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.

Class Table
Level Proficiency Bonus Features Experience Points
1st +2 Druidic, Spellcasting 0
2nd +2 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 (or 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, scimitars, sickles, slings, spears
Tool Proficiencies. One set of Artisan’s Tools
Saving Throw Proficiencies. Intelligence and Wisdom
Skill Proficiencies. Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
Equipment. A wooden Shield or any Simple Weapon, any Simple Weapon, Leather Armor, an Explorer’s Pack, and a Druidic Focus
Spellcasting. You gain the ability to cast spells at 1st level
Spellcasting Ability. Wisdom
Spell Save DC. 8 + Your Proficiency Bonus + Your Wisdom Modifier
Spell Attack Bonus. Proficiency Bonus + Your Wisdom Modifier
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.
Spells known and spell slots per level
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. Starting at 1st level, You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Wild Shape. At 2nd level, you can use Khaagaazh to assume the form of a beast as a Bonus Action, choose one of the following forms to assume, these forms each represent many types of animals.
You retain your form for a number of hours equal to half your Druid level, (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier as a Free Action. You automatically revert if you fall unconscious, drop to 0 Hit Points, or die.
You cannot cast spells in this form. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
Form of the Hunter. This form represents skillful, yet swift hunters, such as wolves, lions, cheetahs, and like.
Form of the Behemoth. This form represents the large, slow, and beefy beasts, such as bears, rhinos, elephants, or hippos.
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.
Initially, your forms are 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, 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 (if any) is halved, and your form can breathe both air and water.
When you reach 8th level, 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.

Wild Companion. Also at 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.
When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Druidic Circles. At 2nd, you choose to take on the traits of a specific circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvements. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2 and one ability score of your choice by 1, or you can increase three ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can take a feat instead of taking this increase to ability scores.

Timeless Body. Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Beast Spells. Beginning at 18th level, you can cast many of your spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a spell while in beast shape, but you aren’t able to provide material components.

Archdruid. At 20th level, you can use your Wild Shape an unlimited number of times. Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren’t consumed by a druid spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

Circle of Dragons

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.

Dragon Shape. At 2nd level, you gain a unique form for your Wild Shape.
Form of the Drake. This form represents the lizard-like type of dragon, good at prowling and hunting prey.

(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. 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. 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 can’t cast spells while in this form, but gain a different set of actions you can use on each of your turns:

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.
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.)

Improved Dragon Shape. By 6th level, your mastery over draconic power improves, granting you the a new form. Form of the Strengthened Drake. This form represents an improved and more perfect version fo the previous Form of the Drake.

(Your AC is equal to 14 + your Dexterity modifier (maximum 2). You gain a new way to attack:

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.
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.

You have darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.)

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.
Form of the Dragon. This form represents the standard dragon, four legs and two wings.
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: Your AC is equal to 15 + your Dexterity modifier (maximum 2). You have resistance to the damage type associated with your dragon shape. You have a flying speed of 30 feet.)

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.
Form of the Perfect Dragon. This form represents an improved variant of the previous Form of the Dragon.
Form of the Perfect Wyvern. This form represents an improved variant of the previous Form of the Wyvern.
Form of the Perfect Drake. This form represents an even more improved variant of the previous Form of the Glorious Drake.

(*Your AC is equal to 16 + your Dexterity modifier (maximum 2).

  • Your flying speed increases to 40 feet.
  • When you take the Attack action on your turn, you can make three attacks: one with your bite, and two with your claws.
  • 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.


Circle of Primevals

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.

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. 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.
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. 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.

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. 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.

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. 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.

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:
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. Mauler. On a hit, the companion’s Strike deals additional damage equal to 1d8 plus the level of the spell slot expended.
Titanic Stride. The companion’s walking speed increases by a number of feet equal to 5 times the level of the spell slot expended.
These benefits last for 1 hour, until the companion vanishes, or until you expend a spell slot for this feature again.

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.

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.

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.

Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

Mighty Summoner. 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: The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has. The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to non-magical attacks and damage.

Guardian Spirit. Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.

Faithful Summons. Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast 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.

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.

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. 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. 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. 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.

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.

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. 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.

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: The range of your shocking grasp cantrip is 60 feet, instead of 30. When you’re hit by a melee attack, the attacker takes lightning damage equal to half your druid level.

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 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.


Circle of Wildfires

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.

Summon Wildfire Spirit. At 2nd level, you can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form. The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage. The spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge. The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.

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

Cauterizing Flames. At 10th level, you gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature’s space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Blazing Revival. At 14th level, the bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet. Once you use this feature, you can’t use it again until you finish a long rest.

Circle of 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.

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

Reef Denizen. At 6th level, when you conjure a reef with your Coral Calling feature, you can expend an additional use of your Wild Shape to conjure a creature of the reef to populate it. The creature can be any beast with a swim speed that you can transform into using your Wild Shape, such as a reef shark, giant crab, or giant sea horse. The creature appears in an unoccupied space within the reef, and remains there until the reef crumbles or it is reduced to 0 hit points, after which it disappears. It also disappears if it ends its turn outside of the reef.
A creature you conjure in this way can breathe both air and water, has a flying speed equal to its swimming speed, and appears with temporary hit points equal to twice your druid level.
The creature obeys your telepathic commands (no action required by you), and shares your initiative in combat, but takes its turn immediately after yours. It can use your spell attack modifier in place of its own modifier for weapon attacks, and its natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
At 14th level, you can conjure two creatures instead of one when you use this feature. The beasts you summon can be the same type of creature, or two different ones.

Breath of the Sea. At 10th level, like a coral reef sifting through the ocean currents, you can filter harmful magic into healing energy. As a reaction when you see a creature within 30 feet of you casting a spell, you can make an ability check using your Wisdom to attempt to counteract the spell. The DC of this check equals 10 + the spell’s level. On a success, the spell fails and has no effect, and up to three creatures of your choice within 30 feet of you regain hit points equal to twice the spell’s level. You can use this feature a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.

Ageless Reef. At 14th level, your reefs stand as ageless as the ocean itself. When a reef you create with the Coral Calling feature would crumble, you can choose to have it remain in place instead, centered on the space you currently occupy. If you do this while you already have an ageless reef, the older one is destroyed. An ageless reef also crumbles if struck by a disintegrate spell. An ageless reef otherwise functions identically to a normal reef you create, and a reef denizen you conjure remains until it is reduced to 0 hit points or the reef is destroyed. Additionally, whenever a creature finishes a long rest in an ageless reef, it gains temporary hit points equal to your druid level

Circle of 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.

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.

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:

  • When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
  • Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.

These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.

Fungal Infestation. At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block. It remains animate for 1 hour, after which time it collapses and dies. In combat, the zombie’s turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Spreading Spores. At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active. Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn. While the cube of spores persists, you can’t use your Halo of Spores reaction.

Fungal Body. At 14th level, the fungal spores in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you’re incapacitated.

Circle of Stars

The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos. Many druids of this circle keep records of the constellations and the stars’ effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples— any construction durable enough to protect the circle’s sacred knowledge even against a great cataclysm.

Star Map. At 2nd level you’ve created a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one. While holding this map, you have these benefits: You know the Guidance cantrip. You have the Guiding Bolt spell prepared. It counts as a druid spell for you, and it doesn’t count against the number of spells you can have prepared. You can cast Guiding Bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.

Starry Form. As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again. Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:

Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.
Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.
Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.

Cosmic Omen. 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:

Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Twinkling Constellations. At 10th level, the constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover. Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.

Full of Stars. At 14th level, while in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.

Circle of Unbreaking

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.

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.

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.

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.

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.