Druid

Holding high a gnarled staff wreathed with holly, an elf 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 human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists’ activities.

Swinging a blade formed of pure fire, a half-elf 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.

Power of Nature

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, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.

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.

Preserve the Balance

For druids, nature exists in a precarious balance. The four elements that make up a world—air, earth, fire,and water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.

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 (such as beholders and mind flayers) and undead (such as zombies and vampires). 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.

Nature's Guardian

Druids are the caretakers of the natural world, and it is said that in time a druid becomes the voice of nature, speaking the truth that is too subtle for the general populace to hear. Many who become druids find that they naturally gravitate toward nature; its forces, cycles, and movements fill their minds and spirits with wonder and in sight. Many sages and wise folk have studied nature, writing volumes about its mystery and power, but druids are a special kind of being: at some point, they begin to embody these natural forces, producing magical phenomena that link them to the spirit of nature and the flow of life. Because of their strange and mysterious power, druids are often revered, shunned, or considered dangerous by the people around them.

Your druid character might be a true worshiper of nature, one who has always scorned civilization and found solace in the wild. Or your character could be a child of the city who now strives to bring the civilized world into harmony with the wilderness.

Treasured Item

Some druids carry one or more items that are sacred to them or have deep personal significance. Such items are not necessarily magical, but every one is an object whose meaning connects the druid's mind and heart to a profound concept or spiritual outlook.

When you decide what your character's treasured item is, think about giving it an origin story: how did you come by the item, and why is it important to you?

Treasured Items
d6 Item
1 A twig from the meeting tree that stands in the center of your village
2 A vial of water from the source of a sacred river
3 Special herbs tied together in a bundle
4 A small bronze bowl engraved with animal images
5 A rattle made from a dried gourd and holly berries
6 A miniature golden sickle handed down to you by your mentor

Guiding Aspect

Many druids feel a strong link to a specific aspect of the natural world, such as a body of water, an animal, a type of tree, or some other sort of plant. You identify with your chosen aspect; by its behavior or its very nature, it sets an example that you seek to emulate.

Class | Druid Core
Guiding Aspects
d6 Guiding Aspect
1 Yew trees remind you of renewing your mind and spirit, letting the old die and the new spring forth.
2 Oak trees represent strength and vitality. Meditating under an oak fills your body and mind with resolve and fortitude.
3 The river's endless flow reminds you of the great span of the world. You seek to act with the longterm interests of nature in mind.
4 The sea is a constant, churning cauldron of power and chaos. It reminds you that accepting change is necessary to sustain yourself in the world.
5 The birds in the sky are evidence that even the smallest creatures can survive if they remain above the fray.
6 As demonstrated by the actions of the wolf, an individual's strength is nothing compared to the power of the pack.

Mentors

It's not unusual for would-be druids to s e ek out (or be sought out by) instructors or elders who teach them the basics of their magical art s. Most druids who learn from a mentor begin their training at a young age, and the mentor has a vital role in shaping a student's attitudes and beliefs.

If your character received training from someone else, who or what was that individual, and what was the nature of your relationship? Did your mentor imbue you with a particular outlook or other wise influence your approach to achieving the goals of your chosen path?

Mentors
d6 Mentor
1 Your mentor was a wise treant who taught you to think in terms of years and decades rather than days or months.
2 You were tutored by a dryad who watched over a slumbering portal to the Abyss . During your training, you were tasked with watching for hidden threats to the world.
3 Your tutor always interacted with you in the form of a falcon. You never saw the tutor's humanoid form.
4 You were one of several youngsters who were mentored by an old druid, until one of your fellow pupils betrayed your group and killed your master.
5 Your mentor h as appeared to you only in visions. You have yet to meet this person, and you are not sure such a person exists in mortal form.
6 Your mentor was a werebear who taught you to treat all living things with equal regard.
 

Creating a Druid

When making a druid, consider why your character has such a close bond with nature. Perhaps your character lives in a society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a druid was part of your character’s destiny.

Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.

Quick Build

You can make a druid quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the hermit background.

Hit Points


  • Hit Dice: 1d8 per Druid level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Druid level after 1st

Starting Proficiencies

You are proficient with the following items, in addition to any proficiencies provided by your race or background.


  • Armor: Light Armor, Medium Armor, shields (druids normally will not wear armor or use shields made of metal)
  • Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
  • Tools: Herbalism kit
  • Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
  • Saving Throws: Intelligence, Wisdom

Starting Equipment

You start with the following items, plus anything provided by your background.

• (a) a wooden Shield or (b) any simple weapon

• (a) a Scimitar or (b) any simple melee weapon

• Leather Armor, an Explorer's Pack, and a druidic focus

Alternatively, you may start with 2d4 x 10 gp to buy your own Equipment.

Class | Druid Core
The Druid
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting 2 2
2nd +2 Wild Shape, Druid Circle 2 3
3rd +2 2 4 2
4th +2 Wild Shape improvement, Ability Score Improvement 3 4 3
5th +3 3 4 3 2
6th +3 Druid Circle feature 3 4 3 3
7th +3 3 4 3 3 1
8th +3 Wild Shape improvement, Ability Score Improvement 3 4 3 3 2
9th +4 3 4 3 3 3 1
10th +4 Druid Circle feature 4 4 3 3 3 2
11th +4 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 4 3 3 3 2 1
13th +5 4 4 3 3 3 2 1 1
14th +5 Druid Circle feature 4 4 3 3 3 2 1 1
15th +5 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1
17th +6 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1

Druidic

You know Druidic, the secret Language of druids. You can speak the Language and use it to leave hidden messages. You and others who know this Language automatically spot such a Message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

Spellcasting

Drawing on the divine essence of nature itself, you can cast Spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.

Cantrips

At 1st level, you know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

 
Preparing and Casting Spells

The Druid table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these druid Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of druid Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid Spells equal to your Wisdom modifier + your druid level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six Spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level ar 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of druid Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Class | Druid Core
Spellcasting Ability

Wisdom is your spellcasting ability for your druid Spells, since your magic draws upon your devotion and Attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when Setting the saving throw DC for a druid spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell Attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a druidic focus (see "Equipment") as a spellcasting focus for your druid Spells.

Wild Shape

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or Long Rest.

Your druid level determines the Beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

Table: Beast Shapes

Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 Giant Eagle

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

Your game Statistics are replaced by the Statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked Unconscious.

You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.

You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special senses, such as Darkvision, unless your new form also has that sense.

You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Druid Circle

At 2nd level, you choose to Identify with a circle of druids, such as the Circle of the Land. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Timeless Body

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

Beast Spells

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

Archdruid

At 20th level, you can use your Wild Shape an unlimited number of times.

Additionally, you can ignore the verbal and somatic Components of your druid Spells, as well as any material Components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

Druids and the Gods

Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse (the lists of gods in Pantheons include many such deities). The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples.

Sacred Plants and Wood

A druid holds certain Plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such Plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.

Similarly, a druid uses such woods to make other Objects, such as Weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with Strength. These woods make excellent hafts or whole Weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for Thrown Weapons, such as darts or javelins.

Druids from regions that lack the Plants described here have chosen other Plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus Plants.

Class | Druid Core

Circle

Summary of Content

Though their organization is invisible to most outsiders, druids are part of a society that spans the land,
ignoring political borders. All druids are nominally members of this druidic society, though some
individuals are so isolated that they have never seen any high-ranking members of the society or
participated in druidic gatherings. Druids recognize each other as brothers and sisters. Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other. At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid.

The following Druid Circles are in this document if any are missing please contact a moderator.


CORE COLLEGES

18 Circle of the Land
Circle of the Moon

UNCOMMON

12 Circle of Dreams
27 Circle of the Sheperd
32 Circle of Twilight

RARE (+1)
 

Index of Colleges

1 Circle of the Alien World
2 Circle of Ash
3 Circle of the Beasts
4 Circle of Beast Rider
5 circle of the Boeral
6 Circle of the Coast
7 Circle of Concrete
8 Circle of the Cube
9 Circle of the Deep
10 Circle of the Desert
11 Circle of Desolation
12 Circle of Dreams
13 Circle of Dusk
14 Circle of the Fist
15 Circle of the Forest
16 Circle of the Green
17 Circle of Harmony
18 Circle of the Land
Circle of the Moon
19 Circle of the Mountain
20 Circle of Oasis
21 Circle of the Obelisk
22 Circle of the Plains
23 Circle of the Root and Stem
24 Circle of Seasons
25 Circle of the Setting Sun
26 Circle of the Scale
27 Circle of the Sheperd
28 Circle of the Spiritlord
29 Circle of the Spore
30 Circle of Steel
31 Circle of the Swamp
32 Circle of Twilight
33 Circle of the Underdark
34 Circle of the Unspeakable
35 Circle of Vermin

👍 = AL +1 allowed. ; ⛔ = AL illegal ; ✏️ = Modified (AL Illegal) ; 🍺 = Homebrew (AL Illegal) ; 🔮 = Spellcaster ; ⚔️ = Multi-attack ; 🏹 = Ranged ; 🛠️ = Skill

Circle of Alien Worlds

Only a small number of scholars are aware of what lies beyond the confines of their world. Through the nigh endless void, countless stars cast their light over innumerable worlds, many of which are home to lifeforms unimaginable to even the most creative of minds. Connecting these worlds, like the delicate threads of some cosmic web, is a secretive circle of druids devoted to protecting and preserving the fragile ecosystems that exist throughout the vast expanses of space.

The druids that join the circle of alien worlds share the belief that life, regardless of where in the universe it occurs, is inter-connected and deserving of protection. Having witnessed first hand how new lands are invaded and exploited, they keep their knowledge of the existince of other worlds like their own a closely guarded secret. A select few individuals have even visted these other planets, bringing back knowledge of strange flora and fauna, and teaching others in their circle how to reach out to these worlds with magic and commune with the creatures that reside there.

Astrological Knowledge

When you enter this circle at 2nd level, you learn how to chart the motions of the heavens and how to glean information from doing so. You gain proficiency with navigator's tools and have advantage when using them on a clear night when there are stars in view. When you cast a divination ritual while in view of the stars, you do not need to expend material components.

Additionally, you know the constelations and planets of your home world. You can indentify their position in the night sky and have advantage on ability checks to determine your location within this planetary system.

Exobiology

Starting at 2nd level, you can use your wildshape ability to take the form of alien creatures. Choose one beast of a CR that you are able to transform into. This beast serves as the base upon which you build your alien wildshape and you can apply your choice of any of the following modifications to determine the attributes of your alien form:

• Choose one natural attack of your base form. You can replace this attack with the natural attack of any beast with a CR up to twice of that of the base form's CR (maximum of CR 1 for base forms with a CR of 0).

• If your base form has any special traits, you can choose to replace this attribute with a corresponding one from another beast with an equivalent CR.

• If your base form has a movement speed in addition to walking, you can choose to swap in with the movement speed of another beast with an equivalent CR (if the speed is one that is allowed by the Beast Shapes table).

• You can add one special sense (darkvision, blindsight, etc) to your base form from another beast with an equivalent CR.

• Determine the final appeaeance if the alien creature you transform into by adding any number of additional appendages, eyes, or tails and deciding if the creature is a bidep, quadraped, or some other configuration.

 

Additionally, when you reach 6th level, you can choose traits, senses, and movement speeds from humanoids or monstrosities. At 10th level, you can choose natural attacks from aberrations, humanoids, or monstrosities. The Beast Shapes table still determines the CR of eligible creatures.

Example

Teagan is playing a 9th level druid, Astraphael. Astraphael uses her wildshape to transform into an alien creature. She chooses a lion as her base form. She trades its claw attack for the gore attack of a triceratops, swaps keen smell for chameleon skin, and adds blindsight. The resulting creature is a shaggy-haired, six-legged beast with four stout horns on its face and no visible eyes that bears a subtly-shifting coloration that takes on the hues of its surroundings.

Summon Extraterrestrial

When you reach 6th level, you can summon alien beings from other worlds to your aid. When you cast conjure animals, you can use the rules for creating alien wildshapes to create alien beasts summoned by the spell. Extraterrestrial creatures summoned by this spell are considered aberrations instead of fey.

Planetary Adaptation

At 10th level, you learn to use your druid magic to acclimate yourself to the conditions of worlds vastly different from your own. As a bonus action, you can expend one use clouds of liquid metal, etc).

Embrace the Void

At 14th level, your familiarity with the greater functions of the cosmos allows you to survive of your wildeshape ability to become adapted to the climates of a single planet you are on until the end of your next long rest. While you are adapted to a planet, you can beathe its air (this has no effect if the planet lacks a breathable medium) and suffer no ill effects from extremes of temperature or any non-magical environmental damage (ie, acid rain, boiling even within the frigid vacuum of space. You are immune to cold damage and the effects of tremendous positive or negative pressures. You no longer need air to breathe and gain a fly speed equal to your base speed while within an area of zero gravity. You retain these abilities while wildshaped.

Bard |

Circle of Ash

The Ashbound is a fanatical sect takes the traditional beliefs of the druids to dangerous extremes. Seeing themselves as nature’s avengers, its members seek to protect the wilds and preserve the natural order, using a very broad definition of “unnatural” to determine their actions. For example, they consider arcane magic and organized religion to be unnatural. They also go out of their way to strike at farms and ranches that attempt to confine or cultivate nature. The Ashbound prefer to avoid killing; their goal is to encourage their targets to abandon their unnatural ways and embrace the harmony of nature.

