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Druid

Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature, but see themselves as extensions of nature's indomitable wil
hit dice: d8
hit points at 1st level: 8+Con
hit points at higher levels: 1d8+con
armor proficiencies: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
weapon proficiencies: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
tools: Herbalism kit
saving throws: Intelligence, Wisdom
skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
starting equipment:
spellcasting:
Cantrips   At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.   Preparing and Casting Spells   The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability   Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.   Spell 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 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.     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. You regain expended uses when you finish a short or long rest.   Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.   LevelMax CRLimits21/4No Flying or Swimming41/2no Flying 81
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    You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply:   Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.       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 At 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.       Timeless Body Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.       Beast Spells Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.       Archdruid At 20th level, you can use your Wild Shape an unlimited number of times.   Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
subclass options:

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.     Balm of the Summer Court At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.   As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.   You regain the expended dice when you finish a long rest.     Hearth of Moonlight and Shadow At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.   While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.   The sphere vanishes at the end of the rest or when you leave the sphere     Hidden Paths Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in a blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest     Walker in Dreams At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.   When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Scrying, or Teleportation Circle.   This use of Teleportation Circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.   Once you use this feature, you can't use it again until you finish a long rest        

Circle of 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.     Combat Wild Shape When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.   Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.     Circle Forms The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.   Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.     Primal Strike Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.     Elemental Wild Shape At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.     Thousand Forms By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.        

Circle of the 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.     Speech of the Woods At 2nd level, you gain the ability to converse with beasts and many fey.   You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.     Spirit Totem Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you.   As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see.   The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.   The effect of the spirit’s aura depends on the type of spirit you summon from the options below.   Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.   Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.   Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.     Mighty Summoner At 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains two benefits:   The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has. The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.     Guardian Spirit Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.     Faithful Summons Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of Conjure Animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).   Once you use this feature, you can’t use it again until you finish a long rest        

Circle of 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. They see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.     Circle Spells Your symbiotic link to fungi and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the Chill Touch cantrip.   At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
Druid Level Spells
2 chill Touch
3 Blindness/Deafness, Gentle Repose
5 Animate Dead, Gaseous Form
7 Blight, Confusion
9 Cloudkill, Contagion
Halo of Spores Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.     Symbiotic Entity Also at 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:   When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total. Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit. These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.     Fungal Infestation At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.   In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.     Spreading Spores At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.   Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.   While the cube of spores persists, you can't use your Halo of Spores reaction.     Fungal Body At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.        

Circle of 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.     Star Map At 2nd level, 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.     Starry Form At 2nd level, you gain the ability to harness constellations’ power to alter your form. 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 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.   Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:   Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of 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 another 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 When you reach 6th level, you learn to use your star map to divine the will of the cosmos. 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.   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 At 10th level, the constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover.   Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.     Full of Stars At 14th level, while in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.        

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 harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.     Circle Spells When you join this circle at 2nd level, 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.
Druid Level Spells
2 Burning Hands, Cure Wounds
3 Flaming Sphere, Scorching Ray
5 Plant Growth, Revivify
7 Aura of Life, Fire Shield
9 Flame Strike, Mass Cure Wounds
Summon Wildfire Spirit At 2nd level, You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.   The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.   The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.   In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.   The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.     Enhanced Bond At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.   In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.     Cauterizing Flames At 10th level, you gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.   You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.     Blazing Revival At 14th level, the bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.   Once you use this feature, you can't use it again until you finish a long rest.        

