Circle of Mist
The mist obscures, allowing mysteries to remain hidden and the secrets of nature to stay secrets. Druids of the Circle of Mist understand the need for secrecy and mystery, using their magic to hide the endangered from those who wish to terminate it. Through their bond with hidden and smoke spirits, they weave the mist to hide themselves or their allies.
Circle Spells
When you follow this circle at 2nd level, you bond yourself with creatures of mists, hidden beings of mystery and illusions. Your bond grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Mist 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.
| Druid Level | Spells |
|---|---|
| 2nd | Fog Cloud, Silent Image |
| 3rd | Mirror Image, Misty Step |
| 5th | Hypnotic Pattern, Major Image |
| 7th | Greater Invisibility, Hallucinatory Terrain |
| 9th | Hallow, Mislead |
Misty Spirit
At 2nd level, you can summon the mysterious spirit tied to you. As an action, you can expend one use of your Wild Shape feature to summon your misty spirit, rather than assuming a beast form.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Constitution saving throw against your spell save DC or be blinded until the start of your next turn.
The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Misty Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance to you. Some spirits take the form of a humanoid figure made of swirling blue mist, while others may appear as gentle clouds pushed around by calm winds.
In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.
The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
Mistwalker
At 6th level, you have attuned your senses to a life of obscurity and isolation.
- When you are in a lightly obscured area, you have advantage on Wisdom (Perception) checks that rely on sight, rather than disadvantage.
- You can take the Hide action as a bonus action when in lightly obscured areas.
- You treat creatures in heavily obscured areas as if they were instead in lightly obscured areas.
Hidden in Plain Sight
At 10th level, your bond towards your misty spirit allows them to share their hidden benefits with you. You are invisible while in the same space as your misty spirit. While you are both in the same space, whenever you take damage, your misty spirit takes the damage instead. If this damage reduces the spirit to 0 hit points, you take any remaining damage, and the spirit immediately uses its Obscuring Mist feature.
Confusion within Obscurity
At 14th level, the ties between you and the unknown has reached its full strength. When a creature would attack you or your misty spirit, you can spend a reaction and choose another creature of your size or smaller within 30 feet of you or your misty spirit. You then teleport spaces, causing the target creature to be the new target of the attack while you and your misty spirit teleport into the same space. You and the target of this feature must be in lightly or heavily obscured areas in order for you to use this feature.
Once you have used this feature, you can't use it again until you finish a long rest.

