Circle of the Veil

Circle of the veil

Some druids see beyond the mortal world, looking through The Veil to the world of the spirits. A druid of the veil worships the spirits of nature, and of the land, sea, and sky. Each druid embodies the aspect of a specific spirit. Working with and through that spirit to protect the natural world. You are chosen by the spirit, and your destiny is bound to it.

Spirit

At second level you are granted the companionship of a spirit. You also gain a cantrip based on the spirit.

Dragon The Dragon is the Spirit of Savagery. It hunts by surprise, and ruthlessly tears and drowns its prey. When Dragon strikes, death is inevitable. When you select this spirit you gain the Thorn Whip cantrip
Myconid: The Myconid is the Spirit of Teamwork. It works together with its community to build and defend its great colonies. Myconid knows that True strength comes in great numbers. When you select this spirit you gain the Message cantrip
Beaver: The Beaver is the Spirit of Industriousness. It works hard to create great works. Beaver builds where others destroy. When you select this spirit you gain the Mending cantrip
Owlbear: The Owlbear is the Spirit of Protection. It defends its cubs with ferocity and great strength. When looking to harm those that Owlbear protects, you will need to deal with Owlbear first. When you select this spirit you gain the Resistance cantrip
Coyote: The Coyote is the Spirit of Trickery, It does things in the way you would not expect. Coyote seeks to confuse, and in doing so, enlighten. When you select this spirit you gain the Mage Hand cantrip
Griffin: The Griffin is the Spirit of The Watcher, It watches for threats in the distance, and acts to protect the natural world from these threats. Griffin soars above the rest of the world, free and unfettered. When you select this spirit you gain the Guidance cantrip
Displacer Beast: The Displacer Beast is the Spirit of Deception. It glides in the night on silent wings. Its prey often doesnt know it has been deceived until it is too late. Displacer Beast uses the night and darkness to its advantage. Never confronting its enemies directly. When you select this spirit you gain the Minor Illusion cantrip
Snake: The Snake is the Spirit of Healing. It heals itself with transformative energy. Snake always changes, constantly evolving, and always staying the same. When you select this spirit you gain the Spare the dying cantrip
Toad: The Toad is the Spirit of Luck. It is very hard to trap the slippery toad. Toad evades his enemies with guile and luck. When you select this spirit you gain the Minor Luck cantrip
Bullete: The Toad is the Spirit of Defense. It is protected by a hard shell, giving its enemies more than they can chew. Bullete relies on an impenetrable defense to keep its enemies at bay. When you select this spirit you gain the Blade Ward cantrip
Blink Dog: The Blink Dog is the Spirit of Loyalty. It hunts in a pack, which it relies upon, and in turn can be relied upon. Blink Dog hunts with his friends, and being in Blink Dog’s pack means you are a member for life. When you select this spirit you gain the True Strike cantrip

Spirit Magic

At third level you gain access to a number of spells based on your spirit companion. These spells are automatically prepared, and do not count against your normal limit of prepared spells. You still gain these benefits even if the spell is not normally on the druid spell list.

Dragon
3rd: Hold Person, Magic Weapon
5th: Slow, Water Breathing
7th: Control Water, Evard’s Tentacles
9th: Dominate Person, Conjure Elemental (water Only)

Myconid
3rd: Find Traps, Spider Climb
5th: Leomund’s Tiny Hut, Sending
7th: Stoneshape, Mordenkainen’s Private Sanctum
9th: Bigby’s Hand, Insect Plague

Owlbear
3rd Warding Bond, Enhancement (Owlbear)
5th Enlarge, Protection from energy
7th Guardian of Faith, Otiluke’s Resilient Sphere
9th Wall of Stone, Banishing Smite

Beaver
3rd: Spike Growth, Phantasmal Force
5th: Water Breathing, Leomund’s Tiny Hut
7th: Fabricate, Mordenkainen’s Private Sanctum
9th: Wall of Stone, Creation

Coyote
3rd: Alter Self, Mirror Image
5th: Blink, Feign Death
7th: Confusion, Dimension Door
9th: Dominate Person, Telekinesis

Griffin
3rd See Invisibility, Augury
5th Fly, Clairvoyance
7th Divination, Freedom of movement
9th Scrying, Teleport