Circle Of The Forged

  What is truly natural? The warforged are living creatures, despite being constructed from wood and steel. Druids who embrace the Circle of the Forged explore the potential of the warforged form, blending animal shapes with warforged durability. This is a young path, pioneered by a handful of warforged who sought a greater understanding of their role in the world. Over the last few decades, a number of warforged have embraced the Circle of the Forged; however, it isn’t limited to warforged; a Cannith heir or an aspiring artificer might pursue primal power as a way to transcend the limited flesh they were born with. Only a handful of druids follow this Circle. Did you learn these techniques from a mentor? Are you driven by instinct, still learning what you’re capable of? Or, if you’re a warforged, were you designed with the potential to assume multiple forms … and if so, who created you, and why?     Circle Forms The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).   Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down     Skin of Steel Starting at 2nd level, while you are transformed by Wild Shape, you gain the following benefits:   You gain a +2 bonus to Armor Class. You have advantage on saving throws against being poisoned, and you have resistance to poison damage. You don’t need to eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and magic can’t put you to sleep. While in beast form, your body is made from the same materials as a warforged; your muscles are rootlike tendrils protected by armored plates. It’s obvious to an observer that you are not a normal animal.     Elemental Fury Starting at 6th level, you gain the ability to imbue your attacks with elemental damage—charging your claws with electricity or unleashing flames from your fangs. When you use Wild Shape, choose one of the following damage types: acid, cold, fire, or lightning. While in your beast form, the first time you hit a creature with a melee attack on your turn, you can expend one spell slot to deal extra damage of that type to the target, in addition to the normal damage of the attack. The extra damage is 1d6 per level of the spell slot expended, to a maximum of 5d6.   When you use this ability on a creature, your attack has an additional effect, determined by which damage type you selected when you used Wild Shape. If a creature is affected by this ability again in subsequent rounds, the effects do not stack, and the new duration replaces the old.   Acid. The target must make a Constitution saving throw against your druid spell save DC. On a failed save, its AC is reduced for one minute by an amount equal to half your Wisdom modifier (minimum of 1). At the start of each of its turns for the next minute, the target can make another Constitution saving throw. On a successful save, the effect ends.   Cold. At the start of each of its turns for 1 minute, the target must make a Constitution saving throw against your druid spell save DC. On a failed save, their movement speed is reduced to 0 and they have disadvantage on Strength and Dexterity checks. On a successful save, the effect ends.   Fire. At the start of each of its turns for 1 minute, the target must make a Constitution saving throw against your druid spell save DC. On a failed save, it takes fire damage equal to your Wisdom modifier. On a successful save, the fire goes out. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.   Lightning. At the start of each of its turns for 1 minute, the target must make a Constitution saving throw against your druid spell save DC. On a failed save, it loses its reaction until the start of its next turn and the first attack that it makes on its turn is made at disadvantage. On a successful save, the effect ends.     Adamantine Hide Starting at 10th level, while you are transformed by Wild Shape, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, you gain the ability to use Wild Shape as a reaction when you take damage, and the damage from that attack is applied to the hit points of your beast form.     Constructed Perfection Starting at 14th level, while you are transformed by Wild Shape, you can’t be charmed, frightened, paralyzed, petrified, or poisoned. In addition, you are immune to poison damage.        

Circle of Coral

Druids of the Circle of Coral take inspiration of the ocean and its vibrant reef systems, protecting and safeguarding the creatures of the wild wherever they find them, both within the ocean and without. All life originated from the sea; as such, it is the duty of druids of the circle to protect life wherever they see it, channeling primal magics to bring the power of coral reefs wherever nature has need of it.         Coral Calling At 2nd level, you can conjure a coral reef around you to harm foes and protect allies. As an action, you can expend a use of your Wild Shape feature to conjure a coral reef, rather than transforming into a beast form. The reef grows in 10-foot radius around you, moves with you, and its area is lightly obscured and difficult terrain. When you conjure the reef, you can designate any number of creatures you can see to be unaffected by the reef. A designated creature also has half cover from effects that originate outside the reef while it is within the reef. When a creature affected by the difficult terrain enters the reef for the first time on a turn or starts its turn there, it takes 2d4 piercing damage. The reef lasts for 10 minutes, after which it crumbles into dust. Also, it ends early if you dismiss it as a bonus action, fall unconscious, or use your Wild Shape again. At 10th level, the reef’s radius increases to 20 feet, and the piercing damage increases to 3d4. At 18th level, the reef’s radius increases to 30 feet, and the piercing damage increases to 4d4.     Reef Denizen At 6th level, when you conjure a reef with your Coral Calling feature, you can expend an additional use of your Wild Shape to conjure a creature of the reef to populate it. The creature can be any beast with a swim speed that you can transform into using your Wild Shape, such as a reef shark, giant crab, or giant sea horse. The creature appears in an unoccupied space within the reef, and remains there until the reef crumbles or it is reduced to 0 hit points, after which it disappears. It also disappears if it ends its turn outside of the reef. A creature you conjure in this way can breathe both air and water, has a flying speed equal to its swimming speed, and appears with temporary hit points equal to twice your druid level. The creature obeys your telepathic commands (no action required by you), and shares your initiative in combat, but takes its turn immediately after yours. It can use your spell attack modifier in place of its own modifier for weapon attacks, and its natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. At 14th level, you can conjure two creatures instead of one when you use this feature. The beasts you summon can be the same type of creature, or two different ones.     Breath of the Sea At 10th level, like a coral reef sifting through the ocean currents, you can filter harmful magic into healing energy. As a reaction when you see a creature within 30 feet of you casting a spell, you can make an ability check using your Wisdom to attempt to counteract the spell. The DC of this check equals 10 + the spell’s level. On a success, the spell fails and has no effect, and up to three creatures of your choice within 30 feet of you regain hit points equal to twice the spell’s level. Once you use this feature, you can’t use it again until you finish a short or long rest.     Ageless Reef At 14th level, your reefs stand as ageless as the ocean itself. When a reef you create with the Coral Calling feature would crumble, you can choose to have it remain in place instead, centered on the space you currently occupy. If you do this while you already have an ageless reef, the older one is destroyed. An ageless reef also crumbles if struck by a disintegrate spell. An ageless reef otherwise functions identically to a normal reef you create, and a reef denizen you conjure remains until it is reduced to 0 hit points or the reef is destroyed. Additionally, whenever a creature finishes a long rest in an ageless reef, it gains temporary hit points equal to your druid level.          

