SIGNING IN

Životy

Kostky životů 1d8 za úroveň

Odbornosti

INT , WIS

Druid

Úroveň Bonus odbornosti Vlastnosti Cantrips Known
1 + 2 Druidic Spellcasting 2
2 + 2 Druidic Spellcasting 2
3 + 2 Druidic Spellcasting 2
4 + 2 Druidic Spellcasting 3
5 + 3 Druidic Spellcasting 3
6 + 3 Druidic Spellcasting 3
7 + 3 Druidic Spellcasting 3
8 + 3 Druidic Spellcasting 3
9 + 4 Druidic Spellcasting 3
10 + 4 Druidic Spellcasting 4
11 + 4 Druidic Spellcasting 4
12 + 4 Druidic Spellcasting 4
13 + 5 Druidic Spellcasting 4
14 + 5 Druidic Spellcasting 4
15 + 5 Druidic Spellcasting 4
16 + 5 Druidic Spellcasting 4
17 + 6 Druidic Spellcasting 4
18 + 6 Druidic Spellcasting 4
19 + 6 Druidic Spellcasting 4
20 + 6 Druidic Spellcasting 4

Spell Slots per Spell Level

Úroveň Bonus odbornosti Vlastnosti 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 + 2 Druidic Spellcasting 2 0 0 0 0 0 0 0 0
2 + 2 Druidic Spellcasting 3 0 0 0 0 0 0 0 0
3 + 2 Druidic Spellcasting 4 2 0 0 0 0 0 0 0
4 + 2 Druidic Spellcasting 4 3 0 0 0 0 0 0 0
5 + 3 Druidic Spellcasting 4 3 2 0 0 0 0 0 0
6 + 3 Druidic Spellcasting 4 3 3 0 0 0 0 0 0
7 + 3 Druidic Spellcasting 4 3 3 1 0 0 0 0 0
8 + 3 Druidic Spellcasting 4 3 3 2 0 0 0 0 0
9 + 4 Druidic Spellcasting 4 3 3 3 1 0 0 0 0
10 + 4 Druidic Spellcasting 4 3 3 3 2 0 0 0 0
11 + 4 Druidic Spellcasting 4 3 3 3 2 1 0 0 0
12 + 4 Druidic Spellcasting 4 3 3 3 2 1 0 0 0
13 + 5 Druidic Spellcasting 4 3 3 3 2 1 1 0 0
14 + 5 Druidic Spellcasting 4 3 3 3 2 1 1 0 0
15 + 5 Druidic Spellcasting 4 3 3 3 2 1 1 1 0
16 + 5 Druidic Spellcasting 4 3 3 3 2 1 1 1 0
17 + 6 Druidic Spellcasting 4 3 3 3 2 1 1 1 1
18 + 6 Druidic Spellcasting 4 3 3 3 3 1 1 1 1
19 + 6 Druidic Spellcasting 4 3 3 3 3 2 1 1 1
20 + 6 Druidic Spellcasting 4 3 3 3 3 2 2 1 1

Vlastnosti třídy

Úroveň 1

Druidic
Spellcasting

Úroveň 10

Druid Circle feature

Úroveň 12

Ability Score Improvement

Úroveň 14

Druid Circle feature

Úroveň 16

Ability Score Improvement

Úroveň 18

Timeless Body
Beast Spells

Úroveň 19

Ability Score Improvement

Úroveň 2

Wild Shape
Wild Companion
Druid Circle

Úroveň 20

Archdruid

Úroveň 4

Wild Shape Improvement
Ability Score Improvement
Cantrip Versatility

Úroveň 6

Druid Circle feature

Úroveň 8

Wild Shape Improvement
Ability Score Improvement

Vývoj čaroděje

Vývoj čaroděje: full

Vývoj triků

Úroveň 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Známé triky 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 4

Odbornosti

Armor

light

medium

Skills

Počáteční vybavení

(a) a wooden shield or (b) any simple weapon
(a) a scimitar or (b) any simple melee weapon
Alternativně můžete začít s: 2d4 × 10|2d4 × 10|Starting Gold

Vlastnosti třídy

Spellcasting (Level 1)

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.

Cantrips

At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells

The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell

Spell

Ritual Casting

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your druid spells.

Wild Shape (Level 2)

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

Beast Shapes
LevelMax. CRLimitationsExample

2nd

1/4

No flying or swimming speed

Wolf

4th

1/2

No flying speed

Crocodile

8th

1

Giant eagle

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

  • When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.

  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.

  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Wild Companion (Level 2)

2nd-level druid optional feature

You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Druid Circle (Level 2)

At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Wild Shape Improvement (Level 4)

At 4th level, your Wild Shape improves as shown on the Beast Shapes table.

Ability Score Improvement (Level 4)

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Cantrip Versatility (Level 4)

4th-level druid optional feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.

Druid Circle feature (Level 6)

At 6th level, you gain a feature granted by your Druid Circle.

Wild Shape Improvement (Level 8)

At 8th level, your Wild Shape improves as shown on the Beast Shapes table.

Ability Score Improvement (Level 8)

When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Druid Circle feature (Level 10)

At 10th level, you gain a feature granted by your Druid Circle feature.

Ability Score Improvement (Level 12)

When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Druid Circle feature (Level 14)

At 14th level, you gain a feature granted by your Druid Circle feature.

Ability Score Improvement (Level 16)

When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Timeless Body (Level 18)

Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Beast Spells (Level 18)

Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.

Ability Score Improvement (Level 19)

When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Archdruid (Level 20)

At 20th level, you can use your Wild Shape an unlimited number of times.

Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

Multitřídy

Požadavky multitříd

{"wis":13}

Získané odbornosti

Armor light , medium Full: shields (druids will not wear armor or use shields made of metal) , Proficiency: shield

Podtřídy

Vlastnosti podtřídy

Alternate Circle of the Land

Alternate Circle of the Land (Level 2)

Druids of the Circle of the Land are the most common Druid, if Druids can be considered common at all. These sages of the natural world are able to attune themselves to almost any environment, giving them an increased ability to draw out the natural magic of the flora and fauna that surround them.

Localized Spells

2nd-level Circle of the Land feature

You have mastered a greater amount of druidic magic. You learn one additional Druid cantrip of your choice, but it does not count against your total number of Cantrips Known.

In addition, you are infused with the ability to cast certain spells based on your environment. When you finish a long rest, you can attune to the local environment, choosing the option that best represents your surroundings: arctic, cave, coast, desert, forest, grassland, mountain, or swamp.

While attuned to that environment you gain access to the corresponding spells on the Localized Spells table below. These spells count as Druid spells for you and you always have them prepared, but they don't count against the total number of Druid spells you can prepare each day.

Arctic
Druid LevelLocalized Spells

2nd

armor of agathys

3rd

hold person

5th

slow

7th

ice storm

9th

cone of cold

Cave
Druid LevelLocalized Spells

2nd

cause fear

3rd

web

5th

fear

7th

giant insect

9th

passwall

Coast
Druid LevelLocalized Spells

2nd

fog cloud

3rd

misty step

5th

tidal wave

7th

watery sphere

9th

maelstrom

Desert
Druid LevelLocalized Spells

2nd

silent image

3rd

dust devil

5th

daylight

7th

hallucinatory terrain

9th

seeming

Forest
Druid LevelLocalized Spells

2nd

entangle

3rd

spider climb

5th

plant growth

7th

guardian of nature

9th

tree stride

Grassland
Druid LevelLocalized Spells

2nd

longstrider

3rd

pass without trace

5th

haste

7th

freedom of movement

9th

far step

Swamp
Druid LevelLocalized Spells

2nd

tasha's caustic brew

3rd

melf's acid arrow

5th

stinking cloud

7th

blight

9th

insect plague

Natural Recovery

2nd-level Circle of the Land feature

You can regain some of your druidic magic by communing with nature. At the end of a short rest, you can choose to recover a number of expended spell slots with a combined level less than or equal to half your Druid level rounded up. Spell slots you regain must be 5th-level or lower.

Once you use this feature to recover spell slots you must finish a long rest before you can use it again.

Acolyte of Nature (Level 6)

6th-level Circle of the Land feature

You move effortlessly through the wild. You ignore the effects of difficult terrain imposed by your attuned environment.

Moreover, you have advantage on saving throws to resist the harmful effects of your attuned environment. Examples include extreme temperatures and weather, hostile flora, or other magical environmental effects.

Nature's Ward (Level 10)

10th-level Circle of the Land feature

You are able to adapt to the hostile effects of nearly any wild place. When you finish a short or long rest, choose one of the following damage types: acid, cold, fire, lightning, poison, or thunder. You gain resistance to that type of damage until the end of your next short or long rest.

Nature's Sanctuary (Level 14)

14th-level Circle of the Land feature

Creatures of the natural world can sense your devotion to nature and are hesitant to attack you. When a beast or plant attacks you, you can force it to make a Wisdom saving throw. On a failure, the attack automatically misses. On a success, the creature is immune to this effect for 24 hours.

Beasts and plants with a Wisdom of 4 or higher are aware of this effect before they make their attack against you.

Circle of Absurd

Circle of Absurd (Level 2)

Druids who are a member of the Circle of Absurd originate from regions and places touched by truly eldritch and incomprehensible forces; places where the laws of reality are altered in ways few can comprehend. The magic harnessed by these druids alters the very constants of the world. Druids from this circle aim not just to protect these pockets of absurdity, but also to keep the realms of reality safe from their mayhem.

Bend Reality

At 2nd level, you become imbued with reality-warping powers. You have a pool of Warp magic represented by a number of d6|d6s equal to your Wisdom modifier.

As a reaction, when you see a creature within 60 ft. of you make an ability check, saving throw, or attack roll, you can choose to add or subtract one of your Warp Die from the roll. You can do this after the roll is made but before the results are announced. When you use this ability, roll on the following table.

Reality Warp

Unnatural Alteration (Level 6)

At 6th level, you can use your Wild Shape to alter the forms of those around you. By expending a use of your Wild Shape, you can choose a willing creature you touch other than yourself, and roll on the following table. The creature will have the following effect for the next ten minutes:

Unnatural Alteration Table

Siphoning Wild Shape (Level 10)

At 10th level, when you use your druid Wild Shape feature to transform into a creature, the damage type of your attacks is changed to force. Additionally, when you deal damage, once per turn you can grant a creature you can see other than yourself within 30ft temporary hit points equal to your proficiency modifier. These hit points last until the start of your next turn.

Dimensional Wild Shape (Level 14)

At 14th level, your Wild Shapes begin to draw from the myriad universes you have been in contact with. You are no longer restricted to only beasts when selecting a form to Wild Shape into. You may choose any creature that is not undead or humanoid to use as your Wild Shape, so long as it is still of the appropriate CR. You must have seen the creature at least once (or otherwise have strong familiarity with it) in order to Wild Shape into it.

Circle of Ash

Circle of Ash (Level 2)

Druids of the Circle of Ash believe in the power of rebirth and resurrection, both physical and spiritual. The ash they take as their namesake is the result of burning and death, but it can fertilize the soil and help bring forth new life. For these druids, ash is the ultimate symbol of the elegant cycle of life and death that is the foundation of the natural world. Some such druids even use fresh ash to clean themselves, and the residue is often kept visible on their faces.

Druids of this circle often use the phoenix as their symbol, an elemental creature that dies and is reborn from its own ashes. These druids aspire to the same purity and believe resurrection is possible if they are faithful to their beliefs. Others of this circle are drawn to volcanos and find volcanic eruptions and their resulting ash clouds to be auspicious events.

All Circle of Ash druids request to be cremated after death, and their ashes are often given over to others of their order. What later happens with these ashes, none outside the circle know.

Ash Cloud

At 2nd level, you can expend one use of your Wild Shape and, rather than assuming a beast form, create a small, brief volcanic eruption beneath the ground, causing it to spew out an ash cloud. As an action, choose a point within 30 feet of you that you can see. Each creature within 5 feet of that point must make a Dexterity saving throw against your spell save DC, taking 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

This eruption creates a 20-foot-radius sphere of ash centered on the eruption point. The cloud spreads around corners, and its area is heavily obscured. When a creature enters the cloud for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw against your spell save DC or have disadvantage on ability checks and saving throws until the start of its next turn. Creatures that don't need to breathe or that are immune to poison automatically succeed on this saving throw.

You automatically succeed on this saving throw while within the area of your ash cloud, but you don't automatically succeed if you are in another Circle of Ash druid's ash cloud.

The cloud lasts for 1 minute, until you use a bonus action to dismiss it, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Firesight

Starting at 2nd level, your vision can't be obscured by ash, fire, smoke, fog, or the cloud created by your Ash Cloud feature, but it can still be obscured by other effects, such as dim light, dense foliage, or rain. In addition, you have advantage on saving throws against gas or cloud-based effects, such as from the cloudkill or stinking cloud spells, a gorgon's petrifying breath, or a kraken's ink cloud.

Covered in Ash (Level 6)

At 6th level, when a creature within 30 feet of you that you can see (including yourself) takes damage, you can use your reaction to cover the creature in magical ash, giving it temporary hit points to twice your proficiency bonus. The target gains the temporary hit points before it takes the damage. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

In addition, while your Ash Cloud feature is active and you are within 30 feet of it, you can use a bonus action to teleport to an unoccupied space you can see within the cloud. You can use this teleportation no more than once per minute.

Feed the Earth (Level 10)

At 10th level, your Ash Cloud feature becomes more potent. Instead of the normal eruption effect, when you first create the ash cloud, each creature within 10 feet of the point you chose must make a Dexterity saving throw against your spell save DC, taking 2d8 bludgeoning damage and 2d8 fire damage on a failed save, or half as much damage on a successful one.

In addition, when a creature enters this more potent ash cloud for the first time on a turn or starts its turn there, that creature has disadvantage on ability checks and saving throws while it remains within the cloud. Creatures are affected even if they hold their breath or don't need to breathe, but creatures that are immune to poison are immune to this effect.

If at least one creature takes damage from the ash cloud's eruption, you can use your reaction to siphon that destructive energy into the rapid growth of vegetation. The area within the cloud becomes difficult terrain that lasts while the cloud remains. You can't cause this growth in an area that can't accommodate natural plant growth, such as the deck of a ship or inside a building.

The ash cloud now lasts for 10 minutes, until you use a bonus action to dismiss it, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

From the Ashes (Level 14)

Beginning at 14th level, when you are reduced to 0 hit points, your body is consumed in a fiery explosion. Each creature of your choice within 30 feet of you must make a Dexterity saving throw against your spell save DC, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. After the explosion, your body becomes a pile of ashes.

At the end of your next turn, you reform from the ashes with all of your equipment and half your maximum hit points. You can choose whether or not you reform prone. If your ashes are moved before you reform, you reform in the space that contains the largest pile of your ashes or in the nearest unoccupied space. After you reform, you suffer one level of exhaustion.

Once you use this feature, you can't use it again until you finish a long rest.

Circle of Ashes

Circle of Ashes (Level 2)

Druids of this circle believe that what's old and rotten must be burned down for something better to arise from its ashes. A member of this circle may have become a druid in a forest prone to wildfires or near the site of a mighty volcano.

Regardless of their origin, these druids know that many things in this world stagnate, cease to grow, or even corrupt and deteriorate. They see the value of fire as a force of creative destruction; a way to destroy the old to make way for something better. Some druids of this circle revere the phoenix as the symbol of the cycle of death, decay and regrowth. Others make a habit out of planting seeds on fallen foes so new life can bloom from their ashes.

Circle Spells

Your attunement to fire infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to additional spells. These spells are always prepared, don't count against the number of spells you can prepare each day, and they are considered druid spells for you.

Cycle of Ash

When you choose this circle at 2nd level, you learn to accelerate the natural cycle of death, decay, and regrowth. When a creature within 60 feet of you that you can see takes fire damage, you can use your reaction to seed the ashes with life. It must succeed on a Dexterity saving throw against your spell save DC or become restrained by magical plants which erupt from the wound, lasting until the end of your next turn.

If the target takes fire damage while restrained this way, the plants combust, releasing the creature. The target and each creature within a 10 foot radius centered on the target must make a Dexterity saving throw against your spell save DC. A target takes 1d8 fire damage on a failed save, or half as much on a successful one.

This combustion's damage increases by 1d8 when you reach 6th level (2d8), 10th level (3d8) and 14th level (4d8).

You can use this feature a total number of times equal to your Wisdom modifier (minimum of once), and regain all expended uses when you finish a long rest.

Cycle of Ash (Variant)

Optional feature, which replaces the Cycle of Ash feature

Starting at 2nd level, you learn to speed up the cycle of death, decay and regrowth. Whenever a creature dies within 60 feet of you, you can use your reaction to instantly grow a tree up to 10 foot high from its corpse, regardless of the underlying terrain. Alternatively, you can use a bonus action to grow a tree from a dead creature or a pile of at least half a gallon of ash.

When you deal fire damage to a tree created in this way, you can choose to have it combust. Creatures and objects within 10 feet of it must succeed on a Dexterity saving throw against your spell save DC or or take 2d8 fire damage.

The combustion's damage increases by 1d8 when you reach 6th level (3d8), 10th level (4d8) and 14th level (5d8).

You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses on a short or long rest.

Vision of Flames (Level 6)

Starting at 6th level, your eyes burn with a radiance that cuts through anything that might impede your vision. You gain darkvision out to a range of 60 feet. If you already have darkvision from another feature, its range increases by 30 feet. You can see normally through fog, gas, and smoke, including heavily obscured areas created by spells such as fog cloud, but not magical darkness.

In addition, you gain the ability to tap into the history of burned things. When you come across a burned object, wound or corpse, you can use your action to touch it and learn approximately when it was burned and whether the fire was magical or not.

If you use this feature on a corpse, you can choose to relive the last 10 minutes of its conscious experience before death. This can only work if the creature's body was set ablaze before its moment of death, and after using this feature you can't do so again until you finish a short or long rest.

Ashen Fortitude (Level 10)

Starting at 10th level, you become a master over wildfires. As an action, you can put out any nonmagical fires of your choice within 30 feet of you.

In addition, a layer of protective ash covers your skin, making you resistant to fire and lightning damage, and you can breathe normally in nonmagical smoke and ash.

Aspect of the Phoenix (Level 14)

Starting at 14th level, you learn to emulate the flight and rebirth of the phoenix. Whenever you cast a spell of 1st level or higher that deals fire damage, wings of fire erupt from your back. You gain a flying speed equal to your current speed until the end of your turn.

Additionally, when you die, your body erupts into flame and turns to ash. The ash is put under the effects of the gentle repose spell and collected in a flame red egg of glass. Unless the ashes have been dispersed, you rise from your ashes after 1d4 days as if true resurrection had been cast on you. At the moment of death, you choose whether the equipment you are carrying is left behind or disintegrated along with your body. In the latter case, you have all the equipment you had at the moment of death when you are reborn. Once you use this feature, you cannot do so again until 14 days have passed.

Circle of Beasts

Circle of Beasts (Level 2)

Druids of the Circle of Beasts are shapechangers, masters of many forms capable of turning not only themselves but also their allies and even their foes into wild beasts. They often live as wanderers or secluded hermits, in deep wilds or on mist-shrouded islands. They keep company with beasts and fae, for most folk avoid these mystics and the places they call home, thinking them dangerous enchanters or witches.

Gift of Forms

When you choose this Circle at 2nd level you can use yourWild Shape on a willing creature within 30 feet to transform them into a beast with a challenge rating as high as ¼. The effect lasts for a number of hours equal to half your druid level or until they choose to end the effect early by using a bonus action on their turn.

Myriad Wild Shape

Starting at 2nd level, you can use your Wild Shape feature a number of times equal to yourWisdom modifier (minimum 2) instead of twice. You regain all expended uses when you finish a short or long rest.

Shapechanger (Level 6)

Beginning at 6th level, when you use your Wild Shape to transform yourself or a willing creature into a beast with a challenge rating as high as ¼, you may do so without expending a use ofWild Shape.

Wild Curse (Level 10)

At 10th level you gain the ability to use Wild Shape on an unwilling creature within 30 feet of you. When you use Wild Shape on an unwilling creature, the creature is forced to make aWisdom saving throw or be transformed into a beast of your choosing with a challenge rating as high as ¼. The effect lasts for a number of hours equal to half your druid level but the creature can make aWisdom saving throw at the end of each of its turns. On a success, the effect ends and they revert to their normal form.

Patron of Changes (Level 14)

At 14th level you gain the ability to change the forms of multiple creatures simultaneously. You can use Wild Shape on any number of creatures within range as a single action, expending a charge of Wild Shape for each creature.

Circle of Bees

Circle of Bees (Level 2)

Druids of the Circle of Bees are friends to all stinging insects but focus their attention on honeybees and other pollinating insects. When not adventuring, they tend hives, either created by the insects or by themselves. They tap into the horror inherent in stinging insects to protect their allies or the fields hosting their bee friends.

Circle Spells

Your bond with bees and other stinging beasts grants you knowledge of certain spells. At 2nd level, you learn the true strike cantrip. At 3rd, 5th, 7th, and 9th levels, you gain access to the spells listed for those levels in the Circle of Bees 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.

Bee Bond

When you choose this circle at 2nd level, you gain proficiency in the Acrobatics or Stealth skill (your choice), and you can speak and understand Bee Dance, a language shared by bees that involves flying in dance-like patterns. Bees refuse to attack you, even with magical coercion.

When a beast other than a bee attacks you with a weapon that deals poison damage, such as a giant spider's bite or a scorpion's sting, it must succeed on a Charisma saving throw against your spell save DC or have disadvantage on its attack rolls against you until the start of its next turn.

Bee Stinger

Also at 2nd level, you can use an action and expend one use of your Wild Shape to grow a bee's stinger, typically growing from your wrist, which you can use to make unarmed strikes. When you hit with an unarmed strike while this stinger is active, you use Wisdom instead of Strength for the attack, and your unarmed strike deals piercing damage equal to 1d4 + your Wisdom modifier + poison damage equal to half your proficiency bonus, instead of the bludgeoning damage normal for an unarmed strike.The stinger lasts for a number of hours equal to half your druid level (rounded down) or until you use your Wild Shape again.

When you reach 6th level in this class, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and the poison damage dealt by your stinger equals your proficiency bonus. In addition, the unarmed strike damage you deal while the stringer is active increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Bumblebee Rush (Level 6)

At 6th level, you can take the Dash action as a bonus action. When you do so, creatures have disadvantage on attack rolls against you until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Mantle of Bees (Level 14)

At 14th level, you can use an action to cover yourself in bees for 1 hour or until you dismiss them (no action required). While you are covered in a mantle of bees, you gain a +2 bonus to AC, and you have advantage on Charisma (Intimidation) checks. In addition, when a creature within 5 feet of you hits you with a melee weapon, it must make a Constitution saving throw against your spell save DC. On a failure, the attacker takes 1d8 piercing damage and 1d8 poison damage and is poisoned until the end of its next turn. On a successful save, the attacker takes half the damage and isn't poisoned.

While the mantle is active, you can use an action to direct the bees to swarm a 10-foot-radius sphere within 60 feet of you. Each creature in the area must make a Constitution saving throw against your spell save DC. On a failure, a creature takes 4d6 piercing damage and 4d6 poison damage and is poisoned for 1 minute. On a success, a creature takes half the damage and isn't poisoned. The bees then disperse, and your mantle ends.

Once you use this feature, you can't use it again until you finish a short or long rest, unless you expend a spell slot of 5th level or higher to create the mantle again.

Circle of Blight

Circle of Blight (Level 2)

Talontar Blightlord

The Circle of Blight is made up of devotees of Talona and the Rotting Man. Feared and reviled throughout the Great Dale, they revel in decay. Their plagues have transformed the Dunwood into a nightmarish swamp, and they seek to infect the healthy forests and tilled lands nearby. Greatly reduced in number after the Rotting Man was driven out of Dun-Tharos a century ago, Blightlords remain individually powerful thanks to his legacy, and still walk the Great Dale and beyond, bringing degeneration and putrefaction wherever they step.

Circle Spells

Your devotion to decay grants you access to certain spells.

When you choose this circle at 2nd level, you learn the infestation cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Blight 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.

Blightblood (Level 2)

Starting at 2nd level, you are immune to all diseases, magical or otherwise. In addition, blightspawned creatures you encounter don't attack you unless you attack them first, and any animal companions you might have or creatures you summon may gain the blightspawned template.

  • A blightspawn's creature type becomes both "plant" and "undead"

  • Its alignment becomes neutral evil.

  • Its Wisdom and Charisma scores are reduced by 2, while its Intelligence score becomes 3.

  • It gains a natural armor bonus to its AC of +2.

  • It can't be charmed, paralyzed, poisoned, or stunned.

  • It gains resistance to poison damage.

  • Hardened Mind. A blightspawned creature has advantage on saving throws it makes to resist the effects of enchantment and illusion spells and effects

  • Deathly Nature. A blightspawned creature is considered to be both a plant and undead creature type.

  • Blight Touch (Recharge 5-6). When the blightspawned creature makes a successful melee weapon attack the target must make a DC 13 Constitution saving throw or become infected with the disease, Talona's Blight.

  • 1d4 days after becoming infected, the creature suffers one level of exhaustion and may no longer regain hit points from spending Hit Dice, nor gain any hit points from finishing a long rest. At the end of each long rest, an infected creature must repeat the Constitution saving throw. On a failed save, the target gains one level of exhaustion. On a successful save, the target's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion to 0, the creature is cured of the disease. Any beast, fey, giant, humanoid, monstrosity or plant creature that dies from Talona's Blight, arises as a blightspawned zombie.

  • Its CR increases by 2.

Blight Touch (Level 2)

Also at 2nd level, you can use your Blight Touch to infect a living creature with Talona's Blight.

A creature you touch must make a Constitution saving throw against your druid spell save DC or become infected. It takes 1d4 days for Talona's Blight symptoms to manifest in an infected creature. Symptoms include fatigue and nausea. The infected creature suffers 1 level of exhaustion, and it does not regain hit points from spending Hit Dice during a rest.

At the end of each long rest, an infected creature must repeat the Constitution saving throw. On a failed save, the character gains one level of exhaustion. On a successful save, the character's exhaustion level decreases by 1. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease.

If a creature dies from Talona's Blight, it arises as a blightspawned creature under your control.

  • A blightspawn's creature type becomes both "plant" and "undead"

  • Its alignment becomes neutral evil.

  • Its Wisdom and Charisma scores are reduced by 2, while its Intelligence score becomes 3.

  • It gains a natural armor bonus to its AC of +2.

  • It can't be charmed, paralyzed, poisoned, or stunned.

  • It gains resistance to poison damage.

  • Hardened Mind. A blightspawned creature has advantage on saving throws it makes to resist the effects of enchantment and illusion spells and effects

  • Deathly Nature. A blightspawned creature is considered to be both a plant and undead creature type.

  • Blight Touch (Recharge 5-6). When the blightspawned creature makes a successful melee weapon attack the target must make a DC 13 Constitution saving throw or become infected with the disease, Talona's Blight.

  • 1d4 days after becoming infected, the creature suffers one level of exhaustion and may no longer regain hit points from spending Hit Dice, nor gain any hit points from finishing a long rest. At the end of each long rest, an infected creature must repeat the Constitution saving throw. On a failed save, the target gains one level of exhaustion. On a successful save, the target's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion to 0, the creature is cured of the disease. Any beast, fey, giant, humanoid, monstrosity or plant creature that dies from Talona's Blight, arises as a blightspawned zombie.

  • Its CR increases by 2.

Once you use this ability you can't use it again until you finish a short or long rest.

Black Glaive (Level 6)

When you reach 6th level, you gain proficiency with glaives, if you didn't have it already. A glaive you wield deals an extra 1d8 cold damage on a hit. In addition, your spells with a range of touch may now have a range equal to your weapon's reach.

Corrupting Blow (Level 10)

Starting at 10th level, your Black Glaive attacks become even more horrible and difficult to heal. A creature you hit with your glaive takes an extra 1d8 necrotic damage at the start of each of its turns for every successful attack you make against it. This damage persists until another creature within 5 feet of the creature uses its action to make a Wisdom (Medicine) check against your spell save DC or the creature receives magical healing. A creature reduced to 0 hit points in this way dies immediately and rises at the start of its next turn as a blightspawned zombie under your control.

  • A blightspawn's creature type becomes both "plant" and "undead"

  • Its alignment becomes neutral evil.

  • Its Wisdom and Charisma scores are reduced by 2, while its Intelligence score becomes 3.

  • It gains a natural armor bonus to its AC of +2.

  • It can't be charmed, paralyzed, poisoned, or stunned.

  • It gains resistance to poison damage.

  • Hardened Mind. A blightspawned creature has advantage on saving throws it makes to resist the effects of enchantment and illusion spells and effects

  • Deathly Nature. A blightspawned creature is considered to be both a plant and undead creature type.

  • Blight Touch (Recharge 5-6). When the blightspawned creature makes a successful melee weapon attack the target must make a DC 13 Constitution saving throw or become infected with the disease, Talona's Blight.

  • 1d4 days after becoming infected, the creature suffers one level of exhaustion and may no longer regain hit points from spending Hit Dice, nor gain any hit points from finishing a long rest. At the end of each long rest, an infected creature must repeat the Constitution saving throw. On a failed save, the target gains one level of exhaustion. On a successful save, the target's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion to 0, the creature is cured of the disease. Any beast, fey, giant, humanoid, monstrosity or plant creature that dies from Talona's Blight, arises as a blightspawned zombie.

  • Its CR increases by 2.

Winterheart (Level 14)

By 14th level, your infected blood has caused a terrible transformation in your flesh. Your skin splits and oozes sticky fluid. In addition, you gain the plant creature type. You are immune to poison damage and you can't be poisoned. You can't be charmed, paralyzed, or polymorphed, and you have advantage on saving throws against enchantment and illusion spells and effects.

Circle of Blood

Circle of Blood (Level 2)

The Circle of Blood is a keeper of old ways. They remember how ancient druids performed sacrificial rituals under a blood-red moon to appease the uncaring forces of nature. The Circle of Blood druid trades blood for life in a delicate balance to bolster their allies and destroy their enemies.

Circle Spells

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Blood 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.

Blood Boon

When you choose this circle at 2nd level, when a creature you can see within 60 feet of you dies, you can use your reaction to claim the last vestiges of its vitality. You regain one previously spent Hit Dice. When you do, you can grant a creature you can see within 60 feet of you a number of temporary hit points equal to your druid level.

You can use this feature a number of times equal to your Wisdom modifier, regaining all expended uses at the end of a long rest.

Rite of the Blood Moon (Level 6)

At 6th level, you learn a rite that invokes the power within a creature's blood. As an action, you can expend one use of your Wild Shape class feature to drive yourself or a willing creature within 5 feet of you into a blood frenzy which lasts for 1 minute. The affected creature gains the following benefits:

  • It gains resistance to bludgeoning, piercing, and slashing damage against weapon which are not magical.

  • it gains darkvision to a range of 60 and advantage on Wisdom (Perception) checks

  • It can roll a d8 in place of the normal damage of its unarmed strike. When it takes the Attack action on its turn, it can make one attack with its unarmed strike as a bonus action.

  • Its speed increases by 10 feet.

  • It can't speak or cast spells.

  • Only one creature at a time can be affected by your Blood Rite. If you use the Rite of the Blood Moon on another creature, the effects of the Rite end for any other creature.

Blood Lust (Level 10)

Starting at 10th level, those under the effect of your Blood Rite can sacrifice a piece of their own vitality to enhance their capacity for destruction. Once on each of its turns when a creature under the effects of your Rite of the Blood Moon feature makes a damage roll, it can expend a hit die and add the result to the damage roll.

Create Blood Elemental (Level 14)

Starting at 14th level, when a creature you can see within 60 feet of you dies, you can use your reaction to fully exsanguinate its corpse, conjuring a water elemental composed of its blood and bound to your service.

Roll initiative for the elemental, which has its own turns. It obeys your verbal commands. The elemental remains in your service for 1 hour or until it is reduced to 0 hit points, at which point it collapses into a pool of blood.

Once you conjure an elemental with this feature, you can't use the feature again until you finish a long rest.

Circle of Cataclysm

Circle of Cataclysm (Level 2)

Druids in the Circle of Cataclysm embody the most destructive manifestations of nature's power. Channeling the untamed might of natural catastrophes such as earthquakes, tsunamis, and volcanoes, these spellcasters destroy their enemies with none of the subtlety typical of druids. Members of this circle see themselves as agents of the end times, heralds of ruination, and deliverers of nature's judgment.

Cataclysmic Font

When you choose this circle at 2nd level, you are infused with the terrible strength of nature. You are a font of destructive energy waiting to be unleashed. You have a pool of cataclysmic energy represented by a number of d4s equal to your druid level.

When you cast a druid spell of 1st level or higher that deals damage, you can spend a number of these dice up to the spell's level. When you do, roll the spent dice and add them to the initial damage dealt by the spell.

You regain all of the expended dice when you finish a long rest'24.

Rubble and Ruin (Level 6)

Starting at 6th level, damage from your druid spells is doubled against objects and structures.

Potent Cantrip (Level 10)

At 10th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against one of your druid cantrips, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Catastrophic Damage (Level 14)

At 14th level, when you roll damage for a druid spell, you can use your reaction and expend a use of your Wild Shape to reroll a number of the damage dice up to your Wisdom modifier (minimum 1). You must use the new rolls.

Circle of Civilization

Circle of Civilization (Level 2)

The origins of the Circle of Civilization are a mystery. No one can pinpoint the very first adept, but their power is undeniable. After all, humanoids are a part of nature as much as the bird or the fish, and they share much in common with insects. Changing their environment to suit their needs, swarming in droves to settle new lands, and grouping together in large colonies that they call 'cities.'

While rare, these druids are found all over Khorvaire, joined together in a loose sect known as the Community. Druids of the Circle of Civilization rarely appear in Aerenal and Sarlona, mostly due to the persecution that they face in Riedra and the elves' affinity for necromancy. The only continent that they do not appear on is Xen'drik; despite the growing city of Stormreach, no native of that continent has ever been recorded as hearing this calling.

Circle Spells

You comfortably bridge the gap between nature and urban life, granting you access to certain spells. At 2nd level, you learn the find familiar spell, and can only cast it as a ritual. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Civilization 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.

Circle of Civilization Spells
Druid LevelCircle Spells

3rd

calm emotions, heat metal

5th

dispel magic, tongues

7th

fabricate, locate creature

9th

animate objects, seeming

Soul of the City

Beginning at 2nd level, you can embody the essence of civilization, expending a use of your Wild Shape feature to gain other benefits rather than transforming into a beast form. As an action, you can expend a use of your Wild Shape feature to cast the disguise self spell.

Starting at 4th level, as an action, you can expend a use of your Wild Shape feature to touch another creature and grant it advantage on all ability checks made in the next minute with one ability that you choose when you use this feature. At 8th level, as a bonus action, you can expend a use of your Wild Shape feature to grant yourself and all the equipment you carry the ability to effortlessly move through nonmagical earth and stone. While doing so, you don't disturb the material you move through and you leave no traces of your passage. This effect lasts until the beginning of your next turn.

Urban Navigator (Level 6)

At 6th level, you can move easily through the press of people that populate the streets of cities and towns. You gain the following benefits:

  • The space of nonhostile creatures does not count as difficult terrain for you.

  • You can move through a hostile creature's space regardless of its size, counting it as difficult terrain.

  • You gain proficiency in your choice of one of the following skills: Deception, Intimidation, or Persuasion. Your proficiency bonus is doubled for any ability check you make that uses that skill.

  • You can use the Disengage action as a bonus action.

City Stride (Level 10)

Starting at 10th level, your bond with the hives of humanoids increases. Once on your turn, you can step magically into worked stone or earth within your reach as a bonus action and emerge from a second piece of worked stone or worked earth within 60 feet of the first object that you can see, appearing in an unoccupied space within 5 feet of the second object. Both objects must be Large or bigger.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest.

Civic Transit (Level 10)

Beginning at 10th level, if you live in a city for at least a month, you can claim it as part of your territory, up to a number of cities equal to your proficiency bonus. You can designate a new claimed city if you stay within its borders for at least a month, and you can choose which city to remove from your territory if claiming a new one would exceed your maximum.

When you finish a long rest in a claimed city, you can spend 10 minutes concentrating on thoughts of another city you have claimed on the same plane of existence as you, then teleport yourself to a public location of your choice in that city. When you do so, you can expend one spell slot to simultaneously transport other willing creatures with you; for every level of the spell slot you expend, you can transport one additional creature of your choice that you can see within 10 feet of you. Every creature teleported in this manner appears in the nearest unoccupied square to you.

Once you use this feature, you can't use it again until you finish a long rest.

Animate Edifice (Level 14)

At 14th level, you can animate a massive statue or building to fight for you. As an action, choose a Huge nonmagical building, object, or other collection of inorganic material (such as metal rubbish or a rock formation) within 100 feet of you. It animates, becoming an animated edifice under your control for the next 10 minutes or until it is reduced to 0 hit points. Any contents of the structure, including creatures and objects within and on it, are unharmed by its animation, and creatures can follow normal rules of movement to navigate the structure while it is animated. If the edifice moves or takes any action other than the Dodge action on its turn, every foot of movement costs an extra foot for any creatures within or on it until the start of the edifice's next turn.

On your turn, you can mentally command the edifice where to move (no action required by you). 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 one of the actions in its stat block or the Dash or Disengage action.

After 10 minutes or when the edifice is reduced to 0 hit points, the animated edifice reverts to its original unanimated state, regardless of its current location. The structure's condition is the same as from before it was animated; however, if it reverted as a result of dropping to 0 hit points, any excess damage carries over to its original form.

Once you use this feature, you can't use it again until you finish a long rest.

Circle of Community

Circle of Community (Level 2)

Druids of this circle recognize communication and symbiotic relationships as the most powerful forces in nature. Countless sapient species and monsters, each with their own tradition and culture, have achieved more than they might ever have through cooperation and community. It is this innate sense of togetherness that druids of this circle thrive on. A community is only as strong as its weakest link, and a Druid of Community makes it their goal to empower their companions to survive and thrive as one.

Home Is Where The Hearth Is

When you choose this circle at 2nd level, you learn the create bonfire cantrip. When you cast this cantrip, it does not require concentration but ends early if you cast it again. If you already know create bonfire, you learn another cantrip of your choice from the druid spell list.

Voice of the Community

Also starting at 2nd level, you can use your action and expend a use of your Wild Shape to inspire your community to rally together around a common goal. Your rally lasts for 10 minutes and affects you and each creature of your choice within 30 feet that can hear you, but it ends early if you become unconscious or die. When you start a rally, choose one of the following effects:

Prose of Vitality

When you begin the rally, you create a pool of a number of d6s equal to 1 + half your druid level. An affected creature can use its bonus action and expend a die from the pool to roll the die and regain a number of hit points equal to the total.

Speech of Urgency

Each affected creature gains a +1 bonus to its AC. Additionally, when an affected creature starts its turn within the rally, it can use its bonus action this turn to take the Disengage or Hide action.

Uproar of Ferocity

Any weapon attack an affected creature makes as part of the Attack action scores a critical hit on a roll of 19 or 20 on the d20. Additionally, when an affected creature scores a critical hit with a melee weapon attack, it can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Circle Spells (Level 3)

At 3rd level, you not only empower your community, but are empowered by your community in turn. This sense of a greater communal purpose puts you in touch with nature in a way other druids aren't, and grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Community 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.

Community Outreach (Level 6)

Starting at 6th level, when you begin a rally with your Voice of the Community, you can cast create bonfire as part of the same action. When you cast the spell this way, the bonfire can't be placed in an occupied space, and the rally also extends in a 30-foot radius around the bonfire. As a bonus action on your turn while the bonfire persists, you can move the bonfire 60 feet to a different unoccupied space you can see.

Encouraging Respite (Level 10)

Starting at 10th level, you can create an improvised shelter for you and your community. You can perform a 10 minute ritual, at the end of which a campsite is magically created in a 30 foot radius around you. Choose up to 10 friendly creatures in the radius when the camp appears. The campsite comes with the following effects:

  • The campsite creates a bedroll for you and each of the chosen creatures, as well as 1 gaming set of your choice.

  • If any creature other than one of the chosen creatures enters the campsite, a bell-like sound will ring in the head of you and the chosen creatures, which awakens them if sleeping.

  • The camp and those inside it are impervious to nonmagical weather or climate effects of your choice.

  • Creatures outside the area have disadvantage on ability checks to perceive or find the camp, unless you choose otherwise.

  • The campsite includes 1 meal for you and each of the chosen creatures. Each of these meals provides enough nourishment to sustain a creature for one day.

The campsite disappears when you dismiss it, when you and each of the chosen creatures are no longer in its radius, or after 8 hours. When it disappears, each object created by this feature disappears and the space returns to its original state before the campsite was made, leaving no trace of your site having been there.

Pillar of the Community (Level 14)

Starting at 14th level, you inspire your community with complex moral stories. When you begin a rally with your Voice of the Community and cast create bonfire as part of the same action, you can imbue your campfire with a different rally effect from the one you chose for yourself. Creatures that are within range of both rallies gain the effect of both. Additionally, when your movement or you moving your bonfire causes a friendly creature to no longer be within the radius of your rally, the creature can use its reaction to move up to its speed. The creature must end this movement within the radius of one of your rallies, if able.

If the original bonfire created alongside your rally is destroyed, the next campfire you make with the create bonfire spell can produce either of the rally effects you chose when you began the rally.

Circle of Configuration

Circle of Configuration (Level 2)

Some life is made of wire and steel, rather than flesh and bone. Druids who find credence in this notion join the Circle of Configuration and shun all ties to nature, aligning themselves instead with constructs and machines. Some do this because construct forms offer superior strength and adaptability compared to that of beasts. Others, however, believe that constructs represent a higher form of life, for constructs are ageless, designed with a clear intent, and are made to be free of hunger, thirst, and disease.

Machine Code

Starting when you choose this circle at 2nd level, you gain the ability to speak the native code-language of machines. You can use this language to interact with arcane terminals and ship computers from range and to communicate with constructs, even if you don't share a language.

Construct Form

At 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than an action. However, you lose the ability to assume the shape of a beast. Instead, you can use it to take a Construct Form.

While in your Construct Form, you can use your bonus action to switch into a Configuration or to switch your current Configuration into another one. You have the following Configuration options:

  • Juggernaut Configuration

    Your Armor Class increases by 2. Whenever you take bludgeoning, piercing, or slashing damage, you can subtract 2 from the damage taken. Additionally, your Photon Cannon is replaced by the following:

    • Repulsor Gauntlet

      Melee Weapon Attack: Your spell attack bonus to hit, one target. Hit: 8 (1d10 + 3) force damage.

  • Mobile Configuration

    Your speed increases to 40 feet and opportunity attacks against you have disadvantage. Additionally, while in this configuration, you have a 40-foot climbing speed and a 40-foot swimming speed. Additionally, at 8th level, you gain a 40-foot flying speed.

  • Turret Configuration

    Your movement speed becomes 0 while in this configuration. Additionally, when you use the Attack action on your turn, you can make one additional attack as a bonus action. Lastly, your Photon Cannon is replaced by the following:

    • Photon Turret

      Ranged Weapon Attack: Your spell attack bonus to hit, range 60/240 ft., one target. Hit: 11 (2d10) radiant damage.

Additionally, starting at 6th level, while transformed in any Configuration, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Speaker of Steel (Level 6)

At 6th level, your empathy for constructs allows you to persuade their programming to your side. As a result, constructs can be charmed by you, even if they would otherwise be immune to being charmed. Additionally, if you cast the animal friendship spell, you can target a construct with the spell.

Stalker Configuration (Level 10)

Starting at 10th level, you gain a Configuration optimized for stealth and subterfuge. As a bonus action, you can activate a cloaking device to temporarily warp the light around you and hide yourself from view. You become invisible until the beginning of your next turn, or until you make an attack, or cast a spell. Once you use this ability, you can't use it again on the following round.

Additionally, you have advantage on Dexterity (Stealth) checks while in this form and you gain the following action, in addition to your Photon Cannon:

Antimatter Dagger

Melee Weapon Attack: Your spell attack bonus to hit, one target. Hit: 5 (1d4 + 3) necrotic damage. Once per turn, you deal an extra 14 (4d6) damage if you have advantage on the attack roll, or if the target is within 5 feet of one of your allies that isn't incapacitated and you don't have disadvantage on the attack roll.

Mecha Transformation (Level 14)

Starting at 14th level, you can use your action to switch to an empowered version of your Juggernaut Configuration: a towering Mecha Configuration. While in this form, you have all the benefits of being in your Juggernaut Configuration, except you retain your photon cannon attack option and you subtract 4 from all damage you take, instead of 2. In addition, you become Large size, have advantage on Strength checks and saving throws, and can use your bonus action to make two melee weapon additional attacks when you take the Attack action.

You can remain in this configuration for up to 10 minutes. Once you enter this configuration, you can't do so again until you finish a long rest.

Circle of Conflagration

Circle of Conflagration (Level 2)

When a druid's forest burns down, there are an occasional few who find a newfound power awakened by the inferno. These druids find within themselves an inner fire that fills them with burning passion and allows them to become frightening wielders of magical fire. Like the wildfire, they burn away the old and dead so that new life can spring up from the ashes.

Circle of Conflagration Spells

Your connection to the destructive power of nature grants you access to certain spells. At 2nd level, you learn the control flames cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Conflagration 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.

Circle of Conflagration Spells
Druid LevelSpells

3rd

flaming sphere, pyrotechnics

5th

fireball, gaseous form

7th

freedom of movement, wall of fire

9th

flame strike, immolation

Fire from Within (Level 2)

Starting at 2nd level, you can use your bonus action to expend a spell slot to allow the fire burning within you to emerge as a glowing flame that surrounds your body for 1 minute, or until you are incapacitated. The flame casts bright light for 15 feet and dim light for an additional 15 feet. You can choose the color of the flame and the color of the light that it casts.

Thile this flame burns, whenever a creature within 15 feet of you that you can see casts a spell or makes an attack against you or an ally, you can use your reaction to make a Constitution saving throw against your spell save DC or take 1d6 fire damage per level of the spell slot expended and be ignited. An ignited creature takes 1d6 fire damage at the start of each of its turns until they or another creature douses the fire as an action, or they move more than 15 feet away from you.

Eye of the Inferno (Level 6)

Starting at 6th level, the fire that burns deep within your eyes allows you to see through fire and smoke. You can see through an area heavily obscured by smoke or fire as though it were only lightly obscured, provided that the smoke or fire is natural or originates from a spell you are casting.

Beast of Disaster (Level 10)

Starting at 10th level, whenever you transform using your Wild Shape feature, your beast shape gains the following benefits.

  • While you are transformed your beast shape has twice its normal maximum hit points and you gain immunity to fire damage.

  • Once per turn, when you roll damage for an attack while in beast shape you can add an additional 3d6 fire damage to the damage roll.

Ashes of Life (Level 14)

Starting at 14th level, whenever a fire you have lit is extinguished, new plant life begins to grow.

If the extinguished fire was on the ground or an object, grasses and flowers begin sprouting after 8 hours. If an ignited creature is extinguished, plants immediately begin to grow around them, reducing their movement speed by 15 feet until they or another creature removes the plants as an action.

In addition, as a bonus action you can extinguish a 15-foot-wide cube of fire that you can see within 60 feet of you.

Circle of Constellations

Circle of Constellations (Level 2)

Druids who are members of the Circle of Constellations live nocturnally. On star-speckled nights, when the skies are clear, druids of the circle tell tales of shapes in the stars, of the beasts that dance across the velvety sky, and of the magic woven by the twinkling specks of light that hang above.

Starlight Shapes

At 2nd level, your beast forms become infused with starlight when you use your Wild Shape. While you are transformed, you gain the following benefits:

  • You can emit bright light in a 20-foot radius and dim light for an additional 20 feet. You can activate or suppress this light as a bonus action. While this light is suppressed, you can use an action to become invisible while in dim light and darkness, even to creatures with darkvision. This effect ends if you attack or cast a spell.

  • Your melee weapon attacks deal an additional 1d4 force damage. This damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

  • As a bonus action, you can grant yourself resistance to slashing, piercing, and bludgeoning damage from nonmagical attacks until the start of your next turn.

Starline

At 2nd level, your stellar powers allow you to create your own constellations. As a bonus action, you can place a mote of starlight in an unoccupied space within 5 feet of you. This mote emits dim light in a 5-foot radius, and lasts for 1 minute. You can have a number of motes equal to 1 plus half your druid level.

As an action, you can form strands of starlight between all motes within 60 feet of you. If two motes are separated by a barrier or other solid object, the strand between them will not form. If a strand passes through a creature, that creature must make a Dexterity saving throw against your druid spell save DC, taking 1d10 radiant damage for each mote placed on a failed save. Once you use this action, all the motes disappear.

Constellation Companion (Level 6)

At 6th level, you learn to form the starlight within yourself into more forms. When you use your Wild Shape, you can create a starlight beast in an unoccupied space within 10 feet of you, rather than transform. This creature can take the shape of any beast you are able to transform into using Wild Shape. The starlight beast acts on your initiative and has the stats of a normal creature, but gains the benefits of your Starlight Shapes as well.

This beast disappears after a number of hours equal to half your druid level (rounded down), if it is reduced to 0 hit points, or if you use this feature again to create another starlight beast.

Starline Runner (Level 10)

At 10th level, you learn to walk on the connections between stars. While you are within 5 feet of a mote, you can use your bonus action to teleport to another mote within 30 feet of it that is not separated by a barrier or other solid object. When you do so, you create a strand of light between the two motes. Each creature that the strand passes through must make a Dexterity saving throw against your druid spell save DC, taking 1d10 radiant damage on a failed save.

Constellate Body (Level 14)

At 14th level, the power of the stars has infused your very being. You gain the benefits of your Starlight Shapes even when not in your Wild Shape.

Circle of Constellations

Circle of Constellations (Level 2)

Druids who are members of the Circle of Constellations live nocturnally. On star-speckled nights, when the skies are clear, druids of the circle tell tales of shapes in the stars, of the beasts that dance across the velvety sky, and of the magic woven by the twinkling specks of light that hang above.

Starlight Shapes

At 2nd level, your beast forms become infused with starlight when you use your Wild Shape. While you are transformed, you gain the following benefits:

  • You can emit bright light in a 20-foot radius and dim light for an additional 20 feet. You can activate or suppress this light as a bonus action. While this light is suppressed, you can use an action to become invisible while in dim light and darkness, even to creatures with darkvision. This effect ends if you attack or cast a spell.

  • Your melee weapon attacks deal an additional 1d4 force damage. This damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

  • As a bonus action, you can grant yourself resistance to slashing, piercing, and bludgeoning damage from nonmagical attacks until the start of your next turn.

Starline

At 2nd level, your stellar powers allow you to create your own constellations. As a bonus action, you can place a mote of starlight in an unoccupied space within 5 feet of you. This mote emits dim light in a 5-foot radius, and lasts for 1 minute. You can have a number of motes equal to 1 plus half your druid level.

As an action, you can form strands of starlight between all motes within 60 feet of you. If two motes are separated by a barrier or other solid object, the strand between them will not form. If a strand passes through a creature, that creature must make a Dexterity saving throw against your druid spell save DC, taking 1d10 radiant damage for each mote placed on a failed save. Once you use this action, all the motes disappear.

Constellation Companion (Level 6)

At 6th level, you learn to form the starlight within yourself into more forms. When you use your Wild Shape, you can create a starlight beast in an unoccupied space within 10 feet of you, rather than transform. This creature can take the shape of any beast you are able to transform into using Wild Shape. The starlight beast acts on your initiative and has the stats of a normal creature, but gains the benefits of your Starlight Shapes as well.

This beast disappears after a number of hours equal to half your druid level (rounded down), if it is reduced to 0 hit points, or if you use this feature again to create another starlight beast.

Starline Runner (Level 10)

At 10th level, you learn to walk on the connections between stars. While you are within 5 feet of a mote, you can use your bonus action to teleport to another mote within 30 feet of it that is not separated by a barrier or other solid object. When you do so, you create a strand of light between the two motes. Each creature that the strand passes through must make a Dexterity saving throw against your druid spell save DC, taking 1d10 radiant damage on a failed save.

Constellate Body (Level 14)

At 14th level, the power of the stars has infused your very being. You gain the benefits of your Starlight Shapes even when not in your Wild Shape.

Circle of Contamination

Circle of Contamination (Level 2)

As druids are often in tune with nature and the natural order, most see delerium as a scourge upon the world. However, a rare few see the truth: the eldritch stones are an essential part of the natural order, one which works at a cosmic scale. Druids of the Circle of Contamination use the blighted rocks and contaminating Haze as a conduit for supernatural evolution. They have embraced the chaotic power of Delerium as an extension of the inherent chaos in the natural order, spreading the Haze while wielding it as a powerful ally to fuel their spells.

At 2nd level, you learn the chill touch and poison needle cantrips. These don't count against the number of druid cantrips you know.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Contamination 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.

Blighted Magic

Your magic becomes a twisted mockery of druidic principles, and you can twist your spells to suit your needs. Your spells which conjure creatures or natural flora and fauna now appear like sickly, fleshy tentacles, and animals you summon are cancerous and mutated. In addition, when you cast a spell, you can choose one of the following blighted magic options:

  • Twin Spell. If the spell you cast targets only one creature and doesn't have a range of self, you can expend a use of your Wild Shape feature to target a second creature in range with the same spell. To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.

  • Quicken Spell. When you cast a spell that has a casting time of 1 action, you can expend a use of your Wild Shape feature to cast the spell as a bonus action.

  • Corrupt Spell. When you roll damage for a spell, you can expend a use of your Wild Shape feature to change the damage type of all damage caused by the spell to necrotic. In addition, you can reroll a number of the damage dice up to your Wisdom modifier (minimum one). You must use the new rolls.

  • Purify Spell. When you cast a contaminated spell (found in Chapter 4), you can expend a use of your Wild Shape feature to cast the spell without gaining a Contamination Level.

Despoiler (Level 6)

You gain resistance to poison and necrotic damage.

Cycle of Contamination (Level 6)

Though your magic is infused with contaminated power, you have also learned ways to effectively expel these energies. You can cast the purge contamination spell as an action without expending a spell slot. You don't need to provide the material components when you cast the spell in this way, and the target does not gain any exhaustion levels from this casting of the spell. When you cast purge contamination in this way, you can't do so again until you finish a long rest.

Draw Corruption (Level 10)

You gain the ability to draw contamination into yourself to empower your magic. Once per turn as a bonus action, you can gain one Contamination Level. If you do, you regain one use of your Wild Shape feature.

Defile Elements (Level 10)

You learn the summon delerium elemental spell, and always have this spell prepared (it doesn't count against the number of druid spells you can prepare). You can cast it once without a spell slot, material component, or gaining a contamination level, and you regain the ability to do so when you finish a long rest. When you cast the spell, you can modify it so that it doesn't require concentration. When you do, the spell's duration for that casting changes to 1 minute.

Haze Aura (Level 14)

You have become such a locus for contamination that you project the Haze around your body. The aura persists so long as you are not incapacitated. Creatures of your choice which start their turn within 10 feet of you must make a Constitution saving throw against your spell save DC. Those who fail the save take 3d6 necrotic damage. A creature who fails this saving throw by 5 or more gains one Contamination Level.

A creature which makes a successful saving throw against your Haze Aura is immune to its effects for 24 hours.

Circle of Coral

Circle of Coral (Level 2)

Druids of the Circle of Coral take inspiration of the ocean and its vibrant reef systems, protecting and safeguarding the creatures of the wild wherever they find them, both within the ocean and without. All life originated from the sea; as such, it is the duty of druids of the circle to protect life wherever they see it, channeling primal magics to bring the power of coral reefs wherever nature has need of it.

Coral Calling

At 2nd level, you can conjure a coral reef around you to harm foes and protect allies. As an action, you can expend a use of your Wild Shape feature to conjure a coral reef, rather than transforming into a beast form. The reef grows in 10-foot radius around you, moves with you, and its area is lightly obscured and difficult terrain. When you conjure the reef, you can designate any number of creatures you can see to be unaffected by the reef. A designated creature also has half cover from effects that originate outside the reef while it is within the reef.

When a creature affected by the difficult terrain enters the reef for the first time on a turn or starts its turn there, it takes 2d4 piercing damage.

The reef lasts for 10 minutes, after which it crumbles into dust. Also, it ends early if you dismiss it as a bonus action, fall unconscious, or use your Wild Shape again.

At 10th level, the reef's radius increases to 20 feet, and the piercing damage increases to 3d4. At 18th level, the reef's radius increases to 30 feet, and the piercing damage increases to 4d4.

Reef Denizen (Level 6)

At 6th level, when you conjure a reef with Coral Calling, you can expend another use of your Wild Shape to conjure a creature of the reef to populate it. The creature can be any beast with a swim speed that you can transform into with your Wild Shape into, such as a reef shark, giant crab, or giant sea horse. The creature appears in an unoccupied space within the reef, and remains in the reef until the reef crumbles, or until it is reduced to 0 hit points, upon which it disappears.

A creature you conjure in this way can breathe air and water, has a flying speed equal to its swimming speed, and appears with temporary hit points equal to twice your druid level. It can't leave the reef, either willingly or by being moved, and stops at the edge of the reef if it is moved against its will.

The creature obeys your telepathic commands (no action required by you), and shares your initiative in combat, but takes its turn immediately after yours. It can use your spell attack modifier in place of its own modifier for weapon attacks, and its natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

At 14th level, you can conjure two creatures instead of one when you use this feature. The beasts you summon can be the same type of creature, or two different ones.

Breath of the Sea (Level 10)

At 10th level, like a coral reef sifting through the ocean currents, you can filter harmful magic into healing energy. As a reaction when you see a creature within 30 feet of you casting a spell, you can make an ability check using your Wisdom to attempt to counteract the spell. The DC of this check equals 10 + the spell's level. On a success, the spell fails and has no effect, and up to three creatures of your choice within 30 feet of you regain hit points equal to twice the spell's level.

Once you use this feature, you can't use it again until you finish a short or long rest.

Ageless Reef (Level 14)

At 14th level, your reefs stand as ageless as the ocean itself. When a reef you create with the Coral Calling feature would crumble, you can choose to have it remain in place instead, centered on the space you currently occupy. If you do this while you already have an ageless reef, the older one is destroyed. An ageless reef also crumbles if struck by a disintegrate spell.

An ageless reef otherwise functions identically to a normal reef you create, and a reef denizen you conjure remains until it is reduced to 0 hit points or the reef is destroyed. Additionally, whenever a creature finishes a long rest in an ageless reef, it gains temporary hit points equal to your druid level.

Circle of Coral

Circle of Coral (Level 2)

Druids of the Circle of Coral take inspiration of the ocean and its vibrant reef systems, protecting and safeguarding the creatures of the wild wherever they find them, both within the ocean and without. All life originated from the sea; as such, it is the duty of druids of the circle to protect life wherever they see it, channeling primal magics to bring the power of coral reefs wherever nature has need of it.

Coral Calling

At 2nd level, you can conjure a coral reef around you to harm foes and protect allies. As an action, you can expend a use of your Wild Shape feature to conjure a coral reef, rather than transforming into a beast form. The reef grows in 10-foot radius around you, moves with you, and its area is lightly obscured and difficult terrain. When you conjure the reef, you can designate any number of creatures you can see to be unaffected by the reef. A designated creature also has half cover from effects that originate outside the reef while it is within the reef.

When a creature affected by the difficult terrain enters the reef for the first time on a turn or starts its turn there, it takes 2d4 piercing damage.

The reef lasts for 10 minutes, after which it crumbles into dust. Also, it ends early if you dismiss it as a bonus action, fall unconscious, or use your Wild Shape again.

At 10th level, the reef's radius increases to 20 feet, and the piercing damage increases to 3d4. At 18th level, the reef's radius increases to 30 feet, and the piercing damage increases to 4d4.

Reef Denizen (Level 6)

At 6th level, when you conjure a reef with Coral Calling, you can expend another use of your Wild Shape to conjure a creature of the reef to populate it. The creature can be any beast with a swim speed that you can transform into with your Wild Shape into, such as a reef shark, giant crab, or giant sea horse. The creature appears in an unoccupied space within the reef, and remains in the reef until the reef crumbles, or until it is reduced to 0 hit points, upon which it disappears.

A creature you conjure in this way can breathe air and water, has a flying speed equal to its swimming speed, and appears with temporary hit points equal to twice your druid level. It can't leave the reef, either willingly or by being moved, and stops at the edge of the reef if it is moved against its will.

The creature obeys your telepathic commands (no action required by you), and shares your initiative in combat, but takes its turn immediately after yours. It can use your spell attack modifier in place of its own modifier for weapon attacks, and its natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

At 14th level, you can conjure two creatures instead of one when you use this feature. The beasts you summon can be the same type of creature, or two different ones.

Breath of the Sea (Level 10)

At 10th level, like a coral reef sifting through the ocean currents, you can filter harmful magic into healing energy. As a reaction when you see a creature within 30 feet of you casting a spell, you can make an ability check using your Wisdom to attempt to counteract the spell. The DC of this check equals 10 + the spell's level. On a success, the spell fails and has no effect, and up to three creatures of your choice within 30 feet of you regain hit points equal to twice the spell's level.

Once you use this feature, you can't use it again until you finish a short or long rest.

Ageless Reef (Level 14)

At 14th level, your reefs stand as ageless as the ocean itself. When a reef you create with the Coral Calling feature would crumble, you can choose to have it remain in place instead, centered on the space you currently occupy. If you do this while you already have an ageless reef, the older one is destroyed. An ageless reef also crumbles if struck by a disintegrate spell.

An ageless reef otherwise functions identically to a normal reef you create, and a reef denizen you conjure remains until it is reduced to 0 hit points or the reef is destroyed. Additionally, whenever a creature finishes a long rest in an ageless reef, it gains temporary hit points equal to your druid level.

Circle of Crystals

Circle of Crystals (Level 2)

Circle of Crystals druids first arose in subterranean environments, where they helped tend giant crystal gardens, but now they can be found most anywhere with access to underground caverns or geothermal activity. These druids view crystals as a naturally occurring form of order and perfection, and they value the crystals' slow growth cycle, as it reminds them the natural world moves gradually but eternally. This teaches young druids patience and assures elder druids their legacy will be carried on in each spire of crystal. As druids of this circle tend their crystals, they learn how to use the harmonic frequencies of different crystals to create a variety of effects, including storing magic.

Resonant Crystal

When you choose this circle at 2nd level, you learn to create a special crystal that can take on different harmonic frequencies and properties. It is a Tiny object and can serve as a spellcasting focus for your druid spells. As a bonus action, you can cause the crystal to shed bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the light as a bonus action.

Whenever you finish a long rest, you can attune your crystal to one of the following harmonic frequencies. The crystal can have only one harmonic frequency at a time, and you gain the listed benefit while you are wearing or carrying the crystal. The crystal retains the chosen frequency until you finish a long rest.

Clarity

You have advantage on saving throws against being frightened or charmed.

Cleansing

You have advantage on saving throws against being poisoned, and you have resistance to poison damage.

Focus

You have advantage on Constitution saving throws that you make to maintain concentration on a spell when you take damage.

Healing

When you cast a spell of 1st level or higher that restores hit points to a creature, the creature regains additional hit points equal to your proficiency bonus.

Vitality

Whenever you cast a spell of 1st level or higher using the resonant crystal as your focus, one creature of your choice that you can see within 30 feet of you gains temporary hit points to twice your proficiency bonus. The temporary hit points last for 1 minute.

To create or replace a lost resonant crystal, you must perform a 1-hour ceremony. This ceremony can be performed during a short or long rest, and it destroys the previous crystal, if one existed. If a previous crystal had a harmonic frequency, the new crystal has that frequency, unless you create the new crystal during a long rest.

Crystalline Skin (Level 6)

Starting at 6th level, when you take damage, you can use a reaction to cause your skin to become crystalline until the end of your next turn. While your skin is crystalline, you have resistance to cold damage, radiant damage and bludgeoning, piercing, and slashing damage from nonmagical attacks, including to the triggering damage if it is of the appropriate type. You choose the exact color and appearance of the crystalline skin.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Magical Resonance (Level 10)

At 10th level, you can draw on stored magical energy in your Resonant Crystal to restore some of your spent magic. While wearing or carrying the crystal, you can use a bonus action to recover one expended spell slot of 3rd level or lower. If you do so, you can't benefit from the Resonant Crystal's harmonic frequency for 1 minute.

Once you use this feature, you can't use it again until you finish a long rest.

Crystalline Form (Level 14)

At 14th level, as a bonus action while wearing or carrying your Resonant Crystal, you can expend one use of your Wild Shape feature to assume a crystalline form instead of transforming into a beast. You gain the following benefits while in this form:

  • You have resistance to cold damage, radiant damage, and bludgeoning, piercing, and slashing damage from nonmagical attacks.

  • You have advantage on saving throws against spells and other magical effects.

  • Your Resonant Crystal pulses with power, providing you with the benefits of all five harmonic frequencies. When you cast a spell of 1st level or higher, you can choose to activate only the Healing or Vitality harmonic frequencies or both. If you activate both, you can choose two different targets or the same target.

This feature lasts 1 minute, or until you dismiss it as a bonus action.

Circle of Crystals

Circle of Crystals (Level 2)

Druids of the Circle of Crystals have a deep connection to arcane crystals, which are magically infused crystals discovered in the early settlement of Prismatic Falls. To these druids, naturally occurring sources of such crystals are sacred, and they believe that they harbor the closest and deepest connection to the intrinsic magic of the world.

Diamond Skin

Starting at 2nd level, your skin is covered by a sturdy layer of crystals. While you are not wearing any armor, your AC equals 12 + your Wisdom modifier. You can use a shield and still gain this benefit.

Also, you can use any of these crystals as a spellcasting focus for your druid spells.

Circle Spells

At 2nd level, you have become one with crystals, such that they protrude out of your body. These crystals grant you access to some spells when you reach certain levels in this class, as shown in the table below.

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.

Crystallize

Also at 2nd level, you gain the ability to transform latent magic into arcane crystals. As a bonus action, you can expend a use of your Wild Shape to conjure a chunk of crystals within 30 feet of you, rather than transforming into a beast. These crystals last for 1 minute, or until you lose your concentration (as if you were concentrating on a spell), at which point the crystals shatter and turn into a fine dust.

The crystals have one of the following effects, which you choose when you conjure them.

Encasing Crystals. The crystals grow out of the body of a creature within range and restrict their movement. It must make a Strength saving throw or be restrained for the duration. At the end of each of its turns, the target can repeat the saving throw, destroying the crystals and ending the effect on a success.

Shielding Crystals. The crystals grow on the body or armor of a willing creature within range, which grants them resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine for the duration.

