When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of the Underworld 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 the Underworld Spells
| Druid Level | Spells |
|:---:|:-----------|
| 3rd | *blur, gentle response* |
| 5th | *speak with dead, blink* |
| 7th | *mordenkainen's faithful hound, leomund's secret chest* |
| 9th | *contact other plane, danse macabre* |
> ##### Credits
> ***Created by:*** u/Dragoborn93
> ***Art:*** *Druid* by Dani McCole
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#### Ghostly Manifestation
At 2nd level, you gain the ability to step into the afterlife and leave the corporeal world. As an action, you can expend a use of your Wild Shape feature to become incorporeal, rather than transforming into a beast form. While this feature is active, you gain the following benefits:
* You gain resistance to necrotic damage and bludgeoning, piercing, and slashing damage from nonmagical attacks.
* You can move through other creatures and objects as if they were difficult terrain. You takes 1d10 force damage if you end your turn inside an object.
* You gain a fly (hover) speed equal to half your walking speed.
You may stay in this form for 10 minutes or until you become incapacitated.
#### Sixth Sense
At 6th level, you can commune with the ghostly ethereal. You gain true sight to a range of 30 feet.
#### Chilling Presence
At 10th level, you become even more ghostly. When you enter another creature's space while your Ghostly Manifestation feature is active, they are grappled and frightened by you until you leave their space. If you are dealt damage while in a creature's space, you are forcefully moved into an adjacent space.
#### Key to Death
At 14th level, you are so connected to the afterlife that you can force your mind out the exit door. When you are reduced to 0 hit points, you can make a Wisdom saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success you are instantly stabilized, but still unconscious.