Revised Druid

by Tatarius

Search GM Binder Visit User Profile

The Druid Revised

The Druid                                                                                            Spell Slots per Spell Level
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Druidic 3 2 - - - - - - - -
2nd +2 Wild Shape, Druid Circle 3 3 - - - - - - - -
3rd +2 Wild Companion 3 4 2 - - - - - - -
4th +2 Wild Shape Improvement, Ability Score Improvement, Cantrip Versatility 4 4 3 - - - - - - -
5th +3 4 4 3 2 - - - - - -
6th +3 Druid Circle Feature 4 4 3 3 - - - - - -
7th +3 4 4 3 3 1 - - - - -
8th +3 Wild Shape Improvement, Ability Score Improvement, Cantrip Versatility 4 4 3 3 2 - - - - -
9th +4 4 4 3 3 3 1 - - - -
10th +4 Druid Circle Feature 5 4 3 3 3 2 - - - -
11th +4 Wild Shape Improvement 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement, Cantrip Versatility 5 4 3 3 3 2 1 - - -
13th +5 5 4 3 3 3 2 1 1 - -
14th +5 Druid Circle Feature 5 4 3 3 3 2 1 1 - -
15th +5 Wild Shape Improvement 5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement, Cantrip Versatility 5 4 3 3 3 2 1 1 1 -
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Beast Spells 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, Cantrip Versatility 5 4 3 3 3 3 2 1 1 1
20th +6 Timeless Body, Druid Circle Feature 5 4 3 3 3 3 2 2 1 1
Original Source: Player's Handbook

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, Survival, Stealth

Equipment


  • You start with the following equipment, in addition to the
  • equipment granted 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 an explorer’s pack

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

  • As a conduit for divine power, you can cast Druid Spells.
  • See the general rules of Spellcasting and the Druid spell
  • list.

Cantrip

  • At 1st Level, you know three 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 Druid Spells of 1st Level and higher. To cast one
  • of these 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
  • or 2nd-level slot. Casting the spell doesn’t remove it from
  • your list of prepared spells⁠.

  • You can 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.

Spellcasting⁠ Ability

  • Wisdom is your Spellcasting ability for your Druid Spells.
  • The power of your spells⁠ comes from your devotion to
  • your deity. You use your Wisdom whenever a Druid 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 as a spellcasting focus for
  • your druid spells.

Wild Shape


  • Starting at 2nd level, you can use your action or bonus
  • action to magically assume a new form, Beast of the
  • Grove, that give you unique features and attacks. You may
  • make your Beast of the Grove visually assume the form of
  • any beast type creature you are aware of or have seen.
  • While Wild Shaped, you may as an action or bonus action
  • change which type of that form you wish to be as well as
  • the physical appearance to this new type. Switching
  • between different "Beasts of the..." however requires
  • another use of Wild Shape.

  • You can stay in your Wild Shape form for a number of
  • hours equal to your druid level. 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 Wild Shape forms and Statistics are shown below.
  • You assume the Wild Shape's hit points when you change. If you later switch types (Lurker, Charger, Pack Leader for Beast of the Grove) within the same use of Wild Shape, your hit points remain the same, unless you use 1 of your Wild Shape uses for the day.
  • When you drop to 0 hit points in your Wild Shape, you then have the same number of hit points you had before you used this feature.
  • You can't cast spells, and your ability to speak, although you are affected by a Speak with Animals spell, with a duration the same as your Wild Shape duration. Transforming doesn't break your concentration on a spell you've already cast, nor does it prevent you from taking actions that are part of a spell, such as call lightning that you've already cast.
  • Your equipment and belonging 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 mundane equipment doesn't change size or shape to make the new form (magical items may change size to accommodate, talk to your DM ahead of time to determine this or not) 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.

  • Your Wild Shape Improves as you take more levels in
  • druid. Below is a table when you gain access to different
  • types of Beasts and Size Augmentations.

Wild Shape Improvements
Druid level Circle Spells
2nd Beast of the Grove
4th Beast of the Sea
8th Beast of the Clouds
11th Large Wild Shape Forms
15th Huge Wild Shape Forms

  • If you assume a Wild Shape form that is Large (11th level),
  • your Reach with your melee weapon attacks is increased
  • by 5 feet and you can carry twice the amount as a
  • Medium creature could.


  • If you assume a Wild Shape Form that is Huge (15th level),
  • Your Reach with your Melee Weapon Attacks are
  • increased by 10 feet and you can carry 4 times the
  • amount as a Medium creature could.


  • You can use Wild Shape a number of times per long rest
  • equal to your proficiency modifier.


Wild Shape Forms

  • The following are the in game statistics of the different
  • forms you may take with your Wild Shape feature:




Beast of the Grove

Medium, Small or Tiny Beast


  • Armor Class: 10 + Dex Mod + PB (natural armor)
  • Hit Points: Con Mod times PB + 8 times Druid level
  • Speed: (40 ft Pack Leader and Lurker, 50 ft Charger), Climb (40 ft Lurker and Pack Leader)

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) (Same As Druid) (Same As Druid) (Same As Druid)

  • Saving Throws: Same as Druid
  • Skills: Same as Druid
  • Senses: Darkvision 60 ft
  • Languages: understands languages you speak
  • Types: Pack Leader, Lurker, Charger

Traits

Tiny Stature: If you choose to be a Tiny creature, your reach is reduced by 5 ft, and you have disadvantage on attacks made against creatures larger than medium sized. If your reach is 0 ft, you must occupy the same square as a creature to be able to attack it.

Keen Senses: The druid has advantage on Wisdom (Perception) checks that rely on hearing, smell or sight.

Shadow Strike (Lurker only): While in dim light or darkness, the druid can take the Hide action as a bonus action. They may also attempt to hide while lightly obscured. If you make an attack while successfully hidden or unseen, the creature makes a DC 8 + your WIS mod + PB Wisdom saving throw or be Frightened for 1 minute. The creature can make a new saving throw at the end of each of it's turns. A creature that makes it's save is immune to this feature for 24 hours.

Advanced Climbing (Lurker only): The druid may stick to ceiling and walls as if using a spider climb spell.

Pack Tactics (Pack Leader only): The druid has advantage on attack rolls against a creature if at least one of the druids allies is within 5 ft. of the creature.

Cunning Escape (Pack Leader only): The druid as a bonus action can disengage as a Bonus action.

Overrun (Charger only): If the druid moves at least 20 ft towards a creature and the first time it hits with a Melee Weapon Attack on the same turn, the target takes an extra 2d8 bludgeoning damage. The target must also succeed on a DC 8 + WIS mod + PB Strength saving throw or have their speed reduced by 10 ft. If the target fails their save, you may immediately after the attack make another Melee Weapon Attack as a Bonus Action


Actions

Multiattack. The Beast of the Grove gains additional attacks as they increase in level in druid. At 5th level the Druid may make two Melee Weapon attacks with 1 Attack action. A 17th level Druid makes 3 Melee Weapon attacks with 1 Attack action

Hoof/Claw/Bite Melee Weapon Attack: STR mod + PB to hit , 5 ft reach, one target. Hit: 1d8 + Strength Mod + PB Bludgeoning, Slashing or Piercing damage, your choice.