Refracting Crystals. The crystals appear out of the ground within range as a medium sized magical object for the duration. Once per turn when you cast a spell with a range of 10 feet or more, you can cause the spell to refract through the crystals, provided they are within 30 feet of you and you can see them. If you do, the spell is cast through the crystal's space, and you can use the crystal's line of sight when casting the spell, potentially allowing you to target creatures behind corners or at an extended range. Also, you gain a 2d4 bonus to one roll of the spell, which must restore hit points or be a damage roll. If it is a damage roll for radiant damage, this bonus increases to 2d6.

Crystal Beacon (Level 6)

At 6th level, you can use your action to detach one of your crystals, placing it within the ground to be used as a beacon. You can have a number of these beacons active at any time equal to your Wisdom modifier (a minimum of one). If you try to place more, the oldest one you placed shatters. You can always sense the direction to each of your individual beacons, so long as you are on the same plane as them.

In addition, the channel senses spell is always prepared for you and it doesn't count against the number of spells you can prepare each day. When you cast it, your beacons serve as sigils for the spell, and if you target one of your beacons, you can cast it without expending a spell slot. When you cast the spell this way, its range is unlimited.

Resistant Gems (Level 10)

Once you reach 10th level, you have advantage on saving throws against being paralyzed, petrified, poisoned or stunned. In addition, you have resistance to poison and radiant damage.

Reflect Attack (Level 14)

Starting at 14th level, when you are hit with an attack by a creature you can see, you can use your reaction to reflect it back to your attacker. You take no damage from the attack, then, you make a melee or ranged spell attack against the original attacker, based on the original attack. On a hit, they take the damage you would have taken, along with any additional effects that would have been inflicted by the attack.

Alternatively, when you successfully interrupt a spell that would have targeted you with counterspell, you can change the target of the spell to the original caster instead of having the spell fail. If the spell had concentration, you must then concentrate on it.

Once you use either option, you can't use this feature again until you finish a short or long rest.

Circle of Cycles

Circle of Cycles (Level 2)

A druidic circle who venerate the passage of time itself. They read the sun, moon, stars, and seasons to glimpse into the future and delve into the past. They wish to see the aeons pass with their own eyes and value longevity above all else.

You know the guidance cantrip in addition to any other cantrips you know.

Adaptive Wild Shape

Whenever you Wild Shape, you may choose to add one of the following additional characteristics to whatever you Wild Shape into:

  • You gain a climb speed of 30 ft., or it increases by 20 ft.

  • You gain a flight speed of 15 ft., or it increases by 10 ft. (optional rule at the DM's discretion; we suggest limiting this to Tiny and Small creatures you wild shape into until level 8).

  • You can breathe underwater and gain a swim speed of 30 ft., or it increases by 20 ft.

  • You gain darkvision (60 ft.) or increase your darkvision by an additional 30 ft.

  • You may change the type of damage one of your attacks deals to poison or acid damage.

From level 8 you may instead select two additional characteristics, and from level 14 you may instead select three additional characteristics. These Adaptive Wild Shapes override the limitations of the standard Wild Shape feature.

Touch of Time

Whenever you deal damage with a melee attack, you may select one of the dice you rolled and change its damage type to necrotic.

Old Soul

You age at half the normal rate – effectively doubling your lifespan. This increase stacks with Timeless Body when you reach level 18 (increasing your lifespan twenty-fold).

Evolution/Devolution (Level 3)

You learn the Evolution/Devolution spell and it is always prepared. It does not count towards the number of druid spells you can prepare each day.

Celestial Alignment (Level 5)

You have the ability to mimic celestial events to a limited degree. As an action, you may enact one of the following events, then must complete a long rest before you can do so again:

  • Partial Eclipse: You may shroud an outside area of up to 10 miles in diameter in non-magical darkness for 10 minutes.

  • Full Lunar Phase: You may illuminate an outside area of up to 10 miles in diameter in natural light for 10 minutes.

  • Constellation of the Warrior: For the next minute, you and any allies within 15 ft. of you can reroll any melee attack roll of a natural 1 once per turn.

  • Constellation of the Sage: For the next minute, you and any allies within 15 ft. of you can reroll any spell attack roll of a natural 1 once per turn.

  • Constellation of the Outlaw: For the next minute, you and any allies within 15 ft. of you can reroll any ranged attack roll of a natural 1 once per turn.

  • Planetary Alignment: For the next minute, you and any allies within 15 ft. of you gain proficiency in all saving throws.

Deep Hibernation (Level 6)

You gain the ability to go into a deep hibernation at will. This hibernation lasts for a minimum of 24 hours, but has no maximum length. While in this state, you do not age, do not need to eat, drink or sleep. After the minimum 24 hours has passed, you become aware of your surroundings and can wake at any point you choose. When you wake up from your hibernation, you gain the benefits of a long rest, gain temporary hit points equal to twice your level, and can permanently change how old you appear to be.

Glimpse Future (Level 6)

You have advantage on Dexterity saving throws. When an ally that you can see makes a Dexterity saving throw, you may use your reaction to give them advantage on that Dexterity saving throw, so long as they can hear and understand you.

Commune with Past (Level 10)

During hibernation, you can learn details about your world's past. These can be details that were long forgotten and have no written history, but must have been common knowledge at some point in time. This can include things such as ancient legends, tribal rivalries, and noticeable differences between the past and the current time.

Commune with Future (Level 10)

During hibernation, you can learn details about your world's possible future. These details must be common knowledge for people of the time explored and are what would occur if your party were to be absent for the rest of their lifetimes. This can include things such as legends, civilisation rivalries, and noticeable differences between the current time and the future.

Guided Evolution (Level 14)

When casting Evolution/Devolution, if you concentrate on this spell for the full 10 minutes, the changes become permanent until Evolution/Devolution is cast on this creature again or until that creature completes a long rest.

Future Sight (Level 17)

So long as you are not incapacitated or blinded, you have advantage on all attacks and all attacks against you have disadvantage.

Circle of Desolation

Circle of Desolation (Level 2)

You have embraced the blight. You are a Priest of Flies, a Lord of Maggots, a King of Rot. For whatever reason, the members of your circle have turned their power to the desolation of nature and the end of life. Now, flowers wilt at your fingertips, and trees shudder and die with your glance.

Blightfire

When you choose this circle at 2nd level, you gain the ability to start wildfires with a glance. As an action, you can unleash a scorching blast of fire that affects a 5 foot square of ground within 20 feet of you which remains ignited until the beginning of your next turn. Each creature which enters an affected space or begins their turn in one must make a Dexterity saving throw. On a failed saving throw, a target takes 1d8 fire damage. The fire ignites all flammable objects that aren't being worn or carried.

The number of adjacent squares you may affect and fire damage increases as you gain levels in the druid class as follows: 5th level (2 squares / 2d8 damage), 11th level (2 squares / 3d8 damage), and 17th level (3 squares / 4d8 damage).

Deforestation

At 2nd level, you learn to draw sustenance from living things around you. As a result, you no longer need food or water to survive. Additionally, as an action on your turn, you can draw energy from the life around you, killing all vegetation within 20 feet of yourself, and restoring 1d8 + your druid level of your hit points. A plant creature within this range takes necrotic damage equal to this amount.

After using this feature, you can't use it again until you finish a long rest.

Desolating Stride (Level 6)

Starting at 6th level, you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. All plants in your way that aren't creatures wither and crumble to dust, leaving a clear path behind you. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Contagious Touch (Level 10)

Starting at 10th level, you can cast contagion or blight without expending a spell slot. After using this ability, you must complete a long rest before using it again.

Plague (Level 14)

Beginning at 14th level, as an action on your turn, you can let out an invisible cloud of pestilence. For 1 minute, each creature adjacent to you that you choose must make a Constitution saving throw or be poisoned for a number of rounds equal to your Wisdom modifier. A poisoned creature takes 4d6 poison damage at the end of its turn, and can then reattempt this saving throw, ending the effect on a success. On a successful save, a creature is immune to this effect for 24 hours.

After using this ability, you cannot use it again until you complete a long rest.

Circle of Divinity

Circle of Divinity (Level 2)

Druids who are members of the Circle of Divinity hail from regions within or with ties to the upper planes. Many deities and celestials act as guardians of the natural world, and druids of this sect act as their divine hands. Granted power by the celestials they've allied themselves with, the bestial forms of these druids take a divine appearance and abilities to match. Capable of casting spells even while wild shaped, these druids use their divine powers to guard the most sacred lands of the world.

Celestial Blessing

When you choose this circle at 2nd level, you learn how to speak, read, and write Celestial, and you learn one cantrip from the cleric spell list.

Divine Emissary

Also at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. When you use your Wild Shape, you can have the beast you transform into take on some celestial traits, as described below:

  • Your type becomes celestial, rather than beast.

  • You can speak, but only in Celestial.

  • The form's hit points are increased by 3 for each level you have in this class.

  • You can cast any cantrips you know.

  • You can cast certain spells based on the form you choose. See your Divine Emissary Spells feature for details. Until the end of your next long rest after using this feature, you can only gain the benefits of this bullet point again if you transform into a beast of the same category as before.

These benefits last for the duration of your Wild Shape.

Divine Emissary Spells

Your Divine Emissary feature allows you to cast certain spells based on the form you choose. When you transform, note which of the categories shown in the tables below best fit the beast you transformed into. A large number of examples for each category are shown for your convenience.

You can cast any spell listed in that table if you have reached the required druid level for it. Until you gain the Beast Spells feature at 18th level, these are the only spells you can cast while wild shaped. If you gain access to a spell that isn't on the druid spell list, the spell is nonetheless a druid spell for you.

Avian Spells

Caniform Spells

Feline, Primate, and Rodent Spells

Insect and Arachnid Spells

Marine and Amphibian Spells

Reptile and Dinosaur Spells

Ungulate Spells

Heavenly Bond (Level 6)

At 6th level, you learn an additional cantrip from the cleric spell list. Also, your connection to the divine grants you protection against unholy creatures. You can't be charmed, frightened, or possessed by fiends or undead.

Many-Faced (Level 10)

Beginning at 10th level, you can gain the full benefits of your Divine Emissary feature whenever you use your Wild Shape, even if you transform into a beast of a different category.

Archon of Nature (Level 14)

At 14th level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 2, allowing you to go beyond the Max CR stated in the Beast Shapes table. Also, you have advantage on any Constitution saving throws you make to maintain concentration on a spell while Wild Shaped.

Circle of Dragons

Circle of Dragons (Level 2)

The Circle of Dragons is an old order of druids steeped in rigid tradition. These honor-bound wardens of nature and draconic heritage are members of a secret society that have influenced governance, war, and culture across the world. High-standing members of this Circle have ties to royal bloodlines that date back generations, a connection that's subtly showcased in royal family crests and insignia.

Druids from this Circle know that dragons, and draconic magic, are as connected to the world as plants or beasts, and utilize that connection to transform into a unique and powerful draconic form all their own.

Draconic Lore

Starting at 2nd level, you can speak, read, and write Draconic. Additionally, whenever you make an Intelligence (History) check related to draconic history or lore, you can add your proficiency bonus to the check. If you are already proficient in the History skill, you can add double your proficiency bonus to the check instead.

Dragon Shape

DragonDamage Type

Black

Acid

Blue

Lightning

Brass

Fire

Bronze

Lightning

Copper

Acid

Gold

Fire

Green

Poison

Red

Fire

Silver

Cold

White

Cold

At 2nd level, you can expend a use of your Wild Shape feature as a bonus action to transform into a unique form: your dragon shape. You become a Medium dragon while in this form, standing on all fours, but retain your normal character statistics and senses. Your dragon shape's AC is equal to 13 + your Dexterity modifier (maximum 2) and has a walking speed and climbing speed of 30 feet. In addition, when you take this form, you gain temporary hit points equal to your hit point maximum. When you return to your normal form, you lose any remaining temporary hit points.

You can remain in this form for a number of hours equal to half your druid level, rounded down. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

When you use your dragon shape, you determine what type of dragon to transform into. The type of dragon determines your scale color and breath weapon's damage type, as shown in the table below, but your appearance is otherwise up to you. Your wings aren't yet fully formed at 2nd level, but grow stronger as you gain levels in this class.

You can't cast spells while in this form, but gain a different set of actions you can use on each of your turns:

Bite

When you take the Attack action, you can use your dagger-like teeth to make an unarmed strike. You can use your Wisdom modifier, instead of Strength, for the attack and damage rolls with your bite. If you hit with it, you deal piercing damage equal to 1d12 + your Strength or Wisdom modifier, instead of the bludgeoning damage normal for an unarmed strike.

Breath Weapon

You can use an action to exhale a plume of powerful energy from inside of you. Each creature in a 15-foot cone must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 damage of your dragon's damage type on a failed save, or half as much on a successful one. Once you use this feature, it can't be used again for 1 minute.

Your breath weapon improves at certain levels. At 6th level, your breath weapon deals 3d6 damage and extends in a 20-foot cone. At 10th level, it deals 4d6 damage and extends in a 25-foot cone, and at 14th level it deals 5d6 damage and extends in a 30-foot cone.

Improved Dragon Shape (Level 6)

By 6th level, your control over your dragon shape has improved, granting you the following benefits while in that form:

  • Your AC is equal to 14 + your Dexterity modifier (maximum 2).

  • You gain a new way to attack:

    Claws

    Your razor-sharp claws are natural weapons, which you can use to make unarmed strikes. You can use your Wisdom modifier, instead of Strength, for the attack and damage rolls with your claws. If you hit with them, you deal slashing damage equal to 2d6 + your Strength or Wisdom modifier, instead of the bludgeoning damage normal for an unarmed strike.

  • When you take the Attack action on your turn, you can make one attack with your bite and one attack with your claws. Your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

  • You have darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

Draconic Magic (Level 10)

Starting at 10th level, you're able to cast certain druid spells while in your dragon shape. To cast a spell while in this form, it must use a druid spell slot level of 3rd or lower, and it can't require any material components.

In addition, your scales continue to toughen and your wings have become strong enough to carry you. You gain the following benefits while in your dragon shape:

  • Your AC is equal to 15 + your Dexterity modifier (maximum 2).

  • You have resistance to the damage type associated with your dragon shape.

  • You have a flying speed of 30 feet.

Heart of a Dragon (Level 14)

At 14th level, you can use your breath weapon even while you're not in your dragon shape. Once you use this feature, you can't use it again until you finish a long rest.

In addition, you gain the following benefits while in your dragon shape:

  • Your AC is equal to 16 + your Dexterity modifier (maximum 2).

  • Your flying speed increases to 40 feet.

  • When you take the Attack action on your turn, you can make three attacks: one with your bite, and two with your claws.

Finally, when you take on your dragon shape, you can choose to become a Large dragon, instead of Medium. If you do, your bite has a reach of 10 feet, instead of 5.

Circle of Dreams

Circle of Dreams (Level 2)

Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids' guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.

Balm of the Summer Court

At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.

As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You regain all expended dice when you finish a long rest.

Hearth of Moonlight and Shadow (Level 6)

At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.

The sphere vanishes at the end of the rest or when you leave the sphere.

Hidden Paths (Level 10)

Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Walker in Dreams (Level 14)

At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.

When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle.

This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.

Once you use this feature, you can't use it again until you finish a long rest.

Circle of Dreams (Revised)

Circle of Dreams (Level 2)

Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids' guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.

Circle Spells

2nd-level Circle of Dreams feature

You become able to tap into a portion of the magic of the Feywild, granting you access to certain spells. You learn the vicious mockery cantrip.

When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day.

Balm of the Summer Court

2nd-level Circle of Dreams feature

You become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.

As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You regain all expended dice when you finish a long rest. As an action, you can expend one spell slot to regain a number of expended dice equal to the slot's level.

Hidden Paths (Level 10)

10th-level Circle of Dreams feature

You can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Walker in Dreams (Level 14)

14th-level Circle of Dreams feature

The Feywild's magic naturally follows you wherever you go. You can cast a Circle Spell of your choice without expending a spell slot or requiring material components, and change its casting time to 1 action. Once you do so, you cannot do so again until you finish a long rest.

When you cast teleportation circle, you can modify it to open a portal to the last location where you finished a long rest on your current plane of existence, rather than opening a portal to a permanent teleportation circle.

Circle of Eberron

Circle of Eberron (Level 2)

Druids of the Circle of Eberron communicate with the progenitor Eberron herself. They can hear her words in the passage of the winds, and read her messages in leaves of the forest and shifting sands of the desert. These druids believe in the sacredness of all life, and can entreat the world to provide them with an ally formed out of Eberron's body in times of need. They are staunch opponents of extraplanar creatures that seek to impose their will on their world, such as creatures from Khyber and Xoriat.

Many Gatekeepers find themselves drawn to this circle, as well as hermits who spend decades listening to the heartbeat of the Dragon Between. Adepts of this tradition can also be found among iredar kobolds and Talentan mask weavers. And to the surprise of many, warforged that seek deep connections to the earth might follow this circle, including the warforged Followers of the Broken Path and the Landforged Walkers.

Circle Spells

Your link to the Dragon Between grants you access to certain spells. At 2nd level, you learn the spare the dying cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Eberron 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.

Summon Nature's Ally

Beginning at 2nd level, you can expend one use of your Wild Shape feature to summon an ally from the world around you, rather than assuming a beast form. As an action, you cause local flora to combine with sand, dirt, and rock to take the form of any beast of your choice that your Wild Shape feature would allow you to transform into, as shown in the Beast Shapes table of that feature. This summoned ally has the statistics of the chosen form, though it is an elemental instead of a beast. It appears within an unoccupied space within 60 feet of you, and disappears after 10 minutes or when it drops to 0 hit points.

Your summoned ally can move and use its reaction on its own, but 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 one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.

You can only have one summoned ally at a time. If you summon an additional one, the first one that you summoned crumbles into its component parts, inert.

In addition, any spells that you cast that can affect beasts can affect your summoned ally as well, as if it were a beast.

Deeper Link (Level 6)

At 6th level, you can expend additional uses of your Wild Shape feature to summon a stronger summoned ally. If you expend two uses of Wild Shape when you summon your ally, you can use the statistics for a beast with a challenge rating as high as your druid level divided by three, rounded down.

Worldly Focus (Level 6)

Also starting at 6th level, Eberron herself provides the breath and life of your spells. While on the Material Plane, you require no material components to cast your druid spells, except those consumed when you cast a spell (as indicated in a spell's description).

Child of Eberron (Level 10)

Starting at 10th level, your ability to move and fight with your summoned ally is enhanced by your connection to the Dragon Between. When you use your Summon Nature's Ally feature, you gain the following benefits until your summoned ally disappears:

  • Your summoned ally automatically succeeds on its saving throws against your druid spells, and it is immune to all damage dealt by druid spells you cast.

  • Your summoned ally's attacks count as magical weapons.

  • While your summoned ally is within 30 feet of you, you both have advantage on saves against being charmed or frightened.

Twilight Guardian (Level 14)

At 14th level, you feel the pulse of Eberron's heartbeat in your own veins, and in moments of oneness, can transform into a dragonlike form of greenery and flora. As an action while touching unworked earth, unworked stone, or a body of water, you transform into a twilight guardian.

You can stay in this form for a number of hours equal to half your druid level (rounded down), then revert to your normal form. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed into your twilight guardian form, you follow the same rules as if you were in your Wild Shape.

Once you use this feature, you can't use it again until you finish a long rest.

Circle of Elements

Circle of Elements (Level 2)

The Circle of Elements druids tap into the deepest of primal powers, unleashing devastating elemental powers desires their enemies and reshape the battlefield. These druids are the wrath of nature incarnate, and leave a path that is burned, frozen, scorched, or broken through all that would defile.

Anyone that makes the mistake of thinking that nature is always worthy will do well remember why civilized creatures spend so much of their time trying to keep it at bay.

A druid of this circle is not wantonly destructive, but most see destruction as the world returning to its natural state. To slow down or burn what has been built allows nature to thrive anew.

Invoke Elements

When you choose this circle at 2nd level, you gain an alternative use for Wild Shape. As a bonus action, you can expend a use of your Wild Shape to invoke primal powers to manifest elemental forces at a point within 60 feet. When you invoke this power, select an element to invoke, which has a different effect:

  • Air: Coalesced Lightning. Creates a crackling ball of energy at the target point. When you manifest the power, and as a bonus action on subsequent turns, you can force one creature within 30 feet of the point to pass a Dexterity saving throw, or be struck by an arc of lightning, taking 1d6 + your Wisdom modifier damage.

  • Earth: Stone Pillar. When you manifest the power, a stone eruption fills an unoccupied space within 5 feet of the point, rising up to 10 feet and blocking the space. It has an AC of 16 and hit points equal to your Wisdom modifier + your druid level. The pillar is three quarters cover for creatures behind it. It becomes difficult terrain when destroyed.

  • Fire: Wildfire. The area within 5 feet of the point is filled with flames. Creatures that start their turn in the area take 1d6 fire damage.

  • Water: Icy Blizzard. The area within 5 feet of the point is filled with an icy storm of sleet, becoming difficult terrain.

You can move an elemental manifestation up to 20 feet on subsequent turns as a bonus action. If you move a stone pillar, the stone pillar is destroyed and you can create a new pillar.

Instead of moving a Wildfire or Icy Blizzard, you can expand their radius by 5 feet as a bonus action. You can use this on a manifestation a number of times equal to your proficiency bonus. Their radius is reset to the base size if you move them. You are unaffected by the effects of your own elemental manifestations (though cannot move through stone pillars you create unless otherwise able to). The manifested elemental lasts for 1 minute, ending early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Elemental Spells

Additionally at 2nd level, your mystical connection to the primal powers allows you to learn additional elemental spells. When you pick a druid spell, you can additionally select from the Circle of Elements Expanded Spells listed at the end of this subclass. The number of spells you can prepare increases by 1 when you gain this feature, and again at 3rd, 5th, 7th, and 9th levels.


Circle of Elements Quirks

The following are some optional quirks for a player of this Circle to choose from—these can be either preexisting, signaling their fated path toward this Circle, or appear after they select this Circle.

d6Quirk

1

Different elemental effects appear around you depending on your mood.

2

You talk about the elements as if they were people with their own personality and preferences.

3

You once tried to pet a fire elemental.

4

Natural disasters make you really excited.

5

You consider yourself far superior to other spellcasters who only focus on one element.

6

Umbrellas are deeply offensive to you.

Primal Sculpting (Level 6)

Starting at 6th level, when you deal bludgeoning, cold, fire, or lightning damage with Invoke Elements or a druid spell, you can choose a number of creatures equal to your proficiency bonus that you can see to exclude from the effect.

The chosen creatures automatically pass their saving throw (if applicable) against the effect, and take no damage from the effect.

Paraelemental Manifestations (Level 10)

Starting at 10th level, when you use Invoke Element, you can invoke two elements, gaining an effect based on their combination:

-AirEarthFireWater

Air

-

Dust

Smoke

Fog

Earth

Dust

-

Magma

Mud

Fire

Smoke

Magma

-

Steam

Water

Fog

Mud

Steam

-

  • Dust: Dust Cloud. The area within 10 feet of the point becomes heavily obscured. Creatures attempting to speak in the area must make a Constitution saving throw against your spell save DC, or be muted and not speak for the next hour or until you end the dust cloud. You can end or move this Dust Cloud with your Invoke Elements feature.

  • Fog, Smoke, or Steam. Obscuring Cloud. The area has the effect of both contributing powers. In addition, the area covered by Wildfire or Icy Blizzard becomes heavily obscured.

  • Magma: Magma Pillar. Has the effect of Stone Pillar, but additionally creatures that start their turn within 5 feet of the stone pillar take 2d6 fire damage and creatures that hit the magma pillar with a melee attack take 2d6 fire damage.

  • Mud: Mud Mire. The area within 5 feet of the point is filled with thick mud, becoming difficult terrain. The difficult terrain generated on the ground requires an additional foot of movement for each foot of movement through it. You can expand or move this Mud Mire with your Invoke Elements feature.

Empowered Manifestations (Level 10)

Additionally at 10th level, the damage of the Coalesced Lightning and Wildfire is increased by 1d6 (when not used to make Paraelemental Manifestations).

Elemental Adaptation (Level 14)

Starting at 14th level, when you complete a short or long rest, you can gain resistance to one damage type from the following until your next short or long rest: cold, fire, or lightning. When you have resistance to cold damage you can see through the obscurement of steam or fog.

When you have resistance to fire damage, you can see through the obscurement of steam or smoke. When you have resistance to lightning damage you can see through the obscurement of dust, smoke, or steam.

Circle of Entropy

Circle of Entropy (Level 2)

Druids belonging to the circle of entropy are those who understand that chaos is an intricately essential force of creation and that the world's eventual demise is a part of its natural course. While the disorder that these druids wield is inherently tumultuous, they attempt to manipulate it in an effort to bring their vision of balance to the land around them.

Natural Disorder

Starting at 2nd level, your attunement to the unpredictability of the universe causes chaotic energy to surge around you. When you use your Wild Shape feature, you can choose to roll on the Natural Disorder table. If the effect is a spell and if it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

Natural Disorder
d20Effect

1-2

The CR of this Wild Shape transformation is limited to a maximum of CR 1/4.

3

Your size decreases by one size category for this Wild Shape transformation.

4

You cannot regain hit points until the end of your next turn.

5

The next successful melee attack you make within 1 minute forces the target to make a Constitution saving throw against your druid spell save DC or be blinded until the end of its next turn.

6

You cast darkness centered on yourself.

7

You make no noise for 1 minute.

8

Your Wild Shape creatures have starry skin and black and purple hues until you finish a long rest.

9

Your speed decreases by 10 feet for 1 hour in both your Wild Shape transformation and your own form.

10

You regain your lowest-level expended spell slot.

11

Plants within 20 feet of you immediately decay. If a plant creature or a magical plant is in range of this effect, it takes 2d10 necrotic damage. If a nonmagical plant that isn't a creature is in range of this effect it simply withers and dies.

12

A creature that you hit with an attack while in this Wild Shape subtracts a 1d4 from the next saving throw it makes before the end of your next turn.

13

You can cast cantrips while in this Wild Shape and can perform their verbal and somatic components.

14

Black vines burst from the ground, forcing a creature of your choice within 60 feet of you to make a Strength saving throw against your druid spell save DC or be restrained until the end of your next turn.

15

You cast vortex warp on a randomly determined creature within range.

16

You shout at random intervals for the next hour.

17

You cast chaos bolt.

18

You teleport up to 20 feet to an unoccupied space of your choice that you can see.

19-20

You automatically succeed on the next saving throw you make while in this Wild Shape transformation.

Chaotic Nature

Also at 2nd level, your understanding of the wild forces of the cosmos allows you to tap into other forms of untamed magic. When you prepare spells using your druid Spellcasting feature, you can prepare a number of additional spells equal to your proficiency bonus from the Sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a druid spell for you.

Decaying Cosmos (Level 6)

At 6th level, your abilities inflict a debilitating sense of finality upon your enemies. When a creature fails a saving throw against a spell that you cast or you make an attack against a creature and score a critical hit on the attack roll, the target can only regain hit points equal to half the amount they normally would from spells and other magical effects until the start of your next turn.

Disgregation (Level 10)

At 10th level, you can harness the chaotic energy held within your body and force it to briefly dissipate and reform. As a bonus action, you can teleport up to 20 feet to an unoccupied space that you can see. When you use this feature, you also gain temporary hit points equal to your half your druid level.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses when you finish a long rest.

Inevitable Equilibrium (Level 14)

Upon reaching 14th level, you hone your ability to wield entropic disarray in more precise ways. When you roll on the Natural Disorder table, you can choose to roll twice and use both rolls or to use your choice of either roll.

Once you use this feature, you can't do so again until you finish a short or long rest.

Circle of Flames (Retired)

Circle of Flames (Level 2)

This subclass does not appear in the retired subclasses appendix and does not appear to have a clear update pathway to a current subclass. It has been retained in this file for any users of the subclass but is not currently in print.

Druids of the Circle of Flames recognize fire's integral role in the natural world—they see it not only as a force of destruction, but as a force of rebirth, and ultimately of life. Throughout many environments, wildfires are merely a tool of nature that allow plants and animals to thrive. These druids seek to control and manipulate wildfires, allowing them to run their course without encroaching on civilization. Their order gathers in the burnt out remnants of forest fires, where they discuss their dealings and sow the first seeds of new growth within the charred soils.

These druids also devout much of their time to studying the most ancient forms of fire magic, created by creatures of primordial fire and those connected to the Elemental Plane of Fire. Through their study, they learn an array of fire-based magics, and gain the ability to infuse their wild shapes with the destructive power of fire.

Members of this circle become adventurers in their search knowledge, as they travel far and wide in search of ancient tomes and primordial beings, so that they might gain a deeper understanding of fire magic and the beings that created it. They also might seek to punish those that abuse and misuse fire—pyromaniacs are not welcome among their kin, and cannot be allowed to bring unbalance to the natural world.

Bonus Cantrip

When you choose this circle at 2nd level, you learn either the create bonfire cantrip or the fire bolt cantrip (your choice). The spell you choose is a druid spell for you.

Primordial Shift

Also at 2nd level, you learn how to speak, read, and write Ignan and Primordial.

Additionally, you learn to infuse your wild shape with primordial fire. When you use your Wild Shape, you can choose to expend two uses of the feature, rather than one. When you do so, your Wild Shape becomes empowered in the following ways:

  • You gain resistance to fire damage.

  • You can speak Ignan and Primordial, regardless of your form's speaking limitations.

  • You gain temporary hit points equal to the hit point maximum of your Wild Shape form. These temporary hit points last for the duration of your Wild Shape.

  • You can cast certain spells during this Wild Shape: the bonus cantrip you gained from this subclass, and the circle spells you gain from subsequent levels in this class.

Circle Spells

Your connection to fire infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to your circle spells.

Once you gain access to a circle spell, you'll 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.

Circle of Flames Spells

Wildfire (Level 6)

At 6th level, you can quickly cast your circle spells as you shift into a bestial form. When you use your action to transform into your Wild Shape and use your Primordial Shift feature, you can use your bonus action to cast one of your circle spells that normally has a casting time of 1 action.

Life from Ash (Level 10)

At 10th level, after you cast a spell of 1st level or higher that deals fire damage, magical ashes swirl around you in a 10-foot radius area centered on you for the next minute. The area travels with you, and it is difficult terrain for hostile creatures. As a bonus action, you can expend a spell slot to have the ashes dissipate into healing energy, causing the area to return to normal. One creature within the area regains hit points equal to your Wisdom modifier plus 1d10 hit points per level of the spell slot expended.

Master of Primordial Flame (Level 14)

At 14th level, you gain the benefits of your Primordial Shift whenever you use your Wild Shape, meaning you no longer need to expend two uses of your Wild Shape to use that feature.

Also, you gain the following additional bonuses while you are using your Wild Shape:

  • The number of temporary hit points you gain is increased to double the hit point maximum of your Wild Shape form.

  • When you roll damage for the circle spells or bonus cantrips gained from this subclass, you can reroll up to four of the damage dice. You must use the new rolls.

Circle of Frost

Circle of Frost (Level 2)

Frost druids inhabit lands where long winters and icy landscapes prevail. They help creatures living in these areas survive when conditions are at their most inhospitable, preventing outsiders from coming into the arctic climes and disrupting the balance of nature. They use their druidic abilities to take the forms of polar creatures, giving them the ability to watch regional happenings from a safe vantage, and they use their magic to confuse and hinder intruders and outsiders. While they are not necessarily evil, these druids' attitudes and demeanors often reflect the harsh, barren climates in which they reside.

Circle Spells

Your symbiotic link to frost and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the ray of frost cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Frost 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.

Circle of Frost Spells
Druid LevelSpells

3rd

blur, darkness

5th

elemental weapon (cold only), gaseous form

7th

faithful hound, resilient sphere

9th

cone of cold, steel wind strike

Coat of Frost

Starting at 2nd level, you can cover yourself in a frigid aura of cold that you can use to harm nearby enemies. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 cold damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The cold damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Hibernation (Level 6)

At 6th level, you and your allies gain the benefits of your connection to the restorative powers of the act of hibernation. When you and up to six creatures of your choice take a short rest, add 2 to the number of hit points regained per hit die rolled. In addition, a creature can remove one level of exhaustion at the end of the short rest.

Invigorating Shelter (Level 10)

At 10th level, you gain the ability to protect yourself and those around you from the ravages of both fire and cold. As a bonus action, you create an aura of cool air emanating from you in a 30-foot radius. All creatures you choose in the aura have resistance to cold and fire damage for 1 minute. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

Bitter Zephyr (Level 14)

At 14th level, your connection to the harsh climates of your domain allows you to become one with the bitter north wind. If you drop to 0 hit points and don't die outright, you drop to 1 hit point instead. Each creature of your choice within 30 feet of you that you can see takes cold damage equal to 2d10 + your druid level. You also gain a fly speed equal to your walking speed for 1 minute. Once you use this feature, you can't use it again until you finish a long rest.

Circle of Gravitation

Circle of Gravitation (Level 2)

Druids of the Circle of Gravitation seek to protect not just nature, but the very forces of nature that they draw their power from. They hone their druidic magic focusing in on manipulation of gravitational forces, being able to alter it within creatures and the world.

When druids of this circle gather, it is at places of great influence over nature's forces. This can range from an area heavily saturated with magical energy, to naturally prominent areas such as fault lines, mountain ranges, or even magnetic poles of the planet.

Gravity Spells

At 2nd level, your connection to natural forces of the world allows you facility with unique spells. Spells that appear on the gravitational spell list that don't appear on the druid spell list are added to the druid spell list for you, and you learn one cantrip of your choice from the gravitational spell list.

In addition, when you prepare spells at the end of a long rest, you can prepare one additional spell that must appear on the gravitational spell list. The number of additional spells you can prepare this way increases to 2 at 6th level, and 3 at 10th level.

Well of Gravity

Starting at 2nd level, you can alter the gravity of creatures affected by your magic. Once per turn, when one of your spells or abilities causes a creature to be moved, you can cause that creature to be moved up to an additional 5 feet in the same direction. When you move a creature this way, you can also choose to deal 1d6 force damage to it.

You can use this ability a number of times equal to 2 + you Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Internal Pull

Finally starting at 2nd level, as an action, you can expend a use of your Wild Shape feature to gain complete control of gravity around you, immediately pushing creatures of your choice within 10 feet of you up to 5 feet away from you. While this feature is active, you gain the following benefits:

  • When an attack is made against you, you can use your reaction to give the attack disadvantage, as you weigh it down with gravity.

  • When you use your Well of Gravity feature, you can either double the additional distance the creature is moved, or double the force damage it deals to the creature.

  • You have a flying speed equal to your walking speed, but can't use it to fly more than 5 feet above the ground.

  • As a reaction to being moved against your will, you can choose to not be moved instead.

These benefits last for 10 minutes, until you are incapacitated, or until you use your Wild Shape again.

Limitless (Level 6)

Beginning at 6th level, the additional distance you can move a creature with your Well of Gravity feature increases to 10 feet. In addition, when you use it to move a willing creature, you can do so without expending a use of it, even if you have no uses remaining.

Elevate (Level 10)

Starting at 10th level, when you deal force damage to a creature with your Well of Gravity feature, you can roll an additional 1d6 and add it to the result.

In addition, while your Internal Pull feature is active, your speed increases by 5 feet, your flying speed has no restriction on the distance you can fly above the ground, and you no longer have to use your reaction to give weapon attacks against you disadvantage if you can see the attacker.

Profundity (Level 14)

At 14th level, you gain full capacity with gravitational spells. You can cast a spell of 1st level or higher that appears on the gravitation spell list without expending a spell slot, even if you don't have that spell prepared. To be eligible, the spell must be of 5th level or lower. When you cast a spell this way, it is cast as if you used a 5th level spell slot to cast it.

Once you cast a spell this way, you can't do so again until you finish a long rest.

Circle of Growth

Circle of Growth (Level 2)

Druids within the Circle of Growth are among the most direct emissaries of nature, speaking for the forests and wilderness in order to bring its will to the rest of the world. They can be kind and nurturing presences that seek to ease the suffering all living things, or militant wardens that seek to end the exploitation of natural resources.

Circle Spells

At 2nd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Growth 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.

Sprout Sapling

Starting at 2nd level, as a bonus action, you can expend one use of your Wild Shape feature to sprout a Sapling, rather than assuming a beast form. The Sapling to sprouts to life in an empty space you can see within 30 feet. The Sapling is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Sapling stat block, which uses your proficiency bonus (PB) in several places.

In combat, the Sapling 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. You can command your Sapling as part of the same bonus action used to summon it. That action can be one in its stat block or some other action. If you are Incapacitated, the Sapling can take any action of its choice, not just Dodge. When you cast a spell with a range other than self, the spell can originate from you or your Sapling.

The Sapling manifests for 10 minutes, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.


Circle of Growth Quirks

The following are some optional quirks for a player of this Circle to choose from—these can be either preexisting, signaling their fated path toward this Circle, or appear after the first time they've assumed Tree shape.

d6Quirk

1

You hug trees as a greeting or farewell when passing by a forest or grove.

2

You carry around fruit tree seeds, planting them whenever you get a chance.

3

Whenever visiting a house, you make sure any house plants are watered.

4

You have a scrapbook of leaves and are very serious about your collection of new specimens.

5

You prefer to bury your foes so that may serve as nourishment to new plant life.

6

Your hair and eyes are both vibrant green.

Verdant Power (Level 6)

Starting at 6th level, whenever you expend a spell slot of 1st level or higher while your Sapling is manifested, you can select one of the following benefits:

  • Multiattack. The Sapling can make additional attacks on its turn equal to the level of the spell slot divided by 2 (minimum 1).

  • Verdant Aura. All allied creatures of your choice within 30 feet of the Sapling gain temporary hit points equal twice the level of the spell slot.

  • Reposition. The Sapling can move a number of feet equal to 5 + 5 times the level of the spell slot spent feet on its turn. Until the start of your next turn, any space it moved through is difficult terrain for creatures of your choice.

Entangling Roots (Level 10)

Starting at 10th level, a creature that ends its turn within the Grasping Roots area of effect of your Sapling must make a Dexterity saving throw against your spell save DC, or become Grappled by the Sapling.

Grasp of Nature (Level 10)

Starting at 10th level, when a creature starts its turn Grappled or restrained by you, your spells, creatures created by your spells, or your Sapling, it takes damage equal to your Wisdom modifier.

Nourishing Magic (Level 14)

Starting at 14th level, whenever you trigger an effect of Verdant Power, your Sapling regains 1d10 hit points per level of spell slot spent, and you can cause it to grow one size (up to a maximum of huge). Its reach increases by 5 feet for each size category above medium.

Circle of Growth

Circle of Growth (Level 2)

Druids of the Circle of Growth believe that nature should not be contrained or heavily manipulated by a user, but allowed to take over the magic the users abilities to let nature grow as it wishes.

Circle Spells

2nd-level Circle of Growth Feature

You have taken on the raw power of nature, you gain spells in order to allow nature to expand.

Leech of Nature

2nd-level Circle of Growth Feature

You absorb the natural energies around you, when you cast a 1st level spell or higher with your druidic focus roll a D20, if you roll a 1, 2, 19 or 20 a roll will be made on a Natural Magic Surge table. This may only happen once per turn

Wild Magic Surge
d100Effect

01-02

Roll on this table at the start of each of your turns for the next minute, this stacks.

03-04

For the next minute, you and anyone within 10 ft of you can speak to animals and plants.

05-06

A beast is chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.

07-08

You cast ice knife at the 5th level at a random target.

09-10

You cast magic missile as a 5th-level spell.

11-12

Roll a d100. Your height changes by a number of cm equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.

13-14

You cast confusion centered on yourself.

15-16

For the next minute, you regain 5 hit points at the start of each of your turns.

17-18

You grow a long beard made of leaves that remains until you sneeze, at which point the leaves explode out from your face.

19-20

You cast feign death on yourself and must wait the duration.

21-22

Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

23-24

Your skin turns into bark and grants no advantages or disadvanatages. A remove curse spell can end this effect.

25-26

A light emmiting mushroom on your head, you provide dim light for 30 ft, and bright light for 5 ft.

27-28

For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

29-30

You polymorph one creature that you can see at random.

31-32

You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

33-34

Maximize the damage of the next damaging spell you cast within the next minute.

35-36

Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.

37-38

1d6 twig blights controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.

39-40

You regain 2d10 hit points.

41-42

You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.

43-44

For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.

45-46

You cast meld with stone on yourself, and are dragged into the nearest stone.

47-48

A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

49-50

You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.

51-52

A viney shield grows near you for the next minute, granting you a +2 bonus to AC.

53-54

You are intoxicated as if by alcohol for the next 5d6 days.

55-56

Your hair falls out but grows back within 24 hours.

57-58

For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.

59-60

You regain your lowest-level expended spell slot.

61-62

For the next minute, you must shout when you speak.

63-64

You cast daylight centered on yourself.

65-66

Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

67-68

You are frightened by the nearest creature until the end of your next turn.

69-70

Each creature within 30 feet of you becomes polymorphed for the next minute.

71-72

You gain resistance to all damage for the next minute.

73-74

A random creature within 60 feet of you becomes poisoned for 1d4 hours.

75-76

You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

77-78

You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.

79-80

Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.

81-82

You can take one additional action immediately.

83-84

Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

85-86

You cast stone skin.

87-88

You cast fly on a random creature within 60 feet of you.

89-90

You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.

91-92

If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

93-94

Your size increases by one size category for the next minute.

95-96

You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

97-98

You are surrounded by faint, ethereal smash mouth music for the next minute.

99-00

You regain expended spell slots equal to your level.

Boons of Nature (Level 6)

6th-level Circle of Growth Feature

Your attacks become infused with the innate magic of dragons. While in your Dragon Aspect form, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, attacks you make in your Dragon Aspect form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Natural Burst (Level 10)

10th-level Circle of Growth Feature

You may expend 2 uses of wild shape, and cast a spell at your highest spell slot at a random target.

Rapid Growth (Level 14)

14th-level Circle of Growth Feature

Once a short rest you may trigger the Natral Magic Surge at will.

Circle of Kudzu

Circle of Kudzu (Level 2)

Druids of the Circle of Kudzu see 'weeds' not as plants to be exterminated, but as adaptable survivors. Their abilities reflect these traits, capable of rapidly moving across terrain and hindering even the mightiest of foes.

Circle Spells

2nd-level Circle of Kudzu feature

Your affinity for small, strangling plants grants you access to certain spells. You learn thorn whip (or another Druid cantrip of your choice if you already know the spell), and modify it in the following ways:

  • You can cast it using only somatic components.

  • You can target objects and interact with them in the same ways as the mage hand cantrip.

  • Instead of pulling a creature, you can move it up to 10 feet in any horizontal direction within range.

  • You automatically hit willing targets, and can cause the spell to deal no damage on a hit.

When you reach certain druid levels, you gain access to the spells in the table below. They count as druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day.

Lash of a Thousand Thorns

2nd-level Circle of Kudzu feature

As a bonus action, you can expend a use of your Wild Shape feature to assume a weed-like form. While in this form, you pass through all plants without being slowed or damaged by them. The form lasts for 1 hour. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Once per turn, when you hit a target with thorn whip in this form, you can cause one of the below effects:

Ingrain

You pull yourself directly towards the target up to your distance from it. This movement does not provoke opportunity attacks.

Snag

If the target is a creature, it must succeed on a Dexterity saving throw or fall prone.

Uproot

If the target is a creature, you make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you can pull the creature towards you up to your distance from it.

One with the Weeds (Level 6)

6th-level Circle of Kudzu feature

Your magic takes root extremely quickly. When you use your bonus action to activate your Lash of a Thousand Thorns, you can also use that bonus action to cast any Circle Spell of your choice that you have access to.

Additionally, when you use your action to cast thorn whip, you can attack twice, instead of once, and can move between each attack you make using this spell.

Endless Entanglement (Level 10)

10th-level Circle of Kudzu feature

While your Lash of a Thousand Thorns is active, you can choose to emanate rampant vegetation in a 15-foot aura. The plants you emanate can be manipulated by spells such as plant growth and speak with plants.

Whenever you cast a spell of 1st-level or higher, you can use your reaction to drive these plants into a frenzy, forcing each hostile creature within the aura to make a Strength saving throw against your spell save DC.

A creature that fails its save has its speed reduced to 0 until the start of your next turn, and takes bludgeoning damage equal to the spell's level. You gain temporary hit points equal to the total bludgeoning damage dealt.

Stride of Boundless Ivy (Level 14)

14th-level Circle of Kudzu feature

You propagate as freely as any weed. You add transport via plants to your list of Circle Spells, and can cast it without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.

Additionally, when you cast transport via plants, you can create up to two plants (the target and destination plants) for the spell to use, which vanish when the spell ends. If you create a destination plant, its location is determined in the same way as the teleport spell.

Circle of Kudzu

Circle of Kudzu (Level 2)

Druids of the Circle of Kudzu venerate 'weeds', such as their namesake, admiring their swift propagation and small yet hardy stature in the face of adversity. Their magic reflects these traits, capable of rapidly moving across terrain and hindering even the mightiest of foes.

One with the Weeds

2nd-level Circle of Kudzu feature

Your affinity for small, strangling plants allows you to wield them effortlessly, granting you these benefits:

  • You learn the thorn whip cantrip, and can cast it without using verbal or material components.

  • Your thorn whip can target objects and interact with them in the same ways as the mage hand cantrip.

  • You have the entangle spell prepared, and can expend a Wild Shape usage as part of casting it to maintain it without concentration. The spell ends early if you recast or dismiss it (no action required).

  • You can pass through any movement impediments caused by nonmagical plants or your own spell effects without being slowed by them.

Lash of a Thousand Thorns (Level 6)

6th-level Circle of Kudzu feature

You learn to manipulate your thorn whip in a variety of unique ways, providing it with the following benefits:

  • You can change its casting time to a bonus action.

  • Attack rolls on willing targets automatically hit.

  • You can choose not to apply damage to a target.

  • Instead of pulling a creature, you can choose to move it up to 10 feet in any horizontal direction.

Additionally, once per turn, when you hit a target with thorn whip, you can cause one of the below effects:

Snag

If the target is a creature, you reduce its speed by 10 feet until the start of your next turn, and it must succeed on a Dexterity saving throw or fall prone.

Constrict

If the target is a creature, it is grappled (escape DC = your spell save DC) by vines that reach up to the spell's range, occupy the hand you cast the spell with, and disappear when released. Until the grapple ends, you can use your action or bonus action to automatically inflict the effects of thorn whip on it again.

Ingrain

You pull yourself directly towards the target up to your distance from it. This movement does not provoke opportunty attacks.

Uproot

If the target is a creature, you make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you can pull the creature towards you up to your distance from it.

Endless Entanglement (Level 10)

10th-level Circle of Kudzu feature

With enough determination, even the most overlooked of plants can fell the tallest of trees. If you cast entangle at a higher level, you can alter it in the following ways:

2nd level or higher

A creature that enters the affected area for the first time on a turn or starts its turn there must succeed on a Strength saving throw as if they were in the area when it was cast or suffer the same effects.

3rd level or higher

You can increase the spell's duration to 1 hour instead of 1 minute.

4th level or higher

Creatures that start their turn restrained by the spell or fail their saving throw against it also take 3d6 bludgeoning damage.

5th level or higher

You can change the spell's area into a 40-foot cube instead of a 20-foot square.

Stride of Boundless Ivy (Level 14)

14th-level Circle of Kudzu feature

Your mastery of diminuitive shoots and weeds allows you to call on them with unmatched finesse.

You have the grasping vine spell prepared, and can cast it without expending a spell slot. Once you cast grasping vine in this way, you can't do so again until you finish a short or long rest.

Additionally, whenever you cast the spell, you can modify its behaviour in the following ways:

  • You can maintain this spell without concentration. It ends early if you cast grasping vine again.

  • You can direct the vine on your turn without using a bonus action.

  • Instead of being pulled 20 feet towards the vine, you can cause the spell to move the target creature anywhere within 30 feet of it.

  • A creature can choose to fail the spell's save.

  • You can cause any creature moved by the vine to fall prone.

Circle of Leth

Circle of Leth (Level 2)

The Circle of Leth is an order of druids formed in the Year of the Last Hunt (722 DR). In that year, The Great Druid of Leth claimed the title of Nentyarch and grew a living fortress of trees atop the fiend-corrupted ruins of Dun-Tharos. This druid circle protected the Great Dale from all threats until the Year of the Unstrung Harp (1371 DR) when they were cast out of Dun-Tharos by the Rotting Man and his Blightlords. The Rotting Man's reign in Dun-Tharos did not last long, for he and his Rotting Lords were destroyed by demons from below Dun-Tharos, who now overrun the wilds of Dunwood.

The Nentyarch and his followers found refuge to the south, in the ancient wood elf fortress of Yeshelmaar. From this bastion in the Forest of Lethyr, the Circle of Leth seeks to purge Dunwood of its evil fiendish taint while protecting the goodly folks of the Great Dale.

Druids of the Circle of Leth have a strong affinity for nature and the untamed plants and creatures that live therein. They call on nature's divine essence to transform into plant creatures to help defend their forest homes.

Plant Form (CR 1) (Level 2)

As a druid of the Circle of Leth, you can use your Wild Shape ability to assume dangerous plant forms. At 2nd level, you can use your Wild Shape to transform into a plant with a challenge rating of 1 or lower (you ignore the Max. CR column of the Beast Shapes table but must abide by other limitations there).

Starting at 6th level, you can transform into a plant with a challenge rating as high as your druid level divided by 3, rounded down.

Bonus Cantrip (Level 2)

Starting at 2nd level when you choose this circle, you gain the shillelagh cantrip. If you already know this cantrip, you learn a different druid cantrip of your choice. This cantrip doesn't count towards the number of cantrips you know.

Primal Strike (Level 6)

Starting at 6th level, your attacks in beast or plant form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.

Plant Form (increased CR) (Level 6)

Starting at 6th level, you can transform into a plant with a challenge rating as high as your druid level divided by 3, rounded down.

Nature's Protection (Level 10)

Starting at 10th level, you can't be charmed or frightened by fiends or plants, and you are immune to poison and disease.

Silent Passage (Level 14)

By 14th level, you can alter the environment around you in subtle ways to avoid detection. You can cast the pass without trace spell at will.

Circle of Mana

Circle of Mana (Level 2)

Druids that belong to the Circle of Mana have a deep appreciation and understanding of the fact that magic is a living being, indistinguishable from the natural world. These druids harness the power of mana, channeling and giving it form in order to protect the wondrous magical locations in the wild.

Circle Spells

2nd-level Circle of Mana feature

When you joined this circle, the mana blessed you with knowledge of arcane magic. This blessing grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Mana 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.

Arcane Form

2nd-level Circle of Mana feature

You can attune to the lingering mana around you. As a bonus action, you can expend one use of your Wild Shape feature to assume an arcane form, choosing from the options below and gaining the option's benefits as long as you remain in your arcane form, rather than assuming a beast form.

Abjuration Form

The mana protects you from harm. You gain a +1 bonus to AC and temporary hit points equal to your druid level + your Wisdom modifier.

Conjuration Form

You become one with magic, teleporting swiftly. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can teleport to an unoccupied space you can see within 10 feet of you.

Divination Form

You can read the flow of magic around you. You gain a +1 bonus to saving throws against spells and other magical effects.

Enchantment Form

Your physical charm is amplified. You have advantage on Charisma (Persuasion) and Charisma (Deception) checks.

Evocation Form

Your spells become more destructive. When you cast a spell of 1st-level or higher that deals damage, you can add your Wisdom modifier to one damage roll of that spell.

Illusion Form

The mana takes shape as an illusory duplicate of yourself that shelters you from harm. When a creature makes a melee attack against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself, causing the creature to have disadvantage on the attack roll.

Necromancy Form

Your healing powers are augmented. Whenever you use a spell of 1st level or higher to restore hit points to a creature other than you, a surge of the healing energy courses through you and you regain hit points equal to the spell's level + your Wisdom modifier.

Transmutation Form

You can alter your physical characteristics in order to adapt in different situations. After taking bludgeoning, piercing or slashing damage, you can use your reaction to gain resistance to the triggering damage type until the start of your next turn.

You remain in your arcane form for 10 minutes, until you are reduced to 0 hit points, until you use this feature to assume an arcane form again, or until you die.

Summon Mana Spirit (Level 6)

6th-level Circle of Mana feature

You learn how to give physical form to mana. As an action, you can expend one spell slot to summon a mana spirit.

The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. It is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Mana Spirit stat block, which uses the level of the spell slot (SL) expended to summon the spirit in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of pure arcane energy, while others look like beasts wreathed in violent magics.

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 minute, until it is reduced to 0 hit points, until you use this feature to summon a spirit again, or until you die.

One With the Mana (Level 10)

10th-level Circle of Mana feature

You learn how to share your own power with a mana spirit. While in your Arcane Form, any mana spirit you summon gains the chosen form's benefits, using your druid level whenever necessary.

Favored by the Mana (Level 14)

14th-level Circle of Mana feature

Your connection with the mana grows strong enough that magic is unwilling to cause you harm. While in your Arcane Form, you and any mana spirit you summon have resistance to damage from spells.

Circle of Mutation

Circle of Mutation (Level 2)

Druids of the Circle of Mutation believe that nature should be improved in order to compete with the unnatural world. Their order hides in the darkest corners of swamps and forests, conducting experiments to warp the structure of their domain. They go unheard from for months on end, emerging from the wild with twisted vines and mutated creatures at their side. These druids have earned the scorn of other circles, discredited as those who have lost their way. In the eyes of a mutation druid, those who wish to preserve nature as it is simply fear what change brings.

Mutate Shape

Starting when you choose this circle at 2nd level, you can use a bonus action to use your Wild Shape.

In addition, while you are transformed by Wild Shape, you can use a bonus action to expend a spell slot and gain a number of mutation points equal to the level of the spell slot expended. These mutation points last until they are spent or your use of Wild Shape ends. While you are in your beast shape you can expend one or more mutation points (no action required by you) to select a mutation from the list below. When you do, your physical body contorts and changes in a gruesome display.

Chosen mutations last for the duration of your Wild Shape.

Creature of the Sea

For 1 mutation point, you can breathe air and water and gain a swim speed of 30 feet. For an additional 1 mutation point, your swim speed increases to 60 feet.

Creature of the Sky

For 3 mutation points, you gain a fly speed of 30 feet. For an additional 2 mutation points, your fly speed increases to 60 feet.

Darkvision

For 1 mutation point, you gain darkvision out to a distance of 60 feet.

Echolocation

For 4 mutation points, you have blindsight out to a distance of 30 feet while you are not deafened.

Enchanted Attacks

For 1 mutation point, your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Enlarge

For 1 mutation point, your size increases by one step (from Medium to Large, for example). You can spend an additional 2 mutation points to increase your size by two steps instead (from Medium to Huge, for example).

Multiattack

For a number of mutation points equal to 2 + 2 x your beast form's CR, whenever you use your action to make a natural weapon attack you can make two natural weapon attacks instead.

Natural Armor

For 1, 2, or 3 mutation points you increase your AC by an equal amount.

Reduce

For 1 mutation point, your size decreases by one step (from Medium to Small, for example). You can spend an additional 2 mutation points to decrease your size by two steps instead (from Medium to Tiny, for example).

Unnatural Voice

For 1 mutation point, you can speak as normal, even if your beast shape lacks the anatomy for such vocalizations. This does not allow for spellcasting while in Wild Shape form.

Venomous Attacks

For 2 mutation points, attacks you make with your natural weapons deal an additional 1d4 poison damage.

Circle Forms

Also at 2nd level, your ability to transform into dangerous beasts is enhanced. Starting when you gain this feature, you can use your Wild Shape to transform into a beast with a challenge rating 1 or lower. You ignore the Max CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 6th level, you can transform into a beast with a challenge rating equal to or less than your druid level divided by 3, rounded down.

Unnatural and Unnerving (Level 6)

Starting at 6th level, you gain proficiency with the Intimidation skill if you don't already have it. If you are already proficient in Intimidation, you gain proficiency in one skill of your choice from the following: Athletics, Acrobatics, Perception, Stealth, or Survival.

In addition, you have advantage on Charisma (Intimidation) ability checks you make while you are in your beast shape and have at least one mutation.

Endless Evolution (Level 10)

At 10th level, when you enter your Wild Shape you gain a number of mutation points equal to your Wisdom modifier (minimum 1). Unspent mutation points are lost when you leave your beast shape.

In addition, you can use an action to touch a beast and expend a spell slot, causing it to mutate to your liking. You gain a number of mutation points equal to the level of the spell slot or the CR of the beast, whichever is lower. As part of the same action, you must spend all mutation points on mutations which manifest in the beast. Unspent mutation points are lost. Mutations remain indefinitely until the same beast is targeted by a different use of this feature or the dispel magic spell, remove curse spell, or similar magic.

Apex Predator Aura (Level 14)

Starting at 14th level, beasts that begin their turn within 30 feet of you must make a Wisdom saving throw with a DC equal to your druid spell save. On a failure, the creature is frightened for 10 minutes. On a success, the creature is immune to this effect for the next 24 hours. An affected creature can use its action on each subsequent turn to steel themselves and repeat the saving throw, ending and becoming immune to this fear effect for the next 24 hours on a success.

You can use an action to cause this aura to affect chosen creatures within 30 feet, instead of only beasts, until the start of your next turn. Once you use this special action, you can't use it again until you finish a long rest.

Circle of Mutation

Circle of Mutation (Level 2)

All Druids have the ability to shapeshift, transforming into wild beasts. Druids of the circle of Mutation, however, use that primal magic to improve and manipulate the very structure of their bodies. They assimilate the aspects of terrible monstrosities to go against the natural order, to become more that their mortal forms allow them to.

As such, other druids often look upon the unnatural rituals performed by these individuals with disgusts and terror. However, even they can't deny that circle of mutation druids achieve results far beyond a common druids capabilities.

Monstrous Aspect

When you choose this circle at 2nd level, you have learned how to change your body in more drastic ways than other druids, gaining the abilities of terrifying monstrosities.

You can choose two monstrous aspects from among the ones described below. After you finish a long rest, you can choose which aspect of the ones you know you want to attune to. You can only attune to one aspect at a time, and it grants you certain benefits as specified below.

When you reach certain levels in this class, you gain additional aspects, as shown in the Monstrous AspectsKnown table.

Monstrous Aspects Known
Druid LevelNumber of Aspects

3rd

2

6th

3

10th

4

14th

5

The following aspects are available to you when you gain an aspect. If an aspect has a level requirement, you must beat least that level in this class to learn the aspect.

  • Aspect of the Displacer.
  • Aspect of the Froghemoth.
  • Aspect of the Hook Horror.
  • Aspect of the Umber Hulk. (Prerequisite: 6th level)
  • Aspect of the Remorhaz. (Prerequisite: 10th level)
  • Aspect of the Roc. (Prerequisite: 10th level)
  • Aspect of the Astral Dreadnought. (Prerequisite: 14th level)
  • Aspect of the Tarrasque. (Prerequisite: 14th level)

Wild Mutation

Starting at 2nd level, as an action, you can expend a use of your Wild Shape feature to truly embody your monstrous aspect, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class.

While you embody your monstrous aspect, you retain your game statistics, but your body mutates to resemble the monstrous aspect you have active at the moment.

Furthermore, you grow a natural weapon, depending on your attuned aspect, as detailed below. It counts as a simple melee weapon for you, and you add your Wisdom modifier to the attack and damage rolls when you attack with it.

These benefits last for 1 hour or until you use your Wild Shape again.

Depending on which monstrous aspect you are attuned to, you gain the following benefits:

  • Aspect of the Displacer Beast.

    Activating your Monstrous Form while attuned to the aspect of the displacer beasts causes you to grow two barbed tentacles from your shoulders.

    The tentacles have the reach property and deal 1d4 piercing damage on a hit. Once on each of your turns, when you attack with your tentacles using the Attack action, you can make one additional tentacle attack as part of the same action.

    Furthermore, you can project a magical illusion that makes you appear to be standing near your actual location. When a creature you can see targets you with an attack roll, you can use your reaction to impose disadvantage on the attack roll.

  • Aspect of the Froghemoth

    Activating your Monstrous Form while attuned to the aspect of the Froghemoth causes one of your arms (your choice) to turn into a slimy tentacle.

    The tentacle has a reach of 10 feet and deals 1d8 bludgeoning damage on a hit. Instead of attacking with it, you can grapple a creature with your tentacle, making a Wisdom(Athletics) check instead of using Strength. While grappling a creature in this way, you cannot use your tentacle on another target. However, you can still attack the creature you are grappling with your tentacle.

    You also gain a swimming speed equal to your walking speed, and you can breathe both air and water.

    Furthermore, you grow a sticky prehensile tongue. You can use an action to target a creature no more than one size larger than you within 20 ft. of you. The creature must make a Strength saving throw against your spell save DC or be pulled up to 15 feet towards you. On a failed save, the creature also takes 1d6 points of acid damage.

  • Aspect of the Hook Horror

    Activating your Monstrous Form while attuned to the aspect of the Hook Horror transforms one arm of your choice into a fierce bony hook. If you hit with it, the hook deals 2d6 piercing damage.

    You also gain a climbing speed equal to your walking speed.

    Furthermore, you gain blindsight within a radius of 30 ft. around you. While you are deafened, you can't use your blindsight.

  • Aspect of the Umber Hulk

    Activating your Monstrous Form while attuned to the aspect of the Umber Hulk, each of your hands transforms into a brutal jointed claw, which you can use as a natural weapon if it's empty. It deals 1d8 slashing damage on a hit.

    You gain tremor sense up to 10 feet and a burrowing speed of 20 feet. You can also burrow through solid rock at half burrowing speed and leave a 5-foot wide by your height high hole in your wake.

    Furthermore, you can cast the confusion spell centered on yourself without spending a spell slot, requiring no verbal, somatic or material components. You can't use this feature again until you expend another use of your Wild Shape feature to activate your monstrous aspects.

  • Aspect of the Remorhaz

    Activating your monstrous form while attuned to the aspect of the Remorhaz will cause you to grow scales, fangs, and fins. Your fangs are natural weapons that deal 1d10 piercing damage. Additionally, all of your melee weapon attacks deal an additional 1d6 fire damage.

    Furthermore, any creature that touches you or hits you with a melee attack takes 1d6 fire damage.

  • Aspect of the Roc

    Activating your Monstrous form while attuned to the aspect of the Roc causes your arms to become mighty wings and your feet to become powerful talons.

    Your size becomes Large, and you gain a flying speed of 40 feet.

    You can use Wisdom instead of Strength when calculating carrying capacity, the weight you can push, pull or lift, and for Strength (Athletics) checks made to grapple another creature, and you gain advantage on Strength checks made to push, pull, lift, or break objects.

    Your talons deal 1d8 slashing damage on a hit. When you hit a creature with your talons, you can immediately make a grapple check against the creature. While you are grappling a creature with your talons, you can't use your talons on another target.

  • Aspect of the Astral Dreadnought

    Activating your monstrous form while attuned to the aspect of the Astral Dreadnought transforms one arm of your choice into a bulky claw. It deals 2d6 piercing damage on a hit.

    Furthermore, your gaze creates an area of antimagic, as in the antimagic field spell, in a 30-foot cone. At the start of each of your turns, you decide which way the cone faces. The cone doesn't function while your eyes are closed or while you are blinded.

  • Aspect of the Tarrasque

    Activating your monstrous form while attuned to the aspect of the Tarrasque lets you grow an almost impenetrable carapace and a thick muscular tail capable of crushing walls. It deals 1d12 bludgeoning damage on a hit and double damage to objects and structures.

    You gain a bonus to your AC equal to your Wisdom modifier (minimum of +1). When you are targeted by a spell that requires a ranged attack roll, roll a 1d10. On a 1 to 8, you are affected by the spell as normal. On a 9, you are unaffected by the spell. On a 10, you are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target.

Controlled Transformation (Level 6)

Starting at 6th level, you have advantage on saving throws against any spell or effect that would alter your form.

Monstrous Prowess (Level 10)

At 10th level, while your aspect is active, your attacks with your natural weapons count as magical for the purpose of overcoming resistances and immunity to non magical attacks and damage.

Furthermore, you can attack with your natural weapons twice, instead of once, whenever you take the Attack action on your turn.

Rapid Cell Division (Level 14)

At 14th level, you are able to imbue your mutations to your allies. When you expend your Wild Shape to embody your monstrous aspect as specified in the wild mutation feature, you can choose a number of willing creatures within 30 feet of you equal to your Wisdom modifier. Until your wild mutation feature ends, the chosen creatures gain the same number of temporary hit points you gain from this feature.

Circle of Oaks

Circle of Oaks (Level 2)

Each ancient forest is a sentient entity, always aware of what transpires under its canopy. Although some have developed potent defenses, especially in their Hearts, they have tolerated alliances with those committed to their protection and restoration. Chief among these alliances are the Circle of Oaks druids.

As an accident of history, perhaps, some races seem more likely to be members of the Circle of Oaks in certain forests. Though they can be found anywhere, Circle of Oaks druids tend to stay in their forested homelands, binding with particular forests.

Circle Spells

Your bonded forest infuses you with some of its power, giving you the ability to cast certain spells. At 3rd, 5th, 7th, 9th, 11th, 13th, 15th, and 17th level you gain access to spells associated with your bond to the forest. Some of these spells are available to you only while you are bonded to a forest. Such spells have the "forest-bound" qualifier listed next to their school of magic. If you are no longer bonded to a forest you lose the ability to cast forest-bound spells until you renew your bond with your forest or bond with a new forest. You can cast forest-bound spells outside your bound forest, unless the spell specifically states you must be within your bound forest.

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. Consult the Circle of Oaks Spells table for the list of circle spells.

Circle of Oaks Spells
Druid LevelSpells

2nd

tree heal

3rd

forest native, tree speak

5th

Legion of Rabid Squirrels, ley disturbance

7th

freedom of movement, quick time

9th

commune with nature, lesser ley protection

11th

conjure forest defender

13th

greater ley protection

15th

control weather

17th

forest sanctuary

Bonus Cantrip

When you choose the Circle of Oaks at 2nd level, you learn the tree heal druid cantrip. Members of your circle often touch each tree they pass as they stroll through a wooded area, just in case the tree may be in need of assistance.

Forest Binding

Starting at 2nd level, you can request to be bound to a specific forest, gaining access to additional spells. This binding is conditional upon the good will of the forest and is never given automatically. Typically, the forest requires a service of you before binding you to it. Such service might include replanting trees in an area destroyed by war or fire, eliminating a great pestilence within the forest, removing certain contaminants from the forest's borders, or opposing an enemy of the forest. While you are bound to a forest, as long as you are on the same plane as that forest, you gain an additional spell slot of each level of druid spell you can cast (1st level and higher).

Tree Walking (Level 6)

Starting at 6th level, once per turn, you can use half of your movement to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. Any worn or carried possessions travel with you, but you can't bring other creatures with you. At 14th level, the second tree can be up to 100 feet away from the first.