Circle of Twilight

The Circle of Twilight is an ancient sect of druids, long estranged from other druidic circles due to their differing outlooks on the natural world. The Circle of Twilight believes that the spirits of nature need regular sacrifices of beasts, natural and unnatural, and even the occasional human sacrifice. These druids meet in old, dying forests to perform secret blood rituals - rituals which they hope will appease the cruelest gods of the Old Faith. As a member of this circle, you realize nature’s will is not of kindness and spirituality - it is of cruelty and sacrifice.     Ritual Sacrifice When you choose this circle at 2nd level, you learn how to perform rituals using the blood sacrifices of powerful foes. By using the body of a creature that has died within the last 8 hours as one of your spell components, you can cast any spell with the ritual tag from any class spell list without needing to prepare it. The gentle repose spell cast on a body that’s been dead for less than 8 hours extends the duration that body may be used. You still need to use the other components of the ritual as normal. In order to cast a ritual in this manner, you need the body of a creature of a CR greater than or equal to the spell level of the ritual to be cast, and the spell must be of a level you have spell slots for. The creature used cannot be a construct, an undead, or an elemental. Once you complete the ritual, that creature cannot be used in any other rituals.       Life from Death Also at 2nd level, you can grasp the last breath of life energy from a falling creature, and use it to restore life to another. When a creature within 60 feet of you is reduced to 0 hit points, you can use your reaction and expend a spell slot to restore 1d8 hit points per level of the spell slot expended, adding your Wisdom modifier to the total, to yourself or another creature you can see within 60 feet. You cannot target the creature you reacted to.       Eyes of Twilight Starting at 6th level, you gain darkvision with a radius of 60 feet, or you increase the radius of your darkvision by 30 feet if you already have it. Additionally, you can see through magical darkness for the radius of your darkvision.       Soulseeing At 10th level, you gain the ability to see the souls of living creatures. As an action on your turn, you hone your senses to allow you to see the outline of any living creature or creature that has died within the last 8 hours. This allows you to see any creature within the radius of your darkvision, including invisible creatures, as well as creatures that are obscured in some manner, such as being behind a wall or in murky water. This sight can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. This sight can be maintained for up to 10 minutes by using your action each turn. If your turn ends and you haven’t used your action to maintain this feature, it ends early. You can use this feature twice. You regain expended uses when you finish a short or long rest.       Ritualist When you reach 14th level, you become a master at performing rituals. Casting a spell as a ritual now only adds 1 minute to the cast time. Additionally, you can use your ritual sacrifice feature to cast spells that aren’t rituals as if they were rituals. The spell chosen must be of 2nd level or lower, and must have a duration of 10 minutes or longer. The casting otherwise follows the rules outlined in the ritual sacrifice feature.            

