Hit Points
Proficiencies
Druid
| Level | Proficiency Bonus | Features | Wild Shape | Cantrips | Prepared Spells |
|---|---|---|---|---|---|
| 1 | + 2 | Druidic Primal Order Spellcasting | 0 | 2 | 4 |
| 2 | + 2 | Druidic Primal Order Spellcasting | 2 | 2 | 5 |
| 3 | + 2 | Druidic Primal Order Spellcasting | 2 | 2 | 6 |
| 4 | + 2 | Druidic Primal Order Spellcasting | 2 | 3 | 7 |
| 5 | + 3 | Druidic Primal Order Spellcasting | 2 | 3 | 9 |
| 6 | + 3 | Druidic Primal Order Spellcasting | 3 | 3 | 10 |
| 7 | + 3 | Druidic Primal Order Spellcasting | 3 | 3 | 11 |
| 8 | + 3 | Druidic Primal Order Spellcasting | 3 | 3 | 12 |
| 9 | + 4 | Druidic Primal Order Spellcasting | 3 | 3 | 14 |
| 10 | + 4 | Druidic Primal Order Spellcasting | 3 | 4 | 15 |
| 11 | + 4 | Druidic Primal Order Spellcasting | 3 | 4 | 16 |
| 12 | + 4 | Druidic Primal Order Spellcasting | 3 | 4 | 16 |
| 13 | + 5 | Druidic Primal Order Spellcasting | 3 | 4 | 17 |
| 14 | + 5 | Druidic Primal Order Spellcasting | 3 | 4 | 17 |
| 15 | + 5 | Druidic Primal Order Spellcasting | 3 | 4 | 18 |
| 16 | + 5 | Druidic Primal Order Spellcasting | 3 | 4 | 18 |
| 17 | + 6 | Druidic Primal Order Spellcasting | 4 | 4 | 19 |
| 18 | + 6 | Druidic Primal Order Spellcasting | 4 | 4 | 20 |
| 19 | + 6 | Druidic Primal Order Spellcasting | 4 | 4 | 21 |
| 20 | + 6 | Druidic Primal Order Spellcasting | 4 | 4 | 22 |
Spell Slots per Spell Level
| Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | + 2 | Druidic Primal Order Spellcasting | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Druidic Primal Order Spellcasting | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3 | + 2 | Druidic Primal Order Spellcasting | 4 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4 | + 2 | Druidic Primal Order Spellcasting | 4 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5 | + 3 | Druidic Primal Order Spellcasting | 4 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6 | + 3 | Druidic Primal Order Spellcasting | 4 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7 | + 3 | Druidic Primal Order Spellcasting | 4 | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8 | + 3 | Druidic Primal Order Spellcasting | 4 | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 |
| 9 | + 4 | Druidic Primal Order Spellcasting | 4 | 3 | 3 | 3 | 1 | 0 | 0 | 0 | 0 |
| 10 | + 4 | Druidic Primal Order Spellcasting | 4 | 3 | 3 | 3 | 2 | 0 | 0 | 0 | 0 |
| 11 | + 4 | Druidic Primal Order Spellcasting | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 12 | + 4 | Druidic Primal Order Spellcasting | 4 | 3 | 3 | 3 | 2 | 1 | 0 | 0 | 0 |
| 13 | + 5 | Druidic Primal Order Spellcasting | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 14 | + 5 | Druidic Primal Order Spellcasting | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 0 | 0 |
| 15 | + 5 | Druidic Primal Order Spellcasting | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 16 | + 5 | Druidic Primal Order Spellcasting | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 0 |
| 17 | + 6 | Druidic Primal Order Spellcasting | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
| 18 | + 6 | Druidic Primal Order Spellcasting | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
| 19 | + 6 | Druidic Primal Order Spellcasting | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
| 20 | + 6 | Druidic Primal Order Spellcasting | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
Level 1
Level 10
Level 12
Level 14
Level 15
Level 16
Level 18
Level 19
Level 2
Level 20
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Caster Progression
Cantrip Progression
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Cantrips Known | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Proficiencies
light
shield
simple
Starting Equipment
Class Features
Druidic (Level 1)
You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared.
You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message's presence with a successful DC 15 Intelligence (Investigation) check but can't decipher it without magic.
Primal Order (Level 1)
You have dedicated yourself to one of the following sacred roles of your choice.
Spellcasting (Level 1)
You have learned to cast spells through studying the mystical forces of nature. See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the Druid spell list later in the class's description.
Cantrips
You know two cantrips of your choice from the Druid spell list. Druidcraft and Produce Flame are recommended.
Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list.
When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table.
Spell Slots
The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+
You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended.
The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.
If another Druid feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you.
Changing Your Prepared Spells
Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your Druid spells.
Spellcasting Focus
You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.
Wild Companion (Level 2)
You can summon a nature spirit that assumes an animal form to aid you. As a Magic action, you can expend a spell slot or a use of Wild Shape to cast the Find Familiar spell without Material components.
When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.
Wild Shape (Level 2)
The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see "Known Forms" below). You stay in that form for a number of hours equal to half your Druid level or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.
Number of Uses
You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape column of the Druid Features table.
Known Forms
You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating of 1/4 and that lack a Fly Speed (see appendix B for stat block options). The Rat, Riding Horse, Spider, and Wolf are recommended. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.
When you reach certain Druid levels, your number of known forms and the maximum Challenge Rating for those forms increases, as shown in the Beast Shapes table. In addition, starting at level 8, you can adopt a form that has a Fly Speed.
When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.
Rules While Shape-Shifted
While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:
- Temporary Hit Points
When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.
- Game Statistics
Your game statistics are replaced by the Beast's stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast's stat block is higher than yours, use the one in the stat block.
- No Spellcasting
You can't cast spells, but shape-shifting doesn't break your Concentration or otherwise interfere with a spell you've already cast.
- Objects
Your ability to handle objects is determined by the form's limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it's practical for the new form to wear a piece of equipment based on the creature's size and shape. 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 the form. Equipment that merges with the form has no effect while you're in that form.
Druid Subclass (Level 3)
You gain a Druid subclass of your choice. A subclass is a specialization that grants you features at certain Druid levels. For the rest of your career, you gain each of your subclass's features that are of your Druid level or lower.
Ability Score Improvement (Level 4)
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Druid levels 8, 12, and 16.
Wild Resurgence (Level 5)
Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).
In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can't do so again until you finish a Long Rest.
Subclass Feature (Level 6)
You gain a feature from your Druid Subclass.
Elemental Fury (Level 7)
The might of the elements flows through you. You gain one of the following options of your choice.
Ability Score Improvement (Level 8)
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.
Subclass Feature (Level 10)
You gain a feature from your Druid Subclass.
Ability Score Improvement (Level 12)
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.
Subclass Feature (Level 14)
You gain a feature from your Druid Subclass.
Improved Elemental Fury (Level 15)
The option you chose for Elemental Fury grows more powerful, as detailed below.
Potent Spellcasting
When you cast a Druid cantrip with a range of 10 feet or greater, the spell's range increases by 300 feet.
Primal Strike
The extra damage of your Primal Strike increases to 2d8.
Ability Score Improvement (Level 16)
You gain the Ability Score Improvement Feat or another feat of your choice for which you qualify.
Beast Spells (Level 18)
While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.
Epic Boon (Level 19)
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.
Archdruid (Level 20)
The vitality of nature constantly blooms within you, granting you the following benefits.
Evergreen Wild Shape
Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it.
Nature Magician
You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot. Once you use this benefit, you can't do so again until you finish a Long Rest.
Longevity
The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.
