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##### Revised 5.24e Druid Spell Slots per Spell Level | Level | Proficiency Bonus | Features | Wild Shape | Cantrips Known | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th| 8th | 9th | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| :----| | 1st | +2 | Druidic, Primal Order, Spellcasting | — | 2 | 4 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Wild Companion, Wild Shape | 2 | 2 | 4 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | Druid Subclass | 2 | 2 | 6 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 2 | 3 | 7 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | Wild Resurgence | 2 | 3 | 9 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Subclass Feature | 3 | 3 | 10 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | Blessed Strikes | 3 | 3 | 11 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | Ability Score Improvement | 3 | 3 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | Commune with Nature | 3 | 3 | 14 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Subclass Feature | 3 | 4 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | Beast Spells | 3 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Improvement | 3 | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | Improved Elemental Fury | 3 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Subclass Feature | 3 | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | Inured to Nature | 3 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Improvement | 3 | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | — | 4 | 4 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Subclass Feature | 4 | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 4 | 4 | 21 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Archdruid | 4 | 4 | 22 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
## 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:** Simple Weapons - **Tools:** Herbalism Kit - **Saving Throws:** Intelligence, Wisdom - **Skills:(choose 2)** Arcana, Animal Handling, Insight, - Medicine, Nature, Perception, Religion, Survival ___ #### Starting Equipment ___ - As a 1st-level character, you start with the following - equipment, or you can forgo it and spend 110 GP on - equipment of your choice.
Chain Shirt, Holy Symbol, Mace
Priest Pack, Shield, 7 gp
##### 1st level: Druidic ___ - You know Druidic, the secret language of Druids. While - learning this ancient tongue, you also unlocked the magic - of speaking to animals; you always have the Speak with - Animals spell prepared. ___ - You can use Druidic to leave hidden messages. You and - others who know Druidic automatically spot such a - message. Others spot the message’s presence with a - successful DC 15 Intelligence (Investigation) check but - can’t decipher it without magic. ___ \pagebreakNum ##### 1st level: Primal Order ___ - You have dedicated yourself to one of the following - sacred roles of your choice: ___
Magician:
You know two extra cantrips from the Druid spell list (see your Spellcasting feature for information on preparing spells). In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Nature) checks. The bonus equals your Wisdom modifier (minimum of +1). You may also prepare additional spells from the Druid Spell List equal to your Wisdom Modifier.
Warden:
Trained for battle, you gain Martial Weapon proficiency and Medium Armor training.
___ ##### 1st level: Spellcasting ___ - You have learned to cast spells through studying the - mystical forces of nature. See the Player’s Handbook for - the rules on spellcasting. The information below details - how you use those rules as a Druid. ___ -
Cantrips
You know two cantrips of your choice from the - Druid spell list. Rather than choosing, you may start with - Druidcraft and Produce Flame cantrips. ___ - Whenever you gain a Druid level, you can replace one of - your cantrips with another cantrip of your choice from the - Druid spell list. ___ - When you reach 4th and 10th level in this class, you learn - another cantrip of your choice from the Druid spell list, as - shown in the Cantrips column of the Druid table. ___ -
Spell Slots:
The Druid table shows how many spell slots - you have to cast your spells of 1st level and higher. To - cast one of these spells, you must expend a slot of the - spell’s level or higher. You regain all expended spell slots - when you finish a Long Rest. ___ -
Prepared Spells of 1st+ Level:
