Druid Circle
At 2nd level, a druid gains the Druid Circle feature. The following option is available to a druid, in addition to those offered in the Player's Handbook and other published Wizards of the Coast works.
Circle of the Shaman
Using the strength of those who came before them, druids of the Circle of the Shaman are able to tap into the well of power that the spirits provide them. The ancestral magic they wield can be a powerful boon to those who seek their wisdom as friends, but can also be a dominating force against those who would oppose them. Through tradition and spiritual guidance, shamans can extend their abilities beyond those of mere mortals, gaining mastery over both material and spiritual existence.
Circle Spells
Your connection to spiritual ancestors and faithfulness to tradition grants you access to certain spells. At 2nd level you learn the spare the dying cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Waves Spells table.
Once you gain access to a circle spell, 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 the Shaman Spells
| Druid Level | Circle Spells |
|---|---|
| 3rd | augury, warding bond |
| 5th | remove curse, speak with the dead |
| 7th | banishment, divination |
| 9th | commune, greater restoration |
Summon Totem
You have the ability to craft totems, or wooden sculptures, that can house the spirits of creatures. Starting at 2nd level, you can craft one type of totem and gain the ability to craft an additional one at 6th level, 10th level, 14th level, and 18th level. The types of totems you can craft can be found in the Spiritual Totems section at the end of the description.
As an action, you can place a totem at a point within 30 feet of you. Totems have an armor class of 10 + your Wisdom modifier and hit points equal to 10 + your druid level. You may only place one totem at a time and they last up to one minute before exhausting their energy. You can summon a number of totems equal to your Wisdom modifier (minimum of 1) before finishing a long rest.
Spiritual Healing
You call to the spirits on behalf of a wounded ally, closing wounds and filling them with vigor. At 6th level, you can cause a creature within 5 feet of you to regain hit points. As a bonus action, target creature can spend a hit die and regain hit points equal to the amount rolled. If the target does so, one ally within 5 feet of your totem, other than the target regains 2d6 hit points. This amount increases by 1d6 at 10th level (3d6), 14th level (4d6), and 18th level (5d6).
You can use this feature once before finishing a short or a long rest.
Great Hymn of Nature
In the spirit world, the song is many layered and hours long. In the natural world, you hum three bars and the spirits do the rest. At 10th level, your totem can bolster your allies' defenses. As a bonus action, make a Wisdom (Nature) check and record the result. Until the end of your next turn, all allies within 5 feet of your totem can have an AC equal to that result. You can use this feature once before finising a long rest.
Spirit Walk
At 14th level, the spirits of warriors carry you across the battlefield. As part of your movement action, you can choose to briefly dash through the spirit world.
If you move more than 10 feet on your turn, you can teleport to a location you can see, up to a distance equal to your remaining movement. This teleport does not cost movement, and can only be used once per turn.
Spiritual Totems
A totem is a short length of wood or bone carved to resemble a patron animal or a nature spirit. One end is typically adorned with feathers, teeth, small bones, scraps of hide, leaves, or other symbols of primal power.
Armadillo Totem
As a bonus action, you can give all creatures within 30 feet of this totem resistance to all damage except psychic damage until the start of your next turn.
Badger Totem
As a bonus action, you can force all creatures within 30 feet of this totem to make a Dexterity saving throw. On a failed save, the creature is brought 10 feet closer to the totem.
Beetle Totem
As a bonus action, you can command the totem to move up to 30 feet and have it make a melee spell attack on a creature within 5 feet of it. On a hit, the creature takes 1d6 piercing damage and is shoved back 10 feet.
This totem's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Dragon Totem
When you cast a spell, you can choose for it to originate from this totem instead, provided you are within 120 feet of the totem. The totem can fly up to 30 feet before it casts the spell.
Eagle Totem
All creatures within 30 feet of this totem have a flying speed equal to their walking speed.
Credits and Inspirations
Created by Conner Smith v1.1
Ideas modified from u/TheDungeonInn, Pattycakeee, Blackbando, and the 4th edition Shaman
Art by TJOTA, LouieLorry
Stain by Jared Ondricek
Jaguar Totem
All creatures within 30 feet of this totem can take the Dash action as a bonus action.
Jellyfish Totem
As a bonus action, you can make a ranged spell attack on a creature within 30 feet of this totem. On a hit, the creature takes 1d8 poison damage. On each of your turns, if the creature is still in range, you can use your bonus action to automatically deal the poison damage again.
Mongoose Totem
All creatures within 30 feet of this totem have advantage on all attack rolls.
Parrot Totem
Creatures within 30 feet of this totem can understand each other even if they do not share a language, provided they speak a language. This totem can last up to 10 minutes.
Sloth Totem
When a creature within 30 feet of this totem tries to move, you can use your reaction to fire a dart from the totem, as a ranged spell attack. On a hit, the creature's movement speed is reduced to 0 until the start of its next turn.
Snake Totem
As a bonus action, you can force a creature within 10 feet of the totem to make a Dexterity saving throw. On a failed save, the creature is grappled by the totem. The DC to break the grapple is equal to your spell save DC.
Turtle Totem
As a reaction to a creature within 30 feet of this totem being attacked, you can make the totem move to be within 5 feet of the target of the attack, and be attacked instead.