Multiclassing
Proficiencies Gained
Subclasses
Subclass Features
Alternate Circle of the Land
Alternate Circle of the Land (Level 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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.
Hive Mind (Level 10)
At 10th level, when you cast rary's telepathic bond, each creature in the link has advantage on Intelligence, Wisdom, and Charisma checks if at least one creature in the link has proficiency in a skill that applies to that check. In addition, if one creature in the link succeeds on a Wisdom (Perception) check to notice a hidden creature or on a Wisdom (Insight) check, each creature in the link also succeeds on the check. Finally, when a linked creature makes an attack, it has advantage on the attack roll if another linked creature that can see it uses a reaction to assist it.
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 3)
Blightblood (Level 3)
Blight Touch (Level 3)
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 3)
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 Blood
Circle of Blood (Level 3)
Wreak Bloody Havoc
The Circle of Blood is a keeper of the old ways. They remember how ancient Druids performed sacrificial rituals under a blood-red moon to appease the uncaring forces of nature. These Druids trade blood for life in a delicate balance to bolster their allies and destroy their enemies.
Circle of Blood Spells
When you reach a Druid level specified in the Circle of Blood Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Prepared Spells |
|---|---|
3 | |
5 | |
7 | |
9 |
Rite of the Blood Moon
As a Bonus Action, you can expend a use of your Wild Shape to adopt the violent savagery of the Blood Moon for 10 minutes. During this time, you gain the following benefits:
- Red Resilience
You gain Temporary Hit Points equal to three times your Druid level.
- Speed Increased
Your Speed increases by 10 feet, and you can take the Dash action as a Bonus Action.
- Violent Strikes
When you hit a creature with a weapon or Unarmed Strike, you can deal an extra 1d6 Necrotic damage to the target.
Blood Boon (Level 6)
Whenever a creature you can see within 60 feet of you is reduced to 0 Hit Points, you can take a Reaction to claim the last vestiges of its vitality. You regain 1 spent Hit Die and grant a creature you can see within 60 feet of you Temporary Hit Points equal to your Druid level.
You can use this feature a number of times equal to your Wisdom modifier (minimum once). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Blood Lust (Level 10)
While your Blood Moon is active, you gain the following benefits:
- Improved Violent Strikes
The extra Necrotic damage from your Violent Strikes increases to 2d6.
- Red Rage
You have Resistance to Bludgeoning, Piercing, and Slashing damage.
Exsanguinate (Level 14)
When you use your Blood Boon, you regain spent Hit Dice equal to half your Druid level and give Temporary Hit Points equal to twice your Druid level to a number of creatures up to your Wisdom modifier (minimum of one creature) that you can see within 60 feet of yourself.
Once you use this feature, you can't do so again until you finish a Long Rest.
Circle of Cataclysm
Circle of Cataclysm (Level 3)
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 3)
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 3)
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.
| Druid Level | Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
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 3)
Shape-Shift into an Adaptable Machine
Druids in 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 those of Beasts. Others, however, believe that Constructs represent a higher form of life, for Constructs are ageless, designed with a clear intent, and are free of hunger, thirst, and disease.
Machine Code
You know Machine Code, the native code-language of machines. Due to this language, you know the Technomancy cantrip.
Circle of Configuration Spells
When you reach a Druid level specified in the Circle of Configuration Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Prepared Spells |
|---|---|
3 | |
5 | |
7 | |
9 |
Construct Form
You gain the ability to assume the form of machines, granting you the following benefits:
Construct Form
Using Wild Shape, you can shape-shift into a Construct Form, using the Construct Form stat block, which doesn't count against your known forms.
Configuration
When you assume your Construct Form, choose one of the following configurations: Juggernaut, Mobile, or Turret. You can switch your configuration as a Bonus Action.
Temporary Hit Points
You gain a number of Temporary Hit Points equal to three times your Druid level.
Features
Your Construct Form improves and gains new features when you reach certain Druid levels.
Speaker of Steel (Level 6)
If you fail an Intelligence (Data or Technology) check or an ability check made to interact with a Construct, you can expend one use of your Wild Shape to reroll it with a bonus equal to your Druid level. You must use the new roll.
Prismatic Module (Level 10)
When you use your Wild Shape to shape-shift, you gain Resistance to one of the following damage types of your choice while you are shape-shifted: Acid, Cold, Fire, Lightning, Poison, or Thunder.
Mecha Configuration (Level 14)
When you assume the Juggernaut configuration of your Construct Form, you can shapeshift into an empowered Mecha configuration, granting you the following benefits. This configuration lasts for 10 minutes or until you dismiss it on your turn (no action required). Once you use this feature, you can't use it again until you finish a Long Rest. You can also restore your use of it by expending a level 5+ spell slot (no action required).
Size
Your size becomes Large, if it was smaller.
Mighty
You have Advantage on Strength checks and saving throws.
Mecha Slam
Your melee attacks deal an extra 1d6 Force damage on a hit.
Omni-Configuration
You can use the traits and actions of the Juggernaut, Mobile, and Turret configurations.
Circle of Configuration
Circle of Configuration (Level 3)
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 3)
Fire from Within (Level 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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)
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 3)
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 3)
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)
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 3)
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 3)
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 3)
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
Circle of Dreams (Level 3)
Traverse the Twilight Between Sleep and Wakefulness
The Circle of Dreams draws its power from the ethereal connection between the waking world and the Feywild's dreamlike realms. Druids of this circle are guardians of places where the veil between reality and dreams is thin. They intertwine their magic with the shimmering essence of dreams, soothing the troubled, healing the wounded, and filling the world with a sense of serene wonder. In the lands they protect, the boundary between dream and reality blurs, creating sanctuaries of beauty and rest where all can find peace and renewal.
Circle of Dreams Spells
When you reach a Druid level specified in the Circle of Dreams Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Prepared Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
Balm of the Summer Court
You are imbued with the vibrant energies of the Summer Court. As a Magic action, you can expend one use of your Wild Shape feature to create a reservoir of healing fey power within yourself. This reservoir is represented by a number of d6s equal to half your Druid level (rounded up). These dice last until you finish a Long Rest or until you use this action again.
As a Bonus Action, you can target a creature you can see within 120 feet of you and spend any number of these dice. 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.
Hearth of Moonlight and Shadow (Level 6)
When you and your allies take a Short or Long Rest within the dome created by your Leomund's Tiny Hut spell, you gain the following benefits:
- Short Rest
- Long Rest
Hidden Paths (Level 10)
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 use this feature in one of the following ways:
- Free Step
- Friendly Step
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses of it when you finish a Long Rest.
Walker in Dreams (Level 14)
The magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.
You can cast the following spells without expending a spell slot or requiring Material components: Dream, Scrying or Teleportation Circle. Once you cast one of these spells without a spell slot, you cannot cast any of them in this way again until you finish a Long Rest.
Additionally, when you finish a Long Rest within the dome created by your Leomund's Tiny Hut spell, you can designate your current location as an anchor point. This anchor point remains until you designate a new one, and you can use it as the destination for your Teleportation Circle spell instead of a permanent circle. If you attempt to cast Teleportation Circle using your anchor point as the destination while you are on a different plane of existence, the spell fails but the spell slot isn't expended.
Circle of Dreams (Revised)
Circle of Dreams (Level 3)
Hearth of Moonlight and Shadow (Level 6)
6th-level Circle of Dreams feature
Home can be wherever you are, letting you invoke the shadowy power of the Gloaming Court for concealment and shelter. As an action, you can expend a use of Wild Shape to emanate invisible, camouflaging magic in a 30-foot radius which lasts for 1 hour or until you are incapacitated or die. Total cover blocks the effect.