You prepare the list of - spells of 1st level and higher that are available for you to - cast with this feature. To start, choose four 1st-level spells - from the Druid spell list. Rather than choosing, you may - start with the Animal Friendship, Cure Wounds, Faerie - Fire, and Thunderwave spells. ___ - The number of spells on your list also increases as you - gain Druid levels, as shown in the Prepared Spells column - of the Druid table. Whenever that number increases, - choose additional spells from the Druid spell list until the - number of spells on your list matches the number on the - table. The chosen spells must be of a level for which you - have spell slots. For example, if you’re a 3rd-level Druid, - your list of prepared spells can include six spells of 1st or - 2nd level, in any combination. ___ - If another Druid feature gives spells that you always have - prepared, those spells don’t count against the number of - spells on the list you prepare with this Spellcasting - feature, but those spells otherwise follow the rules in this - feature. ___ -
Changing Your Prepared Spells:
Whenever you finish a - Long Rest, you can change your list of prepared spells, - replacing one or more of the spells there with other Druid - spells for which you have spell slots. Preparing a new list - requires time spent in prayer and meditation: at least 1 - minute per spell level for each spell you add to the list. ___ -
Spellcasting Ability:
Wisdom is your Spellcasting Ability - for your Druid spells. ___ -
Spellcasting Focus:
You can use a Druidic Focus as a - Spellcasting Focus for the spells you prepare for this class. - This can be placed on a Shield if you like. ___ ##### 2nd level: Wild Shape ___ - The power of nature infuses you, allowing you to assume - the form of an animal. As a Bonus Action, you transform - into a Beast form that you have learned for this feature - (see “Known Forms” below). 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, or die. You can also leave the form early as a - Bonus Action. ___ -
Known Forms:
You know a number of forms for this - feature equal to 2 plus half your Druid level (round up), - chosen from among Beast stat blocks in the Player’s - Handbook that have a maximum Challenge Rating of 1/4 - and that lack a Fly Speed. Rather than choosing, you may - start with the Riding Horse, Spider, and Wolf. Whenever - you finish a Long Rest, you can replace one of your known - forms with another eligible form. ___ - When you gain certain Druid levels, the maximum - Challenge Rating for your forms increases, as shown in - the Beast Shapes table. In addition, starting at level 8, you - can adopt a form that has a Fly Speed. ___ - When choosing a new form, you may look in the Monster - Manual or elsewhere for eligible Beasts if the DM permits - you to do so. ___ ######
Beast Shapes
| Druid level | Max CR | Fly Speed | |:--:|:--:|:--:| | 2 | 1/4 | No | | 4 | 1/2 | No | | 8 | 1 | Yes | ___ -
Number of Uses:
You can use Wild Shape twice. You - regain one expended use when you finish a Short Rest, - and you regain all expended uses when you finish a Long - Rest. You gain additional uses when you reach certain - Druid levels, as shown in the Wild Shape column of the - Druid table. ___ -
Rules While Transformed:
While in a form, you retain - your personality, memories, and ability to speak, and the - following rules apply: ___ \pagebreakNum ___
Game Statistics:
Your game statistics are replaced by the statistics of the Beast, but you retain your Hit Points; Hit Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
Temporary Hit Points:
When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Druid level.
No Spellcasting:
You can’t cast spells, but transforming doesn’t break your Concentration on a spell you’ve already cast or prevent you from taking actions that are part of a spell, such as the Call Lightning spell, that you’ve already cast.
Objects
Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
___ ##### 2nd level: Wild Companion ___ - You can summon a nature spirit that assumes an animal - form to aid you. As a Magic action, you can expend a spell - slot or a use of Wild Shape to cast the Find Familiar spell - without material components. ___ - When you cast the spell in this way, the familiar is a Fey, - and it disappears when you finish a Long Rest. ___ ##### 3rd level: Druid Subclass ___ - You gain a Druid subclass of your choice: Circle of the - Land, Circle of the Moon, Circle of the Sea, or Circle of the - Stars. The Circle of the Moon subclass is detailed after this - class’s description. ___ ___ - A subclass is a specialization that grants you special - abilities at certain Druid levels. For the rest of your career, - you gain each of your subclass’s features that are of your - Druid level and lower. ___ ##### 4th level: Ability Score Improvement ___ - You gain the Ability Score Improvement feat or another - feat of your choice for which you qualify. ____ - As shown on the Druid table, you gain this feature again - at levels 8, 12, 16, and 19. ##### 5th level: Wild Resurgence ____ - If you have no uses of Wild Shape left, you can give - yourself one use by expending a spell slot (no action - required). You can do so only once per turn. ___ - In addition, you can expend one use of Wild Shape (no - action required) to give yourself a level 1 spell slot, and - you can’t do so again until you finish a Long Rest. ____ ##### 7th level: Elemental Fury ____ - The might of the elements flows through you.. You gain - one of the following options of your choice: ___ -
Primal Strike:
Once per turn when you hit a creature with - an attack with a weapon or a Beast form's attack in Wild - Shape, you can cause the target to take an extra 1d8 Cold, - Fire, Lightning, or Thunder Damage (choose when you hit) ___ -
Potent Spellcasting:
You add your Wisdom modifier to - the damage you deal with any Druid cantrip. ___ ##### 9th level: Commune with Nature ___ - You are an expression of nature itself and can commune - with the natural world all around you; you always have - the Commune with Nature spell prepared. ___ ##### 11th level: Beast Spells ___ - While using Wild Shape, you can cast spells in Beast form, - except for any spell that has a Material component with a - cost specified or that consumes its Material component. ___ ##### 13th level: Improved Elemental Fury ___ - The option you chose for Elemental Fury grows more - powerful: ___ -
Primal Strike:
The extra damage of your Primal Strike - increases to 2d8. ___ -
Potent Spellcasting:
When you cast a Druid cantrip and - deal damage to a creature with it, you can give vitality to - yourself or another creature within 60 feet of yourself, - granting a number of Temporary Hit Points equal to twice - your Wisdom modifier ___ ##### 15th level: Inured to Nature ___ - Your knowledge and adaptability to nature makes you - more inured to its more dangerous aspects. At the end of - your turn, you may recover from the following conditions, - no action required:
Affliction, Dazed, Poisoned, Petrified, Paralyzed, or Stunned.
___ ##### 20th level: Archdruid ___ - The vitality of nature constantly blooms within you, - granting you the following benefits: ___ \pagebreakNum
Evergreen Wild Shape:
Whenever you roll Initiative and have less than your maximum number of uses of Wild Shape left, you regain one expended use of it.
Nature Magician:
You can convert uses of Wild Shape into a spell slot (no action required). Choose a number of your unexpended uses of Wild Shape and convert them into a single spell slot, with each use contributing 2 spell levels. You must then finish a Long Rest before you can do so again. For example, if you convert two uses of Wild Shape, you produce a level 4 spell slot.
Longevity
The primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
___ ## Druid Subclasses || |:--:| | Circle of the Land | | Circle of the Moon | | Circle of the Sea | | Circle of the Stars | ___ ### 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. ##### 3rd level: Circle Spells ___ - Your connection to nature infuses you with the ability to - cast certain spells. Whenever you finish a Long Rest, - choose one type of land: arid, polar, temperate, or - tropical. Consult the table below that corresponds to the - chosen type; you have the spells prepared there that are - listed for your Druid level and lower.
Arid Land
Druid Level
Prepared Spells
3rd
Firebolt, Burning Hands, Blur
5th
Fireball
7th
Blight
9th
Wall of Stone
Polar Land
Druid Level
Prepared Spells
3rd
Ray of Frost, Fog Cloud, Hold Person
5th
Sleet Storm
7th
Ice Storm
9th
Cone of Cold
Temperate Land
Druid Level
Prepared Spells
3rd
Shocking Grasp, Sleep, Misty Step
5th
Lightning Bolt
7th
Freedom of Movement
9th
Tree Stride
Tropical Land
Druid Level
Prepared Spells
3rd
Acid Splash, Ray of Sickness, Web
5th
Stinking Cloud
7th
Polymorph
9th
Insect Plague