Tree Merging (Level 10)

Starting at 10th level, you can merge your spirit with that of a tree within 5 feet of you as an action. While merged, your body resides in the Shadow Realm, petrified and invisible, while your spirit is aware of happenings in the vicinity of the tree. If you spend 6 hours merged with a tree in your bound forest, you gain the benefits of finishing a long rest. You can't communicate with anyone outside of the tree unless a creature casts tree speak or speak with plants. You can leave the tree as an action and your body reappears in an unoccupied space within 5 feet of the tree. If you have been merged with the tree for more than 24 hours, you must succeed on a DC 5 Constitution saving throw to exit the tree. If you have been merged with the tree for more than 48 hours, you have disadvantage on this saving throw. Each month you stay merged with the tree increases this DC by 1. If you fail this saving throw, you must wait 24 hours before you can attempt to exit the tree again. If you fail this saving throw each day for 1 week, you become permanently merged with the tree and can only exit it through powerful magic such as a wish spell or if the tree is destroyed or dies. As they approach the ends of their lives, many Circle of Oaks druids choose to permanently merge with their favorite trees to forever be part of their forest.

Forest Restoration (Level 14)

Starting at 14th level, you can engage in a ritual restoration of a forest that has been destroyed or seed a new forest in an area without one. You must spend at least 8 hours each day for 3 months performing the rites and chants of this ritual, imbuing the land within a half-mile radius with your power. At the end of the first month, you successfully remove any barriers to regrowth such as soil toxins or latent poisonous magic. At the end of the second month, your power reseeds the area with vegetation native to the location. By the end of the third month, the seeds sprout into saplings. As long as new toxins aren't introduced and the saplings aren't destroyed, the half-mile radius of saplings grow into a one-mile radius forest after 1 year.

Circle of Owls

Owl's Eyes (Level 6)

At 6th level, you can cast clairvoyance once. When you cast the spell in this way, you don't require components, and the casting time is 1 action. You can choose for the invisible sensor to instead be visible as an owl.

Once you use this feature you can't use it again until you finish a long rest.

Shadow Flight (Level 10)

At 10th level, you can slip partially into shadow for a short time. As an action, you can cast the etherealness spell. When you cast the spell in this way, its duration is concentration, up to 1 minute.

Once you use this feature, you can't use it again until you finish a short or long rest.

Parliament of Owls (Level 14)

When you reach 14th level, you can disperse your form into a great swirling storm of owls. As an action, you can use your Wild Shape to become a swarm of owls.

Circle of Pheromones

Circle of Pheromones (Level 2)

Druids of the Circle of Pheromones are captivating envoys of the natural world. Comfortable with navigating through royal courts and city politics alike, they enhance their diplomatic skills with a primal form of communication that predates speech: the language of fragrances.

Aroma Spells

2nd-level Circle of Pheromones feature

Your magic sways hearts and minds using the myriad scents of nature. You learn an enchantment cantrip of your choice, and choose an enchantment spell to gain access to. Whenever you reach an odd level in this class, you choose another enchantment spell to gain access to, and can change one of the spells granted by this feature.

Each spell must be of a level that you can prepare as a druid. They count as druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day.

Enchanting Haze

2nd-level Circle of Pheromones feature

As an action, you can expend a use of your Wild Shape feature to radiate invisible, undetectable pheromones in an aura with a 15-foot radius.

The aura lasts a number of hours equal to half your druid level. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again. While this aura is active, you gain the following benefits:

Fragrant Appeal

As a bonus action, you can force a creature within your Enchanting Haze to succeed on a Wisdom saving throw against your spell save DC or be charmed by you until the start of your next turn.

Natural Diplomacy

You can use your Wisdom modifier in place of your Charisma modifier when making Charisma checks, and gain proficiency in one of the following skills of your choice: Deception, Intimidation, Performance, or Persuasion.

Beguiling Scents (Level 6)

6th-level Circle of Pheromones feature

Your fragrance confuses others using mimicry and misdirection. While your Enchanting Haze is active, you can cast disguise self at will, without expending a spell slot. The spell ends early if your Enchanting Haze ends.

Additionally, immediately before an enemy creature you can see makes an attack roll or starts to cast a spell, you can use your reaction to apply olfactory camouflage on a creature of your choice within your Enchanting Haze. The chosen creature becomes invisible until the end of its next turn or until it attacks or casts a spell.

Once you use this reaction, you can't use it again until you reactivate your Enchanting Haze.

Universal Allure (Level 10)

10th-level Circle of Pheromones feature

The pheromones that you radiate transcend words and boundaries, letting you speak telepathically to any creatures of your choice within your Enchanting Haze. Each creature understands you regardless of the language you speak, and can telepathically reply to you in a similar way if you allow the creature to do so.

When you cast disguise self, or cast an enchantment spell that only affects or targets the creatures that you can speak telepathically to, you can ignore the spell's verbal and somatic components, as well as any material components that lack a cost and aren't consumed by it.

Lingering Fragrance (Level 14)

14th-level Circle of Pheromones feature

Once the scent of your magic takes hold, it's easy to succumb to it further. Whenever a creature that is charmed by you makes a saving throw against your enchantment spells or your Fragrant Appeal, it must roll a d4 and subtract the number rolled from the saving throw.

When you activate your Enchanting Haze, you can use your Fragrant Appeal on any number of creatures. Each affected creature is charmed by you until the end of your Enchanting Haze. A creature can make another Wisdom saving throw against the effect each time it takes damage. On a success, the effect ends.

Circle of Plagues

Circle of Plagues (Level 2)

Druids of the Circle of Plagues understand that nature benefits from regular culls. Just as the field grows stronger when charred, so life grows stronger when decimated by plague. Contagion thrives where carriers are plentiful, so druids from this circle often dwell within urban hubs.

Rite of Rebirth

When you choose this circle at 2nd level, you gain primal control over the circle of life and death. You learn the infestation cantrip. Once per turn when you kill a living creature using a spell on the druid spell list, you can add a d6 to your pool of primal energy. The number of d6s in your pool cannot exceed your druid level. When you or an ally within 30 feet of you that you can see drops to 0 hit points and falls unconscious, you can choose to spend dice from your pool to heal them. Roll the spent dice and add them together. The target regains hit points equal to the total.

Warden of Pestilence

Starting at 2nd level, you gain advantage on saving throws against disease and poison. If you succeed on a saving throw against disease or poison, you are immune to its effects for 24 hours.

Plague Mastery (Level 6)

At 6th level, you gain mastery over the detect poison and disease and lesser restoration spells. These spells are always prepared, and don't count against the number of spells you can prepare each day. When you expend a spell slot to cast one of these spells, you regain an expended slot of that level during your next short rest. At 9th level, you also gain mastery over the contagion spell.

Master of Pestilence (Level 10)

Starting at 10th level, you are immune to disease and gain resistance to poison damage.

Pestilent Rebirth (Level 14)

At 14th level, your Rite of Rebirth triggers a necrotic backlash against your enemies. When you use Rite of Rebirth, all enemies within 15 feet of the target must make a Constitution saving throw, taking necrotic damage equal to the hit points regained on a failed save, or half as much necrotic damage on a successful one.

Circle of Progress

Circle of Progress (Level 2)

Druids of the Circle of Progress are shunned by their peers and admired by states and cities for their relationship with civilisation, coming to its aid and encouraging its development, even at the expense of the natural world.

In truth, more than any other Circle, these druids despise civilisation as an oppressor of both nature and humanity, but also fear and even respect it, seeing it as an unstoppable, monstrous force.

As such, instead of directly attacking civilisation, they help it to rapidly flourish, believing only its growth holds the key to its own undoing. After all, a beast that hunts its prey to extinction is one that quickly perishes, especially one that is fat and complacent.

Members of this Circle wield their magic to channel this beast, taking in the ambient energy of life to produce powerful environment altering effects, and leaving places barren of it in their wake.

Circle Spells

To truly know your enemy is to become it - you adopt aspects of civilisation into your magic, from the belief of it as a bastion against the outside world, to its subjugation of surrounding life, and the numerous ills it brings.

This grants you access to additional spells when you reach certain levels in this class, as shown in the table below.

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.

Exploited Earth

At 2nd level, you learn that every civilisation stems from its agricultural core: culling nature's bounty into swathes of repeating farmland that sustains only the Leviathan that captured it.

In turn, you develop abilities emulating this process. Whenever you cast a spell of 1st level or higher, or deal damage with one before or during your turn, you can choose an effect below to occur as a bonus action.

You can perform this a number of times equal to your Wisdom modifier (minimum of one), and you regain all expended uses when you finish a long rest. You can also preserve one of these uses by expending a use of your Wild Shape feature instead.

Reap

You convert a fraction of the spell's power into additional sustenance, granting temporary hit points equal to twice the spell's level + your Wisdom modifier to a target you can see within 60 feet.

Non-magical plant life around the target withers and dies.

Plough

You send deep gashing furrows into the ground in a 5-foot square up to 60 feet away, turning it into difficult terrain. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

Any creature standing on this square when it appears must succeed on a Dexterity saving throw against your spell save DC or fall prone. If the spell was of 2nd level or higher, you may increase the size of the square by 5 feet for each level after the 1st.

Sow

You cause a surge of harvest crops to grow in a 5-foot square up to 60 feet away, heavily obscuring anything completely within it. This growth is temporary and unnatural, causing it to wither after 1 minute.

If the spell was of 2nd level or higher, you may place another 5-foot square for each level after the 1st. If the crops are grown on ploughed land, they last for 1 hour instead, removing the difficult terrain there.

Plundered Steel (Level 6)

Starting at 6th level, you feel comfortable with utilising the products of civilisation, both to put those that inhabit it at ease in your presence and as a reminder of the formidable (if ephemeral) power that it wields. You may choose to wear armour or use shields made of metal.

In addition, as an action you can imitate this process of extraction and refinement to clad a target that you can see within 60 feet of you in protective steel, or cast heat metal without expending a spell slot. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The steel rusts away to nothing after 1 hour, or if it is used again on another target, ending the effect. The target has a +2 bonus to their AC for the effect's duration.

Monument to Progress (Level 10)

Upon reaching 10th level, your ability to emulate civilisation expands further, allowing you to create structures extolling its purported virtues.

You can cast wall of stone without expending a spell slot once per long rest, and it is always prepared for you.

When you cast wall of stone using a spell slot of 6th level or higher, you can increase the number of panels it's composed of by 2 or its panels' AC by 1 for each slot level above 5th.

Additionally, each casting of the spell can be modified to alter its appearance, allowing you to create intricate patterns and decorations.

Era's End (Level 14)

You become capable of harnessing the seeds of downfall inherent in every civilisation, growing as the beast itself does. Once you reach 14th level, you can use a bonus action to expend a use of your Wild Shape feature to embody these destructive aspects, altering your appearance to match and providing you with the listed features below.

This form lasts for 1 minute. It ends early if you dismiss it (no action required), are incapacitated, die, or use your Wild Shape again.

Disease

Keeping its numerous inhabitants in close proximity, even the mightiest of civilisations can fall to plagues. Your usage of sickening radiance also causes creatures to become poisoned in addition to its other effects, which lasts until the spell ends.

Famine

With exhausted land providing ever less yields, the unstoppable monster that is the city starves, devoid of resources to extract. While concentrating on the spell insect plague, you can use your action to move the area up to 30 feet in any direction. Additionally, you may choose to make the area heavily obscured instead of lightly obscured.

War

When nations endlessly expand, conflict - whether within or without - is bound to occur, bringing destruction in its wake as their agricultural cores are put through ever more strain. Whenever you use your 2nd level ability, you may cause an additional effect from the remaining two options to activate alongside it.

Conquest

With conflict comes the subjugation of other peoples, one civilisation devouring another as it attempts to sate its hunger. You can cast command at will without expending a spell slot, using Wisdom as your spellcasting ability.

Circle of Purity

Circle of Purity (Level 2)

Circle of Purity druids exclusively belong to the Ashbound druidic sect. They believe that civilization is a corrupting force in the world, and typically smear wood ash on their faces as a symbol of its ravages. Though what counts as 'civilization' varies from one member of the sect to another, all are united in believing that arcane magic is the most pressing threat to nature that exists. All arcane works must be destroyed and practitioners of the arcane arts punished. While many influential members of the Ashbound are druids of the Circle of the Land, druids of the Circle of Purity are the best the they have at rooting out and countering the threat of unclean magic.

Know Thy Enemy

The Ashbound harbor a deep hatred of arcane magic. For the purposes of your circle features, a spell or magic item is 'arcane' if it is a spell cast as an artificer, bard, sorcerer, swordmage, warlock or wizard spell, or is a magic item created by a creature capable of casting those spells. This incidentally includes the entire warforged race, as they are creations of artifice magic.

Sense Imbalance

You perceive the presence of arcane magic as an unclean, dark blight upon the world and its creatures. As an action, you can open your awareness to detect such magic. Until the end of your next turn, you know the location of any creature able to cast arcane spells within 60 feet of you that is not behind total cover. You can sense the highest level arcane spell slot they are capable of casting from, but do not know the spellcaster's identity (the famous artificer Baron Merrix d'Cannith, for instance). Within the same radius, you also detect the presence of arcane magic as if you had spent an action while concentrating on the detect magic spell.

Creatures with innate spellcasting do not register to your sense unless they also specifically cast arcane spells.

You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

Cleansing Spells

The Children of Winter know that death and decay are the inevitable conclusion of life, and the spells they teach reflect this outlook. At 3rd, 5th, 7th, and 9th level you gain access to circle spells. 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.

Pierce the Arcane (Level 6)

Starting at 6th level, you are adept at bypassing the defenses of arcane magic. When you attack a creature benefiting from an arcane magic item or spell that grants a bonus or value to AC (such as a +1 shield or the mage armor spell), you have advantage on the attack roll.

You can use this ability twice. When you finish a short rest, you regain all expended uses.

Purity of Self (Level 10)

At 10th level, you have resistance to any damage inflicted by an arcane spell, as well as bludgeoning, piercing, or slashing damage inflicted by arcane magical weapons.

Inner Balance (Level 14)

When you reach 14th level, your mind and body become attuned to the balance of nature, granting you protection from the corruption of arcane magic. You have advantage on saving throws against arcane spells and other arcane magical effects.

Circle of Roots

Circle of Roots (Level 2)

While many druids have a kinship with the deep woods of nature, a Circle of Roots druid has a connection that can go much deeper, where some may wonder where the will of the primordial woods ends and the will of the druid starts. Legends say that the first of these druids were woads who took human form, rather than humans that took woad form, but such things are lost to legend.

Frequently, regardless of the nature of their connection, these druids will feel most comfortable deep in nature, and place great value in its unspoiled form, sharing a world view more in common with dryads and treants than other mortals... perhaps they were even raised by such creatures, leading them to this path.

Members of this Circle stray toward what many would consider Neutral, not commonly becoming embroiled by mortal causes except where they overlap with their own concerns.

Circle Spells

At 2nd level, you learn the shillelagh cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Roots 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.

Tree Shape

When you choose this circle at 2nd level, you gain an alternate use for Wild Shape. As a bonus action, you assume a treelike form, covered in leaves and bark, which lasts up to one hour, or until you end it as a bonus action or until you are Incapacitated. You gain the following properties when you transform:

  • Large Sized. You can make yourself Large sized. If you do so, your reach becomes 10 feet.

  • Grappling Roots. You can make a Wisdom (Athletics) check to initiate, maintain, or contest a Grapple, and have a number of grappling appendages (in the form of grasping roots or branches) equal to your Wisdom modifier.

  • Natural Weapons. Each appendage serves as a natural weapon under the effect of Shillelagh. While in this form, you can cast Shillelagh on any weapon you are carrying.

  • Durable Bark. Your AC is 10 + your Constitution modifier + your Wisdom modifier. You cannot benefit from the AC of armor or shields while in this form.

  • Temporary Hit Points. You gain temporary hit points equal to your Wisdom modifier + twice your Druid level when you transform into tree form. When the form ends, you lose any temporary hit points you have from it.

  • Reinforced Forms. When you take this form, you can expend a 1st level or higher spell slot. When you do so, the temporary hit points you gain increases by 1d8 per level of the spell slot spent.

  • Ponderous Movement. Any speed you have becomes 15 feet, unless the speed was lower. If you don't move during your turn, you have advantage on Ability Checks and Saving Throws against effects that would move you or knock you prone.

You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. You can cast spells as normal while in this form.


Circle of Roots Quirks

The following are some optional quirks for a player of this Circle to choose from—these can be either preexisting, signaling their fated path toward this Circle, or appear after the first time they've assumed Tree shape.

d6Quirk

1

You have a strong dislike of fire, and tend to put fires out when possible.

2

Parts of skin resemble bark, even while in not in tree form.

3

You find other mortals to always be in a terrible hurry.

4

You can taste 14 flavors of sunlight. Most of them are delicious.

5

Your hair is leaf green. On a bad hair day, you can't get the leaves out of your hair.

6

You tend to simply say your own name as means of communication.

Extra Attack (Level 6)

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Ancient Fortitude (Level 10)

Starting at 10th level, you gain the endurance of the most ancient trees within the great forests. While in Tree Form, if you have no temporary hit points at the start of your turn, you gain temporary hit points equal to your Wisdom modifier. You can spend a spell slot to increase the amount of temporary hit points by 1d8 per level of the spell slot spent.

Additionally, if you have any temporary hit points when you take damage that forces you to make a Constitution saving throw to maintain Concentration on a spell, you can make the check with advantage (regardless if the damage exceeds your temporary hit points or not).

Crushing Grasp (Level 14)

Starting at 14th level, when a creature starts their turn Grappled or Restrained by you (by a grapple or a spell such as Entangle), you can choose to crush them, dealing 2d6 bludgeoning damage to them (no action required).

Circle of Roses

Circle of Roses (Level 2)

Druids of the Circle of Roses bend the power of nature to influence the minds and hearts of those around them, soothing sorrow, crushing with terror, and ensnaring hearts in equal measure. They create sweet and bitter perfumes that carry their power to any who inhale the scent.

Circle Spells

Your deep bond with the ebb and flow of nature grants you knowledge of certain spells. At 2nd level, you learn the friends cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Roses 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.

Bonus Proficiency

When you choose this circle at 2nd level, you gain proficiency in one skill chosen from the following: Deception, Intimidation, or Persuasion.

Bittersweet Perfume

Starting at 2nd level, you can expend one use of Wild Shape as an action to create a floral perfume that manipulates the minds of those who breathe it, rather than transforming into a beast form. One creature of your choice within 10 feet of you must make a Charisma saving throw against your spell save DC. On each of your turns while the perfume lasts, you can use an action to choose a different creature to affect with your perfume.

On a failure, the creature is charmed or frightened by you (your choice) for as long as it remains in your perfume and for 1 minute after it leaves the area. If it ends its turn outside the area, the creature can repeat the saving throw, ending the effect on itself on a success. If you or your allies attack or harm the charmed creature, it is no longer charmed.

If the creature's saving throw is successful or if the effect ends for it, it is immune to your perfume for the next 24 hours. A creature that doesn't breathe or that is immune to poison is immune to your perfume.

The perfume lasts for 10 minutes or until you use your Wild Shape again.

Overpowering Remedy (Level 6)

At 6th level, your perfume can affect one creature of your choice within 20 feet of you, and you can use the scent of your perfume to unravel harmful effects. When you use your Bittersweet Perfume, you can choose to end one disease or one condition affecting a creature in your perfume instead of charming or frightening it. The condition removed can be charmed, frightened, or poisoned.

Rose's Thorns (Level 10)

At 10th level, you can stab thorns at the minds of those who dare raise their hand against you. When a creature within 20 feet of you hits you with an attack, you can use your reaction to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature takes 1d10 psychic damage.

Lingering Perfume (Level 14)

When you reach 14th level, a whiff of your perfume surrounds you at all times and lingers in your wake. You are immune to harmful gasses and vapors, you have advantage on saving throws against be charmed or frightened, and your Bittersweet Perfume now lasts for 1 hour or until you use your Wild Shape again.

In addition, you can intensify the power of your perfume. When a creature becomes charmed or frightened by your Bittersweet Perfume, you can use a bonus action to wrap some of your perfume around it. That creature is considered to be within your perfume, no matter how far it moves away from you, for 1 hour or until you use your Wild Shape again. Once you use this feature, you can't use it again until you finish a long rest.

Circle of Ruin

Circle of Ruin (Level 2)

Circle of Ruin druids exclusively belong to the Children of Winter sect. The 'winter' that they take their name from is a metaphor for the cycle of death and decay, rather than the literal season, for when winter comes death blankets the land and only the strongest survive. Children of Winter believe that to live is to struggle against your own weakness, to fight for survival, and that it is the predator's right to kill the prey. While many of their leaders are druids of the Circle of Ruin, they respect Circle of the Moon druids among their kind as well.

Touch of Decay

When you choose this circle at 2nd level, you learn the chill touch cantrip. It does not count toward your limit of druid cantrips known.

Final Harvest

Starting at 2nd level, you can reap the vital energy of a living creature upon their death. When you reduce a living creature within 5 feet of you to 0 hit points, as a bonus action you can regain a number of Hit Dice equal to your proficiency bonus, but no more than the creature possessed. This replenishment cannot increase your Hit Dice total to higher than your normal maximum. You cannot use this feature again until you finish a long rest.

Spells of Decay

The Children of Winter know that death and decay are the inevitable conclusion of life, and the spells they teach reflect this outlook. At 3rd, 5th, 7th, and 9th level you gain access to circle spells. 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.

Rotting Strike (Level 6)

Starting at 6th level, you gain the ability to infuse your weapon strikes with the natural force of decay. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Monstrous Wild Shape (Level 10)

At 10th level, you can expend two uses of Wild Shape at the same time to transform into the following shapes: bulette, chuul, phase spider, or umber hulk.

The Fittest (Level 14)

When you reach 14th level, you have proven yourself a survivor in the face of death itself. You gain resistance to necrotic damage, and your hit point maximum cannot be reduced by an attack that deals necrotic damage.

Circle of Sacrifice

Circle of Sacrifice (Level 2)

Druids of the Circle of Sacrifice believe that nature connects one to the entire universe, including the stars and the astral void between planes. They know that immutable laws have been set down by the great powers of the universe and that sacrifices must be made to these powers in order to keep the balance. Such sacrifices take the form of great bonfires, wherein fallen creatures are immolated.

Druids who keep the Circle of Sacrifice are sometimes called the Keepers of the Old Ways, and they revere mistletoe as a sacred plant connected to the infinite power of the astral plane. Mistletoe must be harvested with extreme care, following rituals that ensure that the plant maintains its potency.

As one of the keepers of the Old Ways, you sometimes gather with others of your kind at sacred rings of standing stones. These standing stones connect the natural world to the heavens and the astral void.

Ritual of Sacrifice

Starting at 2nd level, you learn how to perform a sacrificial ritual that pleases the gods. You know the produce flame cantrip. When you make an attack with produce flame, add your Wisdom modifier to the damage roll.

  • Immolation.

Ritual of Mistletoe (Level 6)

Starting at 6th level, you carry a pouch full of mistletoe that you've collected with your sickle. You have sprigs of mistletoe represented by a number of d4s equal to your druid level. On your turn, you may use a bonus action to expend one of the sprigs of mistletoe and perform one of the following effects:

  • Divining Ritual:
  • Healing Ritual:
  • Purification Ritual:
  • Song of the Solstice:

Additionally, any time you cast a spell that restores hit points, you may expend any number of sprigs of mistletoe to roll those dice and add them to the number of hit points restored. You regain all expended sprigs of mistletoe after completing a long rest

Keeper of the Law (Level 10)

Starting at 10th level, you are initiated into an ancient order of druidic judges who keep and enforce the laws of the cosmos. Your sprigs of mistletoe increase to d6s.

  • Sacrificial Offering.
  • Restoration Ritual.

Astrological Wisdom (Level 14)

Starting at 14th level, you have studied the stars and memorized the pathways that connect the material plane to the astral plane. Your sprigs of mistletoe increase to d8s. Additionally, you gain access to the teleportation circle spell and always have it prepared.

  • Stone Circle.

Circle of Sacrifice

Circle of Sacrifice (Level 2)

Druids of the Circle of Sacrifice believe that nature connects one to the entire universe, including the stars and the astral void between planes. They know that immutable laws have been set down by the great powers of the universe and that sacrifices must be made to these powers in order to keep the balance. Such sacrifices take the form of great bonfires, wherein fallen creatures are immolated.

Druids who keep the Circle of Sacrifice are sometimes called the Keepers of the Old Ways, and they revere mistletoe as a sacred plant connected to the infinite power of the astral plane. Mistletoe must be harvested with extreme care, following rituals that ensure that the plant maintains its potency.

As one of the keepers of the Old Ways, you sometimes gather with others of your kind at sacred rings of standing stones. These standing stones connect the natural world to the heavens and the astral void.

Ritual of Sacrifice

Starting at 2nd level, you learn how to perform a sacrificial ritual that pleases the gods. You know the produce flame cantrip. When you make an attack with produce flame, add your Wisdom modifier to the damage roll.

  • Immolation.

Ritual of Mistletoe (Level 6)

Starting at 6th level, you carry a pouch full of mistletoe that you've collected with your sickle. You have sprigs of mistletoe represented by a number of d4s equal to your druid level. On your turn, you may use a bonus action to expend one of the sprigs of mistletoe and perform one of the following effects:

  • Divining Ritual:
  • Healing Ritual:
  • Purification Ritual:
  • Song of the Solstice:

Additionally, any time you cast a spell that restores hit points, you may expend any number of sprigs of mistletoe to roll those dice and add them to the number of hit points restored. You regain all expended sprigs of mistletoe after completing a long rest

Keeper of the Law (Level 10)

Starting at 10th level, you are initiated into an ancient order of druidic judges who keep and enforce the laws of the cosmos. Your sprigs of mistletoe increase to d6s.

  • Sacrificial Offering.
  • Restoration Ritual.

Astrological Wisdom (Level 14)

Starting at 14th level, you have studied the stars and memorized the pathways that connect the material plane to the astral plane. Your sprigs of mistletoe increase to d8s. Additionally, you gain access to the teleportation circle spell and always have it prepared.

  • Stone Circle.

Circle of Sand

Circle of Sand (Level 2)

The Circle of Sand originally arose among the desert dunes, where druids forged an intimate connection with the sands that surrounded them. Now such circles gather anywhere with excess sand, including coastlines or badlands.

While the unacquainted might view sand as lifeless and desolate, druids of this circle know the truth—there is life within the sand, as there is almost anywhere. These druids have witnessed the destructive power of sand and the sandstorm and know to fear and respect them. Underestimating the power of sand is only for the foolish.

Sand Form

When you join this circle at 2nd level, you learn to adopt a sandy form. You can use a bonus action to expend one use of your Wild Shape feature and transform yourself into a form made of animated sand rather than transforming into a beast form. While in your sand form, you retain your game statistics. Because your body is mostly sand, you can move through a space as narrow as 1 inch wide without squeezing, and you have advantage on ability checks and saving throws to escape a grapple or the restrained condition.

You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the equipment to move with you if you flow through particularly narrow spaces.

You can stay in your sand form for 10 minutes, or until you dismiss it (no action required), are incapacitated, die, or use this feature again. While in your sand form, you can use a bonus action to do one of the following:

Abrasive Blast

You launch a blast of abrasive sand at a creature you can see within 30 feet of you. Make a ranged spell attack. On a hit, the creature takes slashing damage equal to 1d8 + your Wisdom modifier.

Stinging Cloud

You emit a cloud of fine sand at a creature you can see within 5 feet of you. The target must succeed on a Constitution saving throw against your spell save DC or be blinded until the end of its next turn.

When you reach 10th level in this class, you can stay in your sand form for 1 hour or until you dismiss it as a bonus action. In addition, the damage of Abrasive Blast increases to 2d8, and the range of Stinging Cloud increases to 10 feet.

Diffuse Form

Also at 2nd level, when you are hit by a weapon attack while in your Sand Form, you can use your reaction to gain resistance to nonmagical bludgeoning, piercing, and slashing damage until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Sand Dervish (Level 6)

Starting at 6th level, you can use a bonus action to create a sand dervish in an unoccupied space you can see within range. The sand dervish is a cylinder of whirling sand that is 10 feet tall and 5 feet wide. A creature that ends its turn within 5 feet of the sand dervish must make a Strength saving throw against your spell save DC. On a failed save, the creature takes 1d8 slashing damage and is pushed 10 feet away from the dervish. On a successful save, the creature takes half as much damage and isn't pushed.

As a bonus action on your turn, you can move the sand dervish up to 30 feet in any direction. If you ram the dervish into a creature, that creature must make the saving throw against the dervish's damage, and the dervish stops moving this turn. When you move the dervish, you can direct it over barriers up to 5 feet tall and float it across pits up to 10 feet wide.The sand dervish lasts for 1 minute or until you dismiss it as a bonus action. Once you use this feature, you can't use it again until you finish a short or long rest.

When you reach 10th level in this class, the damage dealt by the dervish increases to 2d8.

Echo of the Dunes (Level 10)

At 10th level, your connection with sand deepens, and you can call on the power of the deep dunes to do one of the following:

Sand Sphere

You can use an action to conjure a 20-foot radius sphere of thick, swirling sand at a point you can see within 90 feet. The sphere spreads around corners, and its area is heavily obscured. A creature moving through the area must spend 3 feet of movement for every 1 foot it moves. The sphere lasts for 1 minute or until you dismiss it (no action required).

Whirlwind

You can use an action to transform into a whirlwind of sand until the start of your next turn. While in this form, your movement speed is doubled, and your movement doesn't provoke opportunity attacks. While in whirlwind form, you have resistance to all damage, and you can't be grappled, petrified, knocked prone, restrained, or stunned, but you also can't cast spells, can't make attacks, and can't manipulate objects that require fine dexterity.

Once you use one of these options, you can't use this feature again until you finish a short or long rest.

Sandstorm (Level 14)

At 14th level, you can use an action to create a sandstorm of swirling wind and stinging sand. The storm rages in a cylinder that is 10 feet tall with a 30-foot radius centered on a point you can see within 120 feet. The storm spreads around corners, its area is heavily obscured, and exposed flames in the area are doused. The buffeting winds and sand make the area difficult terrain. The storm lasts for 1 minute or until you dismiss it as a bonus action.

When a creature enters the area for the first time on a turn or starts its turn there, that creature must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d8 slashing damage and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone.

You are immune to the effects of the storm, and you can extend that immunity to a number of creatures that you can see within 120 feet of you equal to your proficiency bonus.

Once you use this feature, you can't use it again until you finish a long rest.

Circle of Sand

Circle of Sand (Level 2)

Druids of the Circle of Sand are nomads by nature, embracing the hardships of the desert to protect the fragility of its oases. They meet at these beacons of nature, or within the cool interiors of ancient tombs and forgotten cities. Their bond with the sands allows them to form a connection with the innumerable spirits of its dead, and every druid of the Circle of Sand finds a certain one to call friend. That bond is powerful, and many of these druids are happy to live as just a pair.

The table below allows you to choose the form that this spirit commonly takes (although many spirits are happy to change when the occasion suits them) via the rolling of a d6, but you and your DM might choose one together that you feel is appropriate to your character.

Spirit Form
d6Spirit Form

Camel

Vulture

Snake

Lizard

Coyote

Scorpion

Sandwalker

2nd-level Circle of Sand feature

Starting at 2nd level, moving across sand or loose earth costs you no extra movement. Also, you have advantage on checks made to forage for food or find water while within deserts and similar terrain.

Servant of the Desert

2nd-level Circle of Sand feature

When you choose this circle at 2nd level, you bond with a spirit of the desert that remains by your side. This spirit takes the form of an insubstantial cloud of sand, that can fit within a five foot cube, in the shape of a beast. It stays within 5 feet of you, in an unoccupied space. The spirit is tangible because of the sand used to create it, but attacks miss it automatically. It succeeds on all saving throws, and it is immune to all damage and conditions. As a reaction, when a creature you can see targets you with an attack, you can have the spirit momentarily swirl between you and the attacker, giving the attack disadvantage.

Additionally, when a creature you can see fails a saving throw against one of your druid spells, you can have the spirit swarm within the creatures space until the end of its next turn, or until you use your reaction to interpose the spirit between yourself and an attacker. The creature is blinded while it remains in the area occupied by the spirit.

Spirit Guide (Level 6)

6th-level Circle of Sand feature

Beginning at 6th level, your spirit can become strong enough to bear weight. As an action, you can have the spirit expand to become Large, or return to its normal size. While Large, it gains a Strength score equal to your Wisdom score. While in this form, it can be ridden as if it were a mount by you and creatures friendly to you, and it can carry an amount of pounds equal to thirty times its strength score. Your spirit automatically returns to its normal size when you activate any of your other features that require your spirit.

Call the Dune (Level 10)

10th-level Circle of Sand feature

Starting at 10th level, you can use your action to disperse your spirit and cast wall of sand without using a spell slot. The spell lasts until you end it (no action required), requiring no concentration. Until the spell ends, you cannot benefit from any of your features that require your spirit.

Dust Devil (Level 14)

14th-level Circle of Sand feature

Starting at 14th level, you can expend a use of your wild shape to merge with your spirit and take on a number of its properties. For one minute, you have resistance to cold and fire damage, your size becomes Large, and you gain a number of temporary hit points at the start of each of your turns equal to your Druid level. For the duration, the area within ten feet of you becomes heavily obscured for creatures other than you, you gain a flying speed equal to your walking speed, and you cannot benefit from any of your features that require your spirit. Once you have used this feature, you can't do so again until you complete a long rest.

Circle of Scales

Circle of Scales (Level 2)

While most druids protect places of natural power or wield the forces of nature, some form their Druidic Circles in the service of powerful dragons. In an effort to defend their lair, elder dragons will bestow some of their power upon druids who maintain the surrounding environment. The older the dragon, the greater its influence, and the larger its Circle.

Circle Spells

Your elder dragon grants you access to certain spells. At 2nd level, and again when you reach certain Druid levels, you gain access to the spells in the table below. They count as druid spells for you and you always have them prepared, but they don't count against the number of spells you can prepare.

Gift of the Elder Dragon

When you join this Circle at 2nd level, you pledge yourself in service to a great dragon. Choose the scale color of dragon you serve from the table below. You gain resistance to the damage type associated with your elder dragon's Element.

ColorElementColorElement

Amethyst

Force

Gold

Fire

Black

Acid

Green

Poison

Blue

Lightning

Red

Fire

Brass

Fire

Sapphire

Thunder

Bronze

Lightning

Silver

Cold

Copper

Acid

Steel

Acid

Crystal

Radiant

Topaz

Necrotic

Emerald

Psychic

White

Cold

Draconic Wild Shape

The draconic power you have been gifted allows you to adopt more powerful beast forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You can ignore the Max CR column of the Beast Shapes table, but must abide by the other limitations.

Also, when you Wild Shape you can expend a druid spell slot of 1st-level or higher to empower your beast form with draconic magic, granting you the following benefits:

  • The beast is covered in a thin sheen of draconic scales that resemble those of the dragon you serve. Your beast form's Armor Class is equal to 13 + its Dexterity modifier.

  • The beast gains resistance to the damage type associated with the Element of the elder dragon you serve.

  • The beast gains temporary hit points equal to five times the level of the spell slot you used to empower this form.

  • As a bonus action, you can expend a druid spell slot to grant your beast form temporary hit points equal to five times the level of the spell slot you expend.

Infused Strikes (Level 6)

Beginning at 6th level, when you empower your beast form with draconic magic, you can choose for its natural weapon attacks to deal the damage type of your dragon's Element.

In addition, you can now Wild Shape into a beast with a CR as high as your druid level divided by 3, rounded down.

Terrifying Wild Shape (Level 10)

Your body has been suffused with draconic magic, allowing you to take on the forms of true dragon. Starting at 10th level, you can expend two uses of Wild Shape at the same time to take the form of a dragon with a CR of 5 or lower.

If you Wild Shape into a dragon with a breath weapon, you can choose for its breath weapon to deal the damage type of your elder dragon's Element in place of the normal damage.

Elder Power (Level 14)

You have become valued as one of your elder dragon's most loyal servants and are given increased power. Beginning at 14th level, when you empower your beast form with draconic magic, the beast sprouts a leathery pair of draconic wings and gains a 40 foot flying or swimming speed (your choice).

Circle of Scales

Circle of Scales (Level 2)

Druids of the Circle of Scales believe that no creature embodies the wrath of nature quite like the mighty dragon. The awe-inspiring power of dragons has shaped the world since the dawn of time, and druids of this circle do not shy away from that power. Instead, they embrace it, studying the rich history of these beings and eventually learning how to capture their magical essence in the form of their own draconic transformation.

Circle Spells

2nd-level Circle of Scales Feature

You have a special connection to the might and magic of dragons, granting you access to certain spells. You learn additional spells when you reach certain levels in this class, as shown in the Circle of Scales Spells table. Each spell counts as a druid spell for you. You always have these spells prepared, and they don't count against the number of druid spells you can prepare each day.

Dragon Aspect

2nd-level Circle of Scales Feature

As a bonus action, you can expend a use of your Wild Shape feature to transform into an draconic beast—a quadrupedal, reptilian creature suffused with the essence of true dragons. This Wild Shape option uses the Dragon Aspect stat block, and uses your proficiency bonus (PB) in several places. This form lasts for 10 minutes, or until you use the ability again. You otherwise obey all of the normal rules for Wild Shape.

Mythical Strikes (Level 6)

6th-level Circle of Scales Feature

Your attacks become infused with the innate magic of dragons. While in your Dragon Aspect form, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, attacks you make in your Dragon Aspect form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Greater Dragon Aspect (Level 10)

10th-level Circle of Scales Feature

The connection you have to true dragons has deepened, and your form more accurately reflects their magnificent abilities. While in Dragon Aspect form, you gain the following additional features:

Draconic Perception

You gain blindsight out to a range of 10 feet.

Fearful Presence

As an action, you can unleash a mighty roar, forcing all creatures of your choice within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failure, they become frightened of you for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on a success. Once you use this ability, you cannot use it again until you transform into your Dragon Aspect again.

Flight of the Dragon

You now sprout dragon wings when you transform, gaining a flying speed of 60 feet.

Massive Form

Your size increases to Huge, and your Dragon Breath feature becomes a 30 foot cone.

Legendary Being (Level 14)

14th-level Circle of Scales Feature

The blood of dragons flows through you, and your awesome display of power is the stuff of myths and legends. You gain the following abilities, both in and out of your Dragon Aspect form:

Draconic Resilence

You can reroll any saving throw that you fail, and you must use the new roll. Once a reroll succeeds, you cannot use this feature again until you complete a long rest.

Draconic Reflexes

At the end of another creature's turn, you may use your reaction to do one of the following:

  • Make one melee weapon attack.

  • Move up to half your speed.

Circle of Scales

Circle of Scales (Level 2)

While most Druids protect places of natural power or wield the forces of nature, some form Circles in service of ancient dragons. In an effort to defend their lair, elder dragons will bestow some of their power upon Druids who maintain its territory. The older the dragon, the larger its Druidic Circle.

Circle Spells

2nd-level Circle of Scales feature

Your elder dragon grants you access to certain spells. When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of Druid spells you can prepare each day.

Circle of Scales Spells
Druid LevelSpells

2nd

thaumaturgy

3rd

dragon's breath

5th

fear

7th

elemental bane

9th

dominate person

Gift of the Elder Dragon

2nd-level Circle of Scales feature

When you join this Circle you pledge yourself in service to a great dragon. Choose the scale color of the dragon you serve. You gain resistance to the damage type associated with your elder dragon's Element on the table below.

ColorElement

Amethyst

Force

Black

Acid

Blue

Lightning

Brass

Fire

Bronze

Lightning

Copper

Acid

Crystal

Radiant

Emerald

Psychic

Gold

Fire

Green

Poison

Red

Fire

Sapphire

Thunder

Silver

Cold

Steel

Acid

Topaz

Necrotic

White

Cold

Draconic Wild Shape

2nd-level Circle of Scales feature

The draconic power you have been gifted allows you to adopt more powerful forms. As a bonus action, you can use Wild Shape to transform into a beast with a Challenge Rating as high as 1. You can ignore the Max. CR column of the Beast Shapes table, but you must abide by all other limitations.

Also, when you use Wild Shape to transform into a beast, you can expend a spell slot of 1st-level or higher to empower your transformation with the draconic magic of your Circle, granting your beast form the following additional benefits:

  • The beast is covered in a thin sheen of draconic scales that resemble those of the dragon you serve. The beast's Armor Class is equal to 13 + it's Dexterity modifier unless its natural Armor Class was already higher.

  • The beast gains resistance to the damage type associated with the Element of the elder dragon you serve.

  • The beast gains temporary hit points equal to five times the level of the spell slot you used to empower this form.

  • As a bonus action, you can expend a spell slot of 1st-level or higher to grant your beast form temporary hit points equal to five times the level of the spell slot you expend.

Once you empower your Wild Shape in this way you must finish a short or long rest before you can do so again.

Infused Strikes (Level 6)

6th-level Circle of Scales feature

When you empower your Wild Shape transformation with draconic magic, your beast's natural weapon attacks deal the damage type of your dragon's Element.

In addition, you can now Wild Shape into a beast with a CR as high as your Druid level divided by 3, rounded down.

Terrifying Wild Shape (Level 10)

10th-level Circle of Scales feature

Your mastery over the draconic magic you wield allows you to take on the form of a true dragon. As a bonus action, you can expend two uses of Wild Shape at the same time to take the form of a dragon with a CR of 5 or lower.

If you Wild Shape into a dragon with a breath weapon, you can choose for its breath weapon to deal the damage type of your elder dragon's Element in place of the normal damage.

Elder Power (Level 14)

14th-level Circle of Scales feature

You have become one of the most loyal servants of your elder dragon and are given increased power. When you empower your Wild Shape transformation with draconic magic, the beast sprouts a leathery pair of draconic wings and gains a 40-foot flying or swimming speed (your choice).

Circle of Sealing

Circle of Sealing (Level 2)

The Circle of Sealing is one of the oldest known druidic circles on Khorvaire, believed to be one of the three circles of druidism taught to the original orc druids by Vvarrak. However, despite its age, the Circle of Sealing is exclusively found among the Gatekeeper druidic sect. Druids of this circle attune with and protect the reality of the material plane as a whole, rather than a single environment like druids of the Circle of the Land. Though not all Gatekeeper druids follow the Circle of Sealing, those that do possess the knowledge and means to safeguard the world against extraplanar threats, and typically lead the sect.

Planar Lore

When you choose this circle at 2nd level, you may recall lore about planes of existence, the inhabitants of those planes, and aberrations with a Nature skill check. When you do, you add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Additionally, as an action, you can sense the distance and direction of the nearest manifest zone within 5 miles of you, and you determine which plane of existence it is tied to. Once you take this action, you must finish a short or long rest before you may do so again.

Aberration Bane

Though unknown to most, you are aware that most aberrations are in fact extraplanar threats alien to the world. Starting at 2nd level, any druid spell you cast that only functions on celestials, elementals, fiends, or fey, also functions on aberrations.

Additionally, when you cast the moonbeam spell, aberrations make their saving throw to resist it with disadvantage.

Sealing Spells

The Gatekeeper druids perceive reality itself as nature, and so are taught a broader range of spells to help defend it. At 3rd, 5th, 7th, 9th, and 17th level you gain access to circle spells. 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.

Repel Aberration (Level 6)

When you reach 6th level, you gain the ability to create a wave of natural purity that aberrations abhor. As an action, you present your druidic focus and channel the natural purity of Eberron. Each aberration within 60 feet of you must make a Wisdom saving throw against a DC equal to your druid spell save DC. If the creature fails its saving throw, it is repelled for as long as you concentrate on this effect, for up to 1 minute, or until it takes any damage.

A repelled aberration can't willingly move to a space within 60 feet of you. If it begins its turn within 60 feet of you, it must immediately use its movement to move away from you. If at the end of this movement, it is still within 60 feet of you, it must use the Dash action to continue moving away from you. The aberration's actions are not otherwise restricted; it can fight other creatures, use spells and abilities, attack you with ranged weapons, etc.

If you approach a repelled aberration to within 60 feet on your turn, it is no longer repelled. You can use this ability twice, and you regain all expended uses when you finish a short orlong rest.

True Banishment (Level 10)

Starting at 10th level, whenever you create an effect that would banish a fiend or aberration from the material plane or imprison them in Khyber—such as casting banishment or the using the dismissal effect of dispel evil and good—aberrations and fiends gain no benefit from any Magic Resistance trait they might have against the effect you created and such creatures have disadvantage on any saving throws to resist the effect.

Natural Clarity (Level 14)

Starting at 14th level, you can no longer become charmed or stunned, and you are immune to having your form changed unwillingly (such as from a polymorph spell).

Circle of Seasons

Circle of Seasons (Level 2)

Nature is change. Members of this circle gather at the same locations through different parts of the year to bear witness to this fact. They see beauty in the passage of time that both ripens and wears away all things in the world. Every stage of life has its joys. Druids that follow this wisdom see the cycle of seasons as not only inevitable, but aspirational. Without change - rise and fall, ebb and flow - nothing truly grows.

The preservation of the status quo is all too often sought by mortals. Spirits that embody the energy of transformation mark druids of this circle as keepers at time's threshold, to both defend it and to usher others on through. Adventurers from this circle act as the vanguard of change, calling on the boons of different times and climes to ensure that the sun continues to rise each day on a new world.

Fight for Change

You have embraced new ways of defending nature, as you teach others to embrace each new turn it takes. You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon. When you attack with the chosen weapons, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Spirit of the Season

You are marked as a steward of change by the presence of an intangible nature spirit. Until you die, the spirit remains in your space, appearing as a plant, a swirling element, or a Tiny creature. You determine its exact appearance, although its form adapts to reflect the current climate. The favor of the spirit grants you the following benefits:

  • After finishing a long rest in an area, you become fully adapted to its climate. This includes conditions such as extreme heat or extreme cold, as described in chapter 5 of the Dungeon Master's Guide.

  • Once on each of your turns when a creature within 5 feet of you takes damage or regains hit points, the spirit can assist you to accelerate the change. Roll 1d4 and add the number rolled to the damage taken or hit points regained.

Cloak of Time's Turning

As a bonus action, you can expend a use of your Wild Shape feature to have your spirit cloak you in a mantle of changing nature, rather than assuming a beast form. While wearing the cloak, you have a bonus to your AC equal to half of your proficiency bonus, rounded up. An aura of seasonal atmosphere extends 10 feet from the cloak in every direction, but not through total cover. The aura is filled with harmless sensory effects befitting the chosen season, such as spiraling blossom, dappled sunlight, leaves underfoot, or dancing snow. The range of your spirit's assistance expands to anywhere within your atmosphere, and its form changes to match the climate inside. The cloak remains for 1 hour. It disappears early if it is removed from you, you dismiss it (no action required), are incapacitated, or die.

Whenever you don your cloak, choose which of the following seasons it embodies; your choice gives you certain benefits while you wear the cloak. On each of your turns while wearing the cloak, you can use a bonus action to change the season it embodies.

Spring

A friendly creature within your atmosphere adds your proficiency bonus to initiative rolls. Moreover, whenever the creature is the target of a spell or effect that restores hit points, it regains additional hit points equal to your proficiency bonus as well.

Summer

A friendly creature that starts its turn within your atmosphere increases its movement speed and jump distance by a number of feet equal to 5 x your proficiency bonus until the end of its turn. It also gains a climbing and swimming speed equal to its movement speed for the duration.

Autumn

A friendly creature within your atmosphere makes opportunity attacks with advantage. A hostile creature within your atmosphere makes opportunity attacks with disadvantage.

Winter

Whenever a friendly creature within your atmosphere scores a critical hit or reduces a creature to 0 hit points, they take on a supernatural chill and gain one winter's die, which is a d8, that lasts for 1 minute. Whenever the creature hits with a weapon attack, it can expend any number of winter's dice to deal cold damage equal to the number rolled, in addition to the weapon's damage.

Passing of the Seasons (Level 6)

Your seasonal spirit waxes and wanes with the passage of time, affording you power drawn directly from the energy of change. Whenever you change the season your cloak embodies, the spirit adds an additional 1d4 the next time it assists you, up to a maximum of 4d4. After the spirit assists you, the count of any additional dice is reset to 0.

Now when moving between certain seasons, you can activate one of the following effects as part of the same bonus action you use to change the season your cloak embodies:

Thaw (Winter to Spring.)

Any creature holding one or more winter's dice expends them immediately and regains a number of hit points equal to the number rolled.

Burgeon (Spring to Summer.)

You make a single weapon attack against a target within range. The range of attacks made by friendly creatures within your atmosphere, including this one, extends by 5 feet until the end of your next turn.

Fall (Summer to Autumn.)

Creatures of your choice within your atmosphere must succeed on a Strength saving throw against your druid spellcasting DC or be knocked prone by a powerful downdraft of bitter wind.

Bare (Autumn to Winter.)

You can momentarily expose both your enemies and yourself like leafless trees. Choose a creature within your atmosphere. The first time that either you or the chosen creature takes damage from an attack before the start of your next turn, the target has vulnerability to all of that attack's damage, and then the effect ends.

Controlled Climate (Level 10)

The range of your cloak's atmosphere increases to 15 feet.

In addition, when a creature within your atmosphere takes cold, fire, lightning, or thunder damage, you can use your reaction to have your spirit expunge the unwanted element. All creatures within your atmosphere reduce the damage taken of the triggering type by 1d4 x your Wisdom modifier (a minimum of 1 damage).

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

Herald of Years (Level 14)

As a trusted guardian of ephemeral nature, time marches with you as it marches on. Both your spirit and yourself gain the following benefits from your many cycles of fearless growth and rebirth:

  • The die you roll when your spirit assists you becomes a d12.

  • Unless you choose to let them, creatures within your atmosphere cannot be affected by anything which prevents their normal passage forward through time, such as the slow spell or similar magic.

  • If time is frozen by the time stop spell or similar magic, you can continue to act normally even while other creatures cannot.

Circle of Seasons

Circle of Seasons (Level 2)

Druids of the Circle of Seasons learn early in their trials that all things are transient. All things that live must die, and those things that don't live are worn away by the wind and rain.

As a druid of the seasons, you embody nature's invisible hand. Whether through famine or pestilence, flood or fire, you revere the world's natural cycle of destruction and rebirth. Your connection to the natural cycles of life and death allows you to burn nature's enemies and renew your allies.

Bonus Cantrip

Starting at 2nd level, you learn one additional druid cantrip of your choice.

Shroud of Seasons

Starting at 2nd level, you can expend one use of your Wild Shape to embrace friend or foe under nature's shroud. As an action, choose one creature you can see within 60 feet of you that has at least 1 hit point. That creature must make a Constitution saving throw; a creature can choose to fail this saving throw if it wishes.

If a creature fails its saving throw, choose one of the following options, which takes effect at the start of the creature's next turn and lasts 1 minute, or until you lose your concentration (as if you were concentrating on a spell). For the duration, you can use your bonus action to cause nature to focus directly on the creature to greater effect.

Deep Winter's Freeze

Frost covers the target's skin. Its movement speed is reduced by 10 feet. Using your bonus action, it takes cold damage equal to 1d4 + your Wisdom modifier.

Fade Rot

A creature is afflicted with pestilence and disease, causing it to suffer one level of exhaustion, and regains only half the normal healing from spells and effects. Using your bonus action, it takes necrotic damage equal to your Wisdom modifier (minimum of 1 damage).

Harvestide

The season of harvest reaps the bounty and readies the land for renewal. A creature under the shroud can use its bonus action on its turn to be showered in radiant energy, and regains hit points equal to 1d4 + your Wisdom modifier.

Wildflame

As a bonus action, you cause flames to flash across the target dealing 1d6 fire damage, and causes the target to ignite in flames. At the start of each of its turns, or until the shroud ends, the target takes fire damage equal to your Wisdom modifier (minimum of 1) and sheds bright light in a 10-foot radius and dim light for an additional 10 feet. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as being submerged in water).

Ashes of Life (Level 6)

At 6th level, when the target creature of your shroud dies, you can use your reaction to reclaim some of its life force and instantly use it heal yourself or another creature within 60 feet of you a number of hit points equal to your druid level.

Child of Change (Level 10)

At 10th level, your Shroud of Seasons feature grows to stalk your target and each creature that you can see within 5 feet of it. Each creature that starts its turn under the shroud, or moves there for the first time, must succeed on a Constitution saving throw or be affected by its current season.

Additionally, while you concentrate on your shroud, you gain resistance to the damage type of the season in effect.

Natural Duality (Level 14)

Starting at 14th level, you can expend two uses of Wild Shape to cause your shroud to affect all creatures within 15 feet of your target. Additionally, the damage and healing caused by your shroud is doubled.

While you concentrate on your shroud, you can cast a concentration spell at the same time. The first time you would fail a saving throw to maintain concentration, the spell fails and the shroud remains.

Circle of Seeds

Circle of Seeds (Level 2)

The druids who belong to the Circle of Seeds venerate plants and the beginning of life itself. They see plants as the purest expression of life, growth, and the natural world, whether they are vast grasslands, mighty forests, steamy jungles, or lone cacti. They take patient interest in long-term problems and solutions facing the natural world, viewing the world from the timescale of ancient forests and jungles. They view all life as equal, but know that without plants, all life will eventually perish.

These druids regularly seek the wisdom of dryads and treants and strive to protect the oldest trees and most vulnerable flora in the world from harm. As they journey the world, they often plant seeds where they are needed, revitalizing damaged wilderness and giving life to barren wastelands. In battle, these druids embody the tactics of plants, slowly taking control of the battlefield and establishing traps and hazards using plant magic.

Circle Spells

Your connection to the plants of the world enables you to easily cast botanical magic. At 2nd level, you learn the thorn whip cantrip, and it can't be replaced when you gain a level in this class. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Seeds 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.

Plant Lore

At 2nd level, you gain an innate connection to the spirits of the plants of the world, and they have tutored you in their ways. You can understand the speech of plants regardless of language, and any plant that knows at least one language can understand your speech. You also have advantage on ability checks made for knowledge about plants or made to socially influence plants.

In addition, your druid spells that normally can only target beasts can also target plants.

Rampant Growth

Starting at 2nd level, you can summon primal spirits associated with plants to aid you and your allies. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point and counts as neither a creature nor an object.

As a bonus action, you can move the spirit up to 15 feet to a point you can see. It persists for 1 minute or until you're incapacitated.

Once you use this feature to summon a plant spirit, you can't do so again until you finish a short or long rest.

The effect of the spirit and its aura, which uses your spell save DC for saving throws, depends on the type of spirit you summon from the options below.

Flowers

The plant spirit is in the form of a flowering plant, releasing pollen and sprouting healing fruit. You and your allies can pluck and eat a fruit as a bonus action while within 5 feet of the plant spirit, or use an action to pluck a fruit and feed it to another creature. Any creature in the aura that consumes one of these fruits regains hit points equal to your proficiency bonus + half your druid level. A spirit can only heal each creature up to one time. Once a creature has been healed by two spirits, it can't be healed by a spirit again until it finishes a long rest.

When an enemy creature ends its turn in the aura, it is irritated by the pollen; if it is concentrating and it can be poisoned, it must succeed on a Constitution saving throw or lose concentration.

Leaves

The plant spirit is in the form of a plant that flings sharpened, toxic leaves and thorns at your foes. Choose piercing or slashing damage. An enemy creature that ends its turn in the aura takes damage of the chosen type equal to 2 + half your druid level and must succeed on a Constitution saving throw or be poisoned until the end of its next turn. Once a creature succeeds on this saving throw, the spirit can't poison it again.

Roots

The plant spirit is in the form of a plant with strong roots or vines that writhe out of the ground to grab foes. Each enemy creature that ends its turn in the aura must succeed on a Dexterity saving throw or be grappled by the spirit while it remains in the aura, using your spell save DC as the escape DC. In addition, ground in the aura is difficult terrain, but you and your allies can ignore the difficult terrain.

Sowing Magic (Level 6)

At 6th level, you grow to deeply understand what a plant needs to thrive, and you learn to sow your magical seeds with greater skill. When you use your Rampant Growth feature to summon a plant spirit, you can place the spirit onto any surface, including walls and ceilings, and you can place it in water (requiring no surface).

In addition, you can spend 1 minute planting a magical seed in the ground using a druidic ritual. You can use a bonus action on your turn to cause a seed you've planted within 30 feet of you to transform and sprout into a plant spirit of your choice, as if you had summoned one with your Rampant Growth feature at that location. You can't move a spirit summoned using this feature, and you can't have more than one of the same type of plant spirit.

A seed that hasn't been sprouted disappears after 1 hour. You have a number of seeds equal to your Wisdom modifier (minimum of one), and you regain any expended seeds when you finish a long rest. Once you have used this feature to sprout a seed, you can't do so again until you finish a long rest.

Plant Form (Level 10)

At 10th level, you gain the ability to shapeshift into a form similar to a dryad - a living, humanoid-like magical plant. As an action, you can expend a use of your Wild Shape feature to transform your body into a plant, rather than transforming into a beast form, and you gain temporary hit points equal to your druid level. While this feature is active, you gain the following benefits:

  • You are a plant instead of your normal types, and you have advantage on saving throws against poison.

  • You are covered with thorns. At the start of each of your turns, you deal 1d6 piercing damage to any creature grappling you.

  • You have resistance to radiant damage.

These benefits and temporary hit points last for 1 0 minutes or until you use your Wild Shape again.

Verdant Master (Level 14)

At 14th level, you can understand and command plants as easily as a powerful dryad or treant. You can cast speak with plants at-will, without expending a spell slot. The spell lasts for the duration or until you cast speak with plants again using this feature.

In addition, when you cast the awaken spell targeting a plant, the material components only have to be worth at least S0gp.

Circle of Seeds

Circle of Seeds (Level 2)

The druids who belong to the Circle of Seeds venerate plants and the beginning of life itself. They see plants as the purest expression of life, growth, and the natural world, whether they are vast grasslands, might forests, steamy jungles, or lone cacti. Such druids still view all life as equal, but they know that without plants, all life will eventually perish.

These druids regularly seek the wisdom of dryads and treants and strive to protect the oldest trees and most vulnerable flora in the world from harm. As they journey the world, they often plant seeds where they are needed, revitalizing damaged wilderness and giving life to barren wastelands. In battle, these druids embody the tactics of plants, slowly taking control of the battlefield and establishing traps and hazards using plant magic.

Circle Spells

Your connection to the plants of the world enables you to easily cast botanical magic, granting you access to certain spells. At 2nd level, you learn the druidcraft cantrip.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Seeds Spells table. Once you gain access to one of these spells, it is a druid spell for you, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

Circle of Seeds Spells
Druid LevelCircle Spells

2nd

druidcraft (cantrip)

3rd

barkskin, spike growth

5th

daylight, plant growth

7th

aura of life, guardian of nature

9th

tree stride, wrath of nature

Plant Shape

Starting at 2nd level, even in your beast form, you take on floral properties. While you are transformed by Wild Shape, you gain the following benefits:

  • Your hit point maximum increases by an amount equal to your druid level.

  • You are considered a type of plant instead of a beast.

  • You cannot be blinded or deafened.

  • You can ignore the verbal components of your druid spells.

  • If you remain motionless for 1 minute, you can reshape your body to become indistinguishable from a nonmagical plant. You can quickly revert your shape as a bonus action. The size of your Wild Shape form determines what type of plant you appear to be: a tree (Large or Huge), a large bush or tangle of vines (Medium), a shrub (Small), or a flower or fungus (Tiny).

While in Wild Shape, your bestial body is made from leaves, vines, roots, and other plantlike material. It's obvious to an observer that you are not a normal animal.

Photosynthesis (Level 6)

At 6th level, your skin can absorb energy from sunlight, gaining a subtle green complexion. For each hour you spend in direct sunlight, you gain energy equal to your druid level.

As an action, you can draw power from the pool to restore a number of hit points to yourself, up to the maximum amount remaining in your pool. The maximum energy you can store is equal to 3 × your druid level, and the pool resets to zero when you finish a long rest.

Additionally, if you have been sunlight for at least one hour, you do not require food for 24 hours.

Flowery Speech (Level 6)

Also at 6th level, you gain the ability to communicate directly to the spirits of plants in the world. You can cast speak with plants at will, without expending a spell slot.

Garden Variety (Level 10)

At 10th level, your body learns from the plantlife around you. When you use your Wild Shape, you may choose to gain one of the following benefits:

Clinging Thorns

You gain a climbing speed of 30 feet, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Expel Toxins

You gain resistance to poison damage and immunity to the poisoned condition.

Grasping Vines

Two slender, whiplike vines spring from your body. As a bonus action, you can direct one of these vines to lash out at a Large or smaller creature within 15 feet of you that you can see. That creature must succeed on a Dexterity saving throw or be pulled up to 15 feet directly toward you.

Leaf Sense

You gain blindsight out to 15 feet.

Thorn in Your Side

Each of your attacks deals an additional 1d6 damage of the attack's type.

Mighty Oak (Level 14)

At 14th level, your plant form becomes covered in protective plates of ironwood—a material as heavy and strong as steel. While you are transformed by Wild Shape, you are resistant to bludgeoning, piercing, and slashing damage, and you gain a +1 bonus to your AC.

Circle of Shadows

Circle of Shadows (Level 2)

Druids who belong to the Circle of Shadows embrace the primal power of darkness as the purest distillation of the natural world. While other druids might concern themselves with balance, the Circle of Shadows understands that all things eventually return to darkness, so it must be understood.

Umbral Form

Starting at 2nd level, as a bonus action, you can expend a use of your Wild Shape feature to take on a shadowy umbral form, rather than transforming into a beast.

While in your umbral form, you retain your statistics, but your body becomes transparent like smoke. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

While you are in this form, you gain the following features:

  • While in dim light or darkness, you can take the Hide action as a bonus action.

  • You can move through a space as narrow as 1 inch wide without squeezing.

  • When a creature you can see hits you with a melee attack, you can use your reaction to deal cold damage equal to your proficiency bonus to that creature.

Circle Spells

You have embraced the powers of shadow, a dark force that suffuses reality. Your connection to this energy grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Shadow 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.

Circle of Shadow Spells
Druid LevelSpells

2nd

bane, false life

3rd

darkness, darkvision

5th

blink, fear

7th

black tentacles, greater invisibility

9th

cone of cold, dream

Dark Servant (Level 6)

At 6th level, you gain the ability to awaken shadows to do your bidding. As a bonus action, you can target a creature that you can see within 30 feet. That creature's shadow comes to life as a separate creature under your command, using the shadow stat block.

The shadow appears in an unoccupied space within 5 feet of the target and can act immediately. The shadow acts on your initiative, it must spend its turn moving toward the target by the most direct route, and it can use its action only to attack the target (and no action is required by you to command the shadow). If the shadow hits with an attack, instead of doing any damage, the target instead has disadvantage on the first attack or saving throw it makes before the start of the shadow's next turn.

The shadow disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Shadow Mass (Level 10)

At 10th level, your Umbral Form grows in power. While in this form, you gain the following additional benefits:

  • You gain a fly speed equal to your normal speed, and you can hover.

  • You have resistance to all bludgeoning, piercing, and slashing damage from nonmagical attacks.

Darkness Falls (Level 14)

At 14th level, you can use an action to emit a 15-foot-radius sphere of magical darkness centered on yourself. The sphere moves with you, and its darkness spreads around corners. When you create the sphere, you can designate any number of creatures that can see through the darkness, but otherwise, a creature with darkvision can't see through it, and nonmagical light can't illuminate it.

The sphere lasts for 1 minute, until you are incapacitated, or until it comes into contact with sunlight. If any of this effect's area overlaps with an area of light created by a spell of 7th level or lower, the spell that created the light is dispelled.

Once you use this feature, you cannot do so again until you finish a short or long rest.

Circle of Spirit

Spirit Walks With You (Level 6)

Starting at 6th level, you can use a bonus action to use your Spirit Door feature without expending a use of your Wild Shape. When you do, you regain your highest level expended spell slot of 5th level or lower. Once you use this feature, you can't use it again until you finish a long rest'24.

Invisible World Attunement (Level 10)

Starting at 10th level, when you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

Additionally, when a creature attacks you, your inability to see it doesn't grant it advantage on the attack roll.

Ethereal Body (Level 14)

Starting at 14th level, you can use your action to cast the etherealness spell without expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest'24.

Circle of Spores

Circle of Spores (Level 2)

Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.

These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.

Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.

Circle Spells

Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores 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.

Circle of Spores Spells
Druid LevelCircle Spells

3rd

blindness/deafness, gentle repose

5th

animate dead, gaseous form

7th

blight, confusion

9th

cloudkill, contagion

Halo of Spores

Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Symbiotic Entity

At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

  • When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.

  • Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.

These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.

Fungal Infestation (Level 6)

At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.

In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Spreading Spores (Level 10)

At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.

Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.

While the cube of spores persists, you can't use your Halo of Spores reaction.

Fungal Body (Level 14)

At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.

Circle of Spores

Circle of Spores (Level 2)

Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle: death isn't the end of life, but instead a change of state that sees life shift into a new form.

Druids of this circle have a complex relationship with the undead. While they consider undeath to be an intermediary companion of life and death, they also believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.

Circle Spells

2nd-level Circle of Spores feature

Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. You learn the chill touch cantrip.

When you reach certain druid levels, you gain access to the spells in the table below. They count as druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day.

Halo of Spores

2nd-level Circle of Spores feature

Invisible, necrotic spores surround you in an aura with a 10-foot radius. When a creature enters the affected area for the first time on a turn or starts its turn there, you can unleash these spores onto the creature, forcing it to succeed on a Constitution saving throw against your spell save DC or take 1d4 necrotic damage.

The damage increases when you reach certain levels in this class, increasing to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Symbiotic Entity

2nd-level Circle of Spores feature

As an action, you can expend a use of your Wild Shape feature to magically awaken your spores, and gain 4 temporary hit points for each level you have in this class. While you have these hit points, you gain the following benefits:

  • When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.

  • Your attacks deal an extra 1d6 necrotic damage to any target they hit within your Halo of Spores.

Fungal Infestation (Level 6)

6th-level Circle of Spores feature

Whenever your Halo of Spores comes into contact with a Small or Medium corpse of a creature that has died within the last minute, you can use your reaction to have these spores infest and animate it, causing it to stand up immediately with hit points equal to your druid level plus your proficiency bonus.

The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies. In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Spreading Spores (Level 10)

10th-level Circle of Spores feature

You gain the ability to seed an area with deadly spores. As a bonus action, you can hurl your Halo of Spores up to 30 feet away, where it swirls in place for 1 minute before returning to you. It returns to you early if you dismiss it (no action required), or use this feature again.

Fungal Body (Level 14)

14th-level Circle of Spores feature

The fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.

Circle of Stars

Cosmic Omen (Level 6)

6th-level Circle of the Stars feature

Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:

  • Weal (even)
  • Woe (odd)

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Twinkling Constellations (Level 10)

10th-level Circle of the Stars feature

The constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover.

Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.

Full of Stars (Level 14)

14th-level Circle of the Stars feature

While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.

