My Documents
Become a Patron!
# 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.
##### 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 | Beast Form, Druid Circle | 2 | 3 | - | - | - | - | - | - | - | - | | 3rd | +2 | - | 2 | 4 | 2 | - | - | - | - | - | - | - | | 4th | +2 | 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 | 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 | Timeless Body | 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 | Beast Form 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 |
\pagebreakNum ## Class Features As a druid, you gain the following class features. #### 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 #### Proficiencies ___ - **Armor:** Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) - **Weapons:** Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears - **Tools:** Herbalism kit - **Saving Throws:** Intelligence, Wisdom - **Skills:** Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival #### Equipment You start with the following equipment: - *(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 ### Druidic You know the secret language of druids. You can speak the language and use it to leave messages. You and others who know this language automatically spot such a message. Others spot the message with a DC 15 Perception check but can’t decipher it without magic. ### Spellcasting #### Cantrips You know two cantrips from the druid spell list. You learn more at higher levels, as shown on the Druid table. #### Preparing and Casting Spells The Druid table shows how many spell slots you have. You regain all expended slots when you finish a long rest. You prepare the list of druid spells, choosing from the druid spell list. Choose a number of druid spells equal to your Wisdom modifier + your druid level. You can change your list of prepared spells when you finish a long rest. #### Spellcasting Ability Wisdom is your spellcasting ability for your druid spells. 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 = your proficiency + your Wis 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. \columnbreak #### Spellcasting Focus You can use a druidic focus as a focus for druid spells. ### Beast Form At 2nd level, you can use an action to change into a beast. When you assume the form of a beast you choose one of the template options available at your druid level, as shown in the Beast Forms table, and decide what type of beast you want that template to represent. For example the scout form might be a mouse or a hawk, and the hunter form might be a wolf or lion. You can stay in Beast Form for a number of hours equal to half your druid level. You then revert to your normal form unless you expend another use of this feature. You can revert earlier using a bonus action. You automatically revert if you fall unconscious, drop to 0 temporary hit points, or die. When you revert you lose any remaining temporary hitpoints granted by this feature.
##### Beast Forms | Druid Level | Available Beast Forms Templates | |:---:|:---:| | 2nd | *Scout, Hunter* | | 4th | *Scout, Hunter, Trapper* | | 8th | *Scout, Hunter, Trapper, Predator* |
While transformed, the following rules apply: * Your statistics are replaced by those of the beast, but you retain your personality, Intelligence, Wisdom, Charisma, and skill and saving throw proficiencies. * When you transform, you gain a number of temporary hitpoints as shown in the chosen Beast Form's template which last until the form expires. The Beast Form uses your Proficiency Bonus (PB) for many of the statistics in its template. * You can’t cast spells, and your ability to speak or take any actions that require hands are limited to the capabilities of your Beast Form. Transforming doesn’t break concentration on a spell you’ve already cast, or prevent you from taking actions that are part of a spell, such as *call lightning*, that you’ve already cast. * You retain the features from your class, race, or other source and can use them if the new form is physically capable of doing so. If you have any special senses, such as darkvision, they are replaced. * Your equipment merges into your new form, and has no effect until you leave the form. You have three uses of the Beast Form ability per long rest. Changing into the Scout form takes one use of the ability, while changing into the Hunter or Trapper forms takes two uses and changing into the Predator form takes all three uses. ### Druid Circle Your circle grants features at levels 2, 6, 10, and 14. \pagebreakNum ### Ability Score Improvement At 4th level, and again at 8th, 12th, 16th, and 19th level, increase an ability score by 2, or two ability scores by 1. You can forgo taking this feature to take a feat instead. ### Wild Shape At 11th level, your connection to the creatures of the wilderness has grown so strong that you can easily take the form of simpler creatures with no effort. Using