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## 5e Druid Improvements ### ### Druid Class #### Wild Companion *(2nd-level Druid feature [enhances Wild Shape])* You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the *Find Familiar* spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. #### Archdruid *(20th-level Druid feature)*
You gain two more uses of *Wild Shape*. For a total of 4. You no longer expend a Wild Shape when transforming into a beast of CR 1 or lower and whenever you use Wild Shape to transform into a Beast you can expend two uses and transform into a Beast 1 CR higher than normal.
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*. #### Spellcasting ### #### Cantrip Versatility *(1st-level Druid feature)* Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the Druid spell list. #### Spellcasting Enhancement *(1st-level Druid feature)* The following spells are added to the Druid spell list. |Spell Level| Spell Name | |:---:|:-----------:| |Cantrip |*Acid Splash, Sapping Sting, Lightning Lure* | |1st Level |*Ceremony, Burning Hands, Frost Fingers, Ray of Sickness, Protection from Evil and Good* | |2nd Level |*Alter Self, Augury, Continual Flame, Enlarge/Reduce, Pyrotechnics, Snilloc’s Snowball Swarm, Spider Climb, Web* | |3rd Level |*Aura of Vitality, Elemental Weapon, Life Transference, Lightning Arrow, Pulse Wave, Revivify, Thunderstep, Wall of Sand* | |4th Level |*Divination, Fire Shield, Storm Sphere* | |5th Level |*Cone of Cold, Immolation* | |6th Level |*Harm, Flesh to Stone, Gravity Fissure* | |7th Level |*Symbol* | |8th Level |*Incendiary Cloud* | |9th Level |*Mass Polymorph, Power Word Heal* | ### ##### Key Purple- Added or Changed text Black*-Completely Reworked feature \pagebreak ## 5e Druid Improvements ### ### Druid Subclass #### Circle of the Land: Druid ### #### Natural Recovery *(2nd-level Circle Feature)* 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. 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
For each spell slot you regain you may heal hit points equal to the spell slot level. You can use this feature more than once as long as you don't recover a total spell slots equal to more than your half your Druid level between long rests using this feature.
#### Nature’s Speech* *(6th-level Circle Feature)* You can connect with the wild world around you able to communicate in mystical ways. You may cast *Animal Friendship, Speak with Animals, Animal Messenger, Locate Animals and Plants, or Speak with Plants* requiring only somatic components. Once you cast any spell this way you cannot cast that spell again until you complete a long rest. ###### (No Further Changes to the the Circle of Land) #### Circle of Spores: Druid ### #### Halo of Spores *(2nd-level Circle Feature)* You are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there,
you can use your reaction to deal 1d4 necrotic or 1d6 poison damage (your choice) to that creature unless it succeeds on a Constitution saving throw against your spell save DC. * The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level. * The poison damage increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.
#### Symbiotic Entity *(2nd-level Circle Feature)* You gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits: When you deal your *Halo of Spores damage*, roll the damage die a second time and add it to the total. Your melee weapon attacks deal an extra 1d6 poison damage to any target they hit.
Or 1d6 Necrotic damage (your choice), it requires an action to change this damage type.
These benefits last for 10 minutes, if you lose all these temporary hit points
the effect of your Symbiotic Entity lasts until the end of your turn instead. You may activate your Wild Shape again to refresh this feature.
#### Fungal Infestation *(6th-level Circle Feature)* Your spores gain the ability to infest a corpse and animate it.
If a beast, plant, humanoid that is large or smaller dies within 10 feet of you,
you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual, tiny creatures lose Undead Fortitude. It remains animate for 1 hour, after which time it collapses and dies.
If you use *Halo of Spores* to kill a creature you may animate the creature with the same reaction.
In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. #### Spreading Spores *(10th-level Circle Feature)* You gain the ability to seed an area with deadly spores. As a bonus action while your *Symbiotic Entity feature* is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your *Symbiotic Entity feature* is no longer active. Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.
At 14th level this damage only affects creatures of your choice.
While the cube of spores persists, you can't use your *Halo of Spores* reaction. ###### (No Further Changes to the the Circle of Spores) \pagebreak ## 5e Druid Improvements ### ### Druid Subclass #### Circle of Wildfire: Druid ### #### Circle Spells *(2nd-level Circle Feature)* |Druid Level Level| Circle Spell | |:---:|:-----------:| |2nd Level |*Burning Hands, Cure Wounds* | |3rd Level |*Flaming Sphere, Scorching Ray* | |5th Level |*Fireball, Revivify* | |7th Level |*Aura of Life, Fire Shield* | |9th Level |*Flame Strike, Mass Cure Wounds* | #### Blazing Revival *(14th-level Circle Feature*) The bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points
and before you fall unconscious,
you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet. Once you use this feature, you can't use it again until you finish a long rest. ###### (No Further Changes to the the Circle of Wildfire)