##### 3rd level: Land's Aid ___ - You can channel the power of the land itself to bolster - friends and harm foes. As a Magic action, you can expend - a use of your Wild Shape and choose a point 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 - 2d6 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 2d6 Hit Points. ___ - When you reach certain Druid levels, the damage and - healing increase by 1d6: 10th level (3d6) and 14th level - (4d6). ___ ##### 6th level: Natural Recovery ___ - Tapping into nature, you can conserve and recover your - magical power. You can cast one of the spells of 1st-level - or higher that you have prepared from your Circle Spells - feature without expending a spell slot, and you must - finish a Long Rest before you do so again. ___ - In addition, when you finish a Short Rest, you can 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 (round up), and none of the slots can be 6th - level or higher. For example, if you’re a 6th-level Druid, - you can recover up to three levels worth of spell slots. You - can recover a 3rd-level spell slot, a 2nd-level spell slot and - a 1st-level spell slot, or three 1st-level spell slots. Once - you recover spell slots with this feature, you can’t do so - again until you finish a Long Rest. ___ ##### 10th level: Nature's Ward ___ - 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 land choice in - the Circle Spells feature, as shown in the Nature’s Ward - table. ___ \pagebreakNum
Nature's Ward
Land Type
Damage Resistance
Arid
Fire
Polar
Cold
Temperate
Lightning
Tropical
Poison
##### 14th level: Nature's Sanctuary ___ - Nature can rise up to protect you and your allies. As a - Magic action, you can expend a use of your Wild Shape - 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. ##### 18th level: Nature's Mastery ___ - You have achieved such mastery over certain spells that - you can cast them at will. Choose a level 1 and a level 2 - spell on the druid spell list that has a casting time of an - action. You always have those spells prepared, and you - can cast them at their lowest level without expending a - spell slot. If you want to cast either spell at a higher level, - you must expend a spell slot as normal. Whenever you - finish a Long Rest, you can exchange one of those spells - for another eligible spell of the same level from the druid - spell list. ### Circle of the Moon ___ - Druids of the Circle of the Moon draw on the magic of the - moon to transform themselves and to guard the wilds. - Their order gathers under the full moon to share news - and perform rituals. They wander the deepest parts of the - wilderness, where they might go for weeks before - crossing paths with another person, 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 as a bear to drive off a trespassing monster. - The wild is in the Druid’s blood. ##### 3rd level: Circle Spells ___ - Your connection to this circle ensures that you always - have certain spells ready. When you reach a Druid level - specified in the Circle of the Moon Spells table, you - thereafter always have the listed spells prepared. ___ - In addition, you can cast the spells from this feature while - you are in Wild Shape form. ___
Circle of the Moon Spells
Druid Level
Prepared Spells
3rd
Starry Wisp, Cure Wounds, Moonbeam
5th
Vampiric Touch
7th
Fount of Moonlight
9th
Dawn
___ ##### 3rd level: Improved Wild Shape Forms ___ - You have learned ancient techniques that allow you to - channel lunar magic when you assume a Wild Shape - form, granting you the following benefits: ___ ___
Challenge Rating:
The maximum Challenge Rating for the form equals your Druid level divided by 3 (round down).
Armor Class:
Your AC equals 13 plus your Wisdom modifier until you leave the form.
Primal Proficiency:
When making attacks with a Beast form, add your Druid proficiency or the Beast proficiency, whichever is higher. In addition, when making attack rolls, you may use your Druid Wisdom bonus instead of the creatures Strength or Dexterity bonus for the purposes of attacks and damage.
Temporary Hit Points:
You gain a number of Temporary Hit Points equal to three times your Druid level.
##### 6th level: Monstrosity Traits ___ - While In Wild Shape form, you gain the following traits:
Savage Strikes:
Each of your attacks in Wild Shape form can deal its normal damage type or one of the following damage types: Radiant, Necrotic, Poison, Acid.
Savage Resilience:
You can add your Wisdom Modifier to your Constitution Saving throws.
___ - In addition, you gain one of the following features chosen - each time you transforms with your Wild Shape Feature.
Monstrous Build:
You gain advantage on Strength Saving throws and Checks, and your Reach with your melee beast attacks increases by 5 ft. You may use your Wisdom modifier for Unarmed Strikes: Shove and Grapple Check DC's
Resilient Damage Mitigation:
You gain Damage Mitigation to Bludgeoning, Piercing and Slashing damage done with non-silvered attacks equal to your Wisdom Modifier.
Regenerative Health:
While you are in Wild Shape form, if you have less than 3 times your Druid level in Temporary hit points, you gain a number temporary hit points equal to your Wisdom modifier. Add these to any existing Temporary hit points, up to a maximum of three times your Druid level.
