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Punti Ferita

Dadi Vita 1d8 per livello

Competenze

INT , WIS

Druid

Livello Bonus di Competenza Caratteristiche Cantrips Known
1 + 2 Druidic Spellcasting Cantrip Versatility 2
2 + 2 Druidic Spellcasting Cantrip Versatility 2
3 + 2 Druidic Spellcasting Cantrip Versatility 3
4 + 2 Druidic Spellcasting Cantrip Versatility 3
5 + 3 Druidic Spellcasting Cantrip Versatility 3
6 + 3 Druidic Spellcasting Cantrip Versatility 3
7 + 3 Druidic Spellcasting Cantrip Versatility 3
8 + 3 Druidic Spellcasting Cantrip Versatility 3
9 + 4 Druidic Spellcasting Cantrip Versatility 3
10 + 4 Druidic Spellcasting Cantrip Versatility 4
11 + 4 Druidic Spellcasting Cantrip Versatility 4
12 + 4 Druidic Spellcasting Cantrip Versatility 4
13 + 5 Druidic Spellcasting Cantrip Versatility 4
14 + 5 Druidic Spellcasting Cantrip Versatility 4
15 + 5 Druidic Spellcasting Cantrip Versatility 4
16 + 5 Druidic Spellcasting Cantrip Versatility 4
17 + 6 Druidic Spellcasting Cantrip Versatility 4
18 + 6 Druidic Spellcasting Cantrip Versatility 4
19 + 6 Druidic Spellcasting Cantrip Versatility 4
20 + 6 Druidic Spellcasting Cantrip Versatility 4

Spell Slots per Spell Level

Livello Bonus di Competenza Caratteristiche 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 + 2 Druidic Spellcasting Cantrip Versatility 2 0 0 0 0 0 0 0 0
2 + 2 Druidic Spellcasting Cantrip Versatility 3 0 0 0 0 0 0 0 0
3 + 2 Druidic Spellcasting Cantrip Versatility 4 2 0 0 0 0 0 0 0
4 + 2 Druidic Spellcasting Cantrip Versatility 4 3 0 0 0 0 0 0 0
5 + 3 Druidic Spellcasting Cantrip Versatility 4 3 2 0 0 0 0 0 0
6 + 3 Druidic Spellcasting Cantrip Versatility 4 3 3 0 0 0 0 0 0
7 + 3 Druidic Spellcasting Cantrip Versatility 4 3 3 1 0 0 0 0 0
8 + 3 Druidic Spellcasting Cantrip Versatility 4 3 3 2 0 0 0 0 0
9 + 4 Druidic Spellcasting Cantrip Versatility 4 3 3 3 1 0 0 0 0
10 + 4 Druidic Spellcasting Cantrip Versatility 4 3 3 3 2 0 0 0 0
11 + 4 Druidic Spellcasting Cantrip Versatility 4 3 3 3 2 1 0 0 0
12 + 4 Druidic Spellcasting Cantrip Versatility 4 3 3 3 2 1 0 0 0
13 + 5 Druidic Spellcasting Cantrip Versatility 4 3 3 3 2 1 1 0 0
14 + 5 Druidic Spellcasting Cantrip Versatility 4 3 3 3 2 1 1 0 0
15 + 5 Druidic Spellcasting Cantrip Versatility 4 3 3 3 2 1 1 1 0
16 + 5 Druidic Spellcasting Cantrip Versatility 4 3 3 3 2 1 1 1 0
17 + 6 Druidic Spellcasting Cantrip Versatility 4 3 3 3 2 1 1 1 1
18 + 6 Druidic Spellcasting Cantrip Versatility 4 3 3 3 3 1 1 1 1
19 + 6 Druidic Spellcasting Cantrip Versatility 4 3 3 3 3 2 1 1 1
20 + 6 Druidic Spellcasting Cantrip Versatility 4 3 3 3 3 2 2 1 1

Caratteristiche di Classe

Livello 1

Druidic
Spellcasting
Cantrip Versatility

Livello 10

Druid Circle feature

Livello 11

Multiattack

Livello 12

Ability Score Improvement
Proficiency Versatility

Livello 14

Druid Circle feature

Livello 16

Ability Score Improvement
Proficiency Versatility

Livello 18

Massive Forms
Timeless Body

Livello 19

Ability Score Improvement
Proficiency Versatility

Livello 2

Wild Shape
Druid Circle

Livello 20

Archdruid

Livello 4

Ability Score Improvement
Proficiency Versatility

Livello 6

Primal Strikes
Druid Circle feature

Livello 8

Ability Score Improvement
Proficiency Versatility

Progressione Incantatore

Progressione Incantatore: full

Progressione Trucchetti

Livello 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Trucchetti Conosciuti 2 2 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 4 4

Competenze

Armor

light

medium

shield

Skills

Equipaggiamento Iniziale

(a) a wooden shield or (b) any simple weapon
(a) a scimitar or (b) any simple melee weapon
In alternativa, puoi iniziare con: 2d4 × 10|2d4 × 10|Starting Gold

Caratteristiche di Classe

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 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 (found in chapter 5) as a spellcasting focus for your druid spells

Sacred Plants & Wood

A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.

Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.

Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.

Cantrip Versatility (Level 1)

1st-level druid feature (enhances Spellcasting)

Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the druid spell list.

Wild Shape (Level 2)

Starting at 2nd level, your connection with nature allows you to magically assume a special druidic form as an action. These forms are no mere beasts of the wild; they are mystical manifestations of your primal connection to nature. You can assume either a Scout Form, a small critter ideal for exploration and espionage—or a Combat Form, a hearty beast fit for battle. You can turn into your Scout Form twice, and your Combat Form twice, regaining all expended uses of this feature when you finish a short or long rest. You can stay in a druidic form 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 drop to 0 hitpoints or die.

Statistics

You adopt the following aspects and statistics of your druidic form while in it:

  • Your Strength, Dexterity, and Constitution scores are replaced by your form's.

  • You assume the form's hitpoints as listed in its statblock.

  • You can't speak or cast spells.

  • Your ability take to any action that requires hands is limited by your form's anatomy.

  • Your equipment magically merges into your new form and has no effect (unless your DM says you can wield or wear it instead).

You keep the following aspects and statistics of your normal form even while in druidic form:

  • Your alignment, personality, Intelligence, Wisdom, and Charisma scores remain the same.

  • You retain all proficiencies and can understand all the languages you normally know.

  • You can maintain concentration on spells, and take actions as part of a spell.

  • You retain the benefit of any features from your race, class or other sources and can use them if the new form is physically capable of doing so.

Overflow Damage

When you revert to your normal form, you return to the number of hitpoints you had before you transformed. However, if you revert as a result of dropping to 0 hitpoints, any excess damage carries over to your normal form. For example, if you take 10 damage in druidic form and have only 1 hitpoint left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hitpoints, you aren't knocked unconscious.

If your druidic form is instantly killed or reduced to 0 hitpoints by an effect that normally kills you outright when it does so, such as the disintegrate or power word kill spells, you instead revert to your normal form, and are not killed.

Appearance

When you shift into a form, you can determine its appearance, but it always looks slightly different than a natural version. The forms of many druids take on aspects of their personal appearance, but you can customize it as you desire, within reasonable limitations of the form's anatomy. For example, your lion form may have golden feathers and an ethereal tail, but it (normally) wouldn't have wings or humanoid hands. These customizations are entirely cosmetic and do not change your form's statistics.

A creature that is suspicious of your form can make a contested Intelligence (Nature) check against your Intelligence (Nature) check to determine that you are in fact a shapeshifted druid rather than a naturally curious animal. A fellow druid automatically succeeds on this check (and so do you, if you are making it against another druid in their form).

Scout Form

Scout Forms—like Cats, Hawks, Cuttlefish, Spiders, Owls, and Foxes—are critters that can readily maneuver around terrain, scout areas easily, and spy on potential enemies while hiding in plain sight. Scout Forms are unsuited for combat, lacking effective attacks and able to be swatted out of the air by even mundane predators. When you transform into your Scout Form, you adopt the statblock below, choosing Ground or Water. Each option grants additional traits to your scout form that adapt it to a different environment. You also choose between Tiny and Small for your form's size.

Starting when you reach 6th level in this class, you can also choose Sky as your scout form.

Each time you transform into a given scout form, you can choose the specific type of animal that you become—such as a Cat or a Dog for Ground, a Bat or an Owl for Sky, an Otter or a Turtle for Water. What specific animal form you adopt doesn't change the statistics of your Scout Form.

Combat Form

Combat Forms—such as Bears, Elephants, Panthers, Giant Owls, or Wolves—are formidable beasts useful for tearing into foes and weathering their attacks. Combat Forms might have special movement modes and senses, but their primary purpose is to do battle. When you transform into your Combat Form, you adopt the statblock below, and you choose a Form Aspect. The Aspect determines the general anatomy of your combat form, and you gain the listed traits of the aspect while in the form. You also choose between Medium and Large for your form's size.

