Circle of Spirits
While many druids tend to the land and the natural world, some druids show concern for the spirits of the land. Druids of the Circle of the Spirits build shrines in the wilderness where they commune with both these spirits and the souls of the departed.
Circle Spells
Your bond with the spirits of nature grants you knowledge of certain spells. Your link to these spirits grants you access to additional spells when you reach certain levels in this class, as shown on the Circle of Spirits Spells table. Once you gain access to a circle spell, 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.
Spirit Guide
Starting at 2nd level, you gain the service of a minor spirit guide. You learn the find familiar spell if you don’t know it already. You innately know this spell and don’t need to prepare it to cast it. You can cast find familiar only as a ritual, and it requires no material components. The familiar you call with this spell is your spirit guide.
As long as you and your spirit guide are within 100 feet of each other, the spirit guide can maintain concentration on a druid spell you cast. You must choose whether you or your spirit guide is concentrating on a spell when you cast it, and this decision can’t be changed on a subsequent turn. You can still have only one concentration spell in effect at a time; if you concentrate on a different spell or effect, the spirit guide’s concentration ends. You can still share your spirit guide’s senses and cast spells through it as normal, even if it is maintaining concentration on a spell. If the spirit guide is concentrating on a spell, it makes Constitution saving throws to maintain concentration when it takes damage, not when you take damage.
Spirit Dance
Starting at 6th level, you can use a bonus action to perform a quick dance to channel the power of the spirit world. The next druid spell you cast within 1 minute is enhanced by the dance. One creature of your choice that makes a saving throw against the spell has disadvantage on the saving throw. Once you enhance a spell in this way, you can’t do so again until you finish a short or long rest.
Savior Spirits
At 10th level, the spirits rush to your aid when you’re grievously wounded. When you are reduced to 0 hit points but not killed outright, you are reduced to 1 hit point instead. Once you use this feature, you can’t use it again until you finish a long rest.
Spirit Walk
When you reach 14th level, you can use an action to dissolve your flesh into ectoplasm. For 1 minute, you gain the following benefits:
You gain a flying speed equal to your walking speed.
You have resistance to acid, cold, fire, lightning, and thunder damage and to nonmagical bludgeoning, piercing, and slashing damage.
You can’t be grappled, petrified, knocked prone, or restrained.
You can move through other creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside an object.
Once you use this feature, you can’t use it again until you finish a long rest.