You and your allies in this space gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and can attempt to hide even in plain sight, magically blending into the environment. If a creature hidden in this way ends its turn outside of the area, it is automatically revealed. Any light of your choice within this effect isn't visible outside of it.
If used while resting, this magic is centred on a point in space you touch, lasts for the rest's length or until you leave the area, and doesn't require a Wild Shape usage.
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 3)
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 3)
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:
| - | Air | Earth | Fire | Water |
|---|---|---|---|---|
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 3)
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 Entropy
Circle of Entropy (Level 3)
Become an Instrument of Decay and Ruin
Druids of the Circle of Entropy see doom as a constant of the natural world. Lives end, works erode, and the civilizations of Etharis ultimately come to ruin. The inevitable end of the old brings opportunity for the new. These fatalistic Druids see themselves as agents of ruin, ending those whose time has passed to make space for those whose time has yet to come.
Catastrophic Power
You have mastered talents, both magical and martial, in your pursuit of the inevitable destruction of mortals and their works. When you finish a Short or Long Rest, you gain one of the following benefits until you finish your next Short or Long Rest.
Elemental Cataclysm
As a Magic action, you can expend a spell slot to cause elemental energy to burst in a 10-foot-radius Sphere centered on a point within 60 feet of yourself. Choose a damage type: Acid, Cold, Fire, or Lightning.
Each creature in the Sphere must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 1d6 damage of the chosen type per level of the spell slot expended, and then has Vulnerability to that damage type for 1 minute. On a successful save, a creature takes half as much damage only. The target repeats the save at the end of each of its turns, ending the Vulnerability on a success.
Ruinous Smite
Once per turn when you deal damage with an attack with a weapon or an Unarmed Strike, you can choose to expend a spell slot to deal an extra 1d8 Necrotic damage, plus another 1d8 per level of the spell slot.
Weapon Mastery
Your supernatural connection to destruction allows you to use the mastery property of one kind of weapon of your choice with which you have proficiency, such as Shortbows or Quarterstaffs.
Whenever you finish a Long Rest, you can change the kind of weapon you choose. For example, you could switch to using the mastery property of Slings or Greatclubs.
Ruin Incarnate
As a Bonus Action, you can expend a use of your Wild Shape to adopt an aspect of entropy and the inevitable end of all things for 10 minutes. You gain the following benefits.
All Things Pass
You have Advantage on attack rolls against Bloodied creatures.
Inexorable Onslaught
You can attack twice instead of once whenever you take the Attack action on your turn.
Ironskin Armor
Your base AC becomes 17 plus your Wisdom modifier (minimum of +1) if your AC is lower than that.
Many Roads to Ruin (Level 6)
Your mystic connection to catastrophe and destruction grows stronger. You gain the following benefits.
Elemental Assault
While your Ruin Incarnate feature is active, whenever you hit with a weapon or an Unarmed Strike, you can cause it to deal your choice of Acid, Cold, Fire, Lightning, or Necrotic damage rather than its normal damage type.
Increased Might
While your Ruin Incarnate feature is active, you can add your Wisdom modifier (minimum bonus of +1) to your Strength and Dexterity saving throws.
Shake the Earth (Level 10)
As a Magic action, you can strike the earth with a thunderous tremor and grow. When you do so, your size increases by one category (from Medium to Large, for example) for 10 minutes. In addition, each creature in a 30-foot Emanation originating from your new form must make a Dexterity saving throw against your spell save DC or have the Prone condition. The tremor deals Bludgeoning damage to each structure in contact with the ground in the area. To determine this damage, roll a number of d10s equal to your Druid level, and add them together.
While your size is increased by this feature, your attacks with weapons and Unarmed Strikes deal an extra 1d4 damage on a hit.
Once you use this feature, you can't use it again until you finish a Long Rest.
Entropy's Apex (Level 14)
You have mastered the ability to hasten the inevitable slide toward entropy. You gain the following benefits.
Enhanced Ruinous Smite
Until the end of your next turn, any creature affected by your Ruinous Smite suffers a Critical Hit on a roll of 19-20 on the d20.
Improved Inexorable Onslaught
While your Ruin Incarnate feature is active, you can attack with a weapon or an Unarmed Strike three times instead of once whenever you take the Attack action on your turn.
World Breaker
You regain your use of your Shake the Earth feature when you finish a Short or Long Rest.
Circle of Flames (Retired)
Circle of Flames (Level 3)
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 3)
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 3)
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 3)
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)
Grasp of Nature (Level 10)
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 3)
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 3)
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 3)
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 3)
Plant Form (CR 1) (Level 3)
Bonus Cantrip (Level 3)
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 3)
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 3)
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 3)
Mutate Into an Apex Predator
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, emerging from the wilds 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 these Druids, those who wish to preserve nature as it is simply fear what change brings.
Circle Forms
You channel the endless possibilities of nature when you assume a Wild Shape form, granting you the benefits below.
Challenge Rating
The maximum Challenge Rating for the form equals your Druid level divided by 3 (rounded down).
Predator's Strike
When you hit a creature with an attack roll using a Beast form's attack in Wild Shape, you add +2 to the damage dealt.
Mutate Shape
When you assume a Wild Shape form, or as a Bonus Action while your Wild Shape is active, you can expend a spell slot to gain Mutation Points equal to the slot's level. These Mutation Points last until they are spent, you gain additional Mutation Points, or you leave the form. While you have Mutation Points, you can spend them on your turn (no action required by you) to gain a Mutation from the list below. When you do, your body distends and reconstitutes in a gruesome display.
Mutations last until you leave the form or you expend a spell slot to gain Mutation Points.
Mutation Options
The following options are available to your Mutate Shape feature. The options are presented in alphabetical order.
Repeatable
A Mutation can be gained only once for each Wildshape use unless its description states otherwise in a "Repeatable" subsection.
Creature of the Sea
Cost: 1 Mutation Point
You gain a Swim Speed equal to your Speed, and you can breathe underwater. For an additional 1 Mutation Point, you gain a Swim Speed equal to twice your speed.
Creature of the Sky
Cost: 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
Cost: 1 Mutation Point
You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Disquieting Voice
Cost: 1 Mutation Point
You can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.
Echolocation
Cost: 3 Mutation Points
You have Blindsight with a range of 30 feet while you don't have the Deafened condition.
Enlarge
Cost: 2 Mutation Points
Your size increases by one category (from Medium to Large, for example). You can spend an additional 2 Mutation Points to increase your size by two categories instead (from Medium to Huge, for example), gaining the benefits of the spell again.
See the Enlarge/Reduce spell to determine the benefits gained from this ability.
Multiattack
Cost: 2 Mutation Points
You can attack twice with a Wild Shape form's attack instead of once whenever you take the Attack action on your turn.
Natural Armor
Cost: 2 Mutation Points
You gain a +1 bonus to Armor Class.
Repeatable
You can gain this Mutation more than once, but no more than three times.
Reduce
Cost: 1 Mutation Point
Your size decreases by one category (from Medium to Small, for example). You can spend an additional 2 Mutation Points to decrease your size by two categories instead (from Medium to Tiny, for example). See the Enlarge/Reduce spell to determine the benefits gained from this ability.
Venomous Attacks
Cost: 2 Mutation Points
Once per turn, a creature you hit with a Wild Shape form's attack takes an extra 2d6 Poison damage, and you can force a creature you hit with a Wild Shape form's attack to make a Constitution saving throw against your spell save DC. On a failed save, the creature is Poisoned for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the Poisoned condition on a success.
Repeatable
You can gain this Mutation more than once, but no more than three times. For each additional 2 Mutation points, the attack does an additional 2d6 Poison damage.