Not for them is the careful balance between nature and civilization — all that is artificial or unnatural is dangerous, with arcane magic at the top of the list. Nature’s purity must be defended at all costs.

Most Ashbound are humans or shifters. This sect attracts more shifters than any other for its devotion to the harsh laws of nature. They see the Wardens’ attempt to balance nature and “progress” as foolish, and most do not hesitate to destroy anything they see as unnatural. What constitutes the unnatural varies from one individual to the next, but they are united in their opposition to arcane magic, unnatural beings such as fiends and aberrations, and the ravages of civilization.

Ashbound in general do not wear armor, even if they belong to martial classes, scorning it as a civilized crutch. They might use manufactured weapons, but many are drawn to unarmed combat styles (especially shifters). They eschew woven cloth, worked leather, and crafted jewelry, and they use no dyes to alter the natural colors of the hides and furs they wear. They survive entirely by hunting, fishing, and gathering, for they believe cultivation wounds the earth.

Bonus Proficiencies

Being well attuned to nature, and surviving off nothing but the land. You are proficient in the Survival skill. When you forage, you find twice as much food as you normally would.

Unarmored Defense

Beginning at 2nd level, while you are wearing no armor your AC equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.

Natural Combat

Also at 2nd level, you are drawn to natural combat styles over manufactured weapons. As such, you are proficient with unarmed strikes and improvised weapons. Your unarmed strikes and improvised weapons use d4 for damage. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed and improvised strikes.

If you have any other feat, racial or class ability that also allows you to do unarmed damage(such as tavern brawler), you can increase the damage die step by one.

 

Favored Enemy

Beginning at 6th level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: aberrations, constructs, fiends, monstrosities or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type.

Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

Additionally, you have advantage on saving throws against the spells and abilities used by your favored enemy.

Natural Harmony

At 10th level, your attunement to the natural world and hatred of all forms of non-druidic magic has manifested in you having advantage on all saving throws against spells and other magical effects.

Nature’s Ally

At 14th level creature’s you summon through conjure spells, such as conjure animals, you do not need to concentrate to maintain the spell. Though you can only have the creatures from one conjuration spell active at one time. When you cast a new conjure spell, any creatures still left from the first will disappear.

Bard |

Circle of the Beast

Growling, snarling, and howling at the moon, druids of the Circle of the Beast most often convene for their terrifying blood hunts. Druids of this circle embrace their animalistic side, forsaking civilization of man and often any foods that are not red meat. The most powerful of their Circle are more beast than man, and fight like savage monsters, howling through the carnage in a flurry of teeth, claws, and fur.

Beast Form

When you choose this circle at 2nd level, you gain some of the physical aspects of a beast. Your features become more bestial and you grow your choice of claws, fangs, spines, or horns. Your unarmed strikes deal 1d8 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you choose, and are considered Light Finesse weapons and may be used for Two Weapon Fighting. You are proficient with your unarmed strikes. As an action, you may conceal your bestial traits and revert to your original appearance. This change lasts as long as you maintain concentration on it, or until you choose to end it.

Bestial Senses

At 2nd level, your senses sharpen to an inhuman degree. You gain the ability to see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already have darkvision, your range increases by 30 feet. You also gain advantage on Wisdom (Perception) checks that rely on smell.

Able Hunter

When you reach 6th level, you have become adept at navigating wilderness using your beast form. You have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks made to climb, jump, swim, or otherwise navigate natural terrain.

Beast’s Fury

Beginning at 10th level, you can attack twice when you take the Attack action on your turn. At least one of these attacks must be made with an unarmed strike.

Primal Healing

At 14th level, you gain the ability to close wounds on your body as they appear. When another creature damages you with an attack, you may use your reaction to reduce the damage by 1d8 + your druid level. If this reduces the attack’s damage to 0, you regain the difference in hit points, up to your hit point maximum. You may use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

Bard |

Circle of Beast Riders

The Circle of Beast Riders is composed of druids that walk in lock-step with the beasts of the wild, and learn to ride them, no matter how ferocious the beast. These druids travel far afield on the backs of wild creatures to defend the beasts of the wild from those that might harm them. And in combat, they are a terrifying force; where a knight may approach on the back of a warhorse, a beast rider will arrive atop a wild bear, wolf, or mammoth.

Circle Mount

Starting when you choose this circle at 2nd level, you have a fearsome mount that carries you into combat. Your mount must be a Large beast, cannot fly, and can have a maximum CR of 1. You can control this mount even if it hasn't been trained to accept a rider. Its hit point maximum equals its normal maximum or four times your druid level, whichever is higher.

The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. All other rules of mounted combat apply.

If your mount dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of mount as before or a different one.

Starting at 6th level, you can tame a mount with a challenge rating as high as your druid level divided by 3, rounded down. At 15th level, you can also tame Huge mounts.

Cavalier

At 2nd level, you can mount and dismount a creature without spending any movement.

You can also use your action to command your mount to take the Charge action. When a mount makes a Charge, it moves at least 10 feet in a straight line and can make one melee weapon attack against a creature within its reach. Additionally, when you command your mount to Charge, you can make one attack as a bonus action.

Mounted Casting

At 6th level, your mount's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage as long as you are riding it.

Additionally, whenever you cast a spell which affects only yourself, you can choose for it to also affect your mount.

Mount Wild Shape

Starting at 10th level, your mount learns how to assume the shape of other beasts. As an action, you can expend two uses of Wild Shape to transform your mount into another Huge or smaller beast with a CR less than or equal to its own. Unlike your normal mounts, your wildshaped mount can fly, if its new form allows it to. Your mount follows all the rules of Wild Shape while transformed.

Mammoth Rider

At 14th level, you can cast the spell enlarge/reduce spell on your mount at will.

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Circle of the Boreal

Hidden in the glacial rifts and frozen tundras that make up the bitterly cold places of the world, druids gather in isolation to pay homage to the lights that shine above in the radiant night sky. Calling to the bitter chill of their homelands, these druids take on the forms of beasts infused with the snow and ice that blankets the landscape. Some honor the Wild Huntsman, a powerful manifestation of mankind's predatory nature, while others pay homage to the gods of ice and snow or to the elemental spirits themselves. Rarely do these druids interfere with the outside world, as they are often busy keeping the few fragments of their scattered tribes alive in the terrible conditions. Those who do depart for warmer climes still carry the terrible blizzards of their homelands with them, spilling hot blood across the pale snow.

Circle Spells

When you are initiated into this circle at 2nd level, you gain access to additional spells. These spells are always prepared, don't count against the number of spells you can prepare each day, and they are considered druid spells for you. You gain more spells when you reach 3rd, 5th, 7th, and 9th level.

Circle of the Boreal Spells
Druid Level Spells
2nd ice knife, mage armor
3rd blindness/deafness, hold person
5th sleet storm, slow
7th hallucinatory terrrain, ice storm
9th cone of cold, hold monster

Predators of the Ice

When you are inducted into this circle, you learn to take on the animal forms of powerful creatures that are native to the arctic. You can assume these specialized forms as a bonus action using your Wild Shape feature, ignoring any restrictions on CR you would normally face.. At 2nd level, you can assume the form of a wolf.

At 6th level, you can assume the form of a dire wolf.

At 10th level, you can assume the form of a polar bear.

Glacial Essence

At 6th level, the permafrost of your homeland has sunken into your bones. You ignore difficult terrain caused by nonmagical ice and snow, you gain immunity to exhaustion or other effects caused by water or cold conditions, and you can see clearly in blizzards, fog, rain, and other airborne water particles.

Whenever you use your Wild Shape feature and assume the form of a beast, you can choose to infuse that creature with the cold wisdom of the frostborn. Frostborn creatures have shards of glacial ice in place of fur, tundra moss in place of skin, and eyes like an aurora that sparkles with radiant color. You can speak normally while in the form of a frostborn creature, and attacks made in this form are considered magical for the purposes of overcoming damage resistances and immunities.

While you are in the form of a frostborn creature, you can expend a spell slot of 2nd level or higher as an action. When you do so, you vanish into a swirling blizzard that occupies a 15-foot radius, following and heavily obscuring you. Each hostile creature that start its turn within the radius or enters during its turn suffers 1d10 cold damage. This blizzard lasts until the end of your next turn. For each spell slot level above 2nd that is expended, the duration increases by one round.

An example creature, the frostborn dire wolf, is provided here. For more information on the frostborn template, consult the following section.

Frostbitten Shield

At 10th level, you learn to defy the cold, and to safeguard your allies from harm. Whenever an ally that you can see other than yourself within 30 feet of you makes a saving throw, you can use a reaction to cry out to the polar spirits to form a defensive shield around the ally. The shield has hit points equal to your druid level plus your Wisdom modifier, and lasts until the end of the target's next turn. You can do this a number of times equal to your Wisdom modifier, and these uses recover whenever you finish a long rest. Additionally, you gain resistance to cold damage.

Blood on The Snow

At 14th level, your connection to the fierce predators that dwell within the arctic regions has made you cold and merciless. When you make a melee weapon attack, you can choose to make a second one with the same weapon as a bonus action. The second attack deals an additional 1 d8 cold damage.

Frostborn Template

Any beast can become a frostborn creature. When a creature becomes a frostborn, it retains all of its statistics except as noted below:

Type: The creature's type changes to Elemental.

Size: The creature's size becomes either Medium or Large, unless it is already larger (your choice).

Hit points: The creature's maximum hit points equal six times your druid level or the normal value, whichever is greater.

Skills: You can add twice your proficiency bonus to Stealth and Insight checks while in the form of a frostborn creature.

Immunities: The frostborn creature has immunity to cold damage and poison damage, and is immune to the poisoned condition.

Senses: The creature gains darkvision out to 60 feet, and blindsight out to 10 feet.

Icy Appearance: While the frostborn creature remains motionless, it is indistinguishable from a mound of snow and ice.

Additionally, the frostborn creature gains the following actions, in addition to their normal ones:

Shred: The creature gains the ability to attack with sharp, ice-coated teeth, which inflict 2d6 piercing damage and have a reach of 5 feet. The druid can choose to use their Wisdom modifier for attack and damage rolls with this natural weapon.

Volley: The creature gains the ability to launch spears of ice from its hide in place of a melee weapon attack. This ranged attack inflicts 1d12 cold damage and has a range of 30/60. The druid can choose to use their Wisdom modifier for attack and damage rolls with this natural weapon.

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Circle of the Coast

Gathering at the shores and beaches under the light of the moon, druids of this circle tie their power directly to the swirling depths and splashing waves that rise and fall with the tides. While many commune with the elemental spirits of water or the gods of the ocean, some druids of this circle pay homage to the Keeper of the Depths, an ancient nightmare of insatiable curiosity and hunger for forgotten lore. Calling to the creatures of the deep for defense and infusing the forms of these ancient leviathans with elemental power, these druids crush those who threaten the sanctity of the murky depths with the merciless grasp of the riptide.

Circle Spells

When you are initiated into this circle at 2nd level, you gain access to additional spells. These spells are always prepared, don't count against the number of spells you can prepare each day, and they are considered druid spells for you. You gain more spells when you reach 3rd, 5th, 7th, and 9th level.

Circle of the Coast Spells
Druid Level Spells
2nd fog cloud, identify
3rd gust of wind, misty step
5th call lightning, tidal wave
7th control water, Evard's black tentacles
9th dream, maelstrom

Hunters of the Reef

When you are inducted into this circle, you learn to take on the animal forms of powerful creatures that are native to the rivers and oceans. You can assume these specialized forms as a bonus action using your Wild Shape feature, ignoring any restrictions on CR or movement modes that you would normally face. At 2nd level, you can assume the form of a giant crab.

At 6th level, you can assume the form of a giant octopus. At 10th level, you learn to assume the form of a killer whale.

Deep Dweller

At 6th level, the ebb and flow of the ocean currents has become one with your blood. You gain a swim speed equal to your walking speed, and if your base walking speed is less than 30 feet, it becomes 30 feet. Additionally, you can breath both air and water in both your normal form and in any form that you have assumed using your Wild Shape feature.

Whenever you use your Wild Shape feature and assume the form of a beast, you can choose to infuse that creature with the elemental power of the tides. Tidespawn creatures have thick seaweed in place of fur, colorful coral in place of skin, and eyes like the murky depths of the deep blue sea. Those that lack limbs to walk upon are carried by a gentle ocean swell that moves them over the earth. You can speak normally while in the form of a tidespawn creature, and attacks made in this form are considered magical for the purposes of overcoming damage resistances and immunities.

you are in the form of a tidespawn creature, you can expend a spell slot of 2nd level or higher as an action. When you do so, you can summon rushing waves of saltwater to batter a target of your choosing within 60 feet. The target must make a Strength saving throw. If they fail, they take 2d10 bludgeoning damage and are pushed up to 20 feet in a horizontal direction of your choosing. If they impact another creature or a surface, both take an additional 2d8 bludgeoning damage and their movement ends. If the target succeeds, they take half as much damage and are not pushed. For each spell slot level above 2nd that is expended, the bludgeoning damage increases by 1d10 and the distance the target is pushed increases by 10 feet.

An example creature, the tidespawn giant octopus, is provided here. For more information on the tidespawn template, consult the following section.

Siren Song

At 10th level, your communion with the elemental forces - has taught you the song of the beautiful monsters of the - shore. You can cast compulsion without expending a spell. slot. Once you do so, you can't do so again until you finish a hort or long rest. Additionally, you can cast dominate erson as a bonus action while you are maintaining concentration on compulsion using a druid spell slot, ending the compulsion spell.

