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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 will.
hit dice: 1d8
hit points at 1st level: 8 + Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st
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:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a wooden shield or (b) any simple weapon

  • (a) a scimitar or (b) any simple melee weapon

  • Leather armor, an 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.   Cantrips
At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.   Preparing and Casting Spells
The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.   Spell 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.
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 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 (Optional)
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.   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.   Cantrip Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.   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 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.   Bonus Cantrip
When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know.   Natural Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.
For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.   Circle Spells
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land – arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark – and consult the associated list of spells.
Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.   Artic
Druid Level Circle Spells
3rd Hold Person, Spike Growth
5th Sleet Storm, Slow
7th Freedom of Movement, Ice Storm
9th Commune with Nature, Cone of Cold
Coast
Druid Level Circle Spells
3rd Mirror Image, Misty Step
5th Water Breathing, Water Walk
7th Control Water, Freedom of Movement
9th Conjure Elemental, Scrying
Desert
Druid Level Circle Spells
3rd Blur, Silence
5th Create Food and Water, Protection from Energy
7th Blight, Hallucinatory Terrain
9th Insect Plague, Wall of Stone
Forest
Druid Level Circle Spells
3rd Barkskin, Spider Climb
5th Call Lightning, Plant Growth
7th Divination, Freedom of Movement
9th Commune with Nature, Tree Stride
Grassland
Druid Level Circle Spells
3rd Invisibility, Pass Without Trace
5th Daylight, Haste
7th Divination, Freedom of Movement
9th Dream, Insect Plague
Mountain
Druid Level Circle Spells
3rd Spider Climb, Spike Growth
5th Lightning Bolt, Meld into Stone
7th Stone Shape, Stoneskin
9th Passwall, Wall of Stone
Swamp
Druid Level Circle Spells
3rd Darkness, Melf's Acid Arrow
5th Water Walk, Stinking Cloud
7th Freedom of Movement, Locate Creature
9th Insect Plague, Scrying
Underdark
Druid Level Circle Spells
3rd Spider Climb, Web
5th Gaseous Form, Stinking Cloud
7th Greater Invisibility, Stone Shape
9th Cloudkill, Insect Plague
Land's Stride
Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.   Nature's Ward
When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.   Nature's Sanctuary
When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
The creature is aware of this effect before it makes its attack against you.  

Circle of the 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 Circle Spells
2nd Chill Touch
3rd Blindness/Deafness, Gentle Repose
5th Animate Dead, Gaseous Form
7th Blight, Confusion
9th Cloudkill, Contagion
Halo of Spores
Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.   Symbiotic Entity
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.
d6 Map Form
1 A scroll covered with depictions of constellations
2 A stone tablet with fine holes drilled through it
3 A speckled owlbear hide, tooled with raised marks
4 A collection of maps bound in an ebony cover
5 A crystal that projects starry patterns when placed before a light
6 Glass disks that depict constellations
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
2nd Burning Hands, Cure Wounds
3rd Flaming Sphere, Scorching Ray
5th Plant Growth, Revivify
7th Aura of Life, Fire Shield
9th 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. [url:

TCE

Wildfire Spirit CR: -

Small elemental, unaligned
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft , can hover

STR

10 +0

DEX

14 +2

CON

14 +2

INT

13 +1

WIS

15 +2

CHA

11 +0

Skills: Proficiency Bonus is equals your bonus
Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: Understands the languages you speak
Challenge Rating: -

Actions

Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.   Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.

