Druid: Difference between revisions

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== Druid ==
== Druid ==
Holding high a gnarled staff wreathed with holly, a loxodon summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest.<br>
Holding high a gnarled staff wreathed with holly, a loxodon summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest.<br>
Crouching out of sight on a high tree branch in the form of a leopard, a goblin peers out of the jungle at the strange construction of a temple of the Cult of Dragonflesh, keeping a close eye on the cultists’ activities.<br>
Crouching out of sight on a high tree branch in the form of a leopard, a goblin peers out of the jungle at the strange construction of a temple of the Cult of Dragonflesh, keeping a close eye on the cultists' activities.<br>
Swinging a blade formed of pure fire, a Halfling charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life.<br>
Swinging a blade formed of pure fire, a Halfling charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life.<br>
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. Instead, they see themselves as extensions of nature’s indomitable will.<br>
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. Instead, they see themselves as extensions of nature's indomitable will.<br>
Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity.<br>
Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity.<br>
Druid spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.<br>
Druid spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.<br>
Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations and undead. Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids' territory.<br>
Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations and undead. Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids' territory.<br>
Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers.
Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature's balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers.


{| class="wikitable"
{| class="wikitable"
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! Level !! Proficiency Bonus !! Features !! Experience Points
! Level !! Proficiency Bonus !! Features !! Experience Points
|-
|-
| 1st || +2 || Druidic, Spellcasting || 0
| 1st || +2 || [[Druid#Druidic|Druidic]], [[Druid#Spellcasting|Spellcasting]] || 0
|-
|-
| 2nd || +2 || Nature Given Shape, Wild Shape, Wild Companion, Druidic Circle || 300
| 2nd || +2 || [[Druid#Nature Given Shape|Nature Given Shape]], [[Druid#Wild Shape|Wild Shape]], [[Druid#Wild Companion|Wild Companion]], [[Druid#Druidic Circles|Druidic Circle]] || 300
|-
|-
| 3rd || +2 || - || 1,000
| 3rd || +2 || - || 1,000
|-
|-
| 4th || +2 || Ability Score Improvement || 3,000
| 4th || +2 || [[Druid#Ability Score Improvements|Ability Score Improvement]] || 3,000
|-
|-
| 5th || +3 || - || 6,000
| 5th || +3 || - || 6,000
|-
|-
| 6th || +3 || Druidic Circle Feature || 10,000
| 6th || +3 || [[Druid#Druidic Circles|Druidic Circle Feature]] || 10,000
|-
|-
| 7th || +3 || - || 20,000
| 7th || +3 || - || 20,000
|-
|-
| 8th || +3 || Ability Score Improvement || 40,000
| 8th || +3 || [[Druid#Ability Score Improvements|Ability Score Improvement]] || 40,000
|-
|-
| 9th || +4 || - || 60,000
| 9th || +4 || - || 60,000
|-
|-
| 10th || +4 || Druidic Circle Feature || 80,000
| 10th || +4 || [[Druid#Druidic Circles|Druidic Circle Feature]] || 80,000
|-
|-
| 11th || +4 || - || 100,000
| 11th || +4 || - || 100,000
|-
|-
| 12th || +4 || Ability Score Improvement || 120,000
| 12th || +4 || [[Druid#Ability Score Improvements|Ability Score Improvement]] || 120,000
|-
|-
| 13th || +5 || - || 140,000
| 13th || +5 || - || 140,000
|-
|-
| 14th || +5 || Druidic Circle Feature || 160,000
| 14th || +5 || [[Druid#Druidic Circles|Druidic Circle Feature]] || 160,000
|-
|-
| 15th || +5 || - || 180,000
| 15th || +5 || - || 180,000
|-
|-
| 16th || +5 || Ability Score Improvement || 200,000
| 16th || +5 || [[Druid#Ability Score Improvements|Ability Score Improvement]] || 200,000
|-
|-
| 17th || +6 || - || 225,000
| 17th || +6 || - || 225,000
|-
|-
| 18th || +6 || Beast Spells, Timeless Body || 250,000
| 18th || +6 || [[Druid#Beast Spells|Beast Spells]], [[Druid#Timeless Body|Timeless Body]] || 250,000
|-
|-
| 19th || +6 || Ability Score Improvement || 300,000
| 19th || +6 || [[Druid#Ability Score Improvements|Ability Score Improvement]] || 300,000
|-
|-
| 20th || +6 || Archdruid || 350,000
| 20th || +6 || [[Druid#Archdruid|Archdruid]] || 350,000
|}
|}


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'''1st Level Hitpoints.''' 8 + your Constitution Modifier<br>
'''1st Level Hitpoints.''' 8 + your Constitution Modifier<br>
'''Higher Level Hitpoints.''' 1d8 (or 5) + your Constitution modifier per Druid Level after 1st<br>
'''Higher Level Hitpoints.''' 1d8 (or 5) + your Constitution modifier per Druid Level after 1st<br>
'''Armor Proficiencies.''' Light Armor, Medium Armor, and Shields<br>
'''Armor Proficiencies.''' [[Armor and Weapons#Light Armor|Light Armor]], [[Armor and Weapons#Medium Armor|Medium Armor]], and [[Armor and Weapons#Shields|Shields]]<br>
'''Weapon Proficiencies.''' Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears<br>
'''Weapon Proficiencies.''' [[Armor and Weapons#Simple Melee Weapons|Clubs]], [[Armor and Weapons#Simple Melee Weapons|Daggers]], [[Armor and Weapons#Simple Ranged Weapons|Darts]], [[Armor and Weapons#Simple Melee Weapons|Javelins]], [[Armor and Weapons#Simple Melee Weapons|Maces]], [[Armor and Weapons#Simple Melee Weapons|Quarterstaffs]], [[Armor and Weapons#Simple Melee Weapons|Sickles]], [[Armor and Weapons#Simple Ranged Weapons|Slings]], [[Armor and Weapons#Simple Melee Weapons|Spears]]<br>
