THE SHARED REFERENCE Adventurer

Class

Druid

Official reference · PHB · 2014

Hit die
8
Spellcasting
full
Subclass title
Druid Circle

Level progression

LevelProficiency BonusCantrips Known1st-level slots2nd-level slots3rd-level slots4th-level slots5th-level slots6th-level slots7th-level slots8th-level slots9th-level slots
1+22200000000
2+22300000000
3+22420000000
4+23430000000
5+33432000000
6+33433000000
7+33433100000
8+33433200000
9+43433310000
10+44433320000
11+44433321000
12+44433321000
13+54433321100
14+54433321100
15+54433321110
16+54433321110
17+64433321111
18+64433331111
19+64433332111
20+64433332211

Class features

LEVEL 1

Druidic

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See 10 for the general rules of spellcasting and 11 for the class=druid.

Cantrips

At 1st level, you know two cantrips of your choice from the level=0. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells

The Druid table shows how many spell slots you have to cast your class=druid of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Ritual Casting

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your druid spells.

LEVEL 2

Wild Shape

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

Beast Shapes

LevelMax. CRLimitationsExample
2ndchallenge rating=[&0;&1/4]No flying or swimming speedWolf
4thchallenge rating=[&0;&1/2]No flying speedCrocodile
8thchallenge rating=[&0;&1]—Giant eagle

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Wild Companion

2nd-level druid optional feature

You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Druid Circle

At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

LEVEL 4

Wild Shape Improvement

At 4th level, your Wild Shape improves as shown on the Beast Shapes table.

Ability Score ImprovementASI

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Cantrip Versatility

4th-level druid optional feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the level=0.

LEVEL 6

Druid Circle feature

At 6th level, you gain a feature granted by your Druid Circle.

LEVEL 8

Wild Shape Improvement

At 8th level, your Wild Shape improves as shown on the Beast Shapes table.

Ability Score ImprovementASI

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

LEVEL 10

Druid Circle feature

At 10th level, you gain a feature granted by your Druid Circle feature.

LEVEL 12

Ability Score ImprovementASI

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

LEVEL 14

Druid Circle feature

At 14th level, you gain a feature granted by your Druid Circle feature.

LEVEL 16

Ability Score ImprovementASI

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

LEVEL 18

Timeless Body

Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Beast Spells

Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.

LEVEL 19

Ability Score ImprovementASI

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

LEVEL 20

Archdruid

At 20th level, you can use your Wild Shape an unlimited number of times.

Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

Druid Circle

Circle of the Land

Level 2 · Circle of the Land

The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.

Level 6 · Land's Stride

Starting at 6th level, moving through nonmagical 3 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.

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.

Level 10 · Nature's Ward

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Level 14 · Nature's Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

Circle of the Moon

Level 2 · Circle of the Moon

Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.

Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.

Level 6 · Primal Strike

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Level 10 · Elemental Wild Shape

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

Level 14 · Thousand Forms

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.

Circle of Dreams

Level 2 · Circle of Dreams

Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids' guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.

Level 6 · Hearth of Moonlight and Shadow

At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. 3 blocks the sphere.

While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.

The sphere vanishes at the end of the rest or when you leave the sphere.

Level 10 · Hidden Paths

Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Level 14 · Walker in Dreams

At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.

When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle.

This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.

Once you use this feature, you can't use it again until you finish a long rest.

Circle of the Shepherd

Level 2 · Circle of the Shepherd

Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.

Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.

Level 6 · Mighty Summoner

Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:

  • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Level 10 · Guardian Spirit

Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.

Level 14 · Faithful Summons

Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

Once you use this feature, you can't use it again until you finish a long rest.

Circle of Spores

Level 2 · Circle of Spores

Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.

These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.

Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.

Level 6 · Fungal Infestation

At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.

In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Level 10 · Spreading Spores

At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.

Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.

While the cube of spores persists, you can't use your Halo of Spores reaction.

Level 14 · Fungal Body

At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.

Circle of Stars

Level 2 · Circle of Stars

The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.

Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples-any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.

Level 6 · Cosmic Omen

6th-level Circle of the Stars feature

Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:

  • Weal (even): Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
  • Woe (odd): Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 10 · Twinkling Constellations

10th-level Circle of the Stars feature

The constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover.

Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.

Level 14 · Full of Stars

14th-level Circle of the Stars feature

While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.

Circle of Wildfire

Level 2 · Circle of Wildfire

Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.

Level 6 · Enhanced Bond

6th-level Circle of Wildfire feature

The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.

In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.

Level 10 · Cauterizing Flames

10th-level Circle of Wildfire feature

You gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 14 · Blazing Revival

14th-level Circle of Wildfire feature

The bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.

Once you use this feature, you can't use it again until you finish a long rest.

Circle of the Benandanti

Level 2 · Circle of the Benandanti

When the malandanti arrived long ago and began destroying people's crops and livestock, the benandanti rose to combat them. As those baleful witches rode their sorghum brooms and spread ill fortune, the benandanti wielded fennel wands and took to the skies, in animal forms or riding animal spirits, and in so doing kept the evil at bay.

You are a member of the circle of "Good Walkers," benandanti, gentle yet vigilant folk who travel out of their bodies to struggle against the malandanti, malevolent witches who threaten to destroy the crops and livelihoods of the folk of Friuli, a region in Venice's mainland domains.. Originally your Circle could only perform these rites while sleeping at night, but over the years, as strife has encircled the land, your community has tapped into more powerful magic and found ways to extend spirit shifts to waking moments as well.