]   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 Brew

Circle of the Brew druids respect nature like any druid should, but they do so in their own unique way. To them, nature is a giver of blessings, and it's the druid's duty to take those resources and transform them to suit their needs, a belief which makes them sort of the odd one out of the druid circles. They are also the most likely out of all druids to live close to or even in civilization, sharing their particular brand of magic with those who need them, some making quite a living for themselves in the process. A Circle of the Brew druid's main concern is not preserving nature in its purest, rawest state but adapting nature while respecting it, taking the raw materials nature generously offers and giving them new form. The form that Circle of the Brew druids choose just so happens to be brews.
  With the help of their trusty cauldron, a Brew Druid crates magical liquids to assist them and their friends in and out of battle. These liquids can take any form mysterious potions, hearty soups, fragrant soaps, or artisanal beers, to name a few - but they all have one thing in common: They are magical. The druid pours the power of nature itself into their brews, imbuing them with raw, natural magic that can be used by the druid themselves or any other person the druid gives their brews to.
  The Druid Circle of the Brew is a very unique circle focusing on prep work, buffs, and debuffs. Their signature ability is their capacity to make Brew, which can hold specific spells and be used not only by the druid but by whoever drinks the brew.
This Brewing ability opens a world of possibilities. With their ability not only to use wild shape themselves but let other people Wild Shape, a frail wizard could become an emergency tank for the group without losing their mental capacities like someone under a polymorph spell does. There's just as many out-of-combat uses for their potion-brewing, making them extremely versatile as support, utility, and buffing and debuffing their allies and enemies. This subclass is highly technical and not suited for first time players. It's perfect for those players that enjoy planning and prepping before setting on adventures.   Circle Spells[br] Nature's gift are plentiful, and your skills and spells are perfectly suited to harnessing and sharping those skills to suit your needs. At 3rd, 5th, 7th, and 9th level you gain access to circle spells prefect for imbuing brews with. These are the only spells you can make brews out of.
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 list, the spell is nonetheless a druid spell for you.
Druid Level Spells
3rd Invisibility, Enlarge Reduce
5th Bestow curse, Haste
7th Polymorph, Stoneskin
9th Hold monster, Anti-life shell
    Collapsible Cauldron
When you choose this circle at 2nd level, you gain the ability to take a cauldron with you wherever you go by reducing it to the size pf a thimble. As an action you can collapse or expand you cauldron from its thimble size to its full size or vice versa. It takes a minute for the cauldron to complete the collapsing or expanding process. The cauldron's weight when collapsed in its thimble form is negligible, and in its expanded form it weighs 70 lbs. You can make any cauldron worth at least 20 gold pieces become a collapsible cauldron by concentrating on it for 1 hour. Once a new cauldron becomes collapsible the old one loses its collapsible property and reverts to its full size if it was in thimble form Brew of Wild Shape
When you choose this circle at 2nd level, you can bottle your Wild Shape ability into a brew of Wild Shape.
Making a brew of Wild Shape in you collapsible cauldron takes 10 minutes and spends one use of your Wild Shape ability. As an action you or any willing creature can consume the brew of Wild Shape. The creature that has consumed the brew of Wild Shape immediately uses the Wild Shape ability as if they were a druid; they are limited by the same rules and enjoy the same advantages as a druid assuming the form of a beast. If the creatures consuming the brew if Wild Shape is not a druid, they can only maintain their beast form for half the time you would be able to maintain it. When this time is over, they make a constitution saving throw against your Spell DC or are stunned for one round. If a creature consumes your brew of Wild Shape unknowingly or unwillingly, the brew of Wild Shape has no effect.
When a brew of Wild Shape is make, you can't regain that use of Wild Shape until the brew is ingested, destroyed, or until you take a long rest. At the end of a long rest, you regain all your uses of the Wild Shape ability, including those used to make brews of Wild Shape. Any brews of Wild Shape prepared but not consumed lose their magical effect.   Magical Brew
Starting at 3rd level as you acquire your first two circle spells, you can infuse a brew with any of your circle spells. Making a magical brew takes 10 minutes and uses a spell slot from one level lower than the spell slot level of the spell (minimum of 1). For instance, making a brew of Invisibility uses a level 1 spell slot instead of the level 2 spell slot it takes to cast the Invisibility spell. You cannot make a potion of a spell at a higher level than the case spell. Only spells from the Circle of the Brew spell list can be used to make magical brews. If a spell has a material component, it must still be used even when brewing a magical brew.
A magical brew's magic still takes even if the creature that consumed it did so unwillingly or unknowingly. If a creature that has consumed a magical brew needs to make a saving throw to avoid the effect of the crew, like with the Bestow Cure brew, the Polymorph brew, or the Hold Monster brew, they do so with disadvantage. you choose the beast a creature transforms to when brewing the Polymorph brew when you brew it. The choice of creatures is subject to the same limits that the spell dictates.
Once you finish a long rest, you regain all spell slots, including those used while making magical brews. Any magical brew you prepared but not consumed lose their magical effect. You can have a number of magical brew equal to your wisdom modifier active at all times. Brews of Wild Shape do not count towards the total number of magical brews you can have active at a time.   Refined Brew of Wild Shape
Starting at 6th level, you have become an expert at crafting your brew of Wild Shape. Any creature that consumes it even if they do so unknowingly or unwillingly, is turned into a beast. When an unknowing or unwilling creature consumes your brew of wild shape, you choose the beast form they assume from the array of forms you yourself can assume when creating the potion. Additionally, creatures that consume your brew of Wild Shape no longer need to make a Constitution saving throw against your spell DC once the Wild Shape ability ends, and therefore are not stunned when they turn back into their original form.   Expert Ritualist
When you reach 10th level, you have become an expert at ritual casting. When you cast a spell as a ritual, the casting time and cost of any material components is reduced by half, rounding down   Master Brewer
When you reach 14th level, brewing holds no more secrets for you. When you prepare your spells after a long rest, choose one spell from the druid spell list that you know and that can only affect one creature. You can make magic brews of that spell so ling as you have it prepared, even if it's not on your circle spell list. you can change the spell you make magical brews with at the end of a long rest.  