Circle of Stones

Circle of Stones (Level 2)

Age-old monuments crafted in forgotten times attest to a simple truth: there is power in stones. Druids who join the ancient Circle of Stones carry on the tradition of raising stone henges in places of great power, where leylines intersect and magic strengthens. Such locations are marked as nexuses of power, where the Forgotten Laws of the Old Gods are still heeded—but such things are known only to a few druids today. Others merely see the looming stone monuments as enigmatic circles, grim reminders of the enormity of time.

Raise Henge

When you select this circle at 2nd level, you learn to create patterns of stones which strengthen magic. You can expend a use of your Wild Shape as an action to magically create a henge, a set of standing stones, around a point you can see within 60 feet. A henge is composed of six stones, each 5 feet high, 3 feet wide, and 1 foot deep, arranged evenly in a 10-foot-radius circle. Such a stone can generally grant three-quarters cover from ranged attacks for a Medium creature. You can only create a henge in a location which can support the stones' weight.

When you begin your turn in your henge, you gain temporary hit points equal to your Wisdom modifier + half your druid level (rounded down). Additionally, you can choose any number of allies to also be affected by the henge. A creature you choose gains temporary hit points equal to your Wisdom modifier when it begins its turn within the henge. Temporary hit points granted by the henge last only while the creature is within the henge.

Your henge maintains its magical properties for 8 hours. After this duration, you can expend another use of your Wild Shape ability to render the stones permanent, though they no longer grant temporary hit points; otherwise, they vanish.

As you gain higher levels in this class, you can raise larger henges. At 10th-level, you can create a 15-foot-radius henge consisting of 10 stones, and at 14th-level, you can create a 20-foot-radius henge consisting of 20 stones. You choose the henge's radius when you create it.

Warding Stones (Level 6)

At 6th level, your henges can hold great threats at bay. While within a henge, you can cast the magic circle spell as an action, without expending a spell slot or material components. The spell is centered on the henge and its radius and height matches that of the henge. Once you cast this spell in this way, you can't do so again until you finish a long rest.

Ley Passage (Level 10)

By 10th level, you can use your henges to travel through the leylines that connect the world. By spending 1 minute concentrating while within a henge, you can create a magical link between that henge and another henge on the same plane of existence, as per the spell teleportation circle. You must have seen or touched the destination henge at least once before. For the next minute, any creature can use an action to step into the target henge and exit from the destination henge.

Great Henge (Level 14)

Beginning at 14th level, when you cast a druid spell that requires concentration while you are within a henge, you can transfer the spell to the henge, which manifests as a series of burning runes on the stones. You can only use this ability on a spell of 5th level or lower whose effect is entirely contained within the henge. If the spell's area of effect would be larger than the area of the henge, you can limit the spell's area to the henge's boundary. The henge maintains concentration on the spell instead of you for the spell's duration, allowing you to maintain two spells which require concentration at once. The spell ends early if any part of its effect leaves the area of the henge.

Circle of Storms

Circle of Storms (Level 2)

Druids of the Circle of Storms have communed, through ancient rituals, with the four winds (North, East, South, and West) and with the ancient progenitor of all storms, a magical tempest known as the primal storm. These druids teach that, just like the primal storm, nature is in constant flux, and that this change is a good thing. They anticipate the sudden arrival of a storm or danger at all times, and believe that wisdom involves knowing when to run with the wind and when to run against it.

Storm druids can often be found in tribal societies that live on open plains, on mountains, or along coasts. Some venerate a particular wind, such as the icy North Wind, or a particular storm, such as the monsoon or the tornado. In battle, they buffet and manipulate their foes with wind and lightning. They invoke the power of the primal storm, rising off the earth to blast their enemies with all of the shocking fury of a thunderstorm.

Circle Spells

Your bond with the four winds and the primal storm grants you access to certain spells. At 2nd level, you learn the shocking grasp cantrip. It is a druid cantrip for you, and can't be replaced when you gain a level in this class. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Storms 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.

Circle of Storms Spells
Druid LevelSpells

3rd

gust of wind, jolt of pain

5th

fly, lightning bolt

7th

cyclone, storm sphere

9th

fingers of lightning, soar

Call the Wind

Starting at 2nd level, you can use a bonus action on your turn to buffet a target you can see within 60 feet of you with wind. It must succeed on a Strength saving throw against your druid spell save DC or be pushed 5 feet in a direction of your choice. If the target is an unsecured object of size Medium or smaller, it is automatically pushed. If you are not underground or indoors, you push the target twice as far.

Storm Ascension

At 2nd level, you gain the ability to embrace the power of the primal storm. As an action, you can expend a use of your Wild Shape feature to imbue your body with storm magic, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

  • When a target fails its saving throw against your Call the Wind feature, it takes 1d6 thunder damage. This damage increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.

  • Your melee attacks deal 1d6 bonus lightning damage to any target they hit.

  • You have a flying speed equal to your walking speed and you can hover, but you can't fly more than 1 foot above the ground using this speed. Water beneath you counts as ground for this limitation.

These benefits last for up to 10 minutes, until you lose these temporary hit points, or until you use your Wild Shape again.

Inner Tempest (Level 6)

Starting at 6th level, whenever you cast a spell of 1stlevel or higher that deals lightning damage or thunder damage while your Storm Ascension feature is active, you roll a d6, and you gain a bonus to one damage roll of the spell equal to the number rolled.

In addition, you have resistance to lightning damage while your Storm Ascension feature is active.

Herald of the Four Winds (Level 10)

At 10th level, your bond with the four winds enables you to call upon them at a moment's notice. While your Storm Ascension feature is active, you can cast the gust of wind spell without expending a spell slot. You can do so as part of the action used to activate the feature. The spell ends immediately if the feature ends.

Updraft (Level 14)

Starting at 14th level, while your Storm Ascension feature is active, you can fly up to 20 feet above the ground, instead of only 1 foot. At 18th level, this increases to 60 feet, and your flying speed granted by the feature is also doubled.

Circle of Storms

Circle of Storms (Level 2)

Weather is a primal source of power, and no weather is more iconic than that of the howling winds of a tornado, the thunderous rebuke of a thunderstorm, or the torrential rainfall of a hurricane. While some sorcerers claim to harness the power of the storm, you know this to be a lie. The storm cannot be tamed—it is merely ridden and guided by a wise hand. You know the lullabies that can call and soothe the storms, and the anthems that summon a mighty tempest to take away the breath of those who deny its power.

Adepts of the Devourer are by far the most common practitioners of this circle, especially sahuagin and privateers. House Lyrandar's dragonmarked heirs often can manifest these powers, as do some humans of the Seren Islands. However, any sailor who lives on the seas and has sufficient respect for the Storm might learn to channel these abilities.

Though the nomads of the Tashana Tundra have little familiarity with the sea, their unique relationship with planar powers means that druids of the Storm are not unknown there.

Circle Spells

Your respect for nature's fury grants you access to certain spells. At 2nd level, you learn the shocking grasp cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Storms 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.

Circle of Storms Spells
Druid LevelCircle Spells

3rd

gust of wind, shatter

5th

lightning bolt, thunder step

7th

ice storm, storm sphere

9th

destructive wave, maelstrom

Skald of the Sea and Sky

Starting at 2nd level, you are the voice of the wind and rain, the scream wrenched forth from the heart of a hurricane. You gain proficiency in Performance and martial weapons.

Aspect of the Storm

At 2nd level, you channel the fury of the storm, wind whipping your hair and clothes while lightning crackles around you. As an action, you can expend one use of your Wild Shape feature to awaken the storm's power, rather than assuming a beast form. While this feature is active, you gain the following benefits:

  • You deal an extra 1d8 lightning damage the first time you hit with a melee weapon attack on your turn.

  • You have advantage on saving throws against being blinded or deafened.

Starting at 8th level, when you use your Aspect of the Storm feature, you can expend one additional use of your Wild Shape (for a total of two) to deepen your connection to the storm. When you do so, you gain a magical flying speed of 60 feet, in addition to the benefits listed above.

These benefits last for 10 minutes or until you use your Wild Shape again.

Extra Attack (Level 6)

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Shield of the Winds (Level 10)

Starting at 10th level, the wind shields you from harm. You can cast the warding wind spell with this feature without expending a spell slot. When you cast the spell in this manner, it does not require you to maintain concentration on the spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

Lord of the Storm (Level 14)

At 14th level, you have truly mastered the power of the storm. You gain immunity to lightning damage, resistance to thunder damage, and you are immune to being moved against your will or being knocked prone.

In addition, whenever you are subjected to lightning damage, you take no damage and instead gain a number of temporary hit points equal to the lightning damage that would have been dealt.

Circle of Storms

Circle of Storms (Level 2)

Druids of the Circle of Storms have communed, through ancient rituals, with the four winds (North, East, South, and West) and with the ancient progenitor of all storms, a magical tempst known as the primal storm. These druids teach that, just like the primal storm, nature is in constant flux, and that this change is a good thing. They anticipate the sudden arrival of a storm or danger at all times, and believe that wisdom involves knowing when to run with the wind and when to run against it.

Storm druids can often be found in tribal societies that live on open plains, on mountains, or along coasts. Some venerate a particular wind, such as the icy North Wind, or a type of storm, such as a monsoon or tornado. In battle, they buffet and manipulate their foes with wind and lightning. They invoke the power of the primal storm, rising off the earth to blast their enemies with all of the shocking fury of a thunderstorm.

Circle Spells

Your bond with the four winds and the primal storm grants you access to certain spells. At 2nd level, you learn the lightning lure cantrip.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Storms Spells table. Once you gain access to one of these spells, it is a druid spell for you, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

Circle of Storms Spells
Druid LevelCircle Spells

2nd

lightning lure

3rd

fog cloud, gust of wind

5th

fly, lightning bolt

7th

ice storm, storm sphere

9th

control winds, steel wind strike

Call the Wind

Starting at 2nd level, you can use your bonus action to buffet a creature with howling wind. Choose a target that you can see within 60 feet of you. It must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet in a direction of your choice.

If you or the target are underground or indoors, the target only moves 5 feet.

Storm Ascension

At 2nd level, you gain the ability to embrace the power of the primal storm. As an action, you can expend a use of your Wild Shape feature to ascend as a storm, rather than transforming into a beast.

While this feature is active, you gain the following benefits:

  • You gain 4 temporary hit points for each level you have in this class.

  • You have a flying speed equal to your walking speed, and you can hover.

  • When a target fails its saving throw against your Call the Wind feature, it takes 1d6 thunder damage. This damage increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.

These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.

Inner Tempest (Level 6)

Starting at 6th level, you gain resistance to lightning damage. Additionally while your Storm Ascension feature is active, you may add your Wisdom modifier to the damage you deal with any druid spell (minimum +1).

Updraft (Level 10)

At 10th level, your bond with the four winds enables you to call upon them at a moment's notice. While your Storm Ascension feature is active, your flying speed is no longer restricted to an altitude of 5 feet.

Herald the Four Winds (Level 14)

Starting at 14th level, while your Storm Ascension feature is active, you may cast the gust of wind or warding wind spells at will, without expending a spell slot or material components.

Circle of Succulents

Circle of Succulents (Level 2)

There is one goal for druids of the Circle of Succulents: survive. They don't necessarily aim to defeat unnatural forces in the world, but rather to outlast them, as the toughest plants in nature commonly do. These druids typically hail from warmer climates, where succulents are common.

Shifting Resources

When you choose this circle at 2nd level, you are able to strengthen your wild shape forms with the energy you have stockpiled. When you use your action to wild shape, you can expend Hit Dice to grant your wild shape form temporary hit points'24. For each Hit Die expended, roll the die and add your Constitution modifier to the result (minimum of 1). You gain temporary hit points equal to the total.

Tough As Nails

Also at 2nd level, your wild shape forms become as durable as the plants you adore. While you are transformed by Wild Shape, you gain a bonus to your AC equal to half your proficiency bonus.

Additionally, your beast forms exhibit sharp needle like barbs. Immediately after a creature makes a melee attack against you, it takes 1d4 piercing damage. This piercing damage is considered magical for the purposes of overcoming resistance and immunity to nonmagical damage. This damage increases by 1d4 at 5th level (2d4), 11th level (3d4) and 17th level (4d4).

Spell Stockpile (Level 6)

At 6th level, you gain the ability to stockpile resources for a later date. Each time you regain spell slots when you finish a long rest, you can stockpile one spell slot at the highest level you had remaining before the long rest. If the spell slot was higher than 5th level, you stockpile it as a 5th level spell slot. The stockpiled spell slot is lost when you use it to cast a spell or you use this feature to stockpile a new spell slot.

Hard To Kill (Level 10)

At 10th level, your natural resilience extends to the point of defying death. You can go without food, water, and sleep for 30 days at a time without suffering exhaustion or death. Also, when you are reduced to 0 hit points but not killed outright, you can use your reaction and expend a spell slot to drop to a number of hit points equal to 5 x the level of the expended spell slot instead.

Resource Grind (Level 14)

At 14th level, your ability to gather resources accelerates. When you finish a long rest'24, you replenish all of your Hit Dice instead of half and you can stockpile two of your remaining spell slots instead of one.

Circle of Summons

Circle of Summons (Level 2)

Many druids find that they get by with a little help from nature. The Circle of Summons best exemplifies the cooperation between nature and living creatures. They walk amongst the world with peace and confidence, summon creatures touched or made of nature's essence, and lead groups of creatures in battle against those that would harm the world.

Beast Friend

Upon joining this circle at 2nd level, you can cast animal friendship as a 2nd level spell once. Once used, you cannot cast the spell in this way until completing a long rest.

Circle Spells

Your connection to the creatures of the planes empowers you and grants you the ability to cast certain spells. 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.

Augmented Summon (Level 6)

At 6th level, you empower the creatures you summon with a bit of your primal magic. When you summon creatures with spells that have conjure in their name, one or two creatures summoned treat their attacks as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Swallow Fear (Level 10)

At 10th level, you can't be frightened by beasts, fey, elementals, and monstrosities. Additionally, you have advantage on all saving throws against fear caused by dragons.

Stable Summoner (Level 14)

At 14th level, you gain the ability to summon creatures without having to maintain concentration. When you cast a spell with conjure in the name as a 6th level spell or lower, you do not need to concentrate on the spell. Instead, the summoned creatures remain for the duration of the spell or until you decide to end the spell. Once you cast a spell in this way, you cannot use this feature again until you finish a long rest.

Circle of Symbiosis

Circle of Symbiosis (Level 2)

The Circle of Symbiosis allows druids devoted to Nature to become one with it—in the most real sense of the word. These druids have mastered osteomancy and use it to sever their own limbs and replace them with fragments of the natural world. To become "awakened symbiotic entities", something others would decry as aberrations, they graft one or multiple limbs to their body. Deer hind-legs replace their own, tree branches take over their arms, and the most devoted and zealous replace their head with that of an animal.

By reveling in such powers, the Circle of Symbiosis seeks to make all living beings one with Nature, or else. No sacrifice is too great for the cause. As such, even children of the Circle are forced to undergo these often deadly abscissions, developing their rampaging powers soon after and with great affinity. As these druids age, they become indistinguishable from their grafts, their humanity slowly waning to make way for something more implacable, more unyielding. Their practices have shunned them from most civilized locales, a punishment that hasn't stopped them from recruiting—or abducting —more to join their cause.

Spells

Your fusion with Nature through osteomancy grants you access to certain spells. At 2nd level, you learn the shillelagh cantrip. This cantrip doesn't count against the number of druid cantrips you know.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Symbiosis 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.

Circle of Symbiosis Spells

Wickerbone Behemoth

Starting at 2nd level, you can unleash the vicious natural powers held amidst your flesh. As an action, you may expend a use of your Wild Shape to awaken Nature's anger, turning into a behemoth, rather than transforming into a beast form. A deer skull, wooden skin, goat hooves, or other such natural gifts overtake your body. While this feature is active, you gain the following benefits:

  • Your arms count as clubs, each under the effect of the shillelagh spell.

  • You are under the effect of the barkskin spell, although you do not need to concentrate on it. In addition, whenever a creature damages you with an attack, your skin splinters and all creatures of your choice within 5 feet of you take 1d4 magical piercing damage. This damage increases to 2d4 at 10th level.

  • The stress of battle stimulates your organism to fight and survive. At the start of each of your turns, you regain hit points equal to half the damage taken since the start of your previous turn (rounded down, minimum of 0), up to a maximum of three times your Wisdom modifier. This regeneration doesn't work if you are unconscious.

These benefits last for 10 minutes, or until you use your Wild Shape again. You cannot use this transformation if you are wearing armor.

Grafted Powers

The multiple aspects of Nature that you forcefully implanted within you manifest themselves in other aspects of your life. At 2nd level, you gain one of the following benefits.

Bear Back

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, as well as for grappling checks. In addition, you can add your Wisdom modifier to any Strength check that you make.

Deer Head

You have advantage on Perception checks that rely on sight or smell.

Goat Hooves

You have advantage on Strength and Dexterity saving throws made against effects that would knock you prone. You gain a climbing speed equal to your walking speed.

These elements can be visible or not, or be represented by other natural aspects. Choose at your discretion when selecting this class.

Extra Attack (Level 6)

At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Nature's Wrath (Level 10)

Starting at 10th level, your natural grafts succumb to your osteomantic powers and allow you to tap deeper into Nature's fury. You are permanently under the effect of the barkskin spell.

In addition, when you use your Wickerbone Behemoth transformation, your size becomes Large, and whenever you damage a creature with bludgeoning, piercing or slashing damage, you gain temporary hit points equal to 1d8 + your Wisdom modifier.

Briarheart (Level 14)

At 14th level, your fusion is complete, and your heart is absorbed, its sacrifice making way for a new heart, one that can fully channel the rage of the natural world. Your melee weapon attacks deal extra damage equal to your Wisdom modifier on a hit.

In addition, when you drop to 0 hit points, choose two willing creatures that you can see within 30 feet of you to empower with your connection to Nature. They gain the benefits of your Wickerbone Behemoth feature for 1 minute, using your Wisdom modifier, and can choose to immediately transform (no action required), even if they are wearing armor.

Once you use this feature, you must finish a long rest before you can use it again.

Circle of Symbiosis

Circle of Symbiosis (Level 2)

The Circle of Symbiosis looked inward and found that each of us is an ecosystem full of life. By connecting with and strengthening their relationship with the many small living things inside them they strengthen their bodies to make themselves iron hearted protectors of nature.

Symbiotic Transformation

At 2nd level, when you use cast a Druid spell you can expend a use of Wild Shape to have the microflora and microfauna you host in your body symbiotically transform you instead of taking on a beast form as a bonus action. When you do so you gain 3 temporary hit points per druid level. The transformation lasts for 1 hour or until you expend a use of Wild Shape.

Symbiotic Bonus Dice

You have a symbiotic bonus die which is 1d6. While you are symbiotically transformed your melee weapon attacks deal an extra 1d6 radiant or necrotic damage (you choose when you use Symbiotic Transformation). The number of dice increases at certain levels in this class shown in the Table: Symbiotic Bonus Dice.

Grow Armor (Level 6)

When you symbiotically transform you can come under the effects of barkskin for the duration.

Symbiotic Spread (Level 10)

At 10th level, when you gain temporary hit points from your Symbiotic Transformation you can send a colony of the symbiotic life you host to grant a creature within 5 feet of you the same number of temporary hit points for 1 hour.

Symbiotic Adaptation (Level 14)

At 14th level, you become immune to poison damage, the poisoned condition, and disease. You can not be blinded or deafened. The symbiotic life you host allow you to become self sustaining. You can replace your need for food by exposing yourself to bright light for 4 hours in a day. The time need not be consecutive. You still need water as normal.

Circle of the Air

Circle of the Air (Level 2)

Flexible as the wind's currents, druids of the Circle of the Air manipulate their namesake with practised ease, serving as emissaries and stewards of the sky itself.

Circle Spells

2nd-level Circle of the Air feature

You are imbued with the air's magics. When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day.

Gale Talisman

2nd-level Circle of the Air feature

You possess a talisman that strengthens your bond with the wind. It is a Tiny object and can serve as a spellcasting focus for your Druid spells. You determine its form by rolling on the table below or by choosing one.

Gale Talisman
d6Talisman Form

1

A handheld fan engraved with breeze patterns

2

A necklace with an iridescent feather centrepiece

3

A global map of the wind's speed and direction

4

A wooden rod adorned with paper streamers

5

A bracelet made of dandelion stems and puffballs

6

A translucent bottle filled with swirling clouds

While holding this talisman, you have these benefits:

  • You know gust. It has a range of 60 feet, can push creatures and objects in any direction instead of away from you, and can affect creatures of any size. A willing creature can choose to fail the spell's save.

  • Whenever you push a target using gust, you can also make it inflict 1d8 bludgeoning or slashing damage. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

  • You can cast a Circle Spell that you have access to without expending a spell slot. Once you do so, you can't do so again until you finish a long rest.

  • If you lose this talisman, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous talisman.

Tailwind (Level 6)

6th-level Circle of the Air feature

The winds bolster your magic's capabilities. When you cast a Circle Spell, you can expend a Wild Shape usage to maintain it without concentration. The spell ends early if you recast or dismiss it (no action required).

Additionally, whenever a creature comes into contact with a wind wall you create, you can force it to succeed on a Strength saving throw or be unable to pass through the wall until the start of its next turn.

Bend the Breeze (Level 10)

10th-level Circle of the Air feature

The air moves however you command it. When you cast control winds, you alter its effects in the following ways:

Gusts

When a creature starts its turn in this area, you can force it to make a Strength saving throw. On a failed save, you push it up to 15 feet in the wind's direction.

Downdraft

When a creature comes into contact with this area for the first time on a turn or ends its turn there, you can force it to succeed on a Strength saving throw or fall prone.

Updraft

You can use your bonus action to grant any willing creatures of your choice within this area a magical flying speed of 30 feet until the end of your next turn.

Embodiment of Air (Level 14)

14th-level Circle of the Air feature

Your connection to the sky and everything in its domain reaches its peak. You add investiture of wind, scatter, wind walk, and whirlwind to your list of Circle Spells.

Circle of the Ancients

Circle of the Ancients (Level 2)

Deep in the unexplored jungles of the world, lizardfolk tribes are led by a fearsome Circle of druids that worship ancient reptiles known as Dinosaurs. Members of this Circle draw upon the memory of these ancient beasts that flows within their own blood to strike fear into the hearts of their foes.

Circle Spells

Your link with ancient dinosaurs grants you access to certain spells. At 2nd level, you learn the primal savagery cantrip.

When you reach certain Druid levels, you gain access to the spells below. These spells count as druid spells for you and you always have them prepared, but they don't count against the number of spells you prepare each day.

Ancient Forms

When you adopt this Circle at 2nd level, your blood, whether by heritage or ceremony, now bears the memory of ancient dinosaurs. As a bonus action, you can expend a use of Wild Shape to take the form of a reptilian beast or dinosaur with a CR as high as 1. You can ignore the max CR column of the Beast Shapes table, but must abide by all other limitations.

You don't need to have seen a dinosaur before to Wild Shape into it. However, you can are limited to Wild Shaping only into dinosaurs and their descendants: birds and reptiles. Examples include velociraptors, crocodiles, and vultures.

At 6th level, you can Wild Shape into an Ancient Form with a CR as high as your druid level divided by 3, rounded down.

Primitive Adaptation

You are enhanced by the ancient power in your blood. When you join this Circle at 2nd level, you gain a climbing speed and a swimming speed equal to your movement speed.

Primal Strikes (Level 6)

Your unique Wild Shapes have grown in power. Starting at 6th level, your attacks while in Wild Shape count as magical for the sake of overcoming resistances and immunities.

Dreadful Wild Shape (Level 10)

Your connection with ancient dinosaurs increases. Starting at 10th level, you can expend two uses of Wild Shape as a bonus action to transform into an Ancient Form with a CR equal to your druid level divided by 2, rounded down.

Monstrous Form (Level 14)

Beginning at 14th level, you can enhance your Ancient Form with druidic power. While in Ancient Form, you can cast the enlarge portion of enlarge/reduce, targeting only yourself, without expending a spell slot or material components.

You can cast enlarge/reduce in this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Circle of the Ancients

Circle of the Ancients (Level 2)

Deep in the unexplored jungles of the world, lizardfolk tribes are led by a fearsome Circle of Druids that worship ancient reptiles known as dinosaurs. Members of this Circle draw upon the memory of these ancient beasts that flows within their own blood to strike fear into the hearts of their foes.

Optional Rule: Reptilians Only

In many worlds, Druids who join the Circle of the Ancients are required to be of reptilian heritage. This would include the lizardfolk, tortles, saurians, some dragonborn, aaracokra, and other avians.

Talk to your DM about lifting this restriction for your world, or come up with a ritual or reason for your Druid to be considered of reptilian heritage.

Circle Spells

2nd-level Circle of the Ancients feature

When you reach certain Druid levels, you gain access to the spells listed below. They count as Druid spells for you, and you always have them prepared, but they don't count against the number of spells you prepare each day.

Circle of the Ancients Spells
Druid LevelSpells

2nd

cause fear

3rd

enlarge/reduce

5th

fear

7th

dominate beast

9th

commune with nature

Ancient Forms

2nd-level Circle of the Ancients feature

Whether by heritage or ceremony, your bloodline now bears the memory of ancient dinosaurs. As a bonus action, you can expend a use of Wild Shape to take the form of a dinosaur or another reptilian beast with a Challenge Rating as high as 1. You can ignore the Max. CR column of the Beast Shapes table, but you must abide by all other limitations.

You do not need to have seen a dinosaur before to Wild Shape into it. However, you are limited to Wild Shaping only into dinosaurs and their descendants: birds and reptiles. Examples include velociraptors, crocodiles, and vultures.

At 6th level, you can Wild Shape into an Ancient Form with a CR as high as your Druid level divided by 3, rounded down.

Primitive Adaptation

2nd-level Circle of the Ancients feature

Your fingers elongate into savage claws which count as natural weapons and deal 1d6 slashing damage on hit. You also gain a climbing speed equal to your walking speed.

Primal Strikes (Level 6)

6th-level Circle of the Ancients feature

You have learned to draw forth more of the ancient power in your blood. Your natural weapon attacks in your normal form and Ancient Form attacks count as magical for the sake of overcoming resistance and immunity to nonmagical attacks.

Dreadful Wild Shape (Level 10)

10th-level Circle of the Ancients feature

Your connection with the great reptiles of ancient days grows stronger. As a bonus action, you can expend two uses of Wild Shape to transform into an Ancient Form with a Challenge Rating equal to your Druid level divided by 2 (rounded down).

Monstrous Form (Level 14)

14th-level Circle of the Ancients feature

Beginning at 14th level, you can enhance your Ancient Form with druidic power. While in Ancient Form, you can cast the enlarge portion of enlarge/reduce, targeting only yourself, without expending a spell slot or material components.

You can cast enlarge/reduce in this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Circle of the Arbiter

Circle of the Arbiter (Level 2)

Members of the Circle of the Arbiter understand that the material world is just one aspect of reality. These planar defenders are sworn to protect the natural world from the denizens and influence of the outer planes. The druids of this circle are drawn from many different sects, and in this order an Ashbound stands shoulder to shoulder with a Greensinger as the last bulwark between Eberron and the beyond. This diversity strengthens the circle, as every tradition offers unique advantages and techniques that to counter different threats.

Student of Tradition

When you choose this circle at 2nd level, you gain one of the following features of your choice passed down by tradition.

Absolve the Unnatural

When you cast a divine spell that reduces a creature's hit point total to 0 and would kill it, you can choose to subdue the creature, instead.

Scent of Decay

You know the detect poison and disease and the protection against poison spells, you always have them prepared, and they don't count against the number of spells you can prepare each day. You can cast each once without expending a spell slot. Once you do, you must complete a short or long rest before you cast these spess again in this way

Darkvision

You gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

Woodsong

You gain proficiency in the Charisma (Performance) skill and whenever you make a Charisma check when interacting with fey creatures, your proficiency bonus is doubled if it applies to the check.

Warden View

You gain proficiency in the Nature and Perception skills if you don't already have it. Your proficiency bonus is doubled for any ability check that uses either of those proficiencies.

Shape of the Arbiter

Also at 2nd level, you can use your action and expend two uses of Wild Shape at the same time to magically assume the shape of a planar being of energy whose origin and composition are as pure as the multiverse itself, called an arbiter.

The rules of Wild Shape apply with the following changes. Your statistics don't change but you gain temporary hit points equal to your Hit Point Maximum. While these temporary hit points remain, you are always considered to be under the effects of the levitate spell, and you have resistance against all damage except force and psychic damage.

You gain a special melee and ranged spell attack option that you can use with the Attack action. This special attack has a range of 30 feet and can hit ethereal creatures. You are proficient with it, and you add your Wisdom modifier to its attack and damage rolls. Its damage type is force, and its damage die is a d8. You can stay in this shape for a number of minutes equal to half your druid level (rounded down). You then revert to your normal form. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, you have no more temporary hit points, or die.

Additionally, while you are transformed by Shape of the Arbiter, you can use a bonus action to expend any number of Hit Dice up to your Wisdom modifier to regain 1d8 of these temporary hit points per Hit Die expended.

Hated Foe (Level 6)

Starting at 6th level, your sect is charged with maintaining the balance between some of nature's deadliest enemies. You choose one sect listed in the Hated Foes table. When you hit a creature type associated with that sect, you gain a bonus to the damage you deal with your melee and ranged spell attacks against that creature equal to half your druid level, and its damage type is the same as the attack.

Hated Foes
Druid SectCreature Types

Ashbound

Celestial and elemental

Child of Winter

Plants and undead

Gatekeepers

Aberrations and fiends

Greensingers

Beasts and fey

Wardens of the Woods

Constructs and monstrosities

Elder Gifts (Level 10)

At 10th level, you gain one of the following magical abilities gifted by an elder of your sect.

Ashes to Arbiter

You can expend one use of your Wild Shape feature to cast the counterspell spell without using a spell slot. As part of the same reaction, you can expend an additional use of your Wild Shape to immediately refocus the energy you defuse to assume the shape of the arbiter. You can't use this feature again until you finish a long rest.

Chillbane

You are immune to poison and disease, and have resistance to Cold damage and effects of cold weather.

Gates of Mind

You gain immunity to psychic damage and resistance to force damage.

Singer's Haunt

You gain proficiency in Charisma saving throws and you can't be charmed, frightened, or put to sleep against your will.

Warden's Last Stand

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

All Paths (Level 14)

At 14th level, you know the plane shift spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. You can cast it once without expending a spell slot. Once you cast the spell in this way, you can't cast it again using this feature until you finish a long rest.

Additionally, while in Wild Shape, you can see into the Ethereal Plane out to a range of 30 feet.

Arborescent Omen (Level 14)

Also at 14th level, you gain one of the following features of your choice, an omen as to the trials the lay before your kind.

Bound to Unravel

Once on each of your turns, when you make a melee attack against a creature that is concentrating on a spell, you can deal additional damage to that creature. The additional damage type is force and is equal to your proficiency bonus.

Contagious Chill

You know the contagion spell, you always have it prepared, and it doesn't count against the number of spells you canprepare each day. When you cast it, you can expend a number of Hit Dice equal to your Constitution modifier to increase the spell save DC by 1 for each Hit Die you spend.

Once you use this feature, you can't cast it again in this way until you finish a short or long rest

Gates of Wrath

Whenever you reduce one of your hated foe to 50 hit points or fewer, you can expend one of your Wild Shapes to banish it. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you are on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for one minute, until you are incapacitated, or you use this feature again, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Song of Madness

You know the crown of madness spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. Also, when you cast it using this feature, it affects all humanoids within 30 feet of you that can hear or see you. Once you cast the spell in this way, you can't cast it again using this feature until you finish a long rest.

Fell Sacrifice

When you hit a creature with a melee attack while in Wild Shape, you can expend one of your Hit Die to sacrifice some of your life force to deal damage equal to your druid level to your target, in addition to the attack's normal damage. Each time you do, roll the Hit Die, and subtract the number from your hit point total.

Circle of the Arctic

Circle of the Arctic (Level 2)

Druids of the Circle of the Arctic hail from lands steeped in the cold, from tundras to polar regions alike. Reflecting the harshness of life there, these druids epitomize the tenets of stoicism and endurance, wielding the chill for both offensive and defensive purposes.

Circle Spells

2nd-level Circle of the Arctic feature

Drawing power from the frigid poles grants you access to spells that protect and hinder. You learn the ray of frost cantrip.

When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day.

Frigid Recovery

2nd-level Circle of the Arctic feature

You can recover some of your druidic magic by communing with the frost and snow. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher.

If you use this feature in an arctic environment, you can increase this combined level by one. You can't use this feature again until you finish a long rest.

Subzero Aegis (Level 6)

6th-level Circle of the Arctic feature

You learn to instinctively channel the protective aspects of ice. As a reaction when you take damage, you can expend a spell slot to cast armor of agathys at the equivalent level.

Additionally, as part of this reaction, you can expend a Wild Shape usage to increase the amount of temporary hit points that this casting of the spell grants by three times your Druid level.

Frozen Resolve (Level 10)

10th-level Circle of the Arctic feature

The magic you channel becomes enduring as the life at the poles: persisting despite severe hardship. While concentrating on a spell, you have advantage on Constitution saving throws.

Additionally, when you cast the spell ice storm, you can choose to have its difficult terrain last for 1 minute.

Inescapable Chill (Level 14)

14th-level Circle of the Arctic feature

Your magic becomes capable of suffusing your foes with additional lethargy. Whenever a creature takes cold damage from your spells, it must succeed on a Constitution saving throw against your spell save DC or have its speed halved until the start of your next turn.

You can also cast wall of ice without expending a spell slot once per long rest, and it is always prepared for you.

Circle of the Aspects

Circle of the Aspects (Level 2)

A circle of the aspects druid, frequently called a spirit shifter, is a druid that has attuned themselves to the spiritual aspects of beasts. These druids tap into their fundamental nature, calling upon certain aspects of wilderness and embodying them in spirit. A druid of this circle can be said to Wild Shape their soul, rather than their body.

Druids of this circle must walk a fine line, as it can be easy for them to delve too deeply into the powerful and savage states of mind they enter. However, these mystical experiences grant them unique power and perspective as they walk the world, seeing the world through the eyes of the spiritual spirits that boil within them.

Circle Spells

At 2nd level, you learn the Impact cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Aspects Spells table.

Converter's Note

Although the feature does not specify it, I believe this is a matter of source/font formatting. I think this should be interpreted in the same way as the rest of the Circle Spells from other subclasses: These spells are always prepared, and they do not count against the maximum number you can prepare. Otherwise, it would not make sense for these spells to be added to the Druid spell list, when 'Freedom of Movement' is already on that list.

Spirit Shape

When you choose this circle at 2nd level, you gain an alternate use for Wild Shape. As a bonus action, you can shapeshift your soul to incorporate a bestial aspect. While your body remains unchanged, the magical essence fills you with a unique power depending on which aspect you assume, granting potent abilities. The Spirit Aspect lasts for 10 minutes, or until you use this feature again. Choose one of the following Spiritual Aspects.

  • Aspect of the Bear. You gain supernatural strength and your magical attacks impact with staggering force. Your Strength ability score becomes equal to your Wisdom ability score (if it was lower), and you can add your Strength modifier to the damage of your melee spell attacks. You gain proficiency in Strength saving throws while manifesting this aspect.

  • Aspect of the Tiger. You gain supernatural agility and unrelenting ferocity weaving your magic and attacks together. When you make a melee spell attack or cast a spell as part of your action, you can make one melee weapon attack as a bonus action. You gain proficiency in Dexterity saving throws while manifesting this aspect.

  • Aspect of the Turtle. You gain supernatural endurance and perseverance to withstand through a rain of blows. When you enter this form, you gain temporary hit points equal to your twice Druid level. Your Wisdom modifier can gain proficiency in Constitution saving throws while manifesting this aspect.

What are your spirits?

While the above are the mechanics of the spirits, the actual nature of the spirits can easily be changed. Prefer Badgers to Bears? Feel free to pick any beast that you feel embodies the power being granted.


Circle of the Aspects Quirks

The following are some optional quirks for a player of this Circle to choose from—these can be either personality, signaling their fated path toward this Circle, or appear after the first time they've assumed Spirit Shape.

d6Quirk

1

After Spirit Shaping, your eyes continue to resemble the Spiritual Aspect you assumed for the rest of the day.

2

You blame any of your rude behavior on spirits disliking the subject at hand.

3

When Spirit Shaped into carnivores, you occasionally forget it's just a spirit and attempt to eat your surroundings.

4

You practice your roaring, just in case.

5

You act without hesitation, your fist guided by feral instincts.

6

You collect teeth and claws of impressive creatures, hoping to attune to their spirits.

Twin Soul (Level 6)

Starting at 6th level, when you assume a Spirit Aspect, you can assume two different aspects at the same time.

Spiritual Regrowth (Level 6)

Additionally at 6th level, whenever you cast a spell while you have an active Spirit Aspect, you recover hit points equal to twice the spell level of the spell cast.

Chimera Soul (Level 10)

Starting at 10th level, when you assume a Spirit Aspect, you can assume three different aspects at the same time.

Aspect of the Eagle (Level 14)

Starting at 14th level, when you assume any other Spiritual Aspect, you can also assume the Aspect of the Eagle, causing ethereal wings to erupt from your aura. You gain a flying speed of 30 feet while in this aspect. It ends when you are no longer assuming a Spiritual Aspect.

Circle of the Aurora

Circle of the Aurora (Level 2)

Druids of the aurora hail from the northern frozen regions, accustomed to the dire cold and dark nights, they grew fond of it, for only in those dark hours could you truly see the beauty of the aurora borealis. This wonder of nature guides those druids, its light shining through them. They are known to use the northern lights to charm recalcitrant creatures, and intend to bring the beauty of this light across the Realms.

Circle Spells

Your connection to the aurora borealis grants you access to certain spells. At 2nd level, you learn the Sacred flame cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Aurora 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.

Circle of the Aurora Spells
Druid LevelSpells

3rd

Moonbeam, Suggestion

5th

sleet storm, Hypnotic Pattern

7th

Sickening Radiance, charm monster

9th

cone of cold, Geas

Mesmerising Light

At 2nd level, as a bonus action you can attempt to charm an enemy within 60ft of you with the beauty of the aurora. The creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature becomes charmed until the end of your next turn. While Charmed by this feature, the creature is Incapacitated and has a speed of 0. The effect ends early the creature takes takes any damage.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Embodiment of the Frozen Light

At 2nd level, as an action, you can expend a use of your Wild Shape feature to let the aurora shine through you, rather than transforming into a beast form, you gain the following benefits:

  • Your form, just like the aurora, becomes fleeting, making it hard to discern you, you can add your Wisdom Modifier to your AC.

  • Your speed increases by 10ft.

  • Once per turn if you deal radiant or cold damage you can add your Wisdom Modifier to one damage roll.

Those effects end after 10 minutes, or immediately if you don or wear medium, heavy armor, a shield, or are incapacitated. (You cannot benefit from this feature if you already add your Wisdom Modifier to your AC).

Beguiling Aurora (Level 6)

Starting at 6th level, you get advantage on saving throws against charm effects.

In addition your spells and abilities ignore immunity to the charmed condition and instead those creatures have advantage on saving throws against your charm effects.

Guiding Light (Level 10)

You are accustomed to the longest days and the longest nights. At 10th level, you gain resistance to radiant and cold damage. In addition you always know which way is north and cannot get lost.

Boreal Danger (Level 14)

At 14th level, you are ephemeral like the aurora. While you are using your Embodiment of the Frozen Light feature, you can choose to use your movement speed by teleporting instead of walking.

In addition if you roll initiative and have exhausted all uses of Mesmerising Light, you regain one use of that feature.

Circle of the Beast

Circle of the Beast (Level 2)

Growling, snarling, and howling at the moon, druids of the Circle of the Beast most often convene for their terrifying blood hunts. Druids of this circle embrace their animalistic side, forsaking civilization of man and often any foods that are not red meat. The most powerful of their Circle are more beast than man, and fight like savage monsters, howling through the carnage in a flurry of teeth, claws, and fur.

Beast Form

When you choose this circle at 2nd level, you gain some of the physical aspects of a beast. Your features become more bestial and you grow your choice of claws, fangs, spines, or horns. Your unarmed strikes deal 1d8 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you choose, and are considered Light Finesse weapons and may be used for Two Weapon Fighting. You are proficient with your unarmed strikes. As an action, you may conceal your bestial traits and revert to your original appearance. This change lasts as long as you maintain concentration on it, or until you choose to end it.

Bestial Sense

At 2nd level, your senses sharpen to an inhuman degree. You gain the ability to see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already have darkvision, your range increases by 30 feet. You also gain advantage on Wisdom (Perception) checks that rely on smell.

Able Hunter (Level 6)

When you reach 6th level, you have become adept at navigating wilderness using your beast form. You have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks made to climb, jump, swim, or otherwise navigate natural terrain.

Beast's Fury (Level 10)

Beginning at 10th level, you can attack twice when you take the Attack action on your turn. At least one of these attacks must be made with an unarmed strike.

Primal Healing (Level 14)

At 14th level, you gain the ability to close wounds on your body as they appear. When another creature damages you with an attack, you may use your reaction to reduce the damage by 1d8 + your druid level. If this reduces the attack's damage to 0, you regain the difference in hit points, up to your hit point maximum. You may use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

Circle of the Blighted

Circle of the Blighted (Level 2)

Those who channel the magic of life and nature often find themselves drawn to a particular shrine or natural site, binding their body and spirit to these places of power. Such druids draw vitality from their chosen location, protecting it with their lives—but not all succeed in defending these sacred realms.

Whether through the subtle corruption of vile magics, the tainted presence of an ancient terror, or a terrible mistake unleashed by druids themselves, a land can become cursed with magic that warps any druid bound to that land. Twisted by their connection to an unhallowed territory, these guardians come to embody the defiled nature they serve, exalting the natural process of decay and using it to further their goals—or sometimes to seek a means to end the curse that plagues them.

Defile Ground

Starting at 2nd level when you choose this circle, you can use a bonus action to corrupt a patch of land or an area of water in a 10-foot radius centered on a point within 60 feet of you. This corruption lasts for 1 minute. The corrupted area is difficult terrain for creatures that are hostile to you. Additionally, when a creature in the area takes damage from an attack or spell for the first time on a turn, it takes an extra 1d4 necrotic damage. You can move this patch of corruption up to 30 feet as a bonus action. Flying creatures are unaffected by the corruption.

Once you use this feature, you can't use it again until you finish a short or long rest.

Blighted Shape

Also at 2nd level, your physical form begins to show effects of the corruption you wield, tracing blackened veins across your skin, producing gnarled, bony protrusions, or other eerie phenomena. You gain proficiency in the Charisma (Intimidation) skill.

Additionally, while you are transformed by your Wild Shape feature, you gain a +2 bonus to AC as gnarled spines protrude from your body. Your beast form also gains darkvision with a radius of 60 feet, or an additional 60 feet of darkvision if it already has that sense.

Call of the Shadowseeds (Level 6)

At 6th level, you learn to summon the feral children of the forest from the life force of your enemies. When a creature that is not undead or a construct takes damage within the area of your Defile Ground feature, you can use your reaction to summon a blighted sapling in an unoccupied space within 5 feet of the creature. You can direct the sapling to make an attack against any creature within 5 feet of it as a part of this reaction. The sapling then acts on your initiative, obeying your verbal commands.

The blighted sapling remains in your service until it's reduced to 0 hit points, until the end of your next long rest, or until you summon another sapling, at which point it crumbles into foul-smelling mulch. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

The sapling uses the statistics below. Its features scale based on your level and proficiency bonus (PB).

Blighted Sapling

Defile Ground (10th Level) (Level 10)

Starting at 10th level, the area of your defiled ground increases to a 20-foot radius. Additionally, the extra damage dealt by your defiled ground increases to 1d6 when you reach 10th level in this class.

Foul Conjuration (Level 10)

Starting at 10th level, the creatures you conjure are malformed and bloated with toxins. Any beast, fey, or plant (including your blighted sapling) summoned or created by your spells or class features gains the following traits:

Blighted Resilience

The creature has immunity to necrotic and poison damage and to the poisoned condition.

Toxic Demise

When the creature is reduced to 0 hit points, it explodes in a burst of toxic mulch or fetid viscera. Each creature within 5 feet of the exploding creature must succeed on a Constitution saving throw against your spell save DC or take necrotic damage based on the creature's challenge rating (see the table below). As an action, you can also cause a summoned creature to explode, immediately killing it.

Toxic Demise Damage
Creature CRDamage

1/4 or lower

1d4 necrotic damage

1/2

1d6 necrotic damage

1 or higher

(#$prompt_number:min=1,title=Enter the creature's CR!,default=1$#)d8|A number of d8s of necrotic damage equal to the creature's challenge rating

No challenge rating

(#$prompt_number:min=1,title=Enter your Proficiency Bonus!,default=1$#)d6|A number of d6s of necrotic damage equal to your proficiency bonus

Defile Ground (14th Level) (Level 14)

The extra damage dealt by your defiled ground increases to 1d8 when you reach 14th level in this class.

Incarnation of Corruption (Level 14)

At 14th level, your physical form begins to take on the tainted traits of the land you are bonded to. Your skin grows ashen, and your eyes darken or turn completely white. Spines and jagged spurs emerge from your body, granting you resistance to necrotic damage and a +2 bonus to AC.

Additionally, whenever you start your turn within the radius of the corruption created by your Defile Ground feature, you can use a bonus action to gain temporary hit points equal to your proficiency bonus.

Circle of the Bloom

Circle of Bloom (Level 2)

The Circle of the Bloom unites all druids who nurture flora and dedicate their lives to cultivating all forms of plant life. These druids tend to nature wherever their travels lead them, often tasked with important roles within farming communities but just as often living solitary lives in wilderness areas with heavy vegetation. Many druids of the circle might seem extremely introverted, slow, and even antisocial towards people, as they prefer to converse with plants and are used to the cyclical and slower nature of plant life.

Plant Form

Starting at 2nd level, your strong connection to plant life allows you to transform into monstrous forms. You can use your Wild Shape to transform into a plant instead of a beast.

Starting at 6th level, your attacks in plant form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Circle Spells

Your mystical connection to plant life infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells Once you gain access to a circle spell, you always have it prepared, and it does not count against the number of spells you can prepare each day. If you gain access to a spell that does not appear on the druid spell list, the spell is nonetheless a druid spell for you.

Speak with Plants

Starting at 2nd level, you gain the ability to converse with plants. You can cast the speak with plants spell without expending a spell slot or material components. Once you use this feature, you cannot use it again until you finish a short or long rest.

Land's Stride (Level 6)

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you gain advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

Blessings of Bloom (Level 10)

Starting at 10th level, your magic becomes attuned to the flora and your plant magic is stronger than usual. You gain the following benefits:

  • When you cast the entangle spell, the area of the spell is increased to a 40-foot square. Whenever a creature uses a Strength check to free itself, the thorns on the plants deal 2 (1d4) piercing damage.

  • When you cast barkskin, the target's AC can't be less than 18, regardless of what kind of armor it is wearing.

  • When you cast the locate animals or plants spell and you describe a specific kind of plant, the area of the spell increases to a range of 50 miles.

  • When you cast plant growth, the radius of the area covered by plants is 500 feet.

  • When you cast the commune with nature spell, the area of the effect is doubled. You also gain an understanding of all plant creatures in the area, as well as all plant-based hazards and poisons.

Treant Form (Level 14)

Starting at 14th level, you can take on the form of the grandest creature of the forest, the treant. You can use your Wild Shape to transform into a treant, but must follow all other limitations presented under Wild Shape. You cannot use the Animate Trees ability of the treant.

Circle of the Bond

Circle of the Bond (Level 2)

Druids of the Circle of the Bond feel a greater connection to beasts than they do other sapient life. Many wish to eschew the complexities and complications of living within a society and interacting with humanoids for the quiet simplicity offered by beasts, while others have experienced tragedy or betrayal at the hands of their peers, and seek comfort in an animal companion. Regardless of the reasons you joined this circle, you have formed a magical partnership with a beast, a deep bond that interlocks your minds and souls.

Animal Companion

At 2nd level, you learn to use your magic to create a powerful bond with a creature of the natural world. You call forth an animal from the wilderness to serve as your faithful companion. You choose your companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf.

Your animal companion becomes subject to the rules of your Companion's Bond (described below). You can have only one animal companion at a time.

If your animal companion has died within the last hour, you can use an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The companion returns to life after 1 minute with all its hit points restored.

At the end of a long rest'24, you can call a new animal companion from among the available options. It is subject to the rules of your Companion's Bond, and you lose your previous animal companion if you have one, the former companion returning to the wilds. You also lose your animal companion if you die.

Companion's Bond

Starting at 2nd level, your animal companion changes in the following ways while it is linked to you.

The companion loses its Multiattack action, if it has one.

The animal companion is friendly to you and your companions, and it obeys your commands. In combat, the companion acts on your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action unless you use an action to telepathically command it to take an action in its stat block or the Help action, or your bonus action to telepathically command it to take any other action. You can't use your action and bonus action to command your animal companion on the same turn. If you are incapacitated, the companion can take any action of its choice, not just Dodge.

The weapon attacks in your animal companion's stat block count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If your animal companion has an effect that causes a target to make a saving throw, the effect uses your spell save DC, unless the beast's DC was already higher.

If your animal companion is large enough, you can use it as an independent mount, though you still determine its actions (the Mounted Combat rules appear in Chapter 9 of the Player's Handbook).

Your animal companion has abilities and game statistics determined in part by your proficiency bonus. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.

When the animal companion becomes subject to the rules of this feature, it gains proficiency in two skills of your choice. It also becomes proficient in your choice of Dexterity, Constitution, or Wisdom saving throws, and your choice of Strength, Intelligence, or Charisma saving throws.

For each druid level after 2nd, your animal companion gains an additional Hit Die and increases its hit points accordingly.

Keeping Track of Proficiency

When you gain your animal companion at 2nd level, its proficiency bonus matches yours at +2. As you gain levels and increase your proficiency bonus, remember that your companion's proficiency bonus improves as well, and is applied to the following areas: Armor Class and damage rolls, as well as to any skills, saving throws, and attacks it's proficient with.

Instinctive Coordination (Level 6)

Starting at 6th level, you can use your bonus action to telepathically command your animal companion to take an action in its stat block or any other action.

Additionally, you gain the ability to use the magic of your Wild Shape to affect your animal companion. As a bonus action, you can expend a use of your Wild Shape for one of the following effects. You can end the effect on your turn as a bonus action.

Enlarge

Your animal companion's size increases by one category for a number of hours equal to half your druid level, rounded down. For example, if it was Medium, it becomes Large. It has advantage on Strength ability checks and saving throws for the duration.

Heal

Your animal companion can immediately expend any number of its Hit Dice. For each Hit Die expended this way, you roll the die and add your animal companion's Constitution modifier to it. It regains hit points equal to the total.

Morph

You transform your animal companion into an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf for a number of hours equal to half your druid level, rounded down. When you do, it retains its hit points, Hit Dice, and personality, and is still subject to all of the rules of Companion's Bond.

Primal Bond (Level 10)

Starting at 10th level, magic flows freely through the bond you share with your animal companion. Each time you cast a spell of 1st level or higher, choose one of the following benefits for your animal companion:

  • It gains a number of temporary hit points'24 equal to your Wisdom modifier (minimum 1).

  • The first time it hits with an attack before the end of the turn, it gains a bonus to the attack's damage roll equal to your Wisdom modifier (minimum 1).

Instinctive Evolution (Level 14)

Starting at 14th level, when you use the bonus action granted by your Instinctive Coordination, you can instead expend two uses of your Wild Shape for the following effect. You can end the effect on your turn as a bonus action.

Evolve

You transform your animal companion into a beast you've seen before with a challenge rating as high as your druid level divided by 3 for a number of hours up to half your druid level, rounded down. When you do, the transformation follows the rules of your Wild Shape (you ignore the Max. CR column of the Beast Shapes table), though your animal companion is still subject to the rules and benefits of Companion's Bond.

Circle of the Bough

Circle of the Bough (Level 2)

There are druids who seek to bond not with beasts, but with the timeless sentinels that blanket the land: the ancient, gnarled trees whose wisdom is beyond compare. These druids—druids of the Bough—learn to shapeshift into the very trees that they revere.

Bonus Cantrip

Beginning at 2nd level, when you choose this druid circle, you learn the shillelagh cantrip. If you already know this cantrip, you learn a different cantrip from the druid spell list. It does not count against the number of druid cantrips you know.

Treant Form

Starting at 2nd level, you can harden your skin into bark and become a treant-like creature. As an action, you can expend a use of your Wild Shape to gain tree-like traits, rather than transforming into a beast form. While this feature is active, you gain the following benefits:

  • You gain 4 temporary hit points for each level you have in this class.

  • Your Armor Class is equal to 14 + your Wisdom modifier. You can use a shield and still gain this benefit.

  • As a reaction when you take bludgeoning, slashing or piercing damage, you can halve the attack's damage against you.

  • Your unarmed strikes are under the effects of a shillelagh spell.

These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.

Wild Growth (Level 6)

When you enter your Treant Shape, you can cause rootlets to sprout out of the ground in a 10 foot radius around you. This ground becomes difficult terrain for all creatures but yourself. If you move, the circle moves with you.

Additionally, while in your Treant Shape, you can increase your size to Large as a bonus action. When you transform in this way, your unarmed strikes deal an additional 1d8 bludgeoning damage.

Take Root (Level 10)

When you enter your Treant Shape, you can ground yourself, growing roots that cling to the surface beneath you. While rooted in this way, you have the following traits:

  • You have tremor sense out to a range of 60 feet.

  • You can telepathically converse with trees within 1 mile of you, as if by a speak with plants spell.

  • You cannot be knocked prone or moved against your will.

  • You have advantage on saving throws made to maintain your concentration on spells.

March of the Treants (Level 14)

Starting at 14th level, when you're in your Treant Form, you can use an action to temporarily animate nearby trees. Choose up to two Medium or larger trees you can see within 30 feet of you. They become awakened trees that are friendly to you and your companions. They act on your initiative count, but take their turn immediately after you. The trees return to mundanity after 1 minute or when they are reduced to 0 hit points. The Dungeon Master has the statistics for these creatures.

Once you use this feature, you cannot use it again until you finish a long rest.

Circle of the Branch

Circle of the Branch (Level 2)

The Circle of the Branch is made up of sages and warriors who believe that the greatest wisdom is found in the stillness of plants, especially long-lived trees. Seeking to achieve a modicum of their groves' enlightenment, these druids magically fuse bark from sacred trees into their flesh, assuming arboreal forms that they use to protect and learn from the ancient forests of the multiverse. Often referred to as barksleeves, these defenders emphasize violence only in defense of self or of primordial grove, preferring the stillness of peace and mutual growth to the tragedy of cutting down something of great potential.

Sylvan Warrior

When you join this circle at 2nd level, you learn the shillelagh cantrip. If you already know it, you instead learn a different druid cantrip of your choice.

Additionally, as a bonus action, you can grow thick bark on your forearms and shins. While you have this bark, your Armor Class can't be less than 13 + your Dexterity modifier, and you can use your bark-covered limbs as a natural weapon. You are proficient with this natural weapon, which is a melee weapon that deals 1d4 bludgeoning damage. Your natural weapon is a valid target for the shillelagh cantrip. You can revert your forearms and shins to their normal forms as an action on your turn.

Primeval Guardian

Starting at 2nd level, you can root yourself into the ground and assume a tree warrior form. As part of casting shillelagh targeting your natural weapon, you can expend a use of your Wild Shape to magically assume this form, which lasts for a number of minutes equal to half your druid level. After this time, you revert to your normal form unless you expend another use of your Wild Shape to renew the duration. The duration ends early, causing you to revert to your normal form, if you fall unconscious, drop to 0 hit points, die, or use your bonus action to end it.

You undergo the following changes while in your tree warrior form; otherwise, all of your statistics remain the same:

  • Your size becomes Large, unless it was already larger.

  • Any speed you have becomes 5 feet, unless the speed was lower.

  • Your reach increases to 15 feet.

  • Your natural weapon attacks deal an extra 1d6 damage.

  • You gain temporary hit points'24 at the start of each of your turns equal to half your druid level. When you revert to your normal form, you lose any temporary hit points you have from this feature.

Greenspeaker (Level 6)

At 6th level, you gain the ability to converse with plants. Plants can understand your speech, and you gain the ability to decipher their rustles and various pollen and oil excretions. Most plants lack the intelligence to convey or understand sophisticated concepts, but a friendly plant can relay what has happened near it recently, or where any edible fruits and vegetables could possibly be found within 1 mile of it. This ability doesn't grant you friendship with plants, though you can combine this ability with gifts or favors as you would any nonplayer character to encourage friendliness.

Extra Attack (Level 6)

Also starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Ironwood Warrior (Level 10)

At 10th level, the bark you grow on your limbs becomes thicker and more resilient. While you have bark from your Sylvan Warrior feature, your Armor Class can't be less than 15 + your Dexterity modifier, and bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.

Primeval Champion (Level 14)

At 14th level, you can spend two uses of your Wild Shape when assuming your tree warrior form to flood it with primordial power. If you do, you gain the following additional benefits while in your tree warrior form for the duration:

  • Your size becomes Huge, unless it was already larger. If there isn't enough room to accommodate the full size of your form, you become the maximum size possible in the space available.

  • Your reach increases to 30 feet.

  • Your natural weapon attacks deal a further 1d6 damage, to a total of 2d6 extra damage.

  • When an ally starts its turn within 30 feet of you, it gains temporary hit points'24 equal to half your druid level. A creature other than you must be below half its hit point maximum to benefit from this ability, and this ability has no effect on undead and constructs.

  • The ground within 30 feet of you is difficult terrain for your enemies.

  • Your weapon attacks deal double damage to objects and structures.

Circle of the Butterfly

Circle of the Butterfly (Level 2)

Druids of the Circle of the Butterfly are highly aware of the chaos inherent to nature: the smallest change to it can have massive, unpredictable consequences. They are capable of amplifying these properties to spectacular effect, altering the weather itself in a myriad of ways.

Wings of Disruption

2nd-level Circle of the Butterfly feature

You learn druidcraft (or another druid cantrip of your choice if you already know the spell), and you can cast it without any somatic or verbal components.

When you cast druidcraft, you can choose a point within 30 feet of you and cause the area in a 5-foot cube originating from that point to subtly change. Roll on the Weather Anomaly table to determine the effect produced. The effects of your Anomaly last for 1 minute, or until you use this feature again.

As a bonus action, you can move your Anomaly up to 30 feet, and increase its size by 5 feet, up to a 20-foot cube in size. The maximum size of your Anomaly increases when you reach certain levels in this class, increasing to a 30-foot cube at 5th level, a 40-foot cube at 11th level, and a 50-foot cube at 17th level.

Once you use this feature, you can't use it again until you finish a short or long rest, unless you expend a spell slot to use it again. When you expend a spell slot of 2nd level or higher to use this feature, you can increase the size of the cube by 5 feet for each slot level above 1st.

Weather Anomaly
d4Effect

1

Blistering heat assaults the area. Each creature that enters the cube for the first time on a turn or starts its turn there takes 1d4 fire damage. The damage increases to 1d6 when you reach 10th level in this class.

2

Terrible cold permeates the area. Each creature that enters the cube for the first time on a turn or starts its turn there takes 1d4 cold damage. The damage increases to 1d6 when you reach 10th level in this class.

3

A strong wind blows through the area, and you can turn the cube into difficult terrain.

4

Heavy rain or heavy snowfall (your choice) blankets the area, and you can cause the cube to be heavily obscured.

Lorenz Attractor (Level 6)

6th-level Circle of the Butterfly feature

As an action, you can expend a use of your Wild Shape feature to touch a willing creature and bring its surrounding air currents into an unstable equilibrium for 10 minutes. While in this state, the target has a flying speed of 20 feet, and is unaffected by the effects of your Anomaly, which harmlessly circulate around it.

Exponential Divergence (Level 10)

10th-level Circle of the Butterfly feature

The small changes that you introduce into the environment have a broader range of potential consequences. When you create your Anomaly, you can cause it to produce an additional effect, which you determine by rolling on the Anomalous Surge table.

Anomalous Surge
d4Effect

1

Thunder sweeps the area. Immediately after moving your Anomaly, you can force each creature inside the cube to succeed on a Strength saving throw against your spell save DC or take 1d6 thunder damage and be pushed up to 10 feet away from the center of the cube (you choose how far).

2

Lightning strikes the area. Immediately after moving your Anomaly, you can make a ranged spell attack that targets one creature inside the cube. On a hit, the attack deals lightning damage equal to 1d10 + your Wisdom modifier.

3

Hail buffets the area. Each creature that enters the cube for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw against your spell save DC or take 1d6 bludgeoning damage and fall prone.

4

Bright light envelops the area. This light is sunlight. Each creature that enters the cube for the first time on a turn or starts its turn there must make a Constitution saving throw against your spell save DC, taking 2d6 radiant damage on a failed save, or half as much damage on a successful one.

Feedback Storm (Level 14)

14th-level Circle of the Butterfly feature

When you move your Anomaly, you can trigger a cascade of transformations to its current state, which lets you roll on the Weather Anomaly and Anomalous Surge tables, and produce the effects rolled. These effects replace the current effects of your Anomaly.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Circle of the Chain

Circle of the Chain (Level 2)

Many scholars in wildspace have noted the tendency for either community-oriented or imperial civilizations to be the ones that make it out to the stars. In a place like Faerun, the various nations are often too busy fighting one another to ever focus on something as costly and risky as wildjammers. Whether it be the colonies of illithids, herds of dracons, hives of thri-kreen, waddles of dohwar, armies of giff, or communities of elves, these species have a strong focus on unity and working together.

It is from these kinds of civilizations that arose the Circle of the Chain. These druids specialize in binding the life energy of a handful of creatures into a single collective called a chain. These druids cultivate the life of those in their chain both through their restorative magics and through draining the life of other creatures into the chain.

Although these practices originally arose among some communal species to help them move out into the stars, they have since caught on as a valuable skillset to adventuring groups and wildjammer crews.

Circle Spells

You gain access to some spells when you reach certain levels in this class, as shown on the Circle of the Chain 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.

Form Chain

Starting at 2nd level, you learn how to bind the life energy of a group of creatures into a collective called a chain. As a bonus action, you can expend a use of your Wild Shape feature to link up to 6 willing creatures within 60 feet of you into a chain, rather than transforming into a beast.

Until the network ends, all creatures in the chain feel a sense of connection each other creature in the chain, as if they are all an extension of their own physical being. All creatures in the chain know the exact hit points and conditions afflicting any other creature in the chain at any time. The chain lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again. The chain ends early on a creature if they are on a different plane of existence than you are.

Always Near

Whenever you expend a spell slot to cast a spell that restores hit points to a creature in your chain, you can ignore any range limitations of that spell.

Recycle

Whenever you expend a spell slot to cast a spell that deals necrotic damage to a creature not in your chain or that restores hit points to a creature in your chain, you or another creature in your chain can regain hit points equal to 1d8 + your Wisdom modifier.

Enhanced Chain (Level 6)

Starting at 6th level, your ability to bind the life energy of a chain grows stronger. As an action, you can redistribute current hit points between any creatures in your chain. The maximum number of hit points you can transfer is 5 times your Druid level. A creature cannot be reduced below 1 hit point. Once you have used this ability, you must finish a short or long rest before you can use it again.

Empowered Recycling (Level 10)

Starting at 10th level, your ability to recycle the life energy of other creatures into your chain is empowered. Whenever you use your Recycle feature, the 1d8 becomes a 2d8.

Additionally, while your chain is active, whenever you regain hit points you can instead distribute any number of those hit points among other creatures in your chain.

Unbroken Chain (Level 14)

Starting at 14th level, your chain has become strong enough to even withstand a lethal attack. When a creature in your chain other than you is reduced to 0 hit points, you can use your reaction to immediately redistribute hit points from your chain to that creature. You restore twice the number of hit points you remove from creatures in your chain, up to 50% of their maximum hit points.

Once you've used this ability, you can't use it again until you complete a long rest.

Circle of the City

Circle of the City (Level 2)

The Circle of the City is made up of druids living in cities to guard and to maintain the balance between nature and civilization. Druids of this circle do not reject technology and metal, but rather they are very pragmatic about the technology and objects they use.

Bonus Proficiencies

Starting at 2nd level, you gain proficiency with dart guns and pistols (including machine pistols).

Metal Wild Shape

Also, at 2nd level, whenever you use your Wild Shape feature, your shape is made with metal and pieces of the city, more similar to a construct than a beast. While transformed, your AC increases by your proficiency bonus and the Constitution score of the shape increases by 2.

Starting at 6th level, the Constitution score of the shape increases by 4.

Construct Mind (Level 6)

At 6th level, while transformed into a beast, you are considered a construct, you gain a +1 bonus to attack rolls and your attacks count as magical for purpose of overcoming resistance and immunity to nonmagical attacks and damage.

At 8th level, the attack bonus increases to +2

City Guardian (Level 10)

At 10th level, you can wild shape into a city guardian for 1 minute. After using this feature, you must finish a long rest to use it again. You can find the statistics of the city guardian later in this supplement.

City Guardian

True Construct (Level 14)

At 14th level, you cannot be charmed, paralyzed, petrified or poisoned and you are immune to poison and psychic damage. Additionally, you can wild shape into a city guardian twice before a long rest.

Circle of the City

Circle of the City (Level 2)

The circle of the city is about adaptation. The adaptation of nature to cities, and the adaptation of cities to nature. Druids of the circle see the teeming life of the city just as another ecosystem, one adapted to a special type of life. By living kinship with the creatures that thrive in an urban environment, particularly that which remains wild in the heart of the city such as rats, pigeons, and cats, rather than their body.

While more primeval druids may view them as scarcely different to other city dwellers, they are no less in tune with nature that other druids, simply tuning into a different, more subtle and pervasive, frequency.

Circle Spells

Your adaptation to the urban environment gives you access to certain avenues of magic that are most helpful for overseeing the interests of nature in such an environment. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the City 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.

Living Eyes of the City

Starting at 2nd level, when you cast Animal Friendship, you can target up to a dozen animals of the same type in an opposing urban environment (such as rats, pigeons, or similar). When a tiny animal is charmed in this way, they can understand you in a limited capacity (such as where something you can describe in terms they would understand is), you can understand them in a limited capacity (such as which direction something is), and will lend you aid in simple tasks as long as it does not place them in danger. They can be convinced to take on greater risks with an appropriate Animal Handling check with the DC determined by the DM.

Additionally, your relationship with common food facilitates your ability to communicate with creatures of a type resembling the form it takes, and has advantage on all Animal Handling checks while interacting with beasts it can communicate with. You can expend a use of your Wild Shape feature to shift your familiar from one form it can take to another without having to resummon it as a bonus action.

Controlled Magic

Additionally at 2nd level, from operating within the confines of a city, you have managed to tame your magic, and are comfortable within the limitations of tight urban environments. When you cast a spell that targets an area of effect, you can exclude a 10-foot cube from the area of effect (the cube does not have to be entirely within the area of effect).

