Power of Nature
Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.
Druid spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.
Preserve the Balance
For druids, nature exists in a precarious balance. The four elements that make up a world—air, earth, fire, and water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.
Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids' territory.
Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature's balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers.
Nature's Caretakers
Druids are the caretakers of the natural world, and it is said that in time a druid becomes the voice of nature, speaking the truth that is too subtle for the general populace to hear. Many who become druids find that they naturally gravitate toward nature; its forces, cycles, and movements fill their minds and spirits with wonder and insight. Many sages and wise folk have studied nature, writing volumes about its mystery and power, but druids are a special kind of being: at some point, they begin to embody these natural forces, producing magical phenomena that link them to the spirit of nature and the flow of life. Because of their strange and mysterious power, druids are often revered, shunned, or considered dangerous by the people
hit dice:
1d8
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per artificer level after 1st
armor proficiencies:
Light armor
weapon proficiencies:
Simple weapons
tools:
Herbalism kit
saving throws:
Intelligence, Wisdom
skills:
Choose two from Arcana, Animal Handling. lnsight, Medicine, Nature, Perception, Religion, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a quarterstaff or (b) any simple weapon
(a) a dagger or (b) any simple weapon
Leather armor, explorer's pack, and a druidic focus
spellcasting:
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 6 of this book for the druid spell list.
Cantrips
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
Preparing and Casting Spells
The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast a druid spell, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attune-ment to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your druid spells.
class features:
Druidic
You know Druidic, the secret language of druids. You can speak the language, even when Wildshaped, and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
You also can permamently under the affects of speak with animals
Primal Order
You can follow down a certain druid order once you start your path down the wasy of the Druid. At Level 1, pick a order to join shown below:
- Warden: Grants proficiency with martial weapons and medium armor
- Magician: Grants an extra cantrip and lets you add your Wisdom modifier to Intelligence Arcana and Nature checks
Wild Shape
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice, and gain one additional use at levels 7 and 14. You regain expended uses when you finish a long rest.
Your druid level determines the beasts you can transform into, as shown in the table below.
Level | Max CR | Limitations | Example
- 2nd | 1/4 | No flying or swimming speed | Wolf
- 4th| 1/2 | No flying speed | Crocodile
- 8th| 1 | - | Giant eagle
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature.
You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus is higher than yours, use the creature's bonus. If the creature has any legendary or lair actions, you can't use them.
- When you transform, you retain your hit points and gain temporary hit points equal to half of the chosen beast's hit points (rounded down) and you do not revert to your original form when you lose these temporary hit points. When you revert to your normal form, you lose any temporary hit points you have remaining from this feature. Temporary hit points remaining from other sources do not get removed.
- You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell that you've already cast.
- You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
- You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides
- whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
- When you are transformed, you count as a shapechanger.
- The beasts you transform into are visibly different from other creatures of the same form. They may have glowing, different color eyes, a patch of unnaturally colored fur, druidic symbols inscribed on them or other similar visual effects. When you transform, choose if you want these changes to be obvious or inconspicuous. In the latter case, creatures that see you can notice these unnatural features if they succeed a Wisdom (Perception) or Intelligence (Investigation) check against your spell save DC.
Druid Circle
At 2nd level, you choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Wild Companion
Your power with nature grant you the ability to summon it to your side. At 2nd level, you can expend one use of wild shape to cast the spell Find Familiar.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Wild Resurgence
Starting at 5th level, your connection with nature has deepned and you may sacrifice some powers to bring back others. You can expend a spell slot to regain a Wild Shape or use of Wild Shape to restore a level 1 spell slot per Long Rest.
Elemental Fury
At 7th level, your powers other the primal elements has become more intuned with you. Choose an elemental power to inhance yourself that is shown below:
- Potent Spellcasting: Allows you to add your Wisdom modifier to damage dealt with a Druid cantrip.
- Primal Strike: Attacks deal 1d8 Cold, Fire, Lightning or Thunder damage once per turn (increases to 2d8 at level 15).
Beast Spells
Starting from 9th level, You can perform the verbal and somatic components of a druid spell while in wild shape form, but you are not able to provide material
components. Casting spells in beast form is conspicuous. You can only cast one spell per transformation and it must be a level 1 spell.
At 11th level, you can cast a 2nd level spell. At 13th, 3rd level spell. At 15th, 4th level spell. At 17th, 5th level spell. At 18th, you can cast any number of cantrips and spells of
any level.
Timeless Body
Starting at 18th level, for every 10 years that pass, your body ages only 1 year.
Soul of the Forest
Beginning at 18th level, your connection with nature grows to new lengths, deepening your bond with nature and making you able to conjure a gateway into the Emerald Dream.
Spending 10 minutes in an area of unspoiled nature, you can conjure a gateway to the Emerald Dream, the entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when conjuring the gateway can enter into the Emerald Dream for as long as the gate-way remains open. You can open and close the gateway if you are within 30 feet of it. While closed, the gateway on Azeroth crumbles and is effectively invisible. The gateway remains conjured for 24 hours, at which point it crumbles entire and cannot be conjured again for 7 days.
Additionally, beasts and plants of the wilds can sense your connection to nature, giving you advantage on all skill and ability checks made to communicate with them.
Archdruid
At 20th level, you restore Wild Shape uses after a short or long rest. Additionally, you may transform into 0 CR beasts without consuming a use of Wild Shape.
Also, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this
benefit in both your normal shape and your beast shape from Wild Shape. Addtionally you gain a improved version of Wild Resurgence which let’s you spend a spell slot once per day to recover one use of Wild Shape.
subclass options:
Circle of The Ancients
Deep in the unexplored jungles of the world, lizardfolk tribes are led by a fearsome Circle of Druids that worship ancient reptiles known as dinosaurs. Members of this Circle draw upon the memory of these ancient beasts that flows within their own blood to strike fear into the hearts of their foes.
Circle Spells
2nd-level Circle of the Ancients feature
When you reach certain Druid levels, you gain access to the spells listed below. They count as Druid spells for you, and you always have them prepared, but they don't count against the number of spells you prepare each day.
Druid Level Spells
- 2nd: cause fear
- 3rd: enlarge/reduce
- 5th: fear
- 7th: dominate beast
- 9th: commune with nature
Ancient Forms
2nd-level Circle of the Ancients feature
Whether by heritage or ceremony, your bloodline now bears the memory of ancient dinosaurs. As a bonus action, you can expend a use of Wild Shape to take the form of a dinosaur or another reptilian beast with a Challenge Rating as high as 1. You can ignore the Max. CR column of the Beast Shapes table, but you must abide by all other limitations.
You do not need to have seen a dinosaur before to Wild Shape into it. However, you are limited to Wild Shaping only into dinosaurs and their descendants: birds and reptiles. Examples include velociraptors, crocodiles, and vultures.
At 6th level, you can Wild Shape into an Ancient Form with a CR as high as your Druid level divided by 3, rounded down.
Primitive Adaptation
2nd-level Circle of the Ancients feature
Your fingers elongate into savage claws which count as natural weapons and deal 1d6 slashing damage on hit. You also gain a climbing speed equal to your walking speed.
Primal Strikes
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
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
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 Depths
From the high mountain peaks to ancient forest groves, and to blistering deserts, Circles of Druids can be found in every environment. The strangest of these Druidic Circles is found in the darkest depths, where blind things gnaw at the roots of the world. Druids of the Depths spend their lives monitoring the strange ecosystems that exist in the deep and wield the aberrant powers that develop in the never-ending darkness.