Wall Crawler
Cost: 1 Mutation Point
You gain a Climb Speed equal to your speed. For an additional 1 Mutation Point, you gain a Climb Speed equal to twice your Speed.
Unnatural and Unnerving (Level 6)
When you expend a level 2+ spell slot to gain Mutation Points, you regain one expended spell slot. The slot you regain must be of a level lower than the slot you expended and can't be higher than level 5.
In addition, while in Wild Shape form, you gain the following benefits.
Unnatural Attacks
Each of your attacks in Wild Shape form can deal its normal damage type or Force damage. You make this choice each time you hit with those attacks.
Unnerving Aura
You have Advantage on Charisma (Deception or Intimidation) and Wisdom (Animal Handling) checks.
Endless Evolution (Level 10)
When you gain Mutation Points, you gain an additional number of Mutation Points equal to your Wisdom modifier (minimum 1). In addition, you can now spend your Mutation Points on the following Mutations.
Creature of Earth
Cost: 3 Mutation Points
You have Tremorsense with a range of 30 feet. You can spend 2 additional Mutation Points to gain a Burrow Speed equal to your Speed.
Elemental Inurement
Cost: 2 Mutation Points
You gain Resistance to one of the following damage types of your choice: Acid, Cold, Fire, Lightning, Poison, or Thunder.
Repeatable
You can gain this Mutation more than once, but you must choose a different Resistance each time.
Eldritch Assault
Cost: 2 Mutation Points
You gain a +1 bonus to attack rolls and damage rolls you make with your Wild Shape form's attacks.
Repeatable
You can gain this Mutation more than once, but no more than three times.
Mystic Monster
Cost: 3 Mutation Points
You can cast spells while you're in this Wild Shape form. If you have 18 or more Druid levels, creatures have Disadvantage on saving throws against spells you cast while this Mutation is active.
Rapid Regeneration
Cost: 5 Mutation Points
At the start of each of your turns, you regain Hit Points equal to your Wisdom modifier (minimum of 1 Hit Point regained).
Supernatural Hide
Cost: 5 Mutation Points
You have Resistance to Bludgeoning, Piercing, and Slashing damage.
Apex Predator (Level 14)
Your mastery of mutation has made you an apex predator, granting you the following benefits.
Evolved Attacks
Once per turn, you can deal an extra 2d10 Force damage to a target you hit with a Wild Shape form's attack.
Mutate Beasts
As a Magic action, you can touch a Beast and expend a spell slot, causing the target to mutate. You gain Mutation Points equal to the slot's level, which you must immediately spend on Mutations for the Beast. Unspent Mutation Points are lost. Mutations remain until the Beast is targeted by this feature again. A Remove Curse, Greater Restoration or similar magic ends the Mutations.
Circle of Mutation
Circle of Mutation (Level 3)
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 3)
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
Circle of Owls (Level 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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.
Circle of Seasons
Circle of Seasons (Level 3)
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 3)
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 3)
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 3)
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 3)
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
Circle of Spirit (Level 3)
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 Spirits
Circle of Spirits (Level 3)
Harness the Secrets of the Afterlife
Druids of the Circle of Spirits commune with the lingering echoes of those who have passed. They serve as spirit medium, caretakers of restless souls, and guides for the living and the dead alike. Whether acting as a shepherd of wayward spirits or channelling their wisdom in battle, these druids weave their connection to spirits into their magic.
Circle of Spirits Spells
When you reach a Druid level specified in the Circle of Spirits Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
Spirit Speaker
As a Bonus Action, you can expend a use of your Wild Shape feature to channel a spirit, instead of shape-shifting. You can channel the spirit for 10 minutes, until you become Incapacitated, or choose to dismiss it early (no action required). When channelling you gain the following benefits:
Spirit Voice
You can add your Wisdom modifier to checks made with Charisma.
Cold Touch
As a Bonus Action you can attempt to touch a creature. Make a melee spell attack roll against that creature, on a hit they take cold damage equal to 1d8 + your Wisdom modifier.
This damage increases by 1d8 at Druid level 10 (2d8), and again at level 14 (3d8).
Soothing Spirit (Level 6)
Your spiritual connection has empowered your healing spells. Whenever you cast a healing spell of 1st level or higher you may add half your druid level (round down) to the hit points restored.
Spiritual Levitation (Level 10)
While your Spirit Speaker feature is active you gain the following benefits:
Flight
You gain a fly speed equal to your speed.
Resistance
You have resistance to Cold, Necrotic, and Psychic damage.
Share the Spirit (Level 14)
Instead of channelling the spirit, of the Spirit Speaker feature, into your own body, you can channel it into a willing creature within 60 feet of yourself. That creature gains the benefits of the Spirit Speaker feature and uses your Wisdom modifier for the features.
Additionally, you can channel a spirit into both the other creature and yourself if you expend two uses of your Wild Shape instead of one when channelling it.
Circle of Spores
Circle of Spores (Level 3)
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 3)
Turn Life's Last Breath into Nature's First Step
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 of Spores Spells
When you reach a Druid level specified in the Circle of Spores Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Prepared Spells |
|---|---|
3rd | Bane, Blindness/Deafness, Chill Touch, Gentle Repose, Inflict Wounds |
5th | |
7th | |
9th |
Halo of Spores
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 force it to make a Constitution saving throw against your spell save DC (no action required) or take 1d4 Necrotic damage. Once you deal this damage, you can't do so again until the start of your next turn.
The Necrotic damage increases to 1d6 at level 6, 1d8 at level 10, and 1d10 at level 14.
Symbiotic Entity
You gain the ability to channel magic into your spores. As a Bonus Action, you can expend one use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form. While this feature is active, you gain the following benefits for 10 minutes or until you have the Incapacitated condition:
- Temporary Hit Points
- Halo of Spores Improvement
- Spore Strikes
Fungal Infestation (Level 6)
When a creature with an organic corpse dies within 30 feet of you, you can take a Reaction to infest it with spores, briefly reanimating it in a final surge of aggression.
- Fungal Puppet
- Damage
You can use this Reaction a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses when you finish a Short or Long Rest.
Spreading Spores (Level 10)
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.
If a creature is within the area when you create it, or if it enters the area or ends its turn there, it must succeed on a Constitution saving throw against your spell save DC or take your Halo of Spores damage.
While the Cube of spores persists, you can't use your Halo of Spores feature.
Fungal Body (Level 14)
The fungal spores in your body alter you. You gain the following benefits while you don't have the Incapacitated condition.
- Condition Immunity
- Critical Hit Immunity
Circle of Spores
Circle of Spores (Level 3)
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
Circle of Stars (Level 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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.
| Druid Sect | Creature 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 3)
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 3)
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 3)
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 3)
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 3)
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.
| Creature CR | Damage |
|---|---|
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 3)
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 3)
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 3)
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 3)
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 3)
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.
| d4 | Effect |
|---|---|
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 3)
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 3)
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 3)
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.
| d6 | Treasure |
|---|---|
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 3)
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 City
Circle of the City (Level 3)
Druids belonging to the Circle of the City go against what most think of when they envision a Druid. Instead of protecting nature by preserving the spaces untouched by civilization, they bring nature to the spaces where people live, and seek to establish a symbiotic relationship between mankind and the natural world. They see villages, towns, and cities as ecosystems in their own right, no different from a forest, jungle, or desert. These Druids forgo the secrecy and reclusiveness that most druidic circles hold dear and sacred, and replace it with what they see as a stronger force better able to enact long-lasting change: community. They are pillars of these communities, establishing and preserving green spaces that not only bring nature into the day-to-day lives of the city's inhabitants, but also double as useful tools for the residents.