Ocean's Blessing

At 14th level, your connection to the tides allows you to pull at the forms of others in even greater ways. As an action, you can expend a use of your Wild Shape feature to transform a willing target within 20 feet of you into a beast of your choosing, as thought the target were a druid of your level using Wild Shape themselves. They do not benefit from Deep Dweller and cannot be transformed into a beast that lacks a swim speed.

Tidespawn Template

Any beast can become a tidespawn creature. When a creature becomes a tidespawn, it retains all of its statistics except as noted below:

Type: The creature's type changes to Elemental.

Size: The creature's size becomes either Medium or Large, unless it is already larger.

• Hit points: The creature's maximum hit points equal six times your druid level, or the normal value, whichever is greater.

Speed: The creature gains a land speed of 30 feet and a swim speed of 30 feet, unless it is already faster.

Skills: You can add twice your proficiency bonus to Athletics checks while in the form of a tidespawn creature.

Resistances: The tidespawn creature has resistance to slashing damage from nonmagical sources.

Senses: The creature gains darkvision out to 60 feet, and blindsight out to 10 feet.

• Reef Appearance: While the tidespawn creature remains motionless, it is indistinguishable from a cluster of coral or seaweed.

Additionally, the tidespawn creature gains the following actions, in addition to their normal ones:

Crush: The creature gains the ability to attack with brutal, rushing strikes, which inflict 2d6 bludgeoning damage and have a reach of 5 feet. The druid can choose to use their Wisdom modifier for attack and damage rolls with this natural weapon.

Drown: Whenever a tidespawn creature is standing adjacent to a prone enemy, it can use an action to fill the lungs of the enemy with saltwater. The target must make a Constitution saving throw against your druid spell save DC. If it fails, it suffers a level of exhaustion and takes 1d10 necrotic damage. Creatures that can breathe underwater or don't require air to live, such as undead or constructs, are immune to this effect.

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Circle of Concrete

Druids who join the Circle of Concrete don't make their home in pristine forests or majestic mountains, but in the Cities. Scrounging for scraps and sleeping in alleys have made them experts in surviving in the heart of a metropolis without a silver to their names. These druids are defenders of the downtrodden and avengers of the weak, living among the poor and stepping up when they need a champion most.

Bonus Proficiencies

Beginning when you select this archetype at 2nd level, you are now capable of using and are proficient in wearing armor and using shields made of metal.

Streettalk

At 2nd level, you learn to speak like a long time urbanite. You gain advantage on Intelligence (Investigation) checks to learn about a person or location in a city. In addition, you have advantage on Charisma (Persuasion) checks made to haggle the price of goods and Charisma (Deception) checks made to lie to authorities. Finally, you know Thieves’ Cant.

Streetwalk

At 2nd level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through crowds without being slowed by them, and have advantage on Dexterity (Stealth) checks in crowds. Finally, you can scale buildings as few can; climbing no longer costs you extra movement and you gain advantage on Strength (Athletics) checks made to scale walls.

Urban Shape

At 6th level, you can emulate the forms of some constructs. You can take the form of a Flying Sword when you use Wild Shape. At 8th level, you can choose the form of an Animated Armor, at 10th level the form of a Helmed Horror, and at 14th level a Shield Guardian. Additionally, you have become adept at blending into crowds and can cast disguise self at will without expending a spell slot.

Streetwise

By 10th level, you are immune to the blights and dangers of the city. You are immune to disease and to being poisoned and have resistance on poison damage. Additionally, you have become wary to the dangers of the streets and can't be surprised in a city while you are conscious.

Passwall

By 14th level, you now no longer need to scale the walls of the city to traverse it. You may cast passwall or dimension door without using a spell slot. After you cast either of these spells, you must complete a short or long rest before casting one again.

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Circle of the Cube

The Circle of the Cube is composed of those who have undertaken a certain crazed ritual, willingly or otherwise. They allow themselves to be engulfed by a gelatinous cube, with the belief that the cube will cleanse both the body and the mind. Most of those who undertake the ritual succumb to the gelatinous cube and become nourishment for it, but those that are fortunate enough to succeed... become an existence closer to a monster than a man. They could have milky white eyes, skin that can be seen right through, or a tendency to drag their feet across the floor, but they share one belief: Their world is no longer a sphere, but a cube.

Building Blocks

Starting at 2nd level, your body has been altered due to being consumed by the cube. You learn the acid splash cantrip, and can cast it without any somatic or verbal components. You gain resistance to acid damage, and oozes have disadvantage on attack rolls against you.

Oozing Magic

At 2nd level, you can congeal your magic into ooze. When you cast a cantrip that targets only one creature and has a duration of instantaneous, you can target a 5-foot cube on the ground instead of a creature. The cantrip fills the cube, and lasts for 1 minute or until a creature touches the cube. Any creature in the cube's space when you cast the spell or that enters the space must succeed on a Constitution saving throw against your druid spell save DC or be affected by the cantrip as if they were hit by the cantrip's spell attack or they failed the cantrip's saving throw. As a bonus action, you can move any number of cubes up to 5 feet.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.

Square Meal

At 6th level, your stomach has become storage that can contain your wealth and weaponry. As an action, you can swallow and store an object no larger than 5 feet on a side and weighing no more than 10 pounds. If the object is a weapon, it can't have the Heavy property. As a bonus action, you can retrieve the object into your hand. You can only have one object stored inside your stomach at a time.

Additionally, your flesh has become semi-transparent and easily fades into the background. Whenever you are standing against a wall or other surface, you can choose to take the Hide action, even if you would not normally be obscured or otherwise hidden.

 

Four Corners

At 10th level, you can escape and return to the cube where you belong. As a bonus action, you can expend two uses of Wild Shape at the same time to summon a gelatinous cube on your space, which engulfs you immediately. The cube acts on your initiative, and has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, the cube defends itself from hostile creatures but otherwise take no actions. While you are engulfed by the gelatinous cube, you aren't restrained and can escape by using an amount of movement equal to half your speed. You still take damage from being engulfed. You can only summon one gelatinous cube at a time. If you attempt to summon a second, the first one disappears.

Primordial Soup

At 14th level, you inflict your strange madness upon the world, seeking to reshape it in your image. The duration of cubes cast with Oozing Magic is extended to 10 minutes, and the distance you can move a cube is extended to 10 feet. When you create a cube with Oozing Magic, you can choose to roll a d6 and create additional cubes equal to the result adjacent to that cube, which have the same effect as the first. You can't create additional cubes again until you finish a long rest.

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Circle of the Deep

The druids that maintain and protect the land are deluded to think that they keep dominion over the natural world, for they stand guard over only a small fraction of it; far greater, and far wilder, is the deep. Druids of the Deep are fewer in number, but greater in task, vowing to stand guard over the world's oceans, seas, lakes, and rivers, and safeguard their inhabitants from the fools that walk the surface.

The crushing depths have hardened these druids, and taught them to battle with every weapon underneath the waves. After all, the ocean is an unforgiving place; you can't survive by just talking to fish.

Bonus Proficiencies

To join the Circle of the Deep, you learn the weapons of underwater combat. When you choose this circle at 2nd level, you gain proficiency in the use of fishhooks, harpoons, nets, spears, and tridents.

In addition, though druids of the deep will not use weapons made of metal, they will use coral weapons, just as merfolk do. Coral weapons function as regular weapons, but cost twice as much if purchased on land.

Aquatic

By 2nd level, you are permanently adapted to life underwater. You can breathe water as well as air, and have a swim speed equal to your base movement speed. These benefits also apply while you're transformed using Wild Shape: if you transform into a creature that does not have a swim speed, your form gains a swim speed equal to the form's base movement speed.

Votex Attack

At 6th level, you've mastered the all-around fighting style of deep sea creatures. Whenever you are in water or have fewer than half your maximum hit points, can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Ocean's Ally

Beginning at 10th level, the beasts of the deep mark you as one of their own. You can speak to fish and other aquatic creatures at will, as per the speak with animals spell.

Additionally, if you are underwater, you can use your action to call an aquatic beast of CR 3 or lower from the environment to your aid, which arrives at the beginning of your next turn. The beast rolls its own initiative and acts on its own turn, but is friendly to you and your companions and follows your commands. After 1 hour passes, or if you or one of your companions harms the target, the effect ends and the beast returns to the wild.

Once you use this ability, you can’t use it again until you finish a short or long rest.

Davy Jones' Locker

At 14th level, you consign your enemies to a watery grave.

Once per turn, when you hit with a melee weapon attack, you can deal an additional 1d8 damage to the target.

Additionally, your attacks ignore resistance to nonmagical bludgeoning, piercing, and slashing damage, ignore the damage threshold of ships, and deal double damage to ships.

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Circle of the Desert

Within the deepest center of the sand-filled wastes, druids gather to bring life to oasises, safeguard routes between cities, and hunt down those who would taint the sanctity of the desert. Druids of this circle often praise the gods of the sun and sand, or call to the elemental spirits of earth and air. A rare few pay homage to the Eternal Citadel, a living monument to the forces of preservation that appears as a mirage to those that become lost and delerious from thirst. Calling to the crags and sands, these druids infuse their forms with swirling dust and deadly poison, and cast spells of withering upon their foes — yet, when someone staggers on the edge of death to one of their oasises, that poor soul will find no greater help than a druid of the desert.

Circle Spells

When you are initiated into this circle at 2nd level, you gain access to additional spells. These spells are always prepared, don't count against the number of spells you can prepare each day, and they are considered druid spells for you. You gain more spells when you reach 3rd, 5th, 7th, and 9th level.

Circle of the Desert Spells
Druid Level Spells
2nd create or destroy water, ray of sickness
3rd blur, dust devil
5th sending, wall of sand
7th blight, giant insect
9th insect plague, mislead

Stalkers of the Wastes

When you are inducted into this circle, you learn to take on the animal forms of powerful creatures that are native to the crags and dunes. You can assume these specialized forms as a bonus action using your Wild Shape feature, ignoring any restrictions on CR or movement modes that you would normally face. At 2nd level, you can assume the form of a giant poisonous snake.

At 6th level, you can assume the form of a lion.

At 10th level, you learn to assume the form of a giant scorpion.

Spirit of the Sand

At 6th level, the windswept dunes fill your mind with both tranquility and fervor. You become immune to exhaustion and other detrimental effects that would be caused by desert conditions. Additionally, you can see through dust, fog, and other airborne particles that would cause your view to be obscured.

Whenever you use your Wild Shape feature and assume the form of a beast, you can choose to infuse that creature with the grace and wrath of the primal deserts, changing it into a sandscourge. Sandscourge creatures have toxic ichor in place of blood, flowing sand in place of

skin, and eyes the color of a setting sun. You can speak normally while in the form of a sandscourge creature, and attacks made in this form are considered magical for the purposes of overcoming damage resistances and immunities.

While you are in the form of a sandscourge creature, you can expend a spell slot of 2nd level or higher as an action. For one minute or until you exit the form, sand quickly falls off you onto the ground in a 5 foot radius around you, coating it in a layer of magical dust for the duration. During your turn, you can use a bonus action to teleport to a location coated in this magical sand, unleashing a spray of poison at a target of your choosing within 5 feet. The target must make a Constitution saving throw against your druid spell save DC or become poisoned until the start of your next turn. When you expend a spell slot of 3rd level or higher, the duration of the sand increases to 10 minutes. When you expend a spell slot of 5th level or higher, the effect lasts until you exit this form.

An example creature, the sandscourge lion, is provided here. For more information on the sandscourge template, consult the following section.

False Oasis

At 10th level, you are constantly concealed by a minor mirage. You can take the Hide action as a bonus action, and you can do so even while you are not obscured or behind cover so long as you are at least 10 feet away from any object that could provide cover or heavy obscurement.

Lifebringer

At 14th level, you learn to restore the harmony of a barren land. During a long rest, you can choose to perform a ritual to cause strange and mystical plants to grow. Up to twenty colorful plants covered in water-filled fruit will spontaneously grow at locations of your choosing within one mile of you. These plants each provide enough food and water for up to ten people per day, and those who eat from them are immune to exhaustion caused by desert conditions. At your discretion, you can choose to cause one or more of these magical plants to bear poisonous fruit that appears identical to the ordinary fruit. Those who eat it must make a Constitution saving throw against your druid spell save DC. If they fail, they are poisoned until they finish a long rest, and do not gain any benefits from eating the fruit.

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Sandscourge Template

Any beast can become a sandscourge creature. When a creature becomes a sandscourge, it retains all of its statistics except as noted below.

Type: The creature's type changes to Elemental.

Size: The creature's size becomes either Small, Medium or Large, unless it is already larger.

Hit points: The creature's maximum hit points equal six times your druid level, or the normal value, whichever is greater.

Speed: The creature gains a land speed of 30 feet.

Skills: You can add twice your proficiency bonus to Perception and Stealth checks while in the form of a sandscourge creature.

Immunities: The sandscourge creature has immunity to poison damage and the poisoned condition.

Senses: The creature gains darkvision out to 60 feet, and blindsight out to 10 feet.

Dune Appearance: While the sandscourge creature remains motionless, it is indistinguishable from a large sandstone boulder, a pile of sand, or a dessicated plant.

Living Sandstorm: The sandscourge creature can take the Disengage action as a bonus action, and can slip through gaps and openings as small as three inches across without squeezing.

