
The Druid
The ancient halfling hobbled out
of the cavern she called home, and
prepared to deal with the hobgoblins
who had defiled the sacred forest she
was sworn to protect. Muttering an
incantation in the old tongue, a spirit
appeared before her and took the
shape of a massive panther. The
hobgoblins would regret the
day they had dared to harvest
timber from this sage's forest.
A feral elf got down on all fours, and as
the yeti charged toward him, his body bent
and changed. Where the slim elf had stood,
now there was a massive brown bear, able to
match the ferocious yeti in strength. After a brief
but savage battle, the yeti lay dead, and a wild-eyed
bear transformed back into an elf, but the elf's eyes
burned with the ferocity of the great wild predator.
The elder tortle closed his eyes and gave himself over to
the colony of fungi which resided within his body. Instantly,
he was covered in virulent growth and surrounded by a cloud of deadly spores. Knowing his time was short, the symbiotic being stepped forward to do battle with the horde of ghouls.
All three of the wielders of nature magic described above are Druids, conduits of primal creation maigc and guardians of the wilderness. Druids channel this elder power to unleash the fury of the elements, verdant plants, and savage beasts.
Disciples of Elder Magick
Before the gods formed their Domains and clerics walked the material plane, Druids learned to channel the primal magicks present within creation to minister to mortal peoples. Druids are disciples of the most ancient rites, preserving these elder magicks and passing them on to the next generation.
These magicians of the natural world are not organized in formal hierarchies. Rather, they organize in Circles, informal associations of Druids who safeguard sacred groves, or work to master specific traditions of primal magick. Not all Druids are aligned, and some Circles find their ideals in conflict.
Sages of the Natural Order
Regardless of their ideals, all Druids use their influence over the forces of nature to preserve the wilderness. They are the guardians of plant life, wild animals, and natural formations. Druids will unleash the fury of nature on any who attempt to exploit the wilds or upend the natural order of things. Some Druids are passive wardens, living deep in the wild places of the world, far from civilization. While others use their magic to bring the fight to civilization, anywhere it spreads.
All Druids have an affinity for animals, particularly beasts who make their home in the wilds. Likewise, these sages all have a deep knowledge of plants, weather, and the elements. How Druids make use of this connection to nature can vary greatly. Most live in harmony with the wilds, only setting off on a life of adventure when their ecosystem is under threat. However, before settling in to this peaceful existence, many Druidic Circles require their initiates to venture out into the
world to experience the wild variety and beauty of nature.
Creating
Your Druid
When creating your Druid, consider why they have chosen to venture out into the world. Why have they left the comforts of nature to risk a life of adventure? Are they on a ritual quest at behest of their Circle? Is their natural home under threat? Do they want to experience the variety of the natural world?
Also, consider which aspects of nature your Druid feels the strongest connection to. Are they a great sage of the elements who channels the waters, winds, stones, and flames? Do they serve as the caretaker of the eldest forests and small flowers? Or, are they a feral warrior who lives among wild beasts?
Multiclassing and the Druid
If your group uses multiclassing, here's what you need to know if you take a level in the Druid class.
Ability Score Minimum. As a multiclass character, you must have at least a Wisdom score of 13 to take a level in the Druid class, or to take a level in another class if you are already a Druid.
Proficiencies. If Druid isn't your initial class, here are the proficiencies you gain when you take your first Druid level: light and medium armor, shields.
Spellcasting. Add all of your levels in the Druid class to the appropriate levels from other classes to determine available spell slots.






