Druid, the Bamstacks Variant v1

by Bamstacks

Search GM Binder Visit User Profile
Druid, the Bamstacks Variant

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

At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid,

Other Changes

This variant is intended to go along with the other changes, like class proficiency bonuses. Rules are found here, and the whole Bamstacks Variant package is found here.

The 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 Wild Shape, Druid Circle, Wild Companion 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 4 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 -
17th +6 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Wild Shape 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

Creating a Druid

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

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

Quick Build

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

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, shields
  • 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, 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

Alternatively, you can roll 3d4 x 10 gp and buy your starting equipment.

Druid Multiclassing

Druids follow all the normal rules for multiclassing. The following function as additions to the normal multiclassing rules.

Ability Score Minimum. As a multiclass character, you must have at least a Wisdom score of 15 to take a level in this class, or to take a level in another class if you are already a druid.

Proficiencies Gained. If druid isn’t your initial class, here are the proficiencies you gain when you take your first level as a druid: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)

Spell Slots. Add all your levels in the druid class to the appropriate levels from other classes to determine your available spell slots.

Druid Proficiency Bonus. When multiclassed, any druid class feature that refers to your druid proficiency bonus refers to what your proficiency bonus would be if only taking your druid levels into account. If not multiclassed, this value will equal your regular proficiency bonus. Refer to the Druid Class Table in the Proficiency Bonus column for what your druid proficiency bonus is.

Druidic

1st-level Druid feature

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

1st-level Druid feature

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

Cantrips

At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. You can replace one of your Cantrips Known with another Cantrip from the druid spell list every time you take a level in this class that grants the Ability Score Improvement feature.

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 druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

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

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

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Ritual Casting

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

Spellcasting Focus

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

Channel Nature

2nd-level Druid feature

The magic of nature infuses into you, and you can tap into that power to create various magical effects. You start with three such effects: Natural Rejuvenation, Wild Shape, and Wild Companion, which are described below. Other druid features may provide additional Channel Nature options. Each time you use Channel Nature, you choose which effect to create from among those you have from this class.

You can use Channel Nature twice, and regain all expended uses when you finish a short or long rest as you naturally revitalize yourself with magic from the nature around you.

If a Channel Nature effect requires a saving throw, the DC equals your druid Spell Save DC.

Natural Rejuvenation

As an Action, you can expend a use of your Channel Nature to ask for assistance from the plants, earth, and natural spirits around you. You recover expended spell slots of a total level equal to half your druid proficiency bonus, rounded up. Once you use your Channel Nature to use this feature, you can't use it again until you finish a short or long rest.

Wild Shape

As an Action, you can expend a use of Channel Nature to transform into a Wildshape Form. You stay in that form for a number of hours equal to half your druid level, or until you use Wild Shape again, have the Incapacitated condition, die, or if you end it early as a Bonus Action. You may also choose to expend a spell slot when you Wild Shape, which grants certain benefits.

When you gain this feature, you know a number of forms equal to your 1 + the number of spell levels for which you have spell slots. Build the forms by taking the base Wildshape Form and then adding traits. You can switch out which forms you know whenever you gain a level in this class. You have a number of points usable to gain traits equal to your druid proficiency bonus. If you expend a spell slot to use your Wild Shape feature, you gain a number of additional points usable to gain traits equal to twice the level of the slot expended. The base Wildshape Form and the traits you can use to customize it can be found at the end of this document.

As you assume a form, you determine its appearance, selecting an example animal from the form’s description, selecting another appropriate animal, or choosing a hybrid form that incorporates visual characteristics from multiple animals. The appearance you choose has no effect on the form’s capabilities. When choosing an animal’s appearance for a form, that animal needn’t be the same size as the form. For example, you could choose elephant for the appearance and Small for the size creating a form that resembles a little elephant.

When you transform, you assume the creature’s hit points. The game statistics of the form replace yours, and your ability to handle objects is determined by the form’s limbs, rather than your own. You retain your personality, memories, ability to speak, and Channel Nature, and any class or racial features that do not have the Biological tag, indicating they rely on specific biology that would change with a change in form. If you expend Hit Dice while in this form, you expend your own Hit Dice. You cannot cast spells while in this form, though you can still concentrate on spells.

When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

When you transform, you choose whether your equipment falls to the ground in your space or merges with the form. Any equipment that has merged with the form has no effect until you leave the form.

Wild Companion

You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Channel Nature feature to cast the find familiar spell, without material components.

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

Druid Circle

2nd-level Druid feature

You choose to identify with a circle of druids detailed at the end of the class description or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Circle Spells

As you reach certain levels in your Druid Circle, you gain access to the spells in each circle's Circle Spells table, if they have one. These spells count as druid spells for you, you always have them prepared, and they don’t count against the total number of spells you can prepare or your Cantrips Known.

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, you can increase two ability scores of your choice by 1, or you can take feat of your choice. As normal, you can’t increase an ability score above 20 using this feature.

Timeless Body

18th-level Druid feature

The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

Wild Shape Spells

18th-level Druid feature

You can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren’t able to provide material components.

Archdruid

20th-level Druid feature

You have unlimited uses of Channel Nature.

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

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.

Circle Spells

Druid Level Spells
2nd Minor Illusion, Heal, Sleep
3rd Aid, Healing Spirit
5th Catnap, Hypnotic Pattern
7th Dimension Door, Hallucinatory Terrain
9th Dream, Seeming

Balm of the Summer Court

2nd-level Dreams feature

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 1 temporary hit point per die spent.

You regain the expended dice when you finish a Long Rest.

Dream Magic

2nd-level Dreams feature

Your natural alliance with the good fey of the world means that certain spells are more effective for you. You can cast Sleep once per Long Rest without using a spell slot at your highest spell level you can cast through your druid levels. When you cast Sleep, you always affect 1d8 more hit points than normal. You can expend a number of fey dice up to the spell level of Sleep that you cast in order to increase the affected HP by 2d8 per expended fey die, as well as cause any creatures that had half or more of their HP affected to gain a level of exhaustion. Exhaustion gained through this feature cannot stack past 2.

Hearth of Moonlight and Shadow

6th-level Dreams feature

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. The sphere is camouflaged to the background, and any creature who stumbles into the sphere not selected by you will be forced to make an Intelligence saving throw equal to your spell save DC or else totally rationalize away any inconsistencies they sense when walking through the space.

Inside the sphere, for any creatures selected by you, the environment is completely comfortable, with a spherical ceiling that resembles a bright and starry sky and a floor that resembles a cloud and feels like pillows. Any creature within the sphere can gain the benefits of a Short or Long rest in half the normal time, and gains temporary hit points equal to your druid level + your Wisdom modifier when it finishes a Long Rest in the sphere. Every character who sleeps within this sphere experiences vivid dreams and are spiritually closer to the outer planes. At 11th level, any character who completes a long rest within the sphere gains a bonus to their next ability check equal to your Wisdom modifier.

Hidden Paths

10th-level Dreams feature

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 60 feet to an unoccupied space you can see. Alternatively, you can use a Magic Action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a Long Rest.

Walker in Dreams

14th-level Dreams feature

The magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.

When you finish a Short Rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Scrying, or Teleportation Circle.

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

Once you use this feature, you can't use it again until you finish a Long Rest.

Circle of the Horizon

Inspired by Stuffies_12's Horizon found here, but is original.

You are of the in-between, not fully of the Material Plane, not fully accepted by the Fey courts. Not fully of civilization, but instead of the outskirts of it. However, partially because of that, you are knowledgeable of the ways of war and conflict, as one would have to be to survive in this kind of world. You are a protector of planar portals, keeper of interplanar peace, and you do so by harnessing the power of nature, and of both the Feywild and Shadowfell, alongside potent martial prowess.

Weapon of Fey and Fell

2nd-level Horizon feature

You learn the shillelagh cantrip, it counts as a druid spell for you, and it doesn't count against your Cantrips Known.

When you cast shillelagh, it is empowered for you. You gain the following benefits while the spell is active:

  • You can cast shillelagh as a reaction to rolling initiative.
  • You can cast shillelagh on any melee weapon you are proficient with, not just clubs or quarterstaffs.
  • The damage die for the weapon created by the spell becomes a d10, and the special melee attack's damage dice increase to d10s.
  • As part of casting shillelagh, you can expend a spell slot to empower your focus. You gain a bonus to any Constitution saving throw you make to maintain concentration on a spell equal to twice the level of the expended spell slot. This bonus lasts for 1 minute, even if the shillelagh spell ends.

Interplanar Warrior

2nd-level Horizon feature

As a well-travelled druid of many planes and origins, you have learned how to wield weapons and armor effectively and in harmony with nature. You gain proficiency with martial weapons and can ignore a druid's restriction on wearing metal armor.

Furthermore, you can infuse your fighting style with energies from the Feywild or Shadowfell, moderately changing your appearance as you adopt an Interplanar Form. As a Bonus Action, or as part of the same Bonus Action you use to cast shillelagh, you can expend a use of your Channel Nature to gain one of the following features for 1 minute, or until you choose to end it (no Action required).

Feywild. The manic energy of pixies courses through your veins. At the end of each of your turns while this ability is active, you can teleport to an unoccupied space you can see within 10 feet of you.

Shadowfell. You inhabit the soul-draining energies of the Shadowfell. When you drop a hostile creature to 0 hit points through a melee weapon attack, you gain temporary hit points equal to half your druid level + your Wisdom modifier as a layer of shadowy magic covers you.

Extra Attack

6th-level Horizon feature

You can attack twice, instead of once, when you take the Attack Action on your turn. Moreover, if you use your Action to cast a druid cantrip or to make the special melee attack described as part of the shillelagh spell, you can make a weapon attack as a Bonus Action.

Otherworldly Transformation

10th-level Horizon feature

Your otherworldly displays of force are a sight to behold. When you make the special melee spell attack as part of the shillelagh spell while adopting an Interplanar Form, you can force one creature within 30 feet of you that can see you to make a Wisdom saving throw. On a failure, they suffer one of the following conditions depending on your form.

Feywild. The creature is Charmed by you, and their speed is reduced to 0, until the start of your next turn.

Shadowfell. The creature is Frightened of you until the start of your next turn.

Weave of Battle

14th-level Horizon feature

Your time spent fighting and weaving in between the planes has taught you to effectively intermix battle and magic. When you use your Action to cast a druid spell, you can make a weapon attack as part of the same action.

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.

Channel Nature: Land's Aid

2nd-level Land feature

You can use an Action and expend a use of your Channel Nature to channel the power of the land to bolster friends and hamper foes. Choose a point on the ground within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius sphere centered on that point. Each creature of your choice in that area must make a Constitution saving throw, taking Necrotic damage on a failed save, or half as much damage on a successful one. In addition, one creature of your choice in that area regains Hit Points. The Necrotic damage and healing equals a nunber of d6s equal to your druid proficiency bonus.

Circle Spells

2nd-level Land feature

Your mystical connection to a certain kind of land infuses your magic. Choose a land you are attuned to between Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp, or Underdark. Your circle spells become the ones associated with that land type below. When you gain a level in this class you can change the kind of land you are attuned to.

Arctic

Druid Level Spells
2nd Frostbite, Armor of Agathys, Frost Fingers
3rd Hold, Spike Growth
5th Sleet Storm, Slow
7th Freedom of Movement, Ice Storm
9th Commune with Nature, Cone of Cold

Coast

Druid Level Spells
2nd Shape Water, Fog Cloud, Create or Destroy Water
3rd Mirror Image, Misty Step
5th Water Breathing, Water Walk
7th Control Water, Freedom of Movement
9th Conjure Elemental, Scrying

Desert

Druid Level Spells
2nd Light, Color Spray, Burning Hands
3rd Blur, Silence
5th Create Food and Water, Protection from Energy
7th Blight, Hallucinatory Terrain
9th Insect Plague, Wall of Stone

Forest

Druid Level Spells
2nd Root Snare, Animal Friendship, Expeditious Retreat
3rd Barkskin, Spider Climb
5th Call Lightning, Plant Growth
7th Divination, Freedom of Movement
9th Commune with Nature, Tree Stride

Grassland

Druid Level Spells
2nd Gust, Sleep, Longstrider
3rd Invisibility, Pass Without Trace
5th Daylight, Haste
7th Divination, Freedom of Movement
9th Dream, Insect Plague

Mountain

Druid Level Spells
2nd Mold Earth, Feather Fall, Catapult
3rd Spider Climb, Spike Growth
5th Lightning Bolt, Meld into Stone
7th Stone Shape, Stoneskin
9th Passwall, Wall of Stone

Swamp

Druid Level Spells
2nd Minor Illusion, Grease, Witch Bolt
3rd Darkness, Acid arrow
5th Create Bog, Stinking Cloud
7th Freedom of Movement, Locate Creature
9th Insect Plague, Scrying

Underdark

Druid Level Spells
2nd Mind Sliver, Cause Fear, Inflict Wounds
3rd Spider Climb, Web
5th Gaseous Form, Stinking Cloud
7th Greater Invisibility, Stone Shape
9th Cloudkill, Insect Plague

Nature’s Stride

6th-level Land feature

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 5 feet. If you have any of these speeds already through another feature, the speed increases by 10 feet.

Nature’s Ward

10th-level Land feature

Your bond with the land protects you. You are immune to the Poisoned condition, and you have resistance to a damage type associated with your current attuned land choice in the Circle Spells feature, as shown in the Nature’s Ward table below.

Attuned Land Damage Resistance
Arctic Cold
Coast Lightning
Desert Fire
Forest Poison
Grassland Psychic
Mountain Cold
Swamp Acid
Underdark Necrotic

Channel Nature: Nature's Sanctuary

14th-level Land feature

Nature can rise up to protect you and your allies. As an action, you can expend a use of your Channel Nature and cause spectral trees and vines to appear in a 15-foot cube on ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition. You and your allies have Half Cover while in that area, and your allies gain the current damage resistance of your Nature’s Ward while there.

As a Bonus Action, you can move the cube up to 60 feet to ground within 120 feet of yourself.

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.

Combat Wild Shape

2nd-level Moon feature

You gain the ability to use Wild Shape on your turn as a Bonus Action, rather than as an action. You also gain a number of temporary hit points equal to your druid level.

Additionally, 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.

Bestial Magic

2nd-level Moon feature

You can cast Abjuration and Necromancy spells on the druid spell list while in your Wild Shape. You can ignore the verbal and non-costly material components of your druid spells while in Wild Shape and can provide the somatic components of those spells while in your Wild Shape forms.

Primal Strike

6th-level Moon feature

Your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, when you hit an enemy with an attack while in Wild Shape, 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 1d10 points per level of spell slot expended.

Moonlight Step

10th-level Moon feature

You magically transport yourself, reappearing amid a burst of moonlight. As a Bonus Action, you teleport up to 30 feet to an unoccupied space you can see, and you have Advantage on the next attack roll you make before the end of this turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You can also regain uses by expending a spell slot of 2nd level or higher for each use you want to restore (no Action required).

Deadly Forms

14th-level Moon feature

You have learned to use magic to alter your wildshape forms to be even more deadly in combat. Add your Wisdom Modifier to the Armor class of your Wildshape forms, and you can add two additional traits without changing their spell slot cost for all of your Wild Shape forms.

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.

Circle Spells

Druid Level Spells
2nd Speak True, Beast Bond, Find Familiar
3rd Find Steed, Summon Beast
5th Conjure Animals, Summon Fey
7th Summon Elemental, Conjure Woodland Beings
9th Conjure Elemental, Summon Celestial

Speech of the Woods

2nd-level Shepherd feature

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. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

Channel Nature: Spirit Totem

2nd-level Shepherd feature

You gain the ability to call forth nature spirits and use them to influence the world around you.

As a Bonus Action, you can expend a use of Channel Nature to magically summon an incorporeal spirit to a point you can see within 60 feet of you for 1 minute. 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 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

6th-level Shepherd feature

Beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains two benefits:

  • The creature appears with more hit points than normal: 2 extra hit points per 5 hit points it has.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Guardian Spirit

10th-level Shepherd feature

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

Faithful Summons

14th-level Shepherd feature

The nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated 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.

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.

Circle Spells

Druid Level Spells
2nd Spectral Hand, Spore Cloud, Ray of Sickness
3rd Blindness/Deafness, Gentle Repose
5th Animate Dead, Gaseous Form
7th Blight, Sickening Radiance
9th Cloudkill, Contagion

Halo of Spores

2nd-level Spores feature

You are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can choose to deal 1d6 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.

Channel Nature: Symbiotic Entity

2nd-level Spores feature

You gain the ability to channel magic into your spores. As an action, you can expend a use of your Channel Nature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

  • When you deal your Halo of Spores damage, add a damage die.
  • Your melee attacks deal extra necrotic damage to any target they hit equal to your Halo of Spores damage die.
  • Starting at 6th level, if a creature fails its save against any instance of your Halo of Spores while Symbiotic Entity is active, you can use your reaction and expend a spell slot of 1st-level or higher to inflict the poisoned condition on the creature. At the end of its next turn, the condition ends, and it is immune to this effect for 24 hours.

These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.

Fungal Infestation

6th-level Spores feature

Your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies. This creature is surrounded by a halo of spores similar to yours, except the radius is 10 feet.

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

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Spreading Spores

10th-level Spores feature

You gain the ability to seed an area with deadly spores. As a Bonus Action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a Bonus Action, or if your Symbiotic Entity feature is no longer active.

Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.

Fungal Body

14th-level Spores feature

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.

Circle of Stars

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

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

Circle Spells

Druid Level Spells
2nd Guidance, Color Spray, Guiding Bolt
3rd Fortune's Favor, Moonbeam
5th Banner of Stars, Daylight
7th Dimension Door, Divination
9th Dawn, Scrying

Star Map

2nd-level Stars feature

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.

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

While holding this map, you can cast Guiding Bolt without expending a spell slot a number of times equal to your Wisdom modifier. The spell level at which you can cast Guiding Bolt through this feature equals your druid proficiency bonus minus one.

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.

Channel Nature: Starry Form

2nd-level Stars feature

You gain the ability to harness constellations’ power to alter your form. As a Bonus Action, you can expend a use of your Channel Nature 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 10 minutes. 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

6th-level Stars feature

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 1 + your Wisdom modifier, and you regain all expended uses when you finish a long rest.

Twinkling Constellations

10th-level Stars feature

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. These forms improve further at 14th level, with the Archer and the Chalice becoming 3d8, and the Dragon gaining a flying speed of 40 feet and can fly.

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

14th-level Stars feature

While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.

Circle of Wildfire

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

Circle Spells

Druid Level Spells
2nd Control flames, Burning Hands, Heal
3rd Flaming Sphere, Scorching Ray
5th Fireball, Plant Growth
7th Aura of Life, Fire Shield
9th Flame Strike, Mass Heal

Channel Nature: Summon Wildfire Spirit

2nd-level Wildfire feature

You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Channel Nature 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 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 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

6th-level Wildfire feature

The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, 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 wildfire spirit.


Wildfire Spirit

Small Elemental


  • Armor Class 13
  • 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., passive Perception 12
  • Languages understands the languages you speak
  • Proficiency Bonus equals 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.

Cauterizing Flames

10th-level Wildfire feature

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 druid proficiency bonus, and you regain all expended uses when you finish a long rest.

Blazing Revival

14th-level Wildfire feature

The bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and 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.

Wildshape Forms & Traits

Base Form


Wildshape Form

Small/Medium Beast


  • Armor Class 10 + your Wisdom modifier
  • Hit Points 2 times your druid level plus your Wisdom modifier plus seven times the slot level used to transform (if a spell slot is used)
  • Speed 30 ft.

  • Ability Scores:
  • Strength, Dexterity, Constitution: equal your Wisdom score.
  • Intelligence, Wisdom, Charisma: use your scores

  • Skill Proficiencies use your proficiencies
  • Saving Throws add your proficiency bonus to the saving throws you are proficient in
  • Senses Darkvision 60 ft.,
  • Languages you understand languages you would understand normally, but can’t speak.
  • Proficiency Bonus equals your bonus

Actions

Bestial Strike. Melee Weapon Attack. your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + your Wisdom modifier bludgeoning/piercing/slashing damage (choose when you build a form).

Traits

Senses

  • Keen Senses. [Cost: 1] You gain 60 feet of Darkvision, and you have Advantage on Wisdom (Perception) checks to see or smell (choose when you gain this feature).
  • Echolocation. [Cost: 3] You have 30 feet of blindsight.
  • Telepathy. [Cost: 1] You can magically send messages to creatures within 30 feet of you that you can see.

Size

  • Tiny. [Cost: 2] Your size decreases to tiny. The damage die of your Bestial Strike decreases to 1 (damage would be 1 + your Wisdom modifier), and your hit points are reduced to equal to your Wisdom modifier (minimum 1).
  • Large. [Cost: 2] Your size increases to large. The damage die of your attacks increase by 1 size.
  • Huge. (Prerequisite: 11th level, Large) [Cost: 2] Your size increases to huge. Any attack you make deals an extra damage die on a hit.
  • Gargantuan. (Prerequisite: 20th level, Huge) [Cost: 4] Your size increases to gargantuan. Any attack you make deals an extra damage die on a hit.

Movement

  • Fast. [Cost: 1] Your walking speed while wildshaped increases by 10 feet.
  • Superior Speed. (Prerequisite: Fast) [Cost: 2] Your walking speed while wildshaped increases by an additional 10 feet.
  • Climb. [Cost: 1] Your gain a climbing speed equal to your walking speed.
  • Swim. (Prerequisite: 5th level) [Cost: 1] Your gain a swimming speed equal to your walking speed, and you can breathe both air and water.
  • Burrow. [Cost: 1] Your gain a 5 foot burrow speed. You leave a tunnel of your size behind you when you burrow.
  • Standing Leap. [Cost: 1] Your long and high jumps are tripled.
  • Spider Climb. (Prerequisite: Tiny) [Cost: 1] You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check, and you ignore movement restrictions caused by webbing. While in contact with a web, you know the exact location of any other creature in contact with the same web.
  • Flight. (Prerequisite: 9th level) [Cost: 3] Your gain a flying speed equal to your walking speed. The damage dice of your attacks decrease by 1 size if possible.
  • Carrying Capacity. (Prerequisite: Large) [Cost: 1] The amount you can carry is doubled.

Combat Specialization

  • Biological Obscurement. [Cost: 2] As an action, you can eject a cloud of material, like gas in the air, or ink in the water, that extends in a 5 foot radius around you. This obscuring material lasts for 1 minute, though significant winds or currents disperse it.
  • Blood Frenzy. [Cost: 2] You have advantage on Bestial Strike attacks against any creature that has blood and that doesn't have all its hit points.
  • Long Reach. (Prerequisite: Large) [Cost: 2] The reach of your Bestial Strike attack increases to 10 feet.

  • Blood Drain. [Cost: 1] When you hit a creature with a Bestial Strike attack, you can choose to attach to the target. While attached, you cannot make attacks and your speed is reduced to 0. At the start of each of your turns while attached, if the target has blood, the target loses hit points equal to the damage of your Bestial Strike attack due to blood loss. You can detach yourself from the target by spending 5 feet of movement or if the target dies. A creature within 5 feet of you can use its action to detach you.
  • Charge. [Cost: 1] If you move at least 20 feet straight toward a target and then hit it with a Bestial Strike attack on the same turn, the target takes an extra 1d4 damage of the same type. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
  • Trampling Charge. (Prerequisite: 5th level, Large, Charge) [Cost: 2] When you hit a creature with your Charge and knock them prone, you can make a Bestial Strike against that creature as a bonus action.
  • Escape. [Cost: 2] You can take the Disengage action as a bonus action on each of your turns. You can do so a number of times equal to your Wisdom modifier, and you regain expended uses when you use your Wild Shape again.
  • Quickness. [Cost: 2] You can take the Dash action as a bonus action on each of your turns. You can do so a number of times equal to your Wisdom modifier, and you regain expended uses when you use your Wild Shape again.
  • Grappling Strike. [Cost: 2] Once per turn, when you hit a target with a Bestial Strike, you can attempt a grapple against that creature as part of the same attack. If you have a creature grappled, you cannot make Bestial Strike attacks. You can only grapple one creature bigger than two sizes smaller than yourself at a time.
  • Big Grappler. (Prerequisite: Large, Grappling Strike) [Cost: 2] You gain proficiency in Athletics while Wildshaped if you don’t already. You can grapple up to two creatures at once, and if you have one creature grappled, you can still make Bestial Strikes.
  • Pack Tactics. [Cost: 2] You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
  • Poisonous. [Cost: 2] Once per turn, when you hit a creature with a Bestial Strike, the creature must make a Constitution saving throw or else take 2d4 poison damage.
  • Immobilizing Poison. (Prerequisite: Poisonous) [Cost: 2] When a creature fails its saving throw against your poison, its speed is reduced to 0 until the end of its next turn.
  • Natural Armor. [Cost: 2] You add 2 to the Armor Class of your Wild Shape form.
  • Superior Natural Armor. (Prerequisite: 5th level, Natural Armor) [Cost: 2] You add an additional 2 to the Armor Class of your Wild Shape form.
  • Ranged Attack. [Cost: 1] You gain a ranged attack option with a short range of 20 feet and a long range of 60 feet. On a hit the attack deals damage equal to your Bestial Strike attack but with a damage die one size lower. The damage type is one of either acid, poison, bludgeoning, piercing, or slashing (choose when you gain this feature).
  • Sure-Footed. [Cost: 1] You have advantage on Strength and Dexterity saving throws made against effects that would move you physically or knock you prone.
  • Tough. [Cost: 1, Repeatable] Your wildshape form’s hit points increase by 5. If your form is larger than Medium, the form’s hit points increase instead by 5 + 1 for each size higher than medium.
  • Resilience. (Prerequisite: 5th level) [Cost: 2] You have advantage on Constitution saving throws while Wildshaped.
  • Multiattack. (Prerequisite: 5th level) [Cost: 2] You make two Bestial Strike attacks.
  • Flyby. (Prerequisite: Flight trait) [Cost: 2] You must be smaller than Large. You don’t provoke Opportunity Attacks when you fly out of an enemy’s reach.
  • Web Throw. (Prerequisite: 5th level, Ranged Attack) [Cost: 2] You can create restraining biological material to launch at your foes. When you make a ranged attack through your Ranged Attack trait, you can choose for the target to make a Strength saving throw or else be restrained. A creature can make a Strength (Athletics) check against your druid spell save DC to attempt to escape. The material can be attacked and destroyed (AC 10; HP 5; vulnerability to fire damage; immunity to poison and psychic damage). Once you use this attack, you can't use it again until you use your Wild Shape.
  • Swallow. (Prerequisite: Huge) [Cost: 3] Once per turn, when you hit a creature that is smaller than you with your Bestial Strike, you can also force the creature to make a Dexterity saving throw or be swallowed. A swallowed creature has total cover against any attacks or effects coming from outside you, and takes acid damage equal to your Bestial Strike damage at the start of each of your turns. If you take 30 or more damage on a single turn from a creature inside it, you must succeed on a Constitution saving throw with a DC of half the damage taken, rounded up, or else regurgitate all swallowed creatures. A regurgitated creature falls prone in a space you choose within 10 feet of you. A creature is also regurgitated if your Wild Shape ends.

Homebrew Adaptation

This druid revision features one main base class revision, the changes to Wild Shape. Most druid circles have been standardized to include a cantrip and two 1st-level spells in the Circle Spells, except those who focus on martial capabilities like Moon, Horizon, Wyrm, etc. Circles that rely on improving wild shape involve changes like those made to Circle of the Moon.

Circle of Cataclysm

UAH's Circle of the Cataclysm found here.

Circle Spells

Druid Level Spells
2nd Fire bolt, Acid Stream, Spore Cloud
3rd Burning Sphere, Snilloc's Snowball Swarm
5th Erupting Earth, Fireball
7th Control Water, Snap Freeze
9th Cloudkill, Maelstrom

Cataclysmic Font

Add the following to the end of the feature:

"As a Bonus Action, you can expend a use of your Channel Nature to regain 2 expended Cataclysm Dice."

Potent Cantrip

Add the following to the feature:

"You can add your Wisdom modifier to the damage you deal with any druid cantrip that does not involve making a weapon attack."

Circle of Community

UAH's Circle of Community found here.

Circle Spells

Add the following to your Circle Spells

Druid Level Spells
2nd Create Bonfire, Ceremony, Sanctuary

Home is Where the Hearth Is

As create bonfire is now provided in the Circle Spells, wording is redundant. Replace with:

"When you cast create bonfire, it does not require concentration but ends early if you cast it again."

Voice of the Community

Uproar of Ferocity. Replace the first sentence with:

"Any weapon attack an affected creature makes as part of the Attack Action has its critical range increased by 1."

Circle of Coral

Haven's Circle of Coral found here.

Circle Spells

Druid Level Spells
2nd Mold Earth, Create or Destroy Water, Faerie Fire
3rd Geyser, Lesser Restoration
5th Babbling Brook, Roaring River, Tidal Wave
7th Control Water, Watery Sphere
9th Maelstrom, Wall of Stone

Add the following feature:

Of the Reef

2nd-level Coral feature

You gain a swimming speed equal to your walking speed, and you can breathe underwater.

Druid Spell List

Notes:

This is the list of spells available to druids when they prepare their spells. (UA) refers to unearthed arcana, and (HB) refers to homebrew spells. Spells with an asterisk indicate they have been modified. Spell changes are found here.

Cantrips (0 Level)
  • Call MeteoriteHB
  • Control Flames*
  • Create Bonfire
  • Druidcraft*
  • Frostbite
  • GloomHB
  • Guidance*
  • Gust*
  • Infestation*
  • Magic Stone*
  • Mending*
  • Mold Earth*
  • Poison Spray*
  • Primal Savagery*
  • Produce Flame*
  • Resistance*
  • Root SnareHB
  • Shape Water*
  • Shillelagh*
  • Speak TrueHB
  • SuperpositionHB
  • Thorn Whip*
  • Thunderclap*
1st Level
  • Absorb Elements
  • Animal Friendship
  • Beast Bond
  • Charm*
  • Create or Destroy Water
  • Detect LifeHB
  • Detect Magic
  • Detect Poison and Disease
  • Earth Tremor
  • Entangle*
  • Faerie Fire*
  • Fertility RitesHB
  • Fog Cloud*
  • Goodberry*
  • Heal*
  • Healing Word*
  • Ice Knife
  • Jump*
  • Longstrider
  • Make CampHB
  • Protection from Evil and Good
  • Purify Food and Drink
  • Snare
  • Speak With Animals
  • Thunderwave
  • Wayfaring StrangerHB
  • Wild CunningHB
2nd Level
  • Animal Messenger
  • Augury
  • Barkskin*
  • Beast Sense
  • BloomHB
  • Continual Flame
  • Corrode MetalHB
  • Creeping FrostHB
  • Darkvision
  • Dust Devil*
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Find Traps*
  • Flame Blade*
  • Flaming Sphere
  • GeyserHB
  • Gust of Wind
  • Healing BlossomsHB
  • Healing Spirit*
  • Heat Metal*
  • Hold*
  • Hurricane SlashHB
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object*
  • Moonbeam
  • Pass Without Trace
  • Protection From Poison
  • Skywrite
  • Spike Growth*
  • Storming GaleHB
  • Summon Beast*
  • Warding Wind
  • Wither and Bloom*
3rd Level
  • Aura of Vitality
  • Babbling Brook, Roaring RiverHB
  • Banner of StarsHB
  • BirdsightHB
  • BitterfrostHB
  • Call Lightning*
  • Conjure Animals
  • Create BogHB
  • Daylight*
  • Dispel Magic
  • Elemental Weapon*
  • Erupting Earth*
  • Feign Death*
  • Fist of Haunted WoodHB
  • Flame Arrows*
  • Flaming SerpentsHB
  • Meld Into Stone
  • Plant Growth
  • Primal MightHB
  • Protection from Energy*
  • Revivify*
  • Rigur's Ice SkatesHB
  • SightfireHB
  • Sleet Storm
  • Speak With Plants
  • Summon Fey*
  • Thorns of a RoseHB
  • Through the Fire and FlamesHB
  • Tidal Wave*
  • Vortex BlastHB
  • Wall of Water*
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Ashen PackHB
  • AvalancheHB
  • Blight*
  • Confusion*
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Control Water
  • Divination
  • Dominate*
  • Elemental Bane
  • Fire Shield
  • Freedom of Movement
  • Giant Insect
  • Grasping Vine*
  • Guardian of Nature
  • Hallucinatory Terrain
  • Ice Storm*
  • Locate Creature
  • Long Way DownHB
  • North WindHB
  • Oceanic SlamHB
  • Old World's RestHB
  • Poison PuffHB
  • Polymorph
  • Ring Around the RoseHB
  • Sticks to SnakesHB
  • Stinging SwarmHB
  • Stone Shape
  • Stoneskin*
  • Summon Elemental
  • Wall of Fire
  • Walk the GroundHB
  • Watery Sphere
5th Level
  • Acid RainHB
  • Antilife Shell
  • Awaken
  • Bloodstone PathHB
  • Commune with Nature
  • Cone of Cold
  • Conjure Elemental
  • Contagion
  • Control Winds
  • Cover of MoonlightHB
  • FissureHB
  • Geas*
  • Greater Restoration
  • Hungering HateHB
  • Insect Plague*
  • Maelstrom
  • Mass Heal*
  • Planar Binding
  • Reincarnate*
  • Scrying
  • Smoky ShapesHB
  • Storm of CrowsHB
  • Storm's EyeHB
  • Summon Draconic Spirit
  • TornadoHB
  • Transmute Rock*
  • Tree Stride*
  • True Absorb ElementsHB
  • Wall of Stone*
  • Wrath of Nature

6th Level
  • All the Lights are SoulsHB
  • Bones of the Earth
  • Conjure Fey
  • Druid Grove
  • EruptionHB
  • Find the Path*
  • Flaming VortexHB
  • Flesh to Stone
  • ForecastHB
  • Heroes' Feast
  • Icy TombHB
  • Investiture of EmptinessHB
  • Investiture of DustHB
  • Investiture of Flame*
  • Investiture of Ice*
  • Investiture of IgnitionHB
  • Investiture of MagmaHB
  • Investiture of MirageHB
  • Investiture of MistHB
  • Investiture of PlasmaHB
  • Investiture of Stone*
  • Investiture of VigorHB
  • Investiture of VinesHB
  • Investiture of VoltageHB
  • Investiture of Wind*
  • Move Earth*
  • Polygon DustHB
  • Primordial Ward
  • Sunbeam*
  • Transport via Plants
  • Trojan FocusHB
  • Wall of Thorns*
  • Wind Walk
7th Level
  • Draconic Transformation
  • Elemental RuinationHB
  • Fire Storm*
  • Flower MoonHB
  • Fruit of LegendsHB
  • Mirage Arcane
  • MoulderHB
  • Plane Shift
  • Regenerate*
  • Reverse Gravity
  • Symbol*
  • Whirlwind
8th Level
  • Animal Shapes
  • Antipathy/Sympathy
  • Coldsnap/HeatwaveHB
  • Control Weather*
  • Earthquake*
  • Feeblemind
  • Full Sea MoonHB
  • Incendiary Cloud*
  • Sunburst*
  • Tsunami*
  • UndertowHB
9th Level
  • Aurora OccidensHB
  • CataclysmHB
  • EpidemicHB
  • Foresight
  • Mass AwakenHB
  • NovaHB
  • Shapechange
  • Storm of Vengeance*
  • Transmute LavaHB
  • True Resurrection*

Changelog

  • The main change made to the druid is to Wildshape. It uses a template and can be modified with traits, which you can get more of with spell slot expenditure and increased druid level.
  • Wild Shape is an option for Channel Nature. Natural Rejuvenation is another option allowing people to use their Channel Nature to do more druid spells if Wild Shape isn't a major part of their druid fantasy.

Subclass Changelog

Dreams

  • Circle Spells: added to bring up to par with other druids circles who are meant to be casting spells.
  • Dream Magic: added as a way to make the Dreams druid the best character to cast the sleep spell with, and make it viable at higher levels. Can use the same resource as Balm of the Summer Court to affect additional hit points.
  • Hearth of Moonlight and Shadow: previously just a worse Leomund's tiny hut. Buffed to be more interesting and provide better rests.

Land

  • Circle Spells: added first level spells on the circle spells and a cantrip to each circle. Also changed out some spells for more appropriate ones.
  • In general, stuff was borrowed from the newest Playest 6 packet for One DnD.

Moon

  • Wildshape is changed for all druids to be better, but this subclass should still be the master of wildshape. The idea being that moon druid gets more bang for their buck when Wild Shaping.
  • In play, the moon druid's self-healing needed a small boost, so it's been given a d10 instead of d8.
  • You can also enhance your damage with Primal Strike better by adding elemental damage with your spell slots.

Shepherd

  • Circle Spells: This druid casts spells primarily, so it should get circle spells, so they've been added.
  • Spirit Totem is now a Channel Nature option.
  • Mighty Summoner: now works for creatures without Hit Dice.

Spores

  • Circle Spells: updated to match other druids to grant 1st level spells and a cantrip.
  • Halo of Spores: as published, one of the most pathetic abilities. The small damage conbined with the reaction and Con save just was not effective. Now the effect is actually passive, requiring no reaction, and the damage die has been bumped up.
  • Symbiotic Entity: Adds a damage die instead of allowing a reroll, and uses the same Halo of Spores die for the add-on to a melee attack. Also upgrades at 6th level to allow you to inflict the poisoned condition on a creature who fails its save against your Halo of Spores.

Stars

  • Circle Spells: spells added to match other druids.
  • The free castings of guiding bolt now scale with druid level. After all, a 4d6 ranged spell attack isn't especially worth your action after you have 3rd, 4th, and 5th level spells.
  • Cosmic Omen: uses changed from proficiency bonus to 1 + your Wisdom modifier.
  • Twinkling Constellations: Continues to scale at 14th.

Wildfire

  • Circle Spells: added control flames as a cantrip to match other druids. Fireball is also added.

Example Forms

To help with newer players, here are some example forms to use at various levels and their rationale.

For our first examples, we’ll take a basic druid with a +3 Wisdom modifier at level 2. Let’s say we’re going for a creepy Spider theme. We’ll reflavor/rename as appropriate. We would technically have access to 4 different forms, but for now we’ll stick to 3 examples.


Spider Scout

Tiny Beast (0 spell slot)


  • Armor Class 13
  • Hit Points 3 (equals Wisdom modifier)
  • Speed 30 ft.

  • Ability Scores:
  • Strength, Dexterity, Constitution: equals 3
  • Intelligence, Wisdom, Charisma: use your scores

  • Skill Proficiencies use your proficiencies
  • Saving Throws add your proficiency bonus to the saving throws you are proficient in
  • Proficiency Bonus equals your bonus

Actions

Bite. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 4 piercing damage.

At level 2, druid proficiency bonus would be 2. Without spell slot expenditure, that would get us either a Small spider with Spider Climb, or a Tiny spider without it. For scouting purposes, it will probably be most useful to be a Tiny creature to be as unassuming as possible. Our hit points would be equal to our Wisdom modifier, and we're out of free traits with our Tiny trait.

Next, that will be our main scouting form, as we don’t have access to swimming or flying speeds yet. What if we need something for combat? Well, we’ll make a more dangerous spider, and we’ll allow ourself a 1st-level slot expenditure for this one as we want it to pack a punch.

The hit points will be our druid level times 2 plus our Wisdom modifier for free, which would be 7 at level 2 and a +3 wisdom modifier. We spent a 1st-level spell slot, so add 7, and we'll take Tough to boost how long this form should last, for a total of 19.

Let’s think about use cases we haven’t covered yet for our last example. Our Giant Spitting Spider isn’t super fast, and is also only Medium size. What if we want to focus more on taking up space and controlling our enemy instead of dealing damage i.e. grappling? We’ll budget another 1st-level slot here.

For our third form, again, we have 4 points. Expend 2 on becoming large to take up space and provide cover for our allies, and we’ll grab Grappling Strike with the remaining 2 points. This form will do some damage and will grab one dangerous enemy and attempt to keep it away from our allies, maybe even knock it prone as well to grant our melee allies advantage.


Giant Spitting Spider

Medium Beast (1st-level spell slot)


  • Armor Class 13
  • Hit Points 19
  • Speed 30 ft.

  • Ability Scores:
  • Strength, Dexterity, Constitution: equals 3
  • Intelligence, Wisdom, Charisma: use your scores

  • Skill Proficiencies use your proficiencies
  • Saving Throws add your proficiency bonus to the saving throws you are proficient in
  • Proficiency Bonus equals your bonus

Poisonous. Once per turn, when you hit a creature with your Bite, the creature must make a Constitution saving throw or else take 2d4 poison damage.


Actions

Bite. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 1d6+3 piercing damage.

Poison Spray. Ranged Weapon Attack. +5 to hit, reach 20/60 ft., one target. Hit: 1d4+3 poison damage.


Grappling Spider

Large Beast (1st-level spell slot)


  • Armor Class 13
  • Hit Points 14
  • Speed 30 ft.

  • Ability Scores:
  • Strength, Dexterity, Constitution: equals 3
  • Intelligence, Wisdom, Charisma: use your scores

  • Skill Proficiencies use your proficiencies
  • Saving Throws add your proficiency bonus to the saving throws you are proficient in
  • Proficiency Bonus equals your bonus

Grappling Strike. Once per turn, when you hit a target with a Bite, you can attempt a grapple as part of the same attack. If you have a creature that is larger than two sizes smaller than yourself grappled, you cannot make Bestial Strike attacks. You can only grapple one creature bigger than two sizes smaller than yourself at a time.


Actions

Bite. Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 1d8+3 piercing damage.

Art Credits

Art (Cover): Manuel Castañón: Roots (Link)
Art (Page 2): zinnaDu: medicine man_reg (Link)
Art (Page 3): Sam Santala: Aid - Tiefling Druid - just waking up from a nice nap (Commission) (Link)
Art (Page 4): Tomas Duchek: Druid (Link)
Art (Page 5): akeart: New Commission - Oberon (Link)
Art (Page 6): Jason deBit (Link)
Art (Page 7): Will Murai: Lifespring Druid (Link)
Art (Page 8): u/Cherubiel: Delle, the Circle of Dreams Druid (Link)
Art (Page 9): Katrina Lin: Sylvari Guardian (Link)
Art (Page 10-11): Zsolt Kosa: Shaman Portrait (Link)
Art (Page 12): razwit: Werebear (Link)
Art (Page 13): Kremena Chipilova: Woodland Summoner (Link)

Art Credits Continued

Art (Page 14): Travis Purvis: Woodland Summoner (Link)
Art (Page 15): u/bramble_: Ulost Ol'Man, Circle of Spores Druid (Link)
Art (Page 16): Cathlyn Vania: Firbolg Star Druid (Link)
Art (Page 17): Aeon-Lux: Stardust (Link)
Art (Page 18): u/ArnNormand: Tiefling flame druid (Link)
Art (Page 19): u/roman-machine: Horizon Walker Ranger & Circle of Wildfire Druid (Link)
Art (Page 20): NestledNaga: Fast Fangs (Link)
Art (Page 21): Sam Peterson: Druid Wild Shape (Link)
Art (Page 23): Rita Fei: Goose Gang (Link)
Art (Page 25): Johannes Voss: Shaman of Spring (Link)
Page Stains: /u/flamableconcrete

28
 

This document was lovingly created using GM Binder.


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