___ \pagebreakNum ##### 10th level: Moonlight Step ___ - 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 level 2 or higher - for each use you want to restore (no action required). ___ ##### 14th level: Lunar Form ___ - The power of the moon suffuses you, granting you the - following benefits:
Improved Savage Strikes:
When you hit with an attack while in your Wild Shape form, you may use a Bonus action to add 1d10 per spell slot expended (up to 5th level slot maximum) in extra Radiant, Necrotic, Poison, or Acid damage, your choice when you hit.
Shared Moonlight:
Whenever you use Moonlight Step, you can also teleport one willing creature. That creature must be within 10 feet of you, and you teleport it to an unoccupied space you can see within 10 feet of your destination space.
___ ##### 18th level: Inspiring Wild Shape ___ - When you Wild Shape, you may spend a 4th level spell - slot or higher to turn an ally into one of your Wild Shape - forms, gaining the same benefits that you do while - Transformed. You can choose what form they take and - they use your Wisdom modifier whenever your Wild - Shape feature would reference it for features. The Ally - stays in Wild Shape form for 8 hours or until they use - their Bonus Action to end it earlier. ___ - If they have Spell Slots they may use them on Lunar - Forms: Improved Savage Strikes and they may use spell - slots to channel Moonlight Step when their uses of - Moonlight step run out (using your Wisdom Modifier) ___ - They may also cast your Circle of the Moon Spells using - their Spell slots if they so choose. ### Circle of the Sea ___ - Druids of the Circle of the Sea draw on the tempestuous - natural forces of the world’s oceans and storms. Some - view themselves as embodiments of nature’s wrath, - seeking vengeance against those who despoil the natural - world. Others seek mystical unity with nature by attuning - themselves to the ebb and flow of the tides, following the - rush of currents and waves, and listening to the - inscrutable whispers and roars of the winds. ##### 3rd level: Circle Spells ___ - Your connection to this circle ensures that you always - have certain spells ready. When you reach a Druid level - specified in the Circle of the Sea Spells table, you - thereafter always have the listed spells prepared. ___
Circle of the Sea Spells
Druid Level
Prepared Spells
3rd
Ray of Frost, Fog Cloud, Thunder Wave, Gust of Wind, Shatter
5th
Sleet Storm, Lightning Bolt
7th
Control Water, Ice Storm
9th
Conjure Elemental, Hold Monster
##### 3rd level: Wrath of the Sea ___ - As a Bonus Action, you can expend a use of your Wild - Shape to manifest an aura that takes the form of ocean - spray that surrounds you. The aura lasts for 10 minutes. It - ends early if you have the Incapacitated condition, dismiss - it (no action required), or manifest the aura again. ___ - At the end of each of your turns, you can choose another - creature you can see within 10 feet of yourself. The target - must succeed on a Constitution saving throw against your - Spell Save DC or take Thunder damage and, if the - creature is Large or smaller, be pushed up to 15 feet away - from you. To determine this damage, roll a number of d6s - equal to your Wisdom modifier (minimum of one die). ##### 6th level: Aquatic Affinity ___ - You always have the Water Breathing spell prepared. In - addition, you gain a Swim Speed equal to your twice your - Speed. If you use Wild Shape to assume a form that lacks - a Swim Speed, that form gains your Swim Speed. ___ - In addition, you gain Blindsight out to 60 feet while - completely submerged. ##### 10th level: Storm Born ___ - Your Wrath of the Sea confers two more benefits while - active: ___
Flight:
You gain a Fly Speed equal to your Speed.
Damage Mitigation
You have Damage Mitigation equal to half your Druid level to Cold, Lightning, and Thunder damage.
___ ##### 14th level: Oceanic Gift ___ - Whenever you use Wrath of the Sea, you can manifest the - aura around one willing creature within 60 feet of you - rather than manifesting it around yourself. The creature - gains all the benefits of the aura and uses your Spell Save - DC and Wisdom modifier for it. ___ - In addition, you can manifest the aura around both the - other creature and yourself if you expend two uses of - your Wild Shape, instead of one, when manifesting the - aura. ___ \pagebreakNum ##### 18th level: Conquerer of the Seas ___ - When Wrath of the Sea confers more benefits while - active: ___
Damage Resistance:
You have Damage resistance to Cold, Lightning and Thunder
Multiple Targets:
You may choose two targets at the end of each of your turns to make the save to be pushed and take damage.
