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Circle of Stillness

Members of the Circle of Stillness are spirit talkers who administer rites to spirits, be they of the land or of ancestors long departed. They give both offerings to and reverence for these spirits.

They can call upon the spirits for aid, especially to undo the damage caused by those who seek to harm the balance between the natural world and the spiritual realm.

Circle of Stillness Features
Druid  LevelFeature
2ndCircle Spells, Spiritual Aid
6thCommunion
10thWatchful Spirits
14thSpiritual Beckoning

Circle Spells

2nd-level Circle of Stillness feature

As a petitioner of the spirits you are granted access to certain spells. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Stillness Spells table. Once you gain access to one of these spells, 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.

Each spell is in the Player’s Handbook, unless it has an asterisk, in which case it is in Xanathar’s Guide to Everything, two asterisks, in which case it is in Tasha’s Cauldron of Everything, or a dagger, in which case it is in the Psychic and Spiritual Handbook.

Circle of Stillness Spells
Druid  LevelFeature
2ndcause fear*, ceremony*
3rdhealing spirit*, misty step
5thspeak with dead, spirit shroud**
7thspirit of the wolf†, summon elemental**
9thcommune with nature, legend lore

If you don’t have access to the appropriate book, you can substitute the spells with the following spells: faerie fire, sanctuary, aid, spirit guardians, and conjure minor elementals.

Spiritual Aid

2nd-level Circle of Stillness feature

You can call upon the spirits for assistance. You have a pool of d6s that you spend to beseech them. The number of dice in the pool equals 1 + your druid level. You regain all expended dice when you finish a long rest.

You can gain the aid of the spirits in a number of ways. The maximum number of dice you can spend at once is equal to your proficiency bonus.

Buffer. When you take damage, you can use your reaction to spend dice, gaining a number of temporary hit points equal to the total number rolled on the dice. These temporary hit points are lost at the end of your next turn.

Dispersion. After a creature takes damage from one of your druid spells, you can spend dice to deal force damage to the target equal to the total number rolled on the dice. If the spell can target more than one creature, you can divide the dice you spend among the targets as you choose. If at least one of the targets is a celestial, elemental, fey, fiend, or undead, you regain one of your dice.

Succor. When you make a Strength or Dexterity check or saving throw, you can spend dice to increase your check or save by the total number rolled on the dice.

Communion

6th-level Circle of Stillness feature

As an action, you can expend one use of your Wild Shape feature to entreat the spirits in one of the following ways.

Assistance. You ask the spirits in the area to aid you in locating a creature, object, or passage. If the spirits know the target’s location and aren’t hostile toward you, they will create a sign indicating the direction of what you seek. The sign can take a number of forms such as spiraling leaves and petals or a ghostly glow. The DM will determine the details of the sign.

Quell Unrest. You attempt to sooth the surrounding spirits, laying a spiritfont to rest. The spiritfont must succeed on an Intensity saving throw against your spell save DC or be rendered dormant for a number of hours equal to your proficiency bonus.

Watchful Spirits

10th-level Circle of Stillness feature

Your ability to appeal to ambient spirits increases. You can use your Buffer and Succor features on a creature you can see within 30 feet of you.

Spiritual Beckoning

14th-level Circle of Stillness feature

By performing a 10-minute ritual, you can call forth a spirit to aid you in achieving a specific cause. The spirit can provide information, aid you in travel, or provide an appropriate boon. The DM will decide the exact nature the spirit’s aid takes, but it will never directly enter combat. The spirit you summon is friendly to you.

To call a spirit, you must be within its domain’s vicinity or have a fetish (see the Fetish Materials sidebar for details).

A spirit will aid you for up to 1 hour. The DM may allow you to negotiate and appease the spirit to maintain its assistance for a longer time. Most spirits will not depart their domains, but the DM may allow you to bargain with a disagreeable spirit.

Once you use this feature, you can’t use it again until you finish a long rest. You don’t expend the use of this feature if no spirit is within the area or it is unable to answer your call.

Fetish Materials
When no spirit dwells within an area to be summoned, a skilled druid or shaman uses a fetish associated with a type of spirit to call one forth.

To create a fetish, appropriate materials must be gathered along with additional reagents which cost 500 gold pieces to imbue the fetish with the magic necessary to summon the spirit. Only one fetish can be created at a time, and once used, the fetish is consumed in the summoning.