Circle of the Flora

Those who walk the land and are rooted in nature and its seasons walk the path of the Circle of the Flora. Strongly tied to all things growing and decaying, they gain their strength from deep roots. These druids meet in fields of blooming flowers to celebrate life and the turning of nature. They are often sought out in times of drought and blight for help with the harvest. It is their choice to share their knowledge of growth with all willing to learn.   Circle of the Flora Spells
Druid Level Spells
3rd healing spirit, misty step
5th create food and water, nondetection
7th aura of purity, divination
9th circle of power, creation
  Safe Space
When you choose this circle at 2nd level, your connection to the plants around you allows you to keep your campsite safe. As an action, you can transform the ground in a 30 foot radius centered on you into difficult terrain for unwanted creatures. Any creature who enters without permission sets off an alarm in your head and must make a Dexterity saving throw against your druid spell save DC or be restrained. Each creature can make subsequent attempts to escape using a Strength (Athletics) check against your druid spell save DC. On a success, they are no longer restrained. The plants may attempt to entangle them again at the top of the round. This effect remains for 10 hours before fading.   Healing Brew
At 6th level, you have become extremely tied to plants and nature. During downtime, you can search the area for plants with healing properties to create healing potions. You spend two hours to produce one potion at one-third the normal cost. All other crafting rules apply at the DM’s discretion. In addition, you gain the ability to cast speak with plants a number of times equal to your Wisdom modifier. You regain all uses after finishing a long rest.   Vine Network
At 10th level, your connection with nature allows you to use plants as an information network. You can send 25-word messages through them to up to 3 people simultaneously a number of times equal to your Wisdom modifier. You regain all uses after a long rest.
In addition, you can meld your senses with the plants around you. When doing so, you can see and hear things around them up to 200 feet away from your physical body but are considered deafened and blind for the duration.   No Longer Rooted
At 14th level, you can create tiny awakened plants that act on your orders. They are considered proficient in Stealth, Sleight of Hand, and Perception. Each awakened plant is extremely loyal to you and is considered always connected to you for use of the Vine Network feature no matter the distance. You can give them an order that they will attempt to carry out until told otherwise. If gifted to someone for safekeeping, they report to you on what is going on and act as a messenger between you. It takes a full day and 250 GP to create one, during which you cast awaken on a tiny plant using the equivalent spell slot. You can control up to the number of plant helpers equal to your Wisdom Modifier (minimum 1). If you create more then you can control the oldest helper becomes free of your control and is now considered an NPC under the DMs control.  