Additionally, the sandscourge creature gains the following actions, in addition to their normal ones:

Abrasion: The creature gains the ability to attack with lashing blasts of sand which inflict 2d6 slashing damage and have a reach of 5 feet. The druid can choose to use their Wisdom modifier for attack and damage rolls with this natural melee weapon.

Venom Breath: A sandscourge creature can unleash a volley of toxin from its mouth as an action. All creatures in a 15-foot cone must make a DC 14 Constitution saving throw or suffer 1d12 poison damage.

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Circle of Desolation

You have embraced the blight. You are a Priest of Flies, a Lord of Maggots, a King of Rot. For whatever reason, the members of your circle have turned their power to the desolation of nature and the end of life. Now, flowers wilt at your fingertips, and trees shudder and die with your glance.

Blightfire

When you choose this circle at 2nd level, you gain the ability to start wildfires with a glance. As an action, you can unleash a scorching blast of fire that affects a 5 foot square of ground within 20 feet of you which remains ignited until the beginning of your next turn. Each creature which enters an affected space or begins their turn in one must make a Dexterity saving throw. On a failed saving throw, a target takes 1d8 fire damage. The fire ignites all flammable objects that aren't being worn or carried.

The number of adjacent squares you may affect and fire damage increases as you gain levels in the druid class as follows: 5th level (2 squares / 2d8 damage), 11th level (2 squares / 3d8 damage), and 17th level (3 squares 4d8 damage).

Deforestation

At 2nd level, you learn to draw sustenance from living things around you. As a result, you no longer need food or water to survive. Additionally, as an action on your turn, you can draw energy from the life around you, killing all vegetation within 20 feet of yourself, and restoring 1d8 + your druid level of your hit points. A plant creature within this range takes necrotic damage equal to this amount. After using this feature, you can't use it again until you finish a long rest.

Desolating Stride

Starting at 6th level, you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. All plants in your way that aren’t creatures wither and crumble to dust, leaving a clear path behind you. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Contagious Touch

Starting at 10th level, you can cast contagion or blight without expending a spell slot. After using this ability, you must complete a long rest before using it again.

Plague

Beginning at 14th level, as an action on your turn, you can let out an invisible cloud of pestilence. For 1 minute, each creature adjacent to you that you choose must make a Constitution saving throw or be poisoned for a number of rounds equal to your Wisdom modifier. A poisoned creature takes 4d6 poison damage at the end of its turn, and can then reattempt this saving throw, ending the effect on a success. On a successful save, a creature is immune to this effect for 24 hours.

After using this ability, you cannot use it again until you complete a long rest.

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Circle of Dreams

Druids who are members of the Circle of Dreams hail from r egions that have strong ties to the Feywild a nd its dreamlike realms. The druids' guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.

Balm of the Summer Court

At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.

As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You regain all expended dice when you finish a long rest.

Hearth of Moonlight and Shadow

At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.

The sphere vanishes at the end of the rest or when you leave the sphere.

Hidden Paths

Starting at 10th level, you can use the hidden, magical pathways th at some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

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.

Walker in Dreams

At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.

When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle.

This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.

Once you use this feature, you can't use it again until you finish a long rest.

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Circle of Dusk

The Circle of Dusk is an ancient sect of druid, long estranged from other druidic circles due to their differing outlooks on the natural world. The Circle of Dusk believes that the spirits of nature need regular sacrifices of beasts, natural and unnatural, and even the occasional human sacrifice. These druids meet in old, dying forests to perform secret blood rituals - rituals which they hope will appease the cruelest gods of the Old Faith. As a member of this circle, you realize nature’s will is not of kindness and spirituality - it is of cruelty and sacrifice.

Ritual Sacrifice

When you choose this circle at 2nd level, you learn how toperform rituals using the blood sacrifices of powerful foes. Byusing the body of a creature that has died within the last hour asone of your spell components, you can cast any spell with theritual tag from any class spell list without needing to prepare it.You still need to use the other components of the ritual as normal.In order to cast a ritual in this manner, you need the body of acreature of a CR greater than or equal to the spell level of theritual to be cast, and the spell must be of a level you have spellslots for. The creature used cannot be a construct, an undead, oran elemental. Once you complete the ritual, that creature cannotbe used in any other rituals.

Circle Spells

The dark powers of twilight infuse you with the ability to castcertain spells. At 3rd, 5th, 7th, and 9th level you gain access to anumber of circle spells, listed below in the twilight table.

Once you gain access to a circle spell, you always have itprepared, and it doesn't count against the number of spells youcan prepare each day. If you gain access to a spell that doesn'tappear on the druid spell list, the spell is nonetheless a druid spellfor you.

Circle of Dusk

Druid Level Circle Spells
3rd darkness, gentle repose
5th speak with dead, tides of blood
7th dominate beast, draining thread
9th dominate person, insect plague

Eyes of Twilight

Starting at 6th level, you gain darkvision with a radius of 120feet, or you increase the radius of your darkvision by 60 feet ifyou already have it. Additionally, you can see through magicaldarkness for the radius of your darkvision.

 

Soulseeing

At 10th level, you gain the ability to see the souls of livingcreatures. As an action on your turn, you hone your senses toallow you to see the faint outline of any living creature or creaturethat has died within the last hour until the end of your turn. Thisallows you to see any creature within the radius of yourdarkvision, including invisible creatures, as well as creatures thatare obscured in some manner, such as being behind a wall or inmurky water. This sight can penetrate most barriers, but it isblocked by 1 foot of stone, 1 inch of common metal, a thin sheetof lead, or 3 feet of wood or dirt.

Ritualist

When you reach 14th level, you become a master at performingrituals. Casting a spell as a ritual now only adds 1 minute to thecast time.

Additionally, when you cast a ritual using your ritual sacrificefeature, the CR of the creature only needs to be half of the spelllevel of the ritual to be cast, and you may use the same creature inup to 2 different rituals.

Bard |

Circle of the Fist

It is common for druids to abandon the trappings of civilized life when they join their circle, but Fists of the Forest take things one step further, adopting the lifestyle of a wild animal. These druids rarely carry a weapon, preferring instead to master hunting as animals do, using only their bodies. At the height of this druid's expertise, it looks more animalistic than the beasts of the forest, and is twice as deadly.

Untamed Strike

At 2nd level, you fight with the strength of a feral beast. While you are unarmed and you aren’t wearing medium or heavy armor or wielding a shield, you gain the following benefits:

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.

You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain druid levels, as shown in the Fist of the Forest Untamed Strike table. If the weapon die of your beast form is less than your Untamed Strike die, you can use this die instead while in your beast form.

When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

Starting at 10th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Fist of the Forest Unarmed Strike

Druid Level Damage
2nd 1d4
8th 1d6
14th 1d8
20th 1d10

Scent

By 7th level, you can hunt by scent, much like the beasts of the forest. You have advantage on Wisdom (Perception) and Wisdom (Survival) checks that rely on smell.

Primal Defense

At 10th level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Feral Trance

Starting at 14th level, you can fall into a primal battle trance as a bonus action. While in your trance, you gain the following benefits if you aren’t wearing medium or heavy armor:

You have advantage on Strength checks and Strength saving throws.

You have resistance to bludgeoning, piercing, and slashing damage.

When you use the Attack action with an unarmed strike on your turn, you can make two unarmed strikes as a bonus action.

Your trance lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your trance on your turn as a bonus action.

You can use this ability twice and regain all expended uses when you take a long rest.

Bard |

Circle of the Forest

Within the calm glades of the wild woods on moonlit nights, the druids of this circle gather to commune with the spirits of nature. Their attunement to such a lively and vibrant ecosystem grants them a strong affinity with hardy plants that can survive the bitter bite of winter, and the communal predators and prey that live in an endless cycle of birth, growth, and death. While many honor the woodland spirits or the gods of nature, a select few pay homage to the Shadowcat, an ancient fey-like creature that harvests nightmares from the unwary. They learn to tap into the powerful natural forces of their region to assume the forms of great beasts and deadly predators, while calling to the environment for defense. Those who travel from their woods seek to protect them at any cost, though that price is often paid in the corrupted blood of evil creatures.

Circle Spells

When you are initiated into this circle at 2nd level, you gain access to additional spells. These spells are always prepared, don't count against the number of spells you can prepare each day, and they are considered druid spells for you. You gain more spells when you reach 3rd, 5th, 7th, and 9th level.

Circle of the Forest Spells
Druid Level Spells
2nd entangle, expeditious retreat
3rd barkskin, spider climb
5th clairvoyance, plant growth
7th dominate beast, freedom of movement
9th commune with nature, tree stride

Beasts of the Woods

When you are inducted into this circle, you learn to take on the animal forms of powerful creatures that are native to the forests. You can assume these specialized forms as a bonus action using your Wild Shape feature, ignoring the restrictions on CR you would normally face.. At 2nd level, you can assume the form of a wolf.

At 6th level, you can assume the form of a dire wolf.

At 10th level, you learn to assume the form of a giant elk.

Living Unity

When you reach 6th level, you learn the secret rites that preach of the trees and creatures existing together in one form, and begin to practice them, becoming more attuned to your environment. You can ignore difficult terrain caused by nonmagical plants. Whenever you use Wild Shape, you can choose to have the creature you become be infused with briarthorn. Briarthorn creatures have flowing vines instead of skin, thorns and barbs in place of claws and teeth, and eyes like fresh spring water.

A druid can speak normally while in the form of a briarthorn creature, and attacks made in this form are considered magical for the purposes of overcoming damage resistances and immunities.

While in the form of a briarthorn creature, you can expend a spell slot of 2nd level or higher as an action. When you do so, thrashing vines launch from your skin, tearing into the flesh of nearby hostile creatures. Each enemy within 15 feet of you must make a Dexterity saving throw against your druid spell save DC. If they fail, they take 2d8 slashing damage, plus an additional 1d8 slashing damage per level of the spell slot beyond 2nd. If they succeed, they take half as much damage. The thorns soak in the blood of the creatures that were harmed, causing you to regain hit points equal to the highest amount of damage inflicted to a single target.

An example creature, the briarthorn dire wolf, is provided here. For more information on the briarthorn template, consult the following section.

Tree Spirit

At 10th level, you learn to let loose the primal cries of the predators of the wild woods. As an action, you can whisper to the earth. Choose up to four 5-foot cubes within 30 feet of you. Thick nonmagical foliage sprouts from the ground in this location, lightly obscuring the area and providing half cover. You can use this feature while you have assumed another form using your Wild Shape feature.

When you reach 14th level, you can use a bonus action to activate this feature.

Lord of the Forest

At 14th level, your communion with the forests of the world has granted you insights into the minds of the inhabitants within the groves, and has granted you a measure of power over them. You can cast animal friendship, beast bond, and speak with animals at will without expending a spell slot.

Bard |

Briarthorn Template

Any beast can become a briarthorn creature. When a creature becomes a briarthorn, it retains all of its statistics except as noted below.

Type: The creature's type changes to Plant.

Size: The creature's size becomes either Medium or Large, unless it is already larger.

Hit points: The creature's maximum hit points equal six times your druid level, or the normal value, whichever is greater.

Skills: You can add twice your proficiency bonus to Athletics and Stealth checks while in the form of a briarthorn creature.

Senses: The creature gains darkvision out to 60 feet, and blindsight out to 10 feet.

Grasping Vines: The briarthorn creature can grapple one Medium or smaller creature using the vines sprouting from its body, and it does not suffer a penalty to its speed due to grappling. If the briarthorn creature is Large, it can grapple two enemies instead. At the start of each of its turns, the briarthorn creature can choose to inflict 2 (1d4) slashing damage to any grappled targets. Whenever the briarthorn creature hits with a melee attack, it can choose to attempt to grapple the target as a bonus action.

Plantlike Appearance: While the briarthorn creature remains motionless, it is indistinguishable from a large bush or mass of vines, and it can use a bonus action to take the Hide action while it is at least lightly obscured by plants, foliage, or dense forest.

Briarthorn creatures also have the following action, in addition to their normal ones:

Tearing Vines: The creature gains the ability to attack with barb-covered tendrils, which inflict 2d6 slashing damage and have a reach of 5 feet. The druid can choose to use their Wisdom modifier for attack and damage rolls with this natural weapon

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Circle of the Green

Knights of the Green are called upon by the Parliament of Trees to bring balance to the primary forces of life in the world: The Green and The Red. All that is Green represents the slow moving, but utterly ruthless life of plants and vegetation. The Red represents animal creatures of all kind. It is the purpose of the chosen druids of the Circle of the Green to battle the Red and bring restraint to the Green, so that life everywhere may continue.

Circle Spells

Beginning when you select this circle at 2nd level, your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected with the Green.

Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

Druid Level Spells
3rd entangle, goodberry
5th protection from poison, spike growth
7th plant growth, speak with plants
9th grasping vine

Green Form

At 2nd level, your body is has been enveloped by a thick mass of leaves and vines, an embodiment of the Green, that moves with you as a second skin. Your Armor Class while unarmored is equal to 10 + your Dexterity modifier + your Wisdom modifier. Additionally, you have advantage on Dexterity (Stealth) checks made to hide among vegetation of any sort.

Green Empathy

Starting at 6th level, you know any language necessary to communicate with plant creatures, and have advantage on Persuasion checks with them.

Green Magic

At 10th level, when you cast a spell granted to you by your Circle Spells, you may cast it as a bonus action. After using this ability, you must complete a short or long rest before using it again.

Guardian Form

Beginning at 14th level, you can Wild Shape into a treant for 1 minute. After using this ability, you must complete a long rest before using it again.