Beast of the Fjord

Medium, Small or Tiny Beast


  • Armor Class: 10 + Dex Mod + PB (natural armor)
  • Hit Points: Con Mod times PB + 8 times Druid level
  • Speed: (5 ft Finned, 10 ft Tentacles, 20 ft Amphibious), Swimming (60 ft Finned, 50 ft Tentacles, 40 ft Amphibious)

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 12 (+1) (Same As Druid) (Same As Druid) (Same As Druid)

  • Saving Throws Same as Druid
  • Skills Same as Druid
  • Senses Darkvision 60 ft, Blindsight (60 ft Finned and Tentacles)
  • Languages understands languages you speak
  • Types Tentacles, Amphibious, Finned

Traits

Tiny Stature: If you choose to be a Tiny creature, your reach is reduced by 5 ft, and you have disadvantage on attacks made against creatures larger than medium sized. If your reach is 0 ft, you must occupy the same square as a creature to be able to attack it.

Keen Senses: The druid has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Amphibious (Amphibious only): The druid can breathe both air and water.

Hold Breath (Tentacles and Finned only): Tentacles form needs to be in water to breath, however they can hold their breath up to 1 hour while on land. Similarly, Finned form need to come to the surface for air, and can hold their breath underwater for up to 1 hour at a time while underwater.

Echolocation (Tentacles and Finned Only): The druid in these forms can't use its Blindsight while deafened.

Corrosive touch (Amphibious Only): When the druid is hit with a melee attack, the attacker takes 1d10 acid damage and has disadvantage on attacks until the end of their turn.

Regenerative Husk (Amphibious Only): At the start of your turn, as long as your hit point total is below maximum and above 0, you heal up to 5 hit points.

Jumping (Amphibious Only): The druid, as a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You may only use this feature while not swimming.


Leagues Beneath the Sea (Finned Only): You may take the Dash action as a bonus action on your turn, so long as your movement is within water

Ramming Strike (Finned Only): If the druid moves through water at least 20 ft towards a creature and the first time it hits with a Melee Weapon attack on the same turn, the target takes and extra 2d6 Bludgeoning damage. That target must succeed on a DC 8 + WIS Mod + PB Constitution saving throw or be incapacitated until the end of your next turn. If the druid utilized Leagues Beneath the Sea before the attack hit, this save is done so with disadvantage.

Grappling Strikes (Tentacle Only): If the druid hits a creature with a Melee Weapon Attack, that target must succeed on a DC 8 + WIS mod + PB Strength saving throw or be Restrained by you. Reduce the number of attacks you can make with your Attack action by 1 for each creature Restrained by you at the start of your next turn. As a Bonus action, you may do 2d6 + Strength modifier + PB Bludgeoning damage to each creature currently Restrained by you. A creature Restrained may, as an action, attempt to free itself with an Athletics checks against the same DC.


Actions

Multiattack. The Beast of the Fjord gains additional attacks as they increase in level in druid. At 5th level the Druid may make two Melee Weapon attacks with 1 Attack action. A 17th level Druid makes 3 Melee Weapon attacks with 1 Attack action

Tentacle/Bite/Ram Melee Weapon Attack: STR mod + PB to hit , Reach: (5ft Finned, 10ft Amphibious, 15ft Tentacles), one target. Hit: 2d6 + STR Mod + PB Bludgeoning, Slashing or Piercing damage, your choice.






Beast of the Clouds

Medium, Small or Tiny Beast


  • Armor Class: 10 + Dex Mod + PB (natural armor)
  • Hit Points: Con Mod times PB + 7 times Druid level
  • Speed: 30 ft, Flying (40 ft Spiked Tail and Echo locator, 60 ft Dive bomber)

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+2) (Same As Druid) (Same As Druid) (Same As Druid)

  • Saving Throws Same as Druid
  • Skills Same as Druid
  • Senses Darkvision (120 ft Spiked Tail, Dive bomber), Blindsight (60 ft Echo locator)
  • Languages understands languages you speak
  • Types Spiked Tail, Dive bomber, Echo locator

Traits

Tiny Stature: If you choose to be a Tiny creature, your reach is reduced by 5 ft, and you have disadvantage on attacks made against creatures larger than medium sized. If your reach is 0 ft, you must occupy the same square as a creature to be able to attack it.

Keen Senses: The druid has advantage on Wisdom (Perception) checks that rely on hearing or sight. The Echo locator only gains this feature through hearing, as they are blinded.

Flyby: The druid doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Echolocation (Echo locator only): The druid has blindsight so long as the creature is not deafened. If the druid becomes deafened, it is also effectively blinded.

Obscured Flesh (Spiked Tail only): While in Dim light or Darkness, attacks made against you have disadvantage.

Spiked Regrowth: (Spiked Tail only): Once per short rest the druid may, as a bonus action, regrow spikes on it's tail to the maximum capacity of 30. If you attempt to use this feature again before a short rest, you may use a Bonus Action and use a Hit Die, roll the dice and that is how many spikes you gain back.

Death from above (Dive Bomber Only): If the druid moves at least 20 ft while flying towards a creature beneath the druids altitude and hits with a Melee Weapon Attack on the same turn, the target takes an extra 2d8 bludgeoning damage.


Actions

Multiattack. The Beast of the Clouds gains additional attacks as they increase in level in druid. At 5th level the Druid may make two Melee Weapon attacks with 1 Attack action. A 17th level Druid makes 3 Melee Weapon attacks with 1 Attack action. If you are in Spiked tail form, you may also replace any Melee Weapon attack with your Spiked Tail Ranged Weapon Attack.

Hoof/Claw/Bite Melee Weapon Attack: Dex mod + PB to hit, 5 ft reach, one target. Hit: 2d8 + Dex Mod + PB Bludgeoning, Slashing or Piercing damage, your choice.

Spiked Tail Ranged Weapon Attack: Dex mod + PB to hit, Range: 60/240 ft, one target. Hit: 2d6 + Dex Mod + PB Piercing damage. Ammo: 30 spikes, needs to use Spiked Regrowth to gain more ammo.

(Recharges 6) Sonic Blast (Echo locator Only): As an action, the druid can target a 30 foot cone, screeching out a horribly painful noise. Creatures in the area of effect must succeed on a DC 8 + WIS mod + PB Constitution saving throw or take 6d6 thunder damage and be deafened and shoved back 10 ft away from the druid. Flying creatures failing their saving throws in the area are knocked prone. Creatures immune to the deafened condition take no damage but still can be moved and knocked prone from this feature. You are immune to your own Sonic Blast or other Sonic Blasts of other druids. If the creatures succeed on their saving throws, they are not deafened and take half damage.



Druid Circle


  • At 2nd level, you choose to identify with a circle of druids.
  • Your choice grants you features at 2nd level and again at
  • 6th, 10th, 14th and 20th level.