Difficult Terrain:
Area within 15 feet of you is considered Difficult terrain
___ ### Circle of the 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. ##### 3rd level: Star Map ___ - 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 Wisdom Modifier, and you regain all expended uses when you finish a long rest.
___ - If you lose the map, you can perform a 1-hour ceremony - to magically create a replacement. This ceremony can be - performed during a short or long rest, and it destroys the - previous map. | d6 | Map Form | |:--:|:--:| | 1 | A scroll covered with depictions of constellations | | 2 | A stone tablet with fine holes drilled through it | | 3 | A speckled owlbear hide, tooled with raised marks | | 4 | A collection of maps bound in an ebony cover| | 5 | A crystal that projects starry patterns when placed before a light | | 6 | Glass disks that depict constellations | ##### 3rd level: Starry Form ___ - You gain the ability to harness constellations' power to - alter your form. As a bonus action, you can expend a use - of your Wild Shape feature to take on a starry form, rather - than transforming into a beast. ___ - While in your starry form, you retain your game statistics, - but your body becomes luminous; your joints glimmer - like stars, and glowing lines connect them as on a star - chart. This form sheds bright light in a 10-foot radius - and dim light for an additional 10 feet. The form lasts for - 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.
___ ##### 6th level: Cosmic Omen ___ - 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 - Wisdom Modifier and you regain all expended uses - when you finish a long rest. ___ \pagebreakNum ___ ##### 10th level Twinkling Constellations ___ - The constellations of your Starry Form improve. The 1d8 - of the Archer and the Chalice becomes 2d8, and while the - Dragon is active, you have a flying speed of 20 feet and - can hover. ____ - Moreover, at the start of each of your turns while in your - Starry Form, you can change which constellation glimmers - on your body. ___ ##### 14th level: Full of Stars ___ - While in your Starry Form, you become partially - incorporeal, giving you resistance to bludgeoning, - piercing, and slashing damage. ___ - Also gain resistance to Radiant and Force damage. ##### 18th level: Nebulous Mastery ___ - You gain both options available for your Cosmic Omen - feature. ___ - You now can cast Guiding Bolt at will and instead can - instead a number of times equal to your Wisdom modifier - Split it into 2 beams, targetting different creatures with - each beam and the creatures must be within 30 feet of - each other and each within range of Guiding bolt Spell. - This feature recharges when you finish a Short Rest - or Long Rest. \pagebreakNum ## Appendix ___ - ### Conditions (new) ___ ##### ***Affliction [Condition]*** ___ - While you have this condition, you suffer from one or - more of the following while having this condition:
Lingering Effects:
You continue to take damage of the type specified when you gain this condition at the start of your turn, you roll 3 successful Constitution saving throws to remove this effect. Number of Failures does not matter.
Lycanthrope/Diesease/Vampirism/Cursed/Hexed:
At the end of a Long rest, make a Constitution Saving throw. If you succeed, you are not affected by this Affliction until your next Long Rest. Succeed 3 times to completely remove the Affliction and no longer require the saving throw. Failing causes the affliction to resolve. Lycanthropy and Vampirism last until a Cure is received, decided by the DM. Hexed/Curse last until the Next Long Rest to make additional save. Dieseases will specify what happen when the character fails the saving throw.
Lingering Conditions:
You are Afflicted with the corresponding condition, even if you normally would not have the condition. At the Start of your turn, make a Constitution Saving throw. Once you succeed three times, your Affliction for the condition are gone, but you may still have the condition, depending on if the situation of that condition is resolved. Resolve the condition as normal.
___ - When an Affliction is used it will be listed such as Affliction - [Fire](Lingering Effects) or Affliction [Restrained](Lingering - Condition) or Affliction[Cursed] ### New Terms & Definition ___ ##### ***Damage Mitigation*** ___ - When you have a Damage Mitigation feature you reduce - the damage, sometimes limited by damage type, by a - set amount or by a formula amount before any other - resistances or vulnerabilities occur. This is similar in how - the Heavy Armor Master feat works.