Circle of the Bough

There are druids who seek to bond not with beasts, but with the timeless sentinels that blanket the land: the ancient, gnarled trees whose wisdom is beyond compare. These druids—druids of the Bough—learn to shapeshift into the very trees that they revere.       Bonus Cantrip 2nd-level Circle of the Bough feature Beginning at 2nd level, when you choose this druid circle, you learn the shillelagh cantrip. If you already know this cantrip, you learn a different cantrip from the druid spell list. It does not count against the number of druid cantrips you know.       Treant Form 2nd-level Circle of the Bough feature Starting at 2nd level, you can harden your skin into bark and become a treant-like creature. As an action, you can expend a use of your Wild Shape to gain tree-like traits, rather than transforming into a beast form. While this feature is active, you gain the following benefits: • You gain 4 temporary hit points for each level you have in this class. • Your Armor Class is equal to 14 + your Wisdom modifier. You can use a shield and still gain this benefit. • As a reaction when you take bludgeoning, slashing or piercing damage, you can halve the attack’s damage against you. • Your unarmed strikes are under the effects of a shillelagh spell. These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.       Wild Growth 6th-level Circle of the Bough feature When you enter your Treant Shape, you can cause rootlets to sprout out of the ground in a 10 foot radius around you. This ground becomes difficult terrain for all creatures but yourself. If you move, the circle moves with you. Additionally, while in your Treant Shape, you can increase your size to Large as a bonus action. When you transform in this way, your unarmed strikes deal an additional 1d8 bludgeoning damage.       Take Root 10th-level Circle of the Bough feature When you enter your Treant Shape, you can ground yourself, growing roots that cling to the surface beneath you. While rooted in this way, you have the following traits: • You have tremor sense out to a range of 60 feet. • You can telepathically converse with trees within 1 mile of you, as if by a speak with plants spell. • You cannot be knocked prone or moved against your will. • You have advantage on saving throws made to maintain your concentration on spells.       March of the Treants 14th-level Circle of the Bough feature Starting at 14th level, when you’re in your Treant Form, you can use an action to temporarily animate nearby trees. Choose up to two Medium or larger trees you can see within 30 feet of you. They become awakened trees that are friendly to you and your companions. They act on your initiative count, but take their turn immediately after you. The trees return to mundanity after 1 minute or when they are reduced to 0 hit points. The Dungeon Master has the statistics for these creatures. Once you use this feature, you cannot use it again until you finish a long rest.          

Circle of the Faerie Circle

Though all druids are deeply entwined with nature on a physical and spiritual level, those who spend their time near fey bridges come to know an even deeper connection. Like the fey, druids who align themselves with the liminal in- between spaces that are fey bridges can twist their natural magic for trickery and guile. These Faerie Circles (so named for the ring of mushrooms often found at fey bridges) are practically invisible to the outside world, even to other druids, for they can vanish in a moment's notice or shapeshift in the blink of an eye.       Bonus Proficiencies When you join this circle at 2nd level, you gain proficiency in the Deception and Stealth skills.       Fey Inheritance At 2nd level, you have advantage on saving throws against being charmed, and magic can’t put you to sleep. This feature counts as the Fey Ancestry feature for prerequisite purposes.       Sly Spellcasting Your mystical connection to the Plane of Faerie infuses you with the ability to cast certain Spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed on the following table. Once you gain access to a 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.
Druid Level Spells
3 invisibility, misty step
5 major image, nondetection
7 confusion, greater invisibility
9 mislead, tree stride
Reflexive Wildshape Starting at 6th level, you can assume a diminutive animal form instantly, confounding others. As a reaction at the beginning of another creature's turn, you can use your Wild Shape to transform into a Small or smaller beast, move up to its movement speed, and take the Hide action. A creature that did not see you transform and does not see your beast form might simply think that you have vanished or turned invisible, and must make a Wisdom (Survival) check against your spell save DC to determine that you are in an animal form.       Faerie Form At 10th level, you can expend one use of your Wild Shape to transform into any fey creature you have seen in the past, up to a maximum CR of 4. While transformed, you can cast any spell available in the fey’s Innate Spellcasting trait, expending spell slots as if the spell was cast using the lowest possible slot.       Slippery Spells By 14th level, your closeness to the realm of faerie makes your spells exceptionally hard for other mages to counteract. Any spell you cast counts as being cast from a 9th level spell slot for the purposes of counterspell and dispel magic, and whenever a creature uses a spell (such as lesser restoration or remove curse) to remove a condition or curse caused by one of your spells, they must make an ability check with their spellcasting ability against your spell save DC. On a failure, the condition or curse is not removed, and the curative spell is wasted.            