'''Tool Proficiencies.''' One [[Adventuring Gear#Tools|Set of Tools]]<br>
'''Tool Proficiencies.''' One [[Adventuring Gear#Tools|Set of Tools]]<br>
'''Saving Throw Proficiencies.''' Intelligence and Wisdom<br>
'''Saving Throw Proficiencies.''' Intelligence and Wisdom<br>
'''Skill Proficiencies.''' Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival<br>
'''Skill Proficiencies.''' Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival<br>
'''Equipment.''' A Round Shield or any Simple Weapon, any Simple Weapon, Leather Armor, an Explorer’s Pack, and a Druidic Focus
'''Equipment.''' A [[Armor and Weapons#Shields|Round Shield]] or any [[Armor and Weapons#Simple Weapons|Simple Weapon]], any [[Armor and Weapons#Simple Weapons|Simple Weapon]], [[Armor and Weapons#Light Armor|Leather Armor]], an [[Equipment Packs|Equipment Pack]], and a [[Armor and Weapons#Spellcasting Focuses|Druidic Focus]]
<br><br>
<br><br>
{| class="wikitable"
|+| Druid Features Summarized
|-
! Level !! Proficiency Bonus !! Features
|-
| Druidic, Spellcasting || 1st || You learn [[Languages#Druidic|Druidic]]
|-
|  Nature Given Shape || 2nd || You get Wild Points which you use to fuel various Druid Features
|-
|  Wild Shape || 2nd || You can spend a Wild Point to assume a beast Form
|-
|  Wild Companion || 2nd || You can spend a Wild Point to cast an agumented version of the [[Level 1#Find Familiar|Find Familiar]] Spell
|-
| Druidic Circle || 2nd || You choose your subclass, and gain features at 2nd, 6th, 10th, and 14th Level
|-
| Ability Score Improvement || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level
|-
| Beast Spells || 18th || You age very slowly
|-
| Timeless Body || 18th || You can cast Spells that don't require Material Components while in your While Shape
|-
| Archdruid || 20th || You get unliminted Wild Points and your Druid Spells require next to no Components
|}


==== Spellcasting ====
==== Spellcasting ====
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! Druid Level !! Spells
! Druid Level !! Spells
|-
|-
| 2nd || Animal Friendship, Beast Bond
| 2nd || [[Level 1#Animal Friendship|Animal Friendship]], [[Level 1#Beast Bond|Beast Bond]]
|-
|-
| 3rd || Enhance Ability, Enlarge/Reduce
| 3rd || [[Level 2#Enhance Ability|Enhance Ability]], [[Level 2#Enlarge/Reduce|Enlarge/Reduce]]
|-
|-
| 5th || Allegro, Haste
| 5th || [[Level 3#Allegro|Allegro]], [[Level 3#Haste|Haste]]
|-
|-
| 7th || Dominate Beast, Nature's Balance
| 7th || [[Level 4#Dominate Beast|Dominate Beast]], [[Level 4#Nature's Balance|Nature's Balance]]
|-
|-
| 9th || Awaken, Hold Monster
| 9th || [[Level 5#Awaken|Awaken]], [[Level 5#Hold Monster|Hold Monster]]
|}
|}
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You can call upon the primeval creature whose spirit is bound to you. As an Action, you can spend 1 Wild Point to summon your Primeval Companion. The Companion appears in an unoccupied space of your choice within 30ft of you.<br>
You can call upon the primeval creature whose spirit is bound to you. As an Action, you can spend 1 Wild Point to summon your Primeval Companion. The Companion appears in an unoccupied space of your choice within 30ft of you.<br>
The Primeval Companion is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Primeval Companion stat block, which uses your Proficiency Bonus (PB) in several places.<br>
The Primeval Companion is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Primeval Companion stat block, which uses your Proficiency Bonus (PB) in several places.<br>
In combat, the Primeval Companion shares your Initiative Score, but it takes its turn immediately after yours. It can move and use its Reaction on its own, but the only Action it takes on its turn is the Dodge Action, unless you use 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 Companion takes the Action that would best protect itself and you.<br>
In combat, the Primeval Companion shares your Initiative Score, but it takes its turn immediately after yours. It can move and use its Reaction on its own, but the only Action it takes on its turn is the Dodge Action, unless you use 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 [[Conditions#Incapacitated|Incapacitated]], the Companion takes the Action that would best protect itself and you.<br>
The Companion remains until it is reduced to 0 Hit Points, until you use this feature to summon the Companion again, or until you die. Anything the Companion was wearing or carrying is left behind when the Companion vanishes.
The Companion remains until it is reduced to 0 Hit Points, until you use this feature to summon the Companion again, or until you die. Anything the Companion was wearing or carrying is left behind when the Companion vanishes.


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''10th Level Circle of Primevals''<br>
''10th Level Circle of Primevals''<br>
The Primeval Companion grows to Large Size, and when you summon it, you can grant it either a Climbing Speed or a Swimming Speed (your choice) equal to its Walking Speed.<br>
The Primeval Companion grows to Large Size, and when you summon it, you can grant it either a Climbing Speed or a Swimming Speed (your choice) equal to its Walking Speed.<br>
In turn, the Primeval Companion lends you some of its terrifying might. Once per turn while your Primeval Companion is summoned, when you hit a creature with an Attack or deal Damage to a creature you can see with a Spell you cast, you can force that creature to make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, the creature is Frightened of you until the end of your next turn.