Circle of the City

The city lives; it has a pulse. Its skin is of walls and towering stone structures, its breath is of chimneys and rivers. While the city exists, it lives in harmony with its people, a delicate balance mediated by the urban druids. These urban druids belong to the Circle of the City and are a direct antithesis to the conventional idea of a druid; whereas a normal druid lives among majestic forests or breathtaking mountains and dresses in the greenery of the forest, an urban druid wears unassuming clothes and wanders the back alleys of a well-trodden city. But their powers are not to be underestimated. Druids of this circle can channel their natural powers to twist the streets into knots, uproot towers, and animate the cobblestones. Their charge might be unorthodox, but their authority over the cityscape matches any other druid’s power over the forest.   URBAN ARCANA
Beginning when you choose this circle at 2nd level, your druid spells lose the aesthetic trappings of nature and instead appear inspired by the jungles of buildings, columns, and cobblestones. For example, entangle and spike growth might cause growths of metal wires and twisting pipes. Barkskin might grant you the appearance of pitted iron or brick. Additionally, you can wear armor and wield shields made of metal.   STREETTALK
At 2nd level, you have advantage on Intelligence (Investigation) checks to gather rumors or find a creature or location within an urban environment. Additionally, you learn thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.   CITY SHAPE
Starting at 2nd level, as an action, you can expend a use of your Wild Shape feature to warp the city around you. Choose one of the following effects:
Cobbleshift. You magically manipulate the components of a constructed floor—bricks, cobblestones, planks, and similar objects—within 60 feet. Each component can move up to 1 foot, and doesn’t cause instabilities in their structures. When you use this effect, you can cause any sections of floor that you choose within the area to become difficult terrain, and can cause any creature standing in one of those sections to make a Dexterity save against your spell save DC or fall prone. You are unaffected by this difficult terrain. Additionally, you can use your action on each of your turns to raise up to three low walls from the floor, each 2 and 1/2 feet high, 5 feet wide, and 1 foot deep. Such a wall can generally provide half cover for a Medium creature. These walls provide no instability in surrounding structures. This ability lasts for 1 minute. After this time, all components and walls magically revert to their original positions.
Passwall. You cast the spell passwall without expending a spell slot or material components.
Wall Warp. A wall that you can see within 30 feet magically shifts, grows, shrinks, or rotates. This wall must be a contiguous surface without corners, at most 1 foot thick, and must be made out of wood, plaster, stone, or must otherwise not be naturally occurring. The wall must remain vertical, but you can move it into any position you choose within a 60-foot radius of its previous position. Its new position can't include spaces occupied by creatures or objects. If you cause the wall to grow or shrink, you can only change its dimensions vertically. These changes to the wall create no instability in their structures. After 1 minute, the wall reverts to its original size and position.   WHISPERS OF WALLS
Beginning at 6th levels, the walls speak to you in a quiet tremor. You can use your action to touch a constructed part of a building, such as a wall, pillar, ceiling, or floor. You learn how many humanoid creatures are within that building and how many are within each room. If there are more than fifty humanoids in a building, you only detect the closest fifty.   BREATH OF SMOG
Starting at 10th level, you can exhale a 10-foot radius sphere of toxic smoke, centered on yourself, as a reaction whenever you take damage. This area is heavily obscured. If a creature other than you is completely within the smog at the start of its turn, it must make a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn, as it coughs uncontrollably. This smog dissipates after 1 minute. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. Once you use this ability, you can’t use it again until you use your City Shape feature or you finish a short or long rest.   TWISTING ARCHITECTURE
By 14th level, you command total mastery of the city’s architecture, warping to any shape you might imagine. You can expend two uses of your Wild Shape feature to activate any and all effects of your City Shape ability at one time. Additionally, when you use your City Shape feature, you can warp the gravity along any surfaces you choose within a 60-foot radius. For the next minute, creatures and objects within 15 feet of one of these surfaces fall toward it as if it were the ground. A creature can walk on this surface as if it were level ground, even if the surface is perpendicular to the ground or upside down. At the end of this duration, all creatures and objects fall from the affected surfaces.  

