Difference between revisions of "Circle of Spirits (5A)"

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That is, all creature types except beasts and humanoids.  
 
That is, all creature types except beasts and humanoids.  
  
=== Spirit Stride ===
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=== Spirit Ward ===
Starting at 6th level, you can cast [http://dnd5e.wikidot.com/spell:magic-circle Magic Circle] at will. This variant of the spell protects only against a single type of creatures named when the spell is cast, such as skeletons or deva angels.  
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Starting at 6th level, you can cast [http://dnd5e.wikidot.com/spell:magic-circle Magic Circle] at will and without any material component, but you can only have one spirit ward running at any time.
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If you create a new magic circle with spirit ward while a previous circle is still in effect, the old circle ends.
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This variant of the spell protects only against a single type of creatures named when the spell is cast, such as skeletons or deva angels.  
 
You can choose this creature from the following types of creatures:  
 
You can choose this creature from the following types of creatures:  
 
aberrations,
 
aberrations,
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plants, and
 
plants, and
 
undead.  
 
undead.  
That is, all creature types except beasts and humanoids.  
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That is, all creature types except beasts and humanoids.
  
 
=== Spirit Stride ===
 
=== Spirit Stride ===

Revision as of 15:44, 18 February 2022

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Notepad.png This is a work in progress.

This is an original Druid circle for 5A.

Most agree living creatures have spirits, and some allow that plants have spirits too. The Circle of Spirits sees the world as a place full of spirits, extending this view to everything in nature. A cloud has a spirit, a rock has a spirit, and everything that happens in nature is an interaction of spirits. The Circle of Spirits sees it as their task to balance the physical and spiritual world, but there is no agreement on how this balance should be.

Subclass Features

Circle Spells

When you join this circle at 2nd level, you learn spells from the spirits others fail to recognize. These spells become druid spells to you, but must be prepared like any other druid spell.

Wildfire Spells
Druid Level Spells
2 Catapult, Unseen Servant
3 Phantom Steed, See Invisibility
5 Nathair's Mischief, Tounges
7 Arcane Eye, Mordenkainen's Faithful Hound
9 Animate Objects, Contact Other Plane

Detect Spirits

At 2nd level, you can cast Detect Evil and Good as often as you like. This version of the spell can detect aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, goblinoids, monstrosities, oozes, plants, and undead. That is, all creature types except beasts and humanoids.

Spirit Ward

Starting at 6th level, you can cast Magic Circle at will and without any material component, but you can only have one spirit ward running at any time. If you create a new magic circle with spirit ward while a previous circle is still in effect, the old circle ends. This variant of the spell protects only against a single type of creatures named when the spell is cast, such as skeletons or deva angels. You can choose this creature from the following types of creatures: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, goblinoids, monstrosities, oozes, plants, and undead. That is, all creature types except beasts and humanoids.

Spirit Stride

Starting at 10th level, you can take shortcuts through the spirit world. This allows you to cast Misty Step at will.

Open the Spirit World

At 14th level, once per day as an action, you can overcome the barrier between the spirit world and the physical world for one minute. When you use this ability, creatures within 30 feet of you cannot benefit from invisibility, and creatures on the ethereal plane are considered to be on the material plane. At 18th level you can use this ability three times per day. You regain all uses when you take a long rest.