Druid : Circle of the Spirits

by Carreau

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Druid : Circle of the Spirits
Art Credit :

Created from an original illustration from Wizards of the Coast; with a color filter from LeRoiDeCarreau

Spirit Vision

Starting at 2nd level, you can, as an action, open your senses to the spirits world. When you do so, you see creatures that are in the ethereal plan as if you were in that plan yourself for the next 10 minutes. You can use this feature a number of time equal to your proficiency bonus and you get all expended uses back when you finish a long rest.

Possession

Beginning at 2nd level, you learn how to use your link with the spirit world and your druidic powers to project your soul into the body of an other creature. You can, as an action, expend one use of your wildshape feature to try to take the control of a beast or humanoid you can see within 60 feet.

When you do so, your target must succeed a charisma saving throw against your spell save DC, or you take the total control of its body and see through its senses for a number of minutes equal to 10 times your druid level or until you choose to end the possession as a bonus action. A creature with a CR higher than a third of your druid level (rounded down, minimum 1) automatically succeed the saving throw.

While you control a creature with this feature, you loose the control on your own body and senses. Your own body becomes paralyzed, blinded and deafened until the end of the possession. If your body reaches 0 hit points, the possession ends and your soul return to your dying body.

While you possess a creature, you use its strength, dexterity and constitution ability scores, but you retain your own intelligence, wisdom and charisma. You can't use spellcasting features of the creatures unless it is an Innate spellcasting.

If you possess a humanoid, you also retain the ability to use all of your own features such as your own spellcasting.

When the possessed creature takes damage while you possess it, your own body also suffers half of that damage, and if the possessed creature reaches 0 hit points, your soul return to your own body and the possession ends.

Spirits' Mark

Starting at 6th level, as an action you can touch a target to mark it for 10 minutes by calling upon the spirits to inflict a curse. The target must make a Wisdom saving throw against your spell save DC or be cursed for the duration.

While cursed, the target suffers one of the following effects of your choice:

  • Curse of Weakness. Choose an ability score, the target get a malus equal to half your Wisdom modifier (rounded up) to all ability checks and saving throws that use this ability score.
  • Curse of Pain. At the start of each of the target's turns, it takes 2d6 psychic damage.
  • Curse of Confusion. The target is affected by the Confusion spell until the curse ends.

The target can repeat the saving throw at the end of each of its turns to end the curse.

Once you use this feature, you can't use it again until you finish a short or long rest, unless you expend a spell slot of 2nd level or higher.

Greater Possession

Starting at 10th level, you can now possess all types of creatures.

In addition, you learn the Cursed Doll spell. It is a druid spell for you but doesn't count toward the maximum druid spells you can prepare.

Masks of the Great Idols

When you reach 14th level, at the end of each short or long rest, you can don a tribal mask and become infused with the essence of one of the primal animal spirits of the jungle. When you do so, the spirit protects you and share some of its powers with you until you use this feature again to don an other mask.

Each spirit is associated with an element (written between parenthesis), and while wearing a mask that represent it, you gain resistance to that element and each enemy that starts its turn within 5 feet of you, or that enters that area for the first time of a turn, takes 1d10 damage of the associated type.

In addition to elemental resistance and damage, you gain an additional bonus according to the spirit of your choice:

  • Flametongue Jaguar. (Fire) Your speed is increased by 10 feet and you deal an extra 1d4 fire damage when you hit a creature with an attack.
  • Meltwater Crocodile. (Acid) You gain a swimming speed equal to your walking speed and you can breath both air and water.
  • Sunwing Eagle. (Radiant) You gain a flying speed equal to your walking speed during your turn, but you must end your turn on a solid surface or you fall. In addition, you can cast the Light cantrip at will.
  • Rejuvenating Snake. (Poison) When you heal a creature or you create an undead, your target also gains temporary hit points equal to your wisdom modifier + you proficiency bonus.
  • Sparktail Monkey. (Lightning) You can take the Hide, Help, or Disengage action as a bonus action.

When you use your Possession feature, you may choose that the primal spirit stays on your own body to protect it, or that it transfers itself alongside your soul to the body of the possessed creature. When you choose this second option, the possessed creature gains all the benefits of the spirit as long as your soul is within its body.

Cursed Doll

6th level necromancy


  • Casting Time: 10 minutes (ritual)
  • Range: Touch
  • Components: V, S, M (a doll worth at least 500 gp and a lock of hair from your target)
  • Duration: until dispel

You tie the lock of hair of a humanoid to the doll used as component for the spell. For the duration, the soul and the physical body of your target (the creature from which the hair comes), are linked to the doll. As long as the target is on the same plane as the doll, a creature with an intelligence of 8 or higher that carries the doll can use it to perform the following rites :

  • When you cast a spell while holding the doll in your hand, you can target the creature that is linked to the doll even if it isn't in range, and even if you have no line of sight toward it.
  • As an action, you can sting the doll with a needle. When you do so, the creature that is linked to the doll suffers from a sudden and intense pain. Its speed is halved until the end of its next turn, and the next time it makes an attack rolls, an ability checks or a saving throws before the end of its next turn, it makes the roll with disadvantage.
  • As an action, you can tickle the doll with a feather. When you do so, the creature must succeed a constitution saving throw or start laughing uncontrollably until the end of its next turn. While laughing, it falls prone and its speed is reduced to 0.
  • If you throw the doll in a fire, the target takes 10d10 fire damage and the doll is destroyed.

The spell ends if a Dispel Magic or Remove Curse spell is cast on the doll or on the target, if you get the hair of the target off the doll or if the doll is destroyed.

If you use a spell focus, the Wish spell or any other mean to ignore or replace the material components of that spell, the spell fails. It has no effect and you loose your spell slot.

Homebrew lovingly made by LeRoiDeCarreau

A big THANK YOU to my patreons.

You are the ones that make all of this possible!

The Early Birds :

  • VIV_ID
  • Ryan Magee
  • Ren Carlisle
  • LeoHere
  • Cullen Wilson
  • joel Castaneda
  • Thomas Philips
  • FlameEarth
  • Magnus Ursus
  • Mathew Adams
  • The Angry Guinea Hour

The Member of the Inner Circle :

- Full Mettle

The Wizard :

- micsma1701
Patreon.com/LeRoiDeCarreau
 

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