Circle of the Deep

The druids that maintain and protect the land are deluded to think that they keep dominion over the natural world, for they stand guard over only a small fraction of it; far greater, and far wilder, is the deep. Druids of the Deep are fewer in number, but greater in task, vowing to stand guard over the world's oceans, seas, lakes, and rivers, and safeguard their inhabitants from the fools that walk the surface. The crushing depths have hardened these druids, and taught them to battle with every weapon underneath the waves. After all, the ocean is an unforgiving place; you can't survive by just talking to fish.   BONUS PROFICIENCIES
To join the Circle of the Deep, you must learn the weapons of underwater combat. When you choose this circle at 2nd level, you gain proficiency in the use of fishhooks, harpoons, nets, spears, and tridents. In addition, while druids of the deep will not use weapons made of metal, they will use coral weapons, just as merfolk do. Coral weapons function as regular weapons, but cost twice as much if purchased on land.   AQUATIC
By 2nd level, you are permanently adapted to life underwater. You can breathe water as well as air and have a swim speed equal to your base movement speed. These benefits also apply while you're transformed using Wild Shape: if you transform into a creature that does not have a swim speed, your form gains a swim speed equal to the form's base movement speed.   VORTEX ATTACK
At 6th level, you've mastered the omnidirectional fighting style of deep sea creatures. You can attack twice, instead of once, whenever you take the Attack action on your turn with a weapon you are holding. If you are in water or have fewer than half your maximum hit points, you can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.   OCEAN'S ALLY
Beginning at 10th level, the beasts of the deep mark you as one of their own. You can speak to fish and other aquatic creatures at will, as per the speak with animals spell. Additionally, if you are underwater, you can use your action to call an aquatic beast of CR 3 or lower from the environment to your aid, which arrives at the beginning of your next turn. The beast rolls its own initiative and acts on its own turn, but is friendly to you and your companions and follows your commands. After 1 hour passes, or if you or one of your companions harms the beast, the effect ends and the beast returns to the wild. Once you use this ability to call an aquatic beast, you can’t do so again until you finish a short or long rest.   DAVY JONES' LOCKER
At 14th level, you consign your enemies to a watery grave. When you hit a creature with a melee weapon attack, you can deal an additional 1d8 damage to the target. Additionally, your attacks ignore resistance to nonmagical bludgeoning, piercing, and slashing damage, ignore the damage threshold of ships, and deal double damage to ships.  

Circle of the Fist

The defenders of the forests and champions of the trees, druids who join the Circle of the Fist take their charge as natural protectors seriously. Traditionally, all druid circles strive to protect the natural realm and maintain the world’s balance, but only druids of this circle guard the woodlands with the vigilance and fervor of a territorial beast. Fists of the Forest, as they are called, lay low intruders to their realms with flurries of bare-fisted strikes, empowered by the natural world, before disappearing into the treetops. At the height of their expertise, these druids fight more like beasts of the forests than men, and are twice as deadly. Often, this druidic order safeguards sacred groves and permanent fey bridges, but sometimes, its members adopt quests of vengeance for misdeeds done to the forest, or quests of intervention, to ensure that a prophesied disaster does not come to pass.   UNTAMED FURY
At 2nd level, you fight with the might of a feral beast. While you are unarmed and you aren’t wearing armor or wielding a shield, you gain the following benefits:
  • Your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain druid levels, as shown in the Untamed Strike table below. If the weapon die of your beast form is less than your Untamed Strike die, you can use this die instead while in your beast form.
  • When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action. If you also expend a spell slot of 1st level or higher, you can make 2 unarmed strikes as a bonus action. If you expend a spell slot of 5th level or higher, you make 3 unarmed strikes.
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.   Untamed Strike
Druid level Damage
2nd 1d4
5th 1d6
11th 1d8
PRIMAL INFUSION
Also at 2nd level, you can use your bonus action and expend a use of your Wild Shape feature to draw the raw power of nature into your body. You gain temporary hit points equal to 4 × your druid level + your Wisdom modifier. While you have these temporary hit points, your movement speed increases by 10 feet.   EXTRA ATTACK
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn with an unarmed strike.   SAVAGE INSTINCT
Starting at 10th level, you can muster the power of nature in an instant. Whenever you roll initiative, you can choose to immediately expend a use of your Wild Shape feature to use your Primal Infusion ability. If you do so, you also gain one of the following benefits of your choice for up to 1 minute, while the hit points from your Primal Infusion ability remain:
Feral Agility. Whenever you hit a creature with an unarmed strike, you can move 10 feet without provoking opportunity attacks.
Mountain’s Might. You have advantage on Strength checks and saving throws, and you have advantage on attack rolls against a creature you are grappling.
Trees’ Resilience. When an attacker that you can see hits you with an attack, you can use your reaction to reduce the damage taken by your Wisdom modifier.   NATURE'S WRATH
By 14th level, you can use your reaction when you lose all your temporary hit points from your Primal Infusion feature to either make two unarmed strikes against a creature you can see within your reach, or expend a use of your Wild Shape feature to use your Primal Infusion ability again.  