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Circle of Harmony

The Circle of Harmony is, above all else, devoted to the preservation of the balance between the four natural forces of earth, wind, fire and water. These druids spend their lives monitoring the elemental planes, opening or sealing portals to them in order to maintain a precarious equilibrium. They generally oppose the summoning of elementals by humanoid arcanists, viewing themselves as the only legitimate authority on natural magic, and go to great lengths to hunt down and silence any wizard or sorcerer who dabbles too much in elemental spells.

Planetouched beings occupy a fraught role in the hierarchy of the Circle of Harmony. The druids eagerly recruit genasi (indeed, the initiation ritual for new genasi druids is one of their grandest and most holy ceremonies), but only if they can induct one of each type simultaneously, so as to maintain parity within their ranks. The genasi are honored while they serve, but should one die or leave the circle, the others who joined with them must also be cast out to preserve the harmony.

Bonus Cantrips

Starting when you choose this circle at 2nd level, you learn the following additional cantrips: control flames, gust, mold earth, and shape water.

Defensive Harmony

At 6th level, you can select one of the following damage types: acid, cold, fire or lightning. You gain resistance to damage of the chosen type. You can change which type of damage you resist when you finish a long rest.

Planar Guardian

By 10th level, you have become an expert in sending unwanted elementals back from whence they came. You can now cast the spell banishment without using a spell slot; it counts as a druid spell for you. Furthermore, elemental creatures have disadvantage on their saving throw when you cast this spell.

Once you have cast banishment using this ability, you must finish a short or long rest before you can do so again.

Effortless Summons

Starting at 14th level, whenever you summon an elemental using conjuration magic, you do not need to concentrate on the spell to sustain the spell or maintain control of the creature. The creature disappears after an amount of time equal to the spell's usual duration.

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Circle of the Land

The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle’s mysterious rites.

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a Short Rest, you choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a Long Rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level slot or two 1st-level slots.

Wild Shape of the Land

You learn and can assume a Form related to your circle that you've chosen. As per Forms last an hour, use 1 wild shape charge (and an action).

Arctic

A rime of frost seems to form on your clothes the air around you grows cold and even snowmay fall, you slow the targets speed by 10 ft you slow the targets speed by 10 ft until they end of their next turn.

Coast

your clothes slowly ripple as if pulled around by the tide. Your movement is increased by 10ft and you gain a similar swim speed.

Desert

Your form seems to be hazy and indistinct as if you are staring at a mirage. When an enemy moves within 5' of you, you can use your reaction to move up to half your speed away without provoking attacks of opportunity from that enemy.

Forest

Leaves and moss sprout over your clothes. When you cast a cantrip against an enemy, the ground directly below the creature fills with dense foliage and becomes a 5x5 square of difficult terrain that lasts 1 minute or until another cantrip is cast.

Grassland

Your skin and garb take on patterns and hues matching the world around you. you can hide while lightly obscurred.

Mountain

A thick crust encompases you flesh as if you are turning to stone. Your AC increases by 1 and you have advantage on Strength checks against being grappled.

Swamp

A fetid odor eminates off your body and your skin and clothes appear to be covered in a dark slime When a creature comes within 5' of you for the first time it has disadvantage on it's first attack, as it is startled by the pungent odor.

Underdark

Your hands and feet grow tiny jagged hooks that are more adept at gripping walls. You have a climbspeed equal to your walking speed and can add your Wisdom when making climb checks.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain Spells. At 3rd, 5th, 7th, and 9th level you gain access to circle Spells connected to the land where you became a druid.

Choose that land—arctic, coast, desert, forest, grassland, mountain, or swamp—and consult the associated list of Spells.

Once you gain access to a circle spell, 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.

Table: Arctic

Druid Level Circle Spells
3rd Hold Person, Spike Growth
5th Sleet Storm, Slow
7th Freedom of Movement, Ice Storm
9th Commune with Nature, Cone of Cold

Table: Coast

Druid Level Circle Spells
3rd Mirror Image, Misty Step
5th Water Breathing, Water Walk
7th Control Water, Freedom of Movement
9th Conjure Elemental, Scrying

Table: Desert

Druid Level Circle Spells
3rd Barkskin, Spider Climb
5th Create Food and Water, Protection from Energy
7th Blight, Hallucinatory Terrain
9th Insect Plague, Wall of Stone
Bard |

Table: Forest

Druid Level Circle Spells
3rd Blur, Silence
5th Call Lightning, Plant Growth
7th Divination, Freedom of Movement
9th Commune with Nature, Tree Stride

Table: Grassland

Druid Level Circle Spells
3rd Invisibility, Pass without Trace
5th Daylight, Haste
7th Divination, Freedom of Movement
9th Dream, Insect Plague

Table: Mountain

Druid Level Circle Spells
3rd Spider Climb, Spike Growth
5th Lightning Bolt, Meld into Stone
7th Stone Shape, Stoneskin
9th Passwall, Wall of Stone

Table: Mountain

Druid Level Circle Spells
3rd Acid Arrow, Darkness
5th Water Walk, Stinking Cloud
7th Freedom of Movement, Locate Creature
9th Insect Plague, Scrying

Table: Underdark

Druid Level Circle Spells
3rd spider climb, web
5th gaseous form, stinking cloud
7th greater invisibility, stone shape
9th cloudkill, insect plague

Table: Swamp

Druid Level Circle Spells
3rd Acid Arrow, Darkness
5th Water Walk, Stinking Cloud
7th Freedom of Movement, Locate Creature
9th Insect Plague, Scrying
 

Land’s Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against Plants that are magically created or manipulated to impede Movement, such those created by the Entangle spell

Nature’s Ward

When you reach 10th level, you can’t be Charmed or Frightened by elementals or fey, and you are immune to poison and disease.

Nature’s Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to Attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the Attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its Attack against you.

Druid |

Circle of the Mountain

Upon the storm-scarred peaks and within the boulder-filled crags that make up the great mountain ranges of the world, druids of this circle gather to perform the ancient rites that allow them to tap into the power at the heart of the mountains. While many sing to the stones themselves and the elementals that dwell within, others honor the gods of the earth or the Storm Lord, an extradimensional being that harvests the fallen souls of heroes. Taking on the forms of beasts infused with living stone and timeless might, these druids are responsible for keeping miners, foresters, and travelers safe while within the dangerous peaks that conceal ancient dragons, hungry gryphons, and vicious goblinoids. With the stone to guide them, they stand tall before the sunrise.

Circle Spells

When you are initiated into this circle at 2nd level, you gain access to additional spells. These spells are always prepared, don't count against the number of spells you can prepare each day, and they are considered druid spells for you. You gain more spells when you reach 3rd, 5th, 7th, and 9th level.

Circle of the Mountain Spells
Druid Level Spells
2nd earth tremor, feather fall
3rd Maximilian's earthen grasp, spider climb
5th erupting earth, meld into stone
7th stone shape, stoneskin
9th transmute rock, wall of stone

Nomads of the Hills

When you are inducted into this circle, you learn to take on the animal forms of powerful creatures that are native to the forests. You can assume these specialized forms as a bonus action using your Wild Shape feature, ignoring any restrictions on CR you would normally face. At 2nd level, you can assume the form of a giant goat. At 6th level, you can assume the form of a brown bear. At 10th level, you learn to assume the form of a giant eagle.

Heart of the Earth

At 6th level, your blood has become like the veins of ore within the high peaks, and you learn to stride and change in harmony with the rock itself. You ignore difficult terrain caused by nonmagical earthen obstructions, such as rubble or quicksand, and you gain immunity to exhaustion or other effects caused by altitude or cold, mountainous conditions.

Whenever you use your Wild Shape feature and assume the form of a beast, you can choose to infuse that creature with the power of the stoneheart. Stoneheart creatures have shards of rock in place of fur, gravel in place of skin, and eyes like liquid metal that glow gently in the dark. You can speak normally while in the form of a stoneheart creature, and attacks made in this form are considered magical for the purposes of overcoming damage resistances and immunities.

While you are in the form of a stoneheart creature, you can expend a spell slot of 2nd level or higher as an action. When you do so, you can unleash a churning tide of stone that rains down from above in an avalanche. Choose a 10-foot cube up to 30 feet away. Boulders launch up from the

ground around you and rain down upon the area, smashing into the ground with incredible force. Creatures within the area must make a Dexterity saving throw. If they fail, they take 3d10 bludgeoning damage and are knocked prone. If they succeed, they take half as much damage and are not knocked prone. The area becomes difficult terrain, and each 5-foot square within the area takes 1 minute to clear by hand. For each spell slot level above 2nd that is expended, the bludgeoning damage increases by 1d10 and the size of the cube increases by 5 feet.

An example creature, the stoneheart giant goat, is provided here. For more information on the stoneheart template, consult the following section.

Cairn for the Dead

At 10th level, you learn to commune with the spirits of those that have fallen from the high peaks, and your connection with these shattered souls opens the door to those who are near death. You are aware of when a creature has fewer than half its maximum hit points remaining. Whenever you inflict damage to such a creature, you can use a bonus action to cause the stones themselves to rush up around that creature, sealing them in a stone coffin. The coffin surrounds the entirety of the space the creature is in, and has AC 16, resistance to all damage, and has hit points equal to your druid level. Once you create this coffin, you cannot do so again until you finish a short or long rest.

Rocky Appearance: While the stoneheart creature remains motionless, it is indistinguishable from a large boulder or pile of rock. Additionally, the stoneheart creature gains the following actions, in addition to their normal ones:

Runic Horns: The creature gains the ability to attack with hornlike shards of stone, which inflict 2d6 piercing damage and have a reach of 5 feet. The druid can choose to use their Wisdom modifier for attack and damage rolls with this natural weapon.

Hide of Stone: Whenever a stoneheart creature is struck by a melee attack, it can use a reaction to unleash a barrage of rocky shrapnel from the wound. Hostile creatures within 10 feet must make a Dexterity saving throw against your druid spell save DC. If a target fails, it takes 1d8 slashing damage.

Seeker of the Sky

At 14th level, your connection to the skies and earth below grants you the unstoppable strength of the mountain peaks. You can cast catapult at will without expending a spell slot, and you can cast skywrite once without expending a spell slot. This use recovers whenever you finish a short or long rest.

Druid |

Stoneheart Template

Any beast can become a stoneheart creature. When a creature becomes a stoneheart, it retains all of its statistics except as noted below.

Type: The creature's type changes to Elemental.

Size: The creature's size becomes either Medium or Large, unless it is already larger.

Hit points: The creature's maximum hit points equal six times your druid level, or the normal value, whichever is greater.

Skills: You can add twice your proficiency bonus to Athletics checks while in the form of a stoneheart creature.

Resistances: The stoneheart creature has resistance to piercing and slashing damage from nonmagical sources.

Senses: The creature gains darkvision out to 60 feet, and blindsight out to 10 feet.

Druid |

Circle of Oasis

Water is the lifeblood of those who live in the desert, and precious are those few bastions of life and greenery that spring up from the sands. Druids belonging to the Circle of Oasis feel an innate connection to these places, and guard them with their very lives.

Dowsing

When you choose this circle at 2nd level, you gain the ability to locate and draw out fresh, drinkable water from the ground. By concentrating for 1 minute, you can immediately detect all sources of drinkable water within 1 mile of your location. If you are within 500 feet of such a source and it is underground, you can perform a 10 minute long ritual to draw the water to the surface, creating a temporary freshwater spring. You can draw a number of gallons of fresh water from this spring equal to twice your druid level, after which it dries up.

Succor

At 2nd level, you learn to enhance the healing and refreshing powers of an oasis. When you and your allies take a short or long rest at a natural spring, stream, or pool of water, you each regain one expended hit die. Following a long rest at one of these places, you and your allies heal two levels of exhaustion, instead of one.

Draw Out

Starting at 6th level, you can use your action and expend a spell slot to draw water from a living creature, just as you draw it from the ground. Choose a living creature you can see within 100 feet to make a Constitution saving throw. On a failed save, the target gains a level of exhaustion and takes 1d8 necrotic damage per level of the spell slot expended, as water floods out of his body. On a successful save, the creature takes half this amount of necrotic damage.

Oozes, slimes, plants, and creatures from the Elemental Plane of Water have disadvantage on the saving throw, and the damage against those creatures increases to 1d10. Undead, constructs, and other creatures that do not contain significant amounts of liquid water are immune to this ability. Creatures who gain a level for exhaustion from this ability cannot gain additional levels of exhaustion from this ability for 24 hours.

Mirage

Starting at 10th level, you can cast the spell hallucinatory terrain without expending a spell slot. When you cast hallucinatory terrain in this fashion, the spell lasts for a number of days equal to your druid level. After using this ability, you must complete a long rest before using it again.

Oasis Step

Beginning at 14th level, you can cast the spell transport via plants without using a spell slot. When you cast transport via plants in this fashion, you may also use small bodies of water (no larger than 100 feet in diameter) as the entry and exit points. Once you use this ability, you must take a short or long rest before you can do so again.

Druid |

Circle of the Obelisk

The Circle of the Obelisk seeks to evolve lower lifeforms by channeling the mysterious power of an artifact known as the Obelisk. Black like the ichor between stars, this strange, rectangular prism has magically appeared throughout the cosmos, landing on primitive worlds and granting the inhabitants there with the spark of knowledge. Druids in this circle believe that the Obelisk is responsible for all true evolution, and directly shaped all intelligent life in the universe; yet, very little is known about it. These druids seek to find the Obelisk's current location, unravel its mysteries, and raise themselves to a higher evolutionary state.

