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

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This is an original [[Druid (5A)|Druid]] circle for [[5A]].
 
This is an original [[Druid (5A)|Druid]] circle for [[5A]].
  
''The Circle of Spirits sees the world as a place full of spirits. Most agree living creatures have spirits, and some allow that plants have spirits too. The Circle of Spirits extends 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.
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''Most druids agree that all living things have spirits. The Circle of Spirits extend this view to everything in nature and sees the world as a place full of spirits. 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 strives to balance the physical and spiritual worlds.
  
 
== Subclass Features ==
 
== Subclass Features ==
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{| class="wikitable"
 
{| class="wikitable"
|+'''Wildfire Spells'''
+
|+'''Spirit Spells'''
 
|| '''Druid Level''' ||valign="bottom" | '''Spells'''
 
|| '''Druid Level''' ||valign="bottom" | '''Spells'''
 
|-
 
|-
 
| valign=top align=center | 2 || [http://dnd5e.wikidot.com/spell:catapult Catapult], [http://dnd5e.wikidot.com/spell:unseen-servant Unseen Servant]
 
| valign=top align=center | 2 || [http://dnd5e.wikidot.com/spell:catapult Catapult], [http://dnd5e.wikidot.com/spell:unseen-servant Unseen Servant]
 
|-
 
|-
| valign=top align=center | 3 ||valign="top"| [http://dnd5e.wikidot.com/spell:nathairs-mischief Nathair's Mischief], [http://dnd5e.wikidot.com/spell:see-invisibility See Invisibility]
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| valign=top align=center | 3 ||valign="top"| [http://dnd5e.wikidot.com/spell:misty-step Misty Step], [http://dnd5e.wikidot.com/spell:see-invisibility See Invisibility]
 
|-
 
|-
 
| valign=top align=center | 5 ||valign="top"| [http://dnd5e.wikidot.com/spell:nathairs-mischief Nathair's Mischief], [http://dnd5e.wikidot.com/spell:tongues Tounges]
 
| valign=top align=center | 5 ||valign="top"| [http://dnd5e.wikidot.com/spell:nathairs-mischief Nathair's Mischief], [http://dnd5e.wikidot.com/spell:tongues Tounges]
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=== Detect Spirits ===
 
=== Detect Spirits ===
At 2nd level, you can cast Detect Evil and Good as often as you like. This version of the spell can also detect constructs, dragons, giants, goblinoids, monstrosities, oozes, and plants. That is, all creature types except beasts and humanoids.  
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At 2nd level, you can cast [http://dnd5e.wikidot.com/spell:detect-evil-and-good Detect Evil and Good] at will. This version of the spell can detect  
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aberrations,
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celestials,
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constructs,
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dragons,
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elementals,
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fey,
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fiends,
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giants,
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goblinoids,
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monstrosities,
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oozes,
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plants, and
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undead.
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That is, all creature types except beasts and humanoids.
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 +
=== Spirit Ward ===
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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.
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You can choose this creature from the following types of creatures:
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aberrations,
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celestials,
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constructs,
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dragons,
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elementals,
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fey,
 +
fiends,
 +
giants,
 +
goblinoids,
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monstrosities,
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oozes,
 +
plants, and
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undead.  
 +
That is, all creature types except beasts and humanoids.
  
 
=== Spirit Stride ===
 
=== Spirit Stride ===
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
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Starting at 10th level, you can take shortcuts through the spirit world. This allows you to cast [http://dnd5e.wikidot.com/spell:misty-step Misty Step] at will.
 
 
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.
 
 
 
=== XXX ===
 
Starting at 10th level, you
 
  
=== XXX ===
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=== Merge Worlds ===
At 14th level,
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At 14th level, once per day as an action, you can overcome the barrier between the spirit world and the physical world.
 +
When you use this ability, for one minute, creatures within 30 feet of you cannot benefit from invisibility, and creatures on the material plane, astral plane, and ethereal plane can interact with each other as if they were on the same plane.
 +
You can use this on planes other than the material plane as long as those planes adjoin either the astral or ethereal plane or both.
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At 18th level you can use this ability three times per day.
 +
You regain all uses at the end of a long rest.

Latest revision as of 09:34, 2 June 2022

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This is an original Druid circle for 5A.

Most druids agree that all living things have spirits. The Circle of Spirits extend this view to everything in nature and sees the world as a place full of spirits. 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 strives to balance the physical and spiritual worlds.

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.

Spirit Spells
Druid Level Spells
2 Catapult, Unseen Servant
3 Misty Step, 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 at will. 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.

Merge Worlds

At 14th level, once per day as an action, you can overcome the barrier between the spirit world and the physical world. When you use this ability, for one minute, creatures within 30 feet of you cannot benefit from invisibility, and creatures on the material plane, astral plane, and ethereal plane can interact with each other as if they were on the same plane. You can use this on planes other than the material plane as long as those planes adjoin either the astral or ethereal plane or both. At 18th level you can use this ability three times per day. You regain all uses at the end of a long rest.