Now the tradition has grown even further afield beyond the borders of Friuli as the specter of evil has metastasized: you may have joined the circle after you were born with a caul and chosen. Perhaps you joined and trained as an apprentice. Or perhaps you were a druid of a different land, and upon arriving in Terraferma, you saw fit to join a more pressing fight against darkness.

Circle Spells

Your powers unleashed by your soul and ability to influence the material realm grant you access to certain spells. At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Benandanti 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 Benandanti Spells

Druid LevelSpells
3detect evil and good, moongaze
5moonbeam, adept ears
7dreamcatcher, sense intent
9Ficino's unity of the soul, freedom of movement

Level 2 · Spirit Shift

Starting at 2nd level, your power over your spirit is unleashed on the material world. You gain the ability to temporarily leave your body and act as your spirit or a version of your wildshape. As a bonus action during your turn in combat, you can transport your spirit up to 30 ft. away from your body. Your body stays stationary (its speed is 0) and cannot act independently of your spirit. It can take damage as normal. Your spirit form gains your movement types and speed..

In your Spirit Form, you are resistant to piercing, slashing, and bludgeoning damage from nonmagical sources. You can attack or cast spells while in Spirit Form, and your Spirit Form has hit points equal to your druid level + your Wisdom modifier. You can enter the Spirit Form a number of times equal to your Wisdom modifier + 1 before taking a long rest. If you transport into a Wild Shape form, it does not count against your Wild Shape uses while in Spirit Form. At the end of your next turn, your spirit must return to your body. Any excessive damage to your Spirit Form does not transfer to your original body.

Your attacks in this form are considered magical even if your weapons normally are not.

Optional Feature for all Druids: They can use their Wild Shape to turn into a specific spirit shape by following the rules of Wild Shape stated in the core rules. Each time their proficiency bonus increases, they can choose one more shape that they can turn into.

Note: This optional rule applies to all druids, not only the Circle of the Benandanti. It is printed alongside this subclass in Echoes of Renaissance and attached here for reference.

Level 6 · Spirit Ascendant

Your Spirit Form grows in power as your devotion to protecting the people and the harvest does. You can use Spirit Shift while in your Wild Shape form.

In addition, choose one from the following options when you enter your Spirit Form:

Spirit of Reunion: If you are within 60 ft. of your body while in Spirit Form when it ends, your body is teleported to the point your spirit occupies and you are reunited with your body.

Spirit of Retribution: When your spirit returns to your body, creatures caught in the line your spirit travels must succeed on a Dexterity saving throw or take 3d10 force damage, half on a success.

Spirit of Sanctuary: While your spirit is outside your body, your physical form has a protective caul around it. This makes it harder for enemies to target your physical form, and any enemies which do target it will pay the price. Enemies have Disadvantage on attack rolls against your original body, and if an attacker hits your body, they must succeed on a Wisdom saving throw or take 4d6 psychic damage as your caul attempts to suffocate them. They take half damage on a successful save.

Spirit of Recovery: While your spirit goes forth from your body or returns, you can choose any allies within 5 ft. of the line your spirit travels, and they regain hit points equal to your druid level.

Level 10 · Spirit of Night's Reach

By the time you reach Level 10, your Spirit Form grows ever more powerful. You can choose two abilities from Level 6 when you enter a Spirit Form.

You are now able to pick up small objects while in your Spirit Form.

Additionally, by tapping into the night visions of your Circle, your powers have become stronger in darkness:

  • Your spirit can now travel up to 60 ft. from your body.
  • You can now choose to stay away from your body for longer periods of time. As a bonus action, you can return. You can stay away from your body for a number of minutes equal to your Wisdom modifier. If you want to extend your time as a spirit beyond that, you run the risk of harming yourself. Once your spirit shift time is expended, you begin taking damage until you return to your body. For the first minute you are not back in your body, you take 1d6 psychic damage, and the damage increases by 1d6 for each passing minute. You can't regain hit points until you return to your body.

Level 14 · Spirit Transcendent

At Level 14, you stand as an epitome of the good walkers and gain the following benefits:

  • You can now fly as part of your Spirit Shift. Your flying speed is equal to your walking speed.
  • You can stay out of your body for a number of days equal to your Wisdom modifier. If you want to extend your time as a spirit beyond that, you run the risk of harming yourself. Once your spirit shift time is expended, you have a number of minutes equal to your Constitution modifier to return, otherwise you risk organ failure and death. After the time is up, you must succeed on a DC 20 Constitution saving throw or take one level of exhaustion each round.
  • Your spirit is wreathed in the primordial power of the moon in the face of darkness, of spring in the face of a late frost. Once per day while in Spirit Form, you can erupt in a shimmering caterwaul of energy. As a bonus action, choose a number of creatures equal to your Wisdom modifier within 60 feet of you. These creatures must make a Wisdom saving throw or take 5d10 psychic damage and 5d10 force damage, half on a success. Additionally, those creatures who failed the save find their souls have left their bodies momentarily, and they are stunned until the end of their next turn.

Spell list

Cantrips

Level 1

Level 2

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

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