Evolutionary

Starting at 2nd level, you have a pool of 4 Evolution Dice, which are d4s, that you can use to raise yourself and your allies to greater power. As a bonus action on your turn, you can choose a creature you can see within 60 feet, spend 1 Evolution Die, and roll it. You increase one of that creature's ability scores of your choice by the amount rolled, to a maximum of 20, for 1 minute. A creature can have only 1 ability score increased by this ability at a time.

You regain all expended Evolution Dice when you finish a long rest.

Transient Awakening

At 6th level, you can bestow limited sentience on a lower form of life. You can cast the spell speak with animals or speak with plants without using a spell slot or spell components.

Once you use this ability, you can't use it again until you finish a short or long rest.

Superior Health

Beginning at 10th level, your biology is impeccable; immune to the ravages of lesser beasts. You gain immunity to one of the following conditions of your choice: blinded, deafened, incapacitated, or poisoned. You can change this selection when you take a long rest.

High Evolutionary

By 14th level, you have reached the pinnacle of your form. Each of your ability scores increase by 2, to a maximum of 20.

Druid |

Circle of Seasons

Druids of the Circle of Seasons learn early in their trials that all things are transient. All things that live must die, and those things that don't live are worn away by the wind and rain.

As a druid of the seasons, you embody nature’s invisible hand. Whether through famine or pestilence, flood or fire, you revere the world’s natural cycle of destruction and rebirth. Your connection to the natural cycles of life and death allows you to burn nature’s enemies and renew her allies.

Bonus Cantrip

Starting at 2nd level, you learn one additional druid cantrip of your choice.

Shroud of Seasons

Starting at 2nd level, you can embrace friend or foe under nature’s shroud.

As an action, you can expend one use of your Wild Shape and choose one creature you can see within 60 feet of you that has at least 1 hit point. That creature must make a Constitution saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following options, which takes effect at the start of the creature’s next turn and lasts for up to 1 minute while you concentrate it. As a bonus action, you cause nature to focus directly on the creature to much greater effect.

Deep Winter’s Freeze. Frost covers the target’s skin. Its movement speed is reduced by 10 feet. Using your bonus action, it takes cold damage equal to 1d4 + your Wisdom modifier.

Fade Rot. A creature is afflicted with pestilence and disease, causing it to suffer one level of exhaustion, and regains only half the normal healing from spells and effects. Using your bonus action, it takes necrotic damage equal to your Wisdom modifier (minimum of 1 damage).

Harvestide. The season of harvest reaps the bounty and readies the land for renewal. A creature under the shroud can use its bonus action on its turn to be showered in radiant energy, and regains hit points equal to 1d4 + your Wisdom modifier.

Wildflame. As a bonus action, you cause flames to flash across the target dealing 1d6 fire damage, and causes the target to ignite in flames. At the start of each of its turns, or until the shroud ends, the target takes fire damage equal to your Wisdom modifier (minimum of 1) and sheds bright light in a 10-foot radius and dim light for an additional 10 feet. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as being submerged in water).

Ashes of Life

At 6th level, when the target creature of your shroud dies, you can use your reaction to reclaim some of its life force and instantly use it heal yourself or another creature within 60 feet of you a number of hit points equal to your druid level.

 

Child of Change

At 10th level, when you use your Shroud of Seasons feature, the shroud descends as a 10-foot cube on a point within range that you choose instead of a single creature. While you concentrate on the shroud, each creature that starts its turn in the area, or moves there for the first time, must succeed on a Constitution saving throw or be affected by its season.

Additionally, while you concentrate on your shroud, you gain resistance to the damage type of the season in effect.

Natural Duality

Starting at 14th level, the size of your swells to 20 feet and power of each seasons effects and damage doubles.

Additionally, while you concentrate on your shroud, you can cast a concentration spell at the same time. The first time you would fail a saving throw to maintain concentration the spell fails, and the shroud remains.

Druid |

Circle of the Plains

In the wild place untouched by civilization, druids will gather under the starlit nights to dance and sing before the fullness of the moon, requesting bountiful harvests, protection from predators, and for rains to come and nourish the earth. Their magic is often subtle, but they are masters of concealment and mimicry, taking the forms of seemingly harmless creatures before revealing the true extent of their viciousness. A rare number pay homage to the Perfect Chord, an entity of pure musical mimicy and inspiration, while many serve the old gods or the wild spirits themselves. When protecting their lands from poachers and evil creatures, the druids of this circle often lie in wait until nightfall before invading the dreams of their victim, chasing them across a nightmarish mindscape. Yet, when the time for planting and harvest comes, there is never more fast a friend a druid of the circle of the plains.

Circle Spells

When you are initiated into this circle at 2nd level, you gain access to additional spells. These spells are always prepared, don't count against the number of spells you can prepare each day, and they are considered druid spells for you. You gain more spells when you reach 3rd, 5th, 7th, and 9th level.

Circle of the Plains Spells
Druid Level Spells
2nd detect magic, sleep
3rd cordon of arrows, dust devil
5th call lightning, plant growth
7th freedom of movment, hallucinatory terrain
9th dream, modify memory

Beasts of the Grassland

When you are inducted into this circle, you learn to take on the animal forms of powerful creatures that are native to the open fields. You can assume these specialized forms as a bonus action using your Wild Shape feature, ignoring any restrictions on CR or movement modes that you would normally face. At 2nd level, you can assume the form of a giant wolf spider.

At 6th level, you can assume the form of a giant hyena.

At 10th level, you learn to assume the form of a giant eagle.

Trickster's Hide

At 6th level, the cackling call of the savannah grass speaks in your voice and in your laughter. You can choose to project your voice, causing it to appear as though you were speaking from a location within 50 feet of you. You can also choose to mimic any sound that you have ever heard, including the voices of others and the cries of animals. A creature must make a Wisdom (Insight) check against your druid spell save DC in order to determine the sound and origin is false by listening alone. Additionally, you have advantage on saving throws against exhaustion caused by traveling long distances or from staying awake without rest.

Whenever you use your Wild Shape feature and assume the form of a beast, you can choose to infuse that creature with the hidden power of the grasslands, changing it into a falseskin creature. Falseskin creatures rarely appear as they truly are — predators may appear as prey, and prey may appear as predators. Eyes might shift and swirl upon their hide to discourage agressors, while countless canine teeth may appear in the jaws of an herbivore. You can speak normally while in the form of a falseskin creature, and attacks made in this form are considered magical for the purposes of overcoming damage resistances and immunities.

While you are in the form of a falseskin creature, you can expend a spell slot of 2nd level or higher as an action. For one minute or until you exit the form, an aura of eerie dread flows forth from your being. Hostile creatures that attempt to move to a location within 20 feet of you must make a Wisdom saving throw against your druid spell save DC. If they fail, they are frightened of you until the end of your next turn. Once a creature fails this saving throw, they are immune to the effect for the duration or until you expend another spell slot to refresh the effect. When you expend a spell slot of 3rd level or higher, the duration of the aura increases to 10 minutes. When you expend a spell slot of 5th level or higher, the effect lasts until you exit this form.

An example creature, the falseskin giant hyena, is provided here. For more information on the falseskin template, consult the following section.

Waking Nightmare

At 10th level, your connection to the dreams of others intensifies. Whenever you cast dream while the target of the spell is awake, you can choose to attempt to force the target to fall asleep. The subject must make a Wisdom saving throw against your druid spell save DC. If they fail, they are immediately rendered unconcious, allowing the spell to progress as though they were sleeping. Additionally, the psychic damage that dream can inflict is increased to 4d10.

Skinwalker

At 14th level, you've learned the terrifying secrets behind the ancient legends of your people. Whenever you kill a humanoid, you can choose to create an effigy that resembles the person, such as a doll or mask during your next short or long rest. While you possess this effigy on your person, you can cast alter self at will without expending a spell slot to assume their form, and you have advantage on checks made to imitate their speech, mannerisms, and personality

Druid |

False Skin Template

Any beast can become a falseskin creature. When a creature becomes a falseskin, it retains all of its statistics except as noted below.

Type: The creature's type changes to Beast (Shapechanger).

Size: The creature's size becomes variable, and can be changed between Small, Medium, Large, and Huge using a bonus action.

Hit points: The creature's maximum hit points equal six times your druid level, or the normal value, whichever is greater.

Speed: The creature gains a land speed of 30 feet.

Skills: You can add twice your proficiency bonus to Deception and Stealth checks while in the form of a falseskin creature. • Senses: The creature gains darkvision out to 60 feet, and blindsight out to 10 feet.

Trickster's Appearance: The falseskin creature can change its appearance to that of any other beast, or even take on the shapes of fantastical animals, using a bonus action. Its statistics remain the same despite the changes in appearance.

Living Liar: The falseskin creature can take the Disengage action as a bonus action, and has advantage on initative rolls whenever a creature is unaware of its nature as a shapechanger.

Additionally, the falseskin creature gains the following actions, in addition to their normal ones:

Mindripper: The creature gains the ability to attack with nightmarish ethereal tendrils which inflict 2d6 psychic damage and have a reach of 5 feet. The druid can choose to use their Wisdom modifier for attack and damage rolls with this natural melee weapon.

Druid |

Circle of the Root and Stem

The druids of the circle of the root and stem revere trees and plants above all, identifying them as the foundation upon which all of nature's glory is built. These druids tend to vast and beautiful woodlands, taking painstaking, personal care of every single plant that grows within. The circle's most powerful druids strive to become trees themselves, using their divine magic to transform their bodies into rugged towers of bark and leaf, the better to guard their sacred forests.

Leaf Mask Transformation

Starting when you choose this circle at 2nd level, you can use your Wild Shape to transform into plants as well as beasts. You cannot use this ability to become a spore servant of any kind, however.

While transformed into a plant, you can cast the cantrips shillelagh and thorn whip, requiring no material components, even if you would not normally know them.

Thorny Flesh

Also at 2nd level, your skin takes on a rough, bark-like appearance, studded with sharp thorns. Your AC can't be less than 16, regardless of what kind of armor you are wearing. Also, whenever you are hit with a melee weapon attack, you deal 1d4 plus your Wisdom modifier piercing damage to the attacker. These effects apply while you are Wildshaped.

Forest Wisdom

Starting at 6th level, you can tap into the ancient wisdom of the trees. Whenever you would make an Intelligence check to recall lore or past events, you can make a Wisdom (Nature) check instead.

In addition, you can cast the spell speak with plants at will, without using a spell slot. This spell does not count against the total number of druid spells you can prepare.

Deep Roots

At 10th level, your connection to the magic of the earth is so strong that you gain a measure of its solidity. You can't be pushed, shoved, knocked prone or subjected to any other form of involuntary movement as long as your feet are on natural ground. You also have advantage on Strength checks and Strength saving throws.

Arboreal Form

By 14th level, you have finally learned to become a tree. You can now use your Wild Shape to transform into an awakened tree, or you can expend two uses of your Wildshape to transform into a treant. While in this form, you add your Wisdom modifier to damage rolls for your slam attack, which is considered magical for the purposes of overcoming resistance and immunity.

Druid |

Circle of the Setting Sun

Your ancestors taught you how the secret structure of the world: that life mimics the sun. The young are gentle and entranced by everything around them. In the prime of life, the strong shine bright, blinding those who cannot equal their greatness. And, finally, the elderly are warm, a source of comfort and wisdom for others before they disappear into the long night.

Your ancestors have all passed into the long night behind the setting sun, and someday you must make that journey too, but for now you tend to those about to make that journey. Your words of wisdom transcend time, and often prophesy dances across your tongue and in the flames of your campfire. As a member of the circle of the setting sun, it is just as much your job to tend to mortals in their lives, as it is to tend to the land and the wildlife. Such is the will of those you have lost to the long night.

Spirit Guide

You often take the shape of an animal to guide your fellow mortals on their journey through the world. Your Wild Shape is attuned to the spirits of the past, and is changed in the following ways:

  • You can Wild Shape as a bonus action instead of an action.

  • While transformed, you are considered a celestial, rather than a beast.

  • While you’re transformed, your attacks deal radiant damage.

  • You can move through creatures and objects as if they were difficult terrain. If you end your movement inside a creature or object you take 1d10 force damage and are shunted out to the nearest empty space.

  • You can ignore the restrictions on Wild Shape to turn into an eagle, a giant eagle, a giant owl, or an owl.

Tongues of Prophecy

Sometimes the spirits whisper their fortunes in your ear, moving you to speak prophetically to your fellow mortals. Starting at 6th level, your ancestors have taught you the augury spell. It counts as a druid spell for you, it does not count against the number of spells that you can prepare, and you can cast it as a ritual. When you cast augury as a ritual, it does not take any additional time to cast if you are asking the spirits questions on behalf of another.

Call of the Setting Sun

Starting at 10th level, you can use your action to beckon four spirits of your warrior ancestors. They follow your commands (no action required) and fade from existence after 1 minute. An ancestor spirit has the statistics of a Scout, with the following changes:

  • The spirit is a celestial, rather than a humanoid.

  • The spirit has a +1 bonus to AC.

  • The spirit has resistance to bludgeoning, piercing, and slashing damage.

  • The spirit’s attacks deal radiant damage.

Once you use this ability, you must finish a long rest before using it again.

Stalwart Soul

Your journey through this life has brought you face-to-face with many weird magics, and other arcane and horrific things that other mortal couldn’t even dream of. Starting at 14th level, you have advantage on saving throws against spells and other magical effects.

Druid |

Circle of the Scale

Druids who join the Circle of the Scale hold dragons in higher esteem than all other works of creation. These druids believe, as many dragons do, that wyrms are perfect creatures, the pinnacle of all life brought into existence by the gods. Likewise, these druids aspire to perfect wyrmhood, and gradually become like dragonkind.

Dragonkin

Starting when you choose this circle at 2nd level, your beast shapes resemble dragons. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

While transformed, your skin is covered in a layer of scales, and your AC is increased by 2.

Also, while transformed, you can use your bonus action to expend one spell slot and breathe fire from your mouth. Each creature in a 30 foot cone must make a Dexterity saving throw. A creature takes 1d8 fire damage per level of the spell on a failed save, or half as much on a successful one.

Primal Strike

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Draconic Wild Shape

At 10th level, you can spend two uses of Wild Shape at the same time to transform into any dragon of challenge rating 6 or lower. You can't use a dragon's Innate Spellcasting feature, if it has one.

Wyrm Perfection

By 14th level, you have achieved the majesty of a dragon. Even when not transformed, you have majestic dragon wings, and your skin is covered in a layer of scales. While not carrying a shield, you have a +2 bonus to AC, and while unarmored or wearing only light armor, you have a flight speed equal to your base movement speed.

Druid |

Circle of Shepherd

Druids of the Circle of the Shepherd 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 wilde rness 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 Sylvan. In addition, beasts can understand your speech, and you gain the a bility to decipher their noises and motions. Most beasts lack the intelligence to convey or under stand sophisticated concepts, but a friendly beas t could relay what it has seen or heard in the recent pas t. 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 a ny 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 a round that point. It counts as neither a creature nor an object, though it has the spectral a ppearance 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 s hort 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 cao 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 a llies 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 hjt 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 immuruty and resistance to nonmagical attacks and damage.

Guardian Spirits

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 spells lot. 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.

Druid |

Circle of The Spiritlords

Ages ago, nature priests with a greater connection to the spirit realm believed the world itself to be formed from a group of elemental and primordial spirits, each specifically charged to harness one of the major elements of creation. This band of tribal druids developed a set of ritual practices that allowed them to summon these spirits, whose essence now resides in every rock, tree, and breath of air, controlling the ebb and flow of nature not only in their homeland, but in all lands beyond. This order of priests were known as spiritlords.

Spiritlords begin their journey with the rites handed down by those before them, specifically, the ritual to create a special mask from an ironwood tree. This mask allows the spiritlord to play host to the spirit-elementals roaming this world.

As the spiritlord grows in power and gains a heightened level of attunement to the spirit world, their mask transforms along with them, being altered with new carvings, ritual paints, and brands that symbolize the bond between the druid and the spirits they carry within. Circle of the Spiritlord Features

Spirit Bond

When you choose this circle at 2nd level, you choose one spirit-element to bond with your mask from the Spirit Bond table below and you learn the cantrip associated with your spirit-element’s fledging conduit, which counts as a druid cantrip for you, and doesn’t count against your number of cantrips known. You can select one additional spirit-element at 6th level and again at 10th level.

Additionally, you can cast the find familiar spell, which bears features similar to your chosen spirit-element (glowing skin, fiery eyes, a thorny tail, etc.). Once you cast find familiar using this feature, you can't cast it again until you finish a long rest.

You can only have one mask at a time and once this bond is formed, you can’t change the spirit-element within your mask. If the mask is lost or destroyed, creating a new mask for your spirit-element takes 8 hours of uninterrupted time, which you can accomplish during a long rest.

Spirit Bond
Spirit Type Fledgling Conduit Empowered Conduit Damage Type
Earth mold earth magic stone Poison
Fire control flame create bonfire Fire
Water shape water frostbite Cold
Wind gust thunderclap Lightning
Light dancing lights sacred flame Radiant
Shadow minor illusion chill touch Necrotic
 

Empowered Conduit

At 6th level, your mask channels the destructive powers of your spirit element. You gain the cantrip in the Empowered Conduit column on the Spirit Bond table. Further, when your connection with the spirit realm strengthens enough to host an additional spirit-element, you can switch between them with an action. When you do, you gain the benefits of the mask's current bond and your familiar can take on a similar appearance. No matter how many spirits inhabit your mask, you can only ever call on the aid of one at a time.

Vigilant Spirits

Starting at 10th level, you add your Wisdom modifier to the damage you deal with any druid cantrip and, each time you switch to a different spirit-element within your mask, you gain resistance to that damage type.

Honored Host

At 14th level, you have become a beacon for the spirits who wish to affect the world through you. You gain access to all of the spirit-elements listed on the Spirit Bond table, and can switch between them with a bonus action, and your spells ignore resistance and immunity to that damage type.

Druid |

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 portions of a grand cycle, with one leading to the other and then back again. Death is not 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. However, 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 avoid passing to a final rest, violate the cycle and must be thwarted.

Circle Spells

Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 1st level, you learn the chill touch cantrip. 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.

Circle of Spores Spells
Druid Level Spells
3rd gentle repose, ray of enfeeblement
5th animate dead, gaseous form
7th blight, confusion
9th cloudkill, contagion

Halo of Spores

Starting at 2nd level, you can launch toxic spores at other creatures. To do so, you use your reaction on your turn to deal 3 poison damage to one creature you can see within 10 feet of you. This damage increases to 6 at 6th level, 9 at 10th level, and 12 at 14th.

Symbiotic Entity

At 2nd level, you gain the ability to channel magic into the spores that infuse you.

When you use your Wild Shape feature, you can awaken those spores, rather than transforming. When you do so, you gain 3 temporary hit points per level you have in this class, the damage of your Halo of Spores feature doubles, and your melee weapon attacks deal an extra 1d6 poison damage to any target they hit. These benefits last for 10 minutes or until you use your Wild Shape again.

 

Fungal Infestation

At 6th level, your spores gain the ability to infest a humanoid corpse and animate it.

If you slay a humanoid with your Halo of Spores damage, the creature rises as a zombie at the end of your turn. It has 1 hit point. In combat, its turn is immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. It remains animate for 1 hour, after which time it collapses and dies.

Spreading Spores

At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action, you hurl fungal spores up to 30 feet away, where they swirl around in a 10-foot cube for 1 minute. While the cube of spores persists, you can’t use your Halo of Spores feature, but any creature that starts its turn in the cube takes your Halo of Spores damage. The cube of spores vanishes early if you use this feature again.

Fungal Body

At 14th level, the fungal spores in your body alter you: you can’t be blinded, deafened, frightened, or poisoned, and if an attack is a critical hit against you, it doesn’t deal its extra damage to you.

Druid |

Circle of Steel

Most druids consider metals to be the domain of civilized races and an emblem of civilization's exploitation of nature. For this very reason, many druids refuse to wear metal armor or wield weapons composed of iron or steel.

But the Circle of Steel thinks differently. Metals, like all things, come from the earth, and have as much a natural place in the world as any other material. These druids most highly praise the Ironwood Tree, which is a living amalgamation of metal and wood, which to them stands as a symbol of how to use metals in perfect balance with nature.

Bonus Proficiencies

When you choose this circle at 2nd level, you can wear metal armor and shields and you gain proficiency with martial weapons.

Steel Beast

At 3rd level, whenever use your Wild Shape while armored, your metal weapons and armor become merged with the beast, transforming into a living conglomeration of animal and steel. You can use your armor class in place of the beast's, if it is higher. If you are holding a metal melee weapon when you transform, you can also use your weapon's damage die in place of the beast form's melee weapon attack damage dice, if it is higher.

At 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Magnetic North

By 6th level, your connection with the metal of the land grants you a new magnetic sense. You always know which direction is north and have advantage on Wisdom (Survival) checks made to navigate.

You can also use your action to detect the presence of nearby metal objects around you. To do so, make a Wisdom check with a save DC of 10 + 1 for each 100 feet you choose to sense. On a success, you can detect the largest metal object within range, and the precise direction to it. If you beat the DC by 5 or more, you can detect the number of metal objects within range and the direction to each. If you beat the DC by 10 or more, you can detect very small objects, like coins or nails, within range, and the direction to each.

Iron Defense

Starting at 10th level, as a reaction when you take bludgeoning, piercing, or slashing damage, you can reduce the damage inflicted by 1d10.

Metal Tomb

At 14th level, you can attract magnetic ore from the earth and cause it to rise beneath your enemies. As an action, select a 15 foot square area on the ground. Nonmagical metal walls rises up from the earth, surrounding the area. The walls are four three-inch thick, 15-foot-by-15-foot panels. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice.)

The wall is an object made of metal that can be damaged and thus breached. Each panel has AC 16 and 60 hit points. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion.

This metal ore crumbles into rust after a number of rounds equal to your Wisdom modifier. After using this ability, you must complete a short or long rest before using it again.

Druid |

Circle of the swamp

While often characterized by foulness and decay, wetlands and swamps are brimming with life. Druids of this circle agknowledge that while many creatures and plants within their domain are hostile, dangerous, and often deadly, they eagerly embrace the endless cycle of life and death, helping turn the weak back into the base materials from which other life may spring. Some among them honor the Serpent Empress, who whispers to her scaled servants and sleeps away the cycles, but many simply draw power from the constant growth, decay, and rebirth that makes up the heart of their homeland. Those who come bearing ill intent or who become irreverent of the dangers of the swamp will often find themselves facing the ire of a member of this circle, yet those who bear respect and dillgence are often rewarded with assistance and guidance.

Circle Spells

When you are initiated into this circle at 2nd level, you gain access to additional spells. These spells are always prepared, don't count against the number of spells you can prepare each day, and they are considered druid spells for you. You gain more spells when you reach 3rd, 5th, 7th, and 9th level.

Circle of the Swamp Spells
Druid Level Spells
2nd Faerie fire, fog cloud
3rd Continual flame, darkness
5th Gaseous form, water walk
7th freedom of movment, hallucinatory terrain
9th insect plague, tree stride

Terrors of the Fens

When you are inducted into this circle, you learn to take on the animal forms of powerful creatures that are native to the open fields. You can assume these specialized forms as a bonus action using your Wild Shape feature, ignoring any restrictions on CR or movement modes that you would normally face. At 2nd level, you can assume the form of a crocodile.

At 6th level, you can assume the form of a giant toad. At 10th level, you learn to assume the form of a giant constrictor snake.

Will of Wisps

At 6th level, your connection to the murky depths of the swamps deepens, granting you insights into their secrets. You gain a swim speed equal to your walking speed, and you can breathe underwater. Additionally, you gain resistance to poison damage. Whenever you use your Wild Shape feature and assume the form of a beast, you can choose to infuse that creature with the vibrant life energy of the swamps,

changing it into a fenwisp creature. Fenwisp creatures are characterized by strange patterns of skin and scales that glow with eerie light, strange mutations of eyes and teeth, and a sort of ethereal, ghostly quality. You can speak normally while in the form of a fenwisp creature, and attacks made in this form are considered magical for the purposes of overcoming damage resistances and immunities.

While you are in the form of a fenwisp creature, you can expend a spell slot of 2nd level or higher as an action. When you do so, a number of glowing lights equal to the level of the spell slot appear around you for ten minutes. These lights emit bright light within a 10 foot radius, and dim light within a 20 foot radius, and you can move all of the lights up to 30 feet using a bonus action. Whenever a creature enters the radius of bright light generated by one of these lights, you can use your reaction to force the target to make a Wisdom saving throw against your druid spell save DC. If they fail, they are charmed for one minute, and will attempt to follow the light that charmed them during that time, suffering disadvantage on all checks to percieve dangers in their path. If they take damage, the effect ends for that target. When the target successfully makes a saving throw against the effect or suffers damage, they become immune to that particular instance of the effect for the remainder of the duration. When you expend a spell slot of 3rd level or higher, the duration of the lights increases to 1 hour. When you expend a spell slot of 5th level or higher, the effect lasts until you exit this form.

An example creature, the fenwisp giant toad, is provided here. For more information on the fenwisp template, consult the following section.

Restorative Brew

At 10th level, your knowledge of plants and animals has taught you to create elixirs and undungents of great potency. Whenever you finish a long rest, you can choose to expend a single spell slot. When you do so, you create a number of swampbrew potions equal to the spell slot level. A creature carrying such a potion can use their action to consume it or administer it to a concious ally, causing them to recover hit points equal to 1d10 plus your druid level and be cured of the poisoned condition. The potions spoil the next time you finish a long rest.

Brackish Eye

At 14th level, you've learned to see what is hidden, even in the darkest depths of the swamp. You gain darkvision out to 120 feet, and your sight is unobscured by magical darkness. Additionally, you can cast see invisibility, detect magic, and detect good and evil at will without expending a spell slot.

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Fenwisp Template

Any beast can become a fenwisp creature. When a creature becomes a fenwisp, it retains all of its statistics except as noted below.

Type: The creature's type changes to Fey.

Size: The creature's size becomes Medium, unless it is already larger.

Hit points: The creature's maximum hit points equal six times your druid level, or the normal value, whichever is greater.

Speed: The creature gains a land speed of 30 feet, and swim speed of 30 feet.

Skills: You can add twice your proficiency bonus to Persuasion and Performance checks while in the form of a fenwisp creature.

Senses: The creature gains darkvision out to 60 feet, and blindsight out to 10 feet.

Glowing Skin: The fenwisp creature can choose to emit bright light in up to a 10 foot radius, and up to dim light in a 20 foot radius. It can choose to suppress this light at any time without using an action.

Light Lure: The fenwisp creature has advantage on attacks against charmed creatures.

Additionally, the fenwisp creature gains the following actions, in addition to their normal ones:

Decay: The creature gains the ability to attack with a deadly, flesh-tearing affliction which inflicts 2d6 necrotic damage and has a reach of 5 feet. The druid can choose to use their Wisdom modifier for attack and damage rolls with this natural melee weapon.

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Circle of Twilight

The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate.

These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to suchplaces to banish undeath and restore life.

Harvest’s Scythe

Starting at 2nd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d10s equal to your druid level.

When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to the damage as necrotic damage.If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell’s damage, or 5 hit points per die if at least one of the slain creatures was undead.You regain the expended dice when you finisha long rest.

Speech Beyond the Grave

At 6th level, you gain the ability to reach beyond death’s veil in search of knowledge. Using this feature, you can cast speak with dead without material components, and you understand what the target of this casting says. It can understand your questions, even if you don’t share a language or it is not intelligent enough to speak.Once you use this feature, you can’t use it again until you finish a short or long rest.

Watcher at the Threshold

At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren’t incapacitated, any ally within 30 feet of you hasadvantage on death saving throws.

Paths of the Dead

At 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast etherealness. Once the spell ends, you can’t cast it with this feature again until you finish a short or long rest.

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Circle of the Underdark

Far underneath the surface world exists a dire place of shadow and terror, where abberations of nightmarish origin and cruel elves know as the drow stalk through caverns and corridors carved deep within the earth. Rarely do these horrible beings emerge from the Underdark, but their evil reputation does not prevent steadfast adventurers and valliant heroes from braving these halls of their own volition. Druids who attune themselves to this land find themselves afflicted by the faezeress, an otherworldy energy that pours from the deepest caves within the Underdark. Some honor the Weaver of Lies, an ancient creature spawned by the deceptions of the gods, while others pray to the gods of chaos and deception, commune with the fungal guardians of the hidden mushroom groves, or consort with abberations from beyond the farthest planes. Often plagued with paranoia and madness, the druids of this circle bear witness to the most ancient of powers and the darkest of evils in their embrace of that which has been cast down from the light above.

Circle Spells

When you are initiated into this circle at 2nd level, you gain access to additional spells. These spells are always prepared, don't count against the number of spells you can prepare each day, and they are considered druid spells for you. You gain more spells when you reach 3rd, 5th, 7th, and 9th level.

Circle of the Underdark Spells
Druid Level Spells
2nd faerie fire, unseen servant
3rd spider climb, web
5th gaseous form, hunger of hadar
7th freedom of movment, vitriolic sphere
9th cloudkill, passwall

Hordes of the Underdark

When you are inducted into this circle, you learn to take on the animal forms of the beasts that have adapted to survive in the hostile conditions of the lightless caverns. You can assume these specialized forms as a bonus action using your Wild Shape feature, ignoring any restrictions on CR or movement modes that you would normally face. At 2nd level, you can assume the form of a panther.

At 6th level, you can assume the form of a giant spider.

At 10th level, you learn to assume the form of a cave bear, which shares the statistics of a polar bear.

Faezaress Tainted

At 6th level, the corruptive power of the faezaress has gained influence over your body, and infects the essence of your magic. You gain darkvision out to 120 feet in this any form you take using your Wild Shape feature, you can see through magical darkness.

Whenever you use your Wild Shape feature and assume the form of a beast, you can choose to infuse that creature with the otherworldly power of the faezaress, changing it into a darkborn creature. Darkborn creatures are covered in magical markings, hideous tentacled appendages, and spider-like limbs and eyes. You can speak normally while in the form of a darkborn creature, and attacks made in this form are considered magical for the purposes of overcoming damage resistances and immunities.

While you are in the form of a darkborn creature, you can expend a spell slot of 2nd level or higher as an action. When you do so, you can choose to summon a 15-foot radius sphere of magical darkness to surround you and move with you. This sphere of magical darkness moves with you, and you can choose to take the Hide action as a bonus action while within it. Whenever you take damage, the sphere disappears until the start of your next turn. You can choose to suppress the sphere as a bonus action. This sphere lasts for one minute, or when you exit this form. Whenever you expend a spell slot of 3rd level or higher, the effect lasts for up to 10 minutes. When you expend a spell slot of 5th level or higher, the effect lasts until you exit the form or choose to end it as an action.

An example creature, the darkborn giant spider, is provided here. For more information on the darkborn template, consult the following section.

Lair Keeper

At 10th level, you discover the means by which you may claim territory within the shadowed caverns. Whenever you cast the web spell and maintain concentration on it for the full duration, it becomes permanent and cannot be dispelled. When you cast the passwall spell, you can choose the duration, up to one month or as little as one minute. Additionally, you become immune to webbing and the effects of the web spell.

Dark Ritualist

At 14th level, you've become adept at using the faezeress to serve your own ends, even as it twists your visage with eldritch energies. As an action, you can begin to channel the power to cast a druid spell that you have prepared and can cast using an available spell slot of 5th level or lower. When you do so, make a melee spell attack against a creature with a CR of 1/8 or greater that is Small or larger. If the attack hits, the target takes 5d10 necrotic damage. If the target dies, you can choose to immediately cast your chosen spell as a bonus action without expending a spell slot. If the target does not die or the attack misses, the spell slot is expended and the spell is lost. Once you use this feature, you cannot do so again until you finish a short or long rest.

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Darkborn Template

Any beast can become a darkborn creature. When a creature becomes a darkborn, it retains all of its statistics except as noted below.

Type: The creature's type changes to Abberation.

Size: The creature's size becomes Medium or Large, unless it is already larger.

Hit points: The creature's maximum hit points equal six times your druid level, or the normal value, whichever is greater.

Speed: The creature gains a land speed of 30 feet, and a climb speed of 30 feet.

Skills: You can add twice your proficiency bonus to Stealth checks while in the form of a darkborn creature.

Senses: The creature gains darkvision out to 120 feet, and blindsight out to 10 feet.

Horrible Appearance: The visage of the darkborn creature is hideous to behold, and creatures instinctively shy away from it. Opportunity attacks against the darkborn are made with disadvantage.

Voice Beyond: The darkborn creature can speak telepatically to creatures within 30 feet of it that share a language. The creatures can reply.

Additionally, the darkborn creature gains the following actions, in addition to their normal ones:

Tendrils: The creature gains the ability to attack with a deadly, flesh-tearing tendrils which inflict 2d6 piercing damage and have a reach of 10 feet. The druid can choose to use their Wisdom modifier for attack and damage rolls with this natural melee weapon.

Consume: Whenever a creature is slain by a darkborn creature with a melee attack, it can choose to devour the brain of the fallen enemy as a bonus action. When it does so, it gains advantage on Intelligence checks and saving throws for one hour.

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Circle of the Unspeakable

Druids of an Unspeakable Circle are abominations to the natural world. Whereas normal druids venerate nature and assume the shape of beasts, Unspeakable druids can transform into creatures originating from terrifying remote regions of time and space. As they grow in power and influence, the other form further mutates from comprehensible physical bodies and becomes more deadly and bizarre. The Masters of this circle transform into hideous monstrosities, unrecognizable as creatures from our own reality.

Aberration Form

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action, however, you lose the ability to assume the shape of a beast. Instead may use it to take an Aberration Form with a number of additional traits.

Additionally, animals are instinctively wary of you, giving disadvantage on Handle Animal checks.

Lesser Traits

At 2nd level, when you assume your Aberration Form, you can choose one of the following traits:

  • Bestial Hide. Your skin is thicker, scalier, or furrier than normal. Your armor class equals 15. At 6th level, your armor class equals to 17.
  • Inhuman Vision. Your eyes are numerously scattered about your body, or are segmented an extremely sensitive to movement. You gain the effects of see invisibility at all times. Also, you gain darkvision, the ability to see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Poison Breath. On you turn, you can create a poison spray effect from your mouth as an action.
  • Unnaturally Quick. In spite of your size, you can move inexplicably fast, due in part to two extra legs. Your speed increases by 15 feet. In addition, you also have advantage on Dexterity checks.

Moderate Traits

At 6th level, when you assume your Aberration Form, you can choose one of the following traits:

  • Additional Limbs. You grow an extra set of appendages, which are ambiguously neither arms nor legs. When you take the attack action on your turn, you can use these to attack twice, instead of once.
  • Durable Form. Your maximum hit points increase by an amount equal to your Druid level times two. In addition, you also have advantage on Constitution checks.
  • Inhuman Reach. Your arms elongate, allowing you to touch the floor with your hands. In addition, you can bend them in strange and unnatural ways. Your reach increases by 5 feet. Your elongated arms also give you advantage on Strength (Athletics) checks made to climb.
  • Razor Claws. Your claws are incredibly deadly, indicative of a hunter not native to this world. Your claws deal 1d12 slashing damage and are considered magical weapons.

Intermediate Traite

At 10th level, when you assume your Aberration Form, you can choose one of the following traits:

  • Acid Blood. When a creature adjacent to you deals damage to you with a melee attack, your acidic blood sprays on them, dealing 2d6 acid damage.
  • Colossal Form. Your form is that of a strange, primordial titan. Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category—from Medium to Large, for example. You also have advantage on Strength checks. While you are enlarged, your melee attacks deal 1d4 extra damage.
  • Invisibility. You can phase in and out of the visible spectrum, as if light is a strange afterthought this form has never experienced before. You can cast invisibility without using a spell slot. After using this ability, you cannot use it again for 1d4 + 1 rounds.
  • Tentacles. You have long, whipping tendrils that sprout grotesquely from your form. These tendrils automatically attack hostile creatures adjacent to you, each of which must make a Dexterity saving throw at the beginning of your turn. On a failed save, the creature takes 4d6 bludgeoning damage, or half as much on a successful one.

Aberration Form

Medium Aberation, Neutral Evil


  • Armor Class 13
  • Hit Points 15 + 5* your druid level
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 13 (+1) 10 (+0) 8 (-1)

  • Senses passive Perception 20
  • Languages

All Around Vision You add double your proficiency bonus on Wisdom (Perception) checks involoving sight in this form.

Actions

Claw. Melee Weapon Attack: Your spell attack bonus to hit, reach 5ft., one target. Hit 6 (1d8 + 3)

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Greater Traits

At 14th level, when you assume your Aberration Form, you can choose one of the following traits:

  • Antimagic Eye. You have a single colossal extra eye, which you can open and close as a bonus action. While the eye is open, it requires your concentration, you may cast no spells, and the eye creates an area of antimagic, as per the antimagic field spell, in a 15-foot cone. At the start of each of your turns, you may decide which way the cone faces. Your eye closes if you lose concentration on the effect.
  • Extract Brain. You can remove and consume the brain of a helpless victim. As an action, make an attack against one incapacitated humanoid that is grappled by you. On a hit, the target takes 6d10 piercing damage. If this damage reduces the target to 0 hit points, you kill the target by extracting and devouring its brain. This ability has no effect on creatures without nervous systems, such as oozes, elementals, and constructs.
  • Hideous Appearance. Your appearance is profoundly disturbing, even moreso up close. Creatures adjacent to you have disadvantage on melee attacks against you.
  • Membranous Wings. You sprout pronounced, slimy wings and gain a fly speed equal to your movement speed.
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Circle of Vermin

Druids of the Circle of Vermin, sometimes known as Vermin Lords, find their source of power in the lowliest of creatures: insects, rats, spiders, and other pests. Unmistakably, your coming is signaled by the scrambling of little claws and the cawing of the crows. You hold legions of these creatures at your command, ready to swarm, bite, and claw, and you can become one of them, to walk among your children.

Lord of the Low

Starting at 2nd level, you can Wild Shape into a Swarm of Rats, Bats, or Ravens as a bonus action. At 6th level, you can also Wild Shape into a Swarm of Insects (including all Variant Insect Swarms), and at 10th level, into a Swarm of Snakes.

Also, you are a friend of the lower creatures. Before making an attack against you, a tiny beast or swarm of tiny beasts must make a Wisdom saving throw. On a failed save, the beast loses the attack. If a beast's saving throw is successful, it is immune to this feature for the next 24 hours.

Amass Vermin

At 2nd level, as you walk, vermin congregate at your side, and you are never to be found without a rat or spider making its nest in your robes. When you take as short or long rest, you can call a companion swarm to your aid, summoning a new swarm that you can Wild Shape into or restoring your current swarm to full hit points.

Add your proficiency bonus to the swarm’s AC and attack rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your druid level, whichever is higher.

The swarm obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the swarm where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, or Dodge action.

Earth Sense

By 6th level, vibrations in the ground echo through its ants and earthworms, and by extension, you can sense them. You gain tremorsense with a range of 10 feet.

Body of Plague

By 10th level, you have been in such close proximity to vectors of plague that you are immune to disease and being poisoned.

We Swarm

Beginning at 14th level, if you Wild Shape into the same form as your companion swarm, you can merge into a single Great Swarm as a bonus action on your turn. This new form is one size category larger than the normal swarm. While merged, your companion swarm does not act other than as part of the Great Swarm.

You have advantage on attack rolls against creatures caught in the swarm and you deal 10d10 piercing damage on a hit. If a creature attacks the Great Swarm, it has a 50% of targeting you and a 50% chance of targeting your companion swarm. If the Great Swarm takes damage from a source other than an attack, both you and your companion each take half damage. You can dissipate into two swarms as a bonus action.