Aberrant Form
2nd-level Circle of the Depths feature
The dark power of your Circle allows you to adopt aberrant beast forms. As a bonus action, you can expend a use of Wild Shape to transform into a beast with a Challenge Rating as high as 1. You can ignore the Max. CR column of the Beast Shapes table, but you must abide by all other limitations.
When you use Wild Shape in this way, you transform into the Aberrant Form of that beast. You use the beast's normal stat block, but it gains the sunlight sensitivity trait (as below), and one additional trait of your choice from the following list:
Sunlight Sensitivity
The beast has disadvantage on Wisdom (Perception) checks and attack rolls that rely on sight when the beast, its target, or whatever it is attempting to perceive is in direct sunlight.
Amphibious Skin
The beast's skin becomes completely translucent. It gains a swimming speed of 10 feet, and it can breathe air and water.
Arachnoid Grip
The beast sprouts additional insectoid legs. It gains a 30 foot climbing speed, and it can climb difficult surfaces, including upside down, without needing to make an ability check.
Gnawing Hunger
The beast grows serrated mouths at the end of each of its limbs. When it deals damage with a natural weapon attack,
it gains temporary hit points equal to half the damage dealt.
Insectile Carapace
The beast grows a chitinous shell or plates in place of its fur or scales. It gains a +2 bonus to its natural Armor Class.
Psionic Awakening
The beast appears emaciated and its eyes become milky and white. You can cast your Circle of the Depths Spells as normal while in this form.
Quivering Flesh
The beast's flesh quivers as if it is made of slime or viscous ooze. It can move through gaps as narrow as 1-inch wide without having to squeeze, without expending extra movement.
Unnatural Sight
The beast has only empty sockets where its eyes would be. It cannot see normally or perceive things normally, but it gains blindsight out to a 10-foot radius.
Circle Spells
2nd-level Circle of the Depths feature
Your time in the endless dark grants you deep magics. You learn mind sliver. It counts as a Druid cantrip for you, but doesn't count against your number of Cantrips Known.
When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the number of spells you prepare each day.
Druid Level Spells
- 2nd: mind sliver
- 3rd: mind whip
- 5th: hunger of hadar
- 7th: evard's black tentacles
- 9th: telekinesis
Alien Strikes
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
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
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 Dreams
Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.
Circle Spells
2nd level Circle of Dreams Feature
At 2nd, 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the dreamlike power of the Feywild. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. They count as druid spells for you.
Circle of Dreams Spells
- 2nd: Charm Person, Sleep, Message
- 3rd: Mirror Image, Misty Step
- 5th: Catnap, Counterspell
- 7th: Dimension Door, Divination
- 9th: Dream, Far Step
Balm of the Summer Court
2nd level Circle of Dreams Feature
At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.
As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 5 temporary hit points per die spent.
Additionally, you can expend a use of your Wild Shape to maximise the healing dealt to the creature. You can only do so before you roll the healing.
You regain all expended dice when you finish a long rest.
Hearth of Moonlight and Shadow
6th level Circle of Dreams Feature
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, centred 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. Any objects and creatures within the sphere that you designate when you create it are invisible to creatures outside the sphere. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Any creature that spends a full short or long rest within the sphere gains a number of temporary hit points equal to your level plus your wisdom modifier upon completing the rest. Additionally, once per long rest, each creature that spends the entirety of the rest within the sphere gains one of the following benefits:
- The creature removes 1 (additional) level of exhaustion.
- The creature removes 1 poison or disease that was affecting it.
- The creature gains the benefit of the fortune's favour spell. The spell lasts until the creature next finishes a long rest.
- The creatures hit point maximum increases by a number equal to the temporary hit points they gained. This lasts until the creature next finishes a long rest.
Hidden Paths
10th level Circle of Dreams Feature
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 yourself and once creature that you can touch up to 60 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
14th level Circle of Dreams Feature
At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.
When you finish a short or long 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. When you finish a long rest using your Hearth of Moonlight and Shadow feature, you can designate the location in which you took the rest. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the location which you have designated after finishing 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. You can only have one location designated, per plane, at a time.
Once you use this feature, you can’t use it again until you finish a long rest.
Circle of Extinction
The Circle of Extinction seeks to restore the behemoths of the past to their rightful throne atop the natural food chain, often scorning the work of modern civilizations as disgusting monuments desecrating the burial sites of their masters. Druids of this circle wield an ancient combination of ice magic and necromancy to channel the power of these dormant titans, heralds of beasts thought to be long lost to the frozen depths. These druids are often shunned and exiled by others, born out of a fear that they may bring about an extinction event so that their primal masters may inherit a frozen world.
Circle Spells
2nd-level Circle of Extinction feature
You're able to tap into the frigid remnants of an epoch of ice forgotten to time. Your connection with this glacial age grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Extinction Spells table. At 2nd level, you learn the frostbite cantrip.
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.
Spell Level Spells
- 1st: frost fingers, ice knife
- 2nd: rime's binding ice, warding wind
- 3rd: sleet storm, spirit shroud
- 4th: find greater steed, ice storm
- 5th: cone of cold, hold monster
Prehistoric Form
2nd-level Circle of Extinction feature
Your bestial form imitates the megafauna that once ruled the untamed lands. Whenever you use Wild Shape, you can transform into a primal ancestor of the beast instead, increasing the beast's size to large and upgrading its Hit Dice accordingly—from 1d8 to 1d10, for example.
Additionally, the beast's Strength and Constitution score increase by 2 for each size category grown, and its hit points update to reflect the change in Constitution and Hit Dice.
Glacial Obelisk
2nd-level Circle of Extinction feature
You can freeze the spark of life by conjuring icy prisons similar to the ones your ancient masters slumber within. As an action, you can raise a pillar of ice in an unoccupied space within 30 feet of you. You can instead use this as a reaction if a creature within 30 feet of you falls unconscious or dies, encasing it in ice. The pillar either occupies the same space as the creature or is 5 feet long, 5 feet wide, and 10 feet high (whichever is bigger).
The pillar of ice preserves the creature from outside harm and decay, slowing down the body's functions. If the creature was dying when encased, it only needs to make death saving throws every other turn. If it was already dead, for the purposes of determining attempts to revive the creature such as the Revivify spell, the time since its death doesn't begin ticking until it is released. A creature that regains consciousness while encased is paralyzed, though it can use its action to make a Strength check against your druid spell save DC, freeing itself on a success.
The pillar has AC 12 and hit points equal to 5 times your druid level, and it is vulnerable to fire damage. The encased creature cannot be affected by an outside source unless it would ignore the obstacle in between them and the creature. If the pillar drops to 0 hit points, any excess damage carries over to the creature. It lasts for 1 minute, until it drops to 0 hit points, or until you dismiss it (no action required).
You can choose to shatter the pillar as an action, forcing any creature within 10 feet of it to make a Constitution saving throw against your druid spell save DC. On a failed save, a creature takes a number of d6 equal to your proficiency bonus in cold damage. On a successful save, it takes half as much damage.
Once you use this feature, you can't use it again until you finish a long rest.
Hibernal Adaptation
6th-level Circle of Extinction feature
Your wild shape transforms you into an apex aspect of winter. Whenever you use Prehistoric Form, you can instead choose to extend the transformation period, raising a pillar of ice around you to protect you during your hibernation. It behaves in the same way as a pillar created using Glacial Obelisk, except that you can only dismiss it at the start of your turn.
When you emerge, you gain one of the following set of modifiers and temporary hit points equal to half your druid level times the amount of times your turns ended while encased in ice, frost sticking to your body like armor.