The work of the urban Druid is not done in isolated, magical forests, but in parks, community gardens, and city orchards. They are not only concerned with the lives of wolves, bears, and other majestic wild animals, but also the lives of street dogs, abandoned cats, and creatures most see as vermin. Their mission is not to create a space for nature inside of a city, but to erase the line between nature and city completely.
Some Circle of the City Druids remain in one city, making it their life's mission to tend to it like a garden, and becoming a political force in their places of residence; some travel, bringing some of their primal magic to every settlement they visit; and some embark on pilgrimages to abandoned temples, castle ruins, poisonous swamps, and other places where nature has overtaken the living spaces of people, bringing balance to these sites and making them habitable for new people to breathe life into them once more.
Primal Fortress
When you choose this circle at 3rd level, you are able to benefit from mankind's innovations without losing your connection to nature. You gain proficiency with Heavy armor, and are able to don armor and use shields made of metal.
Terrain Tactician
You are able to call on the power of nature and harness its effects. The benefits you gain depend on whether you are standing on "Natural" or "Constructed" terrain. Natural Terrain is any ground that has not been significantly shaped by civilization, such as soil, grass, or snow. Constructed Terrain is the opposite: ground that has been fabricated or shaped by mankind's hands, such as cut stone, metal sheets, or wooden boards. Standing on a rock in the forest would be considered Natural Terrain, whereas standing on stone bricks on a castle's ramparts would be considered Constructed Terrain. Whether a terrain is considered natural or constructed does not depend on if the materials used are "natural" or not, but rather the amount of involvement people had in giving it its current shape. If it is ambiguous, the nature of any given terrain is determined at the GM's discretion.
While standing on Natural Terrain, you harness the healing energy of nature and become attuned to its consciousness:
You gain 1d4 Temporary Hit Points at the beginning of each turn.
You gain proficiency with the Perception skill.
While standing on Constructed Terrain, you strengthen your body against harmful effects and are able to harness the wisdom of mankind:
You add 1d6 to all Dexterity saving throws.
You gain proficiency with the Insight skill.
Wild Shaper
You can strengthen your pull on the natural energies you gain from your environment. As an action, you can expend one use of your Wild Shape feature to strengthen the effects you gain from the terrain you occupy, rather than transforming into a beast form. While this feature is active, you gain the following benefits:
While standing on Natural Terrain, you add your Wisdom modifier to the Temporary Hit Points you gain at the beginning of each turn.
While standing on Constructed Terrain, choose one damage type between Acid, Cold, Fire, Lightning, or Poison. You are now Resistant to that damage type until the start of your next turn, upon which you may choose the same damage Resistance or a different one.
These benefits last for 10 minutes or until you use your Wild Shape ability again.
Land's Spoils (Level 6)
Your influence over the terrain you occupy extends past yourself, allowing you to share the gifts of the land with your allies and encumber those who go against your vision. All terrain within 10 feet of you becomes Difficult Terrain for any creature Hostile to you. Additionally, while your Wild Shaper feature is active, you can use a Bonus Action to choose a creature within 10 feet of you. While that creature is within 10 feet of you, they enjoy the same bonuses you derive from your Terrain Tactician feature (but not your Wild Shaper feature).
Teeming Terrain (Level 10)
Your influence over the environment surrounding you grows, harvesting stronger fruits from its effects. The Temporary Hit Points and bonuses to saving throws given by the Terrain Tactician feature increase: roll 1d6 instead of a d4 for the Temporary Hit Points gained when standing on Natural Terrain, and roll a 1d8 instead of a d6 to add to Dexterity saving throws when standing on Constructed Terrain. Additionally, you can choose two creatures within 10 feet of you rather than one to enjoy the same bonuses from your Terrain Tactician feature while your Wild Shaper feature is active.
Terraformer (Level 14)
You are no longer constrained by the terrain you stand on, now able to change its nature to your will. When you expend a use of Wild Shape to gain the benefits of your Wild Shaper feature, you choose whether the terrain within 10 feet of you is considered Natural or Constructed, and transform it to match. For example, wooden floorboards grow vines and roots, or dirt covered in sand and rock turns to a cobblestone road. You can change the terrain around you again at the beginning of each subsequent turn without using an action for as long as your Wild Shaper feature is active.
Circle of the Coast
Circle of the Coast (Level 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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.
| Damage Type | Breath 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 3)
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.
| CR | Dragon |
|---|---|
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.
| Damage Type | Breath 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 3)
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 3)
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 3)
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 3)
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).
| Druid Level | Shapes |
|---|---|
6th | |
8th | Ochre Jelly (without Split) |
10th | |
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 3)
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 3)
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 3)
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 3)
Shape-shift into Beasts of Steel and Wood
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. 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?
Skin of Steel
You can channel the power of the forge when you assume a Wild Shape form, granting you the benefits below.
Challenge Rating
The maximum Challenge Rating for the form equals your Druid level divided by 3 (round down).
Armor Class
Until you leave the form, your AC equals 15 plus your Wisdom modifier if that total is higher than the Beast's AC.
Construct Resilience
You have Resistance to Poison damage. You also have Advantage on saving throws to avoid or end the Poisoned condition.
Tireless
You don't gain Exhaustion levels from dehydration, malnutrition, or suffocation. In addition, you don't need to sleep, and magic can't put you to sleep.
Obvious
While in a Wild Shape form, your body is made from the same materials as a warforged; your muscles are rootlike tendrils, and they're protected by armored plates. It's obvious to an observer that you are not a normal animal.
Circle of the Forged Spells
When you reach a Druid level specified in the Circle of the Forged Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Prepared Spells |
|---|---|
3 | |
5 | |
7 | |
9 |
Elementally Imbued (Level 6)
While in a Wild Shape form, you gain the following benefits.
Elemental Strikes
Each of your attacks in a Wild Shape form can deal its normal damage type, Acid damage, Cold damage, Fire damage, or Lightning damage. You make this choice each time you hit with those attacks.
Elemental Cascade
Choose one of the following damage types: Acid, Cold, Fire, or Lightning. Once per turn when you hit with a Wild Shape form's attack, you can expend a spell slot (no action required) to deal extra damage of the chosen type equal to 1d6 per level of the spell slot, to a maximum of 5d6. The target must make a Constitution saving throw against your spell save DC. On a failed save, the target suffers an effect based on the chosen damage type for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Acid
The target suffers a penalty to AC equal to half your Wisdom modifier (minimum 1).
Cold
The target's Speed is 0 and they have Disadvantage on Strength and Dexterity checks.
Fire
At the start of each of its turns, the target takes Fire damage equal to your Wisdom modifier.
Lightning
The target can't make Opportunity Attacks, and the first attack it makes on each of its turns has Disadvantage.
Adamantine Hide (Level 10)
While in a Wild Shape form, you gain Resistance to Bludgeoning, Piercing, and Slashing damage.
In addition, when you are hit by an attack roll or forced to make a saving throw, you can take a Reaction and expend a use of Wild Shape to shape-shift into one of your Wild Shape forms.
Construction Perfection (Level 14)
While in a Wild Shape form, you gain the following additional benefits.
Armor Class
Until you leave the form, your AC equals 16 plus your Wisdom modifier if that total is higher than the Beast's AC.
Iron Mind
You have Immunity to the Charmed, Frightened, Paralyzed, Petrified, and Poisoned conditions, and Poison damage.
Circle of the Forged
Circle of the Forged (Level 3)
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 3)
Storm Cell (Level 3)
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.
| Druid Level | Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
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 3)
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 3)
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 3)
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.