Wild Companion


  • At 3rd level, Once per short rest, you gain the ability to
  • summon a spirit that assumes an animal form. As an
  • action, you can cast the Find Familiar spell, without
  • material components.

  • When you cast the spell with this feature, the familiar is
  • fey instead of a beast, and the familiar disappears after a
  • number of hours equal to half your druid 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.

Cantrip Versatility


  • Whenever you reach a level in this class that grants the
  • Ability Score Improvement feature, you can replace one
  • cantrip you learned from this class's Spellcasting feature
  • with another cantrip from the druid spell list.

Beast Spells


  • Beginning at 18th level, you can cast many of your druid
  • spells in any shape you assume using Wild Shape. You can
  • ignore the somatic and verbal components of a druid
  • spell while in a beast shape, as well as any material
  • components that lack a cost and aren't consumed by a
  • spell.

Timeless Body


  • Starting at 20th 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. You are immune to
  • effects that rapidly age you.

  • In addition, when you take a short rest you may heal one
  • level of exhaustion, and you cannot die from exhaustion,
  • you still suffer all the other effect from exhaustion
  • however.

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.

  • Original Source: Player's Handbook

Attuned to Nature


  • When you choose this circle at 2nd level, you learn one
  • additional druid cantrip of your choice. This cantrip
  • doesn't count againt the number of druid cantrips you
  • know.

  • In addition, 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.

Circle Spells


  • Your mystical connection to the land infuses you with the
  • ability to cast certain spells. At 2nd, 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, swamp,
  • underdark, or urban – and consult the associated list of
  • spells on the next page.

  • 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.

Nature's Stride


  • Starting at 6th level, you gain the ability to move as if you
  • were a creature of the wild. You gain a climb and swim
  • speed equal to your walking speed, you also gain a
  • burrow speed of 15 feet. While in your Beast of the Grove
  • Wild Shape form, all creature types gain this burrow
  • speed, and all other Wildshape forms if they have a Climb
  • or Swim speed, increase those speeds by 15 ft each.

  • In addition, you are immune to your own area of effect
  • spells as well as advantage on saving throws against being
  • grappled, restrained, paralyzed, petrified, or stunned and
  • you can use 5 ft of movement to get up from prone. Your
  • Wild Shapes with a Flying speed gain the Hover feature.
  • (Hover allows you to float in the air when knocked prone)

Aspect of Nature


  • Starting at 10th level, you may as a reaction succeed on a
  • saving throw against an effect that causes the charmed or
  • frightened condition. You may use this feature a number
  • of times per long rest equal to your proficiency bonus.

  • In addition you are immune to disease, the poison
  • condition and poison damage.

  • Furthermore, whenever you cast a druid spell that deals
  • damage, you may add your Wisdom modifier to the
  • damage up to twice per turn. You may cast Cantrips while
  • in Wild Shape, ignoring verbal, and somatic components
  • they might have.
Arctic Circle Spells
Druid level Circle Spells
2nd Absorb Elements, Armor of Agathys
3rd Hold Person, Spike Growth
5th Sleet Storm, Slow
7th Freedom of Movement, Ice Storm
9th Commune with Nature, Cone of Cold
Coast Circle Spells
Druid level Circle Spells
2nd Fog Cloud, Sanctuary
3rd Mirror Immage, Misty Step
5th Water Breathing, Water Walk
7th Control Water, Freedom of Movement
9th Conjure Elemental, Scrying
Desert Circle Spells
Druid level Circle Spells
2nd Absorb Elements, Hellish Rebuke
3rd Blur, Aganazzar's Scorcher
5th Create Food and Water, Wall of Sand
7th Hallucinatory Terrain, Sickening Radiance
9th Insect Plague, Control Winds
Forest Circle Spells
Druid level Circle Spells
2nd Entangle, Goodberry
3rd Barkskin, Spider Climb
5th Plant Growth, Conjure Animals
7th Grasping Vine, Freedom of Movement
9th Commune with Nature, Tree Stride
Grassland Circle Spells
Druid level Circle Spells
2nd Longstrider, Sanctuary
3rd Invisibility, Pass Without Trace
5th Leomund's Tiny Hut, Haste
7th Find Greater Steed, Freedom of Movement
9th Wrath of Nature, Far step
Mountain Circle Spells
Druid level Circle Spells
2nd Grease, Thunderwave
3rd Spider Climb, Spike Growth
5th Lightning Bolt, Meld into Stone
7th Stone Shape, Dimension Door
9th Passwall, Wall of Stone
Swamp Circle Spells
Druid level Circle Spells
2nd Arms of Hadar, Tasha's Caustic Brew
3rd Darkness, Melf's Acid Arrow
5th Water Walk, Stinking Cloud
7th Freedom of Movement, Vitriolic Sphere
9th Cloudkill Scrying
Underdark Circle Spells
Druid level Circle Spells
2nd Shield, Cause Fear
3rd Spider Climb, Web
5th Gaseous Form, Stinking Cloud
7th Greater Invisibility, Summon Aberration
9th Seeming, Circle of Power
Urban Circle Spells
Druid level Circle Spells
2nd Disguise Self, Comprehend Languages
3rd Prayer of Healing, Hold Person
5th Tongues, Sending
7th Arcane Eye, Otiluke's Resilient Sphere
9th Animate Objects, Teleportation Circle

Nature's Sanctuary


  • Starting at 14th level, when a beast, plant, monstrosity,
  • elementals or fey creature 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 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.

Second Natured Arcana


  • At 14th level, when you create a spell effect that affects an
  • area that you are concentrating on, you may as a bonus
  • action or action, move the spell effect to up to 30 feet in
  • any direction, assuming the direction makes sense and it
  • still applies. If the spell would create difficult terrain
  • where it was cast, it remains difficult terrain, even after
  • you move the spell, as long as you continue to
  • concentrate on the spell.

  • In addition in your druid and Wild Shape Beast of the
  • Grove forms, you gain Tremorsense up to 60 ft, and any
  • creature you detect with it you can see for the purposes
  • of spellcasting and targeting. Creature's you see with
  • tremorsense do not gain advantage on attack rolls for
  • being unseen or being invisible.

Archdruid of the Land


  • At 20th level, you have achieved such mastery over
  • certain spells that you can cast them at will. Choose a 1st-
  • level druid spell and a 2nd-level druid spell. You can cast
  • those spells at their lowest level without expending a spell
  • slot. You always have these spells prepared. If you want to
  • cast either spell at a higher level, you must expend a spell
  • slot as normal.

  • After taking a long rest, you can exchange one or both of
  • the spells you chose for different spells of the same levels.

  • In addition, when in you are in a wild shape form, your
  • Nature's Sanctuary feature is not limited by which
  • creature types attack you.

Circle of the Moon


  • Druids of the Circle of the Moon are fierce guardians of
  • the wilds. Their order gathers under the full moon to
  • share news and trade warnings. They haunt the deepest
  • parts of the wilderness, where they might go for weeks on
  • end before crossing paths with another humanoid
  • creature, let alone another druid.

