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So what are the other druid subclasses?
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<blockquote data-quote="steeldragons" data-source="post: 6899308" data-attributes="member: 92511"><p>Ask, and ye shall...well, ya know...</p><p><span style="font-size: 12px"><strong>Circle of the Spirit:<span style="font-size: 10px"> [a simple 5e Shaman]</span></strong></span></p><p>The Circle of the Spirits druid is initiated into the mysteries of shamanic practices and animistic rites, communing and controlling the creatures of the spirit world. Be they nature spirits, demonic or angelic beings, revered ancestors or the recent dead, the shaman is the person a community looks to to interact with and make sense of the unseen worlds, often taken for granted by some cultures, dismissed as superstition by others.</p><p></p><p></p><p><strong>2nd: Spirit Sense:</strong> You can detect (and see even if invisible or in the border ethereal plane, unless completely obscured by cover) the presence of celestials, elementals, fey, fiends, and undead within 60’.</p><p></p><p></p><p><strong>Spirit Guide:</strong> You gain a specific “spirit animal guide” that meets the criteria and has the abilities of a familiar, as per the Find Familiar spell, but takes on no physical form (normally). The Spirit Guide remains a “spirit creature” (celestial, fey or fiend in nature) and so can not interact/effect the physical world except that the shaman (and others that can see into the spirit realm) can see and mentally and/or vocally interact.</p><p>In addition to the normal abilities of a familiar, the Shaman can use a bonus action to entreat the spirit guide to one of the following commands. You may use the following features a total of 1 + Charisma modifier times before requiring a long rest. This feature increases to 2 + Cha. mod. times at 11th and 3 + Cha. mod. times at 16th level.</p><p></p><p>• <em>Ghostly Manifestation:</em> Your spirit animal takes on a glowing ethereal form, visible to normal sight, able to take the Help or Attack actions against one foe within 15’ of you. They attack in whatever normal mode of the creature, but deal 2d6 psychic damage with their attack.</p><p>• <em>Unseen Guidance:</em> Your connection to your spirit guide allows you advantage to a Wisdom or Charisma based skill or ability roll.</p><p>• <em>Silent Guardian:</em> You evoke your spirit guide (and/or other friendly spirits) to aid in your defense. Add 2 to your AC until the end of your next turn.</p><p></p><p><strong>6th: Spirit Summoning:</strong> You can use a spell slot to summon spirit-form analogues of beings and creatures. The shaman can use this ability to simulate any “Conjure X” spell of 4th level or lower. This includes: <em>Animals, Minor Elementals,</em> or <em>Woodland Beings</em>.</p><p></p><p></p><p><strong>10th: Commune with Spirits:</strong> You form a connection to an ancient spiritual entity who can share secret or unknown information, as per the <em>Contact Other Plane </em>spell. The shaman may use their Wisdom instead of Intelligence to make the DC15 roll to avoid the psychic damage of the spell. The shaman can not use this feature again without completing a long rest.</p><p></p><p></p><p><strong>14th: Improved Summoning:</strong> You can now use a spell slot, as per the Spirit Summoning ability, to simulate any “Conjure X” spell of 6th level or lower. This adds<em> Elementals </em>up to CR 5 or<em> Fey</em> up to CR 6.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6899308, member: 92511"] Ask, and ye shall...well, ya know... [SIZE=3][/SIZE][SIZE=3][B]Circle of the Spirit:[SIZE=2] [a simple 5e Shaman][/SIZE][/B][/SIZE] The Circle of the Spirits druid is initiated into the mysteries of shamanic practices and animistic rites, communing and controlling the creatures of the spirit world. Be they nature spirits, demonic or angelic beings, revered ancestors or the recent dead, the shaman is the person a community looks to to interact with and make sense of the unseen worlds, often taken for granted by some cultures, dismissed as superstition by others. [B]2nd: Spirit Sense:[/B] You can detect (and see even if invisible or in the border ethereal plane, unless completely obscured by cover) the presence of celestials, elementals, fey, fiends, and undead within 60’. [B]Spirit Guide:[/B] You gain a specific “spirit animal guide” that meets the criteria and has the abilities of a familiar, as per the Find Familiar spell, but takes on no physical form (normally). The Spirit Guide remains a “spirit creature” (celestial, fey or fiend in nature) and so can not interact/effect the physical world except that the shaman (and others that can see into the spirit realm) can see and mentally and/or vocally interact. In addition to the normal abilities of a familiar, the Shaman can use a bonus action to entreat the spirit guide to one of the following commands. You may use the following features a total of 1 + Charisma modifier times before requiring a long rest. This feature increases to 2 + Cha. mod. times at 11th and 3 + Cha. mod. times at 16th level. • [I]Ghostly Manifestation:[/I] Your spirit animal takes on a glowing ethereal form, visible to normal sight, able to take the Help or Attack actions against one foe within 15’ of you. They attack in whatever normal mode of the creature, but deal 2d6 psychic damage with their attack. • [I]Unseen Guidance:[/I] Your connection to your spirit guide allows you advantage to a Wisdom or Charisma based skill or ability roll. • [I]Silent Guardian:[/I] You evoke your spirit guide (and/or other friendly spirits) to aid in your defense. Add 2 to your AC until the end of your next turn. [B]6th: Spirit Summoning:[/B] You can use a spell slot to summon spirit-form analogues of beings and creatures. The shaman can use this ability to simulate any “Conjure X” spell of 4th level or lower. This includes: [I]Animals, Minor Elementals,[/I] or [I]Woodland Beings[/I]. [B]10th: Commune with Spirits:[/B] You form a connection to an ancient spiritual entity who can share secret or unknown information, as per the [I]Contact Other Plane [/I]spell. The shaman may use their Wisdom instead of Intelligence to make the DC15 roll to avoid the psychic damage of the spell. The shaman can not use this feature again without completing a long rest. [B]14th: Improved Summoning:[/B] You can now use a spell slot, as per the Spirit Summoning ability, to simulate any “Conjure X” spell of 6th level or lower. This adds[I] Elementals [/I]up to CR 5 or[I] Fey[/I] up to CR 6. [/QUOTE]
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