- Rimebreaker. Your size category grows to huge and you deal double damage to objects and structures.
- Squallstrider. Creatures of your choice that start their turn within 5 feet of you (including yourself) gain a doubled jump distance and a 10 feet bonus to their speed.
- Crystalhide. You gain a bonus to your AC equal to the amount of times your turn ended while encased in ice and whenever you gain temporary hit points, you gain double the amount. If a creature makes a melee attack against you while you have temporary hit points, the creature takes cold damage equal to your druid level.
Stampede of the Ancients
10th-level Circle of Extinction feature
You can call the dead to join you in a rampage of teeth and claws, even if for just a fleeting moment of terror. Whenever you take the Dash action, you can choose to charge with spectral pack of spirits. For that turn, you can move through the spaces of any creature that is your size category or smaller. Any creature of your choice that comes within 5 feet of you during your movement must succeed a Strength saving throw against your druid spell save DC or be trampled, being knocked prone and taking bludgeoning damage equal to three rolls of your current hit die.
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.
Impact Winter
14th-level Circle of Extinction feature
Your frigid words hail the second coming of a glacial epoch. You call down a meteor of ice (15-foot sphere) to a point of your choice within 150 feet. Any creature struck by the meteor takes 4d6 bludgeoning damage (no save). The frozen meteor explodes on impact, forcing all creatures within 60 feet of the chosen point to succeed a Dexterity saving throw against your druid spell save DC or take 4d6 cold damage and become encased in a Glacial Obelisk. On a successful save, it takes half as much damage. Surfaces and liquids in this radius freeze over, becoming difficult terrain.
The sun cannot cast any light brighter than dim light in a 1-mile radius around the chosen point for the next 24 hours. For every 8 hours spent in this area, a creature must succeed a Constitution saving throw against your druid spell save DC or suffer one level of exhaustion and take 3d6 cold damage.
Once you use this feature, you can't use it again until you finish a long rest.
Circle of Fury
Druids of the Circle of Fury have unleashed their most feral instincts, and their connection to the natural realm is an unusual and frightening one. Violent and unyielding, their bestial forms awaken their inner predator without sacrificing their humanlike shape. They embody both the primal strength of the wild and the cruelty of man, fearlessly dominating the battlefield, stalking and felling their foes as prey. They feed on their own savagery to empower their magic, relentlessly chasing blood to quench their thirst. They are the cursed berserkers of legend.
Feral Form
2nd-level Circle of Fury feature
Amidst the secrets of the land, you unearthed your inner predator and understood how to channel its fury in battle. As a bonus action, you can expend a use of your Wild Shape feature to turn into a humanoid-beast hybrid, rather than assuming a beast form.
While in your feral form, you retain your game statistics, but you assume a form resembling that of a lycanthrope, and anything you are wearing or carrying isn't transformed with you. The transformation lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
You can't transform if you are wearing medium or heavy armor.
Whenever you assume your feral form, choose one of the following werebeast forms to draw your strength from.
Berserkr. You assume the form of a bear-humanoid hybrid. While in this form, you gain the following benefits:
- You can use your Wisdom modifier instead of your Strength modifier whenever you make a Strength check, an attack roll based on Strength, or a Strength saving throw.
- Whenever a spell or feature rolls dice to determine the amount of hit points you regain, you add your proficiency bonus to the number rolled.
- When you cast a druid spell of 1st level or higher, you gain temporary hit points equal to 3 x the spell's level.
Ulfhednar. You assume the form of a wolf-humanoid hybrid. While in this form, you gain the following benefits:
- You can use your Wisdom modifier instead of your Dexterity modifier whenever you make a Dexterity check, an attack roll based on Dexterity, or a Dexterity saving throw.
- Your speed increases by 10 feet.
- When a creature takes damage from an attack you made, a spell you cast or a feature you used, the next attack roll made against that creature before the start of your next turn has advantage. If more than a creature took damage from the same source, choose one to be affected by this feature.
Jofurr. You assume the form of a boar-humanoid hybrid. While in this form, you gain the following benefits:
- You can use your Wisdom modifier instead of your Constitution modifier whenever you make a Constitution check, an attack roll based on Constitution, or a Constitution saving throw.
- When a creature takes damage from a spell you cast for the first time on your turn, you can attempt to shove them. They must succeed on a Strength saving throw against your spell save DC or be knocked prone.
- When you go unconscious as a result of having 0 hit points while in Jofurr form, even if you lose your Feral Form, you have advantage on Death saving throws you make until you become stable or go back to consciousness.
Eldritch Wail
6th-level Circle of Fury feature
You are dread incarnate, and your war cries are enough to break the bravest of souls. While you are in your feral form, when you cast a spell of 1st level or higher, you can use your reaction to let out a horrifying howl. Creatures of your choice within 30 feet of you must make a Wisdom saving throw against your spell save DC. On a failed save, they take 3d6 psychic damage and their movement speed is reduced to 0 until the end of their next turn. On a successful save, they only take half damage and their speed isn't reduced.
You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
Predatory Leap
10th-level Circle of Fury feature
The world is your hunting ground. As an action while you are in your feral form, you can jump to an unoccupied space within 30 feet of you, provided there is a clear and unobstructed path to it. Each creature within 10 feet of you when you land must make a Constitution saving throw against your spell save DC. On a failed save, they take 3d8 thunder damage and are knocked prone. On a successful save, they only take half damage and aren't knocked prone. You then gain 5 temporary hit points for each creature that was forced to make this save.
You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
Apex Predator
14th-level Circle of Fury feature
You are the might of nature made manifest. While in your feral form, you gain one of the following bonuses, based on the shape you assume:
Berserkr. You gain resistance to bludgeoning, piercing and slashing damage.
Ulfhednar. When you force a creature to make a saving throw, that creature makes the save with disadvantage if you have two or more allies that are within 5 feet of that creature.
Jofurr. If you would drop to 0 hit points as a result of taking damage, you can drop to 1 hit point instead. Once you have used this feature, you can't use it again until you finish a short or long rest.
Circle of Guardians
While all Druids forge a relationship with the natural world, those who join the Circle of Guardians dedicate their lives to protecting the elder forests and sacred groves that serve as sources of druidic magic. Known simply as Guardians, these Druids are as stalwart and resilient as the trees they defend.
Elder Limbs
2nd-level Circle of Guardians feature
The magic of the elder forest you guard empowers your body with primeval power. Your unarmed strikes deal bludgeoning damage equal to 1d8 + your Strength modifier on hit.
Moreover, when you hit a creature with an unarmed strike, you can expend a spell slot to cast ensnaring strike on your target as part of your unarmed strike attack.
Circle Spells
2nd-level Circle of Guardians feature
Your link with your primal grove grants you access to certain spells. When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day.
Druid Level Spells
- 2nd: compelled duel, ensnaring strike
- 3rd: earthbind, warding bond
- 5th: erupting earth, plant growth
- 7th: aura of life, grasping vine
- 9th: tree stride, wrath of nature
Guardian Form
2nd-level Circle of Guardians feature
The primordial forests you protect can lend you their elder powers. As a bonus action, you can expend a use of Wild Shape and transform into a treelike Guardian Form, which grants you the following benefits for 10 minutes:
- Your flesh is covered in bark. Your Armor Class equals 10 + your Constitution modifier + your Wisdom modifier.
- As a bonus action, you can grant yourself temporary hit points equal to your Wisdom modifier (minimum of 1).
- The reach of your unarmed strikes increases by 5 feet.
