Druid

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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 (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, 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
Level Proficiency Bonus Features
Druidic, Spellcasting 1st You learn Druidic
Nature Given Shape 2nd You get Wild Points which you use to fuel various Druid Features
Wild Shape 2nd You can spend a Wild Point to assume a beast Form
Wild Companion 2nd You can spend a Wild Point to cast an agumented version of the Find Familiar Spell
Druidic Circle 2nd You choose your subclass, and gain features at 2nd, 6th, 10th, and 14th Level
Ability Score Improvement 4th You increase your Ability Scores or gain a Feat, you do this at 4th, 8th, 12th, 16th, and 19th Level
Beast Spells 18th You age very slowly
Timeless Body 18th You can cast Spells that don't require Material Components while in your While Shape
Archdruid 20th You get unliminted Wild Points and your Druid Spells require next to no Components

Spellcasting

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 Circles

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

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.

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

3rd Level Circle of Primevals
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

3rd Level Circle of Primevals
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.



Prehistoric Conduit

6th Level Circle of Primevals
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
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
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.

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.

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.

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 Druid
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 Druid
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 Druid
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 Druid
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 Druid
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.

Circle Spells

1st 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.

Circle Spells

1st 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 60ft. While you have any Temporary Hit Points, your Shocking Grasp Cantrip has a Range of 120ft. In addition, magical and non-magical fog doesn't impede your vision, and if you're in a rainstorm, you can choose where the rain lands within a 30ft Radius of you.


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.

Circle Spells

1st 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.

Circle Spells

1st 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.



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.