In turn, the Primeval Companion lends you some of its terrifying might. Once per turn while your Primeval Companion is summoned, when you hit a creature with an Attack or deal Damage to a creature you can see with a Spell you cast, you can force that creature to make a Wisdom Saving Throw against your Spell Save DC. On a failed Save, the creature is [[Conditions#Frightened|Frightened]] of you until the end of your next turn.
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==== Scourge of the Ancients ====
==== Scourge of the Ancients ====
''14th Level Circle of Primevals''<br>
''14th Level Circle of Primevals''<br>
You have learned to fully harness the titanic legacy of your companion. As part of the Bonus Action you use to command your Companion, you can expend a Spell Slot of 1st Level or higher to heighten your Primeval Companion’s might, granting it the following benefits:
You have learned to fully harness the titanic legacy of your companion. As part of the Bonus Action you use to command your Companion, you can expend a Spell Slot of 1st Level or higher to heighten your Primeval Companion's might, granting it the following benefits:
*The Companion becomes Huge and gains Temporary Hit Points equal to 10 x the Level of the Spell Slot expended. If there isn’t enough room for the Companion to become Huge, it attains the maximum possible Size in the space available.
*The Companion becomes Huge and gains Temporary Hit Points equal to 10 x the Level of the Spell Slot expended. If there isn't enough room for the Companion to become Huge, it attains the maximum possible Size in the space available.
*On a hit, the Companion's Strike deals additional Damage equal to 1d8 + the Level of the Spell Slot expended.<br>
*On a hit, the Companion's Strike deals additional Damage equal to 1d8 + the Level of the Spell Slot expended.<br>
*The Companion’s Walking Speed increases by a number of feet equal to 5 x the Level of the Spell Slot expended.<br>
*The Companion's Walking Speed increases by a number of feet equal to 5 x the Level of the Spell Slot expended.<br>
These benefits last for 1 hour, until the Companion vanishes, or until you expend a higher Level Spell Slot with this feature.
These benefits last for 1 hour, until the Companion vanishes, or until you expend a higher Level Spell Slot with this feature.
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! Druid Level !! Spells
! Druid Level !! Spells
|-
|-
| 2nd || Create or Destroy Water, Fog Cloud
| 2nd || [[Level 1#Create or Destroy Water|Create or Destroy Water]], [[Level 1#Fog Cloud|Fog Cloud]]
|-
|-
| 3rd || Dive, Drown, Knell of the Depths
| 3rd || [[Level 2#Dive|Dive]], [[Level 1#Drown|Drown]]
|-
|-
| 5th || Tidal Wave, Wall of Water
| 5th || [[Level 3#Tidal Wave|Tidal Wave]], [[Level 1#Wall of Water|Wall of Water]]
|-
|-
| 7th || Maroon, Watery Sphere
| 7th || [[Level 4#Maroon|Maroon]], [[Level 1#Watery Sphere|Watery Sphere]]
|-
|-
| 9th || Cone of Cold, Water to Acid
| 9th || [[Level 5#Cone of Cold|Cone of Cold]], [[Level 1#Water to Acid|Water to Acid]]
|}
|}
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A creature harmed by the Reef treats it as Lightly Obscured and as Difficult Terrain. All creatures protected by the Reef are also considered to be in 1/2 Cover from effects originating outside the Reef while within the Reef.<br>
A creature harmed by the Reef treats it as Lightly Obscured and as Difficult Terrain. All creatures protected by the Reef are also considered to be in 1/2 Cover from effects originating outside the Reef while within the Reef.<br>
Whenever a creature harmed by the Reef enters the Reef for the first time on a turn, or starts its turn there, it takes 2d4 Piercing Damage.<br>
Whenever a creature harmed by the Reef enters the Reef for the first time on a turn, or starts its turn there, it takes 2d4 Piercing Damage.<br>
The Reef lasts for 10 minutes, after which it crumbles to dust. The Reef crumbles early if you dismiss it as a Free Action, fall Unconscious, die, or spend a Wild Point.<br>
The Reef lasts for 10 minutes, after which it crumbles to dust. The Reef crumbles early if you dismiss it as a Free Action, fall [[Conditions#Unconscious|Unconscious]], die, or spend a Wild Point.<br>
At 10th Level in this class, the Reef becomes a 20ft Moving Emanation, and the Piercing Damage dealt increases to 3d4. At 18th Level in this class, the Reef becomes a 30ft Emanation, and the Piercing Damage increases to 4d4.
When you reach 10th Level in this class, the Reef becomes a 20ft Moving Emanation, and the Piercing Damage dealt increases to 3d4. At 18th Level in this class, the Reef becomes a 30ft Emanation, and the Piercing Damage increases to 4d4.