- You can use your Wisdom, in place of Strength, for the attack and damage rolls for your unarmed strikes.
Your Guardian Form transformation ends early if you are reduced to 0 hit points, or you use a bonus action on your turn to revert to your normal form.
Arboreal Strikes
6th-level Circle of 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
10th-level Circle of 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 plant move and allow them to pass by.
Verdant Mastery
14th-level Circle of 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 to plants spell, so long as you speak in Druidic.
Circle of the Harvest
The cyclical nature of life is a central belief of every Druid, no matter their Circle. However, to members of the Circle of the Harvest, this cycle is of utmost importance. They stand as the protectors of natural law and look to destroy any who would violate the cycle of life with necromancy or other dark magic.
Druidic Avenger
2nd-level Circle of the Harvest feature
You have taken up the ancient mantle of the Druidic Avenger. As a bonus action, you can expend a use of your Wild Shape to transform into your Avenger Form. While in this Form, you retain your game statistics, but you gain the benefits below:
- Your walking speed increases by 10 feet.
- So long as you are not wearing medium or heavy armor or wielding a shield, you gain a bonus to your Armor Class equal to your Wisdom modifier (minimum of +1).
- When you make a Constitution saving throw to maintain your concentration, you gain a bonus to your roll equal to your Wisdom modifier (minimum of +1).
This Form lasts for 1 minute. It ends early if you are incapacitated or you end it as a bonus action.
Harvest Scythe
2nd-level Circle of the Harvest feature
Over the course of 1 hour, which can be during a short or long rest, you can perform an ancient ritual to conjure a Harvest Scythe. It is a magic weapon with the finesse and versatile properties and deals 1d8 (1d10) slashing damage on hit. This Scythe can be used as a spellcasting focus by you, and you gain the following benefits while you wield it:
- You know chill touch. It counts as a Druid spell for you, but it doesn't count against your Cantrips Known.
- You always have inflict wounds prepared. It counts as a Druid spell for you, but it doesn't count against the total number of Druid spells you can prepare each day.
- You can cast inflict wounds at 1st-level level, without expending a spell slot a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
If you lose your Scythe, you can perform a 1-hour ritual and conjure another, and the previous Scythe turns to ash.
Extra Attack
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
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
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 Scales
While most Druids protect places of natural power or wield the forces of nature, some form Circles in service of ancient dragons. In an effort to defend their lair, elder dragons will bestow some of their power upon Druids who maintain its territory. The older the dragon, the larger its Druidic Circle.
Circle Spells
2nd-level Circle of Scales feature
Your elder dragon grants you access to certain spells. When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of Druid spells you can prepare each day.
Druid Level Spells
- 2nd: thaumaturgy
- 3rd: dragon's breath
- 5th: fear
- 7th: elemental bane
- 9th: dominate person
Gift of the Elder Dragon
2nd-level Circle of Scales feature
When you join this Circle you pledge yourself in service to a great dragon. Choose the scale color of the dragon you serve. You gain resistance to the damage type associated
with your elder dragon's Element on the table below.
Color Element
- Amethyst: Force
- Black: Acid
- Blue: Lightning
- Brass: Fire
- Bronze: Lightning
- Copper: Acid
- Crystal: Radiant
- Emerald: Psychic
- Gold: Fire
- Green: Poison
- Red: Fire
- Sapphire: Thunder
- Silver: Cold
- Steel: Acid
- Topaz: Necrotic
- White: Cold
Draconic Wild Shape
2nd-level Circle of Scales feature
The draconic power you have been gifted allows you to adopt more powerful forms. As a bonus action, you can use Wild Shape to transform into a beast with a Challenge Rating as high as 1. You can ignore the Max. CR column of the Beast Shapes table, but you must abide by all other limitations.
Also, when you use Wild Shape to transform into a beast, you can expend a spell slot of 1st-level or higher to empower your transformation with the draconic magic of your Circle, granting your beast form the following additional benefits:
- The beast is covered in a thin sheen of draconic scales that resemble those of the dragon you serve. The beast's Armor Class is equal to 13 + it's Dexterity modifier unless its natural Armor Class was already higher.
- The beast gains resistance to the damage type associated with the Element of the elder dragon you serve.
- The beast gains temporary hit points equal to five times the level of the spell slot you used to empower this form.
- As a bonus action, you can expend a spell slot of 1st-level or higher to grant your beast form temporary hit points equal to five times the level of the spell slot you expend.
Once you empower your Wild Shape in this way you must finish a short or long rest before you can do so again.
Infused Strikes
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
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
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 Shadows
The Circle of Shadows is a rare druid circle membered only by those close to the darkest and bleakest locations of nature. Most druids of this circle hail from the underdark and gain their powers from the natural forces of shadows darkness itself. The most notable members are drow that have discovered the power of nature. They may go against the common culture of their societies, or use their druidic magic to further their social standing.
Whatever the case, protecting all of nature is still in the forefront of these druid's minds. Though they may go about it differently than others, seeing beauty in darkness, and preserving balance through its spread.
Circle Spells
2nd-level Circle of Shadows feature
Your connection to natural darkness allows you to cast certain spells. At 2nd level, and again at 3rd, 5th, 7th, and 9th level you gain access to circle spells.
Once you gain a circle spell, you always have it prepared, it doesn't count against the number of spells you can prepare, and if it doesn't appear on the druid spell list, it is nonetheless a druid spell for you.
Circle Spells
- 2nd: bane, charm person
- 3rd: darkness, spider climb
- 5th: create food or water, fear
- 7th: death ward, stone shape
- 9th: mislead, passwall
In addition, you can cast any spell you have access to as part of a racial trait (such as the Drow Magic feature) using a spell slot, as if it were a druid spell you have prepared, and you can use Wisdom as your spellcasting ability for such spells, regardless of how you cast them.
Vision of Shadows
2nd-level Circle of Scales feature
Starting when you choose this circle at 2nd level, your magic spreads like shadows. As a bonus action, you can choose one creature you can see within 60 feet of you to be wreathed in shadows. Until the end of your turn, that creature is considered to be in darkness.
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.
Envelop Darkness
2nd-level Circle of Shadows feature
Also starting at 2nd level, your natural connection can be manifested in many ways. As an action, you can expend a use of your Wild Shape feature to cover yourself in darkness, rather than transforming into a beast form. Until the start of your next turn, the area within 5 feet of you is covered in magical darkness only you can see though. During this time, any attack made against a creature within this darkness automatically misses, and no spell can target any creature or area within the darkness.
Condense Shadows
6th-level Circle of Shadows feature
Beginning at 6th level, when you use your Vision of Shadows feature, you can impose one of the following effects:
- You are also considered to be in darkness until the end of your turn.
- The creature takes cold damage equal to your Wisdom modifier, as all warmth is blocked from its space.
- A creature with darkvision can’t see through the darkness.
Eclipse
10th-level Circle of Shadows feature
By 10th level, you have mastered the spread of shadows. When you use your Envelop Darkness feature, you can expend two uses of your Wild Shape feature to spread it further. When you do, the darkness spreads out 10 feet around you instead, and it lasts until the end of your next turn.
One with The Shadows
10th-level Circle of Shadows feature
At 10th level the druid gains a full understanding of shadows and darkness. While in darkness, you are invisible to any creatures that would normally see you either with Blindsight or Darkvision. In addition, you can sense any undead creatures or denizens of the Shadowfell up to a distance of 60 feet, you cannot discern type but can discern number. Any attacks you make from shadow or darkness are made at advantage.