CIRCLE OF OAKS

Each ancient forest of Midgard is a sentient entity, always aware of what transpires under its canopy. Although some have developed potent defenses, especially in their Hearts, they have tolerated alliances with those committed to their protection and restoration. Chief among these alliances are the Circle of Oaks druids. As an accident of history, perhaps, some races seem more likely to be members of the Circle of Oaks in certain forests. For example, Circle of Oaks druids tend to be river elves in the Arbonesse and Tomierran Forests, purifier bearfolk or winterfolk halflings in the great northern and boreal forests, and gnomes in the mysterious and forbidding Wormwood. Some are surprised to find druids of this circle in the eastern plains and deserts, but indeed they tend the small groves and oases found there with gnolls often filling the role. Though they can be found anywhere, Circle of Oaks druids tend to stay in their forested homelands, binding with particular forests.       BONUS CANTRIP When you choose the Circle of Oaks at 2nd level, you learn the tree heal (see page 49) druid cantrip. Members of your circle often touch each tree they pass as they stroll through a wooded area, just in case the tree may be in need of assistance.       FOREST BINDING Starting at 2nd level, you can request to be bound to a specific forest, gaining access to certain spells. This binding is conditional upon the good will of the forest and is never given automatically. Typically, the forest requires a service of you before binding you to it. Such service might include replanting trees in an area destroyed by war or fire, eliminating a great pestilence within the forest, removing certain contaminants from the forest’s borders, or opposing an enemy of the forest. You can be bound to only one forest at a time. If you later bind yourself to another forest, you lose your connection to the previous one. Most forests will not permit gearforged, dwarves, kobolds, or dragonborn to bind with them; however, exceptions have been made if the candidate performed a great service for the forest.       TREE WALKING Starting at 6th level, once per turn, you can use half of your movement to step magically into one living tree within your reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger. Any worn or carried possessions travel with you, but you can’t bring other creatures with you. At 14th level, the second tree can be up to 100 feet away from the first.       TREE MERGING Starting at 10th level, you can merge your spirit with that of a tree within 5 feet of you as an action. While merged, your body resides in the Shadow Realm, petrified and invisible, while your spirit is aware of happenings in the vicinity of the tree. If you spend 6 hours merged with a tree in your bound forest, you gain the benefits of finishing a long rest. You can’t communicate with anyone outside of the tree unless a creature casts tree speak (see page 49) or speak with plants. You can leave the tree as an action and your body reappears in an unoccupied space within 5 feet of the tree. If you have been merged with the tree for more than 24 hours, you must succeed on a DC 5 Constitution saving throw to exit the tree. If you have been merged with the tree for more than 48 hours, you have disadvantage on this saving throw. Each month you stay merged with the tree increases this DC by 1. If you fail this saving throw, you must wait 24 hours before you can attempt to exit the tree again. If you fail this saving throw each day for 1 week, you become permanently merged with the tree and can only exit it through powerful magic such as a wish spell or if the tree is destroyed or dies. As they approach the ends of their lives, many Circle of Oaks druids choose to permanently merge with their favorite trees to forever be part of their forest.       FOREST RESTORATION Starting at 14th level, you can engage in a ritual restoration of a forest that has been destroyed or seed a new forest in an area without one. You must spend at least 8 hours each day for 3 months performing the rites and chants of this ritual, imbuing the land within a half-mile radius with your power. At the end of the first month, you successfully remove any barriers to regrowth such as soil toxins or latent poisonous magic. At the end of the second month, your power reseeds the area with vegetation native to the location. By the end of the third month, the seeds sprout into saplings. As long as new toxins aren’t introduced and the saplings aren’t destroyed, the half-mile radius of saplings grow into a one-mile radius forest after 1 year.             CIRCLE OF OWLS The Court of Owls once served as a pilgrimage site for the ancient elves, but it secretly was also the hub of a network of spies. When the library of the court was burned to prevent its knowledge from falling into the wrong hands, some volumes escaped destruction. Druids of the Circle of Owls maintain their tradition of spying and gathering knowledge and, occasionally, of permanently silencing those who would misuse knowledge. The Circle of Owls druids draw on the power of their namesakes, moving about the world unnoticed as they see and hear what others try desperately to hide. These druids maintain closer relationships with the shadow fey than most. They find this relationship advantageous, though often tense, in their pursuit of secrets. Along with access to shadow fey agents and information, Circle of Owls druids regularly make bargains with strange owl-like creatures known as stryx (Tome of Beasts, p. 369). The stryx are natives of the Shadow Realm and find the Circle of Owls druids to their liking. Some stryx even serve Circle of Owls druids as familiars, at the GM’s discretion.       CIRCLE SPELLS The ever present eyes and ears of the natural world impart magical knowledge to you. At 2nd level, you learn the message cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Owls Spells table. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Druid Level Spells