Alternatively, you can reduce the area of effect of any spell down to any value between its area of effect and a 5-foot radius, and can cast spells that would otherwise not be able to manifest in the environment (such as casting Call Lightning in a room less than 60 feet tall), with your spells adapting to fit within your environment.


Circle of the City Quirks

The following are some optional quirks for a player of this Circle to choose from—these can be either pre-existing, signaling their fated path toward this Circle, or appear after the first time they've assumed Wild Shape.

d6Quirk

1

You attract just so many mosquitoes.

2

Your clothes look like they were sewn together by mice... they were.

3

You loudly espouse the benefits of foraging for food within a city.

4

Your pockets are filled with critters.

5

Your "den" is under a bridge.

6

Your arch nemesis is a noncat that stalks you while you're wild shaped.

Civilized Beasts (Level 6)

Starting at 6th level, when you use your Wild Shape feature to take on the form of a beast, you retain your ability to speak its long as the beast would normally be able to vocalize sounds at sufficient volume to do so), and become more dexterous and adaptable with paws, claws, or talons, allowing you to use them perform more complicated tasks that might otherwise require hands. You additionally retain the ability to cast spells while using Wild Shape to turn into a beast.

Spellcasting Beasts

The civilized beast feature means that you would be able to cast spells (performing verbal and somatic components) while wild shaped (among other uses, such as talking to your parties and performing life taking animal circus side show acts).

Urban Adaptation (Level 10)

Starting at 10th level, you become immune to poison and disease, and gain one skill or tool choice from Deception, Investigation, Sleight of Hand, or Stealth. If you do not have the skills, you can select any skill of your choice instead.

Keen Skills (Level 14)

Starting at 14th level, you gain proficiency in an additional skill from the list in Urban Adaptation. Additionally, if a beast you assume the form of is proficient in a skill you are normally proficient in, you gain expertise in that skill while transformed into that beast.

Tiny Tributes (Level 14)

Additionally at 14th level, your popularity among the small animals of the city reaches an all time high. Whenever you complete an action within the limits of a city, crows, rats, and other tiny creatures bring you minor treasures. You can roll on the following table, or your DM can determine an appropriate item.

d6Treasure

1

1 probably edible ration

2

1d4 copper pieces

3

1d4 silver pieces.

4

1d4 gold pieces

5

1 random piece of adventuring gear

6

1 platinum piece

This feature can also provide situationally useful items, such as keys, letters, or situationally useful items.

Circle of the City

Circle of the City (Level 2)

The city lives; it has a pulse. Its skin is of walls and towering stone structures, its breath of chimneys and rivers. While the city exists, it lives in harmony with its people, a delicate balance mediated by the urban druids. These urban druids belong to the Circle of the City and are a direct antithesis to the conventional idea of a druid; whereas a normal druid lives among majestic forests or breathtaking mountains and dresses in the greenery of the forest, an urban druid wears unassuming clothes and wanders the back alleys of a well-trodden city. But their powers are not to be underestimated. Druids of this circle can channel their natural powers to twist the streets into knots, uproot towers, and animate the cobblestones. Their charge might be unorthodox, but their authority over the cityscape matches any other druid's power over the forest.

Urban Arcana

Beginning when you choose this circle at 2nd level, your druid spells lose the aesthetic trappings of nature and instead appear inspired by the jungles of buildings, columns, and cobblestones. For example, entangle and spike growth might cause growths of metal wires and twisting pipes. Barkskin might grant you the appearance of pitted iron or brick.

Additionally, you can wear armor and wield shields made of metal.

Streettalk

At 2nd level, you have advantage on Intelligence (Investigation) checks to gather rumors or find a creature or location within an urban environment.

Additionally, you learn thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

City Shape

Starting at 2nd level, as an action, you can expend a use of your Wild Shape feature to warp the city around you. Choose one of the following effects:

Cobbleshift

You magically manipulate the components of a constructed floor—bricks, cobblestones, planks, and similar objects—within 60 feet. Each component can move up to 1 foot and doesn't cause instabilities in their structures. When you use this effect, you can cause any sections of floor that you choose within the area to become difficult terrain, and can cause any creature standing in one of those sections to make a Dexterity saving throw against your spell save DC or fall prone. You are unaffected by this difficult terrain. Additionally, you can use your action on each of your turns to raise up to three low walls from the floor, each 2 and 1/2 feet high, 5 feet wide, and 1 foot deep. Such a wall can generally provide half cover for a Medium creature. These walls provide no instability in surrounding structures. This ability lasts for 1 minute. After this time, all components and walls magically revert to their original positions.

Passwall

You cast the spell passwall without expending a spell slot or material components.

Wall Warp

A wall that you can see within 30 feet magically shifts, grows, shrinks, or rotates. This wall must be a contiguous surface without corners, at most 1 foot thick, and must be either made out of wood, plaster, or stone, or not be naturally occurring. The wall must remain vertical, but you can move it into any position you choose within a 60-foot radius of its previous position. Its new position can't include spaces occoupied by creatures or objects. If you cause the wall to grow or shrink, you can only change its dimensions vertically. These changes to the wall create no instability in their structures. After 1 minute, the wall reverts to its original size and position.

Whispers of Walls (Level 6)

Beginning at 6th level, the walls speak to you in a quiet tremor. You can use your action to touch a constructed part of a building, such as a wall, pillar, ceiling, or floor. You learn how many humanoid creatures are within that building and how many are within each room. If there are more than fifty humanoids in a building, you only detect the closest fifty.

Breath of Smog (Level 10)

Starting at 10th level, you can exhale a 10-foot-radius sphere of toxic smoke, centered on yourself, as a reaction whenever you take damage. This area is heavily obscured. If a creature other than you is completely within the smog at the start of its turn, it must make a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn, as it coughs uncontrollably.

This smog dissipates after 1 minute. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Once you use this ability, you can't use it again until you use your City Shape feature or you finish a short or long rest.

Twisting Architecture (Level 14)

By 14th level, you command total mastery of the city's architecture, warping it to any shape you might imagine. You can expend two uses of your Wild Shape feature to activate any and all effects of your City Shape ability at one time.

Additionally, when you use your City Shape feature, you can warp the gravity along any surfaces you choose within a 60-foot radius. For the next minute, creatures and objects within 15 feet of one of these surfaces fall toward it as if it were the ground. A creature can walk on this surface as if it were level ground, even if the surface is perpendicular to the ground or upside down. At the end of this duration, all creatures and objects fall from the affected surfaces.

Circle of the Coast

Circle of the Coast (Level 2)

Some of the most flexible druids belong to the Circle of the Coast, for the shifting tides and shoals that empower them are much the same in temperament. Espousing a philosophy of change, they smoothly adjust to any situation, just like the lands they preside over.

Circle Spells

2nd-level Circle of the Coast feature

Your affinity to oceanic water grants you spells to channel it. You learn the shape water cantrip. The cantrip can affect a larger area when you reach 5th level (10-foot cube), 11th level (15-foot cube), and 17th level (20-foot cube).

When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day.

Tidal Recovery

2nd-level Circle of the Coast feature

You can recover some of your druidic magic by communing with the sea and shore. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher.

If you use this feature in a coastal or aquatic environment, you can increase this combined level by one. You can't use this feature again until you finish a long rest.

Bend the Waves (Level 6)

6th-level Circle of the Coast feature

Your spells become as flexible as the waters they harness, letting you divert their impact away from allies and alter their properties.

Whenever you cast a spell from your Circle Spell list, you can choose any number of creatures that you can see. They automatically succeed on any checks or saving throws against the spell, and take no damage from them.

Additionally, whenever a creature attempts to enter a wall of water you create, it must succeed on a Strength check against your spell save DC or become unable to pass through the wall until its next turn.

If the wall cuts through a creature's space when it appears, the creature must succeed on a Strength saving throw against your spell save DC or be pushed to one side of it (your choice which side).

Ebb and Flow (Level 10)

10th-level Circle of the Coast feature

Like the rising and falling tide, your spells are in constant motion, moving to fit the situation.

While concentrating on the spell maelstrom, you can use your action to cause the area to reappear elsewhere on the ground up to 60 feet away from its previous spot. Additionally, if a creature succeeds on the spell's saving throw, it still takes half damage. You can also move the effect of watery sphere using a bonus action.

Finally, when you cast wall of water using a spell slot of 5th level or higher, its maximum dimensions are tripled. You can also form the wall into a hemisphere with a diameter of up to 30 feet and turn the wall opaque.

Mutable Current (Level 14)

14th-level Circle of the Coast feature

You learn to impart the flexibility of water to the rest of your magic. You can expend two Wild Shape usages as part of casting a spell that isn't from your Circle Spell list to apply the effects of your 6th level feature to it.

Additionally, if the spell you cast is tsunami, its casting time becomes 1 action instead of 1 minute, and can also affect Gargantuan creatures on subsequent turns.

Circle of the Core

Circle of the Core (Level 2)

Druids of the Circle of the Core respect the planet and the might that resides inside it. They see the true power that shifting masses can bring, and can use the force of the earth and magma flows to bring crushing defeat onto their enemies.

Druids of this Circle tend to travel slowly, absorbing the sights and sounds of the world around them as they do. When two druids of this circle meet, it is a rare occasion, often celebrated with a trial of combat and the sharing of stories gathered over their lives.

Circle Spells

Your connection to the earth allows you to cast additional spells. In addition, whenever you cast a spell that does Cold or Lightning damage, you can change the damage type to Fire.

Once you gain a circle spell, it is always prepared, it doesn't count against the number of spells you can prepare, and it is considered a druid spell for you.

Form of the Earth

At 2nd level, the planet's core calls to you, granting you it's strength. You can expend a Wild Shape charge to transform into the Form of the Earth. This form lasts until you are incapacitated, die, or after 5 minutes passes. You can extend the time while in combat at the cost of an additional Wild Shape charge, granting an additional minute.

While in your Form of the Earth, your skin becomes like that of stone and your blood burns like magma. You gain resistance to Bludgeoning, Slashing, Piercing and Fire damage as well as a weakness to Cold damage as your body takes on characteristics of the planet's molten core. The fire damage you deal from spells while in this form receive a bonus 1d4 damage, this goes up to a 1d6 at 8th level and a 1d8 at 16th. While in Form of the Earth you are immune to difficult terrain caused by rocks, sand, and other earth based hazards.

Igneous Blood (Level 6)

You are warm to the touch. While in Form of the Earth, any open wounds you had before transforming or receive after spill your magma-like blood. This magma blood deals 1d4 + your Constitution modifier fire damage to any creature it comes in contact with. You can expend 2 hit dice as a bonus action to also forcibly expel your magma to launch a blob at a creature within 60 feet, dealing 3d8 fire damage on a hit. The target creature must make a Dexterity saving throw against your spell save DC, taking no damage on a successful save.

As an action once per day you can heal 1d6 + your Wisdom modifier health, provided you have an open wound. You heal by forcing the magma leaking from your body to cool. This goes up to 2d6 + your Wisdom modifier at 8th level, 3d6 + your Wisdom modifier at 12th level and you gain an additional usage of this healing at 16th level. (Maximum two usages) It is recommended that an "open wound" constitutes 10 hit points worth of damage, however, this is at the discretion of the DM.

Magmatic Flow (Level 10)

Your knowledge of the earth and its movements has granted you extra mobility. While in Form of the Earth as a bonus action you can shed your earthen skin, revealing your magmal underskin.

You lose your resistance to slashing and piercing damage but gain 15 feet of movement and become malleable, being able to push yourself through small gaps in non-living objects as well as losing your Form of the Earth's weakness to cold damage.

If you end your turn in an area that cannot contain your solid Form of the Earth you take 1d10 force damage and are moved to the nearest space that can contain you within 5 feet. If an enemy initiates contact with your magmal skin they take 1d4 + your Constitution modifier damage. Your unarmed strikes also deal an additional 1d4 fire damage. These two damages do not stack.

The damage of launching a blob of your Igneous Blood benefits from bonus damage equal to your Con modifier. Magmatic Flow lasts until the end of your next turn or if you take 10 + your Constitution modifer worth of cold damage then your magma becomes stone.

You cannot use this feature again until the turn after the effect ends. You can use it a number of times equal to your proficiency modifier, but after using it once you must take 1d6 necrotic damage to shed your skin again until you finish a long rest.

One with the Earth (Level 14)

Your connection to your planet grows stronger, allowing you to have some sway over the crust. You can cast the spell spike growth centered on yourself without using a spell slot once per day. If cast this way while in Form of the Earth it deals an additional 4d6 fire damage to any creatures within the area of the cast as well as 2d4 fire damage to any creatures who start their turn in the area. You do not take any fire damage from this while moving through the area.

Additionally, you are now immune to difficult terrain caused by rocks, sand, and other earth based hazards while untransformed and your Form of the Earth takes no damage from moving through lava, other non-magical fires and any fire damage dealt by you.

Circle of the Coven

Circle of the Coven (Level 2)

Druids are known amongst the masses for their secret groups, sacred locales, and sacramental rites. None fit this description more so than the druids that gather together in the spirit of cult sorority, where the whole is exponentially more powerful than the mere sum of its parts - which parts often consist of hags and other unseelie fey. These mystical magicians, while not known for infant-snatching like their namesake, do give more attention to the civilized world than the rest of their kind. Their skill with the cauldron, and their ability to take the form of humanoids in addition to beasts, allow them to closely observe and even infiltrate communities of all kinds. While the intentions of these druids are frequently debated amongst those who are familiar with them, their power is not.

Double, Double

As an action, you can expend a use of your Wild Shape to magically polymorph into a Small or Medium humanoid. Your statistics are the same in this form, and your equipment magically resizes to fit your new form. You can remain in this form for a number of hours equal to half your druid level rounded down (minimum of 1 hour) and can end it early as an action. You gain a number of temporary hit points equal to 4 times your druid level, and you revert to your normal form early if you lose all of these temporary hit points. All other standard Wild Shape rules still apply while you are transformed in this way.

While you are transformed using your Wild Shape feature, whether into a beast or humanoid form, you gain a special action. While in your Wild Shape, you can use your action to briefly adopt a ghastly appearance, forcing all creatures within 30 feet that can see you to make a Wisdom saving throw. On a failed save, the creature is frightened of you for 1 minute. It can repeat this saving throw at the end of each of its turns, ending the effect on a success.

If you model your appearance after a specific humanoid, a suspicious creature can make an Intelligence (Investigation) check against your spell save DC, realizing that you are an imposter on a success.

Toil and Trouble

You gain proficiency with alchemist's supplies and poisoner's kit. Additionally, the gold and time that you must spend to brew potions or poisons is halved.

Circle Spells

You have learned the secret magics of hags, granting you access to certain spells. At 2nd level, you learn the minor illusion cantrip, and it doesn't count against the number of druid cantrips you know. You also learn the hex spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. These count as druid spells for you.

When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of the Coven 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.

Witch Step (Level 6)

While you are in a humanoid Wild Shape, you can use your action to magically turn invisible until you attack, cast a spell, or until your humanoid Wild Shape ends. While invisible, you must concentrate as if you were concentrating on a spell, you leave no footprints, and any equipment that you chose to (or chose not to) alter to fit a humanoid Wild Shape is also invisible.

Witching Hour (Level 10)

When you are in a humanoid Wild Shape, your Strength score becomes 20 and you can make natural weapon attacks with either claws or a bite. These attacks deal 2d8 + your Strength modifier in either slashing damage (for claws) or piercing damage (for bite). The attacks are considered magical for the purposes of overcoming resistance and immunity.

Additionally, while in a humanoid Wild Shape, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered.

Shared Spellcasting (Level 14)

While you are within 30 feet of at least two other creatures that can cast spells of 1st-level or higher, spells you cast act as if they had been cast with a spell slot one level higher than the spell slot you used to cast them, but not beyond 9th-level.

Circle of the Cycle

Circle of the Cycle (Level 2)

Druids of the Circle of the Cycle believe that death and life are merely part of the same cycle: not only is death a beautiful, natural event, but it is also essential for life to flourish. However, these druids take this concept a step further than simply consuming flesh or reusing bones to make tools. Instead, they take the body parts of slain creatures and incorporate them into their shapeshifting abilities to bolster their own powers. While even other druids see this as overly pragmatic, Druids of the Circle of the Cycle see it as a final honour to the dead, allowing them to walk the earthly plane one last time.

These druids wander the land, ensuring the cycle is unbroken. They are just as adept at ending a suffering creature's life as they are at helping to birth a new one. They absolutely abhor the undead, who they see as being the ultimate perversion of the cycle; it is not uncommon for these druids to be spurred to great action if it means ending an undead presence in their land.

Healing Through Change

When you choose this circle at 2nd level, whenever you cause yourself or an ally to change into another form through magic (such as with your Wild Shape feature or through the polymorph spell), that creature recovers hit points equal to your Druid level plus your Wisdom modifier. These hit points are added to their original hit points instead of their new form.

Accelerate the Cycle (Level 6)

Starting at 6th level, whenever you succeed on an attack roll against a creature, you may choose to add two extra damage dice to your total damage dealt. If your target is undead or a creature that has less than half of its maximum hit points, you roll three extra dice instead.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain one expended use whenever you kill a creature or whenever you expend a spell slot to cause a creature other than you to regain hit points. You also regain all expended uses when you finish a short or long rest.

Death and Rebirth (Level 10)

At 10th level, you learn how to harness the energy of the recently deceased to instantly cause new life to spring forth from the corpse. Whenever a creature you can see dies within 60 feet of you, you can use your reaction to conjure a beast of your choice that has a challenge rating of 2 or less in an unoccupied space within 5 feet of the deceased creature. You must have seen this beast before in order to conjure it in this way. When you reach 14th level in this class, you may conjure beasts that have up to a challenge rating of 4.

The summoned beast is friendly to you and your companions. Roll initiative for the summoned beast, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The beast lasts for 1 hour, until it drops to 0 hit points, or if you dismiss it as an action, after which, the beast disappears into a cloud of energy that quickly dissipates.

Once you use this feature once, you cannot use it again until you finish a short or long rest.

Monstrous Wild Shape (Level 14)

At 14th level, your mastery of the cycle allows you to transform into the monsters you have harvested. As an action, you may expend a use of your Wild Shape feature to cast the shapechange spell. When cast in this way, you may only assume the form of a creature with the beast, dragon, giant, humanoid, or monstrosity creature types, there is no challenge rating limit to what creature you can transform into, and you do not need any of the spell's normal components. Instead, the spell consumes a heart harvested by you from the creature you are transforming into. If you wish to change into another form during the duration of the spell, you must expend another heart using the same rules.

Circle of the Deep

Circle of the Deep (Level 2)

The druids that maintain and protect the land are deluded to think that they keep dominion over the natural world, for they stand guard over only a small fraction of it; far greater, and far wilder, is the deep. Druids of the Deep are fewer in number, but greater in task, vowing to stand guard over the world's oceans, seas, lakes, and rivers, and to safeguard their inhabitants from the fools that walk the surface.

The crushing depths have hardened these druids, and taught them to battle with every weapon underneath the waves. After all, the ocean is an unforgiving place; you can't survive by just talking to fish.

Bonus Proficiencies

To join the Circle of the Deep, you must learn the weapons of underwater combat. When you choose this circle at 2nd level, you gain proficiency in the use of fishhooks, harpoons, nets, spears, and tridents.

In addition, while druids of the deep won't use weapons made of metal, they will use coral weapons, just as merfolk do. Coral weapons function as regular weapons, but cost twice as much if purchased on land.

Aquatic

By 2nd level, you are permanently adapted to life underwater. You can breathe water as well as air and have a swim speed equal to your walking speed. These benefits also apply while you're transformed using Wild Shape: if you transform into a creature that doesn't have a swim speed, your form gains a swim speed equal to the form's speed.

Vortex Attack (Level 6)

At 6th level, you've mastered the omnidirectional fighting style of deep sea creatures. You can attack twice, instead of once, whenever you take the Attack action on your turn with a weapon you are holding. If you are in water, or have fewer than half your maximum hit points, you can use your action to make a melee attack against any number of creatures within 5 feet of you, making a separate attack roll for each target.

Ocean's Ally (Level 10)

Beginning at 10th level, the beasts of the deep mark you as one of their own. You can speak to fish and other aquatic creatures at will, as per the speak with animals spell.

Additionally, if you are underwater, you can use your action to call an aquatic beast of CR 3 or lower from the environment to your aid, which arrives at the start of your next turn. The beast rolls its own initiative and acts on its own turn, but is friendly to you and your companions and follows your commands. After 1 hour passes, or if you or one of your companions harms the beast, the effect ends and the beast returns to the wild.

Once you use this ability to call an aquatic beast, you can't do so again until you finish a short or long rest.

Davy Jones' Locker (Level 14)

At 14th level, you consign your enemies to a watery grave. When you hit a creature with a melee weapon attack, you can deal an extra 1d8 damage to the target. Additionally, your attacks ignore resistance to nonmagical bludgeoning, piercing, and slashing damage, ignore the damage threshold of ships, and deal double damage to ships.

Circle of the Depths

Circle of the Depths (Level 2)

From the highest mountain peaks, to ancient forest groves, to blistering deserts, Circles of Druids can be found in every environment. The strangest of these druidic Circles is found in the darkest depths, where blind things gnaw at the roots of the world. Druids of the Depths spend their lives monitoring the strange ecosystems that exist in the deep, and wield the aberrant powers that develop in the never ending darkness.

Circle Spells

Your time in the endless dark grants you access to certain spells. At 2nd level, you learn the mind sliver cantrip.

When you reach certain Druid levels, you gain access to the Circle of the Depths Spells. They count as druid spells for you and you always have them prepared, but they don't count against the total number of spells you prepare each day.

Aberrant Form

The strange power of your Circle allows you to adopt more powerful beast forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You can ignore the Max CR column of the Beast Shapes table, but must abide by the other limitations there.

In addition, when you use your Wild Shape feature you can choose to transform into the Aberrant Form of a beast you could normally take the shape of. When you do, you use the normal statistics of the beast, but it gains sunlight sensitivity trait, and a number of traits of your choice from this list below equal to half your proficiency bonus, rounded up.

  • Sunlight Sensitivity

    You have disadvantage on attack rolls and Perception checks relying on sight when you, your target, or whatever you are perceiving is in direct sunlight.

  • Amphibious Skin

    The beast's skin becomes completely translucent. The beast can breathe both air and water.

  • Arachnoid Grip

    The beast sprouts multiple extra legs. The beast gains a 30 foot climbing speed, and it can climb difficult surfaces without needing to make an ability check.

  • Gnawing Hunger

    The beast grows serrated mouths at the end of each limb. When the beast deals damage with a melee attack, it gains temporary hit points equal to half the damage.

  • Insectile Carapace

    The beast grows a chitinous shell in place of fur or scales. The beast gains a bonus to its Armor Class equal to half your proficiency bonus, rounded up.

  • Psionic Awakening

    The beast appears emaciated and its eyes become milky and white. You can cast any of your Circle of the Depths Spells as normal while in this form.

  • Quivering Flesh

    The beast's flesh quivers as if it is made of slime or viscous ooze. The beast can move through spaces as narrow as 1 inch wide without needing to squeeze.

Alien Strikes (Level 6)

Starting at 6th level, while you are in an Aberrant Form, your attacks count as magical for the purpose of overcoming resistances and immunities to nonmagical attacks.

In addition, you can now Wild Shape into a beast with a CR as high as your druid level divided by 3, rounded down.

Abhorrent Wild Shape (Level 10)

You have forged a strange connection with the unnatural and alien creatures of the darkness. Starting at 10th level, you can expend two uses of Wild Shape at the same time to take the form of an aberration with a CR of 5 or lower.

Aberrant Evolution (Level 14)

You have adapted your Aberrant Forms to thrive in sunlight as well as darkness. Upon reaching 14th level, you no longer gain the sunlight sensitivity trait in your Aberrant Forms

Circle of the Depths

Circle of the Depths (Level 2)

From the high mountain peaks to ancient forest groves, and to blistering deserts, Circles of Druids can be found in every environment. The strangest of these Druidic Circles is found in the darkest depths, where blind things gnaw at the roots of the world. Druids of the Depths spend their lives monitoring the strange ecosystems that exist in the deep and wield the aberrant powers that develop in the never-ending darkness.

Aberrant Form

2nd-level Circle of the Depths feature

The dark power of your Circle allows you to adopt aberrant beast forms. As a bonus action, you can expend a use of Wild Shape to transform into a beast with a Challenge Rating as high as 1. You can ignore the Max CR column of the Beast Shapes table, but you must abide by all other limitations there.

When you use Wild Shape in this way, you transform into the Aberrant Form of that beast. You use the beast's normal stat block, but it gains the sunlight sensitivity trait (as below), and one additional trait of your choice from the following list:

Sunlight Sensitivity

The beast has disadvantage on Wisdom (Perception) checks and attack rolls that rely on sight when the beast, its target, or whatever it is attempting to perceive is in direct sunlight.

Amphibious Skin

The beast's skin becomes completely translucent. It gains a swimming speed of 10 feet, and it can breathe air and water.

Arachnoid Grip

The beast sprouts additional insectoid legs. It gains a 30 foot climbing speed, and it can climb difficult surfaces, including upside down, without needing to make an ability check.

Gnawing Hunger

The beast grows serrated mouths at the end of each of its limbs. When it deals damage with a natural weapon attack, it gains temporary hit points equal to half the damage dealt.

Insectile Carapace

The beast grows a chitinous shell or plates in place of its fur or scales. It gains a +2 bonus to its natural Armor Class.

Psionic Awakening

The beast appears emaciated and its eyes become milky and white. You can cast your Circle of the Depths Spells as normal while in this form.

Quivering Flesh

The beast's flesh quivers as if it is made of slime or viscous ooze. It can move through gaps as narrow as 1-inch wide without having to squeeze, without expending extra movement.

Unnatural Sight

The beast has only empty sockets where its eyes would be. It cannot see normally or perceive things normally, but it gains blindsight out to a 10-foot radius.

Circle Spells

2nd-level Circle of the Depths feature

Your time in the endless dark grants you deep magics. You learn mind sliver. It counts as a Druid cantrip for you, but doesn't count against your number of Cantrips Known.

When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the number of spells you prepare each day.

Circle of the Depths Spells
Druid LevelSpells

2nd

mind sliver

3rd

tasha's mind whip

5th

hunger of hadar

7th

evard's black tentacles

9th

telekinesis

Alien Strikes (Level 6)

6th-level Circle of the Depths feature

Eldritch energies empower your aberrant transformations. The natural weapon attacks of your Aberrant Forms count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.

In addition, you can Wild Shape into the Aberrant Form of any beast you have seen before with a Challenge Rating as high as your Druid level divided by 3 (rounded down).

Abhorrent Wild Shape (Level 10)

10th-level Circle of the Depths feature

You have forged a strange connection with the unnatural and alien creatures of the depths. As a bonus action, you can expend two uses of Wild Shape at the same time to take the form of an aberration you have seen with a CR of 5 or lower.

Moreover, when you use Aberrant Form to Wild Shape into the Aberrant Form of a beast, it gains two Aberrant Form traits of your choice (in addition to sunlight sensitivity).

Aberrant Evolution (Level 14)

14th-level Circle of the Depths feature

Your Aberrant Forms have evolved to thrive in sunlight as well as darkness. When you Wild Shape into the Aberrant Form of a beast, it no longer gains the sunlight sensitivity feature, and it instead gains an additional Aberrant trait of your choice from the list (for a total of three traits).

Circle of the Desert

Circle of the Desert (Level 2)

To many, the arid wastelands are bleak, monotonous places of death. But the druids who inhabit them know that not everything is as it seems: life hides here in the most unlikely of places, often just out of sight. These druids are just as elusive, using their magic to spirit themselves or even hostile visitors away and produce dizzying mirages, acting both as protectors of the desert and extensions of it.

Circle Spells

2nd-level Circle of the Desert feature

Your connection to the desert sands grants you access to certain spells. You learn the minor illusion cantrip.

When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day.

Torrid Recovery

2nd-level Circle of the Desert feature

You can recover some of your druidic magic by communing with the dunes and sands. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher.

If you use this feature in a desert environment, you can increase this combined level by one. You can't use this feature again until you finish a long rest.

Shifting Dunes (Level 6)

6th-level Circle of the Desert feature

Like the desert itself, your magic belies the senses, able to take on forms that can easily disorient those unfamiliar with it.

While an illusion spell you have cast is active, you can recast that spell without expending a spell slot, ending the previous effect, but inheriting any expended duration.

Additionally, while concentrating on wall of sand, you can use your action to make it reappear on the ground up to 60 feet away from its previous location.

Veil of Sand (Level 10)

10th-level Circle of the Desert feature

As a bonus action, you can force a creature that you can see to succeed on a Dexterity saving throw against your spell save DC or have its surrounding area be heavily obscured with swirling sand. This veil moves with the creature and lasts until the start of your next turn or if you dismiss it early (no action required).

Illusory Desolation (Level 14)

14th-level Circle of the Desert feature

You become capable of fully embodying the mysterious aspects of the sands, hiding the life that abounds in it from prying eyes with ease. You can cast blur without using your concentration.

Additionally, when you cast mirage arcane, you can expend two Wild Shape usages to change its casting time to 1 action, and it is always prepared for you.

Circle of the Devourer

Circle of the Devourer (Level 2)

Under the deep, ever-stretching darkness of the long northern winters, the raiders of the Knattle clan have survived, even thrived, where no other dare. Here in this land of massive, shifting plains of ice and ever-howling snow squalls, druids have long connected with the primal world. They have isolated themselves on long pilgrimages to the highest rocky crags and they have raised their hands to the skies. And some rare few have borne witness to the ever-shifting lights of the aurora; some have touched the true essence of Grimnir.

You are one of these hardy, pragmatic druids. The few, the weak, must perish to nourish the many. And so, you have learned to wrestle the spirits of the lands to transform your own body in various, and often unpredictable ways. You become the defender when threatened, the hunter when starving, and the devourer when assaulted. Those spirits you dominate, though consumed, die to enable your survival, your community's survival, and ultimately the persistence of the world itself.

You ensure their sacrifice matters.

Primal Protection

Starting at 2nd level, the primal spirits exert their powers to protect you. If you are hit by an attack, you may use a reaction to roll 1d6 to determine a defensive effect:

  • (1-2) Protruding Spines
  • (3-4) Bulbous Shell
  • (5) Abyssal Glare
  • (6) Aberrant Flesh

You may use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest.

Primal Form (Level 6)

Starting at 6th level you may use a bonus action to expend a use of your Wild Shape feature to connect with a primal spirit and transform one arm into a fearsome weapon. This form lasts for 1 hour (or until dismissed as a bonus action).

You choose what natural weapon you adopt from the list below. These are considered simple weapons with which you are proficient, and you use your Wisdom modifier to calculate your attack bonus.

These attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

  • Bone Club
  • Bladed Claw
  • Poisonous Barbs

Finally, when taking the Attack action, you may make a second attack with your primal form weapon.

Enhanced Senses (Level 10)

Starting at 10th level, while in your Primal Form, you may use a bonus action to gain an additional sense. You may only have one of the following active at one time:

  • You gain darkvision out to a range of 120 feet.

  • You gain blindsight out to a range of 10 feet.

  • You gain tremorsense out to a range of 30 feet.

This feature ends when your Primal Form ends.

Primal Expertise (Level 14)

At 14th level, you and your primal spirits share a near unbreakable bond and these powerful beings are even more eager to sacrifice themselves in your service. Your Primal Protection feature is restored after a short or long rest and instead of rolling for the Primal Protection result you select the result.

Circle of the Dragon

Circle of the Dragon (Level 2)

Druids of the Circle of the Dragon devote themselves to the natural balance of all dragons, good and evil, as dragons are an integral part of the world. Some are fanatics obsessed with obtaining draconic power, while others worship beings such as Bahamut or Tiamat in a quest to gain a divine ascension. Wherever they go, these druids bear with them a flaming passion and extraordinary pride.

Emissary of the Dragons

At 2nd level you have learned to speak, read and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. While you can see a dragon, or you are in your Wild Shape, you have advantage on saving throws against being charmed or frightened.

Circle Forms

The rites of your circle grant you the ability to transform into the most feared creatures in all the realms. Starting at 2nd level, you can use your Wild Shape to transform into a dragon with a challenge rating as high as 1, ignoring the max CR column of the Beast Shapes table. This includes dragons you have not seen before. Additionally, you can transform into a dragon that has movement speeds from the Limitations column of the Beast Shapes table, but you cannot use those movement speeds until you've reached the appropriate druid levels shown on the table. You lose your burrow speed (if any).

Starting at 6th level, you can transform into a dragon with a challenge rating as high as your druid level divided by 3, rounded down.

Frightful Transformation (Level 6)

Starting at 6th level, when you use your Wild Shape, each creature of your choice within 30 feet of you must make a Wisdom saving throw against your druid spell save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, then it becomes immune to your Frightful Transformation for the next 24 hours.

In addition, while in your Wild Shape, you can replace the DC of your breath weapon with your druid spell save DC, provided the breath weapon deals damage.

Wild Draconic Form (Level 10)

At 10th level, you can expend two uses of Wild Shape at the same time to change into a druidic dragon. When you do so, choose an elemental type from the Elemental Essence table.

While you remain motionless as a druidic dragon, you do not age, and any temporary effects on you (such as your Wild Shape) do not further expire. While motionless, you must use this feature again after finishing a rest to remain in this form. You do not require food or water while in this form.

Elemental Essence
Damage TypeBreath Weapon

Acid

10 by 90 ft. line (Dex. save)

Lightning

10 by 90 ft. line (Dex. save)

Poison

60 ft. cone (Con. save)

Fire

60 ft. cone (Dex. save)

Cold

60 ft. cone (Con. save)

Druidic Dragon Wings (Level 14)

At 14th level, you gain the ability to sprout a pair of druidic dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. Your clothes and armor are magically changed to accommodate them.

In addition, those who fail their saving throws against your Frightful Transformation feature or your druidic dragon's Frightful Reveal ability also become paralyzed until the end of your next turn, as they are gripped by fear.

Circle of the Dragon

Circle of the Dragon (Level 2)

Druids of the Circle of the Dragon devote themselves to the natural balance of all dragons, good and evil, as dragons are an integral part of the world. Some join this circle to obtain draconic power, while others worship dragon gods of balance like Asgorath and seek to gain a divine ascension. These druids carry with them a flaming passion, and are known for their extraordinary pride.

Emissary of the Dragons

At 2nd level you have formed a close bond with dragon kind, and you have learned to speak, read and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. In addition, you have advantage on saving throws against being charmed or frightened.

Circle Forms

The rites of your circle grant you the ability to transform into the most feared creatures in all the realms.

Starting at 2nd level, you can use your Wild Shape to transform into a dragon with a challenge rating (CR) as high as 1, ignoring the max CR column of the Beast Shapes table.

This includes dragons you have not seen before. Additionally, you can transform into a dragon that has movement speeds from the Limitations column of the Beast Shapes table, but you cannot use those movement speeds until you've reached the appropriate druid levels shown on the table.

Dragons by Challenge Rating
CRDragon

1

Brass Dragon Wyrmling, Copper Dragon Wyrmling, Deep Dragon Wyrmling, Faerie Dragon (Younger), Steel Dragon Wyrmling

2

Black Dragon Wyrmling, Bronze Dragon Wyrmling, Black Guard Drake, Blue Guard Drake, Bronze Dragon Wyrmling, Crystal Dragon Wyrmling, Dragonnel, Emerald Dragon Wyrmling, Faerie Dragon (Older), Gray Dragon Wyrmling, Green Dragon Wyrmling, Green Guard Drake, Moonstone Dragon Wyrmling, Red Guard Drake, Topaz Dragon Wyrmling, White Dragon Wyrmling, White Guard Drake

3

Blue Dragon Wyrmling, Celestial Dragon Wyrmling, Gold Dragon Wyrmling, Sapphire Dragon Wyrmling, Silver Dragon Wyrmling (for game purposes it has a CR of 3 instead of 2), Song Dragon Wyrmling

4

Amethyst Dragon Wyrmling, Dragon Turtle Wyrmling, Red Dragon Wyrmling

5

Green Shadow Dragon Wyrmling (Monster Manual page 84 and 95), Young Crystal Dragon, Young Deep Dragon

6

Wyvern, Young Brass Dragon, Young Gray Dragon, Young Steel Dragon, Young White Dragon

Variant Half Green Dragon

Some half green dragons are more in touch with the natural world and can exchange their +1 Intelligence and +1 Charisma ability score increases with a +2 Wisdom score increase instead. These half green dragons tend towards druidism, as well as other paths that require patience and wisdom.

Circle Forms Superior (Level 6)

The rites of your circle grant you the ability to transform into the most feared creatures in all the realms.

Starting at 6th level, you can use your Wild Shape to transform into a dragon with a challenge rating (CR) as high as your druid level divided by 3, rounded down, ignoring the max CR column of the Beast Shapes table. A silver dragon wyrmling has a challenge rating of 3 for this feature, and the Shadow Dragon template (Monster Manual page 84) increases a dragon's CR by 3).

This includes dragons you have not seen before. Additionally, you can transform into a dragon that has movement speeds from the Limitations column of the Beast Shapes table, but you cannot use those movement speeds until you've reached the appropriate druid levels shown on the table.

Dragons by Challenge Rating
CRDragon

1

Brass Dragon Wyrmling, Copper Dragon Wyrmling, Deep Dragon Wyrmling, Faerie Dragon (Younger), Steel Dragon Wyrmling

2

Black Dragon Wyrmling, Bronze Dragon Wyrmling, Black Guard Drake, Blue Guard Drake, Bronze Dragon Wyrmling, Crystal Dragon Wyrmling, Dragonnel, Emerald Dragon Wyrmling, Faerie Dragon (Older), Gray Dragon Wyrmling, Green Dragon Wyrmling, Green Guard Drake, Moonstone Dragon Wyrmling, Red Guard Drake, Topaz Dragon Wyrmling, White Dragon Wyrmling, White Guard Drake

3

Blue Dragon Wyrmling, Celestial Dragon Wyrmling, Gold Dragon Wyrmling, Sapphire Dragon Wyrmling, Silver Dragon Wyrmling (for game purposes it has a CR of 3 instead of 2), Song Dragon Wyrmling

4

Amethyst Dragon Wyrmling, Dragon Turtle Wyrmling, Red Dragon Wyrmling

5

Green Shadow Dragon Wyrmling (Monster Manual page 84 and 95), Young Crystal Dragon, Young Deep Dragon

6

Wyvern, Young Brass Dragon, Young Gray Dragon, Young Steel Dragon, Young White Dragon

Frightful Transformation (Level 6)

Starting at 6th level, when you use your Wild Shape, each creature of your choice within 30 feet of you must make a Wisdom saving throw against your druid spell save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, then it becomes immune to your Frightful Transformation for the next 24 hours.

In addition, while in your Wild Shape, you can replace the DC of your breath weapon with your druid spell save DC, provided the breath weapon only deals damage.

Wild Draconic Form (Level 10)

At 10th level, you can expend two uses of Wild Shape at the same time to change into a druidic dragon. When you do so, choose a damage type from the Elemental Essence table.

While you remain motionless as a druidic dragon, you do not age, and any temporary effects on you (like your Wild Shape) do not further expire. While motionless, you must use this feature again after finishing a rest to remain in this form.

The damage of your druidic dragon's breath weapon increases to 10d8 at 14th level, and 10d10 at 17th level.

In addition, your natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Elemental Essence
Damage TypeBreath Weapon

Acid

10 by 90 ft. line (Dex. Save)

Cold

60 ft. cone (Con. save)

Fire

60 ft. cone (Dex. save)

Lightning

10 by 90 ft. line (Dex. Save)

Poison

60 ft. cone (Con. save)

Druidic Dragon Wings (Level 14)

At 14th level, you gain the ability to sprout a pair of druidic dragon wings from your back, granting you a flying speed equal to your walking speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. Your clothes and armor are magically changed to accommodate them.

In addition, those who fail their saving throws against your Frightful Transformation feature or your druidic dragon's Frightful Reveal ability also become paralyzed until the end of your next turn, as they are gripped by fear.

Circle of the Dragon

Circle of the Dragon (Level 2)

Druids of the Circle of the Dragon devote themselves to the natural balance of all dragons, good and evil. Some worship beings such as Bahamut or Tiamat in a quest to gain divine ascension and draconic power. Whatever their motives, these druids carry a flaming passion and extraordinary pride.

Emissary of the Dragon

At 2nd level, you learn to speak, read, and write Draconic, and when you make an Intelligence or Wisdom check related to dragons, you can add double your proficiency to the check. In addition, you have advantage on saving throws against being charmed or frightened.

Circle Forms

The rites of your circle grant you the ability to transform into the most feared creatures in all the realms. Starting at 2nd level, you can use your Wild Shape to transform into a dragon with a challenge rating as high as 1, ignoring the Max. CR column of the Beast Shapes table. This includes dragons you have not seen before. Additionally, you can transform into a dragon that has movement speeds from the Limitations column of the Beast Shapes table, but you cannot use those movement speeds until you've reached the appropriate druid levels shown on the table.

Starting at 6th level, you can transform into a dragon with a challenge rating as high as your druid level divided by 3, rounded down.

Dragon's Breath Evolution (Level 6)

Starting at 6th level, when you use your Wild Shape to transform into a creature that does not have a breath weapon, you can add one to its stat block. This breath weapon must be from the stat block of a dragon that you are able to transform into, such as the Bronze Dragon Wyrmling's Lightning Breath.

Wild Draconic Form (Level 10)

At 10th level, you can expend two uses of Wild Shape to transform into a Druidic Dragon. When you do so, choose a type of dragon from the Draconic Essence table. Your breath weapon, bite, damage immunity, and eye color while transformed are determined by the dragon type.

Draconic Essence

Druidic Dragon Wings (Level 14)

At 14th level, you gain the ability to sprout a pair of Druidic Dragon Wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn in any physical form.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Optional Rule: Draconic Aging (Level 18)

18th-level druid optional subclass feature

100 years after you gain the Druid's 18th level Timeless Body feature, you can expend two uses of Wild Shape to transform into a dragon with a challenge rating as high as 17. After 800 years, you can expend two uses of Wild Shape to transform into a dragon with a challenge rating as high as 24.

Circle of the Dragonfriend

Circle of the Dragonfriend (Level 2)

Dragons are powerful magical beings that shape the environment around them and their lairs. A few brave druids work with these creatures and tend to those environments. Such druids often pick up tips, tricks, and magical traits from their companions. These druids are known as dragonfriends.

It is rare to find a dragonfriend trying to dominate a dragon, or that condescends to be ruled by one. While dragonfriends usually maintain a realistic understanding that dragons' powers are much greater than their own, they maintain peaceful coexistence and peership with dragons. Those who live near evil dragons often make arrangements for tenuous, indefinite alliances.

In the world of Eberron, dragonfriends often work with dragons to study and record the Draconic Prophecy. The first dragonfriends were students of Vvaraak, the ancient green dragon that brought druidic magic to the orcs of the Shadow Marches.

Dragon Type

Every dragonfriend has a type of dragon that shapes their magical abilities. This type determines your 6th-level feature and some features of your Draco forms. When you select this subclass at 2nd level, choose one of the following types of dragon: black, blue, brass, bronze, copper, gold, green, red, silver, or white.

Dragon TypeDamage TypeDraco Breath Weapon6th-Level Feature

Black

Acid

Line

Amphibious

Blue

Lightning

Line

Tunneling

Brass

Fire

Line

Tunneling

Bronze

Lightning

Line

Amphibious

Copper

Acid

Line

Climbing

Gold

Fire

Line

Amphibious

Green

Poison

Cone

Amphibious

Red

Fire

Cone

Climbing

Silver

Cold

Cone

Fog

White

Cold

Cone

Tunneling

Faerie

Radiant

Cone

Invisibility or Psionics (your choice)

Sapphire

Thunder

Cone

Psionics or Tunneling (your choice)

Shadow

Necrotic

Line

Climbing or Stealth (your choice)

Turtle

Fire

Cone

Amphibious

*The breath weapon of a turtle Draco is a blast of scalding steam that does not set objects on fire. Being in water does not give a creature resistance to this breath weapon's fire damage.

Bonus Language

You learn to speak, read, and write Draconic.

Lesser Draco

You gain an additional Wild Shape option, which uses the stat block below. Instead of assuming the shape of a beast, you gain a draconic appearance, with fangs, horns, and shining scales. In this form, you can only speak Draconic, but can use your hands as normal. You retain your normal Strength, Dexterity, and Constitution ability scores, but otherwise follow all standard Wild Shape rules.

Draconic Gift (Level 6)

You gain a special gift for exploration, as determined by your Dragon Type. You have this trait both in your Wild Shape and normal forms.

  • Amphibious (Black, Bronze, Gold, Green, Turtle)

    You breathe both water and air. You gain a swimming speed equal to your walking speed, and water does not count as difficult terrain for you.

  • Climbing (Copper, Red, Shadow*)

    You gain a climbing speed equal to your walking speed, and you have advantage on Strength and Dexterity saving throws against effects that would knock you prone.

  • Fog (Silver)

    Fog, mist, rain, snow, and similar substances do not obscure your vision, and you can cast fog cloud without expending a spell slot a number of times equal to your Wisdom modifier. You regain expended uses when you finish a long rest.

  • Tunneling (Blue, Brass, White, Sapphire*)

    You gain a burrowing speed of 10 feet, and you can choose to leave a tunnel in your wake with a diameter just large enough to fit a creature of your size. This speed cannot be used to burrow through solid rock, ice, metal, wood, or similar substances.

  • Invisibility (Faerie*)

    You can cast invisibility on yourself once each short rest without expending a spell slot.

  • Psionics (Faerie*, Sapphire*)

    You can telepathically speak to any creature you can see within 30 feet of you, but this does not grant the creature any ability to telepathically reply. You must share at least one language with the creature to do this. Additionally, you learn the mage hand cantrip, which counts as a druid cantrip for you and does not count against the number of cantrips you can know. When you cast mage hand using this trait, the hand is invisible.

  • Stealth (Shadow*)

    You gain proficiency in Stealth if you do not already have it. Your proficiency bonus is doubled for any ability check you make that uses Stealth.

*This Dragon Type gives you an option between two Draconic Gifts. You choose one.

Greater Draco (Level 10)

You can expend two uses of Wild Shape at the same time to take a Greater Draco form, which uses the stat block below. Instead of assuming the shape of a beast, you gain a draconic appearance, with fangs, horns, shining scales, and grand wings. In this form, you can only speak Draconic, but can use your hands as normal. You retain your normal Strength, Dexterity, and Constitution ability scores, but otherwise follow all standard Wild Shape rules.

Draconic Evasion (Level 14)

Your experience with breath weapons has given you a unique ability to avoid them. When you are subjected to an effect that allows you to make a Dexterity or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Circle of the Dragonfriend

Circle of the Dragonfriend (Level 2)

Dragons are powerful magical beings that shape the environment around them and their lairs. A few brave druids work with these creatures and tend to those environments. Such druids often pick up tips, tricks, and magical traits from their companions. These druids are known as dragonfriends.

It is rare to find a dragonfriend trying to dominate a dragon, or that condescends to be ruled by one. While dragonfriends usually maintain a realistic understanding that dragons' powers are much greater than their own, they maintain peaceful coexistence and peership with dragons. Those who live near evil dragons often make arrangements for tenuous, indefinite alliances.

In the world of Eberron, dragonfriends often work with dragons to study and record the Draconic Prophecy. The first dragonfriends were students of Vvaraak, the ancient green dragon that brought druidic magic to the orcs of the Shadow Marches.

Dragon Type

Every dragonfriend has a type of dragon that shapes their magical abilities. This type determines your 6th-level feature and some features of your Draco forms. When you select this subclass at 2nd level, choose one of the following types of dragon: black, blue, brass, bronze, copper, gold, green, red, silver, or white.

Dragon TypeDamage TypeDraco Breath Weapon6th-Level Feature

Black

Acid

Line

Amphibious

Blue

Lightning

Line

Tunneling

Brass

Fire

Line

Tunneling

Bronze

Lightning

Line

Amphibious

Copper

Acid

Line

Climbing

Gold

Fire

Line

Amphibious

Green

Poison

Cone

Amphibious

Red

Fire

Cone

Climbing

Silver

Cold

Cone

Fog

White

Cold

Cone

Tunneling

Bonus Language

You learn to speak, read, and write Draconic.

Lesser Draco

You gain an additional Wild Shape option, which uses the stat block below. Instead of assuming the shape of a beast, you gain a draconic appearance, with fangs, horns, and shining scales. In this form, you can only speak Draconic, but can use your hands as normal. You retain your normal Strength, Dexterity, and Constitution ability scores, but otherwise follow all standard Wild Shape rules.

Draconic Gift (Level 6)

You gain a special gift for exploration, as determined by your Dragon Type. You have this trait both in your Wild Shape and normal forms.

  • Amphibious (Black, Bronze, Gold, Green)

    You breathe both water and air. You gain a swimming speed equal to your walking speed, and water does not count as difficult terrain for you.

  • Climbing (Copper, Red)

    You gain a climbing speed equal to your walking speed, and you have advantage on Strength and Dexterity saving throws against effects that would knock you prone.

  • Fog (Silver)

    Fog, mist, rain, snow, and similar substances do not obscure your vision, and you can cast fog cloud without expending a spell slot a number of times equal to your Wisdom modifier. You regain expended uses when you finish a long rest.

  • Tunneling (Blue, Brass, White)

    You gain a burrowing speed of 10 feet, and you can choose to leave a tunnel in your wake with a diameter just large enough to fit a creature of your size. This speed cannot be used to burrow through solid rock, ice, metal, wood, or similar substances.

Greater Draco (Level 10)

You can expend two uses of Wild Shape at the same time to take a Greater Draco form, which uses the stat block below. Instead of assuming the shape of a beast, you gain a draconic appearance, with fangs, horns, shining scales, and grand wings. In this form, you can only speak Draconic, but can use your hands as normal. You retain your normal Strength, Dexterity, and Constitution ability scores, but otherwise follow all standard Wild Shape rules.

Draconic Evasion (Level 14)

Your experience with breath weapons has given you a unique ability to avoid them. When you are subjected to an effect that allows you to make a Dexterity or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Circle of the Dredge

Circle of the Dredge (Level 2)

All wisdom comes from doorways and gutters.

— Jarlaxle

There are certain individuals that find amusing the corrupting nature of oozes and slime-like creatures. In their bizarre corrupting nature, that is often claimed to be originally drawn from apocryphal ancient tomes. Defenders of this misunderstood branch of nature learn to destroy their enemies with these corrosive living acids after dwelling in the numerous slimy abandoned cities and caves of the Underdark.

Corrosive Touch

2nd-level Circle of the Dredge feature

The time you have spent around oozes, slimes and other dangerous substances has granted you the following benefits:

  • You have resistance to acid damage.

  • Once a turn, when a hostile creature hits you with a melee weapon attack, it must succeed on a Dexterity saving throw against your spell save DC or take acid damage equal to your druid level.

  • If you hit a creature with an unarmed strike, you can choose to reduce their AC by 1 instead of dealing damage. When you make an unarmed strike in this way, you can choose to add your Wisdom modifier instead of your Strength modifier to your attack roll.

Apocryphal Shape (Level 6)

6th-level Circle of the Dredge feature

The bond with your oozes enhances your body, breaking it down into moist, soft, and slippery shapes. When you use your Wild Shape, you can choose to transform into an ooze (see the Ooze Wild Shapes table).

Ooze Wild Shapes
Druid LevelShapes

6th

Gray Ooze

8th

Ochre Jelly (without Split)

10th

Gelatinous Cube

12th

Black Pudding (without Split)

Ooze Master (Level 10)

10th-level Circle of the Dredge feature

As an action, you can summon a gelatinous cube in an unoccupied space you can see within 30 feet of you. The gelatinous cube is friendly to you and your companions and takes its turn immediately after yours. The gelatinous cube disappears after 1 hour or if it is reduced to 0 hit points.

Once you use this feature, you can't use it again until you finish a short or long rest.

Acid Absorption (Level 14)

14th-level Circle of the Dredge feature

Whenever you are subjected to acid damage, you take no damage and instead regain a number of hit points equal to the acid damage dealt.

Circle of the Eclipse

Circle of the Eclipse (Level 2)

Druids of the Circle of the Eclipse are stewards of the celestial balance, and draw their power from the luminous bond shared by sun and moon. They find their strength waxing and waning with the ebb and flow of these celestial bodies, but it is during the rare moments of eclipse, when the world is briefly cloaked in celestial union, that they feel truly connected to the natural world and the cosmos above. Masters of both the brilliance of daylight and the mystique of darkness, druids of this circle embody the harmony of cosmic forces, wielding their celestial magic to protect the natural world and preserve the delicate equilibrium of day and night.

Circle Spells

When you choose this circle at 2nd level, your deep-rooted connection to plantlife grants you the ability to cast certain spells. This connection grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Eclipse Spells table.

Once you gain access to a circle spell, you always have it prepared, and it does not count against the number of spells you can prepare each day. If you gain access to a spell that does not appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of the Eclipse Spells
Druid LevelLight Form SpellsDark Form Spells

2nd

bless

bane

3rd

flaming sphere

darkness

5th

mass healing word

hypnotic pattern

7th

wall of fire

dimension door

9th

flame strike

cone of cold

Light and Dark Forms

When you choose this circle at 2nd level, your relationship to both sun and moon grants you power over light and darkness. You have two forms at 2nd level: light and dark. You can use a bonus action to change into light form or dark form. You can return to your normal form at any time (no action required). Each form grants you a series of different effects, as described below, which persist even while you are transformed into a beast by Wild Shape.

Your appearance changes when in these forms. You can choose how you appear in either form or use the table below to determine your appearance.

d6Light Form ApperanceDark Form Appearance

1

Your eyes glow white.

Your eyes become wells of darkness.

2

You emit a warm, soft glow, as if you were perpetually well lit.

You emit a faint aura of darkness, making your body appear darker than it should

3

Your hair turns white and golden.

Your hair turns inky black, like a crow's feather.

4

Golden, druidic tattoos appear across your body.

Your veins look dark and inky from beneath your skin.

5

Flowers turn to face you and stretch wide in your presence.

Flowers close when you're near them, as if it were night.

6

Flecks of golden pollen float around you, and the air feels several degrees warmer.

Moonlit specks of dust swirl around you, and the air feels several degrees cooler.

Eclipse Dice

Also at 2nd level, the power of the sun and moon that flows through you manifests as a pool of energy, which is represented by a number of d8s equal to your druid level. Collectively, these dice are called your eclipse dice, although their specific names and effects are determined by your current form.

As a bonus action, you can choose one creature that you can see within 60 feet of you and spend any number of these dice up to your proficiency bonus. Roll the spent dice and add them together. The effect of the dice depends on which form you're in.

  • Sun Dice (Light Form)

    The target gains a number of temporary hit points equal to the total of the roll, plus the number of dice spent. If there are one or more other creatures within 5 feet of the target, you can instead divide the number of temporary hit points between them, up to the available total.

  • Moon Dice (Dark Form)

    The target must succeed on a Charisma saving throw against your druid spell save DC or take psychic damage equal to the total of the roll.

You regain all of your expended eclipse dice when you finish a long rest.

Eclipse Form (Level 6)

Beginning at 6th level, you can bring your light and dark forms together into a special third form, called your eclipse form. To do so, you can use a bonus action to expend one use of your Wild Shape feature to transform into your eclipse form, instead of transforming into a beast. You can remain in this form for up to 1 minute; for the duration, your physical body becomes shrouded in total darkness, like a living silhouette, and you emit a fiery glow. While in your eclipse form, you gain the following benefits:

  • Your Sun and Moon Dice become d12s, instead of d8s.

  • You can use either Sun or Moon Dice on your turns, which you can do as part of the bonus action to transform into this form.

  • You can cast spells from either form's spell list on your turns.

Sight of Lightless Moon (Level 10)

Starting at 10th level, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet, even if you're transformed by Wild Shape.

In addition, you can use an action to magically detect the presence of any illusions or shapechangers within 30 feet of you. You know the number and type of any illusion or shapeshifter whose presence you sense, but not its identity, original form, or exact location. You can do this a number of times equal to your Wisdom modifier, and you regain all expended uses of it when you finish a long rest.

Radiance of the Blinding Sun (Level 14)

By the time you reach 14th level, you embody the essence of the sun and moon. Whenever you roll one or more eclipse dice, you add your Wisdom modifier to the total of the roll.

In addition, you emit an aura while in light, dark, or eclipse form. The aura extends from you in a 10-foot radius. Friendly creatures within the aura can perceive within its area as if they had blindsight, out to the aura's range. The area's appearance also changes depending on your current form, as do its additional properties.

  • Sun Aura (Light Form)

    The area within your aura is filled with bright light. You and friendly creatures within the aura have resistance to fire damage.

  • Moon Aura (Dark Form)

    The area within your aura is filled with cool, dim light. You and friendly creatures within the aura have resistance to cold damage.

  • Umbral Aura (Eclipse Form)

    The area within your aura is filled with darkness. You and friendly creatures within the aura have resistance to fire and cold damage. A hostile creature that enters the area for the first time on its turn or starts its turn there takes fire damage equal to your Wisdom modifier and must make a Constitution saving throw against your druid spell save DC. On a failed save, the creature is blinded until the start of its next turn. Hostile creatures with the Sunlight Sensitivity or Sunlight Hypersensitivity trait treat the area as if it were sunlight for the purposes of those traits.

You can suppress your aura at any time (no action required) or use a bonus action to start emitting it again, which can be done as part of the bonus action to use your eclipse dice.

Circle of the Fist

Circle of the Fist (Level 2)

The defenders of the forests and champions of the trees, druids who join the Circle of the Fist take their charge as natural protectors seriously. Traditionally, all druid circles strive to protect the natural realm and maintain the world's balance, but only druids of this circle guard the woodlands with the vigilance and fervor of a territorial beast. Fists of the Forest, as they are called, stave off intruders to their realms with flurries of bare-fisted strikes, empowered by the natural world, before disappearing into the treetops. At the height of their expertise, these druids fight more like beasts of the forests than men, and are twice as deadly.

Often, this druidic order safeguards sacred groves and permanent fey bridges, but sometimes its members adopt quests of vengeance for misdeeds done to the forest, or quests of intervention to ensure that a prophesied disaster doesn't come to pass.

Untamed Fury

At 2nd level, you fight with the might of a feral beast. While you are unarmed and you aren't wearing armor or wielding a shield, you gain the following benefits:

  • Your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.

  • You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain druid levels, as shown in the Untamed Strike table below. If the weapon die of your beast form is less than your Untamed Strike die, you can use this die instead while in your beast form.

  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action. If you also expend a spell slot of 1st level or higher, you can make 2 unarmed strikes as a bonus action. If you expend a spell slot of 5th level or higher, you make 3 unarmed strikes.

Starting at 6th level, your unarmed strikes are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Unarmed Strikes
Druid LevelDamage

2nd

1d4

5th

1d6

11th

1d8

Primal Infusion

Also at 2nd level, you can use your bonus action and expend a use of your Wild Shape feature to draw the raw power of nature into your body. You gain temporary hit points equal to 4 x your druid level + your Wisdom modifier. While you have these temporary hit points, your walking speed increases by 10 feet.

Extra Attack (Level 6)

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn with an unarmed strike.

Savage Instinct (Level 10)

Starting at 10th level, you can muster the power of nature in an instant. Whenever you roll initiative, you can choose to immediately expend a use of your Wild Shape feature to use your Primal Infusion ability. If you do so, you also gain one of the following benefits of your choice for up to 1 minute, while the hit points from your Primal Infusion ability remain:

  • Feral Agility. Whenever you hit a creature with an unarmed strike, you can move 10 feet without provoking opportunity attacks.

  • Mountain's Might. You have advantage on Strength checks and saving throws, and you have advantage on attack rolls against a creature you are grappling.

  • Tree's Resilience. When an attacker that you can see hits you with an attack, you can use your reaction to reduce the damage taken by your Wisdom modifier.

Nature's Wrath (Level 14)

By 14th level, you can use your reaction when you lose all your temporary hit points from your Primal Infusion feature to either make two unarmed strikes against a creature you can see within your reach, or expend a use of your Wild Shape feature to use your Primal Infusion ability again.

Circle of the Forest

Circle of the Forest (Level 2)

Druids of the Circle of the Forest are some of the most devoted to their land, considering themselves stewards of nature above all else, for no other place is as full of life as theirs. Their magic reflects this diversity, calling upon the forests and all the myriad phenomena within them down against those that would threaten it.

Circle Spells

2nd-level Circle of the Forest feature

The forests bestow you with a portion of their magic in the form of spells. You learn the thorn whip cantrip.

When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day.

Verdant Recovery

2nd-level Circle of the Forest feature

You can recover some of your druidic magic by communing with the trees and undergrowth. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher.

If you use this feature in a forest environment, you can increase this combined level by one. You can't use this feature again until you finish a long rest.

Friend of the Forest (Level 6)

6th-level Circle of the Forest feature

Plant life recognises you as an ally, parting in your wake and allowing you to move through them effortlessly. You can pass through plants without being slowed or damaged by them if they are nonmagical, or if they are created or manipulated by you, and have advantage on checks and saving throws against plants that are magically created or manipulated to impede movement.

In addition, if you cast entangle using a 2nd level spell slot or higher, a creature that enters the affected area for the first time on a turn or starts its turn there must succeed on a Strength saving throw as if they were in the area when it was cast or suffer the same effects.

Heart of the Woods (Level 10)

10th-level Circle of the Forest feature

You can tap into your own inner magic to bring the forest with you no matter where you go. As a bonus action, you can expend a Wild Shape usage to create a number of Medium trees up to your proficiency bonus or a single Large tree in any unoccupied space on the ground that you can see within 150 feet of you.

The trees have a maximum height of 3 feet times your Druid level, and can be of any kind that you wish. They can have foliage grow underneath them in a 20-foot radius. If created in an area unsuitable for plant life, the trees and any accompanying foliage disappear after 24 hours.

Steelbark Protector (Level 14)

14th-level Circle of the Forest feature

The forests entrust you with the strongest of their blessings. You can cast barkskin and tree stride without using your concentration. Additionally, if you cast barkskin in this way, at the start of each of the target's turns the target gains a number of temporary hit points equal to your Wisdom modifier plus your proficiency bonus until the spell ends.

Circle of the Forged

Circle of the Forged (Level 2)

What is truly natural? The warforged are living creatures, despite being constructed from wood and steel. Druids who embrace the Circle of the Forged explore the potential of the warforged form, blending animal shapes with warforged durability. This is a young path, pioneered by a handful of warforged who sought a greater understanding of their role in the world. Over the last few decades, a number of warforged have embraced the Circle of the Forged; however, it isn't limited to warforged; a Cannith heir or an aspiring artificer might pursue primal power as a way to transcend the limited flesh they were born with.

Only a handful of druids follow this Circle. Did you learn these techniques from a mentor? Are you driven by instinct, still learning what you're capable of? Or, if you're a warforged, were you designed with the potential to assume multiple forms... and if so, who created you, and why?

Circle Forms

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Circle of the Forged Beast Shapes
LevelMax. CRLimitations

2nd

1

No flying or swimming speed

4th

1

No flying speed

6th

2

No flying speed

8th

2

--

9th

3

--

12th

4

--

15th

5

--

18th

6

--

Skin of Steel

Starting at 2nd level, while you are transformed by Wild Shape, you gain the following benefits:

  • You gain a +2 bonus to Armor Class.

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.

  • You don't need to eat, drink, or breathe.

  • You are immune to disease.

  • You don't need to sleep, and magic can't put you to sleep.

While in beast form, your body is made from the same materials as a warforged; your muscles are rootlike tendrils protected by armored plates. It's obvious to an observer that you are not a normal animal.

Elemental Fury (Level 6)

Starting at 6th level, you gain the ability to imbue your attacks with elemental damage--charging your claws with electricity or unleashing flames from your fangs. When you use Wild Shape, choose one of the following damage types: acid, cold, fire, or lightning. While in your beast form, the first time you hit a creature with a melee attack on your turn, you can expend one spell slot to deal extra damage of that type to the target, in addition to the normal damage of the attack. The extra damage is 1d6 per level of the spell slot expended, to a maximum of 5d6.

When you use this ability on a creature, your attack has an additional effect, determined by which damage type you selected when you used Wild Shape. If a creature is affected by this ability again in subsequent rounds, the effects do not stack, and the new duration replaces the old.

Acid

The target must make a Constitution saving throw against your druid spell save DC. On a failed save, its AC is reduced for one minute by an amount equal to half your Wisdom modifier (minimum of 1). At the start of each of its turns for the next minute, the target can make another Constitution saving throw. On a successful save, the effect ends.

Cold

At the start of each of its turns for 1 minute, the target must make a Constitution saving throw against your druid spell save DC. On a failed save, their movement speed is reduced to 0 and they have disadvantage on Strength and Dexterity checks. On a successful save, the effect ends.

Fire

At the start of each of its turns for 1 minute, the target must make a Constitution saving throw against your druid spell save DC. On a failed save, it takes fire damage equal to your Wisdom modifier. On a successful save, the fire goes out. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.

Lightning

At the start of each of its turns for 1 minute, the target must make a Constitution saving throw against your druid spell save DC. On a failed save, it loses its reaction until the start of its next turn and the first attack that it makes on its turn is made at disadvantage. On a successful save, the effect ends.

Adamantine Hide (Level 10)

Starting at 10th level, while you are transformed by Wild Shape, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

In addition, you gain the ability to use Wild Shape as a reaction when you take damage, and the damage from that attack is applied to the hit points of your beast form.

Constructed Perfection (Level 14)

Starting at 14th level, while you are transformed by Wild Shape, you can't be charmed, frightened, paralyzed, petrified, or poisoned, and you are immune to poison damage.

Circle of the Gale

Circle of the Gale (Level 2)

Druids of the Circle of the Gale adore the elemental chaos of hurricanes and tornadoes. These druids tend to form nomadic, tight-knit groups, which wander the world in search of the next devastating storm. The strongest members even create their own storm cells, and the cults that follow them revel in the mass destruction that results.

Many of these druids live near the coast, on islands, or even on ships, but some conjure tornadoes over plains to slaughter nomadic armies or destroy prairie cities. Others form secretive cells in urban areas, and use summer thunderstorms and winter blizzards as opportunities to surreptitiously wreak havoc.

Storm Cell (Level 2)

Starting at 2nd level, you can use a bonus action to expend a use of your Wild Shape feature to whip the atmosphere in a 10-foot-radius, 30-foot-high cylinder centered on you into a frenzied cyclone. The winds go around corners, and the windstorm lasts for 1 minute or until you fall unconscious or end it (no action required).

The area is considered stormy conditions and strong wind for spells and other effects that interact with such conditions, such as strong winds imposing disadvantage on ranged attack rolls. You ignore any negative effects of your Storm Cell.

You know the location of any creature within the area and can cast spells targeting any creature within the area, even those you can't see or that are behind cover. The storm does not change the range of spells you cast.

