THE SHARED REFERENCE Adventurer

Class

Druid

Official reference · XPHB · 2024

Hit die
8
Spellcasting
full
Subclass title
Druid Subclass
Epic boon level
19

Level progression

LevelProficiency BonusWild ShapeCantripsPrepared Spells1st-level slots2nd-level slots3rd-level slots4th-level slots5th-level slots6th-level slots7th-level slots8th-level slots9th-level slots
1+2024200000000
2+2225300000000
3+2226420000000
4+2237430000000
5+3239432000000
6+33310433000000
7+33311433100000
8+33312433200000
9+43314433310000
10+43415433320000
11+43416433321000
12+43416433321000
13+53417433321100
14+53417433321100
15+53418433321110
16+53418433321110
17+64419433321111
18+64420433331111
19+64421433332111
20+64422433332211

Class features

LEVEL 1

Druidic

You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared.

You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message's presence with a successful DC 15 Intelligence (Investigation) check but can't decipher it without magic.

Primal Order

You have dedicated yourself to one of the following sacred roles of your choice.

Spellcasting

You have learned to cast spells through studying the mystical forces of nature. See 7 for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the class=Druid later in the class's description.

Cantrips

You know two cantrips of your choice from the class=Druid. Druidcraft and Produce Flame are recommended.

Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the class=Druid.

When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the class=Druid, as shown in the Cantrips column of the Druid Features table.

Spell Slots

The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+

You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the class=Druid. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended.

The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the class=Druid until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Druid feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you.

Changing Your Prepared Spells

Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your Druid spells.

Spellcasting Focus

You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.

LEVEL 2

Wild Companion

You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components.

When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.

Wild Shape

The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see "Known Forms" below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.

Number of Uses

You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.

Known Forms

You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed (see appendix B for stat block options). The Rat, Riding Horse, Spider, and Wolf are recommended. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.

When you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.

When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.

Beast Shapes

Druid LevelKnown FormsMax CRFly Speed
24challenge rating=[&0;&1/4]No
46challenge rating=[&0;&1/2]No
88challenge rating=[&0;&1]Yes

Rules While Shape-Shifted

While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:

  • Temporary Hit Points: When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.
  • Game Statistics: Your game statistics are replaced by the Beast's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast's stat block is higher than yours, use the one in the stat block.
  • No Spellcasting: You can't cast spells, but shape-shifting doesn't break your Concentration or otherwise interfere with a spell you've already cast.
  • Objects: Your ability to handle objects is determined by the form's limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it's practical for the new form to wear a piece of equipment based on the creature's size and shape. 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 the form. Equipment that merges with the form has no effect while you're in that form.

LEVEL 3

Druid Subclass

You gain a Druid subclass of your choice. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your subclass's features that are of your Druid level or lower.

LEVEL 4

Ability Score ImprovementASI

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16.

LEVEL 5

Wild Resurgence

Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).

In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can't do so again until you finish a Long Rest.

LEVEL 6

Subclass Feature

You gain a feature from your Druid Subclass.

LEVEL 7

Elemental Fury

The might of the elements flows through you. You gain one of the following options of your choice.

LEVEL 8

Ability Score ImprovementASI

You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.

LEVEL 10

Subclass Feature

You gain a feature from your Druid Subclass.

LEVEL 12

Ability Score ImprovementASI

You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.

LEVEL 14

Subclass Feature

You gain a feature from your Druid Subclass.

LEVEL 15

Improved Elemental Fury

The option you chose for Elemental Fury grows more powerful, as detailed below.

Potent Spellcasting

When you cast a Druid cantrip with a range of 10 feet or greater, the spell's range increases by 300 feet.

Primal Strike

The extra damage of your Primal Strike increases to 2d8.

LEVEL 16

Ability Score ImprovementASI

You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.

LEVEL 18

Beast Spells

While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.

LEVEL 19

Epic Boon

You gain an category=EB or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.

LEVEL 20

Archdruid

The vitality of nature constantly blooms within you, granting you the following benefits.