The Druid
| Level | PB | Features | Cantrips Known |
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | Primal Surge |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Druidic Initiate, Spellcasting | 2 | 2 | — | — | — | — | — | — | — | — | — |
| 2nd | +2 | Primal Surge | 2 | 3 | — | — | — | — | — | — | — | — | 2 |
| 3rd | +2 | Druidic Circle | 2 | 4 | 2 | — | — | — | — | — | — | — | 2 |
| 4th | +2 | Ability Score Increase | 3 | 4 | 3 | — | — | — | — | — | — | — | 2 |
| 5th | +3 | — | 3 | 4 | 3 | 2 | — | — | — | — | — | — | 2 |
| 6th | +3 | Circle Feature | 3 | 4 | 3 | 3 | — | — | — | — | — | — | 2 |
| 7th | +3 | — | 3 | 4 | 3 | 3 | 1 | — | — | — | — | — | 3 |
| 8th | +3 | Ability Score Increase | 3 | 4 | 3 | 3 | 2 | — | — | — | — | — | 3 |
| 9th | +4 | — | 3 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | 3 |
| 10th | +4 | Circle Feature | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | 3 |
| 11th | +4 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | 3 |
| 12th | +4 | Ability Score Increase | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | 3 |
| 13th | +5 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | 3 |
| 14th | +5 | Elder Body | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | 3 |
| 15th | +5 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | 4 |
| 16th | +5 | Ability Score Increase | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | 4 |
| 17th | +6 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | 4 |
| 18th | +6 | Circle Feature | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | 4 |
| 19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 4 |
| 20th | +6 | Archdruid | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 4 |
Class Features
Hit Points
- Hit Dice: 1d8 per Druid level
- Hit Points at 1st Level: 8 + your Constitution modifier.
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Druid level after 1st
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, scimitars
- Tools: Herbalism Kit
- Saving Throws: Intelligence, Wisdom
- Skills: Choose any two: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
Starting Equipment
As a Druid, you start with the following equipment, along with the equipment granted to you by your background:
- (a) a sickle or (b) a dagger
- (a) a scimitar or (b) any simple weapon
- (a) a scholar's pack or (b) an explorer’s pack
- leather armor and a Druidic Focus.
Quick Build
You can make a Druid quickly by using these suggestions: First, make Wisdom your highest ability score, followed by Constitution. Second, choose the Hermit background. Last,
select the druidcraft and control flame Cantrips.
Druidic Initiate
At 1st level, you learn Druidic, the sacred tongue of your elder order. You can speak this language and use it to leave hidden messages only decipherable by those who speak Druidic.
You also gain proficiency in Nature, and can use Wisdom, in place of Intelligence, for Nature checks. If you are already proficient in Nature, you instead add double your proficiency bonus to any Wisdom (Nature) checks you make.
Spellcasting
At 1st level, you begin to learn ancient rites and rituals which allow you to draw upon the power of nature to cast spells:
Cantrips
At 1st level, you learn two Cantrips of your choice from the Druid Spell List. You learn another Druid Cantrip at 4th and 10th level, as shown in the Cantrips Known column above.
Preparing & Casting Spells
The Druid table above shows how many spell slots you have to cast spells. To cast a Druid spell of 1st-level or higher, you must expend a slot of the spell's level or higher. You regain all of your expended spell slots when you finish a long rest.
During each long rest, you prepare the list of Druid spells that are available for you to cast, by meditating on nature.
When you do so, choose a number of Druid spells equal to your Wisdom modifier (minimum of 1) + your Druid level. All spells must be of a level for which you have spell slots.
Ritual Casting
Your connection with the natural world allows you to draw out its elder magick. You can cast any Druid spell you have prepared as a Ritual so long as the spell has the Ritual tag.
Spellcasting Ability
Your power is drawn from an intuitive knowledge of nature, so Wisdom is your spellcasting ability for Druid spells. You use Wisdom when a spell refers to your spellcasting ability, your Spell save DC, or when you make a spell attack roll.
Spell save DC = 8 + your proficiency bonus
+ your Wisdom modifier
Spell attack modifier = your proficiency bonus
+ your Wisdom modifier
Spellcasting Focus
You can use a Druidic Focus as the spellcasting focus for your Druid spells. See the Player's Handbook for example Foci.
Spellcasting Restrictions
Due to its highly disruptive properties, you cannot cast Druid spells while you are wearing armor or shields made of metal.
Primal Surge
At 2nd level, you learn to channel the elder power of nature to produce effects beyond those of spells. You know two Primal Surges of your choice from the list at the end of this class.
You can use Primal Surge twice. You regain one use after a short rest, and all uses after a long rest. The number of times you can use Primal Surge increases at certain Druid levels as shown in the Primal Surge column of the Druid class table.
Whenever you gain a level in this class you can replace one of the Primal Surges you know with another Primal Surge of
your choice from the list at the end of this class.