  • Changeable as the moon, a druid of this circle might
  • prowl as a great cat one night, soar over the treetops as
  • an eagle the next day, and crash through the
  • undergrowth in bear form to drive off a trespassing
  • monster. The wild is in the druid's blood.

  • Original Source: Player's Handbook

Combative Wild Shape


  • Starting at 2nd level, you gain a bonus to any of your Wild
  • Shape forms Strength, Dexterity and Constitution scores.
  • The bonus equal your proficiency bonus.

  • In addition, while you are transformed by Wild Shape, you
  • can use a bonus action to expend one spell slot to regain
  • 1d10 hit points per level of the spell slot expended

  • Furthermore, while in any wild shape, you can crudely
  • speak any language you know. Your speech is not good
  • enough to cast spells.

Primal Strikes


  • 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.

  • In addition, when you hit an enemy with an attack while in
  • Wild Shape, you may expend a spell slot to enchant the
  • attack with elemental damage (cold, fire, lightning,
  • thunder or poison, your choice). The damage added is
  • equal to 1d8 + 1d8 per level of the spell slot expended, up
  • to a maximum effect of 6d8 damage for a 5th level spell.
  • This attack pierces through and ignores resistances, and
  • treats immunities as resistances.

Elemental Wild Shape


  • At 10th level, you can expend two uses of Wild Shape at
  • the same time to transform into a Elemental (Forms of
  • Fire, Water, Earth, Air, Stats to be provided later)
  • These forms are still considered Wild Shapes for the
  • purposes of your other abilities.

  • In addition, whenever you use are in Wild shape, you gain
  • temporary hit point equal to your Wisdom modifier. If you
  • start a turn in wild shape without any temporary hit
  • points, gain your Wisdom modifier in temporary hit
  • points.

  • See Stat block on the next page for more details.

Evasive Wild Shapes


  • Starting at 14th level, while in any of your Wild Shape
  • forms, you can nimbly dodge out of the way of certain
  • area effects, such as a red dragon's fiery breath or an Ice
  • Storm spell. When you are subjected to an effect that
  • allows you to make a Dexterity saving throw to take only
  • half damage, you instead take no damage if you succeed
  • on the saving throw, and only half damage if you fail.

Wild Shape Recovery


  • Beginning at 14th level, once per Long Rest when you
  • finish a Short Rest, you can recover a number of Wild
  • Shape uses equal to half your proficiency bonus (rounded
  • up).

Archdruid of the Moon


  • At 20th level, your survivability while in Wild Shape is
  • uncanny. While in any Wild Shape, you have proficiency in
  • all saving throws.

  • In addition, you gain resistance to all damage types
  • except the following: Radiant, Necrotic, Force, and Psychic
  • while in any Wild Shape form.



Elemental of Nature

Large, Medium, or Small Elemental


  • Armor Class: 10 + Dex Mod + PB (natural armor) (+3 Earth, +2 Water, +1 Air)
  • Hit Points: Con Mod times PB + 12 times Druid level
  • Speed: (30 ft, 50 ft Flame, 0 ft Air), Flying (90 ft Air) (Hover), Swimming (90 ft Water), Burrow (30 ft Earth)

STR DEX CON INT WIS CHA
Str 18 (+4) Dex 18 (+4) Con 18 (+4) Int (Same As Druid) Wis (Same As Druid) Cha (Same As Druid)

  • Damage Resistances Bludgeoning, Piercing, and Slashing From Nonmagical Attacks, Thunder and Lightning (Air), Acid (Water)
  • Damage Immunities Poison, Fire (Flame)
  • Condition Immunity Exhaustion, Paralyzed, Petrified, Poisoned, Unconscious (Flame, Water and Air: Grappled, Prone, and Restrained)
  • Saving Throws Same as Druid
  • Skills Same as Druid
  • Senses Darkvision 60 ft, Tremorsense (60 ft Earth)
  • Languages understands languages you speak + all Primordial languages
  • Types: Air, Earth, Flame, Water

Traits

Fire Form (Flame): The druid can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the druid or hits it with a melee attack while within the druids melee weapon reach takes 1d10 + Wis Mod fire damage. In addition, the druid can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 1d10 + Wis Mod fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 1d10 + Wis Mod fire damage at the start of each of its turns.

Illumination (Flame): The druid sheds bright light in a 30-foot radius and dim light in an additional 30 ft..

Air or Water Form (Air and Water): The druid can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Siege Monster (Earth): The druid deals double damage to objects and structures.

Earth Glide (Earth): The druid can burrow through nonmagical, unworked earth and stone. While doing so, the druid doesn't disturb the material it moves through.


Actions

Multiattack: The druid can make 2 Melee Weapon Attacks with 1 Attack Action. At 17th level Druid makes 3 Melee Weapon attacks with 1 Attack action.

Slam (Earth, Air, Water): Melee Weapon Attack: STR or Dex Mod (your choice) + PB, Reach 5 ft/Reach 10 ft. (Earth Only), one target. Hit: 2d8 + Str or Dex Mod (your choice) + PB Bludgeoning damage

Touch (Flame): Melee Weapon Attack: STR or Dex Mod (your choice) + PB, Reach 5 ft. , one target. Hit: 2d6 + Str or Dex Mod (your choice) + PB fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 1d10 + Wis Mod fire damage at the start of each of its turns

(Recharge 4-6) Whirlwind (Air): Each creature in the druid's space and within melee range reach must make a DC 8 + Wis Mod + PB Strength saving throw. On a failure, a target takes 3d8 + Wis mod + PB bludgeoning damage and is flung up 20 feet away from the druid in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 8 + Wis Mod + PB Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

(Recharge 4-6) Whelm (Water): Each creature in the druid's space or within melee attack reach range must make a DC 8 + Wis mod + PB Strength saving throw. On a failure, a target takes 2d8 + Wis Mod + PB bludgeoning damage. If the target is the same size as you or smaller, it is also grappled (escape DC 8 + Wis mod + PB). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, targets in your spaced are pushed out. The druid can grapple one creature of the same size category or up to two creatures 1 size category smaller or 4 creatures 2 size categories smaller at one time. At the start of each of the druid's turns, each target grappled by it takes 13 (2d8 + Wis Mod + PB) bludgeoning damage. A creature within 5 feet of the druid can pull a creature or object out of it by taking an action to make a DC 8 + Wis mod + PB Strength check and succeeding.

Circle of Dreams


  • Druids who are members of the Circle of Dreams hail
  • from regions that have strong ties to the Feywild and 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.

  • Original Source: Xanathar's Guide to Everything

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 an ally 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 2
  • temporary hit point per die spent.

  • You regain the expended dice when you finish a long rest.
  • Once per long rest, as an action, you may expend any
  • amount of Wild Shape uses. Regain a number of Dice
  • from this pool equal to twice the amount expended. The
  • amount can't be higher than your druid levels.

Hearth of Moonlight and Shadow


  • At 2nd 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.

  • You and a number of creatures of your choosing equal to
  • your proficiency bonus complete a rest inside of the
  • Gloaming Court, they gain temporary hit points equal to
  • your druid level + your Wisdom modifier.

  • Additionally, you and the recipients you chose can benefit
  • from a long rest in 4 hours instead of 8 hours, and this
  • doesn't stack with other abilities that reduce time for long
  • rests.

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

Hidden Paths


  • Starting at 6th level, you can use the hidden, magical
  • pathways that some fey use to traverse space in a blink of
  • an eye. As a bonus action on your turn, you can teleport
  • up to 90 feet to an unoccupied space you can see.
  • Alternatively, you can use your action to teleport one
  • creature you can see within 90 feet up to 60 feet to an
  • unoccupied space of your choice you can see within 90 ft
  • of you. If the Creature is unwilling they get to make a
  • Constitution Saving throw. Success means they are not
  • teleported.

  • As the druid levels up, you may target additional
  • creatures or you can bring additional creature you are
  • adjacent to when using on yourself. You can target 1
  • additional creature at lvl 9, and 2 additional creatures at
  • lvl 17.

  • You can use either of these two properties of this feature
  • a number of times equal to your Proficiency bonus and
  • you regain all expended uses of it when you finish a long
  • rest.

Stalwart Defenses


  • At 10th level, you gain resistance to necrotic, radiant, and
  • psychic damage. While in your Wild Shape forms, you gain
  • immunity to the Charmed and Frightened conditions. If
  • you are currently Charmed or Frightened and then use
  • Wild Shape, the condition is suppressed so long as your
  • Wild shape remains active.

  • Additionally, when in Wild shape, you may change all
  • damage types of damaging abilities and attacks to either
  • necrotic, radiant or psychic damage.

Walker in Dreams


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

  • As an action 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, you
  • can use this feature to create special nodes that you are
  • only aware of. You can have as many of these nodes
  • available as your proficiency bonus. You and 10 creatures
  • of your choice can utilize the Telportation Circle to
  • teleport to one of these special nodes. IF no nodes exist
  • the spell fails but the use of this ability do not.

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

Archdruid of Dreams


  • At 20th level, you have mastered your dreams and can
  • make them living nightmare for others. As an action,
  • choose a creature you can see within 150 ft of you. That
  • creatures consciousness leaves their body temporarily,
  • traveling through the Astral Sea, incapacitating them and
  • reducing their movement to 0. While in this stupur, they
  • are in a stasis immune to all damage, and all conditions
  • and conditions and spells currently on the target are
  • suspended until they return. The creature remains in this
  • Stupor for up to 1 minute, making Wisdom saving throws
  • at the end of each their turns. Once they have made the
  • save, or the duration ends, their consciousness returns
  • back to there body, but causing damage to their psyche.
  • For each round the creature was in this stupor (minimum
  • 1), when they return, they take 4d10 psychic damage.


  • While in the Stupor, the target creature is aware of their
  • bodies surroundings as if watching their body from a
  • great distance away, but can't respond/react to things.

  • Once you use this feature you, you must complete a long
  • rest to use it again.

  • In addition, your Balm of the Summer Court healing die's
  • become d8's instead of d6's.

Circle of Spores


  • Druids of the Circle of Spores find beauty in decay. They
  • see within mold and other fungi the ability to transform
  • lifeless material into abundant, albeit somewhat strange,
  • life. These druids believe that life and death are parts of a
  • grand cycle, with one leading to the other and then back
  • again. Death isn't the end of life, but instead a change of
  • state that sees life shift into a new form.

  • Druids of this circle have a complex relationship with the
  • undead. They see nothing inherently wrong with undeath,
  • which they consider to be a companion to life and death.
  • But these druids believe that the natural cycle is
  • healthiest when each segment of it is vibrant and
  • changing. Undead that seek to replace all life with
  • undeath, or that try to avoid passing to a final rest, violate
  • the cycle and must be thwarted.

  • Original Sources: Guildmaster's Guide to Ravnica,
  • Tasha's Cauldron of Everything

Circle Spells


  • Your symbiotic link to fungi and your ability to tap into the
  • cycle of life and death grants you access to certain spells.
  • At 2nd level, you learn the Chill Touch cantrip.

  • At 2nd, 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.
Spore Circle Spells
Druid level Circle Spells
2nd Chill Touch, False Life, Inflict Wounds
3rd Wither and Bloom, Gentle Repose
5th Animate Dead, Stinking Cloud
7th Blight, Confusion
9th Cloudkill, Contagion

Halo of Spores


  • Starting at 2nd level, you are surrounded by invisible,
  • necrotic spores that are harmless until you unleash
  • them on a creature nearby. When a creature you can see
  • moves into a space within 10 feet of you or starts its turn
  • there, you can use your reaction to deal 1d4 + your Wis
  • mod in necrotic damage to that creature unless it
  • succeeds on a Constitution saving throw against your
  • spell save DC. The necrotic damage increases to 2d4 +
  • Wis Mod at 6th level, 3d4 + Wis Mod at 10th level, 4d4 +
  • Wis Mod at 14th level and 5d4 + Wis Mod at 20th level.

Symbiotic Entity


  • Also at 2nd level, you gain the ability to channel magic
  • into your spores. As an action, you can expend a use of
  • your Wild Shape feature to awaken those spores, rather
  • than transforming into a beast form, and you gain 5
  • 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, if the target makes their save, they still take half damage.
  • Once per turn, your melee weapon attacks deal your Halo of Spore in necrotic damage to the target they hit.

  • These benefits last for 1 hour, until you lose all these
  • temporary hit points. or until you use your Wild Shape
  • again.

Fungal Infestation


  • At 6th level, your spores gain the ability to infest a corpse
  • and animate it, If a creature that is small or medium size
  • dies within 10 feet of you, it immediately stands up with 1
  • hit point. The creature uses the Zombie Stat block in the
  • Monster Manual. It remains animated for 1 hour, after
  • which time it collapses and dies.

  • In combat, the zombie's turn comes immediately after
  • yours, it obeys your mental commands and the only
  • action it can take is the Attack action, making one melee
  • attack.

  • If your Symbiotic entity is active, this feature also grants
  • temporary hit points to any zombie you create with this
  • feature equal to twice your druid level. Those Zombies
  • while they have those temporary hit points also do an
  • additional 1d6 necrotic damage with their one melee
  • attack.

  • You can use this feature a number of times equal to your
  • proficiency bonus per long rest.

  • In addition, when you cast Animate Undead, you may cast
  • it without needing the Material components, however if
  • you don't use the Material components, the undead
  • remain under your control for only 8 hours instead of the
  • normal 24 hour duration. When Casting Animate dead,
  • treat the spell as 1 spell slot higher than the slot used to
  • cast it.

Spreading Spores


  • At 10th level, you gain the ability to seed an area with
  • deadly spores. As a bonus action while your Symbiotic
  • Entity feature is active, you can hurl spores up to 60 feet
  • away, where they swirl in a 15-foot cube for 1 minute. The
  • spores disappear early, 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. On a successful
  • save, the creature takes half damage. A creature can take
  • this damage no more than once per turn, regardless of
  • how many different Spreading Spores areas they move
  • through.

  • If you move more than 20 ft times your druid level away
  • from the effect of Spreading Spores, that effect
  • immediately ends. You may have a number of active
  • Spreading Spores equal to your Wisdom Modifier. If you
  • create one while at your max, the first one you created
  • disappears and is no longer effective.

Fungal Body


  • At 14th level, the fungal spores in your body alter you: you
  • can't be blinded, deafened, frightened, or poisoned, and
  • any critical hit against you counts as a normal hit instead,
  • unless you're incapacitated. You are also have resistance
  • to poison damage.

  • In addition, when you roll initiative, you may immediately
  • before combat expend a hit die to regain 1 use of Wild
  • Shape. Once you use this part of this feature, you cannot
  • use it again until you complete a short or long rest.

Archdruid of Spores


  • At 20th level, your abilities improve all around makes you
  • an even deadlier foe when confronted. You gain the
  • following benefits:
  • When you use your Halo of Spores, you no longer need to use your reaction to do so. You may still only activate it once before the start of your next turn.
  • Your Fungal Infestation can affect up to Large size creatures, and they can now make 2 Melee weapon attacks. They gain a bonus to hit and damage equal to your proficiency bonus. Additionally, when one of your Fungal Infestation zombies die, or an Undead you control with your Animate Undead dies, while your Symbiotic Entity is active, you may increase the number of Temporary hit points you currently have by 1d10 + your Wis Mod. Furthermore, when a zombie from your Fungal Infestation dies or an Undead you control with Animate Undead dies, while your Symbiotic Entity is active, they explode in a burst, in a radius of 10 ft of them. Creatures other than you in this radius take your Halo of Spores damage.
  • Your Fungal Body improves, give you resistance to necrotic damage. You also do not immediately start to decay when you die, your body is preserved as if by a Gentle Repose spell. If after the Gentle Repose you are affected by goes for it's full duration, you may choose to be Reincarnated as a plant version of yourself, losing the Humanoid trait, but retaining other racial features, but you lose 3 levels in the process. a Wish spell can revert you back to your normal form, but does not return the levels lost.

Circle of the 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 wilderness
  • are with them.

  • Original Source: Xanathar's Guide to Everything

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
  • ability to decipher their noises and motions. Most
  • beasts lack the intelligence to convey or understand
  • sophisticated concepts, but a friendly beast could relay
  • what it has seen or heard in the recent past.

  • Beasts and fey regard you one category more favorably
  • than they otherwise would. (Hostile to neutral, Neutral to
  • Friendly). You may add your Wisdom modifier to any
  • Charisma checks when interacting with beasts or fey.

Spirit Totem


  • Starting at 2nd level, you gain the ability to call forth
  • nature spirits and use them to influence the world around
  • you.

  • As a bonus action, you can magically summon an
  • incorporeal spirit to a point you can see within 60 feet of
  • you. The spirit creates an aura in a 30-foot radius around
  • that point. It counts as neither a creature nor an object,
  • though it has the spectral appearance of the creature it
  • represents. As a bonus action, you can move the spirit up
  • to 60 feet to a point you can see.

  • The spirit persists for 1 minute. Once you use this feature,
  • you can’t use it again until you finish a short or long rest.

  • The effect of the spirit’s aura depends on the type of spirit
  • you summon from the options below:


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

Mighty Summoner


  • 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 appears with more hit points than normal: 3 extra hit points per Hit Die it has.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
  • You may expend a Wild Shape when casting a spell that creates or summons beasts or fey. Treat the spell as if it were 1 spell slot higher than the one you casted it with. Once you use this feature you can't do so again until you finish a short or long rest.

Guardian Spirit


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

Faithful Summons


  • Starting at 14th level, the nature spirits you commune
  • with protect you when you are the most defenseless. If
  • you are reduced to 0 hit points or are incapacitated
  • against your will, you can immediately gain the benefits of
  • Conjure Animals as if it were cast with a 9th-level spell
  • slot. It summons four beasts of your choice that are
  • challenge rating 2 or lower. The conjured beasts appear
  • within 20 feet of you. If they receive no commands from
  • you, they protect you from harm and attack your foes.
  • The spell lasts for 1 hour, requiring no concentration, or
  • until you dismiss it (no action required).

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

Shepherd Archdruid


  • At 20th level, when you use your Spirit Totem, it is
  • improved in the following ways:
  • When you summon the spirit totem, you may summon up to 3 different totems at once, one for each Spirit type. You may have these areas overlap so a creature can benefit from multiple totems at once.
  • The radius of the feature is increased to 45 ft radius, within a point you can see within 150 ft of you. As a bonus action you may move the spirit(s) up to 60 feet to a point you can see.
  • Your Spirit Totems last for up to 10 minutes per use instead of 1 minute.

  • In addition, your Mighty Summoner feature improves in
  • the following ways:
  • While creatures you summon or create from Conjure Animals and Conjure Woodland beings are within the radius of at least 1 Spirit totem, you may add your proficiency bonus to the attacks and damages of creatures you summon with Conjure Animals and Conjure Woodland beings.
  • Beasts and Fey you create gain resistance to bludgeoning, piercing and slashing damage if they are within the radius of at least 1 Spirit Totem.
  • Beasts and Fey you create also gain the effects of Evasion Class feature, so long as they are within the radius of at least 1 Spirit totem.. When a Beast or Fey you summoned or created are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Circle of Stars


  • The Circle of Stars allows druids to draw on the power of
  • starlight. These druids have tracked heavenly patterns
  • since time immemorial, discovering secrets hidden amid
  • the constellations. By revealing and understanding
  • these secrets, the Circle of the Stars seeks to harness the
  • powers of the cosmos.

  • Many druids of this circle keep records of the
  • constellations and the stars' effects on the world. Some
  • groups document these observations at megalithic sites,
  • which serve as enigmatic libraries of lore. These
  • repositories might take the form of stone circles,
  • pyramids, petroglyphs, and underground temples; any
  • construction durable enough to protect the circle's
  • sacred knowledge even against a great cataclysm.

  • Original Source: Tasha's Cauldron of Everything

Star Map


  • At 2nd level, you've created a star chart as part of your
  • heavenly studies. It is a Tiny object and can serve as a
  • spellcasting focus for your druid spells. You determine
  • its form by rolling on the Star Map table or by choosing
  • one.

  • While holding this map, you have these benefits:
  • You know the Guidance cantrip. and a number of time per day equal to your proficiency bonus, you may cast it as a bonus action and with no concentration.
  • You have the Guiding Bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.
  • You can cast Guiding Bolt without expending a spell slot as a 1st level spell. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

  • If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.
d6 Map form
1 A scroll covered with depictions of constellations
2 A stone tablet with fine holes drilled through it
3 A speckled owlbear hide, tooled with raised marks
4 A collection of maps bound in an ebony cover
5 A crystal that projects starry patterns when placed before a light
6 Glass disks that depict constellations

Starry Form


  • At 2nd level, you gain the ability to harness constellations’
  • power to alter your form. As a bonus action, you can
  • expend a use of your Wild Shape feature to take on a
  • starry form, rather than transforming into a beast.

  • While in your starry form, you retain your game statistics,
  • but your body becomes luminous; your joints glimmer
  • like stars, and glowing lines connect them as on a star
  • chart. This form sheds bright light in a 10-foot radius and
  • dim light for an additional 10 feet. The form lasts for 1
  • hour. It ends early if you dismiss it (no action required),
  • are incapacitated, die, or use this feature again.

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

Cosmic Omen


  • When you reach 6th level, you learn to use your star map
  • to divine the will of the cosmos. Whenever you finish a
  • long rest, you can consult your Star Map for omens.
  • When you do so, roll a die. Until you finish your next
  • long rest, you gain access to a special reaction based on
  • whether you rolled an even or an odd number on the die:
  • Weal (even). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
  • Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.

  • You can use this reaction a number of times equal to your
  • proficiency bonus, and you regain all expended uses
  • when you finish a long rest.

Twinkling Constellations


  • At 10th level, the constellations of your Starry Form
  • improve. The 1d8 of the Archer and the Chalice becomes
  • 2d8, and while the Dragon is active, you have a flying
  • speed of 20 feet and can hover.

  • Moreover, at the start of each of your turns while in your
  • Starry Form, you can change which constellation
  • glimmers on your body.

Full of Stars


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

Archdruid of the Stars


  • At 20th level, your Starry form, Cosmic Omens,
  • Twinkling Constellations and Full of Stars features
  • increase in effectiveness even more. You gain the
  • following:

  • You can use two Wild Shape uses to activate an Improved Starry Form, you gain additional benefits, the first being the duration is increased to 8 hours instead of 1 hour. The second benefit is the bright light you emit extend out to 30 ft and the dim light extends an additional 30 ft instead of it normal distances described. Choose a number of creatures to not be affected by this light, all other creatures within the light radius must make a Dexterity saving throw or be affected by a Faerie Fire spell. This save is done so at disadvantage if they are within the bright light radius. This saving throw happens when you create the Improved Starry form, when a creature ends its movement within its light, or if they start their turn within its light. The third benefit is that you can have active all 3 constellation forms active at once.
  • When you cast Guiding bolt while in Improved Starry form, you may up cast Guiding Bolt by 1 level without using a higher level spell slot..
  • The die for both Weal and Woe for your Cosmic Omen increases from 1d6 to 1d8. you can use this feature without using your reaction, but only once before the start of your next turn. In addition, you may consult your Star Map when you finish a Short rest to potentially change what result you get.
  • If you used 2 Wildshape uses to create your Improved Starry Form, your Twinkling Constellations also improve. The Archer and Chalice become 3d8 instead of 2d8 and the dragon flying speed becomes 40 ft instead of 20 ft
  • If you used 2 Wildshape uses to create your Improved Starry Form, your Full of Stars feature also improves. You become more durable, increasing your AC by an amount equal to your Wisdom modifier.

Circle of Wildfire


  • Druids within the Circle of Wildfire understand that
  • destruction is sometimes the precursor of creation,
  • such as when a forest fire promotes later growth. These
  • druids bond with a primal spirit that harbors both
  • destructive and creative power, allowing the druids to
  • create controlled flames that burn away one thing but
  • give life to another.

  • Original Source: Tasha's Cauldron of Everything

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. 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.
Wildfire Circle Spells
Druid level Circle Spells
2nd Firebolt, Burning Hands, Cure Wounds
3rd Flaming Sphere, Scorching Ray
5th Fireball, Aura of Vitality
7th Wall of Fire, Fire shield
9th Flamestrike, 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 one use of your
  • Wild Shape feature to summon your wildfire spirit,
  • rather than assuming a beast form.

  • The spirit appears in an unoccupied space of your choice
  • that you can see within 30 feet of you. Each creature
  • within 10 feet of the spirit (other than you) when it
  • appears must succeed on a Dexterity saving throw against
  • your spell save DC or take 2d6 + your Wis Mod in fire
  • damage.

  • The spirit is friendly to you and your companions and
  • obeys your commands. See this creature's game
  • statistics in the Wildfire Spirit stat block, which uses
  • your proficiency bonus (PB) in several places. You
  • determine the spirit's appearance. Some spirits take the
  • form of a humanoid figure made of gnarled branches
  • covered in flame, while others look like beasts wreathed
  • in fire.

  • In combat, the spirit shares your initiative count, but it
  • takes its turn immediately after yours. The only action it
  • takes on its turn is the Dodge action, unless you take a
  • bonus action on your turn to command it to take another
  • action. That action can be one in its stat block or some
  • other action. If you are incapacitated, the spirit can take
  • any action of its choice, not just Dodge.

  • The spirit manifests for 8 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 use
  • a spell or class feature 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 or class feature.
  • You may use this feature on only one creature once per
  • turn.

  • In addition, when you cast a spell with a range other than
  • self, the spell can originate from you or your wildfire
  • spirit.

  • Furthermore, when your Wildfire Spirit takes the Attack
  • action, it may make 2 Flame Seed attacks instead of 1.
  • Flame seed range weapon attack gains a long range of
  • 240 ft.

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.

Archdruid of Wildfire


  • At 20th level, You have learned to Harness more power
  • from Wildfire and gain the following features:
  • Wildfire Spirit's Fiery Teleportation: Can teleport up to 30ft instead of 15 ft, and the damage is 2d6 + PB + Wisdom modifier in fire damage.
  • Wildfire Spirit's Flame Seed does 2d6 + PB + Wis mod in damage now.
  • Any spell or class feature that does fire damage catches the target on fire, doing damage at the start of that creatures turn equal to your Wisdom modifier. While a creature is on fire from you, they have disadvantage on concentration checks, and if they use an action, they can extinguish the fire.
  • Your Enhanced Bond feature now add your PB to the damage or healing done with this feature.


Wildfire Spirit

Small elemental


  • Armor Class 10 + your Wis mod + PB
  • Hit Points 5 + 5 times your druid level
  • Speed 30 ft, Fly 30 ft. (hover)

STR DEX CON INT WIS CHA
Str 10 (+0) Dex 14 (+2) Con 14 (+2) Int 13 (+1) Wis 15 (+2) Cha 11 (+1)

  • Damage Immunities Fire
  • Condition Immunities Charmed, Frightened, Grappled, Prone, Restrained.
  • Senses Darkvision 60 ft, Passive Perception 12
  • Languages Understands the languages you speak
  • Proficiency Bonus: equal your bonus

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.

Circle of the Primeval


  • The Circle of the Primeval teaches that, though the land
  • may change over time, it never truly forgets. By tapping
  • into the timeworn memory of the earth, these druids
  • summon and bond with the spirit of a primeval
  • behemoth—a hulking creature that once ruled the ancient
  • world alongside the giants. The most well-known primeval
  • behemoths are the dinosaurs, but spirits bonded with
  • members of the Circle of the Primeval have also taken the
  • form of ancient predecessors to today’s common beasts
  • and other fantastical titanic creatures.

  • Working alongside their companion spirit, most druids of
  • the Circle of the Primeval spend their lives delving into
  • long-forgotten places and preserving the remnants of
  • bygone eras. As a druid’s power grows, so does their
  • companion, the beast starting near equal in size to its
  • druid partner before increasing in stature until it too
  • towers over the land.

  • Original Source: Unknown

Keeper of Old


  • Starting at 2nd level, your connection to the mighty
  • primeval behemoths allows you new insight into the
  • ancient world.

  • You gain proficiency in the either Arcana, Nature, History
  • or Religion skill. When you make an ability check with the
  • chosen skill, you can roll a d4 and add the number rolled
  • to the ability check.


Primeval Companion


  • Starting at 2nd level when you choose this circle, you can
  • call upon the primeval creature whose spirit is bound to
  • you. As a bonus action, you can expend one use of your
  • Wild Shape feature to summon your primeval companion,
  • rather than assuming a beast form. The companion
  • appears in an unoccupied space of your choice within 30
  • feet of you.

  • The primeval companion is friendly to you and your
  • companions, and it obeys your commands. See this
  • creature’s game statistics in the Primeval Companion stat
  • block, which uses your proficiency bonus (PB) in several
  • places. You can determine the cosmetic appearance of
  • the companion; for example, your companion may evoke
  • ancient predators like raptors or saber-toothed tigers, or
  • it might be more inclined for defense, appearing as an
  • armored ankylosaurus or a wooly rhino. These choices
  • have no effect on the companion’s game statistics.

  • In combat, the companion shares your initiative count,
  • but it takes its turn immediately after yours. It can move
  • and use its reaction on its own, but the only action it
  • takes on its turn is the Dodge action, unless you take a
  • bonus action on your turn to command it to take another
  • action. That action can be one in its stat block or some
  • other action. If you are incapacitated, the companion can
  • take any action of its choice, not just Dodge.

  • The companion remains until it is reduced to 0 hit points
  • or until you die, at which point the companion vanishes.
  • If you use this feature to summon the companion again
  • and you already have a companion present, the first
  • companion immediately vanishes. Anything the
  • companion was wearing or carrying is left behind when
  • the companion vanishes.

Prehistoric Conduit


  • Starting at 6th level, you learn how to channel your magic
  • through your primeval companion. When you cast a spell
  • with a range other than self, the spell can originate
  • from you or your primeval companion.
  • In addition, the primeval companion is unaffected by
  • damaging and debilitating spells you cast. Furthermore,
  • when your Primeval Companion is subjected to an effect
  • that allows it to make a Dexterity saving throw to take
  • only half damage, it instead take no damage if it succeed
  • on the saving throw, and only half damage if it fail.

  • In addition, add your Wisdom modifier to all it's saving
  • throws, and Ability Scores. Increase it hit point by 3 times
  • your druid level more than they have now

  • Furthermore, your Primeval Companions attacks are
  • considered magical for the purposes of overcoming
  • damage immunities and resistances

Titanic Bond


  • Starting at 10th level, the primeval companion grows to
  • Large size, and when you summon it, you can grant it
  • either a climbing speed or a swimming speed equal to its
  • walking speed.

  • In turn, the primeval companion lends you some of its
  • terrifying might. Once per turn while your primeval
  • companion is summoned, when you or it hits a creature
  • with an attack or you deal damage to a creature you can
  • see with a spell you cast, you can force that creature to
  • make a Wisdom saving throw against your spell save DC;
  • on a failure, the creature is frightened of you and
  • your companion until the end of your next turn.

  • In addition, your primeval companion, while Large, gains
  • an additional 5 ft of reach with it's Strike Attack. It's strike
  • feature now does 2d6 + PB in damage instead of 1d8 + PB

Scourge of the Ancients


  • At 14th level, you have learned to fully harness the titanic
  • legacy of your companion. As part of the bonus action you
  • use to command your companion or create it, you can
  • expend a spell slot of any level to heighten your primeval
  • companion’s might, granting it the following benefits:

  • Hulking Behemoth: The companion becomes Huge and gains temporary hit points equal to 10 times the level of the spell slot expended. If there isn’t enough room for the companion to become Huge, it attains the maximum possible size in the space available. The creature's Reach with it Strike increases by 10 ft, to a total of 15 ft.
  • Mauler: You gain a number of additional attacks with your Attack Action equal to 1/3 the level of the spell slot, rounded up.
  • Titanic Stride: The companion’s walking speed increases by a number of feet equal to 5 times the level of the spell slot expended.

  • These benefits last for 1 hour per level of the spell slot
  • expended. Once it expires, your Companion shrinks to
  • Large again and gain those benefits until you use spell
  • slots again to buff it again.

Primeval Archdruid


  • At 20th level, your connection to your primeval
  • companion improves and rubs off on you as well. you
  • gain the following benefits.

  • When you Summon your Primeval companion, you and it gain temporary hit points equal to 4 times your druid level, split between you and your Primeval companion as you see fit. Additionally, ad your Wisdom modifier to your Primeval Companion's AC
  • Primeval companion's Strikes damage becomes 2d8 + PB + your Wis mod
  • Your Scourge of the Ancient's get better, your Primeval Companion becomes proficienct in Athletics (Strength) and Intimidation (Strength) checks, the attacks gain a bonus to hit equal to 1/3 the spell used, rounded up, and your primeval companion gains a Swimming speed and Climbing speed equal to half it's new speed. The durations lasts as long as your Primal Companion is above 0 hit points, or you use a higher level spell slot, or you take a long rest.
  • Spell you cast that only target yourself also affect the Primeval Companion


Primeval Companion

Meadium Beast, Neutral


  • Armor Class 13 + PB
  • Hit Points 10 + 6 times your Druid level (The companion has a number of Hit Dice [d10s] equal to your druid level)
  • Speed 30 ft,

STR DEX CON INT WIS CHA
Str 15 (+2) Dex 15(+2) Con 17 (+3) Int 6 (-2) Wis 12 (+1) Cha 8 (-1)

  • Saving Throws Dex mod + PB, Con mod + PB
  • Senses Darkvision 60 ft.
  • Languages understands the languages you speak
  • Proficiency bonus Same as yours

Actions

Strike Melee Weapon Attack Strength mod + PB, Reach 5 ft, one target. Hit 1d8 + PB

Reactions

Intercept Attack: When a creature the companion can see hits a target with an attack, and the target is within the companions Strike reach, the target instead takes half the damage. The companion takes the other half of the damage.

Changelog

Base Class

Dreams

Land

Moon

Shepard

Spores

Stars

Wild Fire

Primeval

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.