Eternal Sight
14th-level Circle of Shadows feature
Starting at 14th level, you can see normally in darkness, and you can see normally in magical darkness out to a range of 120 feet.
Darkstrike
14th-level Circle of Shadows feature
At 14th Level, you draw power from the shadows that surround you to open a shadow crossing. You can pushe a single creature through the shadow crossing into the Shadowfell itself. A single targeted creature must make a Charisma Save vs Your Spell Save DC or be Banished to the Shadowfell for 1 Minute, however if the targeted creature is a denizen of the Shadowfell the Banishment is permanent. The Banished Creature can attempt to save at the start of each of its turns, a successful save will end the banishment and return the creature. A creature that has been banished cannot be targeted with this ability again for 24 hours.
Circle of the Sower
The Druid Circle that is most revered by civilized peoples is that of the Sowers. Folktales tell of an ancient druidic sage that guided mortals to the discovery of agriculture. Drawing on their mystical knowledge of the natural world, this Druid led ancient peoples to establish the first farms and towns.
Those who join the Circle of the Sower follow the example of that ancient sage. They wander the countryside and offer magical aid to farmers, gardeners, and all who till the soil.
Wandering Sage
2nd-level Circle of the Sower feature
You gain a mystical understanding of the natural cycle of life, growth, and death. You gain proficiency in Nature. Whenever you make an Intelligence (Nature) check you gain a bonus to your roll equal to your Wisdom modifier (minimum of +1).
Mystic Harvest
2nd-level Circle of the Sower feature
When you join this Circle, you learn to use druidic magic to produce wondrous fruits. As a bonus action, you can expend a use of Wild Shape to produce one Mystical Fruit from the list below in your empty hand. The Fruit can be eaten as an action. Any uneaten Fruit spoils after 1 minute.
Invigorating Fruit
The creature that eats this Fruit regains hit points equal to your Wisdom modifier + your Druid level. Any hit points over its hit point maximum become temporary hit points.
Mystic Fruit
The creature that eats this Fruit regains a single expended spell slot of a level equal to your Wisdom modifier or lower.
Once a creature benefits from this Fruit it must complete a long rest before it can do so again.
Revitalizing Fruit
The creature that eats this Fruit is instantly cured of one of the following conditions: blinded, deafened, paralyzed, petrified, poisoned, a reduction to an ability score or its hit point maximum, or its exhaustion is reduced by 1.
Circle Spells
2nd-level Circle of the Sower feature
When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they do not count against the total number of Druid spells you can prepare each day.
Druid Level Spells
- 2nd: entangle, goodberry
- 3rd: lesser restoration, spike growth
- 5th: create food & water, plant growth
- 7th: aura of life, grasping vine
- 9th: greater restoration, tree stride
Wild Growth
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
10th-level Circle of the Sower feature
You can use the magic of your Wild Shape to produce more potent produce. When you produce a Mystic Fruit you can choose from the following additional options:
Emboldening Fruit
The next time the creature that eats this Fruit rolls a d20, it can choose to substitute its d20 roll with your Druid level.
Primal Fruit
The creature that eats this Fruit is resistant to bludgeoning, piercing, and slashing damage for the next minute.
Verdant Grasp
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 Spores
Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.
These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn’t the end of life, but instead a change of state that sees life shift into a new form.
Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.
Circle Spells
2nd level Circle of Spores Feature
Your symbiotic link to fungi and your ability to tap into the cycle of life and death grants you access to certain spells.
At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of Spores Spells
- 2nd: Ray of Sickness, False Life, Chill Touch
- 3rd: Blindness/Deafness, Gentle Repose
- 5th: Animate Dead, Spirit Guardians*
- 7th: Blight, Confusion
- 9th: Cloudkill, Contagion
*The guardians are your spores and they deal necrotic or poison damage (your choice)
Halo of Spores
2nd-level Circle of Spores feature
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 deal 1d6 poison or necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. A creature can only take this damage once per turn. The poison or necrotic damage increases to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level.
Symbiosis
2nd-level Circle of Spores feature
You gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 5 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:
When you deal your Halo of Spores damage, the damage dice increases to d8 and you can add your Wisdom Modifier to the damage.
When you cast a spell that deals necrotic or poison damage, you can add 1d6 to the damage. The Damage die increases as you level, to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.
Your melee and ranged weapon attacks deal an extra 1d6 poison or necrotic damage to any target they hit. The Damage die increases as you level, to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.
These benefits last for a number of minutes equal to half your druid level (rounded down) times 10, until you lose all these temporary hit points, or until you use this feature again.
Fungal Infestation
6th-level Circle of Spores feature
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 your Halo of Spores or Spreading Spores range, you can use your reaction to animate it, causing it to stand up immediately with additional temporary hit points equal to your level. If the creature was killed by your Halo of Spores damage, you may raise it without using your reaction. The creature uses the zombie stat block in the Monster Manual. It remains animate for a number of hours equal to half your druid level(rounded down), after which time it collapses and dies.
In combat, the zombie’s turn comes immediately after yours. It obeys your mental commands, and it gains a special bonus to its attack rolls equal to your Wisdom modifier (minimum of 0)
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
10th-level Circle of Spores feature
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 15-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, you can cause that creature to take 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.
Additionally, you can cause your spores to divert damage from yourself to your fungal infestations. When you take damage, you may use your reaction to divert up to half (rounded down) of that damage to one or more of the corpses raised by that feature. The damage you divert is distributed between any zombies that are raised via your Fungal Infestation feature as you see fit, causing that creature to take the damage instead of you. A fungal infestation cannot take more damage than it has hit points and if you and your raised fungal infestations take damage from the same source, such as from a damaging area of effect, the fungal infestations take damage from that source before you may divert damage onto them. This does not transfer other effects accompanying the damage and the diverted damage cannot be reduced in any way.
Fungal Body
14th-level Circle of Spores feature
The fungal spores in your body alter you: You gain resistance to poison and necrotic damage, 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
The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.
Many druids of this circle keep records of the constellations and the stars’ effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples— any construction durable enough to protect the circle’s sacred knowledge even against a great cataclysm.
Circle Spells
2nd-level Circle of Stars feature
Your attunement to the stars gives you access to certain spells.
At 2nd 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Stars Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of Stars Spells
- 3rd: Fortune's Favour, Moonbeam
- 5th: Beacon of Hope, Clairvoyance
- 7th: Sickening Radiance, Divination*
- 9th: Scrying, Legend Lore
*Contacting the stars instead of a god.
Star Map
2nd-level Circle of the Stars feature
You’ve created a star chart as part of your heavenly studies. It is a Tiny object and can serve 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 this map, you have these benefits:
- You know the guidance cantrip.
- You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn’t count against the number of spells you can have prepared.
- You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, 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.
Stary Form
2nd-level Circle of the Stars feature
As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.
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 a number of minutes equal to half your druid level (rounded down) times 10. It ends early if you dismiss it (no action required), are incapacitated, die, or you 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 you. On a hit, the attack deals radiant damage equal to 1d8 + 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 a creature within 30 feet of you can regain hit points equal to 1d8 + 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 on a spell, you can treat a roll of 9 or lower on the d20 as a 10.
Cosmic Omen
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). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 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 an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.
The dice that you roll for this trait increases as you level, to a d8 at 10th level, a d10 and 14th level, and to a d12 at 18th level.
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
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 30 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
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 the Sun
Druids revere aspects aspects of nature, and none is more central the cycle of life than the sun, origin of light and life. Druids of this circle are not clerics of the god of the sun, but represent it's aspect in the cycle of life, the light and heat and it brings, the fiery radiance with which it reigns over the world.
