In the tranquil groves where nature’s harmony sings loudest, there exists a circle of druids attuned to the delicate
dance of petals upon the breeze. These druid guardians of
the natural world, known as the Circle of the Petal, draw
their power from the spirit of Obojima, the steady island
breeze, and the ephemeral beauty and resilience of flowers.
Embracing these subtle powers, they harness the whispers
of the wind and the gentle caress of petals to weave their
enchantments and shape the world around them.
Members of the Circle of the Petal are revered for their
deep connection to the sacred dawn petal tree and their
ability to evoke its serene splendor in both peaceful
sanctuaries and in dire situations. These druids become
conduits of life energy, channeling the essence of blossoms
into healing balms, protective barriers, and devastating
bursts of floral fury. Guided by the eternal cycle of growth,
bloom, and decay, they embody the ever-renewing vitality
of nature, ensuring that even in the darkest of times, hope
blossoms anew like petals on the wind.
Petal Dance
At 2nd level, you become permeated with the spirit of
Obojima and are now able to control a fraction of Obojima’s
magic that manifests as flower petals of the druid’s choosing. As a bonus action, you can expend a use of your Wild
Shape to call on this power and can conjure a resilient cloud
of petals that functions as an extension of your own being.
This cloud lasts for 1 hour. While enveloped by the cloud,
your AC increases by 1 and you gain the following benefits.
As a bonus action, you can cause your petals to lunge
toward a creature you can see within 30 feet of you,
slashing at its body. Make a ranged spell attack against
the target using your spell attack bonus. On a hit,
the target takes 1d6 slashing damage. This damage
increases by 1d6 when you reach 5th level (2d6),
11th level (3d6), and 17th level (4d6).
Additionally, when you or a creature you can see
within 10 feet of you takes damage, you can use
your reaction to reduce that damage by an amount
equal to your druid level + your Wisdom modifier.
Once you’ve used your petal cloud in this way, the
cloud dissipates.
Petal Beast Mimicry
At 6th level, you gain the ability to imbue life into your
petals. As an action, you can summon a spirit that has
the appearance of a creature of your choice. This spirit
arrives as a great wind that overtakes the petals before
transforming into the desired beast, which you control. The
spirits uses the bestial spirit statistics (see page $$), with
the following changes:
- Its hit points are equal to three times your
druid level.
- When it takes the attack action its attack modifier is
equal to your spell attack modifier.
- In addition to its walking speed, it has a flying speed of
20 feet and can hover.
- It can move through the space of other creatures as if
they were difficult terrain.
The spirit appears in an unoccupied space of your choice
within 30 feet of you and acts on your turn. The spirit
can only take the Dash and Attack action. If the spirit is
reduced to 0 hit points, it explodes in a stunning spectacle of cascading petals. Until the end of your next turn, all
creatures within a 20-foot radius centered on the spirit are
affected by the Faerie Fire spell. Alternatively, the spirit
disappears after 1 minute or if you dismiss it early (no
action required).
Starting at 11th level, you can expend two uses of this
ability to summon two bestial spirits, instead of one, when
you use this action.
You have two uses of this feature, and you gain an
additional use of it when you reach certain levels in this
class: 11th level (three uses) and 16th level (four uses). You
regain all expended uses of this feature when you finish a
long rest.
Medium spirit, unaligned
Armor Class: 15 (natural armor)
Hit Points: 38 (8d6 + 10)
Speed:
40 ft
, fly: 20 ft
, can hover
Skills: Intimidation +1, Perception +3, Stealth +4
Senses: Passive Perception 13
Languages: Common
Challenge Rating: 1
( 200 XP)
Proficiency Bonus: +2
Actions
Chomp.
Melee Weapon Attack: +5 to hit, reach 5 ft., one
target.
Hit: 9 (2d6 + 2) piercing damage. If the target is
a creature, it must succeed on a DC 14 Strength saving
throw or be knocked prone.
Reactions
Devour.
When the bestial spirit reduces a creature to 0
hit points, it consumes some of the creature’s essence,
regaining 1d10 hit points.
Spirit of Obojima
Starting at 10th level, the spirit of Obojima comes to your
aid in both subtle and grand ways. Whenever making a
Wisdom (Survival) check to find a path or creature, the
wind carries a collection of brilliant white petals in the
direction you seek. You have advantage when making these
skill checks.
Additionally, you can use an action to magically call forth
a massive swarm of petals, which create a great barrier. In
a space that you can see, a wall of shifting petals forms.
This wall is 1 foot thick, 15 feet tall, and up to 60 feet long.
It appears in any orientation you choose, as a horizontal or
vertical barrier or at an angle. It can be free floating or resting on a solid surface. If the wall cuts through a creature’s
space when it appears, the creature is pushed to one side of
the wall (your choice which side).
Nothing can physically pass through the wall except for
creatures designated by you. It is immune to all damage,
as the petals magically heal any hole that would be created
by an attack or effect. This wall lasts a number of minutes
equal to your druid level.
Once you use the petal barrier, you can’t use it again until
you finish a long rest.
Winds of Revival
Starting at 14th level, the spirit of Obojima comes to your
aid in your times of greatest need. When you are reduced to
0 hit points, you instead regain half of your hit points and
are lifted to your feet amidst a turbulent tempest of petals.
You can then immediately use your reaction to send a
wave of concussive wind sweeping out from you. Each
creature in a 10-foot radius centered on you must succeed
on a Strength saving throw against your spell save DC
or be pushed 15 feet away from you and suffer 2d8
slashing damage.
Once you use this feature, you must finish a long rest
before you can use it again.
hit dice:
1d8 per druid level
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1d8 (or 5) + yout Constitution modifier per druid level after 1st
armor proficiencies:
Light armor, medium armor, shields (druids will not wear arm or 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 provided by your background:
- (a) a wooden shield or (b) any simple weapon
- (a) a scimitar or (b) any simple melee weapon
- Leather armour, 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.
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:
Level | Proficiency Bonus | Abilities | Cantrips known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|
1 | +2 | Druidic, Spellcasting | 2 | 2 |
2 | +2 | Wild Shape, Druid Circle, Wild Companion (Optional), Petal Dance | 2 | 3 |
3 | +2 | - | 2 | 4 | 2 |
4 | +2 | Wild Shape improvement, Ability Score Improvement, Cantrip Versatility (Optional) | 3 | 4 | 3 |
5 | +3 | - | 3 | 4 | 3 | 2 |
6 | +3 | Petal Beast Mimicry | 3 | 4 | 3 | 3 |
7 | +3 | - | 3 | 4 | 3 | 3 | 1 |
8 | +3 | Wild Shape improvement, Ability Score Improvement, Cantrip Versatility (Optional) | 3 | 4 | 3 | 3 | 2 |
9 | +4 | - | 3 | 4 | 3 | 3 | 3 | 1 |
10 | +4 | Spirit of Obojima | 4 | 4 | 3 | 3 | 3 | 2 |
11 | +4 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 |
12 | +4 | Ability Score Improvement, Cantrip Versatility (Optional) | 4 | 4 | 3 | 3 | 3 | 2 | 1 |
13 | +5 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 |
14 | +5 | Winds of Revival | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 |
15 | +5 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
16 | +5 | Ability Score Improvement, Cantrip Versatility (Optional) | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
17 | +6 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | +6 | Timeless Body, Beast Spells | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | +6 | Ability Score Improvement, Cantrip Versatility (Optional) | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | +6 | Archdruid | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |