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Spirit Druid

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Level Feature Name

2 Spirit Shape, Additional Spells


6 Spiritual Wrath
10 Improved Spirit Shape
14 Ascended Spirit Shape

Spirit Shape

Starting at level 2, you can expend uses of your Wild Shape to summon the spirit of your protector
animals to empower you. As a Bonus Action, you can expend a use of your Wild Shape to choose an
animal spirit to call forth. You must decide which spirit animal you summon before you use this
feature. While in Spirit Shape, you can expend another use of Wild Shape to change the spirit animal
as a bonus action. The spirit animal you choose determines which abilities you gain. These shapes
improve as you gain levels in this class.

 Bear: you gain 5 temporary hit points per Druid level. Your unarmed strikes deal 1d6 slashing
damage.
 Ram: You gain a climbing speed equal to your walking speed. Your unarmed strikes deal 1d8
bludgeoning damage.
 Eagle: You can dash or disengage as a Bonus Action. Your unarmed strikes deal 1d6 slashing
damage.
 Wolf: Once per turn, if you hit a creature with an unarmed strike, you can immediately make
another unarmed strike attack at another creature within range. Your unarmed strikes deal
1d4 piercing damage.

You can stay in a spirit shape for a number of hours equal to half your druid level (rounded down)
You are proficient with unarmed strikes when in Spirit Shape and can add your Strength modifier to
hit and damage rolls.

Additional Spells

You learn the Guidance cantrip, if you don't already know it. At certain levels in this class you learn
new spells. These spells are always prepared for you, but don't count towards your maximum
prepared spells.

Level Spell
2 Guidance
3 Healing Spirit, Spiritual Weapon
5 Spirit Guardians, Spirit Shroud

Spiritual Wrath

At level 6, you've learned to fight with both magic and spirit. Once per turn, while in Spirit Shape,
when you hit a creature with an unarmed strike or a single target spell, you can cause that creature
to take an extra 1d8 damage. The damage type depends on your Spirit Shape:
 Bear: Lightning
 Ram: Force
 Eagle: Fire
 Wolf: Cold

Additionally, while in Spirit Shape, you can make 2 unarmed strikes during the attack action. Damage
from these attacks counts as magical for the purposes of overcoming resistances.

Improved Spirit Shape

At level 10, you've mastered the connection to the spirit animals. You gain these additional features,
depending on the animal spirit.

 Bear: You gain resistance to nonmagical physical damage.


 Ram: Your movement is unaffected by difficult terrain, and spells and other magical effects
can neither reduce your speed nor cause you to be paralyzed or restrained
 Eagle: You gain a flying speed equal to your walking speed.
 Wolf: You have advantage on attacks against creatures within 5 feet of a conscious ally.

Additionally, your walking speed increases by 10ft while in Spirit Shape

Ascended Spirit Shape

At level 14, the Great Spirit Gaoh itself grants you you part of their being whenever you enter Spirit
Shape, allowing you to use the shapes of his many emissaries. Your forms change, becoming Yaogah
(Bear), Oyandone (Ram), Neogah (Eagle), Dajoji (Wolf)
 Yaogah, the Great Bear: Your size becomes Large. Whenever a creature hits you with an
attack while within 5 feet of you, they take an amount of Lightning damage equal to your
Druid level. Your unarmed strikes have a range of 10ft.
 Oyandone, the Great Ram: Once per turn, you can make a creature you hit with an unarmed
strike roll a Strength save against your Spellcasting DC. On a failure, the creature falls
unconscious until the beginning of your next turn. Your attacks deal double damage to
structures and objects.
 Neogah, the Great Phoenix: if you would take damage that would reduce your current hp to
0 or below, instead you take 0 damage and you exit Spirit Shape. Each time you make an
unarmed strike, each creature within 5 feet of you takes 2d6 fire damage.
 Dajoji, the Great Wolf: Whenever you have advantage on an unarmed strike, you score a
critical hit on a roll of 19-20. Furthermore, whenever you have advantage on an unarmed
strike, that attack deals an extra 2d6 piercing damage.

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