When a ranged attack or line spell enters your Storm Cell or originates from a point within it, you can use your reaction to blow it in a new direction, potentially changing its target. Make a Wisdom check. The DC equals the attack roll or 10 + the line spell's level. On a success, choose a new target for the attack, using the check's total as the spell attack roll. If you targeted a line spell, it emanates from a point within the Storm Cell in a direction of your choice for the remainder of its length.

Circle Spells (Level 3)

Your connection to the howling tempest grants you the ability to access certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Gale 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.

Eye of the Hurricane (Level 6)

At 6th level, you can exclude a 10-foot-radius sphere from the area of any druid spell you cast or effect you redirect with your Storm Cell feature.

You also ignore the effects of bad weather, including strong wind, heavy precipitation, and extreme heat or cold.

Windscar (Level 10)

Beginning at 10th level, you can tear down the trappings of civilization with nothing more than moving air. At the start of your turn, you can cause structures and objects not being worn or carried within your Storm Cell or within the area of a spell you cast that creates wind take slashing damage equal to twice your druid level. If the spell's duration is Instantaneous, you instead cause this damage when you cast the spell.

You also have resistance to lightning and thunder damage.

Apocalypse Squall (Level 14)

Starting at 14th level, the atmosphere bends to your whim. You always have the control weather spell prepared, which does not count against your number of druid spells prepared. You can cast control weather once per long rest without expending a spell slot.

When you cast control weather, it changes as described below:

  • The spell has a casting time of 1 action.

  • Any changes to weather condition happen instantaneously, even across multiple stages.

  • The spell does not require concentration and does not end if you go indoors. You can still end the spell at any time, no action required.

Circle of the Gilded

Circle of the Gilded (Level 2)

When legends tell of archdruids protecting the land, they speak of antlers, gnarled oak staffs, and swarms of birds. This is, of course, by design. Circle of the Gilded druids protect places much more valuable, fraught, dangerous... and best kept secret.

Filled with precious gems and ores, these sites would be strip-mined by covetous tyrants to fuel their generations- long war efforts. By inlaying the metals and gems into their very bodies, druids of the Circle of the Gilded tap into the ancient, primordial powers contained within these minerals to defend this lifeblood of the earth. Their zeal is often mistaken for greed, but the druids valiantly guard a resource often considered more valuable than humanoid life.

Elemental Extremis

At 2nd level, you've learned to incorporate gems into your arm or hand, allowing you to unlock elemental powers to enhance your attacks. When you hit a creature with a weapon attack, you can activate the gem, dealing an additional 1d6 damage of the type associated with the gem (see Elemental Gem table below). You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

In addition, you can expend a use of your Wild Shape feature as a bonus action to charge this gem. For the next 10 minutes, your attacks deal an additional 2d6 damage of the gem's associated type.

The damage die dealt by these features increases when you reach certain levels in this class. The die becomes a d8 at 6th level, a d10 at 10th level, and a d12 at 14th level.

You can only benefit from one gem being incorporated in your arm or hand at a time. When you gain a druid level, you can change out the gem to a new gem; however, in the process, the old gem is lost.

Elemental Gem

Gilded Transference

Also at 2nd level, when you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can use your reaction to change the damage type to a damage type associated with one of your incorporated gems.

Starting at 6th level, you learn to control and elementally transmute spells cast on you. If a spell targeting you deals acid, cold, fire, lightning, poison, or thunder damage, you can use your reaction to change the damage type to a damage type associated with one of your incorporated gems.

You can use these reactions a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Core Value (Level 6)

At 6th level, you can take a gem and at least 50 gp worth of gold or platinum and incorporate it into your torso. While wearing light or no armor, you gain a +1 bonus to AC. In addition, you gain resistance to the damage type associated with the gem in your core (as shown on the Elemental Gem table).

As a bonus action, you can expend a use of Wild Shape to charge this gem for 10 minutes. While the gem is charged, a creature that hits you with a melee attack takes 1d8 damage of the type associated with the gem. The damage increases to 1d10 at 10th level, and 1d12 at 14th level.

You can only benefit from one gem being incorporated in your torso at a time. Whenever you gain a druid level, you can change out the gem to a new gem; however, in the process, the old gem is lost.

Pineal Precious (Level 10)

At 10th level, you have mastered the primal forces within gems—you can incorporate one into your head. As an action, you can make a ranged spell attack against a creature within 120 feet of you that you can see. On a hit, the attack deals damage equal to 4d8 plus your Wisdom modifier, of the gem's associate type (as shown on the Elemental Gem table). You can make this attack a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

You can only benefit from one gem being incorporated in your head at a time. Whenever you gain a druid level, you can change out the gem to a new gem; however, in the process, the old gem is lost.

Prismatic Form (Level 14)

At 14th level, your connection with the primordial elemental forces behind gems and precious metals is absolute. As an action, you can draw on this connection, activating all your gems' powers in tandem. For the next 10 minutes, you gain a +2 bonus to AC, immunity to the damage types of all your incorporated gems (as shown on the Elemental Gem table), and you deal an additional 3d6 damage when you make a successful weapon attack. The additional damage's type is a damage type associated with one of your gems, chosen when you activate this feature. Once you use this feature, you can't use it again until you finish a long rest.

Circle of the Gorgoneia

Circle of the Gorgoneia (Level 2)

As a member of the Circle of the Gorgoneia, you follow the example of the legendary sisters Medusa, Euryale, and Stheno. The blood of these gorgons is said to hold the power to heal and harm, and your druidic practice reflects this duality. The gorgons have gifted you with the ability to transform into a living statue. Many Circle of the Gorgoneia druids spend their lives defending their wilderness homes against threats, and some take on gorgon-like features. The ignorant may call you a monster, but those who understand the gorgons' tale know you are a powerful protector of the things you hold dear.

Gorgon Features
d6Features

1

Flightless wings made from bronze sprout from your back.

2

You have tusks like a wild boar.

3

Your skin has patches of delicate, snake scales.

4

Your sharp fingernails are made of bronze.

5

Your glare chills the blood of any who dares meet your eye.

6

Your hair is a writing mass of living snakes.

Circle Spells

Starting at 2nd level, you learn to channel the protective magic of your gorgon mentors. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Gorgoneia 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.

Statuesque Wild Shape

When you choose this circle at 2nd level, your skin hardens as you transform into a living statue. When you use your Wild Shape feature, you can expend a 1st level spell slot to add +1 to your AC and you deal an extra 1d6 magical bludgeoning damage on a hit. Additionally, you can't be petrified and you have resistance to nonmagical bludgeoning, slashing, and piercing damage. These effects last while you remain in your Wild Shape or you use your Wild Shape Feature again.

At higher levels, when you expend a spell slot of 2nd level or higher, the bonus to AC increases by 1, and your extra damage increases by 1d6 for each spell slot level above 1st, to a maximum of 5th level spell slots.

Apotropaic Magic (Level 6)

Starting at 6th level, you can extend your protective abilities to others. As an action, you can touch another creature and expend a use of your Wild Shape feature to grant them ongoing protection. The creature gains temporary hit points equal to 2d10 + your proficiency bonus + your Wisdom modifier. While these temporary hit points last, the creature has resistance to nonmagical bludgeoning, slashing, and piercing damage and has advantage on Wisdom saving throws. Once you use this feature, you must finish a long rest before you can use it again.

Unbreakable (Level 10)

At 10th level, while in your Statuesque Wild Shape you have resistance to all damage. Additionally, when a creature within 5 feet of you is hit with a melee attack, you can use your reaction to divert half of the attack's damage to yourself. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.

Petrifying Gaze (Level 14)

By 14th level, the teachings of the gorgons have taught you a measure of their petrifying power. You learn the spell flesh to stone. You always have this spell prepared, it doesn't count against the number of spells you can prepare each day, and it counts as a druid spell for you. You can cast this spell once per day without expending a spell slot. Additionally, when a creature you can see within range that can see you and you can see makes an attack against you, you can cast this spell as a reaction.

Circle of the Grassland

Circle of the Grassland (Level 2)

Quiet and supportive, some of the most harmonious druids belong to the Circle of the Grassland, their magic and way of life an intimate reflection of the humble flora and fauna that they communicate with as kin: swift, resilient, and pervasive, but above all, interconnected.

Circle Spells

2nd-level Circle of the Grassland feature

Your magic is touched by the sweeping plains, giving you access to spells that traverse distances, figurative and literal. You learn the message cantrip.

When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day.

Expansive Recovery

2nd-level Circle of the Grassland feature

You can recover some of your druidic magic by communing with the savannas and prairies. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher.

If you use this feature in a grassland environment, you can increase this combined level by one. You can't use this feature again until you finish a long rest.

Natural Celerity (Level 6)

6th-level Circle of the Grassland feature

Your spells are bolstered by the swiftness necessary for life to thrive on open grassland, for its flat landscapes leave exposed creatures vulnerable to attack.

When you cast a spell from your Circle Spell list that has a casting time of 1 action, you can change the casting time to 1 bonus action.

Spell Proliferation (Level 14)

14th-level Circle of the Grassland feature

Your magic gains a semblance of life outside of you, letting it persist beyond your control. Whenever the effect of one of your spells with a duration of 1 minute or longer would end, you can have it do so at the end of your next turn instead.

Circle of the Green

Circle of the Green (Level 2)

Druids of the Circle of the Green devote themselves to the plants and green things of the world, recognizing the role of plants in giving life. By continued communion with plant life, they believe they draw nearer to what they call "The Green," a cosmic thread that binds all plant life. Druids of this circle believe they gain their abilities by tapping into the Green, and they use this connection to summon a spirit from it.

Circle Spells

When you join this circle at 2nd level, you form a bond with a plant spirit, a creature of the Green. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Green 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.

Summon Green Spirit

Starting at 2nd level, you can summon a spirit of the Green, a manifestation of primordial plant life. As an action, you can expend one use of your Wild Shape feature to summon the green 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. When the spirit appears, the area in a 10-foot radius around it becomes tangled with vines and other plant growth, becoming difficult terrain 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 green spirit stat block, which uses your proficiency bonus (PB) in several places.You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches and leaves, while others look like creatures with leafy bodies and heads made of gourds or fruit. Some even resemble beasts, only made entirely of plant material.

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The green spirit can move and use its reaction on its own, but, if you don't issue any commands to it, the only action it takes is the Dodge action. You can use your bonus action to direct it to take the Attack, Dash, Disengage, Help, Hide, or Search action or an action listed in its statistics. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

The spirit remains 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. When it manifests, the spirit bears 10 fruit that are infused with magic. Each fruit works like a berry created by the goodberry spell.

Gift of the Green (Level 6)

At 6th level, the bond with your green spirit enhances your restorative spells and gives you the power to cast additional spells. Once before the spirit's duration ends, you can cast one of the following spells without expending a spell slot or material components: locate animals or plants, pass without trace (only in environments with ample plant life), plant growth, or speak with plants. You can't cast a spell this way again until the next time you summon your green spirit.

Whenever you cast a spell that restores hit points while your green spirit is summoned, roll a d8 and add the result to the total hit points restored.

In addition, when you cast a spell with a range other than self, the spell can originate from you or your green spirit.

Verdant Interference (Level 10)

Starting at 10th level, when a creature you can see within 30 feet of you or your green spirit is attacked, you can use your reaction to cause vines and vegetation to burst from the ground and grasp at the attacker, giving the attacker disadvantage on attack rolls until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Spirit Symbiosis (Level 14)

At 14th level, while your green spirit is within 30 feet of you, you can use an action to join with it, letting its plant matter grow around you. While so joined, you gain the following benefits:

  • You gain temporary hit points to your green spirit's current hit points.

  • You gain a climbing speed of 30 feet.

  • You have advantage on Constitution saving throws.

  • The ground within 10 feet of you is Difficult terrain for creatures hostile to you.

  • You can use a bonus action on each of your turns to make a tendril attack against one creature within 10 feet of you that you can see. Make a melee spell attack. On a hit, the target takes bludgeoning damage equal to 2d8 + your Wisdom modifier.

This feature lasts until the temporary hit points you gained from this feature are reduced to 0, until the spirit's duration ends, or until you use an action to separate. If you separate, the green spirit has as many hit points as you had temporary hit points remaining. If this effect ends because your temporary hit points are reduced to 0, the green spirit disappears until you summon it again.

Circle of the Grove

Circle of the Grove (Level 2)

Druids of the Circle of the Grove spend weeks alone in forest glades in silent meditation. They find peace and wisdom in the stillness of the woods, and in time learn how to become a part of them themselves. Ancient rings of trees are sometimes archdruids themselves, transformed into trees in endless meditation. Dryads and half-dryads that become practicing druids are often members of this Circle.

Circle Spells

When you choose this circle at 2nd level, your deep-rooted connection to plantlife grants you the ability to cast certain spells. This connection grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Grove Spells table.

Once you gain access to a circle spell, you always have it prepared, and it does not count against the number of spells you can prepare each day. If you gain access to a spell that does not appear on the druid spell list, the spell is nonetheless a druid spell for you.

Plant Shape

Starting at 2nd level, you gain the ability to use Wild Shape to transform into an awakened shrub. You decide the kind of shrub, as well as the nature of its trimming. Furthermore, when you assume the form of a beast using Wild Shape, you can cause the form to have the plant type instead. When you do, the bestial form becomes made of foliage, vines, and similar plant matter. The plant version of the bestial form has vulnerability to fire damage.

While transformed into a plant, your melee attacks can use your Wisdom modifier for attack and damage rolls, instead of Strength or Dexterity.

You can cast any spell that you know from your Circle of the Grove Spells table while transformed into a plant in this way. Starting at 5th level, when you use an action to cast the plant growth spell while transformed into a plant, you also regain a number of hit points equal to 3d8 + your Wisdom modifier.

Razor Leaf

Also at 2nd level, you can use an action to hurl up to 2 magical leaves at a target that you can see within 60 feet of you. Make a ranged spell attack for each leaf, which can target either the same target or a different one. On a hit, a target takes slashing damage equal to 1d4 + your Wisdom modifier.

The leaves damage increases when you reach certain levels in this class: 5th level (2d4), 11th level (3d4), and 17th level (4d4).

You can use this feature even while transformed into a plant using your Wild Shape. Once per turn, if you miss with one of the leaves and are transformed into a plant, you can immediately make one extra attack with another leaf against that target. In addition, when you use your Wild Shape to transform into a plant, you can immediately make an attack with one of these leaves as part of that transformation.

Rooted (Level 6)

Starting at 6th level, you take on treelike features while concentrating on a druid spell. Choose a Rooted Appearance or roll on the table below.

1d6Appearance

1

Your hair turns green and leafy or grasslike.

2

Your eyes resemble tree knots.

3

Your fingers look like twigs.

4

You bleed sap.

5

Flowers sprout from your body.

6

When you move, it sounds like a creaking tree.

For as long as you have this appearance, you gain a +10 bonus to any Dexterity (Stealth) check you make in areas of dense foliage. Starting at 10th level, you also can not be moved against your will or knocked prone while you have it.

In addition, if the spell was cast using a spell slot of 1st level or higher, your skin becomes barklike. You gain the effect of the barkskin spell for as long as you concentrate on the spell. For the duration, you have resistance to nonmagical bludgeoning and piercing damage, and if you are also transformed into a plant creature, you ignore any vulnerability to fire damage you have.

Greater Plant Shape (Level 10)

At 10th level, your understanding of plant forms becomes second nature to you. You can use a bonus action to transform into either an awakened shrub or plant version of a beast using your Wild Shape, instead of using an action. Further, your plant forms no longer have vulnerability to fire damage.

You can also use an action to use your Wild Shape to transform into an awakened tree. The height of this tree can be a number of feet tall up to twice your druid level. Alternatively, you can expend two uses of Wild Shape at the same time to transform into a shambling mound. When an engulfed creature escapes the mounds grapple, that creature is no longer engulfed and enters a space of its choice within 5 feet of the mound.

Oakheart (Level 14)

By 14th level, you are as strong and timeless as even the most ancient oaks.

  • If you spend at least 1 hour in sunlight, you do not need to eat or drink for 24 hours.

  • You always have the transport via plants spell prepared, which does not count against the number of spells you can prepare each day. Further, you can cast it once without expending a spell slot. Once you cast it in this way, you can not do so again until you finish a long rest.

  • Roots extend from you while you are transformed into a plant using Wild Shape, provided that you are on the ground. Hostile creatures within 30 feet of you treat the ground as if its difficult terrain, as your roots reach up and hinder their movement. You also have tremorsense out to the same range.

Circle of the Guardian

Circle of the Guardian (Level 2)

Circle of the Guardian druids exclusively belong to the Wardens of the Wood sect. The Wardens believe in harmony between civilization and nature. They do not shun the innovations and progress of the Five Nations, so long as they do not unduly impact the wild. While most leaders and elders of the Wardens are druids of the Circle of the Land, druids of the Circle of the Guardian are respected commanders and stewards of the Warden's armed forces, as well as the training of initiates intending to join the Warden's military.

Warrior of the Wild

When you choose this circle at 2nd level, you gain proficiency with the Athletics skill, heavy armor, and one martial weapon of your choice. The Wardens of the Wood are very progressive for druids, and do not place a large stigma on wearing metal armor or using metal shields, so long as the ore used to make them is sourced responsibly.

Warding Spells

As the martial arm of the Wardens, druids of the Circle of the Guardian specialize in spells that allow them to protect their allies and hunt threats within the Towering Wood. At 3rd, 5th, 7th, and 9th level you gain access to circle spells. 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 Beast Companion (Level 6)

Starting at 6th level, you can magically call forth a spirit companion embodying the primal power of the natural world. You can perform a special ritual that lasts for 8 hours. At the end of the ritual, you call forth a primal spirit that takes physical form as a Primal Beast of the Air, Land, or Water (you determine its appearance; see next page for statistics). You can have only one spirit companion at a time.

The spirit serves as your faithful companion and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, "The druid who travels with me is a beloved companion for whom I would gladly give my life.'

d6Trait

1

I'm dauntless in the face of adversity

2

Threaten my friends, threaten me

3

People see an animal and underestimate me. I use that to my advantage

4

I stay on alert so others can rest

5

I have a knack for showing up in the nick of time

6

I put my friends' needs before my own in all things

d6Flaw

1

If there's food left unattended, I'll eat it

2

I growl or screech at strangers, and all people except my druid are strangers to me

3

Any time is a good time for a belly rub

4

I'm deathly afraid of water

5

My idea of hello is a flurry of licks to the face

6

I jump on creatures to tell them how much I love them

If your spirit companion is reduced to 0 hit points, it begins making death saving throws. If it dies, it disperses into mist and disappears. The bond you share allows you to return it to life when you finish a long rest, creating a new physical body for it. When it reforms this way—or if you perform another 8 hour ritual while it lives—you may change the spirit companion's physical form, choosing between that of a Primal Beast of Air, Land, or Water again.

The spirit companion obeys your commands as best it can. In combat, it shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but 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 the action in its stat block or the Dash, Disengage, Help, Hide, or Search action. If you are incapacitated or absent, your companion acts on its own.

Tooth and Claw and Spell (Level 10)

Starting at 10th level, whenever your spirit companion uses the Attack action and hits a creature, you may cast a druid spell with a casting time of 1 action as a reaction with the same creature as the target of your spell.

Share Nature's Blessing (Level 14)

Beginning at 14th level, when you cast a spell targeting yourself, you can also affect your spirit companion with the spell if the beast is within 60 feet of you.

Circle of the Guardian

Circle of the Guardian (Level 2)

While all druids forge a relationship with the natural world, those who join the Circle of the Guardian dedicate their lives to protecting the elder and sacred places of the wild. Known as Guardians, these druids draw their magic from the ancient forests they protect. These elder groves are places of sources of great druidic power, often with links to the plane of Fey.

Circle Spells

Your link with your primal grove grants you access to certain spells. At 2nd level, and again when you reach certain Druid levels, you gain access to the spells listed in the table below. These spells count as druid spells for you and you always have them prepared, but they don't count against the total number of druid spells you prepare each day.

Elder Limbs

When you adopt this Circle at 2nd level, your limbs become tough and knotted like the eldest trees of the wood. When you hit a creature with an unarmed strike, they take bludgeoning damage equal to 1d8 + your Strength modifier.

Also, when you hit a creature with an unarmed strike, you can expend a spell slot as part of that attack to cast ensnaring strike on your target, in addition to the damage of the attack.

Guardian Form

The primordial forests you protect can lend you their power. Beginning at 2nd level, you can use an action to expend a use of your Wild Shape and take the form of a druidic Guardian. When you assume this Guardian form, you retain your game statistics, but you take on tree-like appearance. While in your Guardian form you gain the following benefits:

  • Your skin becomes rough and bark-like in appearance, and your Armor Class cannot be lower then 16.

  • As a bonus action, you can grant yourself temporary hit points equal to your Wisdom modifier (minimum of 1).

  • The reach of your unarmed strikes increases by 5 feet.

  • You can use your Wisdom, in place of Strength, for the attack and damage rolls for your unarmed strikes.

Your Guardian form lasts for 10 minutes. It ends early if you are reduced to 0 hit points, or you end it as an action.

Arboreal Strikes (Level 6)

At 6th level, the primordial grove you guard enhances your abilities. You can attack twice, instead of once, when you take the Attack action on your turn. Moreover, you can cast one of your druid cantrips in place of one of those attacks.

Also, your unarmed strikes count as magical for the sake of overcoming resistance and immunity to nonmagical attacks.

Grasp of the Forest (Level 10)

Your very presence stimulates wild plant growth. Starting at 10th level, you can expend a use of your Wild Shape as an action to cast plant growth. When cast in this way, you can choose a number of creatures equal to your Wisdom modifier (minimum of 1) who can ignore the difficult terrain effects of the spell as the plants move aside to avoid hindering them.

Verdant Mastery (Level 14)

Your body is suffused with the druidic magic of the ageless trees that you defend. Beginning at 14th level, during each long rest, you automatically cast the 8 hour version of plant growth, unless you choose not to. When cast in this way, the spell does not consume a spell slot or a use of Wild Shape.

In addition, while you are in your Guardian form you are resistant to all bludgeoning, piercing, and slashing damage.

Circle of the Guardian

Circle of the Guardian (Level 2)

Druids are worshippers of nature, able to weave its primeval power into mighty spells that bend the elements of the natural world to their will and transform into all manner of beasts. There are some druids however who see a different path to that power. Instead of transforming into beasts, they choose to embody the steadfast strength of the forest, the interconnected web of life that shields its inhabitants, and the ever nurturing boons of its fruits, channeling their druidic power to embody those aspects. Those within the Circle of the Guardian, also known as greenkeepers or emerald knights, literally cloak themselves in nature itself, becoming mighty bulwarks and protectors of all living things.

Verdant Warrior

When you join this circle at 2nd level, your efforts to become a druidic warrior have borne fruit. You gain proficiency with martial weapons.

You also gain proficiency in the Athletics skill if you do not already have it.

Guardian Form

At 2nd level, you can channel an ancient druidic magic, cloaking yourself in the elements of nature around you and adopting your Guardian Form. As a bonus action, you can expend one use of your Wild Shape feature to assume your Guardian Form, rather than transforming into a beast.

This protective form tends to resemble whatever natural elements it is formed out of; be it hard tree bark and thick vines in a forested area, jagged ice and frozen rock in a boreal environment or a shell of hardened sand and sun-bleached stone in a desert. Ultimately, you determine the form's appearance.

While your Guardian Form is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Wisdom modifier (minimum of +1).

  • You have advantage on Strength (Athletics) checks.

  • Moving through non-magical difficult terrain costs you no extra movement.

  • When you attack with a weapon, you can add your Wisdom modifier, instead of Strength or Dexterity, to the attack and damage rolls.

The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Extra Attack (Level 6)

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Elemental Avatar (Level 10)

When you reach 10th level in this class, you are able to infuse the elements of nature into your protective form and weapons to become a bastion of elemental might. When you activate your Guardian Form, choose one of the following damage types: acid, cold, fire, lightning or poison. While your Guardian Form is active, you gain resistance to that damage type and when you hit a creature with a weapon attack, you deal an additional 1d6 damage of the chosen damage type.

Bulwark of Nature (Level 14)

At 14th level, your Guardian Form shields you even further against the physical threats of the world, giving you resistance to bludgeoning, piercing, and slashing damage while the form is active.

Circle of the Guardians

Circle of the Guardians (Level 2)

While all Druids forge a relationship with the natural world, those who join the Circle of Guardians dedicate their lives to protecting the elder forests and sacred groves that serve as sources of druidic magic. Known simply as Guardians, these Druids are as stalwart and resilient as the trees they defend.

Elder Limbs

2nd-level Circle of the Guardians feature

The magic of the elder forest you guard empowers your body with primeval power. Your unarmed strikes deal bludgeoning damage equal to 1d8 + your Strength modifier on hit.

Moreover, when you hit a creature with an unarmed strike, you can expend a spell slot to cast ensnaring strike on your target as part of your unarmed strike attack.

Circle Spells

2nd-level Circle of the Guardians feature

Your link with your primal grove grants you access to certain spells. When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day.

Guardian Form

2nd-level Circle of the Guardians feature

The primordial forests you protect can lend you their elder powers. As a bonus action, you can expend a use of Wild Shape and transform into a treelike Guardian Form, which grants you the following benefits for 10 minutes:

  • Your flesh is covered in bark. Your Armor Class equals 10 + your Constitution modifier + your Wisdom modifier.

  • As a bonus action, you can grant yourself temporary hit points equal to your Wisdom modifier (minimum of 1).

  • The reach of your unarmed strikes increases by 5 feet.

  • You can use your Wisdom, in place of Strength, for the attack and damage rolls for your unarmed strikes.

Your Guardian Form transformation ends early if you are reduced to 0 hit points, or you use a bonus action on your turn to revert to your normal form.

Arboreal Strikes (Level 6)

6th-level Circle of the Guardians feature

The elder grove you defend enhances your combat abilities. You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your Druid cantrips in place of one of those attacks.

Also, your unarmed strikes count as magic for the sake of overcoming resistance and immunity to nonmagical attacks.

Grasp of the Forest (Level 10)

10th-level Circle of the Guardians feature

Your elder magic stimulates wild growth. As an action, you can expend a use of Wild Shape to cast plant growth. When you do, you can choose a number of creatures equal to your Wisdom modifier (minimum of 1) that can ignore the difficult terrain created, as the plants move and allow them to pass by.

Verdant Mastery (Level 14)

14th-level Circle of the Guardians feature

Your body is completely suffused with elder druidic magic. When you transform into Guardian Form, you grow by one size category, for example from Medium to Large, and you resemble an ancient treant. You also gain resistance to all bludgeoning, piercing, poison, and slashing damage.

Finally, the duration of your Guardian Form transformation increases to 1 hour, and while you are in Guardian Form, you can speak to plants as if you were under the effects of the speak with plants spell, so long as you speak in Druidic.

Circle of the Harvest

Circle of the Harvest (Level 2)

The cyclical nature of life is a central belief of every druid, no matter their Circle. However, to members of the Circle of the Harvest this cycle of life is of the utmost importance. Known as Avengers, these druids spent their lives enforcing this life cycle. They are protectors of nature and wrathful warriors who cut down any who abuse natural law. They are mortal enemies of necromancers and undead of all kinds. Rigid in their beliefs, Druidic Avengers ruthlessly hunt down and destroy anything that violates the natural laws of the world.

Druidic Avenger

Starting at 2nd level, you can assume the ancient mantle of an Avenger. As a bonus action, you can expend a use of your Wild Shape to take on your Avenger form. While in this form, you retain your game statistics, but your body is covered in a billowing cowl of darkness that obscures your features. While in your Avenger form you gain the following benefits:

  • Your base movement speed increases by 10 feet.

  • So long as you are not wearing medium or heavy armor or wielding a shield, you gain a bonus to your Armor Class equal to your Wisdom modifier (minimum of +1).

  • When you make a Constitution saving throw to maintain concentration on a spell, you gain a bonus to your roll equal to your Wisdom modifier (minimum of +1).

Your Avenger form lasts for 1 minute. It ends early if you are incapacitated or you choose to end it as a bonus action.

Harvest Scythe

Starting at 2nd level, when you finish a short or long rest, you can perform a short ritual to conjure a harvest scythe. This scythe is a magic weapon with both the finesse and versatile properties, and it deals 1d8 (1d10) slashing damage on hit. This scythe can be used as a spellcasting focus by you, and you gain the following benefits while you wield it:

  • You know chill touch. It counts as a druid spell for you, but it doesn't count against your number of Cantrips Known.

  • You always have inflict wounds prepared. It counts as a druid spell for you, but it doesn't count against the total number of druid spells you can prepare each day.

  • You can cast inflict wounds at 1st-level spell, without expending a spell slot a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

If you lose your harvest scythe, you can perform a 1-hour ritual to conjure another. This ritual can be performed during a short or long rest, and the previous scythe turns to ash.

Extra Attack (Level 6)

Starting at 6th level, you can attack twice, instead of once, when you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Mantle of Defense (Level 10)

You can use your druidic magic to absorb incoming blows while in your Avenger form. Starting at 10th level, when you take damage, you can use your reaction to expend a spell slot. The incoming damage is reduced by an amount equal to five times the level of the spell slot you expended.

Cull the Unnatural (Level 14)

Upon reaching 14th level, your desire to destroy the enemies of nature empowers your attacks. You can add your Wisdom modifier (minimum of +1) to the damage of any attacks you make with your harvest scythe.

Circle of the Harvest

Circle of the Harvest (Level 2)

The cyclical nature of life is a central belief of every Druid, no matter their Circle. However, to members of the Circle of the Harvest, this cycle is of utmost importance. They stand as the protectors of natural law and look to destroy any who would violate the cycle of life with necromancy or other dark magic.

Druidic Avenger

2nd-level Circle of the Harvest feature

You have taken up the ancient mantle of the Druidic Avenger. As a bonus action, you can expend a use of your Wild Shape to transform into your Avenger Form. While in this Form, you retain your game statistics, but you gain the benefits below:

  • Your walking speed increases by 10 feet.

  • So long as you are not wearing medium or heavy armor or wielding a shield, you gain a bonus to your Armor Class equal to your Wisdom modifier (minimum of +1).

  • When you make a Constitution saving throw to maintain your concentration, you gain a bonus to your roll equal to your Wisdom modifier (minimum of +1).

Your Avenger form lasts for 1 minute. It ends early if you are incapacitated or you end it as a bonus action.

Harvest Scythe

2nd-level Circle of the Harvest feature

Over the course of 1 hour, which can be during a short or long rest, you can perform an ancient ritual to conjure a Harvest Scythe. It is a magic weapon with the finesse and versatile properties and deals 1d8 (1d10) slashing damage on hit. This Scythe can be used as a spellcasting focus by you, and you gain the following benefits while you wield it:

  • You know chill touch. It counts as a Druid spell for you, but it doesn't count against your Cantrips Known.

  • You always have inflict wounds prepared. It counts as a Druid spell for you, but it doesn't count against the total number of Druid spells you can prepare each day.

  • You can cast inflict wounds at 1st-level, without expending a spell slot a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

If you lose your Scythe, you can perform a 1-hour ritual and conjure another, and the previous scythe turns to ash.

Extra Attack (Level 6)

6th-level Circle of the Harvest feature

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your Druid cantrips in place of one of those attacks.

Mantle of Defense (Level 10)

10th-level Circle of the Harvest feature

You can channel druidic magic to absorb incoming blows. As a reaction when you take damage in your Avenger Form, you can expend a spell slot to reduce the incoming damage by five times the level of the spell slot you expended.

Cull the Unnatural (Level 14)

14th-level Circle of the Harvest feature

Your desire to destroy the enemies of nature empowers your attacks. You add your Wisdom modifier (minimum of +1) to the damage of any attacks you make with your Harvest Scythe while you are in your Avenger Form.

Finally, your ancient magic grants you resistance to unnatural powers. You gain resistance to necrotic damage when you are in your Avenger Form.

Circle of the Hive

Circle of the Hive (Level 2)

Druids of the Circle of the Hive share their body with a plethora of tiny arthropods—insects, arachnids, or even crustaceans. These symbiotes call such druids home, living within their skin, clothes, and hair. This habitation might manifest as a honeycomb-like hive, a silky subcutaneous trapdoor (below which lurks a spider), or butterfly chrysalids hanging from their hair.

Druids of this circle relish creating a moving biosphere that sustains a variety of organisms, often seeking out new and exotic species as symbiotic lodgers. These creatures are a part of the druid, nourishing and protecting the druid as the druid nourishes and protects its tenants.

Circle Spells

Your symbiotic link to arthropods and their versatility grants you access to certain spells. At 2nd level, you learn the swarm cantrip.

At 3rd, 5th, 7th, and 9th level, you gain access to the spells listed for that level in the Circle of the Hive 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.

All these spells use arthropods in their manifestation; for example, arcane eye or mislead could be a swarm of flies you conjure and imbue with different properties.

Circle of the Hive Spells
Druid LevelSpells

3rd

blur, web

5th

fly, hypnotic pattern

7th

arcane eye, giant insect

9th

insect plague, mislead

Swarm Shape

When you use your Wild Shape feature, you can turn into a swarm of creatures, adhering to the normal limitations on CR and speed.

Symbiotic Biosphere

The symbiotes that inhabit your body flit in and around you, harmless until threatened. As a bonus action, you can release pheromones, stimulating hyper-aggression in your symbiotes for the next minute. The first time you are hit by a melee attack by a creature within 15 feet of you on its turn, the swarm retaliates, forcing the attacker to make a Constitution saving throw against your druid spell save DC. On a failure, the attacker takes 1d4 poison damage. The poison damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

After you activate this feature, you can't do so again until you finish a short or long rest.

In addition, you can communicate with arthropods using pheromones, conveying basic emotions and ideas.

Protect the Monarch (Level 6)

Your connection to the arthropods you host becomes deeper; they regard you as a worker bee would its queen, and they gladly sacrifice themselves to protect you. As a reaction when you take damage from a source you can see, you can command your insect symbiotes to swarm in front of you, deflecting some of the incoming energy. You gain a number of temporary hit points equal to your druid level, which take as much of the triggering damage as possible.

You lose any remaining temporary hit points at the end of the current turn. You can use this feature a number of times equal to your Wisdom modifier (minimum once) regaining all expended uses when you finish a short or long rest.

Additionally, the poison damage of Symbiotic Biosphere increases to 1d6.

Honeydrenaline (Level 10)

You have attracted a species of flying arthropod that produces a mixture of sugar and adrenaline with amazing, stimulating properties. As a bonus action, you can send these creatures to invigorate a willing creature you can see within 30 feet of you. The creature regains hit points equal to your druid level and can immediately use its reaction to move up to its speed. This movement doesn't provoke opportunity attacks.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Additionally, the poison damage of Symbiotic Biosphere increases to 1d8

Swarmsense (Level 14)

Hosting such a variety of tiny beings has permanently altered your personal biosphere. You gain the following benefits:

  • Blindsight and tremorsense out to a range of 10 feet.

  • Resistance to poison damage.

  • Immunity to the poisoned condition.

  • Advantage on initiative rolls.

Additionally, the poison damage of Symbiotic Biosphere increases to 1d10

Circle of the Honk

Thieving Pecks (Level 6)

Starting at 6th level, when you hit a creature in goose form with your beak attack, you can attempt to magically steal an object or weapon the target is carrying.

The target creature must make a Strength or Dexterity saving throw (their choice) vs your druid spell save DC. On a failure, the target takes 1d6 piercing damage and you successfully steal the item. On a successful save, the target takes half as much damage and you don't steal the item.

When you successfully steal an item from a target, you can use your reaction to immediately move up to half your movement without provoking opportunity attacks.

If you are carrying an item in your beak and have no other beaks free, you can't use your Thieving Peck again until you drop the item. If your goose form has multiple heads, you can choose any head to carry the item.

If the item is a melee weapon, you are considered proficient with it for as long as it remains held in your beak, and can make melee weapon attacks with it in replace of your goose form's beak attack. If the weapon is magical, you must first attune to it as normal in order to use its other properties.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and only once per turn. You regain all expended uses when you finish a long rest.

Peace Was Never An Option (Level 10)

When you reach 10th level, you can't be charmed or frightened.

In addition, while you are in goose shape you have resistance to bludgeoning, piercing and slashing damage, and when you use a goose form's Honk action, creatures have disadvantage on saving throws against it.

Honk Of Defiance (Level 14)

Beginning at 14th level, when you would be subjected to a magical effect, spell, or feature from a creature you can see within 60 feet of you that calls for a saving throw, you can use your reaction to magically emit a defiant honk of fowlish fury in an attempt to interrupt it. The target creature must make a Wisdom saving throw versus your druid spell save DC. On a failed save, the spell or feature fails and has no effect.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain all expended uses when you finish a long rest.

Circle of the Jack-o'-Lantern

Circle of the Jack-o'-Lantern (Level 2)

Massive thanks to Kai for helping me revise this subclass. This one required the most editing of any of my subclasses so far.

I don't see how a pumpkin patch could be more sincere than this one.

— Linus Van Pelt

One of the most iconic traditions on Halloween, jack-o'-lanterns have been a staple of autumn festivities for as long as anyone can remember. Druids of the Circle of the Jack-o'-Lantern follow the ancient teachings passed down for generations. They understand the true meaning and power behind the humorous and grotesque faces carved into these fruits and vegetables.

More than mere decoration, jack-o'-lanterns serve to guide lost spirits and ward off malignant beings. The light within illuminates the path to the afterlife while scorching foul, restless specters.

Circle Spells

Your magic is influenced by the warding effects of jack-o'-lanterns, granting you access to additional spells when you reach certain levels in this class, as shown on the Jack-o'-Lantern 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.

Additionally, you can use a jack-o'-lantern or another carved fruit or vegetable as a spellcasting focus for your druid spells.

Pumpkin Guardian

As a bonus action, you can expend a use of your Wild Shape feature to take on the form of a Pumpkin Guardian, rather than transforming into a beast.

While in your Pumpkin Guardian form, you retain your game statistics, but your body morphs into a tangled mess of vines with a jack-o'-lantern for a head. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

While you are in this form, you gain the following benefits:

  • You gain a bonus to Intimidation checks equal to your Wisdom modifier (minimum of +1).

  • Your eyes and mouth glow, causing you to shed bright light in a 20-foot cone and dim light for an additional 20 feet. This cone of light originates from your face.

  • When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, lobbing a flaming jack-o'-lantern at a creature or object you can see within 60 feet of you. On a hit, the target takes fire damage equal to 1d8 + #$prompt_number:min=1,title=Enter your Wisdom modifier$#|1d8 + your Wisdom modifier|Pumpkin Guardian.

March of the Jack-o'-Lanterns (Level 6)

You gain the power to animate pumpkin warriors to fight for you. As an action, you summon a number of animated jack-o'-lanterns equal to half your Wisdom modifier (rounded up, minimum of 1) in unoccupied spaces you can see within 60 feet. The jack-o'-lanterns act on your initiative, obeying your verbal commands.

A jack-o'-lantern remains in your service until it's reduced to 0 hit points, until the end of your next long rest, or until you summon another set of jack-o'-lanterns, at which point the candle within goes out and the pumpkin becomes a mundane object.

Once you use this feature, you can't use it again until you finish a short or long rest, unless you expend a spell slot of 3rd level or higher to use it again.

Each jack-o'-lantern uses the accompanying animated jack-o'-lantern stat block. Its features scale based on your level and Wisdom modifier.

Animated Jack-o'-Lantern

Warding Light (Level 10)

The protective power you wield has grown stronger. The range of both the bright light and the dim light you emit while in your Pumpkin Guardian form increases by 20 feet. Additionally, creatures at least partially within that cone of light have disadvantage against your druid spells and abilities, and your attack rolls and ability checks against them have advantage.

Wrath of the Pumpkin Patch (Level 14)

You have gained total mastery over the magic of the jack-o'-lantern, and your pumpkin patch yields a more bountiful harvest. While in your Pumpkin Guardian form, you gain a +2 bonus to AC as thick vines and hardened plates of gourds envelop your body. Additionally, the 1d8 fire damage of your Pumpkin Guardian form's bonus action attack increases to 2d8.

Finally, when you use your March of the Jack-o'-Lanterns, you summon a number of animated jack-o'-lanterns equal to your Wisdom modifier (minimum of 1).

Circle of the Lamb

Circle of the Lamb (Level 2)

For mighty apex predators to exist, so too must the quarry they devour. Without this hierarchy to feed upon, there would be little in the way of diversity in the natural world, cruel as that might be for those slain under it.

Druids of the Circle of the Lamb seek to embody these creatures at the bottom, revering both their endurance at the hardships this position puts them in, and their determination to survive despite it, taking pride in their humble strength and adopting similar tenets of resilience and sacrifice into their abilities.

Circle Spells

2nd-level Circle of the Lamb feature

Your worship of prey animals grants you access to spells that mimic their survival strategies when you reach certain Druid levels, from keeping out of sight, distracting or disorienting predators, fleeing, and more.

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.

Scapegoat's Hide

2nd-level Circle of the Lamb feature

When avoidance or deterrence fails, hunted creatures must rely on their natural defences and fight with every fibre of their being. You learn to do the same, adopting the visage of a stalwart prey.

As an action, you can expend a use of your Wild Shape feature to grow a layer of chitin, fur, or other protective material around yourself, rather than assuming a beast form.

This hide grants you temporary hit points equal to your Druid level at the end of each of your turns, and lets you cast primal savagery as if you knew the spell.

While any of these temporary hit points remain, you also have a +2 bonus to your AC and saving throws.

These benefits last for 1 minute. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Prey's Swiftness

2nd-level Circle of the Lamb feature

With their lives on the line, vulnerable creatures must know when to fight or flee at a moment's notice.

Your own senses become capable of acting at similar speeds, responding to danger with an urgency that only a life constantly avoiding predation brings.

You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

Willing Sacrifice (Level 6)

6th-level Circle of the Lamb feature

For a herd to survive, its periphery must put itself in harm's reach. Likewise, you learn how to draw foes away from your allies at the expense of your own safety.

As a bonus action, you can compel a creature within 30 feet of you to make a Wisdom saving throw against your spell save DC. If the target fails, it spends a whole round attempting to damage you. The effect ends early if you move away from the target.

You can do this a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Blood of the Meek (Level 10)

10th-level Circle of the Lamb feature

You learn to worship and emulate even the most brutal fate of beasts: consumption - kindling life with death.

As an action, you can bring your hit points down to any amount (minimum of 0) before distributing those lost hit points to any creatures within 30 feet of you.

You can do this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Strength Through Succession (Level 14)

14th-level Circle of the Lamb feature

Every prey knows that true survival stems from their offspring. You learn to mimic this philosophy, letting you transcend death with progeny of your own.

Before taking damage in your normal form, you can Wild Shape into a prey animal as a reaction. If you do so, create two copies of this beast in any unoccupied space within 15 feet of you. They inherit any persisting effects you were under.

These creatures act on your turn under your command. You can cast spells (if you have the Beast Spells feature) and use your class features through them as if they did so. If a copy falls unconscious, drops to 0 hit points, or dies, it disappears.

If you would revert to your normal form per the Wild Shape rules, you can transfer yourself into one of your copies, causing your previous body to disappear. If this was as a result of dropping to 0 hit points, any excess damage carries over to this copy. After reverting to your normal form, all remaining copies disappear.

Once you use this feature, you can't use it again until you finish a long rest.

Circle of the Land

Circle of the Land (Level 2)

The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.

Bonus Cantrip

You learn one additional druid cantrip of your choice. This cantrip doesn't count against the number of druid cantrips you know.

Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land—arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark—and consult the associated list of spells.

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.

Land's Stride (Level 6)

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

Nature's Ward (Level 10)

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Nature's Sanctuary (Level 14)

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

Circle of the Land (TEB)

Circle of the Land (Level 2)

The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.

Bonus Cantrip

You learn one additional druid cantrip of your choice. This cantrip doesn't count against the number of druid cantrips you know.

Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land—arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark—and consult the associated list of spells.

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.

New Circle of the Land Options

Circle of the Land druids choose a type of land that they hail from, which determines their Circle of the Land spells. In addition to the land options detailed in the Player's Handbook, there are also druids that hail from deep beneath the ocean, from fiery lands surrounding active volcanoes, from dense and dangerous jungles, or even from the clouds in the open sky above.

If you are a druid of the Circle of the Land, you also have access to these land options:

Land's Stride (Level 6)

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

Nature's Ward (Level 10)

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Nature's Sanctuary (Level 14)

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

Circle of the Lone Wolf

Circle of the Lone Wolf (Level 2)

There are many reasons why a druid could find themselves outside of a circle. Maybe they were banished for holding extreme views or engaging in forbidden practices. They might have come to disagree with their circle's methods and left of their own accord. Perhaps they are taking their first steps into druidism with no formal guidance.

Whatever your reason is, you now stand alone. Some may say it takes more than one druid to form a circle, but you are no longer beholden to their rules.

Among Sheep

A druid walking the path of a lone wolf isn't discouraged from traveling with companions, but rather encouraged. Meeting a diverse cast of people and traveling to distant lands can provide the druid with the breadth of experiences they need when forming the worldview that is to serve as the basis of their circle's beliefs.

Coming to Fruition

At higher levels, a druid may come to see a clearer image of how their circle is turning out. They may pick a new name for their circle at any point they choose, although it is not required.

Trailblazer

You begin the journey of creating your very own druidic circle. At 2nd level, you face the first of many questions you will have to answer along this lonely path. Your answers to these questions will define the core principles of your new circle.

The first question is the foundation of nearly every druidic teaching there is: What is the relationship between a druid and nature? Choose one of the following:

Preservation

A druid serves and protects nature, and in turn is defended by its sacred power. Whenever you or an ally within 30 feet of you is attacked, you can use your reaction to channel protective energies to help them stand their ground. They gain 1d8 temporary hit points that last until the end of their next turn. If these temporary hit points are lost to damage from an attack, the attacker takes 1d8 force damage.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Exploitation

Nature is simply a resource to be used by those willing to learn how to bend its untamed power to their will. As a bonus action, you can draw energy from your environment to strike a mighty blow through your opponent's defenses. You can roll 1d4 and add the result to the next attack roll you make this turn. If you hit, you deal an additional 1d4 of force damage to the target and all other creatures of your choice within 5 feet of it.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Druid's Dogma

Starting at 2nd level, you start training yourself to exemplify the values you believe a druid of your circle should embody. You gain two druidic tenets of your choice, detailed in the "Druidic Tenets" section at the end of this document.

You gain two additional druidic tenets of your choice at 6th, 10th, and 14th level.

Your beliefs and values may change over time as you develop your druidic circle further. To reflect this, whenever you gain a level in this class, you can select one druidic tenet you chose at a lower level and replace it with another druidic tenet.

Foreign Policy (Level 6)

At 6th level, you are faced with another question: What is the best druidic practice regarding civilized society and development? Choose one of the following:

Isolation

Civilization corrupts the purity of nature. A druid should remain as detached and self-sufficient as possible. You gain proficiency in the Nature and Survival skills. If you are already proficient in either of these skills, your proficiency bonus is doubled for any ability check you make using it.

Integration

The meeting of the two worlds is inevitable. A druid should learn to bridge the gap, and be confident in their place on either side. You gain proficiency in the Persuasion and Deception skills. If you are already proficient in either of these skills, your proficiency bonus is doubled for any ability check you make using it.

Life Lessons (Level 10)

At 10th level, your experiences have led you to epiphanic insight regarding the natural order of life and death that begs the question: What influence should a druid have over the circle of life? Choose one of the following:

Suspension

In dire situations, a druid may judge it best that the natural cycle be halted, if only temporarily. You can prepare and cast the raise dead spell. It is a druid spell for you. However, creatures revived in this manner by you can't brought back to life should they die again. Only a wish spell can bypass and remove this condition.

Precipitation

The cycle should only move in one direction, but its circular nature may be manipulated to a druid's advantage. When you cast reincarnate, you can roll the d100 twice and take either result. If both rolls equate to the same result on the table, you can instead pick any option on the table. The spirit of the creature you are targeting may be consulted on their preference.

Full Circle (Level 14)

At 14th level, you approach your journey's end and are faced with one final choice: How will your circle propagate its beliefs? Choose one of the following:

Domination

A druid shouldn't hesitate to use their power to eliminate the enemies to their cause. You have advantage on attack rolls against other druids and their allies that are known to you. You can't gain this benefit against the same creature more than once every 24 hours.

Education

A druid should show others the right course of action through diplomacy and example. You have advantage on Charisma checks to converse peacefully with other druids and their allies that are known to you, as well as any other creature should the topic relate to your circle.

Additionally, as you reflect on the path you walked, you gain the following improvements to the principles you've selected up to this point.

Preservation

You can add your Wisdom modifier to the temporary hit points granted and the damage dealt by this feature.

Exploitation

You can add your Wisdom modifier to the damage dealt by this feature, and the range is increased to 10 feet.

Isolation

You can prepare and cast the hunter's mark spell. It is a druid spell for you, but can't target humanoids.

Integration

You can prepare and cast the comprehend languages spell. It is a druid spell for you, but can't be cast as a ritual.

Suspension

If you have a druidic focus, it can take the place of the material component of your raise dead spell.

Precipitation

You can cast reincarnate as a ritual. If you do so, the cast time is doubled, but it requires only half of the material components.

Circle of the Moon

Circle of the Moon (Level 2)

Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.

Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.

Combat Wild Shape

You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Circle Forms

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Circle of the Moon Beast Shapes
LevelMax. CRLimitations

2nd

1

No flying or swimming speed

4th

1

No flying speed

6th

2

No flying speed

8th

2

9th

3

12th

4

15th

5

18th

6

Primal Strike (Level 6)

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Elemental Wild Shape (Level 10)

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

Thousand Forms (Level 14)

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.

Circle of the Moonlit Song

Circle of the Moonlit Song (Level 2)

Ritual dances are best done at night as to hide all the blushing.

— Jarlaxle

Druids of the Circle of the Moonlit Song are devoted servants of the Dark Maiden, the goddess Eilistraee. Though most of the druids of this order are drow, the circle is open to all, and is widely known for its peculiar ceremonies and rites under the light of the full moon.

Druids of this circle are encouraged to allow their emotions to be manifested, contrary to the culture many Lolth-ruled drow are familiar with, and their rituals are a means by which to express these emotions.

Like other Druidic circles, this circle emphasizes a love and reverence for nature. However, unlike many other circles, those of the Circle of the Moonlit Song focus primarily on their own personal nature, and on allowing themselves to grow just as one would nurture a plant. Those in these conclaves are often extremely tight knit and protective of one another.

Strength in Unity

2nd-level Circle of the Moonlit Song feature

Your deep wellspring of self-awareness and sense of camaraderie with those around you allows you to overcome fears and temptations that would break others. You have advantage on saving throws against being charmed or frightened, and you are immune to those conditions when at least two friendly creatures are within 10 feet of you.

Support the Circle

2nd-level Circle of the Moonlit Song feature

As a bonus action, you can expend a use of your Wild Shape feature to cause a healing aura to emanate in a 10-foot radius around you. Other friendly creatures within your aura regain 1 hit point at the start of their turn. The aura lasts a number of rounds equal to your druid level. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Moon Maiden's Song (Level 6)

6th-level Circle of the Moonlit Song feature

Whenever you roll hit dice to recover hit points as part of a short rest, you can choose to spend any of your recovered hit points on yourself or your allies. When you spend these recovered hit points on an ally, they also gain a number of temporary hit points equal to the amount of healing you provided to them.

Additionally, if you sleep outdoors under the light of the moon as part of finishing a long rest, you regain all expended hit dice.

Defend the Hearth (Level 10)

10th-level Circle of the Moonlit Song feature

You have learned to quickly conjure wards to protect your allies. When a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by an amount equal to 1d10 + your proficiency bonus.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again. When you expend a spell slot of 2nd level or higher to use this feature, you can add an additional 1d10 of damage reduction for each spell slot level above 1st level.

Reactionary Transformation (Level 14)

14th-level Circle of the Moonlit Song feature

When you take damage, you can use your reaction to activate one of the following effects on yourself for 1 minute:

  • Thorny Defense. Your body sprouts thorny spines. Any creature that hits you with a melee attack takes 2d6 piercing damage.

  • Oaken Skin. Your skin hardens to resist damage. You gain resistance to nonmagical piercing, bludgeoning, and slashing damage.

  • Moon Phased. Your body repeatedly shifts through three phases, changing to the next phase at the start of each of your turns.

    • Phase 1: You become invisible.

    • Phase 2: You become translucent. You are visible, but attacks against you are made with disadvantage.

    • Phase 3: You become fully visible, shedding dim light in a 10-foot radius around you.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of 4th level or higher to use it again.

Circle of the Mountain

Circle of the Mountain (Level 2)

High above the rest of the world, the most imperious of druids can be found in the Circle of the Mountain. Often serious or even regal in demeanour, many of them take great pride in their strength, their magic manifesting in similarly spectacular ways, both to instil awe and respect for the lands that they are responsible for balancing, and to demonstrate its overwhelming power to those who would desecrate it.

Circle Spells

2nd-level Circle of the Mountain feature

Your connection to the world's highest points grants you access to spells that shake the earth and sky with your very presence. You learn the booming blade cantrip.

When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day.

Circle of the Mountain Spells
Druid LevelSpells

2nd

command, shield

3rd

immovable object, shatter

5th

counterspell, fly

7th

stoneskin, storm sphere

9th

destructive wave, wall of stone

Lofty Recovery

2nd-level Circle of the Mountain feature

You can recover some of your druidic magic by communing with the alps and hills. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher.

If you use this feature in a mountainous environment, you can increase this combined level by one. You can't use this feature again until you finish a long rest.

Earth's Ascent (Level 6)

6th-level Circle of the Mountain feature

The magic of the peaks lets you instil others with the power to aspire towards them. As a bonus action, you can touch a willing creature to grant them a flying speed of 60 feet until the end of your next turn, before safely descending as if under the effects of feather fall.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Esteemed Authority (Level 10)

10th-level Circle of the Mountain feature

Mountains tower over men like natural deities - you become capable of channelling this authority, compelling others to kneel before you in reverence.

As part of casting a spell from your Circle Spell list, you can expend a Wild Shape usage. If you do so, whenever the spell deals damage to a creature, it must succeed on a Constitution saving throw against your spell save DC or have their speed become 0 until the end of their next turn and be knocked prone.

A creature that fails its Constitution saving throw while prone becomes stunned until the end of its next turn instead.

Unshakable Fortitude (Level 14)

14th-level Circle of the Mountain feature

Like the mountains themselves, you can weather even the harshest of blows. You can cast stoneskin without using your concentration or material components.

Circle of the Mountaintop

Circle of the Mountaintop (Level 2)

Druids of the Circle of the Mountaintop are the undisputed masters of the cold, snowy skies. Stalwart defenders of frigid conclaves hewed from the soaring cliffs they call home, these stern practitioners of ancient magic live in wary harmony with surroundings that punish the slightest mistake with frigid doom.

The friends of monastic temples, fur-coated barbarians, and the goliath tribes who share their snowy peaks, these druids shape and reshape their environment with potent manipulation of wind and stone alike. When battles between heroes and monsters shatter precipices into avalanches, these druids stand ready to remind trespassers why it is no easy feat to climb a mountain.

Cliffside Native

At 2nd level, you become accustomed to life at the roof of the world. You're acclimated to environments at high altitudes, including those above 10,000 feet. You gain a climbing speed equal to your walking speed, which you also possess whenever you use your Wild Shape feature or are otherwise transformed, even if your current form doesn't ordinarily have a climb speed. In addition, you ignore difficult terrain created by ice, snow, and slush, and can safely walk on nonmagical ice of any thickness, which doesn't break under your weight.

While in your Wild Shape, you can choose to deal cold damage, instead of bludgeoning, piercing, or slashing, whenever you land an attack with your beast form's natural weapons.

Windward

Also at 2nd level, you learn the gust cantrip, which doesn't count against the number of druid cantrips you know. When you cast a druid spell that creates or manipulates wind, roll 1d6.

You can increase the spell's area (if it has one) in all dimensions by a number of feet equal to the result times five. If the spell moves a creature other than you, then the distance it moves is multiplied by the result.

Misty Mountains (Level 6)

Starting at 6th level, the frigid air of snowcapped peaks emanates from your attacks and spells.

Whenever you deal cold damage, you can create an icy fog in a 10-foot radius around one of the targets you damaged. This fog remains in place after the target moves. It disperses at the end of your next turn or until a wind of moderate or greater speed blows it away. Winds that you create do not disperse the fog.

The area inside the fog is heavily obscured, but you and any other creatures you choose can see through it.

You can create this fog a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses of it when you finish a long rest. If you finish a short rest while above 10,000 feet, you regain all expended uses.

Leeward (Level 10)

At 10th level, when you cast any druid spell with the word wall in its name, roll 1d4. You can expand the area of that spell's effect in all dimensions by a number of feet equal to the result times five, provided you didn't already expand it with your Windward feature.

Barrier Peaks (Level 14)

By 14th level, you stand high above the rest of the world, unfazed by the frozen air of the mountain.

Any cold damage you deal ignores resistance and immunity to cold damage.

You can rise to the top of a wall spell whenever you cast one, so long as you include your space within its target area and its dimensions are no smaller than the space you occupy. You are also immune to the effects of wall spells you cast and can climb them, stand upon them, and walk through them, even if the walls would not ordinarily be able to hold a creature up or let a creature pass through.

Circle of the New Moon

Circle of the New Moon (Level 2)

No druid chooses to join the Circle of the New Moon. These outcasts, degenerates, and heretics banished from the Circle of the Moon form their fetters through chance meetings and correspondences between associates of associates.

Through these tenuous connections, they share new and terrible shapeshifting techniques. Druids of this circle make a twisted mockery of nature's perfection as they use their Wild Shape, when they combine the powers of beasts that could never, and should never, be bred together. Many of these druids lose themselves to taboo thrills and live out their days as unidentifiable masses of body parts, consumed by an insatiable lust for new flesh.

Twisted Wild Shape (Level 2)

When you choose this circle at 2nd level, you gain the ability to use your Wild Shape on your turn as a bonus action, rather than an action.

Starting at 4th level in this class, you can transform into a beast with a challenge rating as high as your druid level divided by 4. The other limitations in the Beast Shapes table still apply to you.

Circle of the New Moon Forms
LevelMax CRNew Creature TypesLimitations

2

1/2

No flying or swimming speed

4

1

No flying speed

8

2

12

3

14

3

Monstrosities, humanoids

16

4

20

5

When you transform, you can take one feature or trait from a beast you know (or from a beast form you are familiar with) and apply it to the different beast that you transform into. Your form's appearance changes to reflect any anatomy needed to grant these traits, along with other changes that solely affect your appearance as determined by you and the Dungeon Master.

For example, you can transform into a boar, and grant it a giant spider's spider climb trait. Rather than four hooved legs, eight massive spider legs support the boar's body; which could also have eight bulging eyes in its porcine face.

Finally, you can speak normally anytime your shape is changed, such as through your Wild Shape feature or the polymorph spell, regardless of the form's anatomy.

Blighted Touch (Level 6)

Starting at 6th level, you can deal acid or poison damage when you make an attack with a natural weapon.

Carrion Evolution (Level 10)

Starting at 10th level, you can use a bonus action while in beast form to touch the corpse of any beast, humanoid, or monstrosity and destroy it instantly, adding one of the creature's traits to your beast form until the transformation ends.

You cannot target a corpse that (when alive) had a challenge rating equal or higher than twice your Twisted Wild Shape's maximum challenge rating, and cannot grant the ability to cast spells, learn spellcasting, gain additional prepared spells, regain expended spell slots, or gain hit dice of a higher level.

Each time you gain a new trait with this feature, the time you can spend in your current beast shape increases by 1 hour. Features of the same name but with different effects (such as a Keen Senses trait that grants advantage on checks made to hear, and another that enhances hearing and smell) do not extend your beast form's duration.

You can also use this feature when you kill a creature with a melee attack, without using a bonus action.

Violate Natural Law (Level 14)

At 14th level, you can use your Twisted Wild Shape feature to transform into monstrosities and humanoids as you would beasts, and add traits from a monstrosity, beast or humanoid form you know to any of your wild shapes. You can also use your Carrion Evolution in this form, as normal.

As in Carrion Evolution, you cannot gain or apply spellcasting or any spellcasting-related features. You can adopt the appearance of specific individuals, but your chosen statistics cannot exceed the challenge rating appropriate for your level.

Circle of the Obelisk

Circle of the Obelisk (Level 2)

The Circle of the Obelisk seeks to evolve lower lifeforms by channeling the mysterious power of an artifact known as the Obelisk. Black like the ichor between stars, this strange, rectangular prism has magically appeared throughout the cosmos, landing on primitive worlds and imbuing their inhabitants with the spark of knowledge. Druids of this circle believe that the Obelisk is responsible for all true evolution, and directly shaped all intelligent life in the universe; yet, very little is known about it. These druids seek to find the Obelisk's current location, unravel its mysteries, and raise themselves to a higher evolutionary state.

Evolutionary

Starting at 2nd level, you have a pool of 4 Evolution Dice, which are d4s, that you can use to raise yourself and your allies to greater power. As a bonus action on your turn, you can choose a willing creature you can see within 60 feet, spend 1 Evolution Die, and roll it. You increase one of that creature's ability scores of your choice by the amount rolled, to a maximum of 20, for 1 minute. A creature can have only 1 ability score increased by this ability at a time. You regain all expended Evolution Dice when you finish a long rest.

Transient Awakening (Level 6)

At 6th level, you can bestow limited sentience on a lower form of life. You can cast the spell speak with animals or speak with plants without using a spell slot.

Superior Health (Level 10)

Beginning at 10th level, your biology is impeccable; immune to the ravages of lesser beasts. You gain immunity to one of the following conditions of your choice: blinded, deafened, or poisoned. You can change this selection when you take a long rest.

High Evolutionary (Level 14)

By 14th level, you have reached the pinnacle of your form. Each of your ability scores increase by 2, to a maximum of 20.

Circle of the Old Ways

Circle of the Old Ways (Level 2)

Become One with the Ancient Forest

Favoring the heart of the darkest forests, Druids of the Circle of the Old Ways commune with ancient, forgotten entities that lurk within, calling forth truly primeval power to serve as defenders of the oldest and wildest of places.

They harness the power of the Elderwood trees, which are home to the souls of long-dead feyfolk and share their primordial wisdom and might when called upon.

The Old Ways Sacred Sites table offers examples to choose or use as inspiration to create places steeped in the Old Ways where your circle might congregate or where you may commune with primeval powers.

Old Ways Sacred Sites
1d6Sacred Site

1

Ring of standing stones atop a remote hilltop, each one marked with runes and symbols representing animal spirits

2

Perpetually frozen river at the bottom of a deep ravine with a plethora of oversized and seemingly intelligent fish beneath the ice

3

Hidden cave buried beneath a scorched dune, revealed by the shifting sands for a single night four times a year

4

Turbulent tidepool by the coast with bottomless waters filled with glowing flora, fauna, and crystalline outcroppings

5

Circle of ancient trees with ghost-white bark and blood-red leaves, each one bearing the face of a long-dead druid

6

Massive barrow in the deep woods which contains the spirits of countless fey folk and the old gods of the natural world

Bough and Branch

Even the humblest of your weapons channels the might of the old forest. When you cast Shillelagh, you can cause a shield made of gnarled wood to grow into your free hand if you have one (no action required to don it), and it vanishes when the spell ends. You can't be forced to drop the affected weapon or shield unless you are incapacitated. Additionally, for the duration of the spell, you ignore somatic components of your druid spells, and the weapon enhanced by the spell becomes a druidic focus for you.

Circle of the Old Ways Spells

You learn the Shillelagh cantrip if you don't know it already, and your study of the Old Ways gives you access to certain spells as listed in the Circle of the Old Ways Spells table for your level and lower. You always have the spells prepared, and they don't count against the number spells you can prepare each day. These spells are druid spells for you.

Wood Wose

As a bonus action, or as part of casting Shillelagh, you can expend a use of your Wild Shape to suffuse yourself with the power of the primordial woods, gaining the following benefits.

Bark Bulwark

While you aren't wearing armor, your base Armor Class is 10 plus your Dexterity and Wisdom modifiers.

Elderwood Sap

When you hit a creature with an attack roll using the weapon enhanced by Shillelagh, the target is coated in Elderwood sap until the start of your next turn. While coated, the target has disadvantage on attack rolls against targets other than you.

Oaken Resolve

You have advantage on Strength and Constitution saving throws.

This effect lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, or die.

Oak and Thorn (Level 6)

The wrath of the Elderwoods drives you and punishes your foes. When you activate your Wood Wose, you gain the following additional benefits for the duration.

Oakenfist

You can attack twice instead of once whenever you take the Attack action on your turn.

Gnarled Thorns

Once on each of your turns when you hit a creature with a melee attack roll using a weapon, the target takes an extra 1d6 piercing damage.

Deepwood Elder (Level 10)

Your connection to the Elderwood grows stronger. When you activate your Wood Wose, you now gain additional benefits for the duration.

Primeval Wrath

Once per turn, when you hit a creature with a melee attack, you can force the target to succeed on a Strength saving throw against your spell save DC or be knocked prone.

Bramblebark

When a creature within 5 feet of you hits you with a melee attack, the attacker takes 1d8 piercing damage. A creature takes this damage only once per turn.

Rampant Growth

When you activate Wood Wose and at the start of each of your subsequent turns, you gain a number of temporary hit points equal to your Wisdom modifier plus your proficiency bonus.

Ancient Protector (Level 14)

When you awaken your connection to the Elderwood, you now become an incarnation of its ancient might. When you activate your Wood Wose, you now gain additional benefits for the duration.

Old Growth

Your size increases to Large (along with anything you're wearing or carrying) if there is space to accommodate your growth, and your reach increases by 5 feet.

Mighty Trunk

You gain resistance to bludgeoning and piercing damage.

Vengeance of the Elders

When a creature that is covered in Elderwood Sap and is within your reach makes an attack roll, you can use your reaction to make a melee attack against that creature.

Circle of the Path

Circle of the Path (Level 2)

Druids of the Circle of the Path exclusively belong to the Greensinger druidic sect. While it may be easy for others to dismiss the Greensingers as a bunch of capricious wild-folk that cavort with fey, they have a surprisingly deep connection to nature and the planes. Their close ties with Thelanis, the Faerie Court, have planted the seeds for a new planar philosophy of druidism. While other druidic sects believe that the 'natural world' begins and ends with the material plane, Greensingers of the Circle of the Path maintain that all planes of existence have a place in the natural order—even perhaps Xoriat, the Realm of Madness. The Circle of the Path is a relatively new philosophy within the Greensinger sect, which is mostly comprised of druids of the circle of the land, moon, or song.

Extraplanar Attunement

When you choose this circle at 2nd level, you choose a plane of existence other than the material plane and learn that plane's language if it has one associated with it. Most of your Circle of the Path features are tied to your chosen plane.

Planes of Existence
PlaneLanguage

Daanvi, the Perfect Order

Daan

Dal Quor, the Region of Dreams

Quori

Dolurrh, the Realm of the Dead

-

Fernia, the Sea of Fire

Ignan

Irian, the Eternal Day

Irial

Kythri, the Churning Chaos

Kythric

Lamannia, the Twilight Forest

Primordial

Mabar, the Endless Night

Mabaran

Risia, the Plain of Ice

Risian

Shavarath, the Battleground

Abyssal, Celestial, or Infernal

Syrania, the Azure Sky

Celestial

Thelanis, the Faerie Court

Sylvan

Xoriat, the Realm of Madness

Daelkyr

Sense Manifest Zone

Starting at 2nd level, you can feel where the barrier between realities is permeable. As an action, you can automatically determine the direction and distance to the nearest manifest zone, as well as identify which plane the manifest zone is tied to. Once you use this feature, you must finish a long rest before you can use it again.

Planar Spells

The Greensinger druids of the Circle of the Path are a varied bunch, as would be expected from such a wild, eclectic druidic tradition. All Circle of the Path druids gain access to path circle spells at 3rd, 5th, 7th, and 9th level, plus additional circle spells that are tied to their chosen plane. 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.

Path
Druid LevelCircle Spells

3rd

misty step

5th

blink

7th

banishment

9th

contact other plane

Daanvi, the Perfect Order
Druid LevelCircle Spells

3rd

zone of truth

5th

dispel magic

7th

divination

9th

geas

Dal Quor, the Region of Dreams
Druid LevelCircle Spells

3rd

detect thoughts

5th

fear

7th

phantasmal killer

9th

dream

Dolurrh, the Realm of the Dead
Druid LevelCircle Spells

3rd

gentle repose

5th

speak with dead

7th

blight

9th

antilife shell

Fernia, the Sea of Fire
Druid LevelCircle Spells

3rd

scorching ray

5th

fireball

7th

wall of fire

9th

immolation

Irian, the Eternal Day
Druid LevelCircle Spells

3rd

prayer of healing

5th

mass healing word

7th

death ward

9th

dawn

Kythri, the Churning Chaos
Druid LevelCircle Spells

3rd

shatter

5th

gaseous form

7th

hallucinatory terrain

9th

Bigby's hand

Lamannia, the Twilight Forest
Druid LevelCircle Spells

3rd

beast sense

5th

conjure animals

7th

conjure minor elementals

9th

conjure elemental

Mabar, the Endless Night
Druid LevelCircle Spells

3rd

darkness

5th

animate dead

7th

shadow of moil

9th

negative energy flood

Risia, the Plane of Ice
Druid LevelCircle Spells

3rd

Snilloc's snowball swarm

5th

sleet storm

7th

ice storm

9th

cone of cold

Shavarath, the Battleground
Druid LevelCircle Spells

3rd

cloud of daggers

5th

phantom steed

7th

guardian of faith

9th

dispel evil and good

Syrania, the Azure Sky
Druid LevelCircle Spells

3rd

calm emotions

5th

fly

7th

aura of life

9th

hallow

Thelanis, the Faerie Court
Druid LevelCircle Spells

3rd

enlarge/reduce

5th

hypnotic pattern

7th

conjure woodland beings

9th

mislead

Xoriat, the Realm of Madness
Druid LevelCircle Spells

3rd

mind spike

5th

enemies abound

7th

confusion

9th

synaptic static

Conjure Manifest Zone (Level 6)

Starting at 6th level, you can create a temporary, intense manifest zone tied to your chosen plane. This manifest zone is 20 feet radius sphere that can intersect any physical barrier (though the center point of the sphere must be within line of sight). All creatures in the zone are immediately affected by it as it appears (including yourself if you manifested it so that it overlapped your space) unless they spend their reaction to attempt a Dexterity saving throw against your spell DC. On a failure, they fall prone tripping over themselves trying to escape the manifest zone. If they succeed, their reaction is spent running and diving out of the zone, landing prone in the closest space just outside of the zone's radius. Otherwise, creatures are affected by the zone as soon as they enter or start their turn inside it.

The zone lasts as long as you concentrate, for up to 10 minutes. Once you use this feature, you must finish a long rest before you can use it again. Your manifest zone has the following effects depending on your chosen plane.

Daanvi

Impeded Magic

While within the manifest zone, spellcasters must succeed on a Constitution save to cast a spell (DC 10 + spell level).

Dal Quor

Night Terrors

Creatures in the manifest zone are put into a magical sleep unless they succeed on a Wisdom save against your Spell DC. At the end of every turn a creature remains in the zone, they can repeat their saving throw. Every failed save after the first deals 2d12 psychic damage. Any damage the creature takes other than this psychic damage automatically wakes them up, but no amount of shaking will wake them.

Dolurrh

Weight of Oblivion

It costs 5 feet of movement to move 1 foot of distance within the manifest zone, and all Strength (Athletics) and Dexterity (Acrobatics) checks are made with disadvantage.

Fernia

Flame Tide

The entire manifest zone is engulfed in flames, automatically dealing 2d6 fire damage to every creature as the manifest zone appears, then at the end of every turn they remain in the manifest zone, no save.

Irian

Radiant Suffusion

The manifest zone is bathed in bright light and all creatures within gain 2d10 temporary hit points as the manifest zone appears, then at the beginning of every turn they remain in the manifest zone. These hit points last until the next sunset.

Kythri

Topsy Turvy

Gravity changes directions within the manifest zone at the end of each of your turns. Roll a d6. The side that the 6 appears on after the roll is the subjective direction of 'down'. Creatures attempting to resist being flung aside or falling into the sky must make a Strength saving throw against your Spell DC to hang onto the 'ground' or any available handholds. If they fail, the begin falling in the current direction of 'down' and take falling damage should they strike a solid surface from a sufficient height. Should a creature fall unobstructed out of the manifest zone, they are subjected to normal gravity and fall prone. If they 'fall' out of the top of the manifest zone, they remain there, oscillating slightly, until the zone disappears.

Lamannia

Instant Forest

Plant life explodes within the manifest zone, which becomes difficult terrain. In addition, creatures have total cover against other creatures further than 5 feet away while inside the zone.

Mabar

Devouring Shadows

The manifest zone is blanketed in magical darkness and all creatures within take 2d6 necrotic damage as the manifest zone appears, then at the end of every turn they remain in the manifest zone, no save.

Risia

Flash Freeze

All liquids instantly freeze solid within the manifest zone, and creatures automatically take 2d6 cold damage as the manifest zone appears, then at the end of every turn they remain in the manifest zone, no save.

Shavarath

Whirling Blades

Flying, whirling blades wing through the manifest zone like a flock of birds. Creatures within the zone are subject to an attack from them as the manifest zone appears, then at the beginning of each of their turns while they remain in the manifest zone. The whirling blades attack using your Spell Attack bonus and on a hit they deal 3d6 + your Wisdom modifier slashing damage to their target. You are not immune to the blades' attacks.

Syrania

Wings of Angels

All creatures gain a magical fly speed equal to their walking speed while within the manifest zone. If they exit the zone, they fall gently as per the feather fall spell.

Thelanis

Stuttering Time

Time flows wildly within the manifest zone, causing each creature within to blink in and out of the present. All creatures in the zone are affected as though by the blink spell for as long as they remain inside it.

Xoriat

Insane Magic

All spells cast within the manifest zone fail, and the creature who attempted to cast the spell must then roll on the Wild Magic Surge table.

Planar Wild Shape (Level 10)

When you reach 10th level, you can expend two uses of Wild Shape at the same time to transform into a form appropriate to your chosen plane.

PlaneWild Shape Form

Daanvi

decaton modron (use the statistics for an otyugh, but it is a construct and has no bite attack)

Dal Quor

tsoreva (The Korranberg Chronicle: Threat Dispatch, pg. 66)

Dolurrh

ghost

Fernia

minor fire elemental myrmidon (Mordenkainen's Tome of Foes, pg. 203, but half hit points,–2 on attack rolls and saving throws)

Irian

radiant elemental (use the statistics for a fire elemental, but replace all instances of fire damage with radiant damage)

Kythri

red slaad

Lamannia

wood woad

Mabar

shadow demon

Risia

young remorhaz

Shavarath

hound archon (use statistics for a gladiator, but it is a celestial and is dog-headed), barlgura, or barbed devil

Syrania

unicorn

Thelanis

green hag

Xoriat

giant gibbering mouther (Large size, multiattack for 3 bite attacks and one spittle attack, hit point maximum of 137)

Planar Self (Level 14)

When you reach 14th level, you draw vitality and energy from your chosen plane. While on your chosen plane or in a manifest zone tied to it—including one you've conjured—you gain resistance to all damage and may choose to ignore that plane or manifest zone's effects.

Additionally, you gain the ability to innately cast plane shift once without using a spell slot or requiring any components, but you can only travel between your chosen plane and the material plane with this feature. You regain the ability to cast the spell this way when you finish a long rest. This functions even if your plane is normally inaccessible (such as is the case with Xoriat and Dal Quor).

Circle of the Predator

Circle of the Predator (Level 2)

While some druid circles are passive protectors of the natural world, preserving their charges as threats arise, druids of the predator's circle take on the mantle of actively hunting unnatural forces. Druids of this circle might come from shattered groves, where a great unnatural beast has befouled the land, and the druid swears to stop evils like the one they faced from destroying anymore of the natural world.

These druids combine a primal ferocity with their connection to the magics of the natural world to become an indomitable predator. They see themselves as protectors of the world, and hunters of any force that would dare to throw it into imbalance.

The magic of the wild runs through the blood of these druids, and by tooth and claw they will defend it.

Savage Attacker

Starting at 2nd level, your attunement to nature greatly enhances your senses. You gain the following benefits.

  • You know the primal savagery cantrip. If you already know this cantrip, you learn a different cantrip of your choice from the druid spell list. The cantrip doesn't count against your number of cantrips known.

  • You gain darkvision out to a range of 60 feet. If you already have this sense, its range increases by 30 feet.

  • You gain proficiency with one of the following skills: Nature, Perception, Stealth, or Survival.

Primal Form

Also at 2nd level, you can invoke an ancient magic to transform your body, becoming more like the strong, instinctive beasts you choose as your company. As a bonus action, you can expend a use of your Wild Shape feature to take on a primal form, rather than transforming into a beast.

While in your primal form, your body grows bestial features, like excessive fur or monstrous scales, though you retain your normal shape. The form lasts for 1 minute, and it ends early if you dismiss it on your turn (no action required) or become incapacitated.

While in your primal form, you gain the following benefits:

  • Your walking speed increases by 10 feet.

  • At the start of each of your turns, you gain temporary hit points equal to half your druid level, rounded down.

  • You can use your Wisdom modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls of your melee attacks.

  • Your attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Predator's Strike (Level 6)

Starting at 6th level, your hunger for blood rivals that of the fiercest of carnivores. When you use your action to cast a cantrip, you can make one melee attack as a bonus action.

Instinctual Reflexes (Level 10)

At 10th level, your heightened primal senses can warn you of an incoming attack. While you are in your Primal Form and an attacker that you can see within 30 feet of you hits you with an attack, you can use your reaction to impose disadvantage on the attack roll.

When you dodge in this way, you may also move up to 5 feet to any unoccupied space. This movement does not provoke opportunity attacks.

Apex Predator (Level 14)

Starting at 14th level, you've ascended to the top of the food chain, and few creatures are able to withstand your incredible power. When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee attack against that creature.

This feature can be used in your normal form, primal form, or Wild Shape.

Circle of the Primeval Guardian

Circle of the Primeval Guardian (Level 2)

Druids who join the circle of the Primeval Guardian are avowed protectors of the natural world. The druids of this circle can enlarge themselves, their allies, and the natural world to terrifying effect. These Druids' guardian form grants them the ability to transform into a giant tree-like creature that slowly lumbers through the battlefield striking foes with long branches.

Primeval Guardian Spells

You channel ancient spirits, granting you access to certain spells. At 2nd level, you learn the thorn whip cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Primeval Guardian 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

Guardian Form

Starting at 3rd level, when you use your Wild Shape feature, instead of transforming, you can attune to a guardian spirit for a number of hours equal to half your druid level (rounded down).

While you are attuned in this manner, as a bonus action, you can assume a tree-like guardian form, which lasts until you end it as a bonus action, until you are incapacitated, or until you use your Wild Shape again. You undergo the following changes while in your guardian form:

  • Your size becomes Large, unless you were larger.

  • Any speed you have becomes 5 feet, unless the speed was lower.

  • Your reach increases by 5 feet unless your reach was already increased in another way.

  • You are constantly under the effects of the barkskin spell.

  • Once during each of your turns, you can deal an additional 1d8 bludgeoning damage to one creature you hit with a melee weapon attack or a melee spell attack. This damage increases to 2d8 at 10th level.

Resilient Form (Level 6)

At 6th level, you gain the following benefits.

You gain a number of temporary hit points at the start of each of your turns while in your guardian form. The number equals half your druid level. When the form ends, you lose any temporary hit points you have from it.

Your hit point maximum and current hit points increase by 2 per druid level when you assume your guardian form. This increase lasts until you leave the form; your hit point maximum then returns to normal, but your current hit points remain the same, unless they must decrease to abide by your hit point maximum.

Rooted Defense (Level 10)

Starting at 10th level, while you are in your guardian form, the ground within 30 feet of you is difficult terrain for your enemies.

In addition, you can cast the spike growth spell targeting yourself to turn the difficult terrain around you into spiked ground for the duration of the spell. Your allies can pass through the spiked terrain without being harmed.

Guardian Aura (Level 14)

Starting at 14th level, when any ally starts their turn within 30 feet of your guardian form, that ally regains a number of hit points equal to half your druid level. This aura has no effect on a creature that has half or more of its hit points, and it has no effect on undead and constructs.

Circle of the Rainbow

Circle of the Rainbow (Level 2)

Druids of the Circle of the Rainbow exalt their namesake as the pinnacle of nature's beauty. Wielding similarly scintillating abilities, many of these druids try to inspire others to reverence, both for the luminescent miracles they worship and for the natural world as a whole.

Circle Spells

2nd-level Circle of the Rainbow feature

The wondrous light of the rainbow suffuses your magic. You learn the minor illusion cantrip.

When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day.

Additionally, when you cast color spray, you can modify it to affect all creatures in the area that fail a Constitution saving throw instead of using its original method.

Mantle of Many Colours

2nd-level Circle of the Rainbow feature

As a bonus action, you can expend a use of your Wild Shape feature to weave a mantle of ever-shifting hues around yourself and roll on the Prismatic Boons table. This table determines the colour of your mantle and its effect, which occurs immediately after the roll once.

The mantle is always under the effect of the light cantrip and vanishes after 1 minute. While wearing it, you can use your bonus action on subsequent turns to roll on this table again.

Prismatic Boons
d8ColourEffect

1

Red

You choose a creature within 30 feet of you to gain the effects of divine favor until the start of your next turn.

2

Orange

You cast bane without concentration. The spell lasts until the end of your next turn and counts as a Druid spell for you.

3

Yellow

You choose a creature within 30 feet of you to gain the effects of zephyr strike until the end of its next turn.

4

Green

Each creature of your choice within 30 feet of you gains temporary hit points equal to your Wisdom modifier.

5

Blue

Up to three creatures of your choice within 30 feet of you gain the effects of bless until the end of your next turn.

6

Indigo

You choose creatures up to your proficiency bonus within 30 feet of you to gain a +1 bonus to AC for 1 round.

7

Violet

You cast sanctuary. The spell lasts until the end of your next turn and counts as a Druid spell for you.

8

Rainbow

You teleport with a rainbow-producing misty step and apply another boon of your choice from the above seven.

Dazzling Iridescence (Level 6)

6th-level Circle of the Rainbow feature

Kaleidoscopic light dances at your fingertips, letting you cast color spray as a reaction before a creature attacks or casts a spell, and increase the size of the spell's cone by 10 feet for each slot level above 1st you use to cast it.

You can also cast color spray without expending a spell slot twice, regaining all expended uses when you finish a short or long rest.

Full Spectrum (Level 10)

10th-level Circle of the Rainbow feature

Your mantle shimmers with boundless potential. While wearing it, you have a flying speed equal to your walking speed and can hover, along with the option to reroll your Prismatic Boons, picking from either result.

Catch the Rainbow (Level 14)

14th-level Circle of the Rainbow feature

The essence of the seven colours shines within you. You add prismatic spray to your list of Circle Spells, and can cast it without expending a spell slot once per day.

Any rays the spell creates can be replaced with a ray of the same colour as your last Prismatic Boon.

Circle of the Root and Stem

Circle of the Root and Stem (Level 2)

The druids of the circle of the root and stem revere trees and plants above all, identifying them as the foundation upon which all of nature's glory is built. These druids tend to vast and beautiful woodlands, taking painstaking, personal care of every single plant that grows within. The circle's most powerful druids strive to become trees themselves, using their divine magic to transform their bodies into rugged towers of bark and leaf, the better to guard their sacred forests.

Leaf Mask Transformation

Starting when you choose this circle at 2nd level, you can use your Wild Shape to transform into plants as well as beasts. You cannot use this ability to become a spore servant of any kind, however.

While transformed into a plant, you can cast the cantrips shillelagh and thorn whip, requiring no material components, even if you would not normally know them.

Thorny Flesh

Also at 2nd level, your skin takes on a rough, bark-like appearance, studded with sharp thorns. Your AC can't be less than 16, regardless of what kind of armor you are wearing. Also, whenever you are hit with a melee weapon attack, you can use your reaction to deal 1d4 plus your Wisdom modifier piercing damage to the attacker. These effects apply while you are Wildshaped.

Forest Wisdom (Level 6)

Starting at 6th level, you can tap into the ancient wisdom of the trees. Whenever you would make an Intelligence check to recall lore or past events, you can make a Wisdom (Nature) check instead.

In addition, you can cast the spell speak with plants at will, without using a spell slot. This spell does not count against the total number of druid spells you can prepare.

Deep Roots (Level 10)

At 10th level, your connection to the magic of the earth is so strong that you gain a measure of its solidity. You can't be pushed, shoved, knocked prone or subjected to any other form of involuntary movement as long as your feet are on natural ground. You also have advantage on Strength checks and Strength saving throws.

Arboreal Form (Level 14)

By 14th level, you have finally learned to become a tree. You can now use your Wild Shape to transform into an awakened tree, or you can expend two uses of your Wildshape to transform into a treant. While in this form, you add your Wisdom modifier to damage rolls for your slam attack, which is considered magical for the purposes of overcoming resistance and immunity.

Circle of the Sands

Circle of the Sands (Level 2)

The Circle of the Sands connects druid to the most primal powers within the deserts and dunes. These druids serve as guardians to old ruins and temples, as well as escorts to travelers who find themselves lost in the vast desert sands. In these tasks, members of this circle gain control over the earth itself, and the power that hides within. Many druids of this circle also find themselves with a unique relationship with the dead, and the undead. Desert tombs are home to many corpses, but all deserve respect and protection from raiders and thieves. Others use their physical power to defend temples to long lost gods.

Blessings of Strength

At 2nd level, your connection to sand gives you extra fortitude. Your hit point maximum increases by 2, and it increases by 1 whenever you gain a level in this class. You also learn the mold earth cantrip.

As an action, you can gain a base AC of 11 + your Constitution modifier if you aren't wearing armor, and your skin assumes a stony or sandy appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.

Force of the Desert Winds

Also at 2nd level, you gain the ability to channel the force of a sandstorm into your form. As an bonus action, you can expend a use of your Wild Shape feature to empower your body, rather than transforming into a beast form. While this feature is active, you gain the following benefits:

  • Your unarmed strikes can deal nonmagical slashing damage equal to 1d8 + your Wisdom modifier on a hit, and you may add your Wisdom modifier instead of your Strength modifier to unarmed strike attack rolls.

  • Any damage you deal does double damage to nonmagical objects or structures.

These benefits last for 10 minutes or until you use your Wild Shape again.

Relentless Weathering (Level 6)

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Attacks you make with Force of the Desert Winds effect active are now considered magical.

Additionally, you are hardened by the weather's power that you invoke. You cannot be blinded or deafened by any weather effects or effects that deal thunder damage.

Shifting Dunes (Level 10)

By the time you reach 10th level, you become a master of the earth and the arcane. Whenever you use your action to cast a Druid spell, you may use your bonus action to make one melee attack.

As the geomancy continues to flow through you, you have the wall of sand spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.

Born of the Sands (Level 14)

At 14th level, you are cabable of fusing with the sands and earth beneath you. You cannot be stunned, knocked prone, or be forcibly moved by an effect if you are unwilling.

You also gain a burrowing speed equal to your walking speed, and are cabable of moving through a space as narrow as 1 inch wide without squeezing, as your body shifts into sand and flows.

Finally, the chronomancy innate to the mystical powers of sand empowers your mind and body. You no longer need to sleep, and cannot be put to sleep by magical means.

Circle of the Savage Blood

Circle of the Savage Blood (Level 2)

Druids of the Circle of the Savage Bloods perceive monstrosities as a more evolved form of life. They are inspired by the wild variety of their powers and abilities that have developed to overcome the challenges they face in life. Savage Blood druids befriend and live amongst these creatures, helping them survive and learning from them what they can.

Bonus Cantrip

Starting at 2nd level, you gain access to the true strike cantrip

Circle Spells

Starting at 2nd level, you gain access to the following circle spells, which are always prepared and don't count towards the number of spells you can prepare each day.

Circle of the Savage Blood Spells
Druid LevelSpells

3rd

enhance ability, enlarge/reduce

5th

blink, fly

7th

dominate beast, polymorph

9th

antilife shell, hold monster

Monstrous Form

Starting at 2nd level, you acquire the ability to transform into monstrous forms. You can use your Wild Shape to transform into a monstrosity instead of a beast.

Monstrous Aspect

Starting at 2nd level, you can transform your body to manifest the feature of a monstrosity. This manifestation persists for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest.As a bonus action, you can apply one of the features to your body from the options below

  • Gallop of the Centaur. Your two legs turn into those of a centaur and become powerful. Your speed increases to 50 feet.

  • Wings of the Cockatrice. You sprout two feathery wings that allow you to fly. You gain a fly speed of 40 feet.

  • Claws of the Griffon. Your hands turn into savage claws like those of a griffon. You can use your attack action to make a claw attack that deals 2d4 slashing damage plus your Strength modifier.

  • Horns of the Minotaur. Horns grow from your forehead. You can use your attack action to make a gore attack that deals 1d8 bludgeoning damage plus your Strength modifier. If the target is a creature, it must succeed on a Strength saving throw (DC equals 8 + your Proficiency Bonus + your Strength modifier) or be pushed up to 10 ft. away and knocked prone.

Monster Caller (Level 6)

Starting at 6th level, you can summon monstrous creatures that obey your commands. Your conjuration spells can summon monstrosities instead of beasts.

Master of Monsters (Level 10)

Staring at 10th level, you can affect monstrosities with your spells that would otherwise affect beasts. You can target monstrosities with spells that normally affect beasts.

Monster Friend (Level 14)

Starting at 14th level, monstrosities sense your connection to their kind and become hesitant to attack you. When a monstrosity wants to attack you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.

Circle of the Savagery

Circle of the Savagery (Level 2)

While the more civilized sharptooth lizardfolk are famous for venerating their ancestors, most lizardfolk tribes are more pragmatic and don't see the practical advantage of such a tradition. However, these tribes do possess many powerful druidic spellcasters, many of whom are part of a secretive druidic circle; the Circle of Savagery. These lizardfolk druids carry within their blood, whether by heritage or ceremony, the memories of the ancient "terrible lizards", the dinosaurs. Through this they are able to summon the spirits of these terrifying creatures, or transform into one outright.

These summoned allies of nature look just like their ancient selves, and can also bleed and suffer pain. However, once it dies, or the druid loses its concentration, it vanishes.

Unlike the more civilized sharptooth tribes, they don't gain their divine powers through the veneration of their "dragon" ancestors, nor are they able to take their form. Instead they use their druidic powers to draw upon the memories of their ancestors to summon and transform into prehistoric beasts.

Restriction: Lizardfolk Only

Only lizardfolk can choose this druid circle, though your DM can lift this restriction to better suit the campaign. The pragmatic lizardfolk druids are able to summon and turn into the powerful beasts whom their ancestors lived among. Lizardfolk druids that choose this druid circle gain the following benefits:

Ancient Wild Forms

At 2nd level, you can use your Wild Shape to take the form of any reptilian beast or dinosaur with a CR as high as 1. You ignore the max CR column of the Beast Shapes table, but must abide by all other limitations.

Dinosaur forms can be found here. You do not need to have seen the dinosaurs before in order to Wild Shape into them, as their memory flows in your veins.

However, the ability to Wild Shape into these powerful forms is not without cost. Your ability to Wild Shape is now restricted to dinosaurs and their descendants; birds and reptiles. Examples of avian and reptilian beasts from the Monster Manual include crocodiles, snakes and vultures.

Starting at 6th level, you can transform into a dinosaur with a challenge rating as high as your Druid level divided by 3, rounded down.

Summon Nature's Ally

At 2nd level, as an action, you can use a spell slot to conjure a dinosaur with a CR equal to the level of the spell slot used minus 1 (minimum of 1/2) or lower. It appears in an unoccupied space within 60 feet of you. The dinosaur 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 one of the actions in its stat block or to take the Dash, Disengage, Help or Hide action. You don't require any actions to move your Nature's Ally on its own turn. If one of its special traits would require a bonus action, it can use its own.

You must maintain concentration on this, as if you were concentrating on a spell, or the creature disappears. You can use this feature while in your wild shape form if you have shifted into a dinosaur. Your summoned Nature's Ally remains until you lose concentration, until its hit points are reduced to 0, or until you finish a short or long rest. After you summon your Nature's Ally, you cannot summon it again until you finish a short or long rest. It is friendly to you and your allies.

Primal Strikes (Level 6)

At 6th level, your natural weapons and those of your Nature's Ally count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Dreadful Wild Shape (Level 10)

Beginning at 10th level, you can expend two uses of your Wild Shape at once to transform into a dinosaur with a CR equal to your Druid level divided by 2, rounded down.

You have advantage on Constitution saving throws that you make to maintain your concentration on your Nature's Ally.

Adaptation (Level 14)

Starting at 14th level, your body is permanently enhanced by the ancient creatures whose power you draw upon. Both you and your Nature's Ally gain the following benefits:

  • You gain darkvision with a range of 60 feet.

  • You gain a climbing and swimming speed equal to your walking speed and you can hold your breath for 1 hour.

  • You gain advantage on Wisdom (Perception) checks that rely on smell.

  • Your speed increases by an additional 10 feet.

Circle of the Savagery

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Circle of the Savagery (Level 2)

While the more civilized Sharptooth lizardfolk are famous for venerating their ancestors, most lizardfolk tribes are more pragmatic and don't see the practical advantage of such a tradition. However, these tribes do possess many powerful druidic spellcasters, many of whom are part of a secretive druidic circle; the Circle of Savagery. These lizardfolk druids carry within their blood, whether by heritage or ceremony, the memories of the ancient "terrible lizards", the dinosaurs. Through this they are able to summon the spirits of these terrifying creatures, or transform into one outright.

These summoned allies of nature look just like their ancient selves, and can also bleed and suffer pain. However, once it dies, or the druid loses its concentration, it vanishes.

Unlike the more civilized Sharptooth tribes, they don't gain their divine powers through the veneration of their "dragon" ancestors, nor are they able to take their form. Instead, they use their druidic powers to draw upon the memories of their ancestors to summon and transform into prehistoric beasts.

Restriction: Lizardfolk Only

Only lizardfolk can choose this druid circle, though your DM can lift this restriction to better suit the campaign. These pragmatic lizardfolk druids are able to summon and turn into the powerful beasts whom their ancestors lived among, and lizardfolk tribes guard the secrets of this art with their lives.

Ancient Wild Forms

At 2nd level, you can use your Wild Shape to take the form of any reptilian beast or dinosaur with a challenge rating (CR) as high as 1.

You ignore the max CR column of the Beast Shapes table, but must abide by all other limitations.

Dinosaur forms can be found on page 79 of the Monster Manual and on page 139 of Volo's Guide to Monsters, and on page 129 of Bigby Presents: Glory of the Giants. You do not need to have seen the dinosaurs before in order to Wild Shape into them, as their memory flows in your veins.

However, the ability to Wild Shape into these powerful forms is not without cost. Your ability to Wild Shape is now restricted to dinosaurs and their descendants; birds and reptiles. Examples of avian and reptilian beasts from the Monster Manual include crocodiles, snakes and vultures.

Summon Nature's Ally

At 2nd level, as an action, you can use a spell slot to conjure a dinosaur with a CR equal to the level of the spell slot used minus 1 (minimum of 1/2) or lower. It appears in an unoccupied space within 60 feet of you. In combat, the dinosaur shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes 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 one of its special traits would require a bonus action, it can use its own. You must maintain concentration on this, as if you were concentrating on a spell, or the creature disappears. However, you only need to make a Constitution saving throw to maintain your concentration on this when taking damage once per round. You can also use this feature while you are in your Wild Shape form. Your summoned Nature's Ally remains until you lose concentration, until its hit points are reduced to 0, or until you start a short or long rest. After you summon your Nature's Ally, you cannot summon a Nature's Ally again until you finish a short or long rest.

Your Nature's Ally is friendly to you and your companions, understands you, and obeys your commands.

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Ancient Wild Forms Superior (Level 6)

Starting at 6th level, you can use your Wild Shape to transform into a dinosaur with a challenge rating (CR) as high as your druid level divided by 3, rounded down.

You ignore the max CR column of the Beast Shapes table, but must abide by all other limitations.

Dinosaur forms can be found on page 79 of the Monster Manual and on page 139 of Volo's Guide to Monsters, and on page 129 of Bigby Presents: Glory of the Giants. You do not need to have seen the dinosaurs before in order to Wild Shape into them, as their memory flows in your veins.

However, the ability to Wild Shape into these powerful forms is not without cost. Your ability to Wild Shape is now restricted to dinosaurs and their descendants; birds and reptiles. Examples of avian and reptilian beasts from the Monster Manual include crocodiles, snakes and vultures.

Primal Strikes (Level 6)

At 6th level, your natural weapons and those of your Nature's Ally count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Dreadful Wild Shape (Level 10)

Beginning at 10th level, you can expend two uses of your Wild Shape at once to transform into a dinosaur with a CR equal to your Druid level divided by 2, rounded down.

In addition, you have advantage on Constitution saving throws that you make to maintain your concentration on your Nature's Ally.

Adaptation (Level 14)

Starting at 14th level, your body is permanently enhanced by the ancient creatures whose power you draw upon. Both you and your Nature's Ally gain the following benefits:

  • You gain Darkvision out to a range of 60 feet.

  • You gain a climbing and swimming speed equal to your walking speed, and you can hold your breath for 1 hour.

  • You gain advantage on Wisdom (Perception) checks that rely on smell.

  • Your speed increases by an additional 10 feet.

Circle of the Seafarers

Circle of the Seafarers (Level 2)

You follow an old tradition of sea-dwelling druids that protect the waters from creatures, and creatures from the waters. Your culture has developed unique fighting styles not found in other druidic sects, which make you excellent combatants in and around the seas.

Unarmored Defense

Water is not kind to leather armor. Because of this, your society has developed defensive measures that eschew armor of any type. With a heightened awareness of your immediate surroundings, when you are not wearing armor or shields, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.

Sentinel of the Sea

You are proficient with water vehicles, navigator's tools, and the signature weapons of seafarers: the net and trident. When you aren't wearing medium or heavy armor, you gain the following benefits:

You can use Dexterity instead of Strength for the attack and damage rolls of tridents and spears, and the attack rolls of nets.

You have a swimming speed equal to your walking speed.

Handy

You are proficient in skill checks made to tie and untie knots, and you can spend 1 hour working on a damaged net to repair it to full capacity. This can be done as part of a short or long rest.

You also gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, Sleight of Hand, or Stealth.

Sidestep

When you are wielding a trident or spear and a creature within 5 feet of you makes an attack against you, you can use your reaction to make a special melee attack against the creature. On a hit, instead of dealing damage you move 5 feet without provoking opportunity attacks, potentially causing the attack to miss if you move out of range.

Extra Attack (Level 6)

You can attack twice instead of once whenever you take the Attack action on your turn. Thanks to your specialized training, you ignore the net's restriction on the number of attacks you can make with an action, bonus action, or reaction.

Amphibious (Level 10)

The magic of the water has changed your body. You can breathe both air and water, and you have resistance to cold damage.

Spearfisher (Level 10)

Immediately after you make a ranged attack roll with a weapon that has the Thrown property, you can choose to have it magically reappear in your hand. Additionally, attacking at long range with such a weapon does not impose disadvantage on your attack roll.

Coastal Warrior (Level 14)

You can now infuse the power of the depths into your attacks. Whenever you hit a creature with a weapon attack, including when you hit a creature with your special Sidestep attack, you also deal an amount of cold damage equal to your Wisdom modifier.

Circle of the Seasons

Circle of the Seasons (Level 2)

From the intense passion of Summer, the withering decay of Autumn follows in its wake, soon met by the elusive respite of Winter, only for life to blossom back in Spring. And so the process repeats, over and over.

Druids of the Circle of the Seasons revere this constant cycle, calling upon the land's myriad phases to instil their magic with a similar changeability and adapt to any situation at hand.

Call Summer, Autumn, Winter, Spring

2nd-level Circle of the Seasons feature

As an action, you can expend a use of your Wild Shape feature to Call the essence of one of the seasons through yourself, temporarily harnessing its power.

Calling a season grants you access to its respective spells on the Seasonal Spells table below, along with an additional druid cantrip of your choice. Wisdom is your spellcasting ability for these spells.

This transformation lasts for 8 hours. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Blessings of the Cycle (Level 6)

6th-level Circle of the Seasons feature

You take on an additional aspect of the season you Call, granting you a special boon while transformed by it:

Summer's Assault

Whenever you deal damage with one of your spells, you can add your proficiency bonus to its results.

Autumn's Decline

Whenever a creature fails a saving throw against one of your spells, you can cause it to be charmed by you until the end of its next turn.

Winter's Protection

You gain proficiency in Constitution saving throws, or +2 to your Constitution saving throws if you are already proficient in it.

Spring's Resurgence

Whenever you cast a spell of 1st level or higher, you can cause a creature of your choice within 30 feet of you to gain temporary hit points equal to your proficiency bonus plus the spell's level. If it has 0 hit points, it also regains 1 hit point.

Call Solstice, Call Equinox (Level 10)

10th-level Circle of the Seasons feature

You can expend two uses of your Wild Shape feature to Call two seasons at once, tapping into the boundary where one transitions to the other to channel both of their strengths. The two seasons must be adjacent to each other - you can't Call Summer and Winter together, or Autumn and Spring.

Hidden Star in Four Seasons (Level 14)

14th-level Circle of the Seasons feature

Drawing upon the seasons becomes effortless to you, letting you Call them as a bonus action. Additionally, for every use of Wild Shape you expend per Call, you can cast a 3rd-level or lower spell from your available Seasonal Spells without expending a spell slot.

Circle of the Seedling

Take Root (Level 6)

Starting at 6th level, you gain the ability to root yourself in the ground while in your normal form, forming a protective armor of bark around yourself. As an action on your turn, you can root yourself in the ground, reducing your speed to 0 and granting you advantage on checks made to avoid being moved.

Until you end this effect by using your bonus action or fall unconscious, you have resistance to slashing, bludgeoning and piercing damage from non-magical weapons.

Guardian of the Forest (Level 10)

At 10th level, you can expend two uses of Wild Shape at the same time to transform into a Unicorn. Once you use this feature, you cannot use it again until you have completed a long rest.

One with Nature (Level 14)

Starting at 14th level, you gain the ability to cast barkskin and speak with plants at will, without expending a spell slot or material components.

Circle of the Shapeless

Circle of the Shapeless (Level 2)

Druids of the Circle of the Shapeless believe that oozes, puddings, and jellies serve an important and integral role in the natural world, particularly in decomposition and in clearing detritus. Druids of this circle also admire the adaptability of these gelatinous creatures and study them to learn how to duplicate some of their abilities.

The sworn enemies of Circle of the Shapeless druids are the so-called ooze lords and their servants who pervert the natural order by controlling and weaponizing such creatures.

Circle Spells

When you join this circle at 2nd level, your connection with oozes grants you access to certain spells. At 2nd level, you learn the acid splash cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Shapeless 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.

Circle of the Shapeless Spells
Druid LevelSpells

3rd

enlarge/reduce, spider climb

5th

iron gut*, meld into stone

7th

blight, freedom of movement

9th

contagion, seeming

Ooze Form

Starting at 2nd level, you learn to adopt an ooze form. You can use a bonus action to expend one use of your Wild Shape feature to take on an ooze-like form rather than transforming into a beast.

While in your ooze form, you retain your game statistics, but your body becomes less substantial and appears wet and slimy. Your skin may change in color and appearance, resembling other forms of ooze like black pudding, ochre jelly, gray ooze, or even translucent, like a gelatinous cube.

You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the equipment to move with you if you flow through particularly narrow spaces.

Your ooze form lasts for 10 minutes or until you dismiss it (no action required), are incapacitated, die, or use this feature again.

While in ooze form, you gain the following benefits:

Acid Weapons

Your melee weapon attacks deal an extra 1d6 acid damage on a hit.

Amorphous

You can move through a space as narrow as 1 inch wide without squeezing.

Climber

You have a climbing speed of 20 feet.

Oozing Form

When a creature touches you or hits you with a melee attack while within 5 feet of you, you can use your reaction to deal 1d6 acid damage to that creature.

Slimy Pseudopod (Level 6)

At 6th level, you can use a bonus action to cause an oozing pseudopod to erupt from your body for 1 minute or until you dismiss it as a bonus action. On the turn you activate this feature, and as a bonus action on each of your subsequent turns, you can make a melee spell attack with the pseudopod against a creature within 5 feet of you. On a hit, the target takes 1d6 acid damage.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. When you reach 10th level in this class, the acid damage dealt by your pseudopod increases to 2d6.

Improved Ooze Form (Level 10)

At 10th level, your Ooze Form becomes more powerful. It now lasts 1 hour, and the acid damage dealt by your Acid Weapons and Oozing Form increases to 2d6.

Engulfing Embrace (Level 14)

At 14th level, while in your Ooze Form, you can use an action to move into the space of a creature within 5 feet of you that is your size or smaller and try to engulf it. The target creature must make a Dexterity saving throw against your spell save DC.

On a successful save, the creature can choose to be pushed 5 feet away from you or to an unoccupied space within 5 feet of you. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, you enter the creature's space, and the creature takes 2d6 acid damage and is engulfed. The engulfed creature is restrained and has total cover against attacks and other effects outside of your body. The engulfed creature takes 4d6 acid damage at the start of each of your subsequent turns. When you move, the engulfed creature moves with you.

An engulfed creature can attempt to escape by taking an action to make a Strength (Athletics) check against your spell save DC. On a success, the creature escapes and enters a space of its choice within 5 feet of you.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of 5th level or higher to try to engulf another creature.

Circle of the Shepherd

Circle of the Shepherd (Level 2)

Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.

Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.

Speech of the Woods

At 2nd level, you gain the ability to converse with beasts and many fey.

You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

Spirit Totem

Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.

As a bonus action, you can move the spirit up to 60 feet to a point you can see.

The spirit persists for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest.

The effect of the spirit's aura depends on the type of spirit you summon from the options below.

Bear Spirit

The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.

Hawk Spirit

The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.

Unicorn Spirit

The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

Mighty Summoner (Level 6)

Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:

  • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.

  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Guardian Spirit (Level 10)

Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.

Faithful Summons (Level 14)

Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

Once you use this feature, you can't use it again until you finish a long rest.

Circle of the Shrooms

Circle of the Shrooms (Level 2)

This druid has a deep connection to fungi. They enjoy the dark and are at home in the Underworld. These druids are especially adept at moving through challenging environments.

Immune to difficult terrain and the effects of poison.

Gain double proficiency in Nature and Survival skills.

Natural Spores (Level 6)

You can send out a number of spores (equal to your level) that manifest different spell effects. For example; a 3rd-level druid could send out spores three times before having to reset the feature with a Long Rest. The spell effects from the spores are cast at your level and use spell slots. These include the following:

Calm spores

Calm Emotions spell

Charm spores

Charm Person spell

Healing spores

Cure Wounds spell

Sleep spores

Sleep spell

Communication spores

Can send a telepathic message to an ally within one mile

Plant Shape (Level 10)

Can Wild Shape into a mobile plant monster below CR 5. Awakened trees and fungah for example.

Plant Control (Level 14)

Can take control of any fungi or plant monsters under CR 7. They must obey the druid's commands.

Circle of the Sower

Circle of the Sower (Level 2)

The Druid Circle that is most revered by civilized peoples is that of the Sowers. Folktales tell of an ancient druidic sage that guided mortals to the discovery of agriculture. Drawing on their mystical knowledge of the natural world, this druid led ancient peoples to establish the first farms and towns.

Those who join the Circle of the Sower follow the example of that ancient sage. They wander the countryside and offer magical aid to farmers, gardeners, and all who till the soil.

Circle Spells

Your understanding of the natural world grants you access to certain spells. At 2nd level, and again when you reach certain Druid levels, you gain access to the spells listed in the table below. These spells count as druid spells for you and you always have them prepared, but they don't count against the total number of druid spells you prepare each day.

Mystic Fruit

When you join this Circle at 2nd level, you learn to use your druidic magic to produce wondrous fruits. As a bonus action, you can expend a use of Wild Shape to produce a mystical fruit from the list below in your empty hand. The fruit can be eaten as an action. Any uneaten fruit spoils after 1 minute.

  • Invigorating Fruit

    The creature regains hit points equal to your Wisdom modifier + your druid level. Any hit points over their hit point maximum become temporary hit points.

  • Mystical Fruit

    The creature regains one expended spell slot of a level equal to your proficiency bonus or lower.

  • Revitalizing Fruit

    The creature is immediately cured of one of the following conditions: blinded, deafened, paralyzed, petrified, poisoned, a reduction to an ability score or their hit point maximum, or their exhaustion level is reduced by 1.

Wandering Sage

At 2nd level, you gain a mystical understanding of the natural cycles of life and growth. You gain proficiency in the Nature skill, and whenever you make an Intelligence (Nature) check related to agriculture, animal husbandry, the weather, or the growing and harvesting of plants you gain a bonus to your roll equal to your Wisdom modifier (minimum of +1).

Wild Growth (Level 6)

Beginning at 6th level, you cause plants to blossom and grow wherever you set foot. When you take a short or long rest, the effects of the 8 hour casting of plant growth immediately take effect in the area around you, unless you withhold them.

Your connection with plant life also grants you immunity to poison damage, the poisoned condition, and natural poisons.

Abundant Harvest (Level 10)

Starting at 10th level, you can use your Wild Shape to grow more potent produce. When you produce a Mystic Fruit you can choose from the following additional options:

  • Emboldening Fruit

    If the d20 roll for the first attack roll, ability check, or saving throw the creature makes after eating this fruit is lower then your Wisdom score, the creature can choose to substitute their d20 roll with your Wisdom score.

  • Primal Fruit

    The creature is resistant to all bludgeoning, piercing, and slashing damage for the next minute.

Verdant Grasp (Level 14)

Starting when you reach 14th level, you can cast grasping vine without expending a spell slot a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

When you cast grasping vine, you can conjure two vines at once in separate locations within range of the spell. You can direct both vines at once with the same bonus action.

Circle of the Sower

Circle of the Sower (Level 2)

The Druid Circle that is most revered by civilized peoples is that of the Sowers. Folktales tell of an ancient druidic sage that guided mortals to the discovery of agriculture. Drawing on their mystical knowledge of the natural world, this Druid led ancient peoples to establish the first farms and towns.

Those who join the Circle of the Sower follow the example of that ancient sage. They wander the countryside and offer magical aid to farmers, gardeners, and all who till the soil.

Wandering Sage

2nd-level Circle of the Sower feature

You gain a mystical understanding of the natural cycle of life, growth, and death. You gain proficiency in Nature. Whenever you make an Intelligence (Nature) check you gain a bonus to your roll equal to your Wisdom modifier (minimum of +1).

Mystic Harvest

2nd-level Circle of the Sower feature

When you join this Circle, you learn to use druidic magic to produce wondrous fruits. As a bonus action, you can expend a use of Wild Shape to produce one Mystical Fruit from the list below in your empty hand. The Fruit can be eaten as an action. Any uneaten Fruit spoils after 1 minute.

Invigorating Fruit

The creature that eats this Fruit regains hit points equal to your Wisdom modifier + your Druid level. Any hit points over its hit point maximum become temporary hit points.

Mystic Fruit

The creature that eats this Fruit regains a single expended spell slot of a level equal to your Wisdom modifier or lower.

Once a creature benefits from this Fruit it must complete a long rest before it can do so again.

Revitalizing Fruit

The creature that eats this Fruit is instantly cured of one of the following conditions: blinded, deafened, paralyzed, petrified, poisoned, a reduction to an ability score or its hit point maximum, or its exhaustion level is reduced by 1.

Circle Spells

2nd-level Circle of the Sower feature

When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they do not count against the total number of Druid spells you can prepare each day.

Wild Growth (Level 6)

6th-level Circle of the Sower feature

You cause plants to blossom and thrive wherever you travel. When you take a short or long rest, the effects of the 8-hour casting of plant growth immediately take effect in the area around you, unless you choose to withhold them.

Your connection with plant life also grants you immunity to poison damage, the poisoned condition, and natural poisons.

Abundant Harvest (Level 10)

10th-level Circle of the Sower feature

You can use the magic of your Wild Shape to produce more potent produce. When you produce a Mystic Fruit you can choose from the following additional options:

Emboldening Fruit

The next time the creature that eats this Fruit rolls a d20, it can choose to substitute its d20 roll with your Druid level.

Primal Fruit

The creature that eats this Fruit is resistant to bludgeoning, piercing, and slashing damage for the next minute.

Verdant Grasp (Level 14)

14th-level Circle of the Sower feature

You have an unparalleled command over plant life. You can cast grasping vine without expending a spell slot a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

When you cast grasping vine, you can conjure two vines at once in separate locations within range of the spell. You can direct both vines at once with the same bonus action.

Circle of the Spirit Shaman

Circle of the Spirit Shaman (Level 2)

Shamans are druids of an ancient circle who ally themselves with spirits of nature they call forth for assistance. While shamans may appear to control these spirits, the spirits are intelligent, and serve their shamanic masters willingly. Some spirits even express a distinct personality.

Spirit Companion

Starting at 2nd level, your spirit is bonded to an animal spirit who joins you as a companion. As a ritual you can cast the find familiar spell using this feature. A familiar summoned in this way draws power from your spirit, and can fight by your side. It gains a maximum number of hit points equal to 5+half your druid level. As a bonus action, you can command your familiar to take the Attack action.

Shamanic Boon

Starting at 2nd level, while you are within 100 feet of your familiar you have summoned using your Spirit Companion feature, as an action you can perform a shamanic chant that empowers your spirit companion. Choose one of the following effects. The chosen effect lasts for 1 minute or until you end it as a bonus action. These benefits persist even if your familiar assumes a different form through your Empower Spirit feature. Once you use this feature, you cannot do so again until you finish a short or long rest.

Ancient Sage

A swirling green aura surrounds your familiar and it gains the ability to move through solid surfaces made of trees or plants, but it cannot willingly end its turn there.

In addition, whenever an ally within 5 feet of your spirit companion makes a saving throw against a spell, you can use your reaction to grant that ally advantage on the saving throw.

Death Stalker

A red light glows deep within your familiar's eyes as it gains a number of temporary hit points equal to your druid level.

In addition, whenever your familiar or an ally within 5 feet of your spirit companion deals damage with an attack, you can use your reaction to add a bonus to the damage roll equal to your druid level.

World Speaker

A shimmering blue haze covers your familiar as any movement speed it has naturally is increased by 15 feet.

In addition, whenever an ally within 5 feet of your spirit companion takes damage from a weapon attack, you can use your reaction to reduce that damage by a number equal to half your druid level.

Empower Spirit (Level 6)

Starting at 6th level, when you use your Wild Shape feature while you are within 100 feet of a familiar you have summoned using your Spirit Companion feature, you can empower your familiar rather than transforming, gaining the following benefits. The beast form is still a familiar and retains any applicable benefits.

  • Your familiar undergoes a transformation into a beast with a maximum CR of 1/4. Starting at 9th level the maximum CR increases to 1/2, and at 14th level the maximum CR increases to 1. Unlike the druid, the familiar's wild shape does not have a limitation on flying or swimming speed and it can transform into swarms. If your familiar is reduced to 0 hit points while in this form, its transformation ends and it returns to being a tiny familiar.

  • The beast form loses its Multiattack action, if it has one.

  • Your familiar uses your proficiency bonus rather than its own while transformed. In addition to the areas where it normally uses its proficiency bonus, a transformed familiar also adds its proficiency bonus to its AC and to its damage rolls.

  • Your familiar can stay in a beast shape for a number of hours equal to half your druid level (rounded down). It then reverts to its normal form unless you expend another use of this feature, or until you use your Wild Shape again.

Spirit Link (Level 10)

Starting at 10th level, you can use your link with your spirit companion to sacrifice your energy and transfer it to your companion.

Whenever your familiar takes damage you can magically take that damage, instead of the familiar taking it. This feature doesn't transfer any other effects that accompany the damage, and this damage can't be reduced in any way.

In addition, if your familiar is dead, you can use your action and reduce your maximum hit points by 8 to instantly cast find familiar as though you had used your Spirit Companion feature to do so. This reduction lasts until you finish a long rest.

Bonded Wild Shape (Level 14)

Starting at 14th level, when you use your Wild Shape feature to empower your familiar, you can expend an additional use of Wild Shape to also transform yourself into the same beast as your familiar.

Circle of the Spiritlords

Circle of the Spiritlords (Level 2)

Ages ago, nature priests with a greater connection to the spirit realm believed the world itself to be formed from a group of elemental and primordial spirits, each specifically charged to harness one of the major elements of creation. This band of tribal druids developed a set of ritual practices that allowed them to summon these spirits, whose essence now resides in every rock, tree, and breath of air, controlling the ebb and flow of nature not only in their homeland, but in all lands beyond. This order of priests were known as spiritlords.

Spiritlords begin their journey with the rites handed down by those before them, specifically, the ritual to create a special mask from an ironwood tree. This mask allows the spiritlord to play host to the spirit-elementals roaming this world.

As the spiritlord grows in power and gains a heightened level of attunement to the spirit world, their mask transforms along with them, being altered with new carvings, ritual paints, and brands that symbolize the bond between the druid and the spirits they carry within.

Spirit Bond

When you choose this circle at 2nd level, you choose one spirit-element to bond with your mask from the Spirit Bond table, and you learn the cantrip associated with your spirit-element's fledging conduit, which counts as a druid cantrip for you, and doesn't count against your number of cantrips known. You can select one additional spirit-element at 6th level and again at 10th level.

Additionally, you can cast the find familiar spell, which bears features similar to your chosen spirit-element (glowing skin, fiery eyes, a thorny tail, etc.). Once you cast find familiar using this feature, you can't cast it again until you finish a long rest.

You can only have one mask at a time and once this bond is formed, you can't change the spirit-element within your mask. If the mask is lost or destroyed, creating a new mask for your spirit-element takes 8 hours of uninterrupted time, which you can accomplish during a long rest.

Spirit Bond
Spirit TypeFledgling ConduitEmpowered ConduitDamage Type

Earth

mold earth

magic stone

Poison

Fire

control flame

create bonfire

Fire

Water

shape water

frostbite

Cold

Wind

gust

thunderclap

Lightning

Light

dancing lights

sacred flame

Radiant

Shadow

minor illusion

chill touch

Necrotic

Empowered Conduit (Level 6)

At 6th level, your mask channels the destructive powers of your spirit element. You gain the cantrip in the Empowered Conduit column on the Spirit Bond table.

Further, when your connection with the spirit realm strengthens enough to host an additional spirit-element, you can switch between them with an action. When you do, you gain the benefits of the mask's current bond and your familiar can take on a similar appearance. No matter how many spirits inhabit your mask, you can only ever call on the aid of one at a time.

Vigilant Spirits (Level 10)

Starting at 10th level, you add your Wisdom modifier to the damage you deal with any druid cantrip and, each time you switch to a different spirit-element within your mask, you gain resistance to that damage type.

Honored Host (Level 14)

At 14th level, you have become a beacon for the spirits who wish to affect the world through you. You gain access to all of the spirit-elements listed on the Spirit Bond table, and can use a bonus action to switch to a different spirit-element.

Additionally, your spells ignore resistance, but not immunity, to your mask's current damage type.

Circle of the Spirits

Circle of the Spirits (Level 2)

Some druids tend to more than the land. They also show concern for the health of 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. At 3rd, 5th, 7th, and 9th levels, you gain access to the spells listed for those levels in 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 can cast Find Familiar as a ritual.

As long as you and your Spirit Guide (familiar) are within 100 feet of each other, the Spirit Guide can maintain concentration on a druid spell you cast. You must choose whether to do so yourself or make your Spirit Guide responsible for maintaining concentration at the moment the spell is cast, and that decision can't be changed on a later 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 touch spells through the Spirit Guide normally while it's maintaining concentration. The Spirit Guide makes Constitution saving throws to maintain concentration when it takes damage, not when you take damage.

Spirit Dance (Level 6)

Starting at 6th level, as a bonus action you can engage in a dance to channel the power of the spirit world. If you cast a druid spell on your next turn, one target of the spell has disadvantage on its first saving throw against the spell. Once you use this feature, you can't use it again until you finish a short or long rest.

Savior Spirits (Level 10)

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 (Level 14)

When you reach 14th level, as an action you can dissolve your flesh into ectoplasm for up to 1 minute.

For the duration:

  • You gain a flying speed equal to your base walking speed.

  • You have resistance to acid, cold, fire, lightning, thunder, and nonmagical bludgeoning, piercing, and slashing damage.

  • You can't be grappled, petrified, knocked prone, or restrained.

  • You can move through creatures and solid objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside an object.

Maintaining this feature requires concentration as if it were a spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

Circle of the Stars

Circle of the Storm

Circle of the Storm (Level 2)

Druids of the Circle of the Storm revel in the roar of anunbridled thunderstorm, either finding kinship in its chaos or in the stillness found between them. These circle members tend to meet in open fields or on tower rooftops during storms, rather than in the quiet forest glens of other druidic circles. They feel the push and pull of positive and negative forces within nature, using it to transform into streaking bolts of devastating lightning.

Lightning Leap

When you choose this circle at 2nd level, you gain the ability to harness the natural power of storms. As an action, you can transform into a streaking bolt of lightning, which surges forward in a line thats 5 feet wide and up to 15 feet long. You choose the direction of the line. You return to your previous form in the nearest unoccupied space at the end of the line.

The length of the lightning changes as you gain levels in this class, becoming up to 30 feet long at 6th level, 60 feet at 10th level, and 90 feet at 14th level. Each creature within the line of lightning must make a Dexterity saving throw against your druid spell DC. A creature takes lightning damage equal to 2d8 + your druid level on a failed saving throw, and half as much damage on a successful one.

You can use this feature twice and regain all expended uses of it when you finish a short or long rest.

In addition, when you use your Lightning Leap, you can also transform into a beast at the end of the lightnings line, expending a use of your Wild Shape and following the normal rules for doing so. When you transform in this way, you gain 10 temporary hit points, which last for as long as you remain transformed. While you have these temporary hit points, any creature within 5 feet of you that hits you with a melee attack takes 2 lightning damage. The number of temporary hit points gained and the lightning damage dealt in this way increases by 10 and 1, respectively, when you reach certain levels in this class: 6th level (20 and 3), 10th level (30 and 4), and 14th level (40 and 5).

Improved Shocking Grasp

Starting at 2nd level, you also learn the shocking grasp cantrip, which has a range of 30 feet for you, rather than touch, as powerful arcs of electricity shoot from your fingers when you cast the spell. In addition, you can use your shocking grasp while transformed into a beast, even if you would not normally be able to perform the verbal or somatic components for the spell.

Perfect Storm (Level 6)

By 6th level, when you use your Lightning Leap feature, you can stop the line short and continue in a different direction for up to the remaining length of the line before transforming back into your normal form. You can change directions in this way once per use of your Lightning Leap, but can do so twice per use starting at 10th level, and three times at 14th level. Even if you pass through a target multiple times with your Lightning Leap in this way, it can not take damage from it more than once on a turn.

When you return to your normal or beast form after using your Lightning Leap feature and are within 5 feet of a creature, you can use a bonus action to make a single weapon attack against that creature.

In addition, you always have the call lightning, lightning bolt, and sleet storm spells prepared, which do not count against the number of spells you can prepare each day.

Live Wire (Level 10)

When you reach 10th level, you gain resistance to lightning damage. In addition, when you roll for initiative and have no uses of Lightning Leap remaining, you regain one use.

Living Tempest (Level 14)

At 14th level, you are an embodiment of the storm. You have resistance to thunder damage and can not be deafened. Further, you can not be moved against your will by wind or water, and your shocking grasp cantrip has a range of 60 feet, instead of 30. In addition, magical and nonmagical fog does not impede your vision, and if you are in a rainstorm, you can choose where the rain lands within a 30-foot radius of you.

Circle of the Sun

Circle of the Sun (Level 2)

The sun watches over all life, gifting its energy to the growth of the smallest plankton and the widest wealds; and from there its light is spread from the very bottom to the very top of the animal food chain. Druids of the Circle of the Sun venerate its power and cultivate its gift by nurturing the plants that first receive it. They gather when the dawn's touch first warms the ground and work through the day until sunset, absorbing every last ray of light they can and observing the bounty from the days before. Over time, trusting in the constant growth given by the sun's radiance, these caretakers can restore even a blighted landscape into a verdant kingdom of cultivated light.

Circle Spells

Absorbing the sun's power like the plants you care for grants you access to certain spells. At 2nd level, you learn the light cantrip. When you cast it, the light has the natural qualities of sunlight.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Circle of the Sun 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.

Circle of the Sun Spells
Druid LevelSpells

2nd

bless, entangle, light

3rd

moonbeam (appears as sunlight), spike growth

5th

daylight, hypnotic pattern

7th

aura of life, grasping vine

9th

awaken, dawn

Wild Growth

The gift of solar nourishment is yours to offer. As an action, you can expend one use of your Wild Shape feature to imbue a seed with the enriching energy of the sun, rather than assuming a beast form.

You can throw the seed to an unoccupied space you can see on the ground within 60 feet of you, where it magically sprouts into a plant with a challenge rating as high as 1 that you have seen before. Alternatively, you can cause the seed to sprout into an empowered plant of your own devising. See this creature's game statistics in the Sunbloom Plant statblock, which uses your proficiency bonus (PB) in several places. Whenever you do so, choose a form: Flower, Tree, or Vine. The plant resembles a large flora specimen of your choice in the chosen form, which determines some of the traits in its stat block.

A plant you sprout using this feature in an area of sunlight adds an extra 1d10 to its hit points and hit point maximum. The plant regains hit points equal to your druid level at the start of its turn if it has at least 1 hit point and is in sunlight or running water.

In combat, the plant 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 plant can take any action of its choice, not just Dodge.

A plant sprouted using this feature withers when it drops to 0 hit points, or becomes inanimate after 1 hour.

Starting at 6th level, you can choose to sprout a plant with a challenge rating as high as your druid level divided by 3, rounded down.

Solar Symphony (Level 6)

You and your plants share a glimmer of solar magic that empowers your spells when you work together. Hostile creatures within 15 feet of plants that you have magically created or manipulated, such those created by the entangle spell or your Wild Growth feature, have disadvantage on saving throws against your circle spells.

In addition, you can use a bonus action to cause a plant creature you have magically created that is on the ground within 60 feet of you and has not moved since the start of its last turn to vanish into the earth and reappear in an unoccupied space on the ground within 15 feet of you or another plant you have magically created within range.

You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Megaflora (Level 10)

When you magically create a plant using your Wild Growth feature, it can now gain any number of the following benefits:

  • Its size category increases by one.

  • The reach of its attacks increases by 5 feet.

  • Once on each of its turns, one of the plant's attacks can deal an extra 1d4 damage to a target on a hit.

In addition, the area affected by your druid spells that magically create or manipulate plants is increased by 5 feet.

Sundrenched (Level 14)

You have become saturated in life-giving energy from bathing in the sun's rays. You no longer need to eat, and you and any plants you create gain resistance to slashing, radiant and necrotic damage. In addition, although you emit no light, the area 30 feet around you in all directions counts as an area of sunlight while you have at least one Hit Die remaining.

Circle of the Sun

Circle of the Sun (Level 2)

The Circle of the Sun is an ancient offshoot of the Circle of the Shepherd that looks beyond the material plane, and seeks to draw upon and defend the entire multiverse. Both of these circles commune with the spirits of nature, but the Circle of the Sun generally calls upon elemental and celestial spirits, rather than the spirits of beasts and fey.

These elemental and celestial spirits are drawn directly from the Elemental Plane of Fire and from the upper planes, respectively, and willingly ally themselves with these druids in order to achieve the common goal of ridding the multiverse of evil. Members of this circle tend to be more proactive than other druids—they aren't afraid to leave the wilderness they call home and go on vast journeys to achieve their goals.

Circle Spells

Your connections to various elemental and celestial spirits grant you access to certain spells. At 2nd level, you learn the word of radiance cantrip. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Spiritcaller 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 isn't on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of the Sun Spells

Spiritcaller

When you choose this circle at 2nd level, you gain the ability to channel magical energy to form tiny creatures that follow your commands. As a bonus action on your turn, you can expend a use of your Wild Shape feature to awaken the magical energy within you, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class.

This feature lasts for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again. As part of the bonus action used to enter this form, and as a bonus action on each turn thereafter for as long as this feature lasts, you can summon up to two spirits in unoccupied spaces that you can see within 30 feet of you. Each spirit takes the form of a Tiny CR 0 beast without a flying or swimming speed, and it lasts for the duration of this feature. A spirit has the same statistics as the beast it resembles, but its type is celestial or elemental (your choice), it cannot take actions other than the Dodge, Dash, Disengage, and Hide actions, it's visibly magical, and it gives off dim light to a range of 5 feet. You can dismiss a spirit at any time (no action required). You can have no more than six spirits active at once, to summon more you must first choose spirits to dismiss.

The spirits act on your turn, and move and take actions as you telepathically command them (no action required). This telepathy has a maximum range of 120 feet. Additionally, as an action, you can see through a spirit's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the spirit has. During this time, you are deaf and blind with regard to your own senses.

Lastly, you can cast druid spells as though you were in the space of any spirit you can telepathically communicate with. If you cast a druid spell with a range of self, you can have the spell treat the spirit as if it were you for as long as the spirit remains. For example, if you cast spirit guardians on one of your spirits, the area would follow the spirit. If the spirit disappears before the spell ends, the area would follow you for the remaining duration.

Starting at 4th level, your spirits can take forms with swimming speeds, and at 8th level, they can take forms with flying speeds.

Protective Spirits (Level 6)

Starting at 6th level, whenever a creature within 5 feet of one of the spirits conjured by your Spiritcaller feature takes damage, you can use your reaction to have the spirit protect that creature. The spirit is dismissed, and you take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

Additionally, you can use a bonus action on each of your turns to allow one of your spirits to take the Help action.

Transient Light (Level 10)

Starting at 10th level, you can use your action to transform your body into a mote of sunlight until the end of the turn. While you're in this form, you gain a flying speed equal to twice your walking speed, and your movement doesn't provoke opportunity attacks. If your Spiritcaller feature is active, you can allow any number of your conjured spirits to fly up to 30 feet without provoking opportunity attacks as part of the same action.

Primordial Body (Level 14)

At 14th level, your body becomes imbued with magic, and your senses are enhanced. You gain resistance to radiant damage and fire damage, and you gain the ability to cast detect evil and good at-will, without expending a spell slot.

Circle of the Swamp

Circle of the Swamp (Level 2)

Often misunderstood and even reviled, druids of the Circle of the Swamp have a reputation for being pragmatic and deceptive, often using their magic in underhanded ways, from their use of poisons to their tendency to ambush foes. Many of these druids consider such tactics necessary: despite the many dangers the lands they protect possess, they know it is far more vulnerable to destruction than its appearance would suggest, but little understanding is given to life that can maim and kill, even if it too is trying to survive.

Circle Spells

2nd-level Circle of the Swamp feature

Your connection to the water-saturated lands grants you access to magic that incapacitates and confuses. You learn the primal savagery cantrip.

When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day.

Hydric Recovery

2nd-level Circle of the Swamp feature

You can recover some of your druidic magic by communing with the bogs and marshes. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher.

If you use this feature in a swamp environment, you can increase this combined level by one. You can't use this feature again until you finish a long rest.

Hidden Peril (Level 6)

6th-level Circle of the Swamp feature

You learn to use the element of surprise to more easily debilitate your foes. Creatures that are unable to see or hear you must make any checks or saving throws against your spells at disadvantage.

Additionally, the speed of any creature that fails its saving throw against a stinking cloud or cloudkill you create becomes 0 until the start of its next turn.

Viral Inoculation (Level 10)

10th-level Circle of the Swamp feature

Constant exposure to the wetlands has left you stronger against its denizens and perils. You have a +2 bonus to saving throws against being charmed or frightened, and are immune to poison and disease.

Will-o'-the-Wisp (Level 14)

14th-level Circle of the Swamp feature

You become capable of vanishing in the face of danger, leaving foes swinging at apparitions. You can expend a Wild Shape usage to cast mislead as a reaction to a spell or attack roll without using your concentration.

As part of this reaction, you can attempt to hide and move a distance up to your speed. If this movement causes you to leave the range of the spell or attack, you avoid its effects, your illusory double appearing as if it received it in your stead.

Once you use this feature, you can't use it again until you finish a short or long rest.

Circle of the Swarm

Circle of the Swarm (Level 2)

Druids defend every life, no matter how small or unseemly it may be. Some take this call more seriously than others and join a Circle of the Swarm. Often centered around sewers of great settlements or among festering swamps, these Druids have an affinity for vermin with many legs or gnawing teeth.

Swarmcaller

2nd-level Circle of the Swarm feature

The swarms of pests you defend are never far. You learn the infestation cantrip, but it does not count against your total number of Cantrips Known. When you cast infestation, you can target two creatures that are within 5 feet of each other, and when a creature fails its saving throw against this spell, you can choose which direction it moves.

Moreover, you can use a bonus action on your turn to use Wild Shape to turn into a swarm of beasts, such as a swarm of rats. When you do so, it gains the following benefits:

  • It gains a number of bonus hit points equal to 1 + your Druid level.

  • It can add your Wisdom modifier to all ability checks, attack rolls, and saving throws.

Circle Spells

2nd-level Circle of the Swarm feature

When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they do not count against the total number of spells you prepare each day.