Druidic Circle
At 3rd level, you have mastered enough of the elder magicks and rituals to formally join one of the Druidic Circles below:
| Decay | Moon |
| Land | Tides |
Your Druidic Circle grants you features at 3rd level, and again when you reach 6th, 10th, and 18th level in this class.
All Druidic Circle features use your Druid Spell save DC.
Circle Spells
Most Druidic Circles have a list of Circle Spells you always have prepared once you reach the Druid levels noted in that Circle's description. Your Circle Spells count as Druid spells for you, but they do not count against the spells you prepare.
Ability Score Improvement
When you reach 4th level, you can increase one of your ability scores by 2, or two of your ability scores by 1. You cannot use this feature to increase your ability scores above 20. You gain this feature again at 8th, 12th, 16th, and 19th level.
Elder Body
At 14th level, your body becomes one with the elder magicks you wield. For every 10 years that pass, your body only ages 1 year, and you suffer none of the physical effects of old age.
Also, whenever you fail a saving throw, you can expend one Primal Surge as a reaction to repeat that saving throw.
Archdruid
You are a true master of the elder magick of the Druids. Upon reaching 20th level, you regain one use of Primal Surge at the start of each of your turns in combat.




Druid Spell List
Below are the spells available to the Druid, organized by spell level. They are from the Player's Handbook, Xanathar's Guide to Everything *, and Tasha's Cauldron of Everything **. Spells that can be cast as Rituals are marked with the (r) tag.
Spells marked ll can be found found in laserllama's Compendium of Spells, which includes both new and alternate spells.
Cantrips (0-Level)
beckon air ll
control flame ll
create bonfire *
druidcraft
frostbite *
guidance ll
infestation *
magic stone *
mending
mold earth ll
poison spray ll
primal savagery ll
resistance ll
shape water ll
shillelagh
thorn whip
thunderclap *
1st-Level
absorb elements *
animal friendship
beast bond ll
charm person
create snare ll
create water ll
cure wounds
detect magic (r)
detect poison & disease
earth tremor *
entangle
faerie fire
fog cloud
goodberry ll
healing word
ice knife *
jump ll
longstrider
protection from good & evil
purify food & drink (r)
speak with animals (r)
thunderwave
torrent ll
2nd-Level
animal messenger (r)
augury
aura of frost ll
awaken plant ll
barkskin ll
beast sense (r)
conjure beast ll
continual flame
darkvision
dust devil *
earthbind *
elemental blade ll
enhance ability
enlarge/reduce
flaming sphere
gust of wind
healing spirit *
heat metal
hold person
locate creature (r) ll
locate object
magic weapon ll
moonbeam
pass without trace ll
restoration ll
skywrite (r) *
spike growth
warding wind *
3rd-Level
aura of vitality
call lightning
conjure elemental ll
conjure fey ll
daylight
dispel magic
elemental weapon
erupting earth *
feign death (r)
grasping vine ll
meld into stone (r)
plant growth
protection from energy
revivify
3rd-Level (Cont.)
sleet storm
speak with plants
tidal wave *
wall of water *
water breathing (r)
water walk (r)
wind wall
4th-Level
accursed touch ll
blight
charm monster *
control water
divination
dominate beast
elemental bane *
fire shield
freedom of movement
giant insect
guardian of nature *
hallucinatory terrain
ice storm
pillars of earth ll
polymorph ll
stone shape
stoneskin
wall of fire
wall of thorns ll
watery sphere *
5th-Level
antilife shell
awaken
conjure dragon ll
conjure giant ll
commune with nature (r)
cone of cold
contagion
control winds *
insect plague
maelstrom *
mass cure wounds
planar binding
reincarnate
5th-Level (Cont.)
scrying
transmute rock *
tree stride
wall of stone
wrath of nature *
6th-Level
druid grove *
heal
heroes' feast
investiture of flame *
investiture of ice *
investiture of stone *
investiture of wind *
move earth
primordial ward *
sunbeam
transport via plants
wind walk
7th-Level
fire storm
mirage arcane
plane shift
regenerate
reverse gravity
symbol
whirlwind ll
8th-Level
antipathy ll
control weather
earthquake
feeblemind
incendiary cloud
sunburst
tsunami
9th-Level
foresight
shapechange ll
storm of vengeance ll
true resurrection


Primal Surges
Below are the Primal Surges available for Druids to learn. Each time you gain a Druid level, you can replace one Primal Surge you know with another Primal Surge of your choice:
Ancient Rites
You empower your Rituals with the elder magic of nature. As an action, you can expend a Primal Surge to instantly cast a Ritual Druid spell, so long as you have that spell prepared.
