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Circle of Totem Spirits

Spirit Walking

Starting at 2nd level, you can expend a use of your Wild Shape feature as a bonus action to unite with the totem spirits around you for a number of hours equal to half your druid level (rounded down). At the start of each of your turns while spirit walking, you can choose one of the following totem spirits. Your appearance changes and you gain the benefits of your chosen spirit until you choose a new one, or the duration ends.   Bear. Your arms turn into furred bear hands, which count as magical natural weapons and deal slashing damage equal to 2d10 + your Strength modifier. Additionally, you are immune to the restrained, charmed and frightened conditions.   Dolphin. Your legs merge to form a tail, reducing your walking speed to 0, but giving you a swimming speed of 60 feet. While benefiting from this spirit, you can hold your breath for up to 2 hours and take the Dash action as a bonus action.   Owl. Feathers grow around your ears, arms, and legs and you gain advantage on Wisdom (Perception) and Dexterity (Stealth) checks. You do not provoke attacks of opportunity while benefiting from this spirit.   Tiger. Your hands grow claws which count as magical natural weapons that deal piercing damage equal to 1d6 + your Strength modifier and have the finesse and light properties. Additionally, attacks with your natural weapons deal an additional 1d8 piercing damage if you have advantage on the attack roll.   Turtle. You grow a wide turtle shell on your back, gaining temporary hitpoints equal to twice your Constitution modifier and the benefits of half cover.   You can’t cast spells while spirit walking, as you focus your magic solely on the totems.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 12 + your Wisdom modifier, as the totem spirits protect you. You can use a shield and still gain this benefit.

Extra Attack

When you reach 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

One with the Totems

Starting at 10th level, as a bonus action, you can expend a spell slot of first level or higher and gain the benefits of a totem spirit of your choice until the beginning of your next turn.

Expanded Totems

Starting at 14th level, you can choose one of the following totem spirits when you use Spirit Walking or One with the Totems.   Dragon. Your face changes shape to appear more draconic and you are under the effects of the dragon's breath spell cast at 5th level. Additionally, a creature that ends its turn within 10 ft of you must succeed in a Wisdom saving throw against your spell save DC or be frightened of you for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.   Phoenix. Flames shaped like feathers grow on your arms and your melee attacks deal 1d10 fire damage to everyone in a 10 foot cone in front of you. A creature takes this damage even if your attack missed. While benefiting from this form, you have advantage on death saving throws.   Roc. Huge eagle-like wings grow on your back and you gain a flying speed of 45 feet. Additionally, talons grow on your feet which count as magical natural weapons and deal piercing damage equal to 2d4 + your Strength modifier

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