Circle of Stones

Age-old monuments crafted in forgotten times attest to a simple truth: there is power in stones. Druids who join the ancient Circle of Stones carry on the tradition of raising stone henges in places of great power, where leylines intersect and magic strengthens. Such locations are marked as nexuses of power, where the Forgotten Laws of the Old Gods are still heeded—but such things are known only to a few druids today. All others see the looming stone monuments as enigmatic circles, grim reminders of the enormity of time.   RAISE HENGE
When you select this circle at 2nd level, you learn to create patterns of stones which strengthen magic. You can expend a use of your Wild Shape as an action to magically create a henge, a set of standing stones, around a point you can see within 60 feet. A henge is composed of six stones, each 5 feet high, 3 feet wide, and 1 foot deep, arranged evenly in a 10-foot radius circle. Such a stone can generally grant three-quarters cover from ranged attacks for a Medium creature. You can only create a henge in a location which can support the stones’ weight. When you begin your turn in your henge, you gain temporary hit points equal to half your druid level + your Wisdom modifier. Additionally, you can choose any number of allies to also be affected by the henge. A creature you choose gains temporary hit points equal to your Wisdom modifier when it begins its turn within the henge. Temporary hit points granted by the henge last only while the creature is within the henge. Your henge maintains its magical properties for 8 hours. After this duration, you can expend another use of your Wild Shape ability to render the stones permanent, though they no longer grant temporary hit points; otherwise, they vanish. As you gain higher levels in this class, you can raise larger henges. At 10th-level, you can create a 15-foot radius henge consisting of 10 stones, and at 14th-level, you can create a 20-foot radius henge consisting of 20 stones. You choose the henge’s radius when you create it.   WARDING STONES
At 6th level, your henges can hold great threats at bay. While within a henge, you can cast the magic circle spell as an action, without expending a spell slot or material components. The spell is centered on the henge and its radius and height matches that of the henge. Once you cast this spell in this way, you can’t do so again until you finish a long rest.   LEY PASSAGE
By 10th level, you can use your henges to travel through the leylines that connect the world. By spending 1 minute concentrating while within a henge, you can create a magical link between that henge and another henge on the same plane of existence, as per the spell teleportation circle. You must have seen or touched the destination henge at least once before. For the next minute, any creature can use an action to step into the target henge and exit from the destination henge.   GREAT HENGE
Beginning at 14th level, when you cast a druid spell that requires concentration while you are within a henge, you can transfer the spell to the henge, which manifests as a series of burning runes on the stones. You can only use this ability on a spell of 5th level or lower whose effect is entirely contained within the henge. If the spell’s area of effect would be larger than the area of the henge, you can limit the spell’s area to the henge’s boundary. The henge maintains concentration on the spell instead of you for the spell’s duration, allowing you to maintain two spells which require concentration at once. The spell ends early if any part of its effect leaves the area of the henge.  

Circle of Vermin

Druids of the Circle of Vermin, sometimes known as Vermin Lords, find their source of power in the lowliest of creatures: insects, rats, spiders, and other pests. Unmistakably, your coming is signaled by the scrambling of little claws and the cawing of the crows. You hold legions of these creatures at your command, ready to swarm, bite, and claw, and you can become one of them, to walk among your innumerable children.   LORD OF THE LOW
Starting when you choose this circle at 2nd level, you can expend a use of your Wild Shape feature as an action to magically summon a swarm of rats in your space. The swarm vanishes after a number of hours equal to half your druid level (rounded down), if it drops to 0 hit points, or if you use this ability to summon a new swarm.
The summoned swarm is friendly to you and your companions. Roll initiative for the summoned swarm, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions.
While the swarm is in your space, you have a +2 bonus to AC and, when you take damage, you can choose for the swarm to take damage instead of you. Starting at 6th level, you can summon a swarm of bats, swarm of insects, or swarm of ravens, and starting at 14th level, you can summon a swarm of poisonous snakes.   INFESTED
At 2nd level, insects and rodents inhabit every nook and cranny of your clothes and gear. Whenever a creature within 5 feet of you hits you with an attack, these vermin retaliate, dealing 1d4 piercing damage to the attacker. Additionally, the creature subtracts the piercing damage dealt from the next attack roll it makes before the end of its turn.   TREMORSENSE
By 6th level, vibrations in the ground echo through its ants and earthworms, and by extension, you can sense them. You gain tremorsense, the ability to detect and pinpoint vibrations, with a range of 10 feet. To use this sense, you and the source of the vibrations must be in contact with the same ground or substance. This sense can’t be used to detect flying or incorporeal creatures.   PLAGUE CARRIER
Beginning at 10th level, your constant close proximity to disease-carrying creatures has not only inoculated you to their diseases, but also allowed you to act as a vector of plague. You are immune to diseases and being poisoned. Whenever you would normally make a Constitution saving throw to resist contracting a disease or being poisoned, you can instead become a carrier of that disease or poison. You can only be a carrier of one disease or poison at a time, and you can only carry it for up to seven days. As a reaction when you take damage from a creature you can see within 5 feet of you, you can transfer a disease or poison you are carrying to that creature, which must make a Constitution saving throw against your spell save DC. On a failure, the creature contracts the disease or poison, and you are no longer a carrier of it.   SWARM MASTER
Starting at 14th level, whenever you use your Lord of the Low feature to summon a swarm, you can summon two swarms instead of one.  