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==== Breath of the Sea ====
==== Breath of the Sea ====
''6th Level Circle of Reefs Feature''<br>
''6th Level Circle of Reefs Feature''<br>
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 30ft of you casting a Spell, you can make an Spellcasting Check using your Wisdom to attempt to counteract the Spell. The DC of this Check equals 10 + the Spell’s Level. On a successful Check, the Spell fails and has no effect, and up to three creatures of your choice within 30ft of you regain Hit Points equal to twice the Spell’s Level.<br>
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 30ft of you casting a Spell, you can make a Spell Attack using your Wisdom to try and counteract the Spell. If the Attack's result is equal to or higher than 10 + the Spell's Level, the Spell fails and has no effect, and up to three creatures of your choice within 30ft of you regain Hit Points equal to twice the Spell's Level.<br>
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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! Druid Level !! Spells
! Druid Level !! Spells
|-
|-
| 2nd || Animal Friendship, Find Familiar
| 2nd || [[Level 1#Animal Friendship|Animal Friendship]], [[Level 1#Find Familiar|Find Familiar]]
|-
|-
| 3rd || Find Steed, Summon Beast
| 3rd || [[Level 2#Find Steed|Find Steed]], [[Level 2#Summon Beast|Summon Beast]]
|-
|-
| 5th || Conjure Animals, Summon Fey
| 5th || [[Level 3#Conjure Animals|Conjure Animals]], [[Level 3#Summon Fey|Summon Fey]]
|-
|-
| 7th || Conjure Woodland Beasts, Find Greater Steed
| 7th || [[Level 4#Conjure Woodland Beasts|Conjure Woodland Beasts]], [[Level 4#Find Greater Steed|Find Greater Steed]]
|-
|-
| 9th || Awaken, Insect Plague
| 9th || [[Level 5#Awaken|Awaken]], [[Level 5#Insect Plague|Insect Plague]]
|}
|}
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==== Speech of the Woods ====
==== Speech of the Woods ====
''2nd Level Circle of Shepherds Feature''<br>
''2nd Level Circle of Shepherds Feature''<br>
You gain the ability to converse with Beasts and many Fey. You learn to speak, read, and write Silvin. In addition, you are permanently under the effects of the Speak With Animals Spell.
You gain the ability to converse with Beasts and many Fey. You learn to speak, read, and write [[Languages#Silvin|Silvin]]. In addition, you are permanently under the effects of the [[Level 1#Speak with Animals|Speak with Animals]] Spell.
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==== Totem Spirit ====
==== Totem Spirit ====
''2nd Level Circle of Shepherds Feature''<br>
''2nd Level Circle of Shepherds Feature''<br>
You can call forth nature spirits to influence the world around you. You can spend 1 Wild Point as a Bonus Action, you can magically summon an incorporeal Totem Spirit to a point you can see within 60ft of you. The Spirit creates a 30ft Moving Emanation, and the Spirit is 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 60ft to a point you can see. The Spirit remains for 1 minute or until you’re Incapacitated. Whenever you summon a Totem Spirit, choose one of the following Spirits to gain the benefits of:
You can spend 1 Wild Point as a Bonus Aciton to call forth nature spirits to influence the world around you. When you do, you can magically summon an incorporeal Totem Spirit to a point you can see within 60ft of you. The Spirit creates a 30ft Moving Emanation, and the Spirit is 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 60ft to a point you can see. The Spirit remains for 1 minute or until you're [[Conditions#Incapacitated|Incapacitated]]. Whenever you summon a Totem Spirit, choose one of the following Spirits to gain the benefits of:
*'''Bear Spirit.''' The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the Emanation when the Spirit appears gains Temporary Hit Points equal to 5 + your Druid Level. In addition, all creatures of your choice in the Emanation of the Spirit gain Advantage on Strength Checks and Saving Throws.
*'''Bear Spirit.''' The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the Emanation when the Spirit appears gains Temporary Hit Points equal to 5 + your Druid Level. In addition, all creatures of your choice in the Emanation of the Spirit gain Advantage on Strength Checks and Saving Throws.
*'''Hawk Spirit.''' The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature misses an Attack Roll against a creature that is in the Emanation, you can use your Reaction to grant Advantage to that Attack Roll. In addition, all creatures of your choice in the Emanation of the Spirit gain Advantage on Wisdom (Perception) Checks and Initiative Rolls.
*'''Hawk Spirit.''' The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature misses an Attack Roll against a creature that is in the Emanation, you can use your Reaction to grant Advantage to that Attack Roll. In addition, all creatures of your choice in the Emanation of the Spirit gain Advantage on Wisdom (Perception) Checks and Initiative Rolls.
*'''Unicorn Spirit.''' The unicorn spirit lends its protection to those nearby. Whenever Hit Points are restored to a creature using a Spell of 1st Level or higher, if either the creature healed by the Spell or the caster of the Spell is in the Emanation, each creature of your choice in the Emanation regains Hit Points equal to your Druid Level.
*'''Unicorn Spirit.''' The unicorn spirit lends its protection to those nearby. Whenever Hit Points are restored to a creature using a Spell of 1st Level or higher, if either the creature healed by the Spell or the caster of the Spell is in the Emanation, each creature of your choice in the Emanation regains Hit Points equal to your Druid Level.
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==== Mighty Summoner ====
==== Mighty Summoner ====
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==== Faithful Summons ====
==== Faithful Summons ====
''14th Level Circle of Shepherds Feature''<br>
''14th Level Circle of Shepherds Feature''<br>
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, you can immediately cast the Conjure Animals Spell at 9th Level. It summons four Beasts of your choice that are CR 2 or lower.<br>
The nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 Hit Points or are [[Conditions#Incapacitated|Incapacitated]], you can immediately cast the [[Level 3#Conjure Animals|Conjure Animals]] Spell at 9th Level. It summons four Beasts of your choice that are CR 2 or lower.<br>
The conjured Beasts appear within 20ft 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 early as a Free Action. Once you use this feature, you can’t use it again until you finish a Long Rest.
The conjured Beasts appear within 20ft 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 early as a Free Action. Once you use this feature, you can't use it again until you finish a Long Rest.
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== Circle of Spores ==
== 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.
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.<br>
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.<br>
Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.
Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.
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| 2nd || [[Level 1#Armor of Faethon|Armor of Faethon]], [[Level 1#False Life|False Life]]
| 2nd || [[Level 1#Armor of Faethon|Armor of Faethon]], [[Level 1#False Life|False Life]]
|-
|-
| 3rd || Blindness/Deafness, Wither and Bloom
| 3rd || [[Level 2#Blindness/Deafness|Blindness/Deafness]], [[Level 2Wither and Bloom|Wither and Bloom]]
|-
|-
| 5th || Animate Dead, Vampiric Touch
| 5th || [[Level 3#Animate Dead|Animate Dead]], [[Level 3Vampiric Touch|Vampiric Touch]]
|-
|-
| 7th || Blight, Confusion
| 7th || [[Level 4#Blight|Blight]], [[Level 4Confusion|Confusion]]
|-
|-
| 9th || Contagion, Danse Macabre
| 9th || [[Level 5#Contagion|Contagion]], [[Level 5Danse Macabre|Danse Macabre]]
|}
|}
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==== Halo of Spores ====
==== Halo of Spores ====
''2nd Level Circle of Spores Druid''<br>
''2nd Level Circle of Spores Druid''<br>
You are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. You Learn the Chill Touch Cantrip as a Druid Spell, which doesn't count against your Cantrips Known. Additionally, when a creature you can see moves into a space within 10ft of you or starts its turn there, you can use your Reaction to deal 1d4 Necrotic Damage to that creature.<br>
You are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. You Learn the [[Cantrips#Chill Touch|Chill Touch]] Cantrip as a Druid Spell, which doesn't count against your Cantrips Known. Additionally, when a creature you can see moves into a space within 10ft of you or starts its turn there, you can use your Reaction to deal 1d4 Necrotic Damage to that creature.<br>
This Necrotic Damage increases when you reach certain Levels in this class: The Necrotic Damage increases to 1d6 at 6th Level, 1d8 at 10th Level, 1d10 at 14th Level, and 1d12 at 18th Level.
This Necrotic Damage increases when you reach certain Levels in this class: The Necrotic Damage increases to 1d6 at 6th Level, 1d8 at 10th Level, 1d10 at 14th Level, and 1d12 at 18th Level.
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''6th Level Circle of Spores Druid''<br>
''6th Level Circle of Spores Druid''<br>
Your spores gain the ability to infest a corpse and animate it. If a Medium or smaller Beast or a Humanoid dies within 10ft of you, you can use your Reaction to animate it, causing it to stand up immediately with 1 Hit Ooint. The creature uses the Zombie stat block. It remains animate for 1 hour, after which time it collapses and dies.<br>
Your spores gain the ability to infest a corpse and animate it. If a Medium or smaller Beast or a Humanoid dies within 10ft of you, you can use your Reaction to animate it, causing it to stand up immediately with 1 Hit Ooint. The creature uses the Zombie stat block. It remains animate for 1 hour, after which time it collapses and dies.<br>
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.<br>
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.<br>
You can use this feature a number of times equal to your Wisdom Modifier, and you regain all expended uses of it when you finish a Long Rest.
You can use this feature a number of times equal to your Wisdom Modifier, and you regain all expended uses of it when you finish a Long Rest.
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==== Fungal Body ====
==== Fungal Body ====
''14th Level Circle of Spores Druid''<br>
''14th Level Circle of Spores Druid''<br>
The fungal spores in your body alter you: you can’t be Blinded, Deafened, Frightened, or Poisoned, and Crit against you becomes a normal hit instead.
The fungal spores in your body alter you: you can't be [[Conditions#Blinded|Blinded]], [[Conditions#Deafened|Deafened]], [[Conditions#Frightened|Frightened]], or [[Conditions#Poisoned|Poisoned]], and Crits against you become normal hits instead.
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== Circle of Stars ==
== 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.<br>
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.<br>
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.
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.
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! Druid Level !! Spells
! Druid Level !! Spells
|-
|-
| 2nd || Faerie Fire, Sleep
| 2nd || [[Level 1#Faerie Fire|Faerie Fire]], [[Level 1#Sleep|Sleep]]
|-
|-
| 3rd || Invisibility, Moonbeam
| 3rd || [[Level 2#Invisibility|Invisibility]], [[Level 2#Moonbeam|Moonbeam]]
|-
|-
| 5th || Blink, Dream Reality
| 5th || [[Level 3#Blink|Blink]], [[Level 3#Dream Reality|Dream Reality]]
|-
|-
| 7th || Divination, Ice Storm
| 7th || [[Level 4#Divination|Divination]], [[Level 4#Ice Storm|Ice Storm]]
|-
|-
| 9th || Cone of Cold, Heavenly Pillar
| 9th || [[Level 5#Cone of Cold|Cone of Cold]], [[Level 5#Heavenly Pillar|Heavenly Pillar]]
|}
|}
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==== Star Map ====
==== Star Map ====
''2nd Level Circle of Stars Feature''<br>
''2nd Level Circle of Stars Feature''<br>
You’ve created a Star Chart as part of your heavenly studies. It is a Tiny object and you can use it as a Druid Spellcasting Focus.<br>
You've created a Star Chart as part of your heavenly studies. It is a Tiny object and you can use it as a Druid Spellcasting Focus.<br>
While holding your Star Chart, you know the Guidance Cantrip, which counts as a Druid Spell for you but does not count against your number of Cantrips Known. You also always have the Guiding Bolt Spell Prepared, which counts as a Druid Spell for you and doesn't count against your number of Spells Prepared.<br>
While holding your Star Chart, you know the [[Cantrips#Guidance|Guidance]] Cantrip, which counts as a Druid Spell for you but does not count against your number of Cantrips Known. You also always have the [[Level 1#Guiding Bolt|Guiding Bolt]] Spell Prepared, which counts as a Druid Spell for you and doesn't count against your number of Spells Prepared.<br>
You can cast the Guiding Bolt Spell without expending a Spell Slot a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.<br>
You can cast the [[Level 1#Guiding Bolt|Guiding Bolt]] Spell without expending a Spell Slot a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.<br>
If you lose your Star Chart, you can ceremony a 1-hour ritual to magically create a replacement. This ceremony can be performed during a Short or Long Rest, and it destroys the previous Start Chart. The Star Chart turns to glowing dust when you die.
If you lose your Star Chart, you can ceremony a 1 hour ritual to magically create a replacement. This ceremony can be performed during a Short or Long Rest, and it destroys the previous Start Chart. The Star Chart turns to glowing dust when you die.
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''2nd Level Circle of Stars Feature''<br>
''2nd Level Circle of Stars Feature''<br>
As a Bonus Action, you can spend 1 Wild Point to take on a Starry Form.<br>
As a Bonus Action, you can spend 1 Wild Point to take on a Starry Form.<br>
While in your Starry Form, your body becomes luminous as your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds Bright Light to to a Range of 10ft, and Dim Light an additional 10ft. The Starry Form lasts for 10 minutes. It ends early if you dismiss it as a Free Action, are Incapacitated, die, or use this feature again. Whenever you assume your Starry Form, choose which of the following Constellations you represent and glimmers over your body:
While in your Starry Form, your body becomes luminous as your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds Bright Light to to a Range of 10ft, and Dim Light an additional 10ft. The Starry Form lasts for 10 minutes. It ends early if you dismiss it as a Free Action, are [[Conditions#Incapacitated|Incapacitated]], die, or use this feature again. Whenever you assume your Starry Form, choose which of the following Constellations you represent and glimmers over your body:
*'''Archer.''' A constellation of an archer appears on you. When you assume this Form, and as a Bonus Action on subsequent turns while it lasts, you can make a Ranged Spell Attack, hurling a luminous arrow that targets one creature of your choice within 60ft of you. On a hit, the Attack deals Radiant Damage equal to 1d8 + your Wisdom Modifier.
*'''Archer.''' A constellation of an archer appears on you. When you assume this Form, and as a Bonus Action on subsequent turns while it lasts, you can make a Ranged Spell Attack, hurling a luminous arrow that targets one creature of your choice within 60ft 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 of 1st Level or higher that restores Hit Points to a creature, you can choose a creature within 30ft of you to regain Hit Points equal to 1d8 + your Wisdom Modifier.
*'''Chalice.''' A constellation of a life-giving goblet appears on you. Whenever you cast a Spell of 1st Level or higher that restores Hit Points to a creature, you can choose a creature within 30ft of you to 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 Wisdom Check or a Constitution Saving Throw to maintain Concentration on an effect, you can treat a roll of 9 or lower on the d20 as a 10.
*'''Dragon.''' A constellation of a wise dragon appears on you. When you make an Intelligence or Wisdom Check or a Constitution Saving Throw to maintain Concentration on an effect, you can treat a roll of 9 or lower on the d20 as a 10.
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==== Cosmic Omen ====
==== Cosmic Omen ====
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! Druid Level !! Spells
! Druid Level !! Spells
|-
|-
| 2nd || Thunderwave, Witchbolt
| 2nd || [[Level 1#Thunderwave|Thunderwave]], [[Level 1#Witchbolt|Witchbolt]]
|-
|-
| 3rd || Air Strike Shield, Warding Wind
| 3rd || [[Level 2#Air Strike Shield|Air Strike Shield]], [[Level 2#Warding Wind|Warding Wind]]
|-
|-
| 5th || Lightning Bolt, Thunder Step
| 5th || [[Level 3#Lightning Bolt|Lightning Bolt]], [[Level 3#Thunder Step|Thunder Step]]
|-
|-
| 7th || Cyclone, Destructive Resonance
| 7th || [[Level 4#Cyclone|Cyclone]], [[Level 4#Destructive Resonance|Destructive Resonance]]
|-
|-
| 9th || Blazing Thunderbolt Strike, Fingers of Lightning
| 9th || [[Level 5#Blazing Thunderbolt Strike|Blazing Thunderbolt Strike]], [[Level 5#Fingers of Lightning|Fingers of Lightning]]
|}
|}
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==== Improved Shocking Grasp ====
==== Improved Shocking Grasp ====
''2nd Level Circle of Storms Feature''<br>
''2nd Level Circle of Storms Feature''<br>
You also learn the Shocking Grasp Cantrip, which has a Range of 30ft for you, rather than Touch, as powerful arcs of electricity shoot from your fingers when you cast the Spell.
You also learn the [[Cantrips#Shocking Grasp|Shocking Grasp]] Cantrip, which has a Range of 30ft for you, rather than Touch, as powerful arcs of electricity shoot from your fingers when you cast the Spell.