Druids of the Circle often stand in opposition that with crawls through the dark, that which corrupts in the absence of light, and while still inclined to the neutrality many Druids uphold, they tend to swing further the extremes of passion and action, willing to burn away the rot. Though they might aim for a controlled burn, a controlled burn may often be more destructive than a simple pruning.
Circle Spells
2nd-level Circle of the Sun feature
At 2nd level, you learn the light and create bonfire cantrips. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Sun Spells table. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.
Circle Spells
- 3rd: flame sword, flaming sphere
- 5th: daylight, fireball
- 7th: fire shield, wall of fire
- 9th: dawn, flame strike
Unleash Radiance
2nd-level Circle of the Sun feature
When you choose this circle at 2nd level, you gain an alternate use for Wild Shape. You absorb sunlight and as a bonus action, you can unleash the radiance within. When you transform with this ability, creatures within 15 feet of you must make a Constitution saving throw or be blinded until the start of your next turn. For the next one minute you gain the following effects.
You gain the following properties when you transform:
- You shed bright light in a radius of 15 feet, and dimlight for another 15 feet. The bright light is sunlight.
- You when you would take fire or radiant damage, you can instead gain temporary hit points, up to a total of your Druid level. Once you have gained temporary hit points this way up to your Druid level, you no longer gain temporary hit points and gain resistance to fire and radiant damage.
- Once per turn, when you deal fire or radiant damage on your turn, you can deal an addition 1d4 fire or radiant damage to that enemy.
As an action while you are transformed, you can end the effect early, releasing your stored energy in a beam of light a 60 feet long and 5 wide. Each creature in the line must make a Dexterity saving throw, or take 1d12 radiant damage. You can enhance this damage further by expending a 1st level spell slot (to 2d12), and by an additional 1d12 per level of spell slot spent (3d12 for 2nd level spell slot, 4d12 for a 3rd level, etc), up to 6d12 for a 5th level spell slot.
If you have not been exposed to sunlight in the last 24 hours, the duration of the transformation is have, and ending it early does not release a beam of energy.
Burning Light
6th-level Circle of the Sun feature
Starting at 6th level, once per turn on your turn, when you roll fire or radiant damage against a creature that is in bright light, you can add your Wisdom modifier to one roll of that damage.
Additionally some of your fire spells are enhanced in the following was:
- When make a melee spell attack with flame blade you, you can make a second melee spell attack as part of the same action.
- You can concentrate on multiple create bonfire spells at the same time, up to your Wisdom modifier spells.
Cleansing Fire
10th-level Circle of the Sun feature
Beginning at 10th level, you can cast remove curse or lessor restoration without expending a spell slot, if the target has a condition or curse removed by the spell, they take 1d10 fire damage and 1d10 radiant damage.
You can do this a number of times equal to your Wisdom modifier, regaining all uses when you complete a long rest.
Emissary of the Sun
14th-level Circle of the Sun feature
Starting at 14th level, when you use Embrace Radiance, you partially become fire itself, and you are under the effect of investiture of flame.
Additionally, you can expend two uses of wildshape to grow wings of flame, taking on a phoenix-like form and gaining a fly speed of 30 feet in addition to the rest of the effects.
Circle of the Swarm
Druids defend every life, no matter how small or unseemly it may be. Some take this call more seriously than others and join a Circle of the Swarm. Often centered around sewers of great settlements or among festering swamps, these Druids have an affinity for vermin with many legs or gnawing teeth.
Swarmcaller
2nd-level Circle of the Swarm feature
The swarms of pests you defend are never far. You learn the infestation cantrip, but it does not count against your total number of Cantrips Known. When you cast infestation, you can target two creatures that are within 5 feet of each other, and when a creature fails its saving throw against this spell, you can choose which direction it moves.
Moreover, you can use a bonus action on your turn to use Wild Shape to turn into a swarm of beasts, such as a swarm of rats. When you do so, it gains the following benefits:
- It gains a number of bonus hit points equal to 1 + your Druid level.
- It can add your Wisdom modifier to all ability checks, attack rolls, and saving throws.
Circle Spells
2nd-level Circle of the Swarm feature
When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they do not count against the total number of spells you prepare each day.
Druid Level Spells
- 2nd: faerie fire, ray of sickness
- 3rd: blur, web
- 5th: gaseous form, slow
- 7th: arcane eye, giant insect
- 9th: commune with nature, insect plague
Greater Swarm
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
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
14th-level Circle of the Swarm feature
You and the multitudes you protect have become one being. When you are reduced to 0 hit points, but are not killed outright, you can expend a use of Wild Shape to turn into a swarm of beasts with a Challenge Rating of 1/2 or lower, and immediately move up to the swarm's walking, flying, or climbing speed without provoking opportunity attacks.
Once you use this feature you must finish a long rest before you can use your Wild Shape in this way again.
Circle of the Tempest
Drawn to the most destructive forces of the natural world, the Tempest Druids wield the power of storms. They often view themselves as great defenders of nature and use their power to strike back when civilization encroaches upon the wilds. Theirs is the power of lightning, thunder, ice, and wind, and woe to any who stand against these acolytes of destruction.
Circle Spells
2nd-level Circle of the Tempest feature
When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they do not count against the total number of spells you prepare each day.
Druid Level Spells
- 2nd: fog cloud, thunderwave
- 3rd: shatter, warding wind
- 5th: lightning bolt, thunder step
- 7th: ice storm, storm sphere
- 9th: control winds, maelstrom
Nature's Wrath
2nd-level Circle of the Tempest feature
You can channel the destructive power of nature. When you cast a Druid spell that deals lightning or thunder damage,
you can expend a use of Wild Shape and cause it to deal maximum damage to one target, instead of rolling.
Tempestuous Rebuke
2nd-level Circle of the Tempest feature
The elemental powers rebuke those who strike at you, their acolyte. When a creature within 5 feet that you can see hits you with an attack, you can use your reaction to force it to make a Dexterity saving throw. It takes 2d8 thunder damage on a failed save, and half as much on a successful save.
You can use this reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all of your expended uses when you finish a long rest.
Thunderous Strike
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
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
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
Few natural forces exert as much influence over mortals as the waters of the world. Rain for crops, raging storms, and winding rivers all influence the lives of mortals. Tidal Druids monitor the relationship between civilization and the waters of oceans, rivers, and lakes. They are often found using the innate magic found in the waters to heal the sick, provide rest to the weary, and nurture the crops of common folk.
Disciple of the Sea
2nd-level Circle of the Tides feature
Your dedication to primal waters has changed you. When you join this Circle, you gain the ability to breathe both air and water, and you gain a swimming speed equal to your walking speed.
Circle Spells
2nd-level Circle of the Tides feature
Your connection with the primal waters grants you access to certain spells. You learn the shape water cantrip, but it does not count against your total number of Cantrips Known.
When you reach certain Druid levels, you gain access to the spells in the table below. They count as Druid spells for you, and you always have them prepared, but they don't count against the total number of spells you prepare each day.
Druid Level Spells
- 2nd fog cloud, healing word
- 3rd misty step, prayer of healing
- 5th mass healing word, tidal wave
- 7th control water, watery sphere
- 9th maelstrom, raise dead
Tidal Aura
2nd-level Circle of the Tides feature
As a bonus action, you can expend a use of Wild Shape to exude a mystical watery force in a 15-foot radius. Creatures of your choice within this Aura treat it as difficult terrain. If a creature has a swimming speed it ignores this effect.