Circle of the Wyrm

Druids who join the Circle of the Wyrm hold dragons in higher esteem than all other works of creation. These druids believe, as many dragons do, that wyrms are perfect creatures, the pinnacle of all life brought into existence by the antediluvian gods. Likewise, these druids aspire to perfect wyrmhood, and gradually become like dragonkind.   DRAGONKIN
Starting when you choose this circle at 2nd level, you learn Draconic. Additionally, you have advantage on saving throws against the spells and effects of dragons.   DRACONIC WILD SHAPE
At 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, instead of as an action. Furthermore, your beast shapes resemble dragon hybrids, replete with scales and fangs, and gain the following traits while you are transformed:
Breath Weapon. You can use your action and expend one spell slot to exhale draconic energy from your mouth. Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in a 30-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 2d10 damage of the chosen type, plus 1d10 for each spell level higher than 1st. On a successful save, a creature takes half as much damage. Resistance. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.   FANGS AND FLIGHT
Starting at 6th level, your beast form sprouts scaled wings, and its attacks carry the energetic fury of a dragon’s swipes. You gain the following traits while transformed:
Dragon Wings. You have a flying speed equal to your base movement speed, if you don’t already have a flying speed that would be higher.
Infused Strikes. When you transform using your Wild Shape, choose a damage type: acid, cold, fire, lightning, or poison. On a hit, you deal an additional 1d6 damage of the chosen type.   PRIMORDIAL AURA
At 10th level, you can use your bonus action to create a 30-foot aura of elemental magic. Choose a damage type: acid, cold, fire, lightning, or poison. For the next minute, you and each creature you choose within the aura have resistance against the chosen damage type. Additionally, once on each of your turns for the duration, when you deal damage of the chosen type to a hostile creature, you can choose a creature within the aura to regain hit points equal to 1d10 plus your Wisdom modifier. Once you use this ability, you can’t use it again until you finish a short or long rest.   WYRM PERFECTION
By 14th level, you have achieved the majesty of a dragon. Even when not transformed, you gain the Breath Weapon and Dragon Wings traits.
LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Druidic, Spellcasting22--------
2nd+2Wild Shape, Druid Circle, Wild Companion (Optional)23--------
3rd+2-242-------
4th+2Wild Shape improvement, Ability Score Improvement, Cantrip Versatility (Optional)343-------
5th+3-3432------
6th+3Druid Circle feature3433------
7th+3-34331-----
8th+3Wild Shape improvement, Ability Score Improvement, Cantrip Versatility (Optional)34332-----
9th+4-343331----
10th+4Druid Circle feature443332----
11th+4-4433321---
12th+4Ability Score Improvement, Cantrip Versatility (Optional)4433321---
13th+5-44333211--
14th+5Druid Circle feature44333211--
15th+5-443332111-
16th+5Ability Score Improvement, Cantrip Versatility (Optional)443332111-
17th+6-4433321111
18th+6Timeless Body, Beast Spells4433331111
19th+6Ability Score Improvement, Cantrip Versatility (Optional)4433332111
20th+6Archdruid4433332211

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Hill815.

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