Elder Magick
When you cast a Druid spell, you can expend a Primal Surge to cast that spell as if you spent a spell slot one level higher, even if you normally would not be able to cast it as that level.
Elemental Eruption
As an action, you expend a primal surge to cause an 30-foot-tall, 5-foot radius cylinder of elemental power to erupt from a point you can see within 30 feet, then it disapears. Choose its element and damage type: Air (thunder), Earth (bludgeoning), Fire (fire), or Water (cold). Targets in that area must succeed on a Dexterity saving throw or take damage equal to 2d6 + your Druid level. On a success, they take half damage.
At certain Druid levels you can create additional eruptions, which cannot overlap: at 8th level (2) and at 16th level (3).
Primal Bond
As an action, you can touch one non-hostile Beast or Plant of CR 0 and expend a Primal Surge to bond it to you with elder rites. This bond uses the rules of the conjure familiar ll spell, but the target retains its creature type and cannot be sent to a
pocket dimension. While this bond lasts, you cannot regain
the Primal Surge spent to bond the creature.
This bond persists until you use your action to end it, you
bond another creature, or the creature dies. Should it die,
you can use your action to expend a Primal Surge, touch it
and restore the creature to life at its maximum hit points
and with your Primal Bond restored.
The CR limit of Beasts and Plants you can bond
increases at the Druid levels shown below:
| Druid Level | Max. CR |
|---|---|
| 4th | ⅛ |
| 8th | ¼ |
| Druid Level | Max. CR |
|---|---|
| 12th | ½ |
| 16th | 1 |
Verdant Growth
As an action, you can spend a Primal Surge to exude an aura of verdant magic. For 1 minute, or until you are Incapacitated, the area within 15 feet of you is difficult terrain for creatures of your choice, as wild plant growth erupts from the ground to hinder the movement of your foes.
At certain Druid levels the radius of this aura of Verdant Growth increases: at 8th (20 feet) and 16th level (25 feet).
Wild Shape
As a bonus action, you can expend a Primal Surge to Shift your form into that of a Beast, using the following rules:
Beast Shapes. You know two Beast Shapes of CR ¼ or lower. They must both be Tiny or smaller, and you must have seen a live specimen of that Beast before to select it.
Learning New Beast Shapes. As an action, you touch a Friendly Beast of CR ¼ or lower, and expend a Primal Surge to gain knowledge of its Beast Shape. There is no limit to the number of Beast Shapes you can learn in this way.
The Maximum CR of the Beast Shapes you can learn and Shift into increases at certain Druid levels, as shown below:
| Druid Level | Max. CR |
|---|---|
| 2nd | ¼ |
| 4th | ½ |
| Druid Level | Max. CR |
|---|---|
| 8th | 1 |
| 16th | 2 |
Statistics. When you Shift, your statistics are replaced by those of the Beast, but you retain your alignment, personality, hit points, and Intelligence, Wisdom, and Charisma scores.
You retain your proficiencies and gain those of the Beast. If you both share a proficiency, you can use the higher bonus.
Equipment. You choose whether your equipment falls to the ground, merges with your Beast Shape, or is worn by it. Your equipment does not change size, and you only retain its benefits if the Beast Shape can wear and use the object.
Features. You retain all features and can use them so long as the Beast is capable of doing so. You do not retain special senses, but use the senses of the Beast. You can't cast spells, but you can maintain concentration on spells and abilities.
Duration. You can remain in Beast Shape for 1 hour. You revert if you become Unconscious or you use a bonus action to do so. Finally, if you take any damage or fail a saving throw as a Diminutive sized Beast Shape, you instantly revert.







Druidic Circles
Choose a Druidic Circle from the options below that best represents your Druid's elder magick and primal power:
| Decay | Moon |
| Land | Tides |
Circle of Decay
You are a disciple of life and death who understands the
vital role that decomposers play in that cycle. Serving as
a host to a powerful colony of natural fungi, you channel
the power of death through decay, doling out death, and drawing life to yourself and the fungal colony you host.
