6 from the next saving throw it attempts.
- Disappear (at Druid level 6) The spirit uses its action to turn invisible for 5 minutes. While invisible, its speed is 15. It can move, perceive, and take the hide or dash action, but it cannot take any other action until it becomes visible again, which takes an action. At the end of the 5 minutes, the spirit becomes visible but can take no other actions that turn.
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