Rapid Regrowth (Level 10)
10th-level Circle of the Grassland feature
The short stature of grassland flora belies a hidden resilience, able to grow back time and time again despite numerous hardships. You become capable of tapping into a similar vitality yourself, partially healing recent injuries.
You can expend a Wild Shape usage as an action to select a creature that you can see within 60 feet of you. It regains hit points equal to half of all hit points it lost since the end of its last turn (rounded up).
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 3)
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 3)
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.
| 1d6 | Appearance |
|---|---|
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 3)
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.'
| d6 | Trait |
|---|---|
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 |
| d6 | Flaw |
|---|---|
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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
Circle of the Honk (Level 3)
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 3)
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 3)
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 3)
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
Circle of the Land (Level 3)
Celebrate Connection to the Natural World
The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. 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 their communities.
Circle of the Land Spells
Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.
| Druid Level | Circle Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
| Druid Level | Circle Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
| Druid Level | Circle Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
| Druid Level | Circle Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
Land's Aid
As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.
The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6).
Natural Recovery (Level 6)
You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.
In addition, when you finish a Short Rest, you can 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 (round up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can't do so again until you finish a Long Rest.
Nature's Ward (Level 10)
You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle Spells feature, as shown in the Nature's Ward table.
| Land Type | Resistance |
|---|---|
Arid | Fire |
Polar | Cold |
Temperate | Lightning |
Tropical | Poison |
Nature's Sanctuary (Level 14)
As a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines to appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature's Ward while there.
As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.
Circle of the Land (TEB)
Circle of the Land (Level 3)
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 3)
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 3)
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 Moon
Circle of the Moon (Level 3)
Adopt Animal Forms to Guard the Wilds
Druids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals.
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 then crash through undergrowth as a bear to drive off a trespassing monster. The wild is in the Druid's blood.
Circle of the Moon Spells
When you reach a Druid level specified in the Circle of the Moon Spells table, you thereafter always have the listed spells prepared.
In addition, you can cast the spells from this feature while you're in a Wild Shape form.
| Druid Level | Prepared Spells |
|---|---|
3 | |
5 | |
7 | |
9 |
Circle Forms
You can channel lunar magic when you assume a Wild Shape form, granting you the benefits below.
Challenge Rating
The maximum Challenge Rating for the form equals your Druid level divided by 3 (round down).
Armor Class
Until you leave the form, your AC equals 13 plus your Wisdom modifier if that total is higher than the Beast's AC.
Temporary Hit Points
You gain a number of Temporary Hit Points equal to three times your Druid level.
Improved Circle Forms (Level 6)
While in a Wild Shape form, you gain the following benefits.
Lunar Radiance
Each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make this choice each time you hit with those attacks.
Increased Toughness
You can add your Wisdom modifier to your Constitution saving throws.
Moonlight Step (Level 10)
You magically transport yourself, reappearing amid a burst of moonlight. As a Bonus Action, you teleport up to 30 feet to an unoccupied space you can see, and you have Advantage on the next attack roll you make before the end of this turn.
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. You can also regain uses by expending a level 2+ spell slot for each use you want to restore (no action required).
Lunar Form (Level 14)
The power of the moon suffuses you, granting you the following benefits.
Improved Lunar Radiance
Once per turn, you can deal an extra 2d10 Radiant damage to a target you hit with a Wild Shape form's attack.
Shared Moonlight
Whenever you use Moonlight Step, you can also teleport one willing creature. That creature must be within 10 feet of you, and you teleport it to an unoccupied space you can see within 10 feet of your destination space.
Circle of the Moonlit Song
Circle of the Moonlit Song (Level 3)
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 3)
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 3)
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 3)
Twisted Wild Shape (Level 3)
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 3)
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)
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 3)
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.
| 1d6 | Sacred 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 have the Incapacitated condition.
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
When you reach a Druid level specified in the Circle of the Old Ways Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Prepared Spells |
|---|---|
3 | Ancestral Communion, Barkskin, Shield of Faith, Shillelagh, Spike Growth |
5 | |
7 | |
9 |
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), have the Incapacitated condition, 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 have the Prone condition.
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 take a Reaction to make a melee attack against that creature.
Circle of the Old Ways
Circle of the Old Ways (Level 3)
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 3)
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.
| Plane | Wild 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 | |
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 | |
Lamannia | |
Mabar | |
Risia | |
Shavarath | hound archon (use statistics for a gladiator, but it is a celestial and is dog-headed), barlgura, or barbed devil |
Syrania | |
Thelanis | |
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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
Circle of the Savagery (Level 3)
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.
| CR | Dinosaur |
|---|---|
1 | Pteranodon, Dimetrodon, Dimetrodon, Hadrosaurus, Hadrosaurus, Velociraptor, Velociraptor, Deinonychus, Deinonychus, Velociraptor, Dire, Dilophosaurus |
2 | |
3 | |
4 | |
5 | |
6 | |
7 | |
8 | |
> 8 |
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 Sea
Circle of the Sea (Level 3)
Become One with Tides and Storms
Druids of the Circle of the Sea draw on the tempestuous forces of oceans and storms. Some view themselves as embodiments of nature's wrath, seeking vengeance against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the inscrutable whispers and roars of the winds.
Circle of the Sea Spells
When you reach a Druid level specified in the Circle of the Sea Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Prepared Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
Wrath of the Sea
As a Bonus Action, you can expend a use of your Wild Shape to manifest a 5-foot Emanation that takes the form of ocean spray that surrounds you for 10 minutes. It ends early if you dismiss it (no action required), manifest it again, or have the Incapacitated condition.
When you manifest the Emanation and as a Bonus Action on your subsequent turns, you can choose another creature you can see in the Emanation. The target must succeed on a Constitution saving throw against your spell save DC or take Cold damage and, if the creature is Large or smaller, be pushed up to 15 feet away from you. To determine this damage, roll a number of d6s equal to your Wisdom modifier (minimum of one die).
Aquatic Affinity (Level 6)
The size of the Emanation created by your Wrath of the Sea increases to 10 feet.
In addition, you gain a Swim Speed equal to your Speed.
Stormborn (Level 10)
Your Wrath of the Sea confers two more benefits while active, as detailed below.
Flight
You gain a Fly Speed equal to your Speed.
Resistance
You have Resistance to Cold, Lightning, and Thunder damage.
Oceanic Gift (Level 14)
Instead of manifesting the Emanation of Wrath of the Sea around yourself, you can manifest it around one willing creature within 60 feet of yourself. That creature gains all the benefits of the Emanation and uses your spell save DC and Wisdom modifier for it.
In addition, you can manifest the Emanation around both the other creature and yourself if you expend two uses of your Wild Shape instead of one when manifesting it.
Circle of the Seafarers
Circle of the Seafarers (Level 3)
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 3)
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
Circle of the Seedling (Level 3)
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 3)
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 3)
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 Shepherd
Circle of the Shepherd (Level 3)
Commune with the Spirits of Beast and Fey
Druids of the Circle of the Shepherd are the protectors and champions of the wild's most vulnerable creatures. They form deep connections with nature spirits, particularly those of beasts and fey. Shepherds see themselves as guardians, striving to keep the natural world in balance. They defend creatures unable to fend for themselves against predators, both monstrous and human, and work to preserve the sacred spaces of the fey. Often living far from civilization, these druids find solace among the creatures they protect, harmonizing with the wild spirits that accompany them.
Speech of the Woods
You always have the Speak with Animals and Summon Beast spells prepared.
You can cast Speak with Animals without expending a spell slot, and you can cast Summon Beast once without expending a spell slot or needing Material components. Once you cast Summon Beast this way, you can't do so again until you finish a Long Rest.
In addition, you learn Sylvan, or one other language of your choice if you already know it.
