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Cercle des Esprits (HB)
Les druides du cercle des esprits sont des chamanes et des spiritueux de l'ancienne foi. Pendant que les autres se concentrent sur l'émulation du monde naturel et des bêtes, les chamanes apprennent à communiquer avec les esprits et les êtres éthérées qui restent invisibles aux yeux des mortels. Au delà de la simple communion avec ces êtes incorporels, les chamanes apprennent à accepter ces esprits dans leur corps, amplifiant leurs prouesses avec la puissance spirituelle de ces êtres.
Shamanic Vision
Starting at 2nd level, you can spend an action to attune yourself to the invisible world. When you do so, you gain shamanic vision out to a range of 30 feet. You maintain this altered state so long as you continue concentration. Within range of your shamanic vision you can see in darkness and see into the Ethereal Plane.
Starting at 14th level, your shamanic vision’s range increases to 60 feet and allows you to perceive invisible creatures and the original form of a shapechanger or creature that is transformed by magic.
Spirit Door
Starting at 2nd level, while you are concentrating on your shamanic vision you can use an action and expend a use of your Wild Shape to compel a totemic spirit to possess you. While you are possessed, you remain in full control of your character but the spirit enhances your abilities depending on the spirit chosen. While possessed you gain advantage on saving throws to maintain concentration. This effect ends when you lose concentration or a number of hours have passed equal to half your druid level. You can cast spells that do not require concentration while possessed.
Chieftain. You gain advantage on Wisdom saving throws and are proficient in Persuasion, Insight, and History for the duration. As a bonus action you can expend a spell slot to gain a number of d6 Chieftain dice equal to the level of the spell slot expended. When you or a friendly creature within range of your shamanic vision makes a saving throw or ability check you can expend a Chieftain die to roll it and add that result to the saving throw or ability check.
Warrior. You gain advantage on Constitution saving throws and are proficient in Athletics, Acrobatics, and Intimidation for the duration. As a bonus action you can expend a spell slot to gain a number of d6 Warrior dice equal to the level of the spell slot expended. When you or a friendly creature within range of your shamanic vision makes a weapon attack or a damage roll you can expend a Chieftain die to roll it and add that result to the weapon attack or damage roll.
Trickster. You gain advantage on Charisma saving throws and are proficient in Deception, Sleight of Hand, and Stealth for the duration. As a bonus action you can expend a spell slot to gain a number of d6 Trickster dice equal to the level of the spell slot expended. When a creature within range of your shamanic vision makes an attack roll or saving throw you can expend a Trickster die to roll it and subtract that result from the attack roll or saving throw.
Invisible World Attunement
Starting at 6th level, choose a permanent blessing from the totemic spirit you have the closest relationship with.
Chieftain. You can use a bonus action issuing a command to a friendly creature. That creature can spend their reaction to make a weapon attack or cast a cantrip.
Warrior. When you cast a cantrip or use the Attack action you can use your bonus action to make a weapon attack.
Trickster. You can use your bonus action to hinder an opponent within 10 feet of you. The next roll that creature makes has disadvantage.
Ethereal Body
Starting at 10th level, you can cast the spell etherealness without expending a spell slot. You can use this feature again when you complete a long rest.
Spirit Walks With You
Starting at 14th level, you can cast the spell unseen servant at will.