Your Tidal Aura also enhances your healing powers. When you cast a spell that restores hit points to a creature within this Tidal Aura, one target within the Aura regains additional hit points equal to your Wisdom modifier (minimum of 1).
Your Tidal Aura lasts for 1 minute. Its effects end early if you end it as a bonus action, or if you are incapacitated.
Undertow
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
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 Tida 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
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 Land
The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.
Land Attunement
2nd-level Circle of the Land feature
Your mystical connection to the land infuses you with the ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells.
Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
When you finish a long rest, you may attune to the land around you. When you do you lose your previous attunement and gain a new one corresponding to the environment you finished the rest in.
Arctic Spells
- 2nd: Frost Fingers, Ice Knife, Ray of Frost
- 3rd: Hold Person, Rime’s Binding Ice
- 5th: Sleet Storm, Slow
- 7th: Freedom of Movement, Ice Storm
- 9th: Commune with Nature, Cone of Cold
Coast Spells
- 2nd: Create Or Destroy Water, Fog Cloud, Shape Water
- 3rd: Mirror Image, Misty Step
- 5th: Water Breathing, Tidal Wave
- 7th: Control Water, Watery Sphere
- 9th: Maelstrom, Scrying
Desert Spells
- 2nd: Purify Food and Drink, Silent Image, Mold Earth
- 3rd: Blur, Silence
- 5th: Create Food and Water, Protection from Energy
- 7th: Confusion, Hallucinatory Terrain
- 9th: Insect Plague, Wall of Stone
Forrest Spells
- 2nd: Entangle, Goodberry, Thorn Whip
- 3rd: Barkskin, Spider Climb
- 5th: Call Lightning, Plant Growth
- 7th: Guardian of Nature, Grasping Vine
- 9th: Commune with Nature, Tree Stride
Grassland Spells
- 2nd: Longstrider, Floating Disk, Gust
- 3rd: Invisibility, Pass Without Trace
- 5th: Daylight, Haste
- 7th: Divination, Aura of Purity
- 9th: Dream, Wrath of Nature
Mountain Spells
- 2nd: Earth Tremor, Feather Fall, Magic Stone
- 3rd: Spider Climb, Maximilian’s Earthen Grasp
- 5th: Lightning Bolt, Meld into Stone
- 7th: Stone Shape, Stoneskin
- 9th: Passwall, Wall of Stone
Swamp Spells
- 2nd: Detect Poison and Disease, Ray of Sickness, Infestation
- 3rd: Spike Growth, Acid Arrow
- 5th: Water Walk, Stinking Cloud
- 7th: Vitriolic Sphere, Locate Creature
- 9th: Contagion, Seeming
Underdark Spells
- 2nd: Bane, Detect Magic, Light
- 3rd: Darkness, Web
- 5th: Gaseous Form, Hypnotic Pattern
- 7th: Greater Invisibility, Raulothim's Psychic Lance
- 9th: Synaptic Static, Mislead
Bonus Cantrip
2nd-level Circle of the Land feature
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
Natural Recovery
2nd-level Circle of the Land feature
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest.
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.
Land’s Stride
6th-level Circle of the Land feature
Starting at 6th level, moving through non magical difficult terrain costs you no extra movement. You can also pass through non magical 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 those created by the entangle spell.
Nature's Wrath
6th-level Circle of the Land feature
Beginning at 6th-level, you learn to listen to the whispers of nature, making you more attentive to danger. While you are in a terrain matching your Land Attunement, you cannot be surprised and you can add your wisdom modifier to your initiative rolls.
Nature's Ward
10th-level Circle of the Land feature
When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease. You also gain resistance to a damage type, corresponding to what Land Attunement you have. Consult the Nature's Ward table to determine which resistance you possess.
Nature's Ward Table
- Arctic = Cold
- Coast = Lightning
- Desert = Fire
- Forest = Piercing
- Grassland = Slashing
- Mountain = Bludgeoning
- Swamp = Acid
- Underdark = Psychic
Nature’s Sanctuary
14th-level Circle of the Land feature
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.
Greater Land Attunement
14th level Circle of the Land feature
Your attunement to the forces of nature and the land allows you to draw on some more power. You can gain one additional land attunement, gaining the circle spells and resistances associated with it. When you finish a long rest, you may choose to replace this attunement with the attunement corresponding to the land you finished the rest
Circle of the Moon
Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.
Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid’s blood.
Circle Spells
2nd-level Circle of the Moon feature
Your connection to the moon and the magic that allows you to transform into beast grants you spells at certain levels in this class. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Moon Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
Additionally you can cast any of the spells on the Circle of the Moon Spells table while transformed via Wild Shape.
Circle of the Moon Spells
- 2nd: Hunters Mark, Longstrider, Primal Savagery
- 3rd: Alter Self, Moonbeam
- 5th: Spirit Guardians, Haste
- 7th: Guardian of Nature, Polymorph
- 9th: Conjure Elemental, Reincarnate
Combat Wild Shape
2nd-level Circle of the Moon feature
When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d12 hit points per level of the spell slot expended.
Circle Forms
2nd-level Circle of the Moon feature
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wildshape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).
Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
Additionally if you are transformed by an effect such as polymorph, you can treat that effect as if you were in Wildshape, gaining access to any abilities or effects that you normally have while Wildshaped, such as your Combat Wild Shape healing or your Primal Strikes Trait.
Primal Strike
6th-level Circle of the Moon feature
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.
Additionally, your attacks gain a bonus to your attack and damage rolls equal to half your proficiency bonus (rounded down) while you are Wild Shaped
Elemental Wildshape
10th-level Circle of the Moon feature
At 10th level, you can expend two uses of Wildshape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.
Durable Wild Shape
10th level Circle of the Moon feature
Your magic has bolstered your defences while transformed via Wildshape. While you are in Wild Shape, you gain a bonus to your armour class and saving throws equal to half your proficiency bonus (rounded down).
Thousand Forms
14th level Circle of the Moon feature
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.
Additionally you can cast the polymorph spell, targeting only yourself, without expending a spell slot. When you do you can cast it as a bonus action and the spell doesn't require concentration. You can do so once using this feature, after which you must finish a long rest before you can do so again.
Circle of the Shepherd
Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.
Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.
Circle Spells
2nd-level Circle of the Shepherd feature
Your link to the spirits of nature and your ability to herd beasts and fey spirits grants you access to certain spells.
At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of The Shepherd Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of the Shepherd Spells
- 2nd: Animal Friendship, Find Familiar, Mage Hand
- 3rd: Healing Spirit, Summon Beast
- 5th: Spirit Guardians, Summon Fey
- 7th: Dimension Door, Summon Elemental
- 9th: Arcane Hand, Summon Draconic Spirit
Speech of the Woods
2nd-level Circle of the Shepherd feature
At 2nd level, you gain the ability to converse with beasts and many fey. You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favour with them as you would with any nonplayer character.
Additionally, you also gain proficiency in Wisdom (animal handling) checks; when you make a Wisdom (animal handling) check your proficiency bonus is doubled.
Spirit Totem
2nd-level Circle of the Shepherd feature
Starting at 2nd level, you can call forth nature spirits to influence the world around you. As an action, you can use one of your Wildshapes to magically summon an incorporeal spirit to a point you can see within 60 feet of you, rather than assuming a beast form. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.
As a bonus action, you can move the spirit up to 60 feet to a point you can see. The spirit persists for a number minutes equal to half your druid level (rounded down) times 10, until you’re incapacitated, or until you use this feature again. The effect of the spirit’s aura depends on the type of spirit you summon: Bear, Hawk, Unicorn, Squirrel, Fox, Scorpion, Hare, Wolf, or Elk.
