Circle of the Veil (5e Subclass)
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These druids believe that not only is the cycle of life and death natural, but that the spirit is reborn from the decay. In addition to communicating with animals during life they eventually gain the ability to do so even in death. These druids can usually be found at disaster sites, helping guide lost spirits. Some cultures regard them as bad omens
Speech of the Woods
At 2nd level, you gain the ability to converse with beasts and many fey. You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
Spirit Aura
Starting at 2nd level, you gain the ability to call forth spirits of the life cycle and use them to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. The effect of the spirit’s aura depends on the type of spirit you summon. It counts as neither a creature nor an object, though it has the spectral appearance of a creature as determined by your character. As a bonus action, you can move the spirit up to 60 feet to a point you can see. The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.
life spirit: ever strong and ever growing the life spirit grants the same to you and your allies. All friendly creatures within the radius gain temporary hit points of 5 + druid level. In addition, they have advantage on strength saves and checks. (often seen as: Bear, Whale, Elephant, tortoise)
death spirit: the spirit of death knows itself as a constant in the universe. Its appearance carries that knowledge with it. All friendly creatures within the radius are granted a reaction against any attack that hits. In addition, they have advantage on perception checks. (often seen as: owl, bat, cat, scorpion)
rebirth spirit: new and innocent the spirit of rebirth Is generous in nature. By spending one spell slot all friendly creatures within the radius regain hit points equal to druid level. In addition, they have advantage on constitution saving throws. (often seen as: butterfly, rabbit, deer, jellyfish)
Speech of the Corpse
At 4th level, you gain the ability to talk to recently departed creatures. As with speech of the woods the spirits can understand you and may choose to communicate uncomplicated concepts. They are not automatically friendly. The departed can tell you of what they know in life, or what they have seen since their death. When there is no more flesh, and only skeleton, the spirit is gone and you will not be able to communicate.
Spirit Animation
Starting at 6th level the deceased may grant you favors. you can use your spirt auras to re-animate a friendly deceased creature. Once you use this feature, you can’t use it again until you finish a short or long rest.
life Spirit: The life spirit imbues the deceased with the ability to fight once more. They will last 10 rounds of combat and have the statistics it did in life.
death Spirit: The death spirit takes care of unfinished business. It will accompany the deceased on a mission lasting up to 1 day. The creature can move as it previously did (run, swim, fly) and will return with the information you seek if it is in its capacity to do so. The creature can not bring back objects.
rebirth Spirit: The rebirth spirit allows for the deceased to grant its remaining energy to one who needs it more. The creature will move to a new area and then rapidly decay. Anyone within 30 feet regains heath equal to druid level plus 1D4 for every 2 druid levels above 6. The corpse crumbles and the spirit is reborn.
One Foot in the Grave
At 10th level, you are so familiar with the ways of death that they affect you less and less. you and your summons gain resistance to necrotic and radiant damage. In addition, while you aren’t incapacitated, any allied creature within 30 feet of you has an advantage on death saving throws.
The Cycle Renews
By the 14th level you are as much a Shepard of death as you are of life. The spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will one of your spirt auras activates. Once you use this feature, you can’t use it again until you finish a long rest.
Life spirit: two creatures are summoned to protect you and attack your enemies. They appear within 20 ft of you and are a challenge rating of two or lower.
Death spirit: You will die. However, the creature who knocked you to 0 takes the equivalent damage as its last attack against you.
Rebirth spirit: all corpses in the area give their remaining energy to revitalize you. You are instantly stable and regain hit point equal to druid level plus 1d4 for every creature.
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