Displacer Beast
3rd: Alter Self, Misty Step
5th: Major Image, Fear
7th: Hallucinatory Terrain, Dimension Door
9th: Mislead, Dream

Snake
3rd: Lesser Restoration, Enhance Ability
5th: Tongues, Revivify
7th: Death Ward, Dominate Beast
9th: Greater Restoration, Raise Dead

Toad
3rd: Misty Step, Aid
5th: Tongues, Glyph of Warding
7th: Dimension Door, Freedom of Movement
9th: Seeming, Tree Stride

Bullete
3rd: Barkskin, Ray of Enfeeblement
5th: Dispel Magic, Magic Circle
7th: Stoneskin, Banishment
9th: Wall of Force, Wall of Stone

Blink Dog
3rd: Magic Weapon, Darkvision
5th: Conjure Animals, Haste
7th: Locate Creature, Mordenkainen’s Faithful Hound
9th: Hold Monster, Commune with nature

Spirit calling

At 6th level you gain the ability to summon a physical manifestation of your spirit companion. This Spirit grants bonuses to you based upon its type, as long as it is summoned. this spirit has 1/4 your total hp, and can be targeted and damaged. if destroyed, you lose 1/4 your current hp. You can resummon it after performing a ritual that takes 1 day to complete.

Dragon You have a +1 bonus to attack rolls
Myconid: You can choose to grant an ally proficiency in a skill. You can only give this ability to one ally at a time, and you cannot take any action while granting this benefit.
Beaver: You have advantage on craft rolls
Owlbear: You have advantage on con saves
Coyote: You have advantage on dexterity rolls to escape bonds, restraints, or imprisonments.
Griffin: You have advantage on perception rolls
Displacer Beast: You have advantage on deception rolls
Snake: You have advantage on medicine rolls
Toad: You can double your jump
Bullete: You have a +1 bonus to AC
Blink Dog: Whenever you make an attack that has advantage, you deal an additional amount of damage equal to your wisdom modifier

Spirit Circle

At 10th level your summoned spirit companion gives you a buff whenever you cast one of your spirit spells.

Dragon Whenever you cast a spirit spell, you may grant yourself or an ally the Dragon’s tooth mark. A creature with the mark may activate the next time they would do damage with a spell or ability. Activating the mark makes that attack leave a bleeding wound. The affected creature loses your wisdom+proficiency modifier health on each of its turns for wisdom modifier number of turns.
Myconid: whenever you cast a spirit spell, you or an ally that is adjacent to the spirit can make a saving throw against an ongoing effect.
Beaver: Whenever you cast a spirit spell you may create a 5’ wooden wall on any square adjacent to your spirit. This wall has hitpoints equal to twice your Wis+proficiency modifier.
Owlbear: Whenever you cast a spirit spell you gain temporary hit points equal to twice your wisdom+proficiency modifier.
Coyote: Whenever you cast a spirit spell You roll 1d10 and get the benefit of one of the other spirits.
Griffin: Whenever you cast a spirit spell, as long as you are adjacent to your spirit, you gain a fly speed equal to your wis+proficiency modifier.
Displacer Beast: Whenever you cast a spirit spell you may create a number of illusory doubles of yourself equal to your wisdom modifier within 30’ of your spirit. When you use this ability again, it destroys any previous illusions.
Snake: Whenever you cast a spirit spell, you and all allies adjacent to your spirit heal damage equal to your wisdom modifier.
Toad: Whenever you cast a spirit spell you may choose a number between 2-19. that number counts as a natural 20 for yourself and any allies adjacent to the spirit for a number of rounds equal to your wisdom modifier. this ability does not stack with itself. each new activation overrides the previous.
Bullete: Whenever you cast a spirit spell, an ally adjacent to your spirit gains resistance to physical damage for a number of rounds equal to your wisdom modifier.
Blink Dog: Whenever you cast a spirit spell, you or an ally that is adjacent to the spirit may shift a number of squares equal to your wisdom modifier.

Spirit Vision

At 14th level you gain the ability to enter the spirit world. You can cast “Astral Projection” once. You regain the use of this ability after a long rest.

Circle of the Veil

The Ebon Empire Ranseur Ranseur