Circle of the Spirits (Studio Agate)

Certain druids develop a particular relationship with the guardian spirits of nature. Holders of secular shamanic traditions, such druids can call upon these powerful allies, though only under certain conditions. Usually enigmatic, sometimes troubling, members of the Circle of the Spirits are respected and feared by those able to see in them beings who can communicate with the dangerous spirit world.

The world of the primal spirits is a dreamlike, wondrous, wild territory of an intense, uncanny beauty: normally tiny plants can be found here in hugely increased size, and the movements of animals leave in the air a ghostly, slow moving afterimage that disappears long after their passage…

Totem Animal

When you choose this circle at 2nd level, choose a totem animal that will act as your guide and protector in the spirit world.

The chosen animal must follow the limitations indicated in the Beast Shapes table of the Wild Shape feature. At 4th and 8th level, if you wish, you can change your totem animal for another one matching the new limitations of the Beast Shapes table. However, your GM may require you to justify this replacement with a deep change from your druid, typically taking the form of a downtime activity (see the Adventuring chapter: Between Adventures).

You can communicate with specimens of your totem animal as if you were under a speak with animals spell, and they behave toward you as if they were under the animal friendship spell.

Additionally, when you use Wild Shape to change into your totem animal, your Strength and Constitution scores increase by 4 (change the animal’s stat block accordingly).

Mystical Trance

Starting at 2nd level, you can contact the spirits of nature and call upon their help with prayers and ceremonies involving the consumption of specific plants. When you reach the levels listed below, you gain access to the corresponding spells, but only as rituals, even if the spell in question does not have the ritual tag. Additionally, after you cast a spell using this class feature, you must finish a long rest before you can do so again-it would be unwise to request the spirits’ help too frequently.

Mystical Trances
Druid Level Spells
2nd alarm, purify food and drink
4th lesser restoration
6th remove curse, speak with dead
8th divination 10th greater restoration

Strong Mind

Beginning at 6th level, your frequent contacts with the spirit world have gifted you with uncommon mental fortitude. You have resistance to psychic damage and advantage on saving throws against madness, being charmed or frightened, and any effect to dominate, possess, or trouble your mind (like the confusion spell or a gibbering mouther’s gibbering).

Evil Eye

Starting at 10th level, you can summon the power of the spirits and curse your enemies.

As an action, you can curse a creature you can see within 60 feet of you. The effect is the same as a bestow curse spell. You can use this feature in Wild Shape, provided the shape is that of your totem animal. Once you use this feature, you must finish a short or long rest before you can use it again.

Spirit Call

Beginning at 14th level, as an action, you can call upon the guardian spirits of nature. Ghostly animal shapes flit around you and protect you as long as you maintain your concentration, for a maximum of 1 minute, with the following effects:

  • The swarm of animal spirits surrounding you gives you half cover (+2 bonus to AC and Dexterity saving throws).
  • Bolstered by the spirits, you run as fast as a wolf and fly like a raptor. Your walking speed becomes 40 feet and you acquire a flying speed of 60 feet. If your normal speed is higher than either of the two, you keep the higher one.
  • When another creature damages you with a melee attack, it suffers the spirits’ vengeance, taking psychic damage equal to 1d6 + your Wisdom modifier.

Once you use this feature, you must finish a long rest before you can use it again.

Section 15: Copyright Notice

Fateforge Role-Playing Game Adventurers Core Rulebook Copyright © 2019 Studio Agate Joëlle ‘Iris’ Deschamp