Form Aspects

When you assume a combat form you also choose the anatomy and extra traits of your new form, called an aspect. Each aspect encompasses a wide variety of specific animals, such as the Wolf aspect also including jackals and hyenas. If you prefer a specific aesthetic but want the traits of another aspect, feel free to reflavor your form's anatomy as seems reasonable to you and your DM. For instance, you could adopt the Elk aspect, but take on the anatomy of a blazing-fast cheetah.

  • Bear

    (also Giant Badger, Wolverine)

    Climber

    You gain a climbing speed of 40 feet.

    Bulky

    When you assume this form, you gain temporary hitpoints equal to 2 x your Druid level, which last as long as you maintain this aspect.

  • Elk

    (also Horse, Elephant, Rhinoceros, Boar, Triceratops)

    Swift

    Your walking speed increases to 60 feet.

    Charger

    Once per turn, if you move at least 20 ft. straight toward a creature and then hit it with an attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or take an extra damage equal to 1d4 + your Proficiency bonus and be knocked prone.

  • Giant Eagle (Must be 6th level Druid or higher)

    (also Giant Owl, Giant Moth, Pteranodon)

    Airborne

    You gain a flying speed of 40 feet. Your walking speed is reduced to 10 feet.

    Keen Sight

    You have advantage on Wisdom (Perception) checks that rely on sight.

  • Giant Octopus

    (also Constrictor Snake, Crocodile, Giant Crab)

    Amphibious

    You can breathe air and water. You also gain a swimming speed of 30 feet. Your walking speed is reduced to 15 feet.

    Grappler

    When you hit a creature with your beast attack, it must make a Strength saving throw against your spell save DC. On a failed save, you grapple the target, and it is restrained while it is grappled (escape DC equals your Druid spell save DC). While you have a creature grappled, you can't attack another target.

  • Giant Spider

    (also Scorpion, Venomous Snake, Giant Lizard)

    Spider Climb

    You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

    Posonous Bite

    Once per turn when you hit a creature with your beast attack, it must make a Constitution saving throw against your spell save DC. On a failed save, it takes poison damage equal to 1d4 + twice your Proficiency bonus and is poisoned until the end of its next turn.

  • Panther

    (also Lion, Tiger, Jaguar, Allosaurus)

    Stealthy Ambusher

    You have advantage on Dexterity (Stealth) checks to hide from creatures. With a 10-foot running start, you can long jump up to 25 feet.

    Pounce

    Once per turn, if you move at least 20 ft. straight toward a creature and then hit it with an attack on the same turn, that target must succeed on a Strength saving throw against your spell save DC or be knocked prone. If the target falls prone, you can also immediately grapple it.

  • Shark

    (also Killer Whale, Sea Turtle, Plesiosaurus)

    Aquatic

    You can breathe air and water. You also gain a swimming speed of 40 feet. Your walking speed is reduced to 0.

    Electrosensitive

    You have blindsight with a radius of 30 feet.

    Blood Frenzy

    You have advantage on melee attack rolls against any creature that doesn't have all its hitpoints.

  • Wolf

    (also Big Dog, Hyena, Coyote, Jackal, Velociraptor)

    Pack Tactics

    You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

    Gnash

    When you hit a creature up to one size larger than you with your beast attack, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Variant: Specific Aspects

Want to turn into a creature that doesn't neatly fall into an existing aspect, and gain specific traits from it? It's easy enough, with approval from your DM, to take two traits from any beast statblock and stick them onto your Scout or Combat Form (instead of the normal extra features they'd get). For example, you could take a Badger's 5 ft. burrow speed and use it on your Scout Form, or use a Giant Toad's Standing Leap and Swallow attack on your Combat Form. Just stick to beasts with a CR less than 1/3rd your druid level, and take only two traits from it.

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.

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.

Proficiency Versatility (Level 4)

4th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Primal Strikes (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.

Druid Circle feature (Level 6)

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

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.

Proficiency Versatility (Level 8)

8th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Druid Circle feature (Level 10)

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

Multiattack (Level 11)

Starting at 11th level, you can make two beast attacks, instead of one, when you take the Attack action while in your Combat Form.

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.

Proficiency Versatility (Level 12)

12th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

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.

Proficiency Versatility (Level 16)

16th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Massive Forms (Level 18)

At 18th level, you are capable of assuming a Huge or Gargantuan size when entering your Combat Form. If you do so, your beast attack's damage increases to 3d10.

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.

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.

Proficiency Versatility (Level 19)

19th-level feature (enhances Ability Score Improvement)

When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).