Spirit Totem
You can call forth nature spirits to influence the world around you. As a Bonus Action, you can expend one use of your Wild Shape feature to magically summon an intangible spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot Emanation around itself. 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 and ends early if you're Incapacitated or if you use this feature again.
The effect of the spirit's aura depends on the type of spirit you summon from the options below.
- Bear Spirit
- Hawk Spirit
- Unicorn Spirit
Mighty Summoner (Level 6)
When you summon Beasts or Fey, they gain additional power and resilience. When you cast the Summon Beast or Summon Fey spell, the summoned creature gains the following benefits:
- Increased Resilience
- Magical Attacks
In addition, you always have the Summon Fey spell prepared, and can cast Summon Fey once without expending a spell slot or needing Material components. Once you cast Summon Fey this way, you can't do so again until you finish a Long Rest.
Guardian Spirit (Level 10)
Your Spirit Totem safeguards the Beasts and Fey that you call forth with your magic. If a creature summoned by your Summon Beast or Summon Fey spells ends its turn inside your Spirit Totem aura, it regains Hit Points equal to your Druid level.
Faithful Summons (Level 14)
The nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 Hit Points or have the Incapacitated condition against your will, you can immediately gain the benefits of Summon Beast as if you had cast it using a level 9 spell slot. The summoned Beast appears within 20 feet of you. If it receives no commands from you, it protects you from harm and attacks your foes. This casting of the spell does not require Concentration.
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 3)
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 3)
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 3)
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:
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 3)
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 3)
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 3)
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 Stars (Level 3)
Harness Secrets Hidden in Constellations
The Circle of the Stars has tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By understanding these secrets, the Druids of this circle seek to harness the powers of the cosmos.
Star Map
You've created a star chart as part of your heavenly studies. It is a Tiny object, and you can use it as a Spellcasting Focus for your Druid spells. You determine its form by rolling on the Star Map table or by choosing one.
While holding the map, you have the Guidance and Guiding Bolt spells prepared, and you can cast Guiding Bolt without expending a spell slot. You can cast it in that 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.
If you lose the map, 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 map.
| 1d6 | Map Form |
|---|---|
1 | A scroll bearing depictions of constellations |
2 | A stone tablet with fine holes drilled through it |
3 | An owlbear hide tooled with stellar symbols |
4 | A collection of maps bound in an ebony cover |
5 | A crystal engraved with starry patterns |
6 | A glass disk etched with constellations |
Starry Form
As a Bonus Action, you can expend a use of your Wild Shape feature to take on a starry form rather than shape-shifting.
While in your starry form, you retain your game statistics, but your body becomes luminous, your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), have the Incapacitated condition, or use this feature again.
Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form.
Archer
A constellation of an archer appears on you. When you activate this form and as a Bonus Action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of yourself. On a hit, the attack deals Radiant damage equal to 1d8 plus your Wisdom modifier.
Chalice
A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores Hit Points to a creature, you or another creature within 30 feet of you can regain Hit Points equal to 1d8 plus your Wisdom modifier.
Dragon
A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain Concentration, you can treat a roll of 9 or lower on the d20 as a 10.
Cosmic Omen (Level 6)
Whenever you finish a Long Rest, you can consult your Star Map for omens and 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)
Whenever a creature you can see within 30 feet of you is about to make a D20 Test, you can take a Reaction to roll 1d6 and add the number rolled to the total.
- Woe (odd)
Whenever a creature you can see within 30 feet of you is about to make a D20 Test, you can take a Reaction to roll 1d6 and subtract the number rolled from the total.
You can use this Reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Twinkling Constellations (Level 10)
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 Fly 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)
While in your Starry Form, you become partially incorporeal, giving you Resistance to Bludgeoning, Piercing, and Slashing damage.
Circle of the Stars
Circle of the Stars (Level 3)
Harness Secrets Hidden in Constellations
The Circle of the Stars has tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By understanding these secrets, the Druids of this circle seek to harness the powers of the cosmos.
Star Map
You've created a star chart as part of your heavenly studies. It is a Tiny object, and you can use it as a Spellcasting Focus for your Druid spells. You determine its form by rolling on the Star Map table or by choosing one.
While holding the map, you have the Guidance and Guiding Bolt spells prepared, and you can cast Guiding Bolt without expending a spell slot. You can cast it in that 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.
If you lose the map, 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 map.
| 1d6 | Map Form |
|---|---|
1 | A scroll bearing depictions of constellations |
2 | A stone tablet with fine holes drilled through it |
3 | An owlbear hide tooled with stellar symbols |
4 | A collection of maps bound in an ebony cover |
5 | A crystal engraved with starry patterns |
6 | A glass disk etched with constellations |
Starry Form
Cosmic Omen (Level 6)
Whenever you finish a Long Rest, you can consult your Star Map for omens and 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)
Whenever a creature you can see within 30 feet of you is about to make a D20 Test, you can take a Reaction to roll 1d6 and add the number rolled to the total.
- Woe (odd)
Whenever a creature you can see within 30 feet of you is about to make a D20 Test, you can take a Reaction to roll 1d6 and subtract the number rolled from the total.
You can use this Reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Twinkling Constellations (Level 10)
Full of Stars (Level 14)
While in your Starry Form, you become partially incorporeal, giving you Resistance to Bludgeoning, Piercing, and Slashing damage.
Circle of the Storm
Circle of the Storm (Level 3)
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 3)
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 3)
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 3)
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 3)
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 Symbiote
Circle of the Symbiote (Level 3)
Steel and magic come and go. Nature abides.
Druids typically view themselves as caretakers of the natural world, using their magic to maintain the wild realms. Druids of the Circle of the Symbiote take this a step further. They become part of nature, allowing plants to take root in their flesh and become an integral part of their being.
Druids of this circle are sometimes seen as extremists by their brethren. They treat plants and animals as equals, seeing intelligent creatures as no more worthy of respect or protection than other living things. At their most extreme, these Druids wage war against civilization, calling on fang and vine to topple those who would invade the natural world and subvert it.
These Druids, owing to their close bonds to the natural world, are drawn to face the horrid invaders of the Cthulhu Mythos. They see themselves as the wild's first line of defense against these abominations.
| D6 Roll or Choose | Symbiote Appearance |
|---|---|
1 | Your symbiote wishes to remain hidden. It slides into the folds of your clothes and seeks to avoid detection. |
2 | To an observer, your symbiote looks like a flower that you have tucked over your ear or into your hair. However, a closer examination reveals roots that have bored through your skull and into your brain. |
3 | Your symbiote lives just under the surface of your skin, forming a spiderweb pattern of roots and vines. Those who observe you for a time can see these roots shifting and moving. |
4 | Your symbiote has replaced your hair, leaving you with a flowing mass of vines spilling to your shoulders. During the winter, the tendrils wither to a dull brown color. In the summer, they burst with colorful blooms. |
5 | Your symbiote has replaced a limb, forming a sinuous tangle of woody roots woven like rope. This limb is as strong and flexible as your original, but it places some strange demands on you. Instead of drinking, you must dip your limb in water to slake your thirst. |
6 | Your symbiote grows deep within your chest, its vines looping between your organs and reaching to touch beneath your skin. Short, sharp thorns stud parts of your body. To sustain your symbiote, you must skewer chunks of raw flesh on these thorns. Your symbiote draws nutrients from this meat. |
Circle of the Symbiote Spells
When you reach a Druid level specified in the Circle of the Symbiote Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Circle Spells |
|---|---|
3 | |
5 | |
7 | |
9 |
Primal Symbiote
Vines and roots grow across your body, forming a symbiotic network. As it draws physical and magical nourishment from you, the symbiote grants you a number of benefits.