Decay Spells
3rd-level Circle of Decay feature
You have certain spells prepared at the Druid levels in
the table below. The spells count as Druid spells for you,
but do not count against the spells you prepare each day:
| Druid Level | Spells |
|---|---|
| 3rd | inflict wounds gentle repose (r) |
| 5th | animate dead ll |
| 7th | blight |
| 9th | cloudkill |
Fungal Host
3rd-level Circle of Decay feature
Ancient rites of decay and death transform you into the host for a colony of elder fungi, granting you certain benefits:
Deadly Spores. You learn the chill touch Cantrip. It does not count against your Cantrips Known, and when you use it, it takes the form of deadly fungal spores.
Elder Necrosis. Whenever you damage a creature with an attack or Druid spell, you can choose to deal necrotic damage in place of the normal damage dealt by that attack or spell.
Symbiotic Colony. Whenever you deal necrotic damage to a creature within 15 feet, you can gain temporary hit points equal to the necrotic damage dealt (up to your Druid level).
This feature has not effect on Constructs or Undead.
Fungal Guardian
3rd-level Circle of Decay feature
As a bonus action, you can expend a Primal Surge to merge with your fungal colony, transforming into a Fungal Guardian for up to 10 minutes. You instantly revert to your normal form if you are Incapacitated, or if you use a bonus action to revert. While you are transformed, you gain the benefits below:
Fungal Shell. You gain temporary hit points equal to twice your Druid level. Any temporary hit points that you gain from Symbiotic Colony after you transform are added to this pool of temporary hit points, instead of replacing them. However, its total cannot exceed twice your Druid level.
Miasma of Spores. You fill the air around you with fungal spores. Living creatures of your choice that begin their turn within 10 feet of you must succeed on a Constitution saving throw or take 1d8 necrotic damage.
At certain Druid levels, this necrotic damage increases: at 6th level (2d8), 10th level (3d8), and lastly at 18th level (4d8).
Symbiotic Thrall
6th-level Circle of Decay feature
The elder fungi within your body can reanimate your foes. When you kill a creature with a CR equal to your Druid level or lower with necrotic damage, you can cast animate dead on its corpse as part of the same effect, without spending a spell slot. Undead Thralls created by this feature have hit points equal to twice your Druid level, and crumble into a harmless heap of fertile soil after 1 minute, or when destroyed.
You can cast animate dead this way without expending a spell slot a number of times equal to your Wisdom modifier, and you regain all uses when you finish a long rest.
Virulent Spores
10th-level Circle of Decay feature
Your spores have greatly increased in potency. The radius of your Miasma of Spores increases to 15 feet. Moreover, your Thralls created by Symbiotic Thrall also emanate a Miasma of Spores out to a 5-foot radius.
However, Thralls do not gain temporary hit points from it.
Elder Colony
18th-level Circle of Decay feature
You have become one with the fungal colony that fuels your magic. If you have fewer than half your hit points remaining, you can choose for Symbiotic Colony to restore hit points in place of gaining the normal temporary hit points.
Lastly, the area of the Miasma of Spores from you and your Thralls is difficult terrain for creatures of your choice.







Circle of the Land
Druids of the Land are the most common Druids, if a Druid can be considered common at all. These sages of the natural world are able to attune their magic to any wild environment, giving them the ability to channel the primordial magic of the flora, fauna, and natural formations that surround them.
Acolyte of Nature
3rd-level Circle of the Land feature
Your Circle has passed to you its deep knowledge of primal magic. You can ignore all difficult terrain imposed by natural environments, like deep snow, swampland, or dense jungle.
Natural Regeneration
3rd-level Circle of the Land feature
You can draw on the ambient magic present in all creation to regain some of your elder power. When you complete a short rest, you can choose to forgo regaining a use of Primal Surge to instead regain a single expended spell slot of a level equal to your Wisdom modifier or lower (minimum of 1st-level).
Terrain Spells
3rd-level Circle of the Land feature
In place of Circle Spells, your magic is bound to that of the land. Over the course of 1 hour, which can be during a short or long rest, you can perform an ancient ritual to attune your magic to that of your current Terrain. At the end of the ritual, choose the Terrain from the table on the following page that best represents your current surroundings. Performing this ritual ends your attunement to any previous Terrain.