- Bear Spirit: The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura gains temporary hit points equal to your proficiency bonus + your wisdom modifier + your druid level at the start of each of their turns. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
- Elk Spirit: The elk spirit is calm and collected, even in the face of danger. Each creature of your choice within the area is immune to being frightened. In addition the spirit grants these creatures the ability to cast calm emotions at will while within the aura.
- Fox Spirit: The fox spirit is cunning and deceptive. Each creature of your choice within the aura gains advantage on intelligence saving throws and checks. Additionally these creatures can also cast disguise self at will while within the aura.
- Hare Spirit: The Hare spirit is quick on its feed, granting this to those nearby. Each creature of your choice within the aura doubles their walking speed while in the aura. In addition these creatures can use their bonus action to dash.
- Hawk Spirit: The Hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature of your choice makes an attack roll against a target in the spirit’s aura, it can grant itself advantage on that roll once per turn. In addition, you and your allies have advantage on Wisdom(perception) checks while in the aura.
- Scorpion Spirit: The scorpion spirit is a poisonous and deadly hunter. Each creature of your choice within the aura is immune to poison damage and the poisoned condition. Additionally, any creature of your choice within the aura deals extra poison damage equal to half of your druid level (rounded down) whenever they hit a target with an attack.
- Squirrel Spirit: The squirrel spirit lends its nimbleness to those around it. Each creature of your choice within the aura gains advantage on dexterity saving throws and checks. Additionally these creatures also get a bonus to initiative equal to half your druid level (rounded down).
- Unicorn Spirit: The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level plus your wisdom score plus your proficiency bonus.
- Wolf Spirit: The wolf spirit is a natural pack stalker and hunter. Each creature that you chose within the aura has advantage on Wisdom(perception) checks and advantage when trying to track a creature. In addition these creatures gain advantage on attack rolls if any of its allies are within 5 feet of the target.
Mighty Summoner
6th-level Circle of the Shepherd feature
Starting at 6th level, creatures that you conjure are more resilient than normal. Any creature summoned or created by a spell that you cast gains the following benefits:
- The creature appears with more hit points than normal: 3 extra hit points per Hit Die it has. If it doesn't have hit dice, it gains 3 extra hit points per spell level.
- The damage from its weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
- The creature gains a bonus to its attack and damage rolls equal to your proficiency bonus.
Guardian Spirit
10th-level Circle of the Shepherd feature
Beginning at 10th level, your Spirit Totem safeguards you and the creatures that you call forth with your magic. When you, or creature 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
14th-level Circle of the Shepherd feature
Starting at 14th level, the nature spirits you commune with protect you when you are the most defenceless. 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 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 Wildfire
Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbours both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.
Circle Spells
2nd-level Circle of Wildfire feature
You have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of Wildfire Spells
- 2nd: Cure Wounds, Burning Hands
- 3rd: Healing Spirit, Scorching Ray
- 5th: Revivify, Fireball
- 7th: Aura of Life, Wall of Fire
- 9th: Mass Cure Wounds, Immolation/Web of Fie
Gift of Wildfire
2nd level Circle of Wildfire feature
You have bonded with a primal spirit that harbours both destructive and creative power. The power from this link is represented by your Wildfire dice, which is a d4. This dice is used for certain damage and healing calculations for this class. When you reach certain levels in this class, the size of your Wildfire dice increases: at 6th level (d6), 10th level (d8), 14th level (d10), and 18th level (d12).
Additionally, the primal spirit has granted you resistance to fire damage, and you learn the fire bolt cantrip.
Summon Wildfire Spirit
2nd-level Circle of Wildfire feature
You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.
The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take fire damage equal to two rolls of your wildfire die plus your proficiency bonus, or half as much on a success.
The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) and Wildfire Die (WfD) in several places. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.
In combat, the spirit shares your initiative count, taking its turn 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 a number of hours equal to half your druid level (rounded down), until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.
Enhanced Bond
6th-level Circle of Wildfire feature
Your bond with your wildfire spirit has grown granting you and itself new powers. When you summon your wildfire spirit, choose one of the following options:
- Enriched Fire and Healing: Once per turn, whenever you or your wildfire spirit deals fire damage or restore hit points via a spell, roll your wildfire die. You gain a bonus equal to the number rolled to the fire damage or healing roll.
- Familiar of Flame: While you and your wildfire spirit are within 100ft of each other, you can communicate with your wildfire spirit telepathically, and as an action, you can see through your wildfire spirit's eyes and hear what it hears until the start of your next turn, using its senses. During this time, you are deaf and blind with regard to your own senses. If you and your wildfire spirit are within 100ft of each other, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit. As an action or a bonus action, you can also temporarily dismiss the wildfire spirit. It goes into a pocket dimension where it awaits your summons. As an action or bonus action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
- Dance of Fire: When you summon your wildfire spirit, both you and it gain a number of temporary hit points equal to two rolls of your wildfire die, plus your proficiency bonus. Whenever you cast a spell that deals fire damage or restores hit points, you and your wildfire spirit gain a number of temporary hit points equal to one roll of your wildfire dice, plus the level of the spell, plus your proficiency bonus. If you or your wildfire spirit loses all of your/its temporary hit points, you can use your reaction to cause a fiery explosion to emanate from you or your wildfire spirit respectively. If you do, each creature (except for you) within 10ft of you or your wildfire spirit respectively must make a dexterity saving throw or take fire damage equal to two rolls of your wildfire die plus your proficiency bonus, or half as much on a success. Temporary hit points from this feature can stack with existing temporary hit points, up to an amount equal to the maximum hit points of your wildfire spirit. While you have temporary hit points from this feature, you gain immunity to fire damage.
The chosen bonus lasts while your wildfire spirit persists, ending as soon as your wildfire spirt dies or ends due to time.
Cauterising Flames
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 two rolls of your wildfire die plus 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.
Roaring Flame
10th-level Circle of Wildfire feature
Your wildfire spirit has grown stronger. The area of effect for your Summon Wildfire Spirit trait is doubled, and the range and area of effect of your wildfire spirits Flame Seed and Fiery Teleportation is doubled.
Blazing Revival
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, immediately rise to your feet, and gain temporary hit points equal to five rolls of your wildfire dice plus your druid level. While these temporary hit points persist you have immunity to fire damage and gain the benefit of all 3 bonuses from your Enhanced Bond trait, without requiring your wildfire spirit to be summoned to gain the bonuses.
Once you use this feature, you can’t use it again until you finish a long rest.
Level | Proficiency Bonus | Features | Cantrips Known | Wildshape usages | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
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1st | +2 | Druidic, Spellcasting, Primal Order | 2 | - | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Wild Shape, Druid Circle, Wild Companion | 2 | 2 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | - | 2 | 2 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Wild Shape Improvement, Ability Score Increase | 3 | 2 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Wild Resurgence | 3 | 2 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Druid Circle Feature | 3 | 2 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Elemental Fury | 3 | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Wild Shape Improvement, Ability Score Improvement | 3 | 3 | 3 | 3 | 2 | — | — | — | — | — | - |
9th | +4 | Beast Spells (1st) | 3 | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Druid Circle Feature | 4 | 3 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Beast Spells (2nd) | 4 | 3 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Increase | 4 | 3 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | Beast Spells (3rd) | 4 | 3 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Druid Circle Feature | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Beast Spells (4th) | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Increase | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Beast Spells (5th) | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18th | +6 | Timeless Body, Soul of the Forest, Beast Spells (All) | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Increase | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Archdruid | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |