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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"
Line 14: Line 14:
! 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 Circle|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 Circle|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 Circle|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 Circle|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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'''Hit Dice.''' 1d8 per Druid Level<br>
'''Hit Dice.''' 1d8 per Druid Level<br>
'''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 (increase to 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 set of Artisan’s 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
|-
! Feature !! Level !! Quick Explanation
|-
| [[Druid#Druidic|Druidic]] || 1st || You learn [[Languages#Druidic|Druidic]]
|-
| [[Druid#Spellcasting|Spellcasting]] || 1st || You gain Spellcasting that uses Wisdom and Preparing Spells
|-
|  [[Druid#Nature Given Shape|Nature Given Shape]] || 2nd || You get Wild Points which you use to fuel various Druid Features
|-
|  [[Druid#Wild Shape|Wild Shape]] || 2nd || You can spend a Wild Point to assume a beast Form
|-
|  [[Druid#Wild Companion|Wild Companion]] || 2nd || You can spend a Wild Point to cast an augmented version of the [[Level 1#Find Familiar|Find Familiar]] Spell
|-
| [[Druid#Druidic Circle|Druidic Circle]] || 2nd || You choose your subclass, and gain features at 2nd, 6th, 10th, and 14th Level
|-
| [[Druid#Ability Score Improvements|Ability Score Improvements]] || 4th || You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level
|-
| [[Druid#Beast Spells|Beast Spells]] || 18th || You age very slowly
|-
| [[Druid#Timeless Body|Timeless Body]] || 18th || You can cast Spells that don't require Material Components while in your While Shape
|-
| [[Druid#Archdruid|Archdruid]] || 20th || You get unlimited Wild Points and your Druid Spells require next to no Components
|}


==== Spellcasting ====
==== Spellcasting ====
''1st Level Druid Feature''<br>
''1st Level Druid Feature''<br>
:'''Spellcasting Ability.''' Wisdom
'''Spellcasting Ability.''' Wisdom<br>
:'''Spell Save DC.''' 8 + Your Proficiency Bonus + Your Wisdom Modifier
'''Spell Save DC.''' 8 + your Wisdom Modifier + your Proficiency Bonus<br>
:'''Spell Attack Bonus.''' Proficiency Bonus + Your Wisdom Modifier
'''Spell Attack Bonus.''' Your Wisdom Modifier + your Proficiency Bonus<br>
:'''Ritual Casting.''' You can cast any prepared spell as a ritual if it has the ritual tag.
'''Ritual Casting.''' You can cast any Prepared Spell as a Ritual if it has the Ritual tag.<br>
:'''Spellcasting Focus.''' A Druidic Focus
'''Spellcasting Focus.''' A [[Armor and Weapons#Spellcasting Focuses|Druidic Focus]]<br>
:'''Spell Learning Method.''' Whenever you finish a long rest, you prepare a number of spells equal to your druid level + your Wisdom modifier from the druid spell list. You can cast these spells using your spell slots until the end of your next long rest.
'''Spell Learning Method.''' Whenever you finish a Long Rest, you prepare a number of Spells equal to your Druid Level + your Wisdom Modifier from the Druid Spell List. You can cast these Spells using your Spell Slots until the end of your next Long Rest.


{| class="wikitable"
{| class="wikitable"
|+ Spells known and spell slots per level
|+ [[Druid Spells|Druid Spell List]]
|-
|-
! Level !! Cantrips Known !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th
! Level !! Cantrips Known !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th
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| 20th || 4 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1
| 20th || 4 || 3 || 3 || 3 || 2 || 1 || 1 || 1 || 1 || 1
|}
|}
<br><br>
<br>


==== Druidic ====
==== Druidic ====
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==== Nature Given Shape ====
==== Nature Given Shape ====
''2nd Level Druid Feature''<br>
''2nd Level Druid Feature''<br>
You can use Khaagaazh to shape the world around you to change your shape and create companions. You gain a number of Form Points equal to your Proficiency Bonus, which you use to fuel many of your Druid features.
You can use Khaagaazh to shape the world around you to change your shape and create companions. You gain a number of Wild Points equal to your Proficiency Bonus, which you use to fuel many of your Druid features.
<br><br>
<br><br>


==== Wild Shape ====
==== Wild Shape ====
''2nd Level Druid Feature''<br>
''2nd Level Druid Feature''<br>
You spend 1 Form Point to assume the Form of a beast as a Bonus Action. This Form lasts for a number of hours equal to half your Druid Level. After this time you revert to your normal form unless you spend another Form Point as a Free Action to retain your Form. While in this Form you cannot cast Spells.<br>
You can spend 1 Wild Point to assume the Form of a beast as a Bonus Action. This Form lasts for a number of hours equal to half your Druid Level. After this time you revert to your normal form unless you spend another Wild Point as a Free Action to retain your Form. While in this Form you cannot cast Spells.<br>
You revert to your original form early if you fall Unconscious, drop to 0 Hit Points, die, or choose to as a Free Action. When you revert to your original form, you retain the number of Hit Points you had before you used this Bonus Action to transform.<br>
You revert to your original form early if you fall Unconscious, drop to 0 Hit Points, die, or choose to as a Free Action. When you revert to your original form, you retain the number of Hit Points you had before you used this Bonus Action to transform.<br>
When you assume this Form, choose one of the following Forms, each of which represent many types of animals:
When you assume this Form, choose one of the following Forms, each of which represent many types of animals:
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*'''Form of the Spy.''' This form represents the small, unnoticed, quiet beasts, such as squirrels, bunnies, mice, or incests.
*'''Form of the Spy.''' This form represents the small, unnoticed, quiet beasts, such as squirrels, bunnies, mice, or incests.
*'''Form of the Toxic.''' This form represents beasts with poison, venom, or other grisly forms of facing their foes, such as snakes, poisonous frogs, or lizards.
*'''Form of the Toxic.''' This form represents beasts with poison, venom, or other grisly forms of facing their foes, such as snakes, poisonous frogs, or lizards.
These Forms use your Proficiency Bonus (PB) in many places.<br>
Initially, your Form is incapable of flying and swimming. (You can still transform into aquatic and avian Forms if you wish; they are simply restricted to land travel.)<br>
Initially, your Form is incapable of flying and swimming. (You can still transform into aquatic and avian Forms if you wish; they are simply restricted to land travel.)<br>
When you reach 4th Level in this class, you can choose to grant your Form a Swimming Speed equal to its Walking Speed when you transform into it. If you do so, the Form's Walking and Climbing Speed is halved, and your Form can breathe both air and water.<br>
When you reach 4th Level in this class, you can choose to grant your Form a Swimming Speed equal to its Walking Speed when you transform into it. If you do so, the Form's Walking and Climbing Speed is halved, and your Form can breathe both air and water.<br>
When you reach 8th Level in this class, you can choose to instead grant your Form a Flying Speed equal to its Walking Speed when you transform into it. If you do so, the Form's Walking and Climbing speed (if any) is halved.<br>
When you reach 8th Level in this class, you can choose to instead grant your Form a Flying Speed equal to its Walking Speed when you transform into it. If you do so, the Form's Walking and Climbing speed (if any) is halved.
 
[[File:Behemoth.png|100px|thumb]][[File:Hunter.png|100px|thumb]][[File:Stalker.png|100px|thumb]][[File:Spy.png|100px|thumb]][[File:Toxic.png|100px|thumb]]
<br><br>
<br><br>


==== Wild Companion ====
==== Wild Companion ====
''2nd Level Druid Feature''<br>
''2nd Level Druid Feature''<br>
You gain the ability to summon a spirit that assumes an animal form. You can spend 1 Form Point as an action 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 it disappears after a number of hours equal to half your Druid Level.
You gain the ability to summon a spirit that assumes an animal form. You can spend 1 Wild Point as an Action 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 it disappears after a number of hours equal to half your Druid Level.
<br><br>
<br><br>


==== Druidic Circles ====
==== Druidic Circle ====
''2nd, 6th, 10th, and 14th Level Druid Feature''<br>
''2nd, 6th, 10th, and 14th Level Druid Feature''<br>
You choose one of the following Druidic Circles who's traits you take on.
You choose one of the following Druidic Circles who's traits you take on.
<br><br>
{| class="wikitable"
|+ Druidic Circles
|-
! Druidic Circle !! Complexity (1-5) !! Description
|-
| [[Druid#Circle of Primevals|Circle of Primevals]] || 2 || You use the ancient powers of nature, becoming in tune with what society has lost over thousands of years, while summoning an ancient beast as a companion to fight alongside you.
|-
| [[Druid#Circle of Reefs|Circle of Reefs]] || 3 || Your home is the sea, and while you cannot be in your home you bring it with you, summoning a shifting coral reef that serves to protect and regenerate your allies while slowing and piercing your foes with its shifting spines.
|-
| [[Druid#Circle of Shepherds|Circle of Shepherds]] || 2 || You care for all animals and those you call friend, protecting them with all you have and building stronger bonds with them via magic.
|-
| [[Druid#Circle of Spores|Circle of Spores]] || 3 || You believe that death, life, and undeath are all apart of the same cycle, albeit macabre, as you blur the boundry between the three with your magic, bringing your allies back from the brink of passing to death, summoning undead warriors of beasts to fight by your side and sending your foes to act as food for the worms.
|-
| [[Druid#Circle of Stars|Circle of Stars]] || 2 || You embody the stars, gaining their guiding spirit and assuming the strength and power attributed to various constellations as primal magic paints your bodies in those constellations.
|-
| [[Druid#Circle of Storms|Circle of Storms]] || 1 || The storm is a pure show of primal power and nature's will, which you embody, using lightning magic and blinking from one side of the battlefield to another in a bolt of pure power.
|-
| [[Druid#Circle of Unbreaking|Circle of Unbreaking]] || 1 || The wilds won't defend themselves, but you will defend them, with a primally empowered weapon in hand and a strange primal vitality, you will protect the wilds even if no one else will.
|-
| [[Druid#Circle of Wildfire|Circle of Wildfire]] || 2 || The wildfire that scours the land to many seems like pure death and destruciton, but you know there is power held in those flames, for after the fire fades, life springs back annew and with strengthened vitality as you burn your foes away to cinders to never come back, and bathe your allies in the regenerative flame of the wildfire.
|}
<br>


==== Ability Score Improvements ====
==== Ability Score Improvements ====
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==== Archdruid ====
==== Archdruid ====
''20th Level Druid Feature''<br>
''20th Level Druid Feature''<br>
You gain an unlimited number of Form Points.<br>
You gain an unlimited number of Wild Points.<br>
Additionally, your Druid Spells do not require Verbal or Somatic Components, and your Druid Spells do not require Material Components that do not have a GP cost.
Additionally, your Druid Spells do not require Verbal or Somatic Components, and your Druid Spells do not require Material Components that do not have a GP cost.
<br><br>
<br><br>


= Druidic Circles =
= Druidic Circles =
== Circle of Dragons ==
== Circle of Primevals ==
'''Draconic Lore.''' Starting at 2nd level, you can speak, read, and write Draconic. Additionally, whenever you make an Intelligence (History) check related to draconic history or lore, you can add your proficiency bonus to the check. If you are already proficient in the History skill, you can add double your proficiency bonus to the check instead.
The Circle of Primevals teaches that, though the land may change over time, it never truly forgets. By tapping into the timeworn memory of the earth, these druids summon and bond with the spirit of a primeval behemoth—a hulking creature that once ruled the ancient world alongside the giants. The most well-known primeval behemoths are the dinosaurs, but spirits bonded with members of the Circle of the Primevals have also taken the form of ancient predecessors to today’s common beasts and other fantastical titanic creatures.<br>
Working alongside their companion spirit, most druids of the Circle of Primevals spend their lives delving into long-forgotten places and preserving the remnants of bygone eras. As a druid’s power grows, so does their companion, the beast starting near equal in size to its druid partner before increasing in stature until it too towers over the land.
<br><br>


'''Dragon Shape.''' At 2nd level, you gain a unique form for your Wild Shape.<br>
{| class="wikitable"
'''Form of the Drake.''' This form represents the lizard-like type of dragon, good at prowling and hunting prey.
|+ Primevals Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells
|-
| [[Druid#Keeper of Old|Keeper of Old]]|| 2nd || You get Proficiency in History and add a d4 to Intelligence (History) Checks
|-
| [[Druid#Primeval Companion|Primeval Companion]] || 2nd || You can spen a Wild Point to summon a dinosaur companion
|-
| [[Druid#Prehistoric Conduit|Prehistoric Conduit]] || 6th || You can cast your Spells from your Primeval Companion's Space and its better at resisting Spells
|-
| [[Druid#Titanic Bond|Titanic Bond]] || 10th || Your Primeval Companion gets a bunch of buffs
|-
| [[Druid#Scourge of the Ancients|Scourge of the Ancients]] || 14th || You can Spend a Spell Slot to buff your Primeval Companion
|}
<br>


(you can expend a use of your Wild Shape feature as a bonus action to transform into a unique form: your dragon shape. You become a Medium dragon while in this form, standing on all fours, but retain your normal character statistics and senses. Your dragon shape’s AC is equal to 13 + your Dexterity modifier (maximum 2) and has a walking speed and climbing speed of 30 feet. In addition, when you take this form, you gain temporary hit points equal to your hit point maximum. When you return to your normal form, you lose any remaining temporary hit points.
==== Circle Spells ====
You can remain in this form for a number of hours equal to half your druid level, rounded down. 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.
''2nd Level Circle of Primevals Feature''<br>
When you use your dragon shape, you determine what type of dragon to transform into. The type of dragon determines your scale color and breath weapon’s damage type, but your appearance is otherwise up to you. Amethyst (Force), Black (Acid), Blue (Lightning), Bronze (Lightning), Copper (Acid), Crystal (Radiance), Deep (Psychic), Emerald (Psychic), Faerie (Psychic), Gold (Fire), Green (Poison), Iron (Thunder), Moonstone (Radiant), Red (Fire), Sapphire (Thunder), Shadow (Necrotic), Silver (Cold), Topaz (Necrotic), Turtle (Fire), White (Cold). Your wings aren’t yet fully formed at 2nd level, but grow stronger as you gain levels in this class.
You gain Circle Spells at the Druid Levels listed in the Circle Spells table. You Know these Spells, always have them Prepared, they count as Druid Spells for you, and they don't count against your number of Prepared Spells.
You can’t cast spells while in this form, but gain a different set of actions you can use on each of your turns:
{| class="wikitable"
:'''Bite.''' When you take the Attack action, you can use your dagger-like teeth to make an unarmed strike. You can use your Wisdom modifier, instead of Strength, for the attack and damage rolls with your bite. If you hit with it, you deal piercing damage equal to 1d12 + your Strength or Wisdom modifier, instead of the bludgeoning damage normal for an unarmed strike.
|+ Circle Spells
:'''Breath Weapon.''' You can use an action to exhale a plume of powerful energy from inside of you. Each creature in a 15- foot cone must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 damage of your dragon’s damage type on a failed save, or half as much on a successful one. Once you use this feature, it can’t be used again for 1 minute.
|-
Your Breath breath weapon improves at certain levels. At 6th level, your breath weapon deals 3d6 damage and extends in a 20-foot cone. At 10th level, it deals 4d6 damage and extends in a 25-foot cone, and at 14th level it deals 5d6 damage and extends in a 30-foot cone.)
! Druid Level !! Spells
|-
| 2nd || [[Level 1#Animal Friendship|Animal Friendship]], [[Level 1#Beast Bond|Beast Bond]]
|-
| 3rd || [[Level 2#Enhance Ability|Enhance Ability]], [[Level 2#Enlarge/Reduce|Enlarge/Reduce]]
|-
| 5th || [[Level 3#Allegro|Allegro]], [[Level 3#Haste|Haste]]
|-
| 7th || [[Level 4#Dominate Beast|Dominate Beast]], [[Level 4#Nature's Balance|Nature's Balance]]
|-
| 9th || [[Level 5#Awaken|Awaken]], [[Level 5#Hold Monster|Hold Monster]]
|}
<br>


'''Improved Dragon Shape.''' By 6th level, your mastery over draconic power improves, granting you the a new form.
==== Keeper of Old ====
'''Form of the Strengthened Drake.''' This form represents an improved and more perfect version fo the previous Form of the Drake.
''2nd Level Circle of Primevals Feature''<br>
Your connection to the mighty primeval behemoths allows you new insight into the ancient world. You gain Proficiency in History. Additionally, when you make an Intelligence (History) Check, you roll a d4 and add the number rolled to the Check.
<br><br>


(Your AC is equal to 14 + your Dexterity modifier (maximum 2).
==== Primeval Companion ====
You gain a new way to attack:
''2nd Level Circle of Primevals Feature''<br>
:'''Claws.''' Your razor-sharp claws are natural weapons, which you can use to make unarmed strikes. You can use your Wisdom modifier, instead of Strength, for the attack and damage rolls with your claws. If you hit with them, you deal slashing damage equal to 2d6 + your Strength or Wisdom modifier, instead of the bludgeoning damage normal for an unarmed strike.
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>
:When you take the Attack action on your turn, you can make one attack with your bite and one attack with your claws. Your attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
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>
You have darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.)
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.


'''Draconic Mage.''' Starting at 10th level, you’re able to cast certain druid spells while in one of the forms for your Wild Shape granted by this subclass. To cast a spell while in one of these forms, it must use a druid spell slot level of 3rd or lower, and it can’t require any material components. Additionally, you gain two new forms for your Wild Shape.<br>
[[File:Primeval Companion.png|100px|thumb]]
'''Form of the Dragon.''' This form represents the standard dragon, four legs and two wings.<br>
<br><br>
'''Form of the Wyvern.''' This form represents the wyvern, a variant of the dragon, with two legs, two wings, and a poisonous barb on its tail.
'''Form of the Glorious Drake.''' This form represents an even more improved variant of the previous Form of the Strengthened Drake.


(In addition, your scales continue to toughen and your wings have become strong enough to carry you. You gain the following benefits while in your dragon shape:
==== Prehistoric Conduit ====
Your AC is equal to 15 + your Dexterity modifier (maximum 2).
''6th Level Circle of Primevals Feature''<br>
You have resistance to the damage type associated with your dragon shape.
You learn how to channel your magic through your primeval companion. When you cast a Druid Spell, you can cast it from the space of your Primeval Companion.<br>
You have a flying speed of 30 feet.)
Additionally, you can shape your Spells to protect your Companion. When your Primeval Companion is forced to make a Saving Throw imposed by a Spell you cast, it has Advantage on the Saving Throw. If the Spell would have a target make a Saving Throw, taking half Damage on a successful Save, the Companion instead takes no Damage on a successful Save, and half Damage with no additional effects on a failed Save.
<br><br>


'''Heart of a Dragon.''' At 14th level, you gain a breath weapon reminiscent of your dragon forms, you can use an action to exhale a plume of powerful energy from inside of you. Each creature in a 30-foot cone must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, or Radiant damage (your choice) equal to 5d6, or half as much on a successful one. Once you use this feature, you can't use it again until you finish a long rest. Additionally, you gain the following new forms for your Wild Shape.<br>
==== Titanic Bond ====
'''Form of the Perfect Dragon.''' This form represents an improved variant of the previous Form of the Dragon.<br>
''10th Level Circle of Primevals Feature''<br>
'''Form of the Perfect Wyvern.''' This form represents an improved variant of the previous Form of the Wyvern.<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>
'''Form of the Perfect Drake.''' This form represents an even more improved variant of the previous Form of the Glorious Drake.
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.
<br><br>


(*Your AC is equal to 16 + your Dexterity modifier (maximum 2).
==== Scourge of the Ancients ====
*Your flying speed increases to 40 feet.
''14th Level Circle of Primevals Feature''<br>
*When you take the Attack action on your turn, you can make three attacks: one with your bite, and two with your claws.
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:
*Finally, when you take on your dragon shape, you can choose to become a Large dragon, instead of Medium. If you do, your bite has a reach of 10 feet, instead of 5.
*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>
*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.
<br><br><br>


== Circle of Reefs ==
Druids of the Circle of Reefs take inspiration of the ocean and its vibrant reef systems, protecting and safeguarding the creatures of the wild wherever they find them, both within the ocean and without. All life originated from the sea; as such, it is the duty of druids of the circle to protect life wherever they see it, channeling primal magics to bring the power of coral reefs wherever nature has need of it.
<br><br>


=== Circle of Primevals ===
{| class="wikitable"
'''Keeper of Old.''' At 3rd level your connection to the mighty primeval behemoths allows you new insight into the ancient world. You gain proficiency in the History skill. When you make an Intelligence (History) check, you can roll a d4 and add the number rolled to the ability check.
|+ Reefs Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells
|-
| [[Druid#Aquatic Adaptation|Aquatic Adaptation]] || 2nd || You can swim and breathe underwater
|-
| [[Druid#Coral Calling|Coral Calling]] || 2nd || You can spend a Wild Point to summon a coral reef around you that harries enemies and protects allies
|-
| [[Druid#Breath of the Sea|Breath of the Sea]] || 6th || You can try counteract Spells, if you succeed, you give allies Temporary Hit Points
|-
| [[Druid#Strengthening Reef|Strengthening Reef]] || 10th || Your reef is buffed in several miscellaneous ways
|-
| [[Druid#Ageless Reef|Ageless Reef]] || 14th || When the duration of your reef would end, you can cause it to become permanent
|}
<br>


'''Primeval Companion.''' Also at 3rd level, you can call upon the primeval creature whose spirit is bound to you. As an action, you can expend one use of your Wild Shape feature to summon your primeval companion, rather than assuming a beast form. The companion appears in an unoccupied space of your choice within 30 feet of you.
==== Circle Spells ====
The primeval companion is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Primeval Companion stat block, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic appearance of the companion; for example, your companion may evoke ancient predators like raptors or saber-toothed tigers, or it might be more inclined for defense, appearing as an armored ankylosaurus or a wooly rhino. These choices have no effect on the companion’s game statistics.<br>
''2nd Level Circle of Reefs Feature''<br>
In combat, the companion shares your initiative count, 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 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 companion can take any action of its choice, not just Dodge.
You gain Circle Spells at the Druid Levels listed in the Circle Spells table. You Know these Spells, always have them Prepared, they count as Druid Spells for you, and they don't count against your number of Prepared Spells.
The companion remains until it is reduced to 0 hit points or until you die, at which point the companion vanishes. If you use this feature to summon the companion again and you already have a companion present, the first companion immediately vanishes. Anything the companion was wearing or carrying is left behind when the companion vanishes.
{| class="wikitable"
|+ Circle Spells
|-
! Druid Level !! Spells
|-
| 2nd || [[Level 1#Create or Destroy Water|Create or Destroy Water]], [[Level 1#Fog Cloud|Fog Cloud]]
|-
| 3rd || [[Level 2#Dive|Dive]], [[Level 1#Drown|Drown]]
|-
| 5th || [[Level 3#Tidal Wave|Tidal Wave]], [[Level 1#Wall of Water|Wall of Water]]
|-
| 7th || [[Level 4#Maroon|Maroon]], [[Level 1#Watery Sphere|Watery Sphere]]
|-
| 9th || [[Level 5#Cone of Cold|Cone of Cold]], [[Level 1#Water to Acid|Water to Acid]]
|}
<br>
 
==== Aquatic Adaption ====
''2nd Level Circle of Reefs Feature''<br>
You gain a Swimming Speed equal to your Walking Speed, and can breathe both air and water.
<br><br>
 
==== Coral Calling ====
''2nd Level Circle of Reefs Feature''<br>
You can conjure a coral reef around you to harm foes and protect allies. You can spend 1 Wild Point as an Action to conjure a Coral Reef. The Reef is a 10ft Moving Emanation. You can choose any number of creatures to be protected by the Reef, all other creatures are harmed by 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>
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>
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.
<br><br>


'''Prehistoric Conduit.''' At 6th level, you learn how to channel your magic through your primeval companion. When you cast a spell with a range other than self, the spell can originate from you or your primeval companion.
==== Breath of the Sea ====
In addition, if the primeval companion is affected by a spell you cast that allows creatures to make a saving throw against its effects, the primeval companion has advantage on its saving throw. If the primeval companion would normally take half damage on a successful save against this spell, the companion instead takes no damage on a successful save and half damage with no additional effects on a failed save.
''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 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.
<br><br>


'''Titanic Bond.''' At 10th level, the primeval companion grows to Large size, and when you summon it, you can grant it either a climbing speed or a swimming speed equal to its walking speed.
==== Strengthening Reef ====
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 failure, the creature is frightened of you until the end of your next turn.
''10th Level Circle of Reefs Feature''<br>
You Reef summoned by your Coral Calling feature improves. A creature that is protected by the Reef gains the benefits of 3/4 Cover from effects outside the Reef while inside it instead of 1/2 Cover. Additionally, any creature harmed by the Reef must succeed a Constitution Saving Throw against your Spell Save DC or be Poisoned and take 2d4 Poison Damage until the end of your next turn.
<br><br>


'''Scourge of the Ancients.''' At 14th level, 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 any level to heighten your primeval companion’s might, granting it the following benefits:<br>
==== Ageless Reef ====
'''Hulking Behemoth.''' The companion becomes Huge and gains temporary hit points equal to 10 times 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.
''14th Level Circle of Reefs Feature''<br>
Mauler. On a hit, the companion’s Strike deals additional damage equal to 1d8 plus the level of the spell slot expended.<br>
Your reefs stand as ageless as the ocean itself. When a Reef you create with the Coral Calling feature would crumble, you can choose to have it remain in place instead, becoming an Ageless Reef. An Ageless Reef has the same properties of a Coral Reef you summon with your Coral Calling feature, except that it is a Still Emanation with the same Range centered on the space you were in when you used this feature. When you do this, any previous Reefs you have used this feature to make permanent crumble.<br>
'''Titanic Stride.''' The companion’s walking speed increases by a number of feet equal to 5 times the level of the spell slot expended.<br>
Whenever a creature finishes a Long Rest in an Ageless Reef, it gains Temporary Hit Points equal to your Druid Level.
These benefits last for 1 hour, until the companion vanishes, or until you expend a spell slot for this feature again.
<br><br><br>


=== Circle of Shepherds ===
== Circle of Shepherds ==
Druids of the Circle of Shepherds 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.
Druids of the Circle of Shepherds 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.<br>
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.
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.
<br><br>


'''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 Silvin or another language of your choice. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
{| class="wikitable"
|+ Shepherds Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells
|-
| [[Druid#Speech of the Woods|Speech of the Woods]] || 2nd || You learn [[Languages#Silvin|Silvin]] and are permanently under the effects of the [[Level 1#Speak with Animals|Speak with Animals]] Spell
|-
| [[Druid#Totem Spirit|Totem Spirit]] || 2nd || You can spend a Wild Point to summon a Totem Spirit, which takes one of three forms
|-
| [[Druid#Mighty Summoner|Mighty Summoner]] || 6th || Beasts and Fey you summon are buffed
|-
| [[Druid#Guardian Spirit|Guardian Spirit]] || 10th || Beasts and Fey you summon heal while near your Totem Spirits
|-
| [[Druid#Faithful Summons|Faithful Summons]] || 14th || When you would die or are [[Conditions#Incapacitated|Incapacitated]], you cast the [[Level 3#Conjure Animals|Conjure Animals]] Spell at 9th Level, summoning Beasts to protect you
|}
<br>
 
==== Circle Spells ====
''2nd Level Circle of Shepherds Feature''<br>
You gain Circle Spells at the Druid Levels listed in the Circle Spells table. You Know these Spells, always have them Prepared, they count as Druid Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Circle Spells
|-
! Druid Level !! Spells
|-
| 2nd || [[Level 1#Animal Friendship|Animal Friendship]], [[Level 1#Find Familiar|Find Familiar]]
|-
| 3rd || [[Level 2#Find Steed|Find Steed]], [[Level 2#Summon Beast|Summon Beast]]
|-
| 5th || [[Level 3#Conjure Animals|Conjure Animals]], [[Level 3#Summon Fey|Summon Fey]]
|-
| 7th || [[Level 4#Conjure Woodland Beasts|Conjure Woodland Beasts]], [[Level 4#Find Greater Steed|Find Greater Steed]]
|-
| 9th || [[Level 5#Awaken|Awaken]], [[Level 5#Insect Plague|Insect Plague]]
|}
<br>


'''Spirit Totem.''' Starting at 2nd level, you can call forth nature spirits 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 or until you’re incapacitated. 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.
==== Speech of the Woods ====
:'''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.
''2nd Level Circle of Shepherds Feature''<br>
:'''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.
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.
:'''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.
<br><br>


'''Mighty Summoner.''' Starting 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 the following benefits:
==== Totem Spirit ====
The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.
''2nd Level Circle of Shepherds Feature''<br>
The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to non-magical attacks and damage.
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.
*'''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.
<br>


'''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.
==== Mighty Summoner ====
''6th Level Circle of Shepherds Feature''<br>
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 the following benefits:
*The creature appears with more Hit Points than normal: it gains 2 additional Hit Points for each Hit Die it has.
*The Damage from its Attacks is considered magical for the purpose of overcoming Immunity and Resistance to non-magical Attacks and Damage.
<br><br>


'''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 using 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.
==== Guardian Spirit ====
''10th Level Circle of Shepherds Feature''<br>
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 the Emanation created by your Totem Spirit feature, that creature regains a number of Hit Points equal to half your Druid Level.
<br><br>


=== Circle of Storms ===
==== Faithful Summons ====
Druids of the Circle of Storms revel in the roar of an unbridled thunderstorm, either finding kinship in its chaos or in the stillness found between them. These circle members tend to meet in open fields or on tower rooftops during storms, rather than in the quiet forest glens of other druidic circles. They feel the push and pull of positive and negative forces within nature, using it to transform into streaking bolts of devastating lightning.
''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 [[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.
<br><br><br>


'''Lightning Leap.''' When you choose this circle at 2nd level, you gain the ability to harness the natural power of storms. As an action, you can expend a use of your Wild Shape feature to transform into a streaking bolt of lightning, which surges forward in a line that’s 5 feet wide and up to 15 feet long. You choose the direction of the line. You return to your normal form in the nearest unoccupied space at the end of the line.
== Circle of Spores ==
The length of the lightning changes as you gain levels in this class, becoming up to 30 feet long at 6th level, 60 feet at 10th level, and 90 feet at 14th level.
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.
Each creature within the line of lightning must make a Dexterity saving throw against your druid spell DC. A creature takes lightning damage equal to 2d10 + your druid level on a failed saving throw, and half as much damage on a successful one.
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>
When you return to your normal form, you gain a number of temporary hit points equal to your druid level plus your Wisdom modifier. These temporary hit points remain for 10 minutes.
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.
<br><br>


'''Improved Shocking Grasp.''' Starting at 2nd level, you also learn the Shocking Grasp cantrip, which has a range of 30 feet for you, rather than touch, as powerful arcs of electricity shoot from your fingers when you cast the spell.
{| class="wikitable"
|+ Spores Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells
|-
| [[Druid#Halo of Spores|Halo of Spores]] || 2nd || You learn the [[Cantrips#Chill Touch|Chill Touch]] Cantrip and can use your Reaction to deal Necrotic Damage to foes that walk nearby you
|-
| [[Druid#Symbiotic Entity|Symbiotic Entity]] || 2nd || You can spend a Wild Point to gain Temporary Hit Points and gain a bunch of buffs while you have them
|-
| [[Druid#Fungal Infection|Fungal Infection]] || 6th || When Beast or Humanoid dies nearby, you can reanimate it as a Zombie
|-
| [[Druid#Spreading Spores|Spreading Spores]] || 10th || You can create a cloud of spores
|-
| [[Druid#Fungal Body|Fungal Body]] || 14th || You resist a bunch of [[Conditions]] and Crits
|}
<br>


'''Perfect Storm.''' By 6th level, when you use your Lightning Leap feature, you can stop the line short and continue in a different direction for up to the remaining length of the line before transforming back into your normal form. You can change directions in this way once per use of your Lightning Leap, but can do so twice per use starting at 10th level, and three times at 14th level. Even if you pass through a target multiple times with your Lightning Leap in this way, it can’t take damage from it more than once on a turn.
==== Circle Spells ====
In addition, you always have the Call Lightning, Lightning Bolt, and Sleet Storm spells prepared, which don’t count against the number of spells you can prepare each day.
''2nd Level Circle of Spores Feature''<br>
You gain Circle Spells at the Druid Levels listed in the Circle Spells table. You Know these Spells, always have them Prepared, they count as Druid Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Circle Spells
|-
! Druid Level !! Spells
|-
| 2nd || [[Level 1#Armor of Faethon|Armor of Faethon]], [[Level 1#False Life|False Life]]
|-
| 3rd || [[Level 2#Blindness/Deafness|Blindness/Deafness]], [[Level 2#Wither and Bloom|Wither and Bloom]]
|-
| 5th || [[Level 3#Animate Dead|Animate Dead]], [[Level 3#Vampiric Touch|Vampiric Touch]]
|-
| 7th || [[Level 4#Blight|Blight]], [[Level 4#Confusion|Confusion]]
|-
| 9th || [[Level 5#Contagion|Contagion]], [[Level 5#Danse Macabre|Danse Macabre]]
|}
<br>


'''Lightning Body.''' By 10th level, you have resistance to lightning damage. In addition, you gain the following benefits if you have any temporary hit points as a result of your Lightning Leap feature:
==== Halo of Spores ====
The range of your shocking grasp cantrip is 60 feet, instead of 30.
''2nd Level Circle of Spores Feature''<br>
When you’re hit by a melee attack, the attacker takes lightning damage equal to half your druid level.
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.
<br><br>


'''Living Tempest.''' At 14th level, you are an embodiment of the storm. You have resistance to thunder damage and can’t be deafened. Further, you can’t be moved against your will by wind or water, and your shocking grasp cantrip always has a range of 60 feet
==== Symbiotic Entity ====
even if you don’t have any temporary hit points. 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 30-foot radius of you.
''2nd Level Circle of Spores Feature''<br>
You gain the ability to channel magic into your spores. As an Action, you can spend 1 Wild Point to awaken those spores. When you do so, you gain a number of Temporary Hit Points equal to 4 x your Druid Level for 10 minutes. While you have these Temporary Hit Points you gain the following benefits:
*When you deal Damage with your Halo of Spores feature, you roll the Damage Die a second time, and add it to the total Necrotic Damage dealt.
*Your Melee Weapon Attacks deal an additional 1d6 Necrotic Damage.
<br>


==== Fungal Infestation ====
''6th Level Circle of Spores Feature''<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>
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.
<br><br>


=== Circle of Wildfires ===
==== Spreading Spores ====
Druids within the Circle of Wildfires 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.
''10th Level Circle of Spores Feature''<br>
You gain the ability to seed an area with deadly spores. As a Bonus Action while you have the Temporary Hit Points granted by your Symbiotic Entity feature is active, you can hurl spores at a space within 30ft of you, creating a 10ft Still Emanation centered on that point for 1 minute. The spores dissipate if you end them early as a Free Action or if you lose the Temporary Hit Points granted by your Symbiotic Entity feature.<br>
Whenever a creature moves into the Emanation or starts its turn there, that creature takes 1d8 Necrotic Damage.<br>
As you gain Levels in this class, the Damage of this feature increases: The Necrotic Damage increases to 1d10 at 14th Level, and 1d12 at 18th Level.
<br><br>


'''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.
==== Fungal Body ====
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.
''14th Level Circle of Spores Feature''<br>
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.
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.
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.
<br><br><br>
The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.


'''Enhanced Bond.''' At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.
== Circle of Stars ==
In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.
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.
<br><br>


'''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.
{| class="wikitable"
|+ Stars Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells
|-
| [[Druid#Star Map|Star Map]] || 2nd || You get a Star Map which can be a Spellcasting Focus and while you have it you know the [[Cantrips#Guidance|Guidance]] and [[Level 1#Guiding Bolt|Guiding Bolt]] Spells
|-
| [[Druid#Starry Form|Starry Form]] || 2nd || You can spend a Wild Point to enter a Starry Form, which gives you one of a couple buffs based on the constellation you chose
|-
| [[Druid#Cosmic Omen|Cosmic Omen]] || 6th || You have a 50% chance of either being able to use Reactions to help allies or hurt enemies every day
|-
| [[Druid#Twinkling Constellations|Twinkling Constellations]] || 10th || Your Starry Form improves based on the constellation you chose
|-
| [[Druid#Full of Stars|Full of Stars]] || 14th || You get Resistance to Bludgeoning, Piercing, and Slashing Damage while in your Starry Form
|}
<br>


'''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 Spells ====
''2nd Level Circle of Stars Feature''<br>
You gain Circle Spells at the Druid Levels listed in the Circle Spells table. You Know these Spells, always have them Prepared, they count as Druid Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Circle Spells
|-
! Druid Level !! Spells
|-
| 2nd || [[Level 1#Faerie Fire|Faerie Fire]], [[Level 1#Sleep|Sleep]]
|-
| 3rd || [[Level 2#Invisibility|Invisibility]], [[Level 2#Moonbeam|Moonbeam]]
|-
| 5th || [[Level 3#Blink|Blink]], [[Level 3#Dream Reality|Dream Reality]]
|-
| 7th || [[Level 4#Divination|Divination]], [[Level 4#Ice Storm|Ice Storm]]
|-
| 9th || [[Level 5#Cone of Cold|Cone of Cold]], [[Level 5#Heavenly Pillar|Heavenly Pillar]]
|}
<br>


=== Circle of Reefs ===
==== Star Map ====
Druids of the Circle of Reefs take inspiration of the ocean and its vibrant reef systems, protecting and safeguarding the creatures of the wild wherever they find them, both within the ocean and without. All life originated from the sea; as such, it is the duty of druids of the circle to protect life wherever they see it, channeling primal magics to bring the power of coral reefs wherever nature has need of it.
''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>
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 [[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.
<br><br>


'''Coral Calling.''' At 2nd level, you can conjure a coral reef around you to harm foes and protect allies. As an action, you can expend a use of your Wild Shape feature to conjure a coral reef, rather than transforming into a beast form. The reef grows in 10-foot radius around you, moves with you, and its area is lightly obscured and difficult terrain. When you conjure the reef, you can designate any number of creatures you can see to be unaffected by the reef. A designated creature also has half cover from effects that originate outside the reef while it is within the reef.
==== Starry Form ====
<br>
''2nd Level Circle of Stars Feature''<br>
When a creature affected by the difficult terrain enters the reef for the first time on a turn or starts its turn there, it takes 2d4 piercing damage. The reef lasts for 10 minutes, after which it crumbles into dust. Also, it ends early if you dismiss it as a bonus action, fall unconscious, or use your Wild Shape again.
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 [[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.
*'''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.
<br>
<br>
At 10th level, the reef’s radius increases to 20 feet, and the piercing damage increases to 3d4. At 18th level, the reef’s radius increases to 30 feet, and the piercing damage increases to 4d4.


'''Reef Denizen.''' At 6th level, when you conjure a reef with your Coral Calling feature, you can expend an additional use of your Wild Shape to conjure a creature of the reef to populate it. The creature can be any beast with a swim speed that you can transform into using your Wild Shape, such as a reef shark, giant crab, or giant sea horse. The creature appears in an unoccupied space within the reef, and remains there until the reef crumbles or it is reduced to 0 hit points, after which it disappears. It also disappears if it ends its turn outside of the reef. <br>
==== Cosmic Omen ====
A creature you conjure in this way can breathe both air and water, has a flying speed equal to its swimming speed, and appears with temporary hit points equal to twice your druid level.<br>
''6th Level Circle of Stars Feature''<br>
The creature obeys your telepathic commands (no action required by you), and shares your initiative in combat, but takes its turn immediately after yours. It can use your spell attack modifier in place of its own modifier for weapon attacks, and its natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br>
Whenever you finish a Long Rest, you can consult your Star Chart for omens. Roll a d4, until the end of your next Long Rest, you gain one of the following Reactions based on if the d4 result was an even number (2 or 4), or an odd number (1 or 3):
At 14th level, you can conjure two creatures instead of one when you use this feature. The beasts you summon can be the same type of creature, or two different ones.
*'''Weal (even).''' When a creature you can see within 30ft of you misses on an Attack Roll or fails an Ability check or Saving Throw, you can use your Reaction to roll a d6 and add the number rolled to the total.
*'''Woe (odd).''' When a creature you can see within 30ft of you hits on an Attack Roll or succeeds an Ability check or Saving Throw, you can use your Reaction to roll a d6 and subtract the number rolled to the total.
You can use these Reactions a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
<br><br>


'''Breath of the Sea.''' At 10th level, like a coral reef sifting through the ocean currents, you can filter harmful magic into healing energy. As a reaction when you see a creature within 30 feet of you casting a spell, you can make an ability check using your Wisdom to attempt to counteract the spell. The DC of this check equals 10 + the spell’s level. On a success, the spell fails and has no effect, and up to three creatures of your choice within 30 feet of you regain hit points equal to twice the spell’s level. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
==== Twinkling Constellations ====
''10th Level Circle of Stars Feature''<br>
The constellations of your Starry Form feature improve. The 1d8 of the Archer and the Chalice becomes a 2d8, and while the Dragon is active, you gain a 20ft Flying Speed and can hover. Additionally, at the start of each of your turns while in your Starry Form, you can change which constellation is active and glimmers on your body.
<br><br>


'''Ageless Reef.''' At 14th level, your reefs stand as ageless as the ocean itself. When a reef you create with the Coral Calling feature would crumble, you can choose to have it remain in place instead, centered on the space you currently occupy. If you do this while you already have an ageless reef, the older one is destroyed. An ageless reef also crumbles if struck by a disintegrate spell.
==== Full of Stars ====
An ageless reef otherwise functions identically to a normal reef you create, and a reef denizen you conjure remains until it is reduced to 0 hit points or the reef is destroyed. Additionally, whenever a creature finishes a long rest in an ageless reef, it gains temporary hit points equal to your druid level
''14th Level Circle of Stars Feature''<br>
While your Starry Form feature is active, you become partially incorporeal, giving you Resistance to Bludgeoning, Piercing, and Slashing Damage.
<br><br><br>


=== Circle of Spores ===
== Circle of Storms ==
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 Storms revel in the roar of an unbridled thunderstorm, either finding kinship in its chaos or in the stillness found between them. These circle members tend to meet in open fields or on tower rooftops during storms, rather than in the quiet forest glens of other druidic circles. They feel the push and pull of positive and negative forces within nature, using it to transform into streaking bolts of devastating lightning.
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><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.
 
{| class="wikitable"
|+ Storms Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells
|-
| [[Druid#Lightning Leap|Lightning Leap]] || 2nd || You can spend a Wild Point to become a lightning bolt for an instant
|-
| [[Druid#Improved Shocking Grasp|Improved Shocking Grasp]] || 2nd || You learn the [[Cantrips#Shocking Grasp|Shocking Grasp]] Cantrip and it has a Range of 30ft
|-
| [[Druid#Perfect Storm|Perfect Storm]] || 6th || You can change direction in the middle of your Lightning Leaps
|-
| [[Druid#Lightning Body|Lightning Body]] || 10th || You get Resistance to Lightning Damage, your [[Cantrips#Shocking Grasp|Shocking Grasp]] Cantrip has a Range of 60ft, and creatures that hurt you take Lightning Damage
|-
| [[Druid#Living Tempest|Living Tempest]] || 14th || You get Resistance to Thunder Damage, can't be [[Conditions#Deafened|Deafened]], can't be moved by wind or water, your [[Cantrips#Shocking Grasp|Shocking Grasp]] Cantrip has increased Range, you can see through fog, and control the rainfall around you
|}
<br>


'''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.<br>
==== Circle Spells ====
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.
''2nd Level Circle of Storms Feature''<br>
You gain Circle Spells at the Druid Levels listed in the Circle Spells table. You Know these Spells, always have them Prepared, they count as Druid Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
{| class="wikitable"
|+ Circle Spells
|+ Circle Spells
Line 336: Line 651:
! Druid Level !! Spells
! Druid Level !! Spells
|-
|-
| 2nd || Chill Touch
| 2nd || [[Level 1#Thunderwave|Thunderwave]], [[Level 1#Witchbolt|Witchbolt]]
|-
|-
| 3rd || Blindness/Deafness, Gentle Repose
| 3rd || [[Level 2#Air Strike Shield|Air Strike Shield]], [[Level 2#Warding Wind|Warding Wind]]
|-
|-
| 5th || Animate Dead, Gaseous Form
| 5th || [[Level 3#Lightning Bolt|Lightning Bolt]], [[Level 3#Thunder Step|Thunder Step]]
|-
|-
| 7th || Blight, Confusion
| 7th || [[Level 4#Cyclone|Cyclone]], [[Level 4#Destructive Resonance|Destructive Resonance]]
|-
|-
| 9th || Cloudkill, Contagion
| 9th || [[Level 5#Blazing Thunderbolt Strike|Blazing Thunderbolt Strike]], [[Level 5#Fingers of Lightning|Fingers of Lightning]]
|}
|}
<br>


'''Halo of Spores.''' 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.
==== Lightning Leap ====
''2nd Level Circle of Storms Feature''<br>
You gain the ability to harness the natural power of storms. As an Action, you can spend 1 Wild Point to transform into a streaking bolt of lightning, which surges forward in a 15x5ft Emanated Line, you can reduce the Length of this Line to as little as 5ft whenever you use this Action.  You reappear at the nearest unoccupied space at the end of the Line.<br>
The length of this Line increases as you gain Levels in this class, becoming 30ft at 6th Level, 60ft at 10th Level, and 90ft at 14th Level.<br>
All other creatures in the Line must make a Dexterity Saving Throw against your Spell Save DC. On a failed Save, a creature takes Lightning Damage equal to 2d10 + your Druid Level, a creature takes half as much Damage on a successful Save.<br>
When you reappear at the end of the Line, you gain a number of Temporary Hit Points equal to your Druid Level + your Wisdom Modifier, which last for 10 minutes.
<br><br>


'''Symbiotic Entity.''' 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:
==== Improved Shocking Grasp ====
*When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
''2nd Level Circle of Storms Feature''<br>
*Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.
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.
These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.
<br><br>


'''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. It remains animate for 1 hour, after which time it collapses and dies.
==== Perfect Storm ====
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.
''6th Level Circle of Storms Feature''<br>
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.
When you use your Lightning Leap feature, you can choose a point in the Line, and change the direction of the Line from that point forward. You can change the direction of the Line once per use of the feature, but you can do so twice per use of the feature starting at 10th Level in this class, and thrice per use of the feature starting at 14th Level in this class. A creature can't take Damage from the feature more than once per use of the feature.<br>
<br><br>


'''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.
==== Lightning Body ====
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.
''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:
*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.
<br><br>


'''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.
==== Living Tempest ====
''14th Level Circle of Storms Feature''<br>
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 120ft. While you have any Temporary Hit Points, your [[Cantrips#Shocking Grasp|Shocking Grasp]] Cantrip has a Range of 300ft. 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.
<br><br><br>


=== Circle of Stars ===
== Circle of Unbreaking ==
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.
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>
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.
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.
<br><br>


'''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.
{| class="wikitable"
While holding this map, you have these benefits:
|+ Unbreaking Features
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.
! Feature !! Level !! Quick Explanation
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.
| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells
|-
| [[Druid#Improved Shillelagh|Improved Shillelagh]] || 2nd || You get Proficiency with [[Armor and Weapons#Martial Weapons|Martial Weapons]], learn the [[Cantrips#Shillelagh|Shillelagh]] Cantrip, can cast the [[Cantrips#Shillelagh|Shillelagh]] on a [[Armor and Weapons#Weapons|Weapon]], allowing it to be used as a Spellcasting Focus.
|-
| [[Druid#Wild Recovery|Wild Recovery]] || 2nd || You can spend a Wild Point to heal a bunch of health
|-
| [[Druid#Extra Attack|Extra Attack]] || 6th || You make an additional Attack every time you take the Attack Action
|-
| [[Druid#Shillelagh Master|Shillelagh Master]] || 6th || Objects buffed by the [[Cantrips#Shillelagh|Shillelagh]] Cantrip do more Damage
|-
| [[Druid#War Druid|War Druid]] || 10th || When you cast a Druid Cantrip with an Action, you can make a Weapon Attack as a Bonus Action
|-
| [[Druid#Nature Armor|Nature Armor]] || 14th || You get Temporary Hit Points at the start of each of your turns
|}
<br>


'''Starry 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.
==== Circle Spells ====
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:
''2nd Level Circle of Unbreaking Feature''<br>
:'''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.
You gain Circle Spells at the Druid Levels listed in the Circle Spells table. You Know these Spells, always have them Prepared, they count as Druid Spells for you, and they don't count against your number of Prepared Spells.
:'''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.
{| class="wikitable"
:'''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.
|+ Circle Spells
|-
! Druid Level !! Spells
|-
| 2nd || [[Level 1#Armor of Faethon|Armor of Faethon]], [[Level 1#Sudden Spark|Sudden Spark]]
|-
| 3rd || [[Level 2#Magic Weapon|Magic Weapon]], [[Level 2#Shadow Blade|Shadow Blade]]
|-
| 5th || [[Level 3#Elemental Weapon|Elemental Weapon]], [[Level 3#Haste|Haste]]
|-
| 7th || [[Level 4#March of Blades|March of Blades]], [[Level 4#Frost Armor|Frost Armor]]
|-
| 9th || [[Level 5#Blazing Thunderbolt Strike|Blazing Thunderbolt Strike]], [[Level 5#Steel Wind Strike|Steel Wind Strike]]
|}
<br>


'''Cosmic Omen.''' At 6th level, 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:
==== Improved Shillelagh ====
:'''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.
''2nd Level Circle of Unbreaking Feature''<br>
:'''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.
You gain proficiency with [[Armor and Weapons#Martial 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.
<br><br>


'''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.
==== Wild Recovery ====
''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 when you reach 10th Level in this class, you regain 2d10 + your Wisdom Modifier instead.
<br><br>


'''Full of Stars.''' At 14th level, while in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.
==== Extra Attack ====
''6th Level Circle of Unbreaking Feature''<br>
You can make an additional Attack whenever you take the Attack Action.
<br><br>


=== Circle of Unbreaking ===
==== Shillelagh Master ====
'''Improved Shillelagh.''' When you choose this circle at 2nd level, you gain proficiency with martial weapons. In addition, you learn the Shillelagh cantrip. If you already know this cantrip, you learn a different druid cantrip of your choice. The cantrip doesn’t count against your number of cantrips known. When you cast Shillelagh, you can use it to imbue any melee weapon you’re holding with nature’s power. If you’re holding a weapon under the effects of Shillelagh, you can use it as a spellcasting focus for your druid spells.
''6th Level Circle of Unbreaking Feature''<br>
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.
<br><br>


'''Wild Recovery.''' At 2nd level, you gain the ability to recover using the wild, bestial magic that courses through you. As a bonus action, you can expend a use of your Wild Shape to regain a number of hit points equal to 1d10 + your Wisdom modifier (minimum of 1). Starting at 10th level, you regain 2d10 + your Wisdom modifier instead.
==== War Druid ====
''10th Level Circle of Unbreaking Feature''<br>
When you use your Action to cast a Druid Cantrip, you can make one Weapon Attack as a Bonus Action.
<br><br>


'''Shillelagh Master.''' Starting at 6th level, when you cast shillelagh, 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. In addition, while you’re wielding a weapon under the effects of shillelagh, you can attack twice, instead of once, whenever you take the Attack action on your turn using that weapon.
==== Nature Armor ====
''14th Level Circle of Unbreaking Feature''<br>
Your connection to nature helps to shield you from harm. At the start of each of your turns, you gain a number of Temporary Hit Points equal to half your Druid Level.
<br><br><br>


'''War Druid.''' At 10th level, when you use your action to cast a druid cantrip, you can make one weapon attack as a bonus action.
== 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.
<br><br>
 
{| class="wikitable"
|+ Wildfires Features
|-
! Feature !! Level !! Quick Explanation
|-
| [[Druid#Circle Spells|Circle Spells]] || 2nd || You gain free bonus Spells
|-
| [[Druid#Summon Wildfire Spirit|Summon Wildfire Spirit]] || 2nd || You can spend a Wild Point to summon a fire companion
|-
| [[Druid#Enhanced Bond|Enhanced Bond]] || 6th || Your Fire Damage and healing Spells improve, and you can cast them from the Wildfire Spirit's space
|-
| [[Druid#Cauterizing Flame|Cauterizing Flame]] || 10th || When creatures die, little flames hover over the corpse, so when creatures get close you can either Damage or heal the creature that came close
|-
| [[Druid#Blazing Revival|Blazing Revival]] || 14th || When you would die, you can dismiss your Wildfire Spirit to heal to full health instead
|}
<br>
 
==== Circle Spells ====
''2nd Level Circle of Wildfire Feature''<br>
You gain Circle Spells at the Druid Levels listed in the Circle Spells table. You Know these Spells, always have them Prepared, they count as Druid Spells for you, and they don't count against your number of Prepared Spells.
{| class="wikitable"
|+ Circle Spells
|-
! Druid Level !! Spells
|-
| 2nd || [[Level 1#Burning Hands|Burning Hands]], [[Level 1#Hellish Rebuke|Hellish Rebuke]]
|-
| 3rd || [[Level 2#Flame Blade|Flame Blade]], [[Level 2#Flaming Sphere|Flaming Sphere]]
|-
| 5th || [[Level 3#Fireball|Fireball]], [[Level 3#Flame Arrows|Flame Arrows]]
|-
| 7th || [[Level 4#Death Ward|Death Ward]], [[Level 4#Fire Shield|Fire Shield]]
|-
| 9th || [[Level 5#Blazing Thunderbolt Strike|Blazing Thunderbolt Strike]], [[Level 5#Reincarnate|Reincarnate]]
|}
<br>
 
==== Summon Wildfire Spirit ====
''2nd Level Circle of Wildfire Feature''<br>
You can summon the primal spirit bound to your soul. You can spend 1 Wild Point as an Action to summon your Wildfire Spirit.<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>
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.
 
[[File:Wildfire Spirit.png|300px|thumb]]
<br><br>
 
==== Enhanced Bond ====
''6th Level Circle of Wildfire Feature''<br>
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, you add a d8 to the Fire Damage dealt, or Hit Points restored by the Spell.<br>
Additionally, when you cast a Druid Spell, you can cast it from the space of your Wildfire Spirit.
<br><br>
 
==== Cauterizing Flame ====
''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 can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
<br><br>


'''Nature Armor.''' By 14th level, your connection to nature helps to shield you from harm. At the start of each of your turns, you gain a number of temporary hit points equal to half your druid level.
==== Blazing Revival ====
''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>
Once you use this feature, you can't use it again until you finish a Long Rest.
<br><br><br>

Latest revision as of 15:06, 12 January 2023

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

Class Information

Hit Dice. 1d8 per Druid Level
1st Level Hitpoints. 8 + your Constitution Modifier
Higher Level Hitpoints. 1d8 (increase to 5) + your Constitution modifier per Druid Level after 1st
Armor Proficiencies. Light Armor, Medium Armor, and Shields
Weapon Proficiencies. Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Sickles, Slings, Spears
Tool Proficiencies. One Set of Tools
Saving Throw Proficiencies. Intelligence and Wisdom
Skill Proficiencies. Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
Equipment. A Round Shield or any Simple Weapon, any Simple Weapon, Leather Armor, an Equipment Pack, and a Druidic Focus

Druid Features Summarized
Feature Level Quick Explanation
Druidic 1st You learn Druidic
Spellcasting 1st You gain Spellcasting that uses Wisdom and Preparing Spells
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 augmented version of the Find Familiar Spell
Druidic Circle 2nd You choose your subclass, and gain features at 2nd, 6th, 10th, and 14th Level
Ability Score Improvements 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 unlimited Wild Points and your Druid Spells require next to no Components

Spellcasting

1st Level Druid Feature
Spellcasting Ability. Wisdom
Spell Save DC. 8 + your Wisdom Modifier + your Proficiency Bonus
Spell Attack Bonus. Your Wisdom Modifier + your Proficiency Bonus
Ritual Casting. You can cast any Prepared Spell as a Ritual if it has the Ritual tag.
Spellcasting Focus. A Druidic Focus
Spell Learning Method. Whenever you finish a Long Rest, you prepare a number of Spells equal to your Druid Level + your Wisdom Modifier from the Druid Spell List. You can cast these Spells using your Spell Slots until the end of your next Long Rest.

Druid Spell List
Level Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2 2 - - - - - - - -
2nd 2 3 - - - - - - - -
3rd 2 4 2 - - - - - - -
4th 3 4 3 - - - - - - -
5th 3 4 3 2 - - - - - -
6th 3 4 3 3 - - - - - -
7th 3 4 3 3 1 - - - - -
8th 3 4 3 3 2 - - - - -
9th 3 4 3 3 3 1 - - - -
10th 4 4 3 3 3 2 - - - -
11th 4 4 3 3 3 2 1 - - -
12th 4 4 3 3 3 2 1 - - -
13th 4 4 3 3 3 2 1 1 - -
14th 4 4 3 3 3 2 1 1 - -
15th 4 4 3 3 3 2 1 1 1 -
16th 4 3 3 3 2 1 1 1 1 -
17th 4 3 3 3 2 1 1 1 1 1
18th 4 3 3 3 2 1 1 1 1 1
19th 4 3 3 3 2 1 1 1 1 1
20th 4 3 3 3 2 1 1 1 1 1


Druidic

1st Level Druid Feature
You learn Druidic.

Nature Given Shape

2nd Level Druid Feature
You can use Khaagaazh to shape the world around you to change your shape and create companions. You gain a number of Wild Points equal to your Proficiency Bonus, which you use to fuel many of your Druid features.

Wild Shape

2nd Level Druid Feature
You can spend 1 Wild Point to assume the Form of a beast as a Bonus Action. This Form lasts for a number of hours equal to half your Druid Level. After this time you revert to your normal form unless you spend another Wild Point as a Free Action to retain your Form. While in this Form you cannot cast Spells.
You revert to your original form early if you fall Unconscious, drop to 0 Hit Points, die, or choose to as a Free Action. When you revert to your original form, you retain the number of Hit Points you had before you used this Bonus Action to transform.
When you assume this Form, choose one of the following Forms, each of which represent many types of animals:

  • Form of the Behemoth. This form represents the large, slow, and beefy beasts, such as bears, rhinos, elephants, or hippos.
  • Form of the Hunter. This form represents skillful, yet swift hunters, such as wolves, lions, cheetahs, and like.
  • Form of the Stalker. This form represents the smaller, nimble, and skillful trackers of the animal kingdom, such as hyenas, bloodhounds or panthers.
  • Form of the Spy. This form represents the small, unnoticed, quiet beasts, such as squirrels, bunnies, mice, or incests.
  • Form of the Toxic. This form represents beasts with poison, venom, or other grisly forms of facing their foes, such as snakes, poisonous frogs, or lizards.

These Forms use your Proficiency Bonus (PB) in many places.
Initially, your Form is incapable of flying and swimming. (You can still transform into aquatic and avian Forms if you wish; they are simply restricted to land travel.)
When you reach 4th Level in this class, you can choose to grant your Form a Swimming Speed equal to its Walking Speed when you transform into it. If you do so, the Form's Walking and Climbing Speed is halved, and your Form can breathe both air and water.
When you reach 8th Level in this class, you can choose to instead grant your Form a Flying Speed equal to its Walking Speed when you transform into it. If you do so, the Form's Walking and Climbing speed (if any) is halved.

Behemoth.png
Hunter.png
Stalker.png
Spy.png
Toxic.png



Wild Companion

2nd Level Druid Feature
You gain the ability to summon a spirit that assumes an animal form. You can spend 1 Wild Point as an Action 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 it disappears after a number of hours equal to half your Druid Level.

Druidic Circle

2nd, 6th, 10th, and 14th Level Druid Feature
You choose one of the following Druidic Circles who's traits you take on.

Druidic Circles
Druidic Circle Complexity (1-5) Description
Circle of Primevals 2 You use the ancient powers of nature, becoming in tune with what society has lost over thousands of years, while summoning an ancient beast as a companion to fight alongside you.
Circle of Reefs 3 Your home is the sea, and while you cannot be in your home you bring it with you, summoning a shifting coral reef that serves to protect and regenerate your allies while slowing and piercing your foes with its shifting spines.
Circle of Shepherds 2 You care for all animals and those you call friend, protecting them with all you have and building stronger bonds with them via magic.
Circle of Spores 3 You believe that death, life, and undeath are all apart of the same cycle, albeit macabre, as you blur the boundry between the three with your magic, bringing your allies back from the brink of passing to death, summoning undead warriors of beasts to fight by your side and sending your foes to act as food for the worms.
Circle of Stars 2 You embody the stars, gaining their guiding spirit and assuming the strength and power attributed to various constellations as primal magic paints your bodies in those constellations.
Circle of Storms 1 The storm is a pure show of primal power and nature's will, which you embody, using lightning magic and blinking from one side of the battlefield to another in a bolt of pure power.
Circle of Unbreaking 1 The wilds won't defend themselves, but you will defend them, with a primally empowered weapon in hand and a strange primal vitality, you will protect the wilds even if no one else will.
Circle of Wildfire 2 The wildfire that scours the land to many seems like pure death and destruciton, but you know there is power held in those flames, for after the fire fades, life springs back annew and with strengthened vitality as you burn your foes away to cinders to never come back, and bathe your allies in the regenerative flame of the wildfire.


Ability Score Improvements

4th, 8th, 12th, 16th, and 19th Level Druid Feature
Your skill and strength expands, choose one of the following:

  • Increase one Ability Score of your choice by 3.
  • Increase one Ability Score of your choice by 2 and one Ability Score of your choice by 1
  • Increases three Ability Scores of your choice by 1.
  • Gain one Feat of your choice.

No Ability Score increases or Feat gained from this feature can increase one of your Ability Scores beyond 20 unless stated otherwise.

Timeless Body

18th Level Druid Feature
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

18th Level Druid Feature
You can cast any Spell that does not require a Material Component while in a Form you assume using your Wild Shape feature.

Archdruid

20th Level Druid Feature
You gain an unlimited number of Wild Points.
Additionally, your Druid Spells do not require Verbal or Somatic Components, and your Druid Spells do not require Material Components that do not have a GP cost.

Druidic Circles

Circle of Primevals

The Circle of Primevals teaches that, though the land may change over time, it never truly forgets. By tapping into the timeworn memory of the earth, these druids summon and bond with the spirit of a primeval behemoth—a hulking creature that once ruled the ancient world alongside the giants. The most well-known primeval behemoths are the dinosaurs, but spirits bonded with members of the Circle of the Primevals have also taken the form of ancient predecessors to today’s common beasts and other fantastical titanic creatures.
Working alongside their companion spirit, most druids of the Circle of Primevals spend their lives delving into long-forgotten places and preserving the remnants of bygone eras. As a druid’s power grows, so does their companion, the beast starting near equal in size to its druid partner before increasing in stature until it too towers over the land.

Primevals Features
Feature Level Quick Explanation
Circle Spells 2nd You gain free bonus Spells
Keeper of Old 2nd You get Proficiency in History and add a d4 to Intelligence (History) Checks
Primeval Companion 2nd You can spen a Wild Point to summon a dinosaur companion
Prehistoric Conduit 6th You can cast your Spells from your Primeval Companion's Space and its better at resisting Spells
Titanic Bond 10th Your Primeval Companion gets a bunch of buffs
Scourge of the Ancients 14th You can Spend a Spell Slot to buff your Primeval Companion


Circle Spells

2nd Level Circle of Primevals Feature
You gain Circle Spells at the Druid Levels listed in the Circle Spells table. You Know these Spells, always have them Prepared, they count as Druid Spells for you, and they don't count against your number of Prepared Spells.

Circle Spells
Druid Level Spells
2nd Animal Friendship, Beast Bond
3rd Enhance Ability, Enlarge/Reduce
5th Allegro, Haste
7th Dominate Beast, Nature's Balance
9th Awaken, Hold Monster


Keeper of Old

2nd Level Circle of Primevals Feature
Your connection to the mighty primeval behemoths allows you new insight into the ancient world. You gain Proficiency in History. Additionally, when you make an Intelligence (History) Check, you roll a d4 and add the number rolled to the Check.

Primeval Companion

2nd Level Circle of Primevals Feature
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.
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.
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.
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.

Primeval Companion.png



Prehistoric Conduit

6th Level Circle of Primevals Feature
You learn how to channel your magic through your primeval companion. When you cast a Druid Spell, you can cast it from the space of your Primeval Companion.
Additionally, you can shape your Spells to protect your Companion. When your Primeval Companion is forced to make a Saving Throw imposed by a Spell you cast, it has Advantage on the Saving Throw. If the Spell would have a target make a Saving Throw, taking half Damage on a successful Save, the Companion instead takes no Damage on a successful Save, and half Damage with no additional effects on a failed Save.

Titanic Bond

10th Level Circle of Primevals Feature
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.
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.

Scourge of the Ancients

14th Level Circle of Primevals Feature
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.
  • On a hit, the Companion's Strike deals additional Damage equal to 1d8 + the Level of the Spell Slot expended.
  • The Companion's Walking Speed increases by a number of feet equal to 5 x the Level of the Spell Slot expended.

These benefits last for 1 hour, until the Companion vanishes, or until you expend a higher Level Spell Slot with this feature.


Circle of Reefs

Druids of the Circle of Reefs take inspiration of the ocean and its vibrant reef systems, protecting and safeguarding the creatures of the wild wherever they find them, both within the ocean and without. All life originated from the sea; as such, it is the duty of druids of the circle to protect life wherever they see it, channeling primal magics to bring the power of coral reefs wherever nature has need of it.

Reefs Features
Feature Level Quick Explanation
Circle Spells 2nd You gain free bonus Spells
Aquatic Adaptation 2nd You can swim and breathe underwater
Coral Calling 2nd You can spend a Wild Point to summon a coral reef around you that harries enemies and protects allies
Breath of the Sea 6th You can try counteract Spells, if you succeed, you give allies Temporary Hit Points
Strengthening Reef 10th Your reef is buffed in several miscellaneous ways
Ageless Reef 14th When the duration of your reef would end, you can cause it to become permanent


Circle Spells

2nd Level Circle of Reefs Feature
You gain Circle Spells at the Druid Levels listed in the Circle Spells table. You Know these Spells, always have them Prepared, they count as Druid Spells for you, and they don't count against your number of Prepared Spells.

Circle Spells
Druid Level Spells
2nd Create or Destroy Water, Fog Cloud
3rd Dive, Drown
5th Tidal Wave, Wall of Water
7th Maroon, Watery Sphere
9th Cone of Cold, Water to Acid


Aquatic Adaption

2nd Level Circle of Reefs Feature
You gain a Swimming Speed equal to your Walking Speed, and can breathe both air and water.

Coral Calling

2nd Level Circle of Reefs Feature
You can conjure a coral reef around you to harm foes and protect allies. You can spend 1 Wild Point as an Action to conjure a Coral Reef. The Reef is a 10ft Moving Emanation. You can choose any number of creatures to be protected by the Reef, all other creatures are harmed by the Reef.
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.
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.
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.
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.

Breath of the Sea

6th Level Circle of Reefs Feature
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.
You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Strengthening Reef

10th Level Circle of Reefs Feature
You Reef summoned by your Coral Calling feature improves. A creature that is protected by the Reef gains the benefits of 3/4 Cover from effects outside the Reef while inside it instead of 1/2 Cover. Additionally, any creature harmed by the Reef must succeed a Constitution Saving Throw against your Spell Save DC or be Poisoned and take 2d4 Poison Damage until the end of your next turn.

Ageless Reef

14th Level Circle of Reefs Feature
Your reefs stand as ageless as the ocean itself. When a Reef you create with the Coral Calling feature would crumble, you can choose to have it remain in place instead, becoming an Ageless Reef. An Ageless Reef has the same properties of a Coral Reef you summon with your Coral Calling feature, except that it is a Still Emanation with the same Range centered on the space you were in when you used this feature. When you do this, any previous Reefs you have used this feature to make permanent crumble.
Whenever a creature finishes a Long Rest in an Ageless Reef, it gains Temporary Hit Points equal to your Druid Level.


Circle of Shepherds

Druids of the Circle of Shepherds 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.

Shepherds Features
Feature Level Quick Explanation
Circle Spells 2nd You gain free bonus Spells
Speech of the Woods 2nd You learn Silvin and are permanently under the effects of the Speak with Animals Spell
Totem Spirit 2nd You can spend a Wild Point to summon a Totem Spirit, which takes one of three forms
Mighty Summoner 6th Beasts and Fey you summon are buffed
Guardian Spirit 10th Beasts and Fey you summon heal while near your Totem Spirits
Faithful Summons 14th When you would die or are Incapacitated, you cast the Conjure Animals Spell at 9th Level, summoning Beasts to protect you


Circle Spells

2nd Level Circle of Shepherds Feature
You gain Circle Spells at the Druid Levels listed in the Circle Spells table. You Know these Spells, always have them Prepared, they count as Druid Spells for you, and they don't count against your number of Prepared Spells.

Circle Spells
Druid Level Spells
2nd Animal Friendship, Find Familiar
3rd Find Steed, Summon Beast
5th Conjure Animals, Summon Fey
7th Conjure Woodland Beasts, Find Greater Steed
9th Awaken, Insect Plague


Speech of the Woods

2nd Level Circle of Shepherds Feature
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.

Totem Spirit

2nd Level Circle of Shepherds Feature
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 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.
  • 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.


Mighty Summoner

6th Level Circle of Shepherds Feature
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 the following benefits:

  • The creature appears with more Hit Points than normal: it gains 2 additional Hit Points for each Hit Die it has.
  • The Damage from its Attacks is considered magical for the purpose of overcoming Immunity and Resistance to non-magical Attacks and Damage.



Guardian Spirit

10th Level Circle of Shepherds Feature
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 the Emanation created by your Totem Spirit feature, that creature regains a number of Hit Points equal to half your Druid Level.

Faithful Summons

14th Level Circle of Shepherds Feature
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.
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.


Circle of Spores

Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.
Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.

Spores Features
Feature Level Quick Explanation
Circle Spells 2nd You gain free bonus Spells
Halo of Spores 2nd You learn the Chill Touch Cantrip and can use your Reaction to deal Necrotic Damage to foes that walk nearby you
Symbiotic Entity 2nd You can spend a Wild Point to gain Temporary Hit Points and gain a bunch of buffs while you have them
Fungal Infection 6th When Beast or Humanoid dies nearby, you can reanimate it as a Zombie
Spreading Spores 10th You can create a cloud of spores
Fungal Body 14th You resist a bunch of Conditions and Crits


Circle Spells

2nd Level Circle of Spores Feature
You gain Circle Spells at the Druid Levels listed in the Circle Spells table. You Know these Spells, always have them Prepared, they count as Druid Spells for you, and they don't count against your number of Prepared Spells.

Circle Spells
Druid Level Spells
2nd Armor of Faethon, False Life
3rd Blindness/Deafness, Wither and Bloom
5th Animate Dead, Vampiric Touch
7th Blight, Confusion
9th Contagion, Danse Macabre


Halo of Spores

2nd Level Circle of Spores Feature
You are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. 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.
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.

Symbiotic Entity

2nd Level Circle of Spores Feature
You gain the ability to channel magic into your spores. As an Action, you can spend 1 Wild Point to awaken those spores. When you do so, you gain a number of Temporary Hit Points equal to 4 x your Druid Level for 10 minutes. While you have these Temporary Hit Points you gain the following benefits:

  • When you deal Damage with your Halo of Spores feature, you roll the Damage Die a second time, and add it to the total Necrotic Damage dealt.
  • Your Melee Weapon Attacks deal an additional 1d6 Necrotic Damage.


Fungal Infestation

6th Level Circle of Spores Feature
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.
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, and you regain all expended uses of it when you finish a Long Rest.

Spreading Spores

10th Level Circle of Spores Feature
You gain the ability to seed an area with deadly spores. As a Bonus Action while you have the Temporary Hit Points granted by your Symbiotic Entity feature is active, you can hurl spores at a space within 30ft of you, creating a 10ft Still Emanation centered on that point for 1 minute. The spores dissipate if you end them early as a Free Action or if you lose the Temporary Hit Points granted by your Symbiotic Entity feature.
Whenever a creature moves into the Emanation or starts its turn there, that creature takes 1d8 Necrotic Damage.
As you gain Levels in this class, the Damage of this feature increases: The Necrotic Damage increases to 1d10 at 14th Level, and 1d12 at 18th Level.

Fungal Body

14th Level Circle of Spores Feature
The fungal spores in your body alter you: you can't be Blinded, Deafened, Frightened, or Poisoned, and Crits against you become normal hits instead.


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.

Stars Features
Feature Level Quick Explanation
Circle Spells 2nd You gain free bonus Spells
Star Map 2nd You get a Star Map which can be a Spellcasting Focus and while you have it you know the Guidance and Guiding Bolt Spells
Starry Form 2nd You can spend a Wild Point to enter a Starry Form, which gives you one of a couple buffs based on the constellation you chose
Cosmic Omen 6th You have a 50% chance of either being able to use Reactions to help allies or hurt enemies every day
Twinkling Constellations 10th Your Starry Form improves based on the constellation you chose
Full of Stars 14th You get Resistance to Bludgeoning, Piercing, and Slashing Damage while in your Starry Form


Circle Spells

2nd Level Circle of Stars Feature
You gain Circle Spells at the Druid Levels listed in the Circle Spells table. You Know these Spells, always have them Prepared, they count as Druid Spells for you, and they don't count against your number of Prepared Spells.

Circle Spells
Druid Level Spells
2nd Faerie Fire, Sleep
3rd Invisibility, Moonbeam
5th Blink, Dream Reality
7th Divination, Ice Storm
9th Cone of Cold, Heavenly Pillar


Star Map

2nd Level Circle of Stars Feature
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.
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.
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.
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.

Starry Form

2nd Level Circle of Stars Feature
As a Bonus Action, you can spend 1 Wild Point to take on a Starry Form.
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:

  • 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.
  • 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.


Cosmic Omen

6th Level Circle of Stars Feature
Whenever you finish a Long Rest, you can consult your Star Chart for omens. Roll a d4, until the end of your next Long Rest, you gain one of the following Reactions based on if the d4 result was an even number (2 or 4), or an odd number (1 or 3):

  • Weal (even). When a creature you can see within 30ft of you misses on an Attack Roll or fails an Ability check or Saving Throw, you can use your Reaction to roll a d6 and add the number rolled to the total.
  • Woe (odd). When a creature you can see within 30ft of you hits on an Attack Roll or succeeds an Ability check or Saving Throw, you can use your Reaction to roll a d6 and subtract the number rolled to the total.

You can use these Reactions a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Twinkling Constellations

10th Level Circle of Stars Feature
The constellations of your Starry Form feature improve. The 1d8 of the Archer and the Chalice becomes a 2d8, and while the Dragon is active, you gain a 20ft Flying Speed and can hover. Additionally, at the start of each of your turns while in your Starry Form, you can change which constellation is active and glimmers on your body.

Full of Stars

14th Level Circle of Stars Feature
While your Starry Form feature is active, you become partially incorporeal, giving you Resistance to Bludgeoning, Piercing, and Slashing Damage.


Circle of Storms

Druids of the Circle of Storms revel in the roar of an unbridled thunderstorm, either finding kinship in its chaos or in the stillness found between them. These circle members tend to meet in open fields or on tower rooftops during storms, rather than in the quiet forest glens of other druidic circles. They feel the push and pull of positive and negative forces within nature, using it to transform into streaking bolts of devastating lightning.

Storms Features
Feature Level Quick Explanation
Circle Spells 2nd You gain free bonus Spells
Lightning Leap 2nd You can spend a Wild Point to become a lightning bolt for an instant
Improved Shocking Grasp 2nd You learn the Shocking Grasp Cantrip and it has a Range of 30ft
Perfect Storm 6th You can change direction in the middle of your Lightning Leaps
Lightning Body 10th You get Resistance to Lightning Damage, your Shocking Grasp Cantrip has a Range of 60ft, and creatures that hurt you take Lightning Damage
Living Tempest 14th You get Resistance to Thunder Damage, can't be Deafened, can't be moved by wind or water, your Shocking Grasp Cantrip has increased Range, you can see through fog, and control the rainfall around you


Circle Spells

2nd Level Circle of Storms Feature
You gain Circle Spells at the Druid Levels listed in the Circle Spells table. You Know these Spells, always have them Prepared, they count as Druid Spells for you, and they don't count against your number of Prepared Spells.

Circle Spells
Druid Level Spells
2nd Thunderwave, Witchbolt
3rd Air Strike Shield, Warding Wind
5th Lightning Bolt, Thunder Step
7th Cyclone, Destructive Resonance
9th Blazing Thunderbolt Strike, Fingers of Lightning


Lightning Leap

2nd Level Circle of Storms Feature
You gain the ability to harness the natural power of storms. As an Action, you can spend 1 Wild Point to transform into a streaking bolt of lightning, which surges forward in a 15x5ft Emanated Line, you can reduce the Length of this Line to as little as 5ft whenever you use this Action. You reappear at the nearest unoccupied space at the end of the Line.
The length of this Line increases as you gain Levels in this class, becoming 30ft at 6th Level, 60ft at 10th Level, and 90ft at 14th Level.
All other creatures in the Line must make a Dexterity Saving Throw against your Spell Save DC. On a failed Save, a creature takes Lightning Damage equal to 2d10 + your Druid Level, a creature takes half as much Damage on a successful Save.
When you reappear at the end of the Line, you gain a number of Temporary Hit Points equal to your Druid Level + your Wisdom Modifier, which last for 10 minutes.

Improved Shocking Grasp

2nd Level Circle of Storms Feature
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.

Perfect Storm

6th Level Circle of Storms Feature
When you use your Lightning Leap feature, you can choose a point in the Line, and change the direction of the Line from that point forward. You can change the direction of the Line once per use of the feature, but you can do so twice per use of the feature starting at 10th Level in this class, and thrice per use of the feature starting at 14th Level in this class. A creature can't take Damage from the feature more than once per use of the feature.


Lightning Body

10th Level Circle of Storms Feature
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.
  • When you're hit by a Melee Attack, the Attacker takes Lightning Damage equal to half your Druid Level.



Living Tempest

14th Level Circle of Storms Feature
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 120ft. While you have any Temporary Hit Points, your Shocking Grasp Cantrip has a Range of 300ft. 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.


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.
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.

Unbreaking Features
Feature Level Quick Explanation
Circle Spells 2nd You gain free bonus Spells
Improved Shillelagh 2nd You get Proficiency with Martial Weapons, learn the Shillelagh Cantrip, can cast the Shillelagh on a Weapon, allowing it to be used as a Spellcasting Focus.
Wild Recovery 2nd You can spend a Wild Point to heal a bunch of health
Extra Attack 6th You make an additional Attack every time you take the Attack Action
Shillelagh Master 6th Objects buffed by the Shillelagh Cantrip do more Damage
War Druid 10th When you cast a Druid Cantrip with an Action, you can make a Weapon Attack as a Bonus Action
Nature Armor 14th You get Temporary Hit Points at the start of each of your turns


Circle Spells

2nd Level Circle of Unbreaking Feature
You gain Circle Spells at the Druid Levels listed in the Circle Spells table. You Know these Spells, always have them Prepared, they count as Druid Spells for you, and they don't count against your number of Prepared Spells.

Circle Spells
Druid Level Spells
2nd Armor of Faethon, Sudden Spark
3rd Magic Weapon, Shadow Blade
5th Elemental Weapon, Haste
7th March of Blades, Frost Armor
9th Blazing Thunderbolt Strike, Steel Wind Strike


Improved Shillelagh

2nd Level Circle of Unbreaking Feature
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.

Wild Recovery

2nd Level Circle of Unbreaking Feature
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.

Extra Attack

6th Level Circle of Unbreaking Feature
You can make an additional Attack whenever you take the Attack Action.

Shillelagh Master

6th Level Circle of Unbreaking Feature
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.

War Druid

10th Level Circle of Unbreaking Feature
When you use your Action to cast a Druid Cantrip, you can make one Weapon Attack as a Bonus Action.

Nature Armor

14th Level Circle of Unbreaking Feature
Your connection to nature helps to shield you from harm. At the start of each of your turns, you gain a number of Temporary Hit Points equal to half your Druid Level.


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.

Wildfires Features
Feature Level Quick Explanation
Circle Spells 2nd You gain free bonus Spells
Summon Wildfire Spirit 2nd You can spend a Wild Point to summon a fire companion
Enhanced Bond 6th Your Fire Damage and healing Spells improve, and you can cast them from the Wildfire Spirit's space
Cauterizing Flame 10th When creatures die, little flames hover over the corpse, so when creatures get close you can either Damage or heal the creature that came close
Blazing Revival 14th When you would die, you can dismiss your Wildfire Spirit to heal to full health instead


Circle Spells

2nd Level Circle of Wildfire Feature
You gain Circle Spells at the Druid Levels listed in the Circle Spells table. You Know these Spells, always have them Prepared, they count as Druid Spells for you, and they don't count against your number of Prepared Spells.

Circle Spells
Druid Level Spells
2nd Burning Hands, Hellish Rebuke
3rd Flame Blade, Flaming Sphere
5th Fireball, Flame Arrows
7th Death Ward, Fire Shield
9th Blazing Thunderbolt Strike, Reincarnate


Summon Wildfire Spirit

2nd Level Circle of Wildfire Feature
You can summon the primal spirit bound to your soul. You can spend 1 Wild Point as an Action to summon your Wildfire Spirit.
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.
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.
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.
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.

Wildfire Spirit.png



Enhanced Bond

6th Level Circle of Wildfire Feature
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, you add a d8 to the Fire Damage dealt, or Hit Points restored by the Spell.
Additionally, when you cast a Druid Spell, you can cast it from the space of your Wildfire Spirit.

Cauterizing Flame

10th Level Circle of Wildfire Feature
You gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature 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.
You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.

Blazing Revival

14th Level Circle of Wildfire Feature
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.
Once you use this feature, you can't use it again until you finish a Long Rest.