Circle of Shrines

### Pious in Small Ways

The small gods and godlets of nature are around us at all times, in all places. And in like fashion, so are their shrines. More often than not, these little homes, decorated and adorned with sweets, furnishings and soft comforts, were left by a member of the Circle of Shrines. Small, mournful statues beside the road in swamps, a cave carved in a clay brick in an alleyway, a small, moss-covered stone temple in a cave... each is a gift to a spirit of nature left by the Circle.

### Protectors of the Boundaries

Roads, streams and city borders are all crucial zones for the Circle of Shrines. If the nature spirits are to respect our boundaries, we must first respect theirs, and a little extra appeasement never hurts. While some consider the Circle's ways to be quaint and superstitious, there are also the *other* stories, stories of pursuant wolves that refused to move beyond a little cedar lean-to, or a hollow that draws all the venomous snakes of a region to itself and holds them there. Whatever the case, it seems quite clear that there are hand-hewn places that supernaturally manipulate nature to the benefit of the civilized people of the realm.

### Blessing of the Little Gods

When you take this feat at 2nd level, you immediately learn how to speak primordial.

In addition, your wildshape feature now divides you into separate small beings. Upon using wildshape, you may divide into one of the following:

* 3 CR1/8 creatures (beast, fiend, or fey)
* 2 CR1/2 creatures (beast, fiend, or fey).

When you divide into these beings, designate one of them to be your primary vessel. Any spells, buffs and class features applied to your character are only reflected upon this primary vessel, not the auxiliaries. If your primary vessel is destroyed, one of the remaining vessels can use its reaction to immediately become the primary vessel.

When you divide into these beings, the natural magic running through you disrupts certain magical functions. For one, being already transformed, your vessels cannot be *further* transformed, such as by a polymorph spell. The chosen form is locked in.

When all of the creatures are killed or your wildshape expires, they are absorbed back into your ordinary form.

### Ring of Spirits

Starting at 6th level, you have gained notoriety among the nature spirits. As a bonus action, you may summon a Ring of the Spirits around yourself. A ring of toadstools, standing stones, shells, feathers, or anything you think would suit, springs up around you, and you may choose one of the following spells to cast without expending a spell slot. When you have used this feature, you may not use it again until you have taken a long rest. Starting at level 12, you may use this feature twice per long rest.

* Crusader's Mantle
* Spirit Shroud
* Magic Circle
* Mass Healing Word
* Wind Wall
* Water Breathing

In addition, the spirits now channel through your wildshapes; starting at 6th level, your HP max for each of your individual wildshapes is equal to your druid level.

### Wrath of the Godlets

When you gain your 10th level, you may now expend two uses of your wildshape to split into one of the following:

* 4 CR1 creatures (beast, fiend, or fey)
* 2 CR2 creatures (beast, fiend, or fey)

Additionally, the insatiable wrath of the spurned Godlests infuses your wildshapes with fury. When rolling an attack, your wildshapes now use your Spell Attack Bonus when attacking an enemy, and on a hit increase their damage equal to your spellcasting ability modifier.

### Primeval Aspect

At 14th level, you are now resistant to psychic, radiant and necrotic damage. Additionally, you may choose to do force damage rather than the listed damage when in wildshape.