Beast Form to change into a Scout Form no longer expends any uses of the ability. ### Timeless Body At 15th level, for every 10 years, your body ages only 1. ### Beast Form Spells At 18th level, you can cast many spells in any shape you assume using Beast Form. You can perform the somatic and verbal components of a druid spell while in a beast shape, and ignore material component's except those with a given cost, which you can not cast. ### Archdruid At level 20, you have resistance to fire, cold, poison, lightning, and thunder damage. These resistances apply in Beast Form as well. ___ > ## Scout Form (1 Use of Beast Form) >*Tiny, or Small Beast* > ___ > - **Armor Class** 12 + PB (Natural armor) > - **Hit Points** Druid level in temporary hitpoints > - **Speed** 30 feet; 30 feet climb, swim (4th level), or fly (8th level) >___ >|STR|DEX|CON| >|:---:|:---:|:---:| >|4 (-3)|16 (+3)|6 (-2)| >___ > - **Senses.** Darkvision 60 feet > - **Languages.** Understands your languages, but can't speak > - **Naturally Stealthy.** Advantage on stealth checks > ___ > > ### Actions > ***Scratch.*** *Melee Weapon Attack*: Your spell attack modifier to hit, reach 5 ft., one target. *Hit*: 1 piercing or bludgeoning. \columnbreak ___ > ## Hunter Form (2 Uses of Beast Form) >*Small or Medium Beast* > ___ > - **Armor Class.** 13 + PB (Natural armor) > - **Hit Points.** Six times Druid level in temporary hitpoints > - **Speed.** 40 feet; 30 feet climb, swim (4th level), or fly (8th level) >___ >|STR|DEX|CON| >|:---:|:---:|:---:| >|14 (+2)|14 (+2)|12 (+1)| >___ > - **Senses.** Darkvision 60 feet > - **Languages.** Understands your languages, but can't speak > - **Amphibious.** If the form has a swim speed it can breath both air and water. > - **Flyby.** If the form has a fly speed it does not provoke opportunity attacks when leaving an enemy's reach. > - **Pack Tactics.** If the form has no swim or fly speed it has advantage on attack rolls if one or more allies are within 5 feet of the target. > ___ > > ### Actions > ***Multiattack.*** At Druid level 5 the form makes 2 Maul attacks, at level 11 it makes 3, and at level 17 it makes 4. > > ***Maul.*** *Melee Weapon Attack*: Your spell attack modifier to hit, reach 5 ft., one target. *Hit*: 2d6 + Wisdom piercing or bludgeoning. \pagebreakNum ___ > ## Trapper Form (2 Uses of Beast Form) >*Medium or Large Beast* > ___ > - **Armor Class.** 14 + PB (Natural armor) > - **Hit Points.** Five times Druid level in temporary hitpoints > - **Speed.** 30 feet; 30 feet climb (Spider Only) >___ >|STR|DEX|CON| >|:---:|:---:|:---:| >|13 (+1)|14 (+2)|12 (+1)| >___ > - **Senses.** Darkvision 60 feet > - **Languages.** Understands your languages, but can't speak > - **Spider Climb.** Can walk on walls and ceiling (Giant Spider Only) > - **Amphibious.** Can breath both air and water. (Giant Frog Only) > ___ > > ### Actions > ***Multiattack.*** At Druid level 5 the form makes 2 Bite attacks, at level 11 it makes 3, and at level 17 it makes 4. > > ***Bite.*** *Melee Weapon Attack*: Your spell attack modifier to hit, reach 5 ft., one target. *Hit*: 1d8 + Wisdom piercing + (1d8 poison, Giant Spider / Snake Only) (And the target is grappled if it is medium or smaller, Giant Frog only). > > ***Web (Recharge 5-6).*** *Ranged Weapon Attack*: +5 to hit, range 30/60 ft., one creature. Hit: The target is Restrained by webbing. As an action, the Restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). > > ***Swallow.*** Giant Frog or Snake Only: Make a Bite attack against a grappled target if it hits, the target is swallowed and it takes 5 (2d4) acid damage at the start of each of its turns. > > ***Constrict.*** Giant Snake only *Melee Weapon Attack*: one creature. Hit: 2d6 + your Wisdom bludgeoning damage. The target is grappled if it is medium or smaller, and the snake can't constrict another target. \columnbreak ___ > ## Predator Form (2 Uses of Beast Form) >*Large, Huge (Avaialble at level 11), or Gargantuan (available at level 17) Beast* > ___ > - **Armor Class.** 14 + PB (Natural armor) > - **Hit Points.** Seven times Druid level in temporary hitpoints > - **Speed.** 50 feet >___ >|STR|DEX|CON| >|:---:|:---:|:---:| >|22 (+6)|12 (+1)|20 (+5)| >___ > - **Languages.** Understands your languages, but can't speak > - **Trample.** The druid can make Stomp attacks (no action required) against all creatures smaller than it when they move through their space. A creature can only be attacked this way once per turn. > - **Charge.** If the druid moves at least 20 feet towards a target before making a Gore attack, on a hit the target must succeed on a Strength save or be knocked prone. > ___ > > ### Actions > ***Multiattack.*** At Druid level 5 the form makes 2 Gore or Stomp attacks, at level 11 it makes 3, and at level 17 it makes 4. > > ***Gore or Stomp.*** *Melee Weapon Attack*: Your spell attack modifier to hit, reach 5 ft., one target. *Hit*: 2d10 + Wisdom piercing or bludgeoning damage and the Druid may make a grapple check as a bonus action if the target is no larger than the Druid. \pagebreakNum ## Circle of Dreams ### Balm of the Summer Court At 2nd level, you have a pool of fey energy represented by a number of d4s equal to your druid level. As a bonus action, you can choose an ally you can see within 120 feet 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 triple the total. You regain the expended dice when you finish a long rest. ### Hearth of Moonlight and Shadow Also at 2nd level, home can be wherever you are. During a short or long rest, you can invoke the Gloaming Court to help guard your respite. 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, you and your allies gain a +10 bonus to Stealth and Perception, and any light from in the sphere isn't visible outside it. The sphere vanishes at the end of the rest or you leave. ### Arcane Dreams At 6th level you can spend fey energy dice to regain spell slots. Roll any number of dice from your Balm of the Summer Court feature and add them up. The total is the total level of spell slot levels you can recover. You can not recover spell slots higher than level 5. ### Hidden Paths At 10th level, 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 per 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 a spell slot or 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. ## Circle of the Shepherd ### Speech of the Woods At 2nd level, you learn Sylvan. Beasts can understand your speech, and you can decipher their noises and motions. ### Spirit Totem At 2nd level, as a bonus action, you can summon a spirit to a point you see within 60 feet. The spirit creates an aura in a 30-foot radius around itself. It counts as neither a creature nor an object. 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. Once you use this feature, you can’t use it again until you finish a short or long rest. The effect of the spirit’s aura depends on the type of spirit you summon: * ***Bear Spirit.*** Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. You and your allies gain advantage on Strength checks and saves in the aura. * ***Hawk Spirit.*** When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage. You and your allies have advantage on Perception checks while in the aura. * ***Unicorn Spirit.*** If you cast a spell that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level. ### Mighty Summoner 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 two benefits: * The creature has 2 extra hit points per Hit Die it has. * The creature adds your proficiency to their attack rolls. ### Guardian Spirit At 10th level, your Spirit Totem safeguards beasts and fey 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, it regains hit points equal to half your druid level. ### Faithful Summons 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 gain the benefits of Conjure Animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice, challenge rating 2 or lower. They protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration. Once you use this feature, you can’t use it again until you finish a long rest. \pagebreakNum ## Circle of the Land ### Bonus Cantrip When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. ### Natural Recovery 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. ### Circle 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 and consult the associated list of spells. Your circle spell are always prepared, and don’t count against the number of spells you can prepare. | Druid Level | Arctic Spells | |:---:|:---:|:---|:---:| | 3rd | *hold person*, *spike growth* | | 5th | *sleet storm*, *slow* | | 7th | *freedom of movement*, *ice storm* | | 9th | *commune with nature*, *cone of cold* | | Druid Level | Coast Spells | |:---:|:---:|:---|:---:| | 3rd | *mirror image*, *misty step* | | 5th | *water breathing*, *water walk* | | 7th | *control water*, *freedom of movement* | | 9th | *conjure elemental*, *scrying* | | Druid Level | Desert Spells | |:---:|:---:|:---|:---:| | 3rd | *blur*, *silence* | | 5th | *create food water*, *protect from energy* | | 7th | *blight*, *hallucinatory terrain* | | 9th | *insect plague*, *wall of stone* | | Druid Level | Forest Spells | |:---:|:---:|:---|:---:| | 3rd | *barkskin*, *spider climb* | | 5th | *call lightning*, *plant growth* | | 7th | *divination*, *freedom of movement* | | 9th | *commune with nature*, *tree stride* | | Druid Level | Grassland Spells | |:---:|:---:|:---|:---:| | 3rd | *invisibility*, *pass without trace* | | 5th | *daylight*, *haste* | | 7th | *divination*, *freedom of movement* | | 9th | *dream*, *insect plague* | | Druid Level | Mountain Spells | |:---:|:---:|:---|:---:| | 3rd | *spider climb*, *spike growth* | | 5th | *lightning bolt*, *meld into stone* | | 7th | *stone shape*, *stoneskin* | | 9th | *passwall*, *wall of stone* | | Druid Level | Swamp Spells | |:---:|:---:|:---|:---:| | 3rd | *darkness*, *acid arrow* | | 5th | *water walk*, *stinking cloud* | | 7th | *freedom of movement*, *locate creature* | | 9th | *insect plague*, *scrying* | | Druid Level | Underdark Spells | |:---:|:---:|:---|:---:| | 3rd | *spider climb*, *web* | | 5th | *gaseous form*, *stinking cloud* | | 7th | *greater invisibility*, *stone shape* | | 9th | *cloudkill*, *insect plague* | ### Nature’s Stride At 6th level, you gain a climb and swim speed equal to your walking speed, and a burrow speed of 5 feet. ### Nature's Bond At level 6, you bond with a single willing tiny beast CR 1 or lower, forming a magic, telepathic bond with that willing companion. While your bonded creature is within 100 feet of you, you can communicate with it telepathically. As an action, you can see through it's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the bonded creature has. During this time, you are deaf and blind with regard to your own senses. ### Nature’s Ward At 10th level, whenever you cast a spell, you may add your Wisdom modifier to any damage roll once. ### Nature’s Sanctuary At 14th level, when a beast or plant attacks you, the attack is made with disadvantage, and that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the attack automatically misses and the creature is charmed by you until a remove curse spell is cast on it, or one hour has passed. On a success, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack. \pagebreakNum ## Circle of the Moon ### Combat Beast Form When you choose this circle at 2nd level, you gain the ability to use Beast Form on your turn as a bonus action, rather than as an action. And you regain all uses of Beast Form on a short or long rest. Additionally, while you are transformed by Beast Form, you can use a bonus action to expend one spell slot to regain 1d8 temporary hit points per level of the spell slot expended, up to the maximum total you started with when you transformed. ### Primal Strike At 10th level, when you hit an enemy with an attack while in Beast Form, you may expend a spell slot to enhance the attack with elemental damage (cold, fire, lightning or poison, your choice). The damage added is equal to 1d6 points per level of spell slot expended. ### Elemental Form At 10th level, you can expend all three uses of Beast Form to transform into an air elemental, earth elemental, fire elemental, or a water elemental. ### Deadly Forms By 14th level, you have learned to use magic to alter your Beast Form forms to be even more deadly in combat. Add your Wisdom Modifier to the Armor class of your Beast Form. \columnbreak ___ > ## Elemental Form >*Large Elemental* > ___ > - **Armor Class.** 14 + PB (Natural armor) > - **Hit Points.** Eight times Druid level in temporary hitpoints > - **Speed.** 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (Air only); swim 40ft. (Water only) >___ >|STR|DEX|CON| >|:---:|:---:|:---:| >|18 (+4)|15 (+2)|16 (+3)| >___ > - **Languages.** Your languages > - **Senses.** Darkvision 60 feet > - **Damage Resistances.** acid (Water only); lightning and thunder (Air only) > - **Damage Immunities.** poison; fire (Fire only) > - **Condition Immunities.** poisoned > - **Amorphous Form (Air, Fire, and Water only).** The druid can move through a space as narrow as 1 inch wide. > - **Earth Glide (Earth only).** The druid can burrow through nonmagical, unworked earth and stone without disturbing it. > ___ > > ### Actions > ***Multiattack.*** At Druid level 5 the form makes 2 Slam attacks, at level 11 it makes 3, and at level 17 it makes 4. > > ***Slam.*** *Melee Weapon Attack*: Your spell attack modifier to hit, reach 5 ft., one target. *Hit*: 2d10 + Wisdom bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only). \pagebreakNum ## Circle of Spores ### Circle Spells These spells are always prepared, and don't count against the number of spells you can prepare. | Druid Level | Spells | |:---:|:---:|:---|:---:| | 2nd | *Chill Touch* | | 3rd | *Blindness/Deafness, Gentle Repose* | | 5th | *Animate Dead, Gaseous Form* | | 7th | *Blight, Confusion* | | 9th | *Cloudkill, Contagion* | ### Halo of Spores At 2nd level, when a creature you can see moves into a space within 10 feet or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to them unless it succeeds on a Con save against your spell DC. The damage increases to 1d6 at 6th level, 1d8 at 10th, and 1d10 at 14th. ### Symbiotic Entity At 2nd level, as an action, you can expend a uses of your Beast Form and gain 3 temporary hit points for each druid level. While active you double your Halo of Spores damage dice, and melee weapon attacks deal 1d6 extra necrotic damage. This lasts 10 minutes or until you lose the temporary hit points. ### Fungal Infestation At 6th level, if a Small or Medium beast or humanoid dies within 10 feet, you can use your reaction to cause it to stand up with 1 hit point and use the Zombie stat block. It remains animate for 1 hour. The zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action.You can use this feature a number of times equal to your Wisdom modifier per long rest. ### Spreading Spores At 10th level, as a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet, where they swirl in a 10-foot cube for 1 minute. The spores disappear if you use this feature again, if you dismiss them, or if your Symbiotic Entity feature is no longer active. Once per turn when a creature moves into the cube or starts its turn there, they take your Halo of Spores damage, unless they succeed on a Con save. While the cube persists, you can't use your Halo of Spores reaction. ### Fungal Body At 14th level, you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated. \columnbreak ## Circle of Stars ### Star Map At 2nd level, you've created a star chart that can serve as a spellcasting focus. While holding the map, you know *Guidance*, and can cast *Guiding Bolt* without a spell slot a number of times equal to your proficiency per long rest. ### Starry Form At 2nd level, as a bonus action, you can expend a use of your Beast Form to take on a starry form. While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it, are incapacitated, die, or use this feature again. Whenever you assume your starry form, choose which of the following constellations: ***Archer.*** When you activate this form, and as a bonus action on your turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier. ***Chalice.*** When you cast a spell that restores hit points to a creature, you or another creature within 30 feet can regain hit points equal to 1d8 + your Wisdom modifier. ***Dragon.*** When you make an Intelligence or Wisdom check or a Con save to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10. ### Cosmic Omen At 6th level, whenever you finish a long rest, you can consult your Star Map for omens. When you do, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number: **Weal (even)**. When a creature you can see within 30 feet is about to make an attack, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number to the total. **Woe (odd)**. When a creature you can see within 30 feet is about to make an attack, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total. You can use this reaction a number of times equal to your proficiency bonus per long rest. ### Twinkling Constellations At 10th level, the 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet. At the start of each of your turns while in your Starry Form, you can change constellations. ### Full of Stars At 14th level, while in Starry Form, you have resistance to bludgeoning, piercing, and slashing damage. \pagebreakNum ## Circle of Wildfire ### Circle Spells When you join this circle at 2nd level, you have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire 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. ##### Circle of Wildfire Spells | Druid Level | Spells | |:---:|:---:|:---|:---:| | 2nd | *Burning Hands, Cure Wounds* | | 3rd | *Flaming Sphere, Scorching Ray* | | 5th | *Plant Growth, Revivify* | | 7th | *Aura of Life, Fire Shield* | | 9th | *Flame Strike, Mass Cure Wounds* | ### Summon Wildfire Spirit At 2nd level, You can summon the primal spirit bound to your soul. As an action, you can expend a use of your Beast Form feature to summon your wildfire spirit. The spirit appears in an unoccupied space of your choice you can see within 30 feet. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity save against your spell save DC or take 2d6 fire damage. The spirit is friendly to you and your companions and obeys your commands. It uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge. The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die. ### Enhanced Bond At 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell. In addition, when you cast a spell with a range other than self, the spell can originate from you or your spirit. ### Cauterizing Flames At 10th level, you gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ### Blazing Revival At 14th level, the bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet. Once you use this feature, you can't use it again until you finish a long rest. ___ > ## Wildfire Spirit >*Size Elemental* > ___ > - **Armor Class** 13 (Natural Armor) > - **Hit Points** 5 + Five times your Druid level > - **Speed** 30 ft.; fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|14 (+2)|14 (+2)|13 (+1)|15 (+2)|11 (+0)| >___ > - **Damage Immunities** fire > - **Condition Immunities** charmed, frightened, grappled, prone, restrained > - **Senses** Darkvision 60 ft. > - **Languages** understands the languages you speak > ___ > > ### Actions > ***Flame Seed.*** *Ranged Weapon Attack*: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage. > > ***Fiery Teleportation.*** The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage. >
9