This change represents one of your skills atrophying as you focus on a different skill.

Archdruid (Level 20)

At 20th level, when you roll initiative, you regain all expended uses of your Wild Shape.

Additionally, you can cast your druid spells while in your druidic form, ignoring verbal, somatic, and non-costly material components.

Playing a Druid

As a druid, you are normally a fully-fledged spellcaster, however using your Wild Shape feature you can suddenly transform into a tiny critter for scouting, or a melee-capable combat beast with tons of hitpoints! Even this Elegant Druid is a relatively complex class, so here are some tips on making the most of its abilities:

  • You can still concentrate on and activate spells while transformed, so try casting a long-duration spell like moonbeam before entering the fray in your Combat Form.

  • Your Scout Form and Combat Form operate on seperate resources, so you can use your Scout Form often to get a vantage point and traverse around obstacles, without impinging on your ability to fight.

  • Your Combat Forms are meant to soak up damage for the rest of your party, while letting you use the various effects of the Aspects to move around the battlefield and impose conditions on enemies. You've got two uses per short rest, so get in there!

Multiclasse

Requisiti Multiclasse

{"wis":13}

Competenze Ottenute

Armor light , medium , shield

Sottoclassi

Circle of Decay
EDruid
Circle of the Land
EDruid
Circle of the Moon
EDruid
Circle of the Sun
EDruid

Caratteristiche Sottoclasse

Circle of Decay

Circle of Decay (Level 2)

Druids of the Circle of Decay find beauty in decay. Through fungus, ash, and bone, they revere the transformations of death and rebirth.

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 ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch and spare the dying cantrips. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Decay 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.

Bringer of Decay

At 2nd level, you gain the ability to channel the essence of death and decay. As a bonus action, you can expend a use of your Combat Form to empower yourself with decay, rather than transforming into a druidic 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 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 1d6 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level.

  • Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.

  • You have resistance to necrotic and poison damage.

These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.

Cycle's Servant (Level 6)

Starting at 6th level, while your Bringer of Decay feature is active, you gain the following additional benefits:

  • You can attack twice, instead of once, whenever you take the Attack action on your turn.

  • When you reduce a creature to 0 hitpoints, you can cause it to burst with noxious spores and malaise. Each hostile creature within 5 feet of the target takes 1d4 necrotic damage unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 2d4 at 10th level, and 3d4 at 14th level.

Inured to Death (Level 10)

Starting at 10th level, you can't be frightened or poisoned, and you are immune to poison damage. Any critical hit against you counts as a normal hit instead, unless you're incapacitated.

Lingering Decay (Level 14)

At 14th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Bringer of Decay 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 Bringer of Decay feature is no longer active.

Whenever a creature moves into the cube or starts its turn there, that creature takes 4d6 necrotic 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.

Circle of the Land

Circle of the Land (Level 2)

Druids of the Land are dedicated to safeguarding the natural world they call home, each drawing power from the unique properties of their native terrain. A desert druid guarding an oases, a polar druid sledding across the snow, a sea druid swimming amongst a school of dolphins, each are exemplars of their own land.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 2nd, 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 Circle of the Land 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.

Primal Magic

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

Additionally, you can cast your circle spells while in your druidic form, ignoring components.

Steward of Nature (Level 6)

Starting at 6th level, moving through difficult terrain costs you no extra movement. You are also unaffected by nonmagical natural hazards such as thorny plants, quicksand pits, or freezing snow.

Additionally, during a long rest in natural terrain, you can ask for the aid of the native wildlife. Local animals will deliver firewood and show you the locations of nearby sources of food, water, and shelter, if they are able.

Dampen Elements (Level 10)

Starting at 10th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

One With the Land (Level 14)

Starting at 14th level, you can draw on the primordial power of the land around you as an action, wherever you are in the world. You gain a different benefit based on the type of terrain that you are in when you use this feature:

Arctic

You gain 30 temporary hitpoints and immunity to cold damage for 1 hour.

Coast

Each creature of your choice within 60 feet of you gains a swimming speed of 120 feet and can breath air and water. These benefits last for 8 hours.

Desert

You gain immunity to fire damage and the blinded condition. Whenever you deal damage with a spell, the target takes an additional 2d6 fire damage. These benefits last for 1 hour.

Forest

Each creature of your choice within 60 feet of you immediately regains 3d10 hitpoints and half of their hit dice.

Grassland

Your speed is doubled and your movement does not provoke opportunity attacks. These benefits last for 1 hour.

Mountain

Each creature of your choice within 60 feet of you gains a flying speed of 30 feet for 1 hour.