Greater Swarm (Level 6)

6th-level Circle of the Swarm feature

You call and the swarm answers. While you are Wild Shaped into a swarm, you can cast infestation and your Circle Spells as normal, and their effects manifest as part of your swarm.

Also, your attacks while you are Wild Shaped into a swarm count as magical for the sake of overcoming resistance and immunity to nonmagical attacks and damage.

Eyes of the Swarm (Level 10)

10th-level Circle of the Swarm feature

Your vermin are always gathering information for you. When you finish a short or long rest, you gain information about the surrounding area as if you had cast commune with nature.

When cast in this way, the spell works even where nature has been replaced by construction, such as cities and towns.

From Many, One (Level 14)

14th-level Circle of the Swarm feature

You and the multitudes you protect have become one being. When you are reduced to 0 hit points, but are not killed outright, you can expend a use of Wild Shape to turn into a swarm of beasts with a Challenge Rating of 1/2 or lower, and immediately move up to the swarm's walking, flying, or climbing speed without provoking opportunity attacks.

Once you use this feature you must finish a long rest before you can use your Wild Shape in this way again.

Circle of the Tempest

Circle of the Tempest (Level 2)

Drawn to the most destructive forces of the natural world, the Tempest Druids wield the power of storms. They often view themselves as great defenders of nature and use their power to strike back when civilization encroaches upon the wilds. Theirs is the power of lightning, thunder, ice, and wind, and woe to any who stand against these acolytes of destruction.

Servants of the Tempest

While Tempest Domain and Circle of the Tempest are similar mechanically, they almost always serve different masters. Clerics serve gods of storms and destruction, but Tempest Druids are often found in the service of nature itself or ancient elementals.

Circle Spells

2nd-level Circle of the Tempest feature

When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they do not count against the total number of spells you prepare each day.

Nature's Wrath

2nd-level Circle of the Tempest feature

You can channel the destructive power of nature. When you cast a Druid spell that deals lightning or thunder damage, you can expend a use of Wild Shape and cause it to deal maximum damage to one target, instead of rolling.

Tempestuous Rebuke

2nd-level Circle of the Tempest feature

The elemental powers rebuke those who strike at you, their acolyte. When a creature within 5 feet that you can see hits you with an attack, you can use your reaction to force it to make a Dexterity saving throw. It takes 2d8 thunder damage on a failed save, and half as much on a successful save.

You can use this reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all of your expended uses when you finish a long rest.

Thunderous Strike (Level 6)

6th-level Circle of the Tempest feature

You carry the fury of the storm. Once per turn, when you hit a Large or smaller creature with a melee attack, you can also push it up to 10 feet away from you in a straight line.

Tempestuous Form (Level 10)

10th-level Circle of the Tempest feature

You can use druidic magic to transform into a minor version of the tempest you serve. As an action, you can expend two uses of Wild Shape to transform into an air elemental.

One with the Storm (Level 14)

14th-level Circle of the Tempest feature

You have become one with the destructive power of nature. You gain a flying speed equal to your walking speed.

In addition, whenever you use Nature's Wrath, the spell deals maximum damage to every target, instead of just one.

Circle of the Tides

Circle of the Tides (Level 2)

Few natural forces exert as much influence over mortals as the waters of the world. Rain for crops, raging storms, and winding rivers all influence mortal folk throughout their lives. Tidal druids monitor the relationship between civilization and the waters of oceans, rivers, and lakes. They are often found using the innate magic of the waters to heal the sick, provide rest to the weary, and nurture the crops of common folk.

Disciple of the Sea

Your dedication and service to the life giving primal waters has changed you. When you join this Circle at 2nd level, you gain the ability to breathe both air and water, and you gain a swimming speed equal to your movement speed.

Circle Spells

Your connection with the primal waters grants you access to certain spells. At 2nd level, you learn the shape water cantrip.

When you reach certain Druid levels, you gain access to the spells in the table below. They count as druid spells for you and you always have them prepared, but they don't count against the total number of spells you prepare each day.

Tidal Aura

At 2nd level, you learn to channel the mystical power of the Tides, even when you are away from bodies of water. As a bonus action, you can expend a use of Wild Shape to exude a mystical watery force in a 15-foot radius. Creatures of your choice within your Tidal Aura treat it as difficult terrain. If a creature has a swimming speed it can ignore this effect.

Your Tidal Aura also enhances your healing powers. When you cast a spell of 1st-level or higher that restores hit points to a creature within your Tidal Aura, one target of the spell within your Tidal Aura regains additional hit points equal to your Wisdom modifier (minimum of 1 additional hit point).

Your Tidal Aura lasts for 1 minute. The effects end early if you end it as a bonus action, or if you are incapacitated.

Undertow (Level 6)

Your Tidal magic has grown in power. Starting at 6th level, when you cast a spell of 1st-level or higher that forces a creature in your Tidal Aura to make a Strength, Dexterity, or Constitution saving throw, you can choose to empower the spell. Any creature within your Tidal Aura makes their initial saving throw against the empowered spell at disadvantage.

You can empower a spell in this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Waters of Life (Level 10)

Upon reaching 10th level, you can wield the magic of primal water to rejuvenate your allies as you hinder your foes. When you activate your Tidal Aura you gain a pool of temporary hit points equal to your druid level + your Wisdom modifier.

While that Tidal Aura is active, you can use a bonus action to distribute any amount of temporary hit points from that pool to any creature that is within your Tidal Aura, including you.

When your Tidal Aura ends, any unused temporary hit points from your pool immediately disappear.

Master of the Waves (Level 14)

Your bond with the mystical waters of the world has reached its apex. Starting at 14th level, you can cast control water at will, without expending a spell slot, so long as you can target a body of water of sufficient size for you to manipulate.

Also, the radius of your Tidal Aura increases to 30 feet, and creatures of your choice treat the area of your Tidal Aura as difficult terrain even if they have a swimming speed.

Circle of the Tides

Circle of the Tides (Level 2)

Few natural forces exert as much influence over mortals as the waters of the world. Rain for crops, raging storms, and winding rivers all influence mortal folk throughout their lives. Druids of the Circle of the Tides monitor the relationship between civilization and the wild oceans, rivers, and ponds that give life. Tidal druids can often be found using the life-giving power of the waters to heal the sick, provide rest to the weary, and nurture the crops of common folk.

Circle Spells

Your connection to the flowing sea grants you access to certain spells. At 2nd level, you learn the shape water cantrip.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Tides Spells table. Once you gain access to one of these spells, it is a druid spell for you, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

Circle of the Tides Spells
Druid LevelCircle Spells

2nd

shape water (cantrip)

3rd

misty step, prayer of healing

5th

tidal wave, wall of water

7th

control water, watery sphere

9th

hold monster, maelstrom

Child of the Sea

At 2nd level, you can breathe both air and water, and you gain a swimming speed equal to your walking speed.

Tidal Aura

Beginning at 2nd level, you can channel the mystical power of the tides. As a bonus action, you can expend a use of your Wild Shape feature to exude a mystical watery force in a 15-foot radius. The area becomes difficult terrain for creatures that lack a swimming speed. You can choose one or more creatures that lack a swimming speed. You can choose one or more creatures up to your proficiency bonus to ignore this difficult terrain.

When you cast a spell of 1st-level or higher that restores hit points, you can restore additional hit points equal to your Wisdom modifier (minimum of 1 hit point) to one target of that spell within your Tidal Aura.

Your Tidal Aura lasts for 10 minutes, until you are incapacitated, or until you use your Wild Shape again.

Undertow (Level 6)

Starting at 6th level, when you cast a spell that forces a creature within your Tidal Aura to make a Strength, Dexterity, or Constitution saving throw, you can use your bonus action to impose disadvantage on that creature's saving throw.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot of 2nd-level or higher to use it again.

Waters of Life (Level 10)

Starting at 10th level, you can use the power of the oceans to rejuvenate your allies. As an action, you can grant one creature inside your Tidal Aura an amount of temporary hit points equal to your druid level.

Any remaining temporary hit points granted by this ability disappear when you use this ability again. Alternatively, you can use your action to stabilize a living creature within your Tidal Aura that has 0 hit points.

Master of the Waves (Level 14)

At 14th level, your bond with the waters of the world has reached its crest. You can cast the control water spell at will, without expending a spell slot, provided you target a body of water that is at least a cube of 50 feet on a side or more.

In addition, the radius of your Tidal Aura increases to 30 feet, and other creatures treat the area of your Tidal Aura as difficult terrain even if they have a swimming speed.

Circle of the Tides

Circle of the Tides (Level 2)

Few natural forces exert as much influence over mortals as the waters of the world. Rain for crops, raging storms, and winding rivers all influence the lives of mortals. Tidal Druids monitor the relationship between civilization and the waters of oceans, rivers, and lakes. They are often found using the innate magic found in the waters to heal the sick, provide rest to the weary, and nurture the crops of common folk.

Disciple of the Sea

2nd-level Circle of the Tides feature

Your dedication to primal waters has changed you. When you join this Circle, you gain the ability to breathe both air and water, and you gain a swimming speed equal to your walking speed.

Circle Spells

2nd-level Circle of the Tides feature

Your connection with the primal waters grants you access to certain spells. You learn the shape water cantrip, but it does not count against your total number of Cantrips Known.

When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day.

Tidal Aura

2nd-level Circle of the Tides feature

As a bonus action, you can expend a use of Wild Shape to exude a mystical watery force in a 15-foot radius. Creatures of your choice within this Aura treat it as difficult terrain. If a creature has a swimming speed it ignores this effect.

Your Tidal Aura also enhances your healing powers. When you cast a spell that restores hit points to a creature within this Tidal Aura, one target within the Aura regains additional hit points equal to your Wisdom modifier (minimum of 1).

Your Tidal Aura lasts for 1 minute. Its effects end early if you end it as a bonus action, or if you are incapacitated.

Undertow (Level 6)

6th-level Circle of the Tides feature

Your Tidal magic has grown in power. When you cast a spell that forces a creature in your Tidal Aura to make a Strength, Dexterity, or Constitution saving throw, you can empower the spell. Any creature within your Tidal Aura makes their initial saving throw against the empowered spell at disadvantage.

You can empower a spell in this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Waters of Life (Level 10)

10th-level Circle of the Tides feature

You can wield the magic of primal water to rejuvenate your allies as you hinder your foes. When you activate your Tidal Aura, you gain a pool of temporary hit points equal to your Druid level + your Wisdom modifier that you can distribute to creatures of your choice within your Tidal Aura.

When your Tidal Aura ends, any remaining temporary hit points from this feature are immediately dispelled.

Master of the Waves (Level 14)

14th-level Circle of the Tides feature

Your bond with the mystical waters has reached its apex. You can cast control water at will, without expending a spell slot, so long as you target a body of water of sufficient size.

Also, the radius of your Tidal Aura increases to 30 feet, and creatures of your choice treat the area of your Tidal Aura as difficult terrain even if they have a swimming speed.

Circle of the Underdark

Circle of the Underdark (Level 2)

Drawing strength from the caves and caverns under the earth, druids of the Circle of the Underdark wield magic shaped by this alien environment, manifesting both as physical adaptations and even psychic abilities, mirroring some of the denizens residing deep below.

While much of the life here is hostile and strange, many of these druids still do their best to mediate it. Some of them are even said to guide lost travellers back to safety, or if they are feeling less charitable, terrifying them away with their deepest fears, reading their innermost thoughts as effortlessly as any aberration.

Circle Spells

2nd-level Circle of the Underdark feature

Your gain access to magics over the physical and mental darkness lurking underneath the surface of the normal world. You learn the mind sliver cantrip.

When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day.

Subterranean Recovery

2nd-level Circle of the Underdark feature

You can recover some of your druidic magic by communing with the cavernous depths. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher.

If you use this feature in an underground environment, you can increase this combined level by one. You can't use this feature again until you finish a long rest.

Eyeless Sight (Level 6)

6th-level Circle of the Underdark feature

The things that crawl throughout caves and caverns have no need for light to see, and you are no exception. As a bonus action, you can expend a Wild Shape usage to touch a willing creature and grant them blindsight out to a range of 15 feet for 1 hour.

Sense the Subconcious (Level 10)

10th-level Circle of the Underdark feature

You learn to treat the mind like a network of caves and caverns, letting you delve into the very hearts of others as easily as you do the underground.

You can cast detect thoughts without using your concentration, spell slots, or components, and can reach its effect out to creatures up to 60 feet away. Wisdom is your spellcasting ability for this spell.

Additionally, if you read a creature's thoughts that you can't see, you become capable of seeing it until the spell ends, or if you shift your attention to another creature.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Breathless Speech (Level 14)

14th-level Circle of the Underdark feature

You become capable of drawing on some of your magic even while robbed of air. You can cast spells granted by your Druid subclass features without requiring any spell components, and can hold your breath indefinitely.

Circle of the Unicorn

Circle of the Unicorn (Level 2)

Druids of the Circle of the Unicorn dedicate their lives to protecting and revering the unicorns that watch over the world's forests. In doing so, they emulate both the might and elegance of unicorns, protecting their allies and their land in defense against evil. While the original archdruids to form this circle were elves, many since have joined after being graced by the auspicious touch of a unicorn.

Circle Spells

When you choose this circle at 2nd level, you have formed a bond with the spirit of a unicorn. The spirit may be a unicorn that you've met, or perhaps the spirit of one that watches over a forest under your protection. Regardless, your connection to this unicorn grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Unicorn 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.

Gift of the Unicorn

Also starting at 2nd level, you can channel a portion of the unicorns' power.

Healing Touch

Your touch can heal wounds. You have a pool of healing power that you can draw on to restore a total number of hit points equal to your druid level × 5. You regain any spent hit points from this pool whenever you finish a long rest. You can touch a creature using an action to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from the pool to cure the target of one disease or one poison affecting it. You can cure multiple diseases and poisons with a single use of this feature, expending hit points as needed for each one. This feature has no effect on undead and constructs.

Unicorn Phantasm

You can use a bonus action to expend 1 use of your Wild Shape feature to summon a Large phantasmal representation of the unicorn. The horned phantasm appears in an unoccupied space of your choice that you can see within 30 feet of you. As part of this bonus action, and then again as a bonus action on each of your turns, you can move the phantasm up to 20 feet and then attack a target within 5 feet of it with the horn, using your druid spell attack bonus. On a hit, the target takes radiant damage equal to 1d8 + your Wisdom modifier. The damage increases to 2d8 once you reach 14th level in this class. Alternatively, you can touch a creature with the horn, instead of attacking with it, to restore a number of hit points to the target using your Healing Touch. The phantasm remains for 1 hour, until you end the effect (no action required), or until you create another one.

Graceful Escape (Level 6)

Starting at 6th level, you can use a bonus action to cause yourself and another creature of your choice within 5 feet of you or your unicorn phantasm to become invisible until the end of your next turn. An invisible creature's speed is increased by 20 feet for the duration of the effect. You cease being invisible if you make an attack or force another creature to make a saving throw.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses of it whenever you finish a long rest.

Magic Resilience (Level 10)

By 10th level, magic struggles to do you harm. You have advantage on saving throws against spells. Friendly creatures within 10 feet of your unicorn phantasm also gain this benefit.

Unicorn Shape (Level 14)

At 14th level, your connection to the unicorn causes an illusory unicorn horn to appear on your forehead. You can reveal or hide the horn using a bonus action. You also gain the ability to communicate telepathically with other creatures, out to a range of 30 feet, provided you share at least one language.

In addition, you can expend two uses of Wild Shape at the same time to take on the form of a Wildheart Unicorn, instead of a typical beast shape, using the following stat block.

Circle of the Unspeakable

Circle of the Unspeakable (Level 2)

Druids of an Unspeakable Circle are abominations to the natural world. Whereas normal druids venerate nature and assume the shape of beasts, Unspeakable druids can transform into creatures originating from terrifying remote regions of time and space. As they grow in power and influence, the other form further mutates from comprehensible physical bodies and becomes more deadly and bizarre. The Masters of this circle transform into hideous monstrosities, unrecognizable as creatures from our own reality.

Aberration Form

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action, however, you lose the ability to assume the shape of a beast. Instead you may use it to take an Aberration Form with a number of additional traits.

Additionally, animals are instinctively wary of you, giving disadvantage on Animal Handling checks.

Lesser Traits

At 2nd level, when you assume your Aberration Form, you can choose one of the following traits:

Bestial Hide

Your skin is thicker, scalier, or furrier than normal. Your armor class equals 15. At 6th level, your armor class equals to 17.

Inhuman Vision

Your eyes are numerously scattered about your body, or are segmented an extremely sensitive to movement. You gain the effects of see invisibility at all times. Also, you gain darkvision, the ability to see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Poison Breath

On you turn, you can create a poison spray effect from your mouth as an action.

Unnaturally Quick

In spite of your size, you can move inexplicably fast, due in part to two extra legs. Your speed increases by 15 feet. In addition, you also have advantage on Dexterity checks.

Moderate Traits (Level 6)

At 6th level, when you assume your Aberration Form, you can choose one of the following traits:

Additional Limbs

You grow and extra set of appendages, which are ambiguously neither arms nor legs. When you take the attack action on your turn, you can use these to attack twice, instead of once.

Durable Form

Your maximum hit points increase by an amount equal to your Druid level times two. In addition, you also have advantage on Constitution checks.

Inhuman Reach

Your arms elongate, allowing you to touch the floor with your hands. In addition, you can bend them in strange and unnatural ways. Your reach increases by 5 feet. Your elongated arms also give you advantage on Strength (Athletics) checks made to climb.

Razor Claws

Your claws are incredibly deadly, indicative of a hunter not native to this world. Your claws deal 1d12 slashing damage and are considered magical weapons.

Intermediate Traits (Level 10)

At 10th level, when you assume your Aberration Form, you can choose one of the following traits:

Acid Blood

When a creature adjacent to you deals damage to you with a melee attack, your acidic blood sprays on them, dealing 2d6 acid damage.

Colossal Form

Your form is that of a strange, primordial titan. Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category—from Medium to Large, for example. You also have advantage on Strength checks. While you are enlarged, your melee attacks deal 1d4 extra damage.

Invisibility

You can phase in and out of the visible spectrum, as if light is a strange afterthought this form has never experienced before. You can cast invisibility without using a spell slot. After using this ability, you cannot use it again for 1d4 + 1 rounds.

Tentacles

You have long, whipping tendrils that sprout grotesquely from your form. These tendrils automatically attack hostile creatures adjacent to you, each of which must make a Dexterity saving throw at the beginning of your turn. On a failed save, the creature takes 4d6 bludgeoning damage, or half as much on a successful one.

Greater Traits (Level 14)

At 14th level, when you assume your Aberration Form, you can choose one of the following traits:

Antimagic Eye

You have a single colossal extra eye, which you can open and close as a bonus action. While the eye is open, it requires your concentration, you may cast no spells, and the eye creates an area of antimagic, as per the antimagic field spell, in a 15-foot cone. At the start of each of your turns, you may decide which way the cone faces. Your eye closes if you lose concentration on the effect.

Extract Brain

You can remove and consume the brain of a helpless victim. As an action, make an attack against one humanoid that is grappled by you. On a hit, the target takes 6d10 piercing damage. If this damage reduces the target to 0 hit points, you kill the target by extracting and devouring its brain. This ability has no effect on creatures without nervous systems, such as oozes, elementals, and constructs.

Hideous Appearance

Your appearance is profoundly disturbing, even moreso up close. Creatures adjacent to you have disadvantage on melee attacks against you.

Membranous Wings

You sprout pronounced, slimy wings and gain a fly speed equal to your movement speed

Circle of the Warden

Circle of the Warden (Level 2)

Every druid has a responsibility to the natural world, but those who join the Circle of the Warden stand as sentinels of nature's balance. The Circle of the Warden druids specialize in divination and abjuration magic to help foresee possible imbalances and correct them before they cause irreparable damage. To the druids of this circle, people are as much a part of the natural balance as plants and animals. As such, these druids can be found providing succor to those affected by natural disasters just as often as to flora and fauna. In Humblewood, many druids who have joined the Tenders of the Scorched Grove are members of this circle, as its values align quite closely with the tenets of their order.

Heartbeat of the Land

Starting when you choose this circle at 2nd level, you form a connection to the natural world around you, and you can sense when it is in danger. You gain expertise in the Nature and Insight skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Additionally, by spending 10 minutes communing with nature, you can glean the following information about the area within 3 miles of you:

  • You learn the general location and severity of any immediate threats to the environment in the region (forest fires, flooding, blights, etc.).

  • You learn if any aberrations, beasts, elementals, fey, or undead are present within range, but not their specific locations.

  • You learn the general direction of the nearest portal to an elemental plane.

Reclamation

Also at 2nd level, you learn the art of siphoning off harmful elemental energy. You can use this to lessen elemental damage being done to your allies by shouldering some of it yourself. When a creature within 30 feet of you takes cold, fire, lightning, or thunder damage, you can use your reaction to grant that creature resistance against the damage dealt. You take damage equal to the amount taken by the target creature.

Additionally, you may spend an action to reduce the area of natural or magical effects which deal persistent cold, fire, or lightning damage within 30 feet of you. You may remove up to a 20-foot cube from the area of such effects per use of this feature. However, for each 5-foot space of energy damage removed in this way, you take 1d4 points of damage of the same type the effect would deal. If the effect is caused by a spell, you instead take 1d4 points of damage per the spell's level for each 5-foot space removed and, if there are no damage-dealing spaces remaining, the spell is dispelled.

Sympathetic Shield (Level 6)

Starting at 6th level, you learn how to channel the energy of your beast shapes into manifestations of nature's protection. As an action, you may expend a use of your Wild Shape feature to shield yourself or an ally within 30 feet of you in the protective armor of a beast spirit. This spirit armor is translucent and doesn't block line of sight. The shield can take the shape of any beast you can transform into using your wild shape. The shielded creature gains 1d10 temporary hit points for every 3 druid levels you possess and a +1 bonus to its AC. The shield lasts until these temporary hit points are expended or replaced by another ability that grants temporary hit points.

At 14th level, the spirit armor can retaliate against foes who attack it directly. Whenever a shielded creature is dealt damage by a target within 5 feet of it, the spirit armor deals 1d8 points of magical bludgeoning, piercing, or slashing damage to that target. This damage type is chosen by the druid when activating Sympathetic Shield. The shield can deal damage to multiple targets in a round, but only once per round for each target.

Aura of Calm (Level 10)

Starting at 10th level, your presence radiates an aura of soothing natural magic. Whenever you or a friendly creature within 10 feet of you receives healing from a spell, that spell restores an additional number of hit points equal to half your druid level. Additionally, all plants that aren't creatures within this aura grow thick and plentiful and are restored to their full vigor. Such plants also become safe to travelers while inside the aura, negating difficult terrain caused by plants, including magical effects such as entangle or spike growth, and granting advantage on any saving throws made to resist the harmful effects of such spells.

Bond of Shelter (Level 14)

Once you reach 14th level, your service to the natural balance is rewarded, and nature itself rises to protect you and your allies from harm. As an action, you can create a 30-foot radius, 20-foot tall cylinder of protective energy, centered on you. This cylinder lasts for 1 hour and does not move from its original location.

As long as you are on the Material Plane or an elemental plane, natural features within the cylinder, including plants, trees, rocks, and water (as well as wind, water, earth, or fire, if on an elemental plane) animate to defend you. If you are in a setting, such as an indoor area, where natural features are not present, then plants, trees, rocks, and other natural elements sprout from the floor before animating.

When you activate this ability, choose any number of creatures you are familiar with and can see to be immune to the cylinder's effect. All other creatures are subject to the following effects:

  • Creatures can't willingly enter the cylinder unless they succeed on a Charisma saving throw against your spell save DC. The cylinder also protects the area against planar travel for the duration, preventing any creature from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.

  • Creatures have disadvantage on attack rolls against targets within the cylinder.

  • Targets of your choice within the cylinder can't be charmed, frightened, or possessed by creatures inside or outside the cylinder.

  • When a creature enters the cylinder for the first time on a turn or starts its turn there, the creature takes 5d10 magical bludgeoning damage from the animated nature within.

Once you use this feature, you can't do so again until you finish a long rest.

Circle of the Wild

Circle of the Wild (Level 2)

For some druids, they have found their friends among the beasts of the wild, forming a close kinship with the furred and the fanged. They often roam the wilderness, placing little value on the trappings of civilization, more concerned with nature, hunting, and exploring.

The longer they spend in the wild with their animal friends, the more their habits tend to intertwine with the beasts around them. Sometimes they will cook food for their animal friends, while other times they will take to eating their food raw. They play the role of a caretaker, warden, and advocate for the wild.

Circle Spells

At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Wild 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

Primal Companion

Starting at 2nd level when you join this circle, you form a bond with a beast spirit and can allow it to take form by expending a use of your Wild Shape as an action. Its statblock becomes that of your Beast Companion, applying the modifications from the customization table that best fit the form it takes. At the GM's discretion, custom abilities can replace those powers to better represent the beast companion. Once selected, the traits cannot be changed, as the beast's spirit takes on that form permanently.

The beast's soul becomes entangled with your own, granting you the ability to call it forth from wherever it is, and even return it to life should it ever fall, by expending a use of your Wild Shape ability. As an action you can expend a use of Wild Shape to call it to an empty space within 10 feet of you, where it appears at full hit points and free of any conditions or spells that were affecting it. You can cause it to return to its spirit form as a bonus action, but must expend a use of Wild Shape to call it forth once more after doing so.

In combat, the Beast Companion 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. You can command your Beast Companion as part of the same bonus action used to summon it. That action can be one in its stat block or some other action. If you are Incapacitated, the Beast Companion can take any action of its choice, not just Dodge.

When you manifest the companion, it lasts until you complete a long rest (unless you expend a use of Wild Shape to keep it manifested until a subsequent long rest), it is reduced to zero hit points, or you die, at which point it vanishes, fading away until you expend a use of Wild Shape to call it forth again.

Spirit Animal

At your GM's discretion, you can form a bond with a normal willing animal, its statblock getting replaced with the Beast Companion statblock, with customizations selected to best represent its original stats. It gains all the same properties as a Primal Companion, its soul becoming entangled with your own, and it becomes a spirit beast.


Beast Customizations

When you bond your companion, select from the following traits to best represent the bonded beast. You can select up to 3 traits.

  • Attack Type (Free). You can change your companion's attack to Claw, dealing slashing damage instead, or Slam, dealing bludgeoning damage instead. This does not cost a Trait.

  • Amphibious. Your companion gains a swimming speed equal to its walking speed, and it can breathe underwater.

  • Blindsight. Your companion gains a Blindsight of 10 feet.

  • Flying (Costs 2 Traits; selected beast must have wings). The beast gains a flying speed equal to its walking speed.

  • Keen Senses. Your companion can add twice your proficiency in the Perception skill.

  • Massive (Costs 2 Traits; incompatible with Flying). Your companion's size is Large, and its natural weapon becomes 2d6 + its Strength modifier.

  • Pack Tactics. Your companion has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.

  • Poisonous. The beast's attack becomes Sting, dealing an additional 1d4 poison damage on hit. The size of the damage die increases when your proficiency bonus does (to 1d6 at +3, etc.).

  • Pounce/Charge. If the beast moves at least 20 feet straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a Strength saving throw with a DC equal to your Spell Save DC or be knocked prone.

  • Quick. Your companion's walking speed increases by 10 feet.

  • Simian Nature. Your companion gains climbing speed equal to its movement speed, proficiency with throwing rocks (ranged weapon, 1d4 + PB bludgeoning damage, thrown(20/60), and the ability to hold small items.

  • Sneaky. Your companion gains proficiency in the Stealth and Deception skills.

  • Spider Climb. Your companion can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check, and ignores movement restrictions caused by webbing.

  • Shell. Your companion's AC becomes 15 + PB, but its speed is reduced to 20 feet.

  • Tough. Your companion's hit points become 10 + five times your Druid level.


Circle of the Wild Quirks

The following are some optional quirks for a player of this Circle to choose from—these can be either preexisting, signaling their fated path toward this Circle, or appear after the first time they've assumed Tree shape.

d6Quirk

1

Sometimes you catch yourself trying to talk to humanoids using growls.

2

Table manners are not your strong suit.

3

You prefer your meat warm... but not because it's been cooked.

4

Having a roof over your head makes you deeply claustrophobic.

5

To be honest, you find domesticated animals quite boring.

6

The wildest beasts are just adorable little cuties to you.

Magical Bond (Level 6)

Starting at 6th level, your Beast Companion's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, whenever you expend a spell slot of 3rd level or higher on your turn, your companion can take one additional action on its turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, or Hide action.

Beast Senses (Level 10)

Starting at 10th level, your bond with your companion enhances your senses with it, and its senses with yours. You gain expertise in Perception, allowing you to add twice your proficiency modifier to ability checks made for that skill, you gain any darkvision or blindsight range your beast has, and it gains any darkvision or blindsight range you have (if both of you already have one type of vision, the ranges are added together).

Empowered Frenzy (Level 14)

Starting at 14th level, while your Beast Companion is manifested and within 60 feet of you, you can expend a spell slot (no action required) to empower it for a number of turns equal to the spell slot spent. It gains temporary hit points equal to 5 times the level of the spell slot spent, and while empowered in this way, the beast is under the effect of freedom of movement, and deals an additional 1d8 on hit with its attacks.

Example Beast

Bear. Tough, Massive

Wold. Quick, Pack Tactics, Keen Senses

Turtle. Amphibious, Shell, Tough

Owl. Flying, Keen Senses

Spider. Blindsight, Poisonous, Spider Climb

Tiger. Massive, Pounce

Form Permanency

This rule is to prevent having to rebuild the stat block and save time, as well as a balance consideration, but at the GM's discretion they can allow it to be changed to a new permanent form if there is a good reason.

Reasonable Customization

What makes sense for a beast will be up to your GM. In general, these traits should be used to replicate or empower what a beast already has, but exist here so that a broad selection of beasts can be represented fairly. How much your GM will let you mix and match to make a Winged Turtle Tiger is up to them and their world.

Circle of the Wind

Circle of the Wind (Level 2)

Founded in deserts, badlands, and grasslands, where wind dominates and controls the landscape, the teachings of the Circle of Wind have spread far and wide, like a mighty storm. Druids who follow this circle's teachings embrace the mercurial winds to create several effects.

Bonus Cantrip

At 2nd level when you choose this circle, you learn the message cantrip.

Circle Spells

The magic of the wind flows through you, granting access to certain spells. At 3rd, 5th, 7th, and 9th level, you gain access to the spells listed for that level in the Circle of Wind 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.

Circle of the Wind Spells
Druid LevelSpells

3rd

blur, gust of wind

5th

fly, lightning bolt

7th

conjure minor elementals, freedom of movement

9th

cloudkill, conjure elemental (air elemental only)

Feathered Form

Starting at 2nd level, when you use your Wild Shape to magically assume the shape of a beast, it can have a flying speed (you ignore "no flying speed" in the Limitations column of the Beast Shapes table but must abide by the other limitations there).

Comforting Breezes (Level 6)

Beginning at 6th level, as an action, you can summon a gentle breeze that extends in a 30-foot cone from you. Choose a number of targets in the area equal to your Wisdom modifier (minimum of 1). You end one disease or the blinded, deafened, paralyzed, or poisoned condition on each target. Once you use this feature, you can't use it again until you finish a long rest.

Updraft (Level 6)

Also at 6th level, you can expend one use of Wild Shape as a bonus action to summon a powerful wind. You and each creature of your choice within 10 feet of you end the grappled or restrained conditions. You can fly up to 30 feet as part of this bonus action, and each creature that you affect with this wind can use a reaction to fly up to 30 feet. This movement doesn't provoke opportunity attacks.

Vizier of the Winds (Level 10)

Starting at 10th level, you can ask the winds one question, and they whisper secrets back to you. You can cast commune without preparing the spell or expending a spell slot. Once you use this feature, you can't use it again until you finish a long rest.

Hunger of Storm's Fury (Level 14)

Beginning at 14th level, when you succeed on a saving throw against a spell or effect that deals lightning damage, you take no damage and instead regain a number of hit points equal to the lightning damage dealt. Once you use this feature, you can't use it again until you finish a long rest.

Circle of the Wyrm

Circle of the Wyrm (Level 2)

Druids who join the Circle of the Wyrm hold dragons in higher esteem than all other works of creation. These druids believe, as many dragons do, that wyrms are perfect creatures: the pinnacle of all life brought into existence by the antediluvian gods. Likewise, these druids aspire to perfect wyrmhood, and gradually become like dragonkind.

Dragonkin

Starting when you choose this circle at 2nd level, you learn Draconic. Additionally, you have advantage on saving throws against the spells and effects of dragons.

Draconic Wild Shape

At 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, instead of as an action. Furthermore, your beast shapes resemble dragon hybrids, replete with scales and fangs, and gain the following traits while you are transformed:

  • Breath Weapon. You can use your action and expend one spell slot to exhale draconic energy from your mouth. Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in a 15-foot cone must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 1d10 damage of the chosen type, plus 1d10 for each spell level higher than 1st. On a successful save, a creature takes half as much damage.

  • Resistance. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Fangs And Flight (Level 6)

Starting at 6th level, your beast form sprouts scaled wings, and its attacks carry the energetic fury of a dragon's swipes. You gain the following traits while transformed:

  • Dragon Wings. You have a flying speed equal to your walking speed, if you don't already have a flying speed that would be higher.

  • Infused Strikes. When you transform using your Wild Shape, choose a damage type: acid, cold, fire, lightning, or poison. On a hit with a melee attack, you deal an extra 1d6 damage of the chosen type.

Primordial Aura (Level 10)

At 10th level, you can use your bonus action to create a 30-foot aura of elemental magic. Choose a damage type: acid, cold, fire, lightning, or poison. For the next minute, you and each creature you choose within the aura have resistance against the chosen damage type. Additionally, once on each of your turns for the duration, when you deal damage of the chosen type to a hostile creature, you can choose a creature within the aura to regain hit points equal to 1d10 plus your Wisdom modifier.

Once you use this ability, you can't use it again until you finish a short or long rest.

Wyrm Perfection (Level 14)

By 14th level, you have achieved the majesty of a dragon. Even when not transformed, you gain the Breath Weapon and Dragon Wings traits.

Circle of the Yokai

Circle of the Yokai (Level 2)

Druids belonging to the Circle of the Yokai seek a connection to nature beyond the physical, aligning themselves with the mysterious yokai spirits that embody and inhabit the natural world. This connection allows such druids to assume yokai forms, becoming entities of nature while retaining their own mind and voice. Moreover, such druids can encourage roaming yokai spirits to settle in plants, flames, pebbles, and streams, turning these facets of nature into grasping weeds, furious wildfires, stalwart bastions of rock, or living wyrms of water.

Circle Spells

2nd-level Circle of the Yokai feature

You have formed a bond with the yokai, mysterious spirits that populate the land. Your connection to the yokai grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Yokai 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.

Yokai Wild Shape

2nd-level Circle of the Yokai feature

Your circle's connection to the realms allows you to assume more powerful, yokai forms. In addition to mundane Beasts, you can use your Wild Shape to transform into any Beast, Celestial, Construct, Fey, Fiend, Monstrosity, or Plant yokai with a CR up to the value in the Circle of the Yokai Wild Shapes table for your druid level. You do not gain access to the legendary actions of a creature you transform into.

In addition, while in any form using your Wild Shape, you retain more of your druidic power, granting the following benefits:

  • You can speak as normal.

  • You have advantage on Constitution saving throws to maintain concentration on a spell.

  • You can cast spells present in the Circle of the Yokai Spells table or in your Wild Shape form's statistics. When you cast a spell in this way, it doesn't require material or somatic components, and you use your spell slots and druid spell save DC.

Empowered Transformation (Level 6)

6th-level Circle of the Yokai feature

Your connection to the yokai allows you to channel their power when you draw upon your druidic spellcasting. Immediately after you cast a spell of 1st level or higher, you can use your Wild Shape feature as a reaction. Once you use this reaction, you can't do so again until you finish a short or long rest.

In addition, while you are concentrating on a spell and transformed by your Wild Shape, your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Beckon the Yokai (Level 10)

10th-level Circle of the Yokai feature

You have the power to call upon the Fey yokai that inhabit objects. You can cast the animate objects spell as an action without using a spell slot or material components. When you cast the spell in this way, the effect lasts for the next 10 minutes, after which time the magic ends and the target returns to normal. Once you do so, you must finish a long rest before you can cast it in this way again.

Yokai Fortification (Level 14)

14th-level Circle of the Yokai feature

Your yokai forms overflow with magic, fortifying your connection to the spirit realm. If you drop to 0 hit points while transformed into a yokai with your Wild Shape, you can use your reaction to instantly use Wild Shape again (expending a use as normal), and any remaining damage carries over to your new form. Once you use this reaction, you can't do so again until you finish a short or long rest.

In addition, while transformed by your Wild Shape, if you use an action to cast a spell, you can use your bonus action on that turn to make one attack.

Circle of Thunder

Circle of Thunder (Level 2)

The Circle of Thunder is a relatively recent cabal of druids, founded a mere century ago, but is steadily increasing in numbers. As technology progresses and firearms become more common, some druids have felt keenly left behind. Some, fearing obsolescence, have turned to the Circle of Thunder to remain relevant on the battlefield. Others, less concerned with their place in the outside world, nonetheless acknowledge that integrating some aspects of firearm technology into their natural magic can aid them in defending the places most important to them.

Circle Spells

Your magical connection with the forest and careful study of firearms gives you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells related to the discipline of Thunder.

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, it is nonetheless a druid spell for you.

Bonus Cantrip

When you choose this circle at 2nd level, you learn the forest thunder cantrip (described on page 24).

Woodland Stride

Your affinity for the wooded places of the world makes you particularly adept at moving through wooded terrain. Starting at 2nd level, if you are in wooded terrain, you may take a bonus action on each of your turns in combat to use either the Dash or Hide actions.

Forest Affinity (Level 6)

Upon reaching 6th level, your growing attunement to the ways of the forest allows you to cast speak with plants twice, even if it is not among your prepared spells for the day. You regain expended uses of this ability when you finish a long rest.

Arboreal Aegis (Level 10)

When you reach 10th level, you gain resistance to thunder and non-magical piercing damage.

Nature's Shield (Level 14)

At 14th level, when you use a spell or cantrip to create a wooden firearm, a latticed cage of bracken briefly grows from the ground and surrounds you protectively. You gain half cover in all directions until the beginning of your next turn, and the cage does not interfere with attacks or spellcasting. You can easily break out of the cage if you choose, but you lose its protective bonus if you do so or leave the space where it formed. You must be within five feet of solid ground for this cage to form (normally, this means standing on the ground, but at the DM's discretion it could activate if you were flying within 5 feet of a cliff face, or swimming in very shallow water).

Circle of Transformation

Circle of Transformation (Level 2)

Though the forests have been replaced by cities, the trees replaced by glittering steel spires, and the wayward paths replaced by neon-stained streets, some things never change. The land may look different, but those who look for a heart in the concrete jungle will find it beating to the rhythm of a combustion engine. Through the streets flows the blood of the city, a ceaseless tide of machines and life.

Where lovers of nature would give up and abandon these lands for greener pastures, others would appreciate the splendor of chrome and grime. The streets and skyscrapers have a will of their own, and a voice for those who will listen. They were paved and built with purpose, and those that would speak for the city shall know the strength in its foundations.

After all, in worlds both natural and artificial, one rule reigns supreme: survival of the fittest. Where clumsy beasts would be out of their element, druids of this circle shall find themselves at home. Where paw and hoof dare not tread, let wheels roll instead.

Metal Beast

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action, and you gain proficiency with tinker's tools.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to increase your speed by 10 feet per level of the spell slot expended until the end of your current turn.

All-Terrain Forms

The rites of your circle grant you the ability to transform into a variety of vehicles. Starting at 2nd level, you can use your Wild Shape to transform into a sentient vehicle with a challenge rating as high as your druid level divided by 4. For example, at 2nd level, you can transform into a vehicle with a challenge rating of 1/2, such as a motorcycle or jet ski.

When you transform, your vehicle form can have a melee weapon mount installed (you choose the type), per the vehicle modification (see Chapter 4).

You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there. All creatures are treated as the same size as you for the purposes of determining crashing damage. If your form has an explosion effect when you are reduced to 0 hit points, you are not damaged by your explosion.

Mystic Munitions (Level 6)

Starting at 6th level, your attacks in vehicle form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, when you transform into a Large or larger vehicle, you can have a ranged weapon mount installed with a gatling gun, assault cannon, or rocket launcher, per the vehicle modification. Ammunition for these weapons is magically created when you attack with them.

Mayhem Shape (Level 10)

At 10th level, you can expend two uses of Wild Shape at the same time to transform into a sentient vehicle with a challenge rating as high 5.

At 14th level, you can transform into a sentient vehicle with a challenge rating as high as 6.

Overhaul (Level 14)

By 14th level, you have mastered your vehicle shape and can begin making modifications to your vehicle forms. When you transform into a vehicle you can choose to gain two from the following vehicle modifications: chameleon coating, ejection seating, environmental shielding, gold plated, hyper thrusters (air vehicle only), and rocket boosters (land or water vehicle only).

Circle of Twilight

Circle of Twilight (Level 2)

The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate.

These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life.

Circle Spells

Your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the spare the dying cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Twilight 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.

Circle of Twilight Spells Spells
Druid LevelSpells

3rd

gentle repose, lesser restoration

5th

magic circle, speak with dead

7th

aura of life, death ward

9th

hallow, mass cure wounds

Harvest's Scythe

2nd-level Circle of Twilight feature

You learn to unravel and harvest the life energy of other creatures. You can augment your spells and other attacks to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your druid level.

When you roll damage for a spell or a melee attack while you are transformed by Wild Shape, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic or radiant damage (your choice). If you reduce one or more hostile creatures to 0 hit points with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell's damage, or 5 hit points per die if at least one of the slain creatures was undead.

You regain the expended dice when you finish a long rest.

Speech Beyond the Grave (Level 6)

6th-level Circle of Twilight feature

You gain the ability to reach beyond death's veil in search of knowledge. Using this feature, you can cast speak with dead without expending a spell slot or material components, and you understand what the target of this casting says. It can understand your questions, even if you don't share a language or it is not intelligent enough to speak.

Once you use this feature, you can't use it again until you finish a short or long rest.

Watcher at the Threshold (Level 10)

10th-level Circle of Twilight feature

You gain resistance to necrotic and radiant damage. In addition, while you aren't incapacitated, allies within 30 feet of you gain the same damage resistances and have advantage on death saving throws.

Bountiful Harvest (Level 14)

14th-level Circle of Twilight feature

The energy you harvest with your Harvest's Scythe can be reused against other foes. When you reduce one or more hostile creatures to 0 hit points with your Harvest's Scythe, you also gain two expended dice, or four expended dice if at least one of the slain creatures was undead. Additionally, when you damage an undead with your Harvest's Scythe, it also suffers disadvantage on the next saving throw it makes before the end of your next turn.

Paths of the Dead (Level 14)

14th-level Circle of Twilight feature

Your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast etherealness. Once the spell ends, you can't cast it with this feature again until you finish a short or long rest.

Circle of Twilight

Circle of Twilight (Level 2)

The Circle of Twilight is an ancient sect of druids, long estranged from other druidic circles due to their differing outlooks on the natural world. The Circle of Twilight believes that the spirits of nature need regular sacrifices of beasts, natural and unnatural, and even the occasional human sacrifice. These druids meet in old, dying forests to perform secret blood rituals - rituals which they hope will appease the cruelest gods of the Old Faith. As a member of this circle, you realize nature's will is not of kindness and spirituality - it is of cruelty and sacrifice.

Ritual Sacrifice

(2nd-level Circle of the Twilight feature)

When you choose this circle at 2nd level, you learn how to perform rituals using the blood sacrifices of powerful foes. By using the body of a creature that has died within the last 8 hours as one of your spell components, you can cast any spell with the ritual tag from any class spell list without needing to prepare it. The gentle repose spell cast on a body that's been dead for less than 8 hours extends the duration that body may be used. You still need to use the other components of the ritual as normal.

In order to cast a ritual in this manner, you need the body of a creature of a CR greater than or equal to the spell level of the ritual to be cast, and the spell must be of a level you have spell slots for. The creature used cannot be a construct, an undead, or an elemental. Once you complete the ritual, that creature cannot be used in any other rituals.

Life from Death

(2nd-level Circle of the Twilight feature)

Also at 2nd level, you can grasp the last breath of life energy from a falling creature, and use it to restore life to another. When a creature within 60 feet of you is reduced to 0 hit points, you can use your reaction and expend a spell slot to restore 1d8 hit points per level of the spell slot expended, adding your Wisdom modifier to the total, to yourself or another creature you can see within 60 feet. You cannot target the creature you reacted to.

Circle Spells

(2nd-level Circle of the Twilight feature)

The dark powers of twilight infuse you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to a number of circle spells, listed below in the twilight 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.

Eyes of Twilight (Level 6)

(6th-level Circle of the Twilight feature)

Starting at 6th level, you gain darkvision with a radius of 60 feet, or you increase the radius of your darkvision by 30 feet if you already have it. Additionally, you can see through magical darkness for the radius of your darkvision.

Soulseeing (Level 10)

(10th-level Circle of the Twilight feature)

At 10th level, you gain the ability to see the souls of living creatures. As an action on your turn, you hone your senses to allow you to see the outline of any living creature or creature that has died within the last 8 hours. This allows you to see any creature within the radius of your darkvision, including invisible creatures, as well as creatures that are obscured in some manner, such as being behind a wall or in murky water. This sight can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. This sight can be maintained for up to 10 minutes by using your action each turn. If your turn ends and you haven't used your action to maintain this feature, it ends early.

You can use this feature twice. You regain expended uses when you finish a short or long rest.

Ritualist (Level 14)

(14th-level Circle of the Twilight feature)

When you reach 14th level, you become a master at performing rituals. Casting a spell as a ritual now only adds 1 minute to the cast time.

Additionally, you can use your ritual sacrifice feature to cast spells that aren't rituals as if they were rituals. The spell chosen must be of 2nd level or lower, and must have a duration of 10 minutes or longer. The casting otherwise follows the rules outlined in the ritual sacrifice feature.

Circle of Twilight

Circle of Twilight (Level 2)

The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate. They walk upon the border of day and night, of light and darkness, of life and death.

Circle of Twilight Spells (Level 2)

Your magical link with the cycle of life and death grants you access to certain spells. At 2nd level, you learn the spare the dying cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Twilight 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.

Scythe of Harvest (Level 2)

Your attacks hold the power of life and death. Starting at 2nd level, you have a pool of energy represented by a number of d8s equal to your druid level.

When you roll damage for a druid spell, a weapon attack, or an attack while in your wild shape, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic or radiant damage. If you kill one or more hostile creatures with a spell or attack augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the damage, or 4 hit points per die if at least one of the slain creatures was undead.

You regain the expended dice when you finish a long rest.

Speech from Beyond (Level 6)

At 6th level, you can cast speak with dead without material components, and you understand what the target of this casting says. It can understand your questions, even if you don't share a language or it is not intelligent enough to speak.

Once you use this feature, you can't use it again until you finish a short or long rest.

Watcher at the Threshold (Level 10)

At 10th level, you gain resistance to necrotic damage and you are always under the effects of a detect evil and good spell, but you cannot detect creatures other than the undead with it.

In addition, while you aren't incapacitated, any ally within 30 feet of you has advantage on saving throws against death.

Return from the Brink (Level 14)

At 14th level, you learn to alter the flow of life and death. Whenever an ally within 60 feet of you that you can see is reduced to 0 hit points, as a reaction you can spend a number of d8s from your pool equal to half your druid level or less. (minimum 1) Roll the spent dice. The ally regains 1 hit point and gains a number of temporary hit points equal to double the result of the dice roll. The temporary hit points last for 10 minutes.

Circle of Upheaval

Circle of Upheaval (Level 2)

Druids of the Circle of Upheaval embody the element of earth, not as a steadfast protector, but as a destructive agent of change. Their abilities are similarly turbulent, capable of upending even the sturdiest of foundations.

Circle Spells

2nd-level Circle of Upheaval feature

Your ties to the tumultuous ground grants you access to certain spells. You learn mold earth (or another Druid cantrip of your choice if you already know the spell).

When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day.

Seismic Locus

2nd-level Circle of Upheaval feature

As a bonus action, you can expend a use of your Wild Shape feature to become a locus of seismic energy.

This form lasts for 1 minute. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again. While in this form, you gain the following benefits:

Terraform

When you enter your Seismic Locus, and as a bonus action on subsequent turns, you can turn a 5-foot cube of ground within 30 feet of you into difficult terrain for the duration of your form.

Aftershock

Whenever a creature within 30 feet of you enters difficult terrain for the first time on a turn, starts its turn on difficult terrain or takes thunder damage, you can force it to succeed on a Dexterity saving throw against your spell save DC or fall prone.

Earthstrider

You are unaffected by any difficult terrain caused by the ground.

Tremorsight

You can see any creature within 30 feet of you regardless of its visibility while it's standing on difficult terrain.

Tectonic Rift (Level 6)

6th-level Circle of Upheaval feature

As an action, you can compel the earth to split, creating a fissure that extends out from an area of difficult terrain within 30 feet of you in a direction of your choice.

The fissure is 1d4 × 10 feet deep, up to 10 feet wide and up to 30 feet long. A creature standing in its area when it opens must succeed on a Dexterity saving throw against your spell save DC or fall in (a creature too large to fall in drops prone instead). On a success, the creature moves with the fissure's edge as it opens.

Structures directly on top of the fissure when it opens take 4d12 bludgeoning damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Shattering Bulwark (Level 10)

10th-level Circle of Upheaval feature

Whenever a creature within 30 feet of you takes damage, you can use your reaction to encase it in volatile stone armor for 1 minute, granting it resistance to bludgeoning, piercing, and slashing damage for the duration. This effect ends early if you use this feature again.

If the encased creature is hit with a melee attack, the armor explodes out in retaliation, dealing thunder damage equal to your proficiency bonus to the attacker.

Once you use this feature, you can't use it again until you finish a short or long rest, unless you expend a spell slot of 4th level or higher as part of using it.

World Shaking (Level 14)

14th-level Circle of Upheaval feature

When you Terraform the ground, you can also cause nearby difficult terrain to emit shockwaves. Each creature of your choice within 30 feet of you standing on difficult terrain takes 2d6 thunder damage.

The shockwaves can also damage objects of your choice within this area that aren't being worn or carried.

Circle of Vermin

Circle of Vermin (Level 2)

Druids of the Circle of Vermin, sometimes known as Vermin Lords, find their source of power in the lowliest of creatures: insects, rats, spiders, and other pests. Unmistakably, your coming is signaled by the scrambling of little claws and the cawing of the crows. You hold legions of these creatures at your command, ready to swarm, bite, and claw, and you can become one of them, to walk among your innumerable children.

Lord of the Low

Starting when you choose this circle at 2nd level, you can expend a use of your Wild Shape feature as an action to magically summon a swarm of rats in your space. The swarm vanishes after a number of hours equal to half your druid level (rounded down), if it drops to 0 hit points, or if you use this ability to summon a new swarm.

The summoned swarm is friendly to you and your companions. Roll initiative for the summoned swarm, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions.

While the swarm is in your space, you have a +2 bonus to AC and, when you take damage, you can choose for the swarm to take damage instead of you.

Starting at 6th level, you can summon a swarm of bats, swarm of insects, or swarm of ravens, and starting at 14th level, you can summon a swarm of poisonous snakes.

Infested

At 2nd level, insects and rodents inhabit every nook and cranny of your clothes and gear. Whenever a creature within 5 feet of you hits you with an attack, these vermin retaliate, dealing 1d4 piercing damage to the attacker. Additionally, the creature subtracts the piercing damage dealt from the next attack roll it makes before the end of its turn.

Tremorsense (Level 6)

By 6th level, vibrations in the ground echo through its ants and earthworms, and by extension, you can sense them. You gain tremorsense, the ability to detect and pinpoint vibrations, with a range of 10 feet. To use this sense, you and the source of the vibrations must be in contact with the same ground or substance. This sense can't be used to detect flying or incorporeal creatures.

Plague Carrier (Level 10)

Beginning at 10th level, your constant close proximity to disease-carrying creatures has not only inoculated you to their diseases, but also allowed you to act as a vector of plague. You are immune to diseases and being poisoned. Whenever you would normally make a Constitution saving throw to resist contracting a disease or being poisoned, you can instead become a carrier of that disease or poison. You can only be a carrier of one disease or poison at a time, and you can only carry it for up to seven days.

As a reaction when you take damage from a creature you can see within 5 feet of you, you can transfer a disease or poison you are carrying to that creature, which must make a Constitution saving throw against your spell save DC. On a failure, the creature contracts the disease or poison, and you are no longer a carrier of it.

Swarm Master (Level 14)

Starting at 14th level, whenever you use your Lord of the Low feature to summon a swarm, you can summon two swarms instead of one.

Circle of Wicker

Wicker Rising (Level 6)

The energy you channel through your wicker effigy grows stronger, empowering its benefits.

Sacrifice

The fire damage increases to 2d8 plus your Wisdom modifier.

Soothe

The healing of your effigy increases to 1d8, and when you target a creature with the effigy, you can expend 5 hit points from the effigy to remove one of the following conditions on the target: charmed, frightened, paralyzed, poisoned, stunned.

Ward

Choose a damage type other than force. You and your allies in the aura have resistance to the chosen type.

Soulbound Poppet (Level 10)

As an action, you can expend a use of your Wild Shape and choose a creature you can see within 60 feet of yourself to magically create a wicker doll that vaguely resembles the target. The doll is a Tiny object (AC 10; HP 10; vulnerability to fire damage; immunity to poison and psychic damage). The doll vanishes after 1 minute or when it is reduced to 0 hit points. While the doll exists, the target has disadvantage on attack rolls against a creature carrying the doll, and when a creature carrying the doll damages the target for the first time on a turn, the target takes an extra 2d10 necrotic damage.

Wicker Zenith (Level 14)

Your wicker effigies reach the pinnacle of their power. At the start of your turn, you can change your effigy's aura to a different one. Additionally, all the auras grow stronger in the following ways.

Sacrifice

The fire damage increases to 3d8 plus your Wisdom modifier.

Soothe

When you or your allies start a turn in the aura, the charmed or frightened condition (target's choice) ends on it.

Ward

Choose an ability. You and each of your allies within the aura have advantage on saving throws made with the chosen ability.

Circle of Wildfire

Circle of Wildfire (Level 2)

Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.

Circle Spells

2nd-level Circle of Wildfire feature

You have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire 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.

Summon Wildfire Spirit

2nd-level Circle of Wildfire feature

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire 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 Dexterity saving throw against your spell save DC or take 2d6 fire damage.

The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.

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.

Enhanced Bond (Level 6)

6th-level Circle of Wildfire feature

The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.

In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.

Cauterizing Flames (Level 10)

10th-level Circle of Wildfire feature

You gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Blazing Revival (Level 14)

14th-level Circle of Wildfire feature

The bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.

Once you use this feature, you can't use it again until you finish a long rest.

Circle of Winds

Circle of Winds (Level 2)

Druids of the Circle of Winds are free-spirited guardians of the skies. They are often travelers going wherever the wind takes them, not being tied down to a single location for too long.

When druids of this circle gather, they tend to do so openly in wide-skied fields or mountain summits looking over the clouds. They trade stories of their travels and fly together until they catch a new wind to follow.

Circle Spells

Your connection to the winds allows you to cast certain spells. At 2nd level, you learn the gust cantrip and it has a range of 60 feet for you. At 3rd, 5th, 7th, and 9th level you gain access to circle spells.

Once you gain a circle spell, it is always prepared, it doesn't count against the number of spells you can prepare, and it is considered a druid spell for you.

Gale Force

Starting at 2nd level, when you cast a druid spells of 1st-level or higher on your turn, you can cast gust as a bonus action targeting one creature damaged or targeted by that spell.

You can also empower your magic with the full force of the winds. When one of your druid spells causes a creature to be moved, you can cause the spell to deal 1d8 force damage to that creature. You can deal this bonus damage a number of times equal to your druid level. You regain all uses of this feature when you finish a long rest.

Glide (Level 6)

Beginning at 6th level, you glide through the air with ease. When you use your movement, you can hover 1 foot above the ground, ignoring nonmagical difficult terrain below you. When you fall and you are conscious, you take no falling damage and can land on your feet.

In addition, you can use your action to conjure a rush of wind beneath you to be lifted up to 20 feet straight up and gain a flying speed equal to your walking speed until the end of your turn.

Ride the Wind (Level 10)

At 10th level, you can allow others to glide along the winds with you. At the start of your turn, you can give any number of creatures within 30 feet of you the benefit of your Glide feature until the end of their next turn.

You can use this ability a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Wild Winds (Level 14)

Starting at 14th level, you can cast warding wind at will without expending a spell slot. In addition, when you transform into a beast with your Wild Shape feature, the beast gains a flying speed of 30 feet, unless it already has a higher flying speed.

Inheritor of the Unbegotten

Circle of the Inheritor of the Unbegotten (Level 2)

Some druids of the vilest circles have venerated otherworldly abominations since the dawn of time. The druidic tradition of these aberration worshiping circles merging one's body with unspeakable, indescribable beings that have penetrated reality from beyond time and space. The Inheritors of the Unbegotten are not just aberrant creatures themselves, but they are also vital instruments and gatekeepers of the horrors they worship.

Bonus Cantrip

Starting at 2nd level, you gain access to the eldritch blast cantrip

Circle Spells

Starting at 2nd level, you gain access to the following circle spells, which are always prepared and don't count towards the number of spells you can prepare each day.

Inheritor of the Unbegotten Spells
Druid LevelSpells

3rd

blur, detect thoughts

5th

gaseous form, spirit guardians

7th

banishment, black tentacles

9th

contact other plane, hallow

Voice of the Void

Starting at 2nd level, you learn how to converse with aberrations. You learn how to speak, read, and write Deep Speech. You can also make yourself understood by aberrations that don't speak Dark Speech or are not capable of speech.

Incomprehensible Intellect

Starting at 2nd level, your mind becomes as obscure and alien as the beings you venerate. Your thoughts cannot be read by magical means and you become immune to being charmed.

Manifest Aberrant Trait (Level 6)

Starting at 6th level, you can call forth specific powers of your revered entities. As an action, you can expend one use of your Wild Shape feature to emulate one special trait of any aberration type creature of CR 3 or lower for one minute. If there is a saving throw associated with the special trait then the DC equals 8 + your Proficiency Bonus + your Wisdom modifier.

Enslave (Level 10)

Staring at 10th level, you can manifest your dominance over humanoids. As an action, you can cast the dominate person spell without expending a spell slot or material components. Once you use this feature, you cannot use it until you finish a long rest.

Conjure Abomination (Level 14)

Starting at 14th level, the otherworldly beings you venerate allow you to summon their more powerful servants. As an action, you can cast the conjure celestial spell without expending aspell slot or material components, but instead of a celestial creature, you conjure an aberration type creature of your choice within the limits of the spell. The spell lasts 1 hour and does not require you to concentrate on it. Once you use this feature, you cannotuse it again until you finish a long rest.

Primordial

Circle of the Primordial (Level 2)

All raw power pf elements in creation and destruction made balance letting creatures to sprout, rise and live. Primordial Circle druids are masters of these elements and they use the power of them to preserve the balance that keep this world such alive and beautiful, even if they have to use their destructive or healing powers to do so.

Members of the Primordial Circle gain their powers through knowledge and experiences with elements, they can achieve this by communing with intelligent elemental creatures, studying great elemental events on the nature or even live in planes with high elemental influence.

Elemental Affinity

At 2nd level, the Primordialist have affinity for one element. Choose one: Air, Earth, Fire or Water. This element will determinate some of the features you gain through levels. Also, you learn the Primordial language.

Bonus Cantrip

At 2nd level, you learn one cantrip from your affinity element:

Circle Spells

Your connection with elementals infuses you with the access to certain spells. You gain the Chromatic Orb spell and when you reach 3rd, 5th, 7th and 9th level, you gain 2 spells which you can choose form your affinity element or the universal spell lists bellow, 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.

Elemental Form

Your connection with elements lets you transform into them.

From 2nd level, you can use your wild shape, as a bonus action, to transform yourself into elemental creatures. If the creature has spells, you can cast them as the creature can.

You can choose to spend two uses of your wild shape to do it with elemental creatures that have a challenge rating as high as your druid level divided by 3, rounded down.

Callings

From 2nd level, you learn to call elemental spirits to aid you in combat. There are two ways in how they can help you: adapting the elemental nature of your spells or through letting you shape your spells to deliver them with a weapon you are holding.

Pick one from Damage Adaptability or Primordial Weapon:

Damage Adaptability

When you cast a spell with a type of damage different from the types of your affinity element, you can change it to match it with one from your affinity element. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest. You can see the types of damage associated to your affinity element in the following list:

  • Air

    Lightning and thunder damage.

  • Earth

    Acid and poison damage.

  • Fire

    Fire and radiant damage.

  • Water

    Cold and necrotic damage.

At 6th level, you boost your spells. You add your Wisdom modifier to the damage of the spells that deals the type of damage from your affinity.

Primordial Weapon

You can use a bonus action to make a bond with one weapon making it your druid focus for one minute, while you are holding it you have the following benefits:

  • You can cast damaging spells using the ability modifier of your bonded weapon as your spellcasting ability.

  • You can use the weapon range instead of the spell range for the spells, and when you do so, you apply any bonus the weapon give to attack and/or damage to your spells cast through the weapon. Spells attacks made this way are considered weapon attacks as well.

  • For spells that grant more than one attack, you can replace one of them to use actions that replace one weapon attack as the grapple or shove actions.

You can have this bond with one weapon at a time. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

Elemental Quintessence (Level 6)

Your connection with elements teaches you deeper ways to bond with them. At 6th level, you learn one of the following quintessences:

Elemental Shroud

Depending on your Affinity element you learn one of the following abilities:

  • Air

    You can use your bonus action to use the dash or disengage actions, or make one weapon attack.

  • Earth

    As a bonus action you can pick one enemy of your choice, you gain resistance to non-magical bludgeoning, piercing and slashing damage from that enemy for one round.

  • Fire

    As a bonus action you can produce an aura of light around you providing bright light in a 20-foot radius and dim light for an additional 20 feet for one minute. While the aura is active, if an enemy inside the bright light of the aura hit you with an attack you can use your reaction to deal 1d8 plus your Wisdom modifier as fire damage to the attacker.

  • Water

    When you hit with a spell attack or a creature fails a saving throw against a spell you cast, and that spell deals cold damage, you can use your bonus action to reduce the movement of one creature affected by your spell, by 10 feet for one round.

Elemental Power

You learn how to improve your elemental damage. You have a pool of energy represented by a number of d6s equal to your druid level.

When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage.

You regain the expended dice when you finish a long rest.

Elemental Summoner

Creatures you conjure are more resilient than normal. Any creature summoned or created by a spell that you cast gains the following benefits:

  • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.

  • The damage from its natural weapons deals an extra 1d4 acid, cold, fire, lightning or thunder damage, your choice.

Elemental Body (Level 10)

From 10th level your body resemble more to an elemental creature. You don´t need to sleep nor eat or drink more than once per week, and you are not affected by magic that makes you sleep.

Also, depending on your elemental affinity you gain resistance to these types of damage:

Air

Lightning and thunder damage.

Earth

Acid and poison damage.

Fire

Fire and radiant damage.

Water

Cold and necrotic damage.

Elemental Lord (Level 14)

At 14th level, you add the universal and your affinity element spells from the following list to the druid's spell list:

The Unbroken Circle

The Unbroken Circle (Level 2)

The Unbroken Circle is an order of druids who have abandoned the patient teachings of their predecessors, deciding instead to take up arms in defense of the wilderness. These combative druids form militias and harness the fury of nature itself to forcefully remove any encroaching evil that threatens their sacred lands.

While the chaotic bend of nature is found within these druids, their bodies and impulses are tamed through training and discipline. Originally from the unforgiving Festerwood, this circle's teachings are as rigorous as the forest, blending a mixture of offense and defense to stand up to all of the world's challenges.

Improved Shillelagh

When you choose this circle at 2nd level, you gain proficiency with martial weapons. In addition, you learn the shillelagh cantrip. If you already know this cantrip, you learn a different druid cantrip of your choice. The cantrip doesn't count against your number of cantrips known.

When you cast shillelagh, you can use it to imbue any melee weapon you're holding with nature's power. If you're holding a weapon under the effects of shillelagh, you can use it as a spellcasting focus for your druid spells.

Wild Recovery

At 2nd level, you gain the ability to recover using the wild, bestial magic that courses through you. As a bonus action, you can expend a use of your Wild Shape to regain a number of hit points equal to 1d10 + your Wisdom modifier (minimum of 1). When you reach 10th level in this class, you regain 2d10 + your Wisdom modifier instead.

Shillelagh Mastery (Level 6)

Starting at 6th level, when you cast shillelagh, the weapon's damage die becomes a d10, instead of a d8. When you reach 14th level in this class, the damage die becomes a d12.

In addition, while you're wielding a weapon under the effects of shillelagh, you can attack twice, instead of once, whenever you take the Attack action on your turn using that weapon.

War Druid (Level 10)

At 10th level, when you use your action to cast a druid cantrip, you can make one weapon attack as a bonus action.

Nature Armor (Level 14)

By 14th level, your connection to nature helps to shield you from harm. At the start of each of your turns, you gain a number of temporary hit points equal to half your druid level.

Urban Druid

Circle of Concrete (Level 2)

Druids who join the Circle of Concrete don't make their home in pristine forests or majestic mountains, but in the Cities. Scrounging for scraps and sleeping in alleys have made them experts in surviving in the heart of a metropolis without a silver to their names. These druids are defenders of the downtrodden and avengers of the weak, living among the poor and stepping up when they need a champion most.

Bonus Proficiencies

Beginning when you select this archetype at 2nd level, you are now capable of using and are proficient in wearing armor and using shields made of metal.

Streettalk

At 2nd level, you learn to speak like a long time urbanite. You gain advantage on Intelligence (Investigation) checks to learn about a person or location in a city. In addition, you have advantage on Charisma (Persuasion) checks made to haggle the price of goods and Charisma (Deception) checks made to lie to authorities. Finally, you know Thieves' Cant.

Urban Shape (Level 6)

At 6th level, you can emulate the forms of some constructs. You can take the form of a Flying Sword when you use Wild Shape. At 8th level, you can choose the form of an Animated Armor, at 10th level the form of a Helmed Horror, and at 14th level a Shield Guardian. Additionally, you have become adept at blending into crowds and can cast disguise self at will without expending a spell slot.

Streetwise (Level 10)

By 10th level, you are immune to the blights and dangers of the city. You are immune to disease and to being poisoned and have resistance on poison damage. Additionally, you have become wary to the dangers of the streets and can't be surprised in a city while you are conscious.

Passwall (Level 14)

By 14th level, you now no longer need to scale the walls of the city to traverse it. You may cast passwall or dimension door without using a spell slot. After you cast either of these spells, you must complete a short or long rest before casting one again.