While attuned, you always have the corresponding Terrain Spells prepared at the Druid levels shown in the table. These Terrain spells become Druid spells for you, but they do not count against the number of spells you prepare each day.
Overgrowth
3rd-level Circle of the Land feature
As an action, you can expend one Primal Surge and choose a 15-foot cube you can see within 30 feet, with at least one side on a flat surface. A burst of violent plant growth erupts in that space and forcing creatures to make a Dexerity saving throw. They take 3d6 magical slashing damage on a failure, and half as much damage on a success.
This area of overgrown plant life counts as difficult terrain. It remains for 1 hour, until it is destroyed, or until you use this feature again. Creatures that move through its area take 1d6 magical slashing damage for every 5 feet they pass through.
Primeval Growth
6th-level Circle of the Land feature
When you use Overgrowth, you can designate any number of creatures that can ignore its effects, and while they are in its area, these creatures gain the benefits of half cover.
Finally, the damage dealt by Overgrowth increases to 4d6. It increases again at 10th level (6d6), and at 18th level (9d6).
Natural Ward
10th-level Circle of the Land feature
You can draw on the elder magic of nature to shield you from the elements. When you take acid, cold, fire, lightning, poison, or thunder damage, you can use your reaction to expend one Primal Surge and gain resistance to that damage type. This damage resistance lasts until you use this reaction again.
Elder Magician
18th-level Circle of the Land feature
You are a master of your Terrain Spells. You can be attuned to two different Terrains at one time, always having both sets of spells prepared. Finally, when you perform the Terrain Spells
ritual, you can replace one
of your Terrain Spell lists
with any Terrain that you
previously attuned to.







Terrain Spells
| Druid Level | Coast | Desert | Forest | Plains |
|---|---|---|---|---|
| 3rd | shape water ll fog cloud misty step |
control flame ll silent image dust devil * |
thorn whip entangle barkskin ll |
primal savagery ll longstrider pass without trace ll |
| 5th | tidal wave * | wall of sand * | grasping vine ll | haste |
| 7th | watery sphere * | hallucinatory terrain |
wall of thorns ll | freedom of movement |
| 9th | maelstrom * | seeming | tree stride | far step |
| Druid Level | Mountains | Swamp | Tundra | Underground |
|---|---|---|---|---|
| 3rd | mold earth ll earth tremor * spike growth |
infestation * grease spider climb |
frostbite * ice knife * hold person |
poison spray ll sleep blindness/deafness |
| 5th | call lightning | stinking cloud | slow | enemies abound * |
| 7th | pillars of earth ll | giant insect | ice storm | stone shape |
| 9th | wall of stone | insect plague | cone of cold | passwall |
Terrain Beyond the Material
The Terrains included here reflect those present on the Material Plane, where most adventures will take place. When playing a high-level Land Druid whose adventures will span the multiverse, talk with your DM about designing exotic Planar Terrains that reflect the wondrous locations you will encounter across the multiverse.




Circle of the Moon
Drawing upon the ephemeral power of the moon, Druids who belong to this ancient Circle can change their form, taking on the shapes of wild Beasts. From the deadliest predator to the smallest insect, Druids of the Moon protect land, sea, and sky, wielding the many savage and subtle powers of Beasts.
Lunar Wild Shape
3rd-level Circle of the Moon feature
Your Circle has preserved and perfected the ancient magic of shapeshifting. You learn the Wild Shape Primal Surge if you did not already know it, and it can't be replaced. If you knew Wild Shape, you learn another Primal Surge of your choice.
When you use Wild Shape, you can expend a spell slot in place of a Primal Surge to infuse the Beast Shape with lunar power, granting that transformation the benefits below:
Greater Beast Shapes. When you unlock the spell slots shown in the table below (at the levels on the Druid table), you can learn and Shift into Beasts of the corresponding CR. To do so, you must expend a spell slot of that level or higher:
| Spell Slot | Beast CR |
|---|---|
| 2nd | 1 |
| 3rd | 2 |
| 4th | 3 |
| 5th | 4 |
| Spell Slot | Beast CR |
|---|---|
| 6th | 5 |
| 7th | