D&D 5e The Complete Overhaul: Druid Subclasses Revised

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???'s D&D 5e Complete Overhaul

The Revised Druid Subclasses

Introduction

Aim

Druid is probably my favourite class that exists in DnD 5e, but the one slight issue I have always had with them is that with the presence of Moon Druid, all the other subclasses fall short of the mark.

So my aim for this small revision will be to look at all the subclasses present in DnD 5e for Druid and tweak them to be on par with Moon Druids, power whilst also ensuring all the subclasses remain unique. This started off with me originally just doing a homebrew rework of Spores Druid since it is by far the weakest but soon changed into me touching every subclass in some way.

Design

The changes that have been made will most likely be reworks and buffs with a few optional features since I normally play in heavily homebrewed campaigns. These abilities may be a little powerfull for lower power level games. A lot of this is done in the form of a table with people who like optimization and giving those people more options to consider when creating a viable build.


The main changes that I implemented are as follows:

1) Wildshape isn't just for Moon Druids and Scouting. Wildshape is the main class ability for Druids that sets them apart from other spellcasters, and quite often ends up being used solely at low levels, or for scouting (either with wild companion or as yourself) unless you are playing Moon Druid. Following the design of subclasses like Spores and Wildfire, I gave each subclass a way to altar how wildshape is used by giving them abilities that rely on it. Additionally many of the abilities that use wildshape now last time equal to the original duration x 1/2 of your druid level (rounded down) like wildshape.

2) Circle Spells for all. Yet again taking from Spores and Wildfire Druid, each subclass will get its own set of spells to give Druids some more options. They will all now get 1 Cantrip and 2 spells for Spell Levels 1-5.

3) Reworks and Buffs over Nurfs. I have always felt that nurfing ability generally takes away from the subclass and makes the mless interesting and less fun. So if a feature gets changed it will either be a small buff or a rework that aims to preserve the fun of the feature.

Key

The following table is a key for the subclass feature Section

Symbol Meaning
* New
! Rework
^ Buff

Document Layout

The subclasses are all listed alphabetically. In the features table for each subclass, the features may be prefixed with one of the symbols above. If it isn't, no change has been made to the ability. At the end of the document is a new druid subclass, the Circle of Storms

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 of Dreams Features

Druid Level Features
2nd (*)Circle Spells, (^)Balm of the Summer Court
6th (!)Hearth of Moonlight and Shadow
10th (^)Hidden Paths
14th (^)Walker In Dreams

Circle Spells

2nd level Circle of Dreams Feature

At 2nd, 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the dreamlike power of the Feywild. 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. They count as druid spells for you.

Circle of Dreams Spells

Druid Level Spells
2nd Charm Person, Sleep, Message
3rd Mirror Image, Misty Step
5th Catnap, Counterspell
7th Dimension Door, Divination
9th Dream, Far Step

Balm of the Summer Court

2nd level Circle of Dreams Feature

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

As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 5 temporary hit points per die spent.

Additionally, you can expend a use of your Wild Shape to maximise the healing dealt to the creature. You can only do so before you roll the healing.

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

Hearth of Moonlight and Shadow

6th level Circle of Dreams Feature

At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centred 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. Any objects and creatures within the sphere that you designate when you create it are invisible to creatures outside the sphere. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Any creature that spends a full short or long rest within the sphere gains a number of temporary hit points equal to your level plus your wisdom modifier upon completing the rest. Additionally, once per long rest, each creature that spends the entirety of the rest within the sphere gains one of the following benefits:

  • The creature removes 1 (additional) level of exhaustion.
  • The creature removes 1 poison or disease that was affecting it.
  • The creature gains the benefit of the fortune's favour spell. The spell lasts until the creature next finishes a long rest.
  • The creatures hit point maximum increases by a number equal to the temporary hit points they gained. This lasts until the creature next finishes a long rest.

Hidden Paths

10th level Circle of Dreams Feature

Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye.

As a bonus action on your turn, you can teleport yourself and once creature that you can touch up to 60 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

10th level Circle of Dreams Feature

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

When you finish a short or long 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. When you finish a long rest using your Hearth of Moonlight and Shadow feature, you can designate the location in which you took the rest. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the location which you have designated after finishing 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. You can only have one location designated, per plane, at a time.

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. Unlike most other druids, 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 of Spores Features

Druid Level Features
2nd (^)Circle Spells, (^)Halo of Spores, (^)Symbiosis (Renamed Symbiotic Entity)
6th (^)Fungal Infestation
10th (^)Spreading Spores
14th (^)Fungal Body

Circle Spells

2nd level Circle of Spores Feature

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, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Spores Spells

Druid Level Spells
2nd Ray of Sickness, False Life, Chill Touch
3rd Blindness/Deafness, Gentle Repose
5th Animate Dead, Spirit Guardians*
7th Blight, Confusion
9th Cloudkill, Contagion

*The guardians are your spores and they deal necrotic or poison damage (your choice)

Halo of Spores

2nd-level Circle of 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 deal 1d6 poison or necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. A creature can only take this damage once per turn. The poison or necrotic damage increases to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level.

Symbiosis

2nd-level Circle of Spores feature

You gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 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, the damage dice increases to d8 and you can add your Wisdom Modifier to the damage.
  • When you cast a spell that deals necrotic or poison damage, you can add 1d6 to the damage. The Damage die increases as you level, to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.
  • Your melee and ranged weapon attacks deal an extra 1d6 poison or necrotic damage to any target they hit. The Damage die increases as you level, to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.

These benefits last for a number of minutes equal to half your druid level (rounded down) times 10, until you lose all these temporary hit points, or until you use this feature again.

Fungal Infestation

6th-level Circle of 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 your Halo of Spores or Spreading Spores range, you can use your reaction to animate it, causing it to stand up immediately with additional temporary hit points equal to your level. If the creature was killed by your Halo of Spores damage, you may raise it without using your reaction. The creature uses the zombie stat block in the Monster Manual. It remains animate for a number of hours equal to half your druid level(rounded down), after which time it collapses and dies.

In combat, the zombie’s turn comes immediately after yours. It obeys your mental commands, and it gains a special bonus to its attack rolls equal to your Wisdom modifier (minimum of 0)

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

Spreading Spores

10th-level Circle of 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 15-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, you can cause that creature to take 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.

Additionally, you can cause your spores to divert damage from yourself to your fungal infestations. When you take damage, you may use your reaction to divert up to half (rounded down) of that damage to one or more of the corpses raised by that feature. The damage you divert is distributed between any zombies that are raised via your Fungal Infestation feature as you see fit, causing that creature to take the damage instead of you. A fungal infestation cannot take more damage than it has hit points and if you and your raised fungal infestations take damage from the same source, such as from a damaging area of effect, the fungal infestations take damage from that source before you may divert damage onto them. This does not transfer other effects accompanying the damage and the diverted damage cannot be reduced in any way.

Fungal Body

14th-level Circle of Spores feature

The fungal spores in your body alter you: You gain resistance to poison and necrotic damage, 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 of Stars Features

Druid Level Features
2nd (*)Circle Spells, Star Map, (^)Starry Form
6th Cosmic Omen
10th Twinkling Constellations
14th Full of Stars

Circle Spells

2nd-level Circle of Stars feature

Your attunement to the stars gives you access to certain spells.

At 2nd 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Stars Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Stars Spells

Druid Level Spells
2nd Bless
3rd Fortune's Favour, Moonbeam
5th Beacon of Hope, Clairvoyance
7th Sickening Radiance, Divination*
9th Scrying, Legend Lore

*Contacting the stars instead of a god.

Star Map

2nd-level Circle of the 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.

While holding this map, you have these benefits:

  • You know the guidance cantrip.
  • 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. 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.

Star Map Table

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

Stary Form

2nd-level Circle of the Stars feature

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 a number of minutes equal to half your druid level (rounded down) times 10. It ends early if you dismiss it (no action required), are incapacitated, die, or you 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 a 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 Circle of the Stars feature

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.


The dice that you roll for this trait increases as you level, to a d8 at 10th level, a d10 and 14th level, and to a d12 at 18th level.

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

10th-level Circle of the 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 30 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

14th-level Circle of the Stars feature

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

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.

Circle of the Land Features

Druid Level Features
2nd (^)Land Attunement (renamed circle spells), Bonus Cantrip, Natural Recovery
6th Lands Stride, (*)Nature's Wrath
10th (^)Nature’s Ward
14th Nature’s Sanctuary, (*)Greater Land Attunement

Land Attunement

2nd-level Circle of the Land feature

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, or Underdark — and consult the associated list of spells.

Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

When you finish a long rest, you may attune to the land around you. When you do you lose your previous attunement and gain a new one corresponding to the environment you finished the rest in.

Arctic Spells

Druid Level Spells
2nd Frost Fingers, Ice Knife, Ray of Frost
3rd Hold Person, Rime’s Binding Ice
5th Sleet Storm, Slow
7th Freedom of Movement, Ice Storm
9th Commune with Nature, Cone of Cold

Coast Spells

Druid Level Spells
2nd Create Or Destroy Water, Fog Cloud, Shape Water
3rd Mirror Image, Misty Step
5th Water Breathing, Tidal Wave
7th Control Water, Watery Sphere
9th Maelstrom, Scrying

Desert Spells

Druid Level Spells
2nd Purify Food and Drink, Silent Image, Mold Earth
3rd Blur, Silence
5th Create Food and Water, Protection from Energy
7th Confusion, Hallucinatory Terrain
9th Insect Plague, Wall of Stone

Forrest Spells

Druid Level Spells
2nd Entangle, Goodberry, Thorn Whip
3rd Barkskin, Spider Climb
5th Call Lightning, Plant Growth
7th Guardian of Nature, Grasping Vine
9th Commune with Nature, Tree Stride

Grassland Spells

Druid Level Spells
2nd Longstrider, Floating Disk, Gust
3rd Invisibility, Pass Without Trace
5th Daylight, Haste
7th Divination, Aura of Purity
9th Dream, Wrath of Nature

Mountain Spells

Druid Level Spells
2nd Earth Tremor, Feather Fall, Magic Stone
3rd Spider Climb, Maximilian’s Earthen Grasp
5th Lightning Bolt, Meld into Stone
7th Stone Shape, Stoneskin
9th Passwall, Wall of Stone

Swamp Spells

Druid Level Spells
2nd Detect Poison and Disease, Ray of Sickness, Infestation
3rd Spike Growth, Acid Arrow
5th Water Walk, Stinking Cloud
7th Vitriolic Sphere, Locate Creature
9th Contagion, Seeming

Underdark Spells

Druid Level Spells
2nd Bane, Detect Magic, Light
3rd Darkness, Web
5th Gaseous Form, Hypnotic Pattern
7th Greater Invisibility, Raulothim's Psychic Lance
9th Synaptic Static, Mislead

Bonus Cantrip

2nd-level Circle of the Land feature

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

Natural Recovery

2nd-level Circle of the Land feature

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

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

Land’s Stride

6th-level Circle of the Land feature

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

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Nature's Wrath

6th-level Circle of the Land feature

Beginning at 6th-level, you learn to listen to the whispers of nature, making you more attentive to danger. While you are in a terrain matching your Land Attunement, you cannot be surprised and you can add your wisdom modifier to your initiative rolls.

Nature's Ward

10th-level Circle of the Land feature

When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease. You also gain resistance to a damage type, corresponding to what Land Attunement you have. Consult the Nature's Ward table to determine which resistance you possess.

Nature's Ward Table

Circle Resistance Type
Arctic Cold
Coast Lightning
Desert Fire
Forest Piercing
Grassland Slashing
Mountain Bludgeoning
Swamp Acid
Underdark Psychic

Nature’s Sanctuary

14th-level Circle of the Land feature

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

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

Greater Land Attunement

14th level Circle of the Land feature

Your attunement to the forces of nature and the land allows you to draw on some more power. You can gain one additional land attunement, gaining the circle spells and resistances associated with it. When you finish a long rest, you may choose to replace this attunement with the attunement corresponding to the land you finished the rest

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.

Circle of the Moon Features

Druid Level Features
2nd (*)Circle Spells, Combat Wild Shape, (^)Circle Forms
6th (^)Primal Strike)
10th Elemental Wild Shape, (*)Durable Wild Shape
14th (^)Thousand Forms

Circle Spells

2nd-level Circle of the Moon feature

Your connection to the moon and the magic that allows you to transform into beast grants you spells at certain levels in this class. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Moon 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.

Additionally you can cast any of the spells on the Circle of the Moon Spells table while transformed via Wild Shape.

Circle of the Moon Spells

Druid Level Spells
2nd Hunters Mark, Longstrider, Primal Savagery
3rd Alter Self, Moonbeam
5th Spirit Guardians, Haste
7th Guardian of Nature, Polymorph
9th Conjure Elemental, Reincarnate

Combat Wild Shape

2nd-level Circle of the Moon feature

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d12 hit points per level of the spell slot expended.

Circle Forms

2nd-level Circle of the Moon feature

The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wildshape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Additionally if you are transformed by an effect such as polymorph, you can treat that effect as if you were in Wildshape, gaining access to any abilities or effects that you normally have while Wildshaped, such as your Combat Wild Shape healing or your Primal Strikes Trait.

Primal Strike

6th-level Circle of the Moon feature

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.

Additionally, your attacks gain a bonus to your attack and damage rolls equal to half your proficiency bonus (rounded down) while you are Wild Shaped

Elemental Wildshape

10th-level Circle of the Moon feature

At 10th level, you can expend two uses of Wildshape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

Durable Wild Shape

10th level Circle of the Moon feature

Your magic has bolstered your defences while transformed via Wildshape. While you are in Wild Shape, you gain a bonus to your armour class and saving throws equal to half your proficiency bonus (rounded down).

Thousand Forms

14th level Circle of the Moon feature

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the alter self spell at will.

Additionally you can cast the polymorph spell, targeting only yourself, without expending a spell slot. When you do you can cast it as a bonus action and the spell doesn't require concentration. You can do so once using this feature, after which you must finish a long rest before you can do so again.

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 of the Shepherd Features

Druid Level Features
2nd (*)Circle Spells, (^)Speech of the Woods, (!)Spirit Totem
6th (^)Mighty Summoner)
10th Guardian Spirit
14th Faithful Summons

Circle Spells

2nd-level Circle of the Shepherd feature

Your link to the spirits of nature and your ability to herd beasts and fey spirits grants you access to certain spells.

At 2nd, 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of The Shepherd Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of the Shepherd Spells

Druid Level Spells
2nd Animal Friendship, Find Familiar, Mage Hand
3rd Healing Spirit, Summon Beast
5th Spirit Guardians, Summon Fey
7th Dimension Door, Summon Elemental
9th Arcane Hand, Summon Draconic Spirit

Speech of the Woods

2nd-level Circle of the Shepherd feature

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

Additionally, you also gain proficiency in Wisdom (animal handling) checks; when you make a Wisdom (animal handling) check your proficiency bonus is doubled.

Spirit Totem

2nd-level Circle of the Shepherd feature

Starting at 2nd level, you can call forth nature spirits to influence the world around you. As an action, you can use one of your Wildshapes to magically summon an incorporeal spirit to a point you can see within 60 feet of you, rather than assuming a beast form. 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 a number minutes equal to half your druid level (rounded down) times 10, until you’re incapacitated, or until you use this feature again. The effect of the spirit’s aura depends on the type of spirit you summon: Bear, Hawk, Unicorn, Squirrel, Fox, Scorpion, Hare, Wolf, or Elk.

  • Bear Spirit: The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura gains temporary hit points equal to your proficiency bonus + your wisdom modifier + your druid level at the start of each of their turns. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
  • Elk Spirit: The elk spirit is calm and collected, even in the face of danger. Each creature of your choice within the area is immune to being frightened. In addition the spirit grants these creatures the ability to cast calm emotions at will while within the aura.
  • Fox Spirit: The fox spirit is cunning and deceptive. Each creature of your choice within the aura gains advantage on intelligence saving throws and checks. Additionally these creatures can also cast disguise self at will while within the aura.
  • Hare Spirit: The Hare spirit is quick on its feed, granting this to those nearby. Each creature of your choice within the aura doubles their walking speed while in the aura. In addition these creatures can use their bonus action to dash.
  • Hawk Spirit: The Hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature of your choice makes an attack roll against a target in the spirit’s aura, it can grant itself advantage on that roll once per turn. In addition, you and your allies have advantage on Wisdom(perception) checks while in the aura.
  • Scorpion Spirit: The scorpion spirit is a poisonous and deadly hunter. Each creature of your choice within the aura is immune to poison damage and the poisoned condition. Additionally, any creature of your choice within the aura deals extra poison damage equal to half of your druid level (rounded down) whenever they hit a target with an attack.
  • Squirrel Spirit The squirrel spirit lends its nimbleness to those around it. Each creature of your choice within the aura gains advantage on dexterity saving throws and checks. Additionally these creatures also get a bonus to initiative equal to half your druid level (rounded down).
  • 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 plus your wisdom score plus your proficiency bonus.
  • Wolf Spirit: The wolf spirit is a natural pack stalker and hunter. Each creature that you chose within the aura has advantage on Wisdom(perception) checks and advantage when trying to track a creature. In addition these creatures gain advantage on attack rolls if any of its allies are within 5 feet of the target.

Mighty Summoner

6th-level Circle of the Shepherd feature

Starting at 6th level, creatures that you conjure are more resilient than normal. Any creature summoned or created by a spell that you cast gains the following benefits:

  • The creature appears with more hit points than normal: 3 extra hit points per Hit Die it has. If it doesn't have hit dice, it gains 3 extra hit points per spell level.
  • The damage from its weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
  • The creature gains a bonus to its attack and damage rolls equal to your proficiency bonus.

Guardian Spirit

10th-level Circle of the Shepherd feature

Beginning at 10th level, your Spirit Totem safeguards you and the creatures that you call forth with your magic. When you, or creature 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 Circle of the Shepherd feature

Starting at 14th level, the nature spirits you commune with protect you when you are the most defenceless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons 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 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 harbours both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.

Circle of Wildfire Features

Druid Level Features
2nd (!)Circle Spells, (*)Gift of Wildfire, (!)Summon Wildfire Spirit
6th (!)Enhanced Bond
10th (!)Cauterising Flames, *Roaring Flame
14th (!)Blazing Revival

Circle Spells

2nd-level Circle of Wildfire feature

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.

Circle of Wildfire Spells

Druid Level Spells
2nd Cure Wounds, Burning Hands
3rd Healing Spirit, Scorching Ray
5th Revivify, Fireball
7th Aura of Life, Wall of Fire
9th Mass Cure Wounds, Immolation/#Web of Fie

#New Spell at the end of subclass

Gift of Wildfire

2nd level wildfire feature

You have bonded with a primal spirit that harbours both destructive and creative power. The power from this link is represented by your Wildfire dice, which is a d4. This dice is used for certain damage and healing calculations for this class. When you reach certain levels in this class, the size of your Wildfire dice increases: at 6th level (d6), 10th level (d8), 14th level (d10), and 18th level (d12).

Additionally, the primal spirit has granted you resistance to fire damage, and you learn the fire bolt cantrip.

Summon Wildfire Spirit

2nd-level Circle of Wildfire feature

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 fire damage equal to two rolls of your wildfire die plus your proficiency bonus, or half as much on a success.

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) and Wildfire Die (WfD) 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, taking its turn 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 a number of hours equal to half your druid level (rounded down), until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.


Wildfire Spirit

Small Elemental, Alignment matches yours


  • Armour Class 12 + PB
  • Hit Points 5 + your wisdom modifier + five times your druid level
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 14 (+2) 14 (+2) 16 (+3) 11 (+0)

  • Saving Throws INT +2 + PB, WIS +3 + PB
  • Skills Perception +3 + PB, Nature +2 + PB
  • Damage Immunities Fire, Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Petrified, Poisoned, Prone, Restrained
  • Senses Darkvision 60 ft., Passive Perception 13 + PB
  • Languages Understands the languages you speak
  • ChallengeProficiency Bonus (PB) equals your bonus

Actions

Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 2WfD + PB fire damage.

Pounce. Melee Weapon Attack: your spell attack modifier to hit, range 5 ft., one target you can see. Hit: 2WfD + 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 1WfD + PB fire damage, or half as much on a success.

Enhanced Bond

6th-level Circle of Wildfire feature

Your bond with your wildfire spirit has grown granting you and itself new powers. When you summon your wildfire spirit, choose one of the following options:

  • Enriched Fire and Healing: Once per turn, whenever you or your wildfire spirit deals fire damage or restore hit points via a spell, roll your wildfire die. You gain a bonus equal to the number rolled to the fire damage or healing roll.
  • Familiar of Flame: While you and your wildfire spirit are within 100ft of each other, you can communicate with your wildfire spirit telepathically, and as an action, you can see through your wildfire spirit's eyes and hear what it hears until the start of your next turn, using its senses. During this time, you are deaf and blind with regard to your own senses. If you and your wildfire spirit are within 100ft of each other, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit. As an action or a bonus action, you can also temporarily dismiss the wildfire spirit. It goes into a pocket dimension where it awaits your summons. As an action or bonus action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
  • Dance of Fire: When you summon your wildfire spirit, both you and it gain a number of temporary hit points equal to two rolls of your wildfire die, plus your proficiency bonus. Whenever you cast a spell that deals fire damage or restores hit points, you and your wildfire spirit gain a number of temporary hit points equal to one roll of your wildfire dice, plus the level of the spell, plus your proficiency bonus. If you or your wildfire spirit loses all of your/its temporary hit points, you can use your reaction to cause a fiery explosion to emanate from you or your wildfire spirit respectively. If you do, each creature (except for you) within 10ft of you or your wildfire spirit respectively must make a dexterity saving throw or take fire damage equal to two rolls of your wildfire die plus your proficiency bonus, or half as much on a success. Temporary hit points from this feature can stack with existing temporary hit points, up to an amount equal to the maximum hit points of your wildfire spirit. While you have temporary hit points from this feature, you gain immunity to fire damage.

The chosen bonus lasts while your wildfire spirit persists, ending as soon as your wildfire spirt dies or ends due to time.

Cauterising Flames

10th-level Circle of 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 two rolls of your wildfire die plus 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.

Roaring Flame

10th-level Circle of Wildfire feature At 10th level your wildfire spirit has grown stronger. The area of effect for your Summon Wildfire Spirit trait is doubled, and the range and area of effect of your wildfire spirits Flame Seed and Fiery Teleportation is doubled.

Blazing Revival

14th-level Circle of 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, immediately rise to your feet, and gain temporary hit points equal to five rolls of your wildfire dice plus your druid level. While these temporary hit points persist you have immunity to fire damage and gain the benefit of all 3 bonuses from your Enhanced Bond trait, without requiring your wildfire spirit to be summoned to gain the bonuses.

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

New Spell

Web of Fire

5th Level Evocation (Druid, Sorcerer, Wizard


  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: V, S, M (String Coated in Phosphorus)
  • Duration: Instantaneous

Striking both palms down upon the ground, a web of flame crackles out from around you and five streaks of fire rapidly snake along the ground towards up to five enemies that you can see within a range, leaping towards their target and exploding into a column of flame upon reaching them. Each target must make a Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one.

Alternatively, you can send two or more streaks of fire towards a single target, dealing an additional 2d6 fire damage for each additional streak of fire, on a failed save, or half as much damage on a successful one.

The fire can travel over obstacles up to 5 feet high and wide, and ignites flammable objects along it's path that aren't being worn or carried. The fire cannot travel through water.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can create an additional streak of fire for each slot level above 5th.

New Druid Subclasses

Circle of Storms

Druids that are a part of the Circle of Storms emulate the strength and violence of a storm's natural wrath. They use their connection to strong weather to defend what they deem to be their sacred lands. Members of this circle are few, only meeting other circle members on special occasions. As such, it is not uncommon for these druids to join a local militia and help them protect the area from those who would harm it. Wherever these druids go, turmoil is sure to follow.

Circle of Storms Features

Druid Level Features
2nd Circle Spells, Storm Attunement, Stormcaller
6th Storm Form
10th Dangerous Conditions
14th Eye of the Storm

Circle Spells

2nd-level Circle of Storms feature

Your connection to the wrathful fury of storms has granted you access to certain spells when you reach certain levels in this class, as shown on the Circle of Storms Spells table. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the type of storm you are currently attuned to: Thunderstorm, Blizzard, Hurricane. Consult the associated list of spells. If you change your Storm Attunement, your circle spells changes respectively.

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.

Circle of Storms Spells

Druid Level Storm Spells Thunderstorm Spells Blizard Spells Hurricane Spells
2nd Fog Cloud #Storm Bolt, #Arc Frost Fingers, Frostbite #Updraft, Gust
3rd Warding Wind #Thunderbolts Snilloc's Snowball Swarm Gust of Wind
5th Fly Call Lightning Sleet Storm #Tornado
7th Freedom of Movement Storm Sphere Ice Storm #Turbulent Wind
9th Control Winds #Fingers of Lightning Cone of cold #Cyclone

#Bew Spells detailed at end of Subclass

Storm Attunement

2nd-level Circle of Storms feature

You learn how to attune yourself to the natural world and channel that power through the destructive power of storms. When you finish a long rest, you can attune yourself to a type of storm, choosing from one of the following options: Thunderstorms, Blizzards, or Hurricanes. Your attunement dictates certain abilities in this class and lasts until you next finish a long rest and attune yourself to a different kind of storm.

Storm Caller

2nd-level Circle of Storms feature

You can call upon the wrath of the storm to aid you. As an action, you can expend a use of your Wild Shape and summon up to a number of clouds equal to your Wisdom modifier (minimum of 1). The clouds appear at a point you can see that is within 60 feet of you. Each cloud creates a storm that affects a 10-foot-radius, 30-foot-high cylinder around the chosen point. On each of your turns, you can use a bonus action to move any number of the storm clouds up to 30 feet to a point that you can see within range. If a creature has to make a saving throw to resist the effects of a storm, it uses your druid spell save DC. The effect of the storm depends on your current Storm Attunement:

Thunderstorm. When a creature starts its turn in the Thunderstorm, or enters it for the first time on its turn, it must make a Dexterity saving throw. On a failed save a creature takes 2d8 lightning damage, or half as much on a success, as a bolt of lighting strikes it. When a creature is hit by an effect that deals lighting damage while inside the Thunderstorm, you can increase that damage by an amount equal to your proficiency bonus.

Blizzard. When a creature starts its turn in the blizzard, or enters it for the first time on its turn, it must make a Constitution saving throw. On a failure, it takes 3d4 cold damage and its speed is reduced to 0 feet until the start of its next turn. The area of the blizzard is lightly obscured and a creature must expend 1 additional foot of movement for every foot it travels inside the area.

Hurricane. When a creature starts its turn in the Hurricane, or enters it for the first time on its turn, it must make a Strength saving throw. On a failure it takes 2d6 bludgeoning damage and is knocked prone. Ranged attacks that pass through the area are made with disadvantage and creatures inside the area are deafened.


These clouds can be dispersed by a strong wind (at least 30 miles per hour) and last for a number of minutes equal to half your druid level (rounded down), until you dispel them as a bonus action, or until you fall unconscious.

Storm Form

6th-level Circle of Storms feature

You have learned to bolster yourself with power when you call storms to aid you. While your 'Storm Caller' feature is active, you gain the following benefit depending on your storm attuenement:

Thunderstorm. When a creature within 5 feet of you hits you with an attack, it takes lightning damage equal to your Wisdom modifier. (minimum of 1)

Blizzard. You gain temporary hit points equal to your Wisdom modifier at the start of each of your turns. (minimum of 1)

Hurricane. You gain a flying speed equal to your wisdom modifier multiplied by 10. (minimum of 10 feet).


Additionally you, and any creatures of your choice, become immune to the effects of the storms you conjure with your 'Stormcaller' trait.

Dangerous Conditions

10th-level Circle of Storms feature

Your summoned storms can become more deadly to those that face them. When you summon one of your storms using your 'Storm Caller' trait, you can combine two or more storm clouds to increase the storms size and ferocity. For each storm combined, the storm gains the following benefits:

  • The radius of the storm increases by 10 feet and its height increases by 30 feet for each storm combined.
  • If a creature has to make a saving throw against one of your storms effects, it has a penalty equal to the number of combined storms.
  • When a creature takes damage, roll an additional dice for each storm combined.

Additionally, when you use your bonus action to move one of your storms, you can move it by an additional 30 feet, for a total of 60 feet.

Eye of the Storm

14th-level Circle of Storms feature

You have mastered the manipulation of the the storms that you draw your power from. You may attune to all three storms simultaneously, instead of only 1. When you do you gain the following benefits:

  • You gain the circle spells associated with each storm.
  • When you use your 'Storm Caller' trait, you can combine the effects of the storms to create hybrid storms, instead of creating a storm that just has one effect.
  • When using your 'Storm Form', you gain all three benefits simultaneously.

New Spells

Arc

Evocation Cantrip (Artificer, Sorcerer, Wizard)


  • Casting Time: 1 Action
  • Range: 30 ft
  • Components: V, S
  • Duration: Instantaneous

A crackling arc of blue electricity jumps from your outreached hand and toward a creature within range. The target must succeed a dexterity saving throw or it takes 1d6 lightning damage. The spell jumps to up to 3 creatures within 5ft of the original target. All affected creatures must make a dexterity saving throw or take the same 1d6 lightning damage.

A creature can only be affected by one of these arcs.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Cyclone

5th Level Conjuration (Cleric, Druid, Ranger)


  • Casting Time: 1 Action
  • Range: 300 ft
  • Components: V, S, M (the feather of a Rok)
  • Duration: Concentrtion, Up to 10 Minutes

You summon a 20-foot radius column of spinning, high speed wind, that reaches 150 feet into the air, centred on a point you can see within range. The cyclone is difficult terrain, even for flying creatures.

Any creature within the radius of the cyclone when it forms must make a Strength saving throw. On a failed save, a creature takes 3d8 bludgeoning damage and is pushed directly towards the centre of the cyclone as it is lifted off its feet. It remains restrained within the cyclone for the duration. Flying creatures, including those already caught in the storm, have disadvantage on this saving throw. On a success a creature takes half as much damage and isn't moved or restrained.

Any creature that starts its turn in the cyclone, or enters it for the first time on its turn, must also make the saving throw, suffering the effects listed above. The Cyclone moves up to 40 feet at the start of each of your turns in a direction of your choice. Creatures and objects within it move with it.

As an action on each of your turns, you can forcefully eject a creature or object that is restrained by the cyclone. Choose a point that you can see that is within 100 ft of the centre of the cyclone, and not within the storm. One creature or object of your choice is hurled towards that point. If you choose a creature, it must make a Dexterity saving throw, taking 3d8 bludgeoning damage on failure, or half as much on success. If a creature hits the ground it lands prone, unless it succeeded on its saving throw and uses its reaction to land standing up. If you chose an object it is launched towards that point. If a creature is in the path of the object, it must make a Dexterity saving throw to avoid the object. On a failure it takes 3d8 bludgeoning damage. A creature suffers a -1 penalty to this save for each size category the object is larger than it.

Loose, materials brought into the cyclone are picked up by it and arrows, bolts, and other ordinary projectiles launched at targets within or through the cyclone are deflected and automatically miss. Larger projectiles, such as boulders flung by siege weapons, suffer disadvantage on the attack.

At Higher Levels. When you cast this spell with a spell slot of 6th level or higher, the all of the damage increases by 1d8 for each level above 5th.

Fingers of Lightning

5th Level Evocation (Druid, Sorcerer, Wizard)


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (a bit of fur; a piece of amber, glass or a crystal rod; and four copper pins)
  • Duration: Instantaneous

Your hands arc with electricity as you create 4 lines, each 100 feet long and 5 feet wide, emanating from you in directions of your choice. Each line has its own direction and lines can overlap, but they must all fit within a 180 degree angle from you.

Each creature within the spell's area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 lightning damage plus 2d8 lightning damage for each line area that they are within. On a successful save, a creature takes half as much damage.

The lightning ignites flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create an additional line of lightning for each slot level above 5th.

Storm Bolt

1st Level Evocation (Artificer, Sorcerer, Wizard)


  • Casting Time: 1 Action
  • Range: 120 ft
  • Components: V, S
  • Duration: Instantaneous

You realise a bolt of lightning targeted at a creature within range. The target must make a Dexterity saving throw, taking half as much damage on a success. On a failure, the target takes 3d8 lightning damage. A creature wearing metal armour takes an additional 1d8 lightning damage.

At Higher Levels. When you cast this spell using a 2nd level slot or higher, the damage increases by 1d8 for each slot level above 2nd.

Thunderbolts

2nd Level Conjuration (Bard, Sorcerer, Wizard)


  • Casting Time: 1 Action
  • Range: 120 ft
  • Components: V, S
  • Duration: Instantaneous

You create three bolts of lightning and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each bolt. On a hit, the target takes 2d6 lightning damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional bolt for each slot level above 2nd.

Tornado

3rd Level Conjuration (Cleric, Druid, Ranger)


  • Casting Time: 1 Action
  • Range: 60 ft
  • Components: V, S, M (the feather of a bird which died in a storm)
  • Duration: Concentration, for up to 1 Minute

You conjure an spiralling cylinder of wind in range, which has a 10 foot radius and 40 foot height. This cylinder becomes difficult terrain for the duration, even for flying creatures. Objects that are not held down, or otherwise anchored in place in this cylinder that are Large or smaller are pulled towards the centre.

A creature that starts its turn within the cylinder, or enters it for the first time on its turn, must make a strength saving throw. A creature that is flying has disadvantage on this save. On a failure, it takes 3d8 bludgeoning damage, is pulled towards the centre, and becomes restrained by the spell until the start of its next turn. On a successful save, a creature takes half as much damage and suffers no additional effects.

As a bonus action on each of your turns, you can move the cylinder unto 20 feet, to a space that you can see within range. Creatures and objects within the cylinder move with it.

Loose, lightweight materials brought into the cylinder are picked up by the cylinder and arrows, bolts, and other ordinary projectiles launched at targets within or through the cylinder are deflected and automatically miss.

At Higher Levels. When you cast this spell with a spell slot of 4th level or higher, the damage increases by 1d8 for each level above 3rd.

Turbulent Wind

4th Level Conjuration (Druid, Sorcerer, Wizard)


  • Casting Time: 1 Action
  • Range: Self
  • Components: V, S, M (a feather of a large bird of pray)
  • Duration: Instantaneous

You send forth a blast of air in front of you. Each creature in a 60-foot cone must make a Strength saving throw. A creature takes 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one. A large or smaller creature in the cone also falls prone on a failed save.

A creature who failed the save by 5 or more is winded by the spell and begins to suffocate. The creature can breath normally and the end of its next turn unless impeded by other means, but until then it cannot speak or cast spells with verbal components as it catches its breath.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

Updraft

1st Level Conjuration (Druid, Ranger)


  • Casting Time: 1 Action
  • Range: 90 ft
  • Components: V, S
  • Duration: 1 Round

You create a sudden upwards wind in a 10 foot radius, 10 foot high cylinder originating from a point that you can see within range. Each creature in the area when you cast the spell must make a Strength saving throw. On a failure it is knocked prone as it loses its footing, taking 3d6 bludgeoning damage. A creature that is flying instead must make a strength saving throw, being pushed 20 feet directly upwards on a failure, or 10 feet on a success. Creatures that are prone automatically succeed the saving throw.

The updraft persists for one turn. Any creature that enters the area, starts its turn there, or becomes not prone for the first time on its turn must also make the Strength saving throw, suffering the effects listed above on a failure. At the start of its turn, a creature can fall prone willingly to automatically succeed the saving throw.

While the updraft persists ranged weapon attacks that pass through the area suffer disadvantage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the updraft persists for an additional 1 turn for each level above 1st.

 

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