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''10th Level Circle of Storms Feature''<br>
''10th Level Circle of Storms Feature''<br>
You gain Resistance to Lightning Damage. In addition, you gain the following benefits if you have any Temporary Hit Points:
You gain Resistance to Lightning Damage. In addition, you gain the following benefits if you have any Temporary Hit Points:
*The Range of your Shocking Grasp Cantrip is 60ft, instead of 30ft.
*The Range of your [[Cantrips#Shocking Grasp|Shocking Grasp]] Cantrip is 60ft, instead of 30ft.
*When you’re hit by a Melee Attack, the Attacker takes Lightning Damage equal to half your Druid Level.
*When you're hit by a Melee Attack, the Attacker takes Lightning Damage equal to half your Druid Level.
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==== Living Tempest ====
==== Living Tempest ====
''14th Level Circle of Storms Feature''<br>
''14th Level Circle of Storms Feature''<br>
You are an embodiment of the storm. You gain Resistance to Thunder Damage and can’t be Deafened. You also can’t be moved against your will by wind or water, and your Shocking Grasp Cantrip has a Range of 60ft. While you have Temporary Hit Points, your Shocking Grasp Cantrip has a Range of 120ft. In addition, magical and non-magical fog doesn’t impede your vision, and if you’re in a rainstorm, you can choose where the rain lands within a 30ft Radius of you.
You are an embodiment of the storm. You gain Resistance to Thunder Damage and can't be [[Conditions#Deafened|Deafened]]. You also can't be moved against your will by wind or water, and your [[Cantrips#Shocking Grasp|Shocking Grasp]] Cantrip has a Range of 60ft. While you have any Temporary Hit Points, your [[Cantrips#Shocking Grasp|Shocking Grasp]] Cantrip has a Range of 120ft. In addition, magical and non-magical fog doesn't impede your vision, and if you're in a rainstorm, you can choose where the rain lands within a 30ft Radius of you.
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== Circle of Unbreaking ==
== Circle of Unbreaking ==
The Circle of Unbreaking is an order of Druids who have abandoned the patient teachings of their predecessors, deciding instead to take up arms in defense of the wilderness. These combative druids form militias and harness the fury of nature itself to forcefully remove any encroaching evil that threatens their sacred lands.<br>
The Circle of Unbreaking is an order of Druids who have abandoned the patient teachings of their predecessors, deciding instead to take up arms in defense of the wilderness. These combative druids form militias and harness the fury of nature itself to forcefully remove any encroaching evil that threatens their sacred lands.<br>
While the chaotic bend of nature is found within these druids, their bodies and impulses are tamed through training and discipline. Originally from the unforgiving festerwood, this circle’s teachings are as rigorous as the forest, blending a mixture of offense and defense to stand up to all of the world’s challenges.
While the chaotic bend of nature is found within these druids, their bodies and impulses are tamed through training and discipline. Originally from the unforgiving festerwood, this circle's teachings are as rigorous as the forest, blending a mixture of offense and defense to stand up to all of the world's challenges.
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! Druid Level !! Spells
! Druid Level !! Spells
|-
|-
| 2nd || Armor of Faethon, Sudden Spark
| 2nd || [[Level 1#Armor of Faethon|Armor of Faethon]], [[Level 1#Sudden Spark|Sudden Spark]]
|-
|-
| 3rd || Magic Weapon, Shadow Blade
| 3rd || [[Level 2#Magic Weapon|Magic Weapon]], [[Level 2#Shadow Blade|Shadow Blade]]
|-
|-
| 5th || Elemental Weapon, Haste
| 5th || [[Level 3#Elemental Weapon|Elemental Weapon]], [[Level 3#Haste|Haste]]
|-
|-
| 7th || March of Blades, Frost Armor
| 7th || [[Level 4#March of Blades|March of Blades]], [[Level 4#Frost Armor|Frost Armor]]
|-
|-
| 9th || Blazing Thunderbolt Strike, Steel Wind Strike
| 9th || [[Level 5#Blazing Thunderbolt Strike|Blazing Thunderbolt Strike]], [[Level 5#Steel Wind Strike|Steel Wind Strike]]
|}
|}
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==== Improved Shillelagh ====
==== Improved Shillelagh ====
''2nd Level Circle of Unbreaking Feature''<br>
''2nd Level Circle of Unbreaking Feature''<br>
You gain proficiency with Martial Weapons. In addition, you learn the Shillelagh Cantrip as a Druid Cantrip, but it doesn't count against your Cantrips Known. When you cast the Shillelagh Cantrip, you can use it to imbue any Melee Weapon you are holding with nature’s power. If you’re holding a Weapon under the effects of Shillelagh, you can use it as a Druid Spellcasting Focus.
You gain proficiency with [[Armor and Weapons#Matial Weapons|Martial Weapons]]. In addition, you learn the [[Cantrips#Shillelagh|Shillelagh]] Cantrip as a Druid Cantrip, but it doesn't count against your Cantrips Known. When you cast the [[Cantrips#Shillelagh|Shillelagh]] Cantrip, you can use it to imbue any [[Armor and Weapons#Simple Melee Weapons|Melee Weapon]] you are holding with nature's power. If you're holding a [[Armor and Weapons#Weapons|Weapon]] under the effects of [[Cantrips#Shillelagh|Shillelagh]], you can use it as a Druid Spellcasting Focus.
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==== Wild Recovery ====
==== Wild Recovery ====
''2nd Level Circle of Unbreaking Feature''<br>
''2nd Level Circle of Unbreaking Feature''<br>
You gain the ability to recover using the wild, bestial magic that courses through you. As a Bonus Action, you can spend 1 Wild Point to regain a number of Hit Points equal to 1d10 + your Wisdom Modifier. Starting at 10th Level, you regain 2d10 + your Wisdom Modifier instead.
You gain the ability to recover using the wild, bestial magic that courses through you. As a Bonus Action, you can spend 1 Wild Point to regain a number of Hit Points equal to 1d10 + your Wisdom Modifier. Starting when you reach 10th Level in this class, you regain 2d10 + your Wisdom Modifier instead.
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==== Extra Attack ====
==== Extra Attack ====
''6th Level Circle of Unbreaking Feature''<br>
''6th Level Circle of Unbreaking Feature''<br>
You can perform an additional Attack as part of the Attack Action.<br>
You can make an additional Attack whenever you take the Attack Action.
If you have multiple copies of this feature and achieve a certain level threshold, the number of Attacks you can perform increases. At 5th Level if you have one copy of the feature, you can perform one extra Attack, at 11th Level if you have two copies of the feature you can perform two extra Attacks, and at 20th Level if you have three copies of the feature you can perform three extra Attacks.  
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==== Shillelagh Master ====
==== Shillelagh Master ====
''6th Level Circle of Unbreaking Feature''<br>
''6th Level Circle of Unbreaking Feature''<br>
When you cast the Shillelagh Cantrip, the Weapon’s Damage Die becomes a d10, instead of a d8. When you reach 14th Level in this class, the Damage Die becomes a d12.
When you cast the [[Cantrips#Shillelagh|Shillelagh]] Cantrip, the Weapon's Damage Die becomes a d10, instead of a d8. When you reach 14th Level in this class, the Damage Die becomes a d12.
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! Druid Level !! Spells
! Druid Level !! Spells
|-
|-
| 2nd || Burning Hands, Hellish Rebuke
| 2nd || [[Level 1#Burning Hands|Burning Hands]], [[Level 1#Hellish Rebuke|Hellish Rebuke]]
|-
|-
| 3rd || Flame Blade, Flaming Sphere,
| 3rd || [[Level 2#Flame Blade|Flame Blade]], [[Level 2#Flaming Sphere|Flaming Sphere]]
|-
|-
| 5th || Fireball, Flame Arrows
| 5th || [[Level 3#Fireball|Fireball]], [[Level 3#Flame Arrows|Flame Arrows]]
|-
|-
| 7th || Death Ward, Fire Shield
| 7th || [[Level 4#Death Ward|Death Ward]], [[Level 4#Fire Shield|Fire Shield]]
|-
|-
| 9th || Blazing Thunderbolt Strike, Reincarnate
| 9th || [[Level 5#Blazing Thunderbolt Strike|Blazing Thunderbolt Strike]], [[Level 5#Reincarnate|Reincarnate]]
|}
|}
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The spirit appears in an unoccupied space of your choice that you can see within 30ft of you. Every other creature within 10ft of the Spirit when it appears makes a Dexterity Saving Throw against your Spell Save DC. On a failed Save a creature takes 2d6 Fire Damage.<br>
The spirit appears in an unoccupied space of your choice that you can see within 30ft of you. Every other creature within 10ft of the Spirit when it appears makes a Dexterity Saving Throw against your Spell Save DC. On a failed Save a creature takes 2d6 Fire Damage.<br>
The Wildfire Spirit is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Wildfire Spirit Companion stat block, which uses your Proficiency Bonus (PB) in several places.<br>
The Wildfire Spirit is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Wildfire Spirit Companion stat block, which uses your Proficiency Bonus (PB) in several places.<br>
In combat, the Wildfire Spirit shares your Initiative Score, but it takes its turn immediately after yours. It can move and use its Reaction on its own, but the only Action it takes on its turn is the Dodge Action, unless you use 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 takes the Action that would best protect itself and you.<br>
In combat, the Wildfire Spirit shares your Initiative Score, but it takes its turn immediately after yours. It can move and use its Reaction on its own, but the only Action it takes on its turn is the Dodge Action, unless you use 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 [[Conditions#Incapacitated|Incapacitated]], the Spirit takes the Action that would best protect itself and you.<br>
The Spirit remains 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. Anything the Spirit was wearing or carrying is left behind when the Spirit vanishes.
The Spirit remains 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. Anything the Spirit was wearing or carrying is left behind when the Spirit vanishes.


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==== Cauterizing Flame ====
==== Cauterizing Flame ====
''10th Level Circle of Wildfire Feature''<br>
''10th Level Circle of Wildfire Feature''<br>
You gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature is reduced to 0 Hit Points within 30ft 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 that just entered that space or deal Fire Damage to it. The Healing or Damage equals 2d10 + your Wisdom Modifier.<br>
You gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature is reduced to 0 Hit Points within 30ft 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 that just entered that space or deal Fire Damage to it. The Healing or Damage equals 2d10 + your Wisdom Modifier.<br>
You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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''14th Level Circle of Wildfire Feature''<br>
''14th Level Circle of Wildfire Feature''<br>
The bond with your Wildfire Spirit can save you from death. If the spirit is within 120ft of you when you are reduced to 0 Hit Points, you can cause the Spirit to vanish, and then regain a number of Hit Points equal to half your Maximum Hit Points and immediately rise to your feet.<br>
The bond with your Wildfire Spirit can save you from death. If the spirit is within 120ft of you when you are reduced to 0 Hit Points, you can cause the Spirit to vanish, and then regain a number of Hit Points equal to half your Maximum Hit Points and immediately rise to your feet.<br>
Once you use this feature, you can’t use it again until you finish a Long Rest.
Once you use this feature, you can't use it again until you finish a Long Rest.
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