Fortifying Presence
You have Advantage on Constitution saving throws that you make to maintain Concentration.
Symbiotic Transformation
As a Bonus Action, you can expend one use of Wild Shape to allow your symbiote to transform you into a plant-like brute as fibrous plates and vines cover your skin. For 1 minute, you gain a +2 bonus to AC, you gain a number of Temporary Hit Points equal to 2 plus half your Druid level (round down) at the start of each of your turns, and you gain Advantage on Dexterity (Stealth) checks.
Symbiotic Reflexes (Level 6)
Survival Instinct (Level 10)
While you are in mortal peril, your symbiote can attempt to move you to safety. While you have the Incapacitated condition, you can take the Dash, Disengage, or Dodge action, and you retain the benefits of the Dodge action while you have the Incapacitated condition.
Surge of Sustenance (Level 14)
As a Magic action, you can expend one use of Wild Shape to grant the benefits of finishing a Short Rest to yourself or a creature you touch.
Once you use this feature, you can't use it again until you finish a Long Rest.
Circle of the Tempest
Circle of the Tempest (Level 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
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 3)
Circle of Twilight Spells (Level 3)
Scythe of Harvest (Level 3)
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 3)
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 3)
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
Circle of Wicker (Level 3)
Craft Effigies of Sacrifice and Protection
Cunning in their ancient art, Druids of the Circle of Wicker fashion twig dolls and effigies, binding their magic into these crude forms. These creations often resemble animals, rune shapes, natural symbols, or people. Protective tokens and promises of retribution against trespassers are these Druids' stock in trade. You can weave the magic of the land through your wicker creations as boons to your friends and banes to your foes.
The effigies, charms, and tokens you weave can take a variety of shapes, each intending a ritualistic effect. Use the Wicker Effigies table for inspiration when determining your wicker token's appearance.
| 1d12 | Effigy |
|---|---|
1 | Antlered bowman to ensure a successful hunt |
2 | Bird-headed scarecrow to protect crops from pests and blight |
3 | Apple-adorned fertility goddess for a bountiful harvest |
4 | Unsettling stick figures to ward off interlopers from hidden dwellings |
5 | Goat with curved horns to ensure a safe winter |
6 | Wolf's head to protect against dangers of the night |
7 | Crescent moon with a crone's face to amplify magic rituals |
8 | Fearsome tusked mask to grant ferocity in battle |
9 | Spiraled sunburst with a grin to herald a long, warm summer |
10 | Three-sided pyramid with laddered edges to mark the site of a sacrifice |
11 | Club-wielding troll to guard roads, bridges, and other passageways |
12 | Intricate ring that represents the cycle of the year to guarantee life, death, and rebirth |
Bewitched Effigy
Your primal magic can manifest as a wicker effigy and radiate out from it. As a Bonus Action, you can expend a use of your Wild Shape to create a wicker effigy in an unoccupied space you can see within 30 feet of yourself.
The effigy is a Small object (AC 15; HP equal to five times your Druid level; Vulnerability to Fire damage; Immunity to Poison and Psychic damage). The effigy vanishes after 1 minute, when reduced to 0 Hit Points, or when you use this feature again. It radiates one of the following auras (chosen when you create the effigy) in a 30-foot Emanation that is filled with Dim Light.
Sacrifice
When a creature in the aura takes damage, you can take a Reaction to deal Fire damage to the creature equal to 1d8 plus your Wisdom modifier.
Soothe
When you create the effigy, and as a Bonus Action on subsequent turns while the effigy remains, one creature that you can see within the aura regains 1d6 Hit Points. You can use this effigy to restore Hit Points a number of times equal to twice your spellcasting ability modifier.
Ward
You and your allies within the aura gain a +1 bonus to AC.
Circle of Wicker Spells
When you reach a Druid level specified in the Circle of Wicker Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Prepared Spells |
|---|---|
3 | |
5 | |
7 | |
9 |
Wicker Token
You can weave wicker tokens that carry a touch of your magic. When you finish a Long Rest, you can create a number of tokens equal to your Proficiency Bonus. The tokens are Tiny objects (AC 5; HP 1; Immunity to Poison and Psychic damage). The tokens vanish when you finish your next Long Rest.
You can cast spells with a range of touch on a creature carrying one of your tokens while the two of you are on the same plane of existence.
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 a Magic action, you can expend a use of your Wild Shape and choose a creature you can see within 60 feet of yourself to 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 Wicker
Circle of Wicker (Level 3)
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 3)
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 Wildfire
Circle of Wildfire (Level 3)
Create Life from the Ashes of Destruction
Druids of the Circle of Wildfire embrace the transformative power of fire, understanding that destruction often clears the way for new growth. They form a bond with a primal spirit of fire, harnessing its dual nature to wield flames that consume and rejuvenate in equal measure. These druids command controlled infernos that can raze the old to make room for the new, balancing the fierce blaze of destruction with the gentle promise of rebirth.
Circle of Wildfire Spells
When you reach a Druid level specified in the Circle of Wildfire Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Prepared Spells |
|---|---|
3rd | |
5th | |
7th | |
9th |
Summon Wildfire Spirit
You can summon the primal spirit bound to your soul. As a Magic action, you can expend one use of your Wild Shape feature to summon your Wildfire Spirit, rather than assuming a beast form.
- Spirit Apparition
- Statistics
- Combat
- Duration
Enhanced Bond (Level 6)
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)
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 take a 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 Wisdom modifier (minimum once), and you regain all expended uses when you finish a Long Rest.
Blazing Revival (Level 14)
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 have the Unconscious condition, 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 3)
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.
Circle of Xenobiology
Circle of Xenobiology (Level 3)
Steal Genetics and Acquire Mutations
Druids in the Circle of Xenobiology explore the 'Verse, categorizing and studying its vast panoply of creatures. A cross between mystics and cutting-edge scientists, these Druids use genetic splicing to unlock the deeper mysteries of nature.
Circle of Xenobiology Spells
When you reach a Druid level specified in the Circle of Xenobiology Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Prepared Spells |
|---|---|
3 | |
5 | |
7 | |
9 |
Splicer
You can expend a use of your Wild Shape to cast Splice without a spell slot or Material components. When you cast the spell in this way, you must be the recipient of the statistics and trait from the donor creature, and you retain the statistics or trait while you are in Wild Shape form. This spell ends early if you use this feature to cast it again.
Adaptive Resilience (Level 6)
Immediately after you fail a saving throw, you can gain a bonus equal to your Wisdom modifier (minimum bonus of +1) to saving throws you make using that ability. This bonus lasts for 10 minutes or until you use this feature to gain a bonus to a different saving throw.
Genetic Library (Level 10)
When you cast Splice, you can store the target's genetic information for later use. You can store a number of samples equal to your Wisdom modifier, and can delete one sample whenever you cast the spell. Whenever you cast Splice, you can use a sample of genetic information instead of targeting a creature.
As a Bonus Action, you can change which of the target's statistics (Speeds, Resistances or special senses) you gain from the spell.
Wild Mutation (Level 14)
When you use Wild Shape to shape-shift into a Beast form, you can cast Mutation on yourself without a spell slot as a part of that Bonus Action. When you cast the spell using this feature, it doesn't require Concentration and lasts for the duration of the transformation.
Once you cast Mutation using this feature, you can't cast it that way again until you finish a Long Rest. You can also restore your use of it by expending a level 6+ spell slot (no action required).
Inheritor of the Unbegotten
Circle of the Inheritor of the Unbegotten (Level 3)
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 3)
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 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:
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 3)
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 3)
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.