3 detect thoughts, invisibility
5 nondetection, sending
7 arcane eye, private sanctum
9 modify memory, scrying
BONUS PROFICIENCY When you choose this circle at 2nd level, you gain proficiency in either the Deception or Stealth skill.       ON SILENT WINGS At 2nd level, you learn to magically slip beneath the notice of even those who watch you. You can take the Hide action even when a creature can see you or when you have nothing to obscure you from the sight of a creature that can see you. You remain hidden in this way until the end of your next turn. If at that time you haven’t found something to obscure you, you are no longer hidden. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.       OWL’S EYES At 6th level, you can cast clairvoyance once. When you cast the spell in this way, you don’t require components, and the casting time is 1 action. You can choose for the invisible sensor to instead be visible as an owl. Once you use this feature you can’t use it again until you finish a long rest.       SHADOW FLIGHT At 10th level, you can slip partially into shadow for a short time. As an action, you can cast the etherealness spell. When you cast the spell in this way, its duration is concentration, up to 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.       PARLIAMENT OF OWLS When you reach 14th level, you can disperse your form into a great swirling storm of owls. As an action, you can use your Wild Shape to become a swarm of owls             CIRCLE OF ROSES The Court of Roses was once a place of song, poetry, and revelry about which the remaining few elves who still remember it tell whispered stories with a faraway look in their eyes. Though the court itself is long destroyed and haunted by ghosts and plant creatures, some of the Roses’ teachings survive. Druids of the Circle of Roses bend the power of nature to influence the minds and hearts of those around them, soothing sorrow, crushing with terror, and ensnaring hearts in equal measure. They create sweet and bitter perfumes that carry their power to any who inhale the scent.       CIRCLE SPELLS Your deep bond with the ebb and flow of nature grants you knowledge of certain spells. At 2nd level, you learn the friends cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Roses Spells table. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Druid Level Spells
3 calm emotions, suggestion
5 hypnotic pattern, tongues
7 confusion, phantasmal killer
9 dominate person, geas
BONUS PROFICIENCY When you choose this circle at 2nd level, you gain proficiency in one skill chosen from the following: Deception, Intimidation, or Persuasion.       BITTERSWEET PERFUME Starting at 2nd level, you can expend one use of Wild Shape as an action to create a floral perfume that manipulates the minds of those who breathe it, rather than transforming into a beast form. One creature of your choice within 10 feet of you must make a Charisma saving throw against your spell save DC. On each of your turns while the perfume lasts, you can use an action to choose a different creature to affect with your perfume. On a failure, the creature is charmed or frightened by you (your choice) for as long as it remains in your perfume and for 1 minute after it leaves the area. If it ends its turn outside the area, the creature can repeat the saving throw, ending the effect on itself on a success. If you or your allies attack or harm the charmed creature, it is no longer charmed. If the creature’s saving throw is successful or if the effect ends for it, it is immune to your perfume for the next 24 hours. A creature that doesn’t breathe or that is immune to poison is immune to your perfume. The perfume lasts for 10 minutes or until you use your Wild Shape again.       OVERPOWERING REMEDY At 6th level, your perfume can affect one creature of your choice within 20 feet of you, and you can use the scent of your perfume to unravel harmful effects. When you use your Bittersweet Perfume, you can choose to end one disease or one condition affecting a creature in your perfume instead of charming or frightening it. The condition removed can be charmed, frightened, or poisoned.       ROSE’S THORNS At 10th level, you can stab thorns at the minds of those who dare raise their hand against you. When a creature within 20 feet of you hits you with an attack, you can use your reaction to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature takes 1d10 psychic damage.       LINGERING PERFUME When you reach 14th level, a whiff of your perfume surrounds you at all times and lingers in your wake. You are immune to harmful gasses and vapors, you have advantage on saving throws against be charmed or frightened, and your Bittersweet Perfume now lasts for 1 hour or until you use your Wild Shape again. In addition, you can intensify the power of your perfume. When a creature becomes charmed or frightened by your Bittersweet Perfume, you can use a bonus action to wrap some of your perfume around it. That creature is considered to be within your perfume, no matter how far it moves away from you, for 1 hour or until you use your Wild Shape again. Once you use this feature, you can’t use it again until you finish a long rest.            