Swamp

You gain immunity to poison and acid damage. Friendly creatures within 15 feet of you are immune to disease. These benefits last for 1 hour.

Underdark

Each creature of your choice within 60 feet of you gains a climbing speed of 30 feet and darkvision with a radius of 120 feet. This benefit lasts for 8 hours.

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

Circle of the Moon

Circle of the Moon (Level 2)

For those druids who follow the Circle of Moon, change and transformation are the way of nature. They push the potential of their wild shapes, taking on forms that combine the best aspects of many creatures. They stalk 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 may soar as a venomous owl, stalk their prey as an aquatic wolf, or charge against an invading monster as an antlered bear. Lycanthropes, who also derive their transformative power from the moon, are at once kin and enemy of the circle. Some afflicted with such curses even take up the mantle of this circle to learn to control their hybrid transformations.

Enhanced Wild Shape

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.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot and regain 1d12 hitpoints per level of the spell slot expended.

Chimeric Forms

Starting at 2nd level, your druidic forms take on a greater supernatural quality, combining the best aspects of multiple animals into chimeric forms. When you assume your Scout Form, you can choose two options of type instead of one, gaining the traits of both.

When you assume your Combat Form, you can choose two aspects instead of one, gaining the traits of both. If any of the chosen aspects reduce your movement speed, you can choose to ignore one of the reductions.

Moonlight Rituals (Level 6)

Starting at 6th level, you can perform a ritual during a long rest that aids those who walk under the moon. At the end of the rest, a number of creatures of your choice up to your Wisdom modifier within 30 feet of you gain the benefits of the ritual for 8 hours. For the duration, the creatures have darkvision with a radius of 60 feet, and are immune to contracting lycanthropy.

Additionally, you gain the moonbeam spell, which doesn't count against the number of spells you can prepare each day.

Adaptable Forms (Level 10)

Beginning at 10th level, your combat form can adapt to face any threat and handle any terrain. As a bonus action while in your combat form, you can replace one of your chosen aspects with a different one.

Primal Avatar (Level 14)

At 14th level, your mastery of wild shape becomes absolute. When you assume your Scout Form, you gain the benefits of all three types. When you assume your Combat Form, you can choose up to three different aspects to take on at once. If any of the chosen aspects reduce your movement speed, you can choose to ignore one of the reductions.

Circle of the Sun

Circle of the Sun (Level 2)

Druids of the Sun give homage to its eternal power, to bring life to the world and banish darkness from all its corners. They carry the sun's light and warm with them, able to use it to heal allies or smite foes. Sun druids especially hate undead, and they use their power to weaken and destroy them wherever they may be found.

Circle Spells

Your connection to the radiant energy of the sun grants you access to certain spells. At 2nd level, you learn the light cantrip. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Sun Spells table.

Circle of the Sun Spells
Druid LevelCircle Spells

2nd

guiding bolt

3rd

scorching ray

5th

daylight

7th

aura of life

9th

dawn

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.

Power of the Sun

Starting at 2nd level, you have a pool of solar energy which is represented by a number of d6s equal to 1 + 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 up to your Wisdom modifier. Roll the spent dice and add them together. If the creature is friendly, it regains that many hitpoints. If the creature is hostile, it must make a Constitution saving throw against your druid spell save DC, taking that much radiant damage on a failed save, or half as much on a success.

If the target is in sunlight, the healing or damage is increased by the number of dice spent. You regain all expended dice when you finish a long rest.

Banish the Darkness (Level 6)

Beginning at 6th level, when you cast a spell that creates light, such as daylight, you can empower it with solar radiance. The spell's light becomes sunlight, and undead within the light's area have disadvantage on saving throws against features that turn undead. The spell also counts as one level higher than the spell slot used.

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

Glorious Incandescence (Level 10)

At 10th level, you are immune to being blinded, and you have resistance to fire and radiant damage.

Solar Flare (Level 14)

Starting at 14th level, when you enter your Combat Form you can embody the sun, becoming a radiant version of your chosen form. You gain the following benefits while in the form:

  • You glow with sunlight, shedding bright light in a 60-foot radius and dim light for an additional 60 feet.

  • You can cast your circle spells while in the form, ignoring components.

  • When a creature hits you with a melee attack, or starts its turn grappling you, it takes 1d12 radiant damage.

  • Once per turn when you hit a creature with your beast attack or deal radiant damage to it, the target must succeed on a Constitution saving throw against your Druid spell save DC or be blinded until the end of its next turn.

Once you have assumed a radiant form using this feature, you can't do so again until you finish a long rest.