Evergreen Wild Shape

Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it.

Nature Magician

You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can't do so again until you finish a Long Rest.

Longevity

The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.

Druid Subclass

Circle of Dreams

Level 3 · Circle of Dreams

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 3 · Circle of the Shepherd

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 3 · Circle of Spores

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 Wildfire

Level 3 · Circle of Wildfire

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 Land

Level 3 · Circle of the Land

Celebrate Connection to the Natural World

The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. 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 their communities.

Level 6 · Natural Recovery

You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.

In addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can't do so again until you finish a Long Rest.

Level 10 · Nature's Ward

You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle Spells feature, as shown in the Nature's Ward table.

Nature's Ward

Land TypeResistance
AridFire
PolarCold
TemperateLightning
TropicalPoison

Level 14 · Nature's Sanctuary

As a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature's Ward while there.

As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.

Circle of the Moon

Level 3 · Circle of the Moon

Adopt Animal Forms to Guard the Wilds

Druids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals.

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 then crash through undergrowth as a bear to drive off a trespassing monster. The wild is in the Druid's blood.

Level 6 · Improved Circle Forms

While in a Wild Shape form, you gain the following benefits.

Lunar Radiance

Each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make this choice each time you hit with those attacks.

Increased Toughness

You can add your Wisdom modifier to your Constitution saving throws.

Level 10 · Moonlight Step

You magically transport yourself, reappearing amid a burst of moonlight. As a Bonus Action, you teleport up to 30 feet to an unoccupied space you can see, and you have Advantage on the next attack roll you make before the end of this turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You can also regain uses by expending a level 2+ spell slot for each use you want to restore (no action required).

Level 14 · Lunar Form

The power of the moon suffuses you, granting you the following benefits.

Improved Lunar Radiance

Once per turn, you can deal an extra 2d10 Radiant damage to a target you hit with a Wild Shape form's attack.

Shared Moonlight

Whenever you use Moonlight Step, you can also teleport one willing creature. That creature must be within 10 feet of you, and you teleport it to an unoccupied space you can see within 10 feet of your destination space.

Circle of the Sea

Level 3 · Circle of the Sea

Become One with Tides and Storms

Druids of the Circle of the Sea draw on the tempestuous forces of oceans and storms. Some view themselves as embodiments of nature's wrath, seeking vengeance against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the inscrutable whispers and roars of the winds.

Level 6 · Aquatic Affinity

The size of the Emanation created by your Wrath of the Sea increases to 10 feet.

In addition, you gain a Swim Speed equal to your Speed.

Level 10 · Stormborn

Your Wrath of the Sea confers two more benefits while active, as detailed below.

Flight

You gain a Fly Speed equal to your Speed.

Resistance

You have Resistance to Cold, Lightning, and Thunder damage.

Level 14 · Oceanic Gift

Instead of manifesting the Emanation of Wrath of the Sea around yourself, you can manifest it around one willing creature within 60 feet of yourself. That creature gains all the benefits of the Emanation and uses your spell save DC and Wisdom modifier for it.

In addition, you can manifest the Emanation around both the other creature and yourself if you expend two uses of your Wild Shape instead of one when manifesting it.

Circle of the Stars

Level 3 · Circle of the Stars

Harness Secrets Hidden in Constellations

The Circle of the Stars has tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By understanding these secrets, the Druids of this circle seek to harness the powers of the cosmos.

Level 6 · Cosmic Omen

Whenever you finish a Long Rest, you can consult your Star Map for omens and 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 a D20 Test, you can take a Reaction to roll 1d6 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 a D20 Test, you can take a Reaction to roll 1d6 and subtract the number rolled from the total.

You can use this Reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Level 10 · Twinkling Constellations

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 Fly 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

While in your Starry Form, you become partially incorporeal, giving you Resistance to Bludgeoning, Piercing, and Slashing damage.

Circle of the Benandanti

Level 3 · 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 3 · 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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