Circle of Moonshine

Druids of all kinds view the natural world as a source of bountiful power and nourishment: the earth provides for them and they, in turn, do what they can to protect it from harm. By extension, the Circle of Moonshine believes that the purest manifestation of mother nature’s magic is realized when the spirits of plants are purified and concentrated into spirits of alcohol.       Backwoods Distillery When you join this circle at 2nd level, you gain proficiency with brewer’s supplies, and can build a working still from found materials in any location with 10 minutes of work.       Fortified by Liquor Also at 2nd level, your ability to feel pain is suppressed when you have 1 or more levels of drunkenness. Whenever you take damage, the amount of damage is reduced by the number of levels of drunkenness you possess.       Booze Hound By 6th level, you have formed a magical bond with a powerful creature known as a booze hound. The booze hound uses the same statistics as a mastiff, except that it is invisible to everyone except you, can speak and understand Common (though only you can hear it), and only appears when you have 1 or more levels of drunkenness. The booze hound rolls initiative for itself in combat and takes its own turns. If you do not command it to take any action, it automatically seeks out and consumes any alcohol it can reach. You can use a bonus action on your turn to command the booze hound; it obeys you to the best of its abilities. If the booze hound is reduced to 0 hit points, it vanishes from existence, but rematerializes with full health the next time you go from being sober to having 1 or more levels of drunkenness.       Moonshine Runner At 10th level, your base movement speed increases by 10 feet as long as you are carrying at least one bottle of liquor.       Contaminated Spells From 14th level onwards, your moonshine never causes blindness, because you have learned to siphon toxic contaminants into your druid spells. Whenever you cast a spell of 1st level or higher that requires a saving throw, you can use this ability to cause one creature affected by the spell to become blinded for 1 minute on a failed save, in addition to the spell’s usual effects. If the spell’s duration was not instantaneous, the blinded condition ends when the spell ends. The target can repeat the saving throw at the end of each of its turns, ending the blindness effect early on a success. Only one creature can be blinded by this feature at a time.
LevelProf BonusFeaturesCantrips Known!st2nd3rd4th5th6th7th8th9th
1+2Druidic, Spellcasting22------------------------
2+2Wild Shape, Wild Companion, Druid Circle23------------------------
3+2---242---------------------
4+2Wild Shape Improvement, Ability Score Improvement343---------------------
5+3---3432------------------
6+3Circle Feature3433------------------
7+3---34331---------------
8+3Wild Shape Improvement, Ability Score Improvement34332---------------
9+4---343331------------
10+4Circle Feature443332------------
11+4---4433331---------
12+4Ability Score Improvement4433331---------
13+5---44333311------
14+5Circle Feature44333211------
15+5---443332111---
16+5Ability Score Improvement443332111---
17+6---4433321111
18+6Timeless Body, Beast Spell4433331111
19+6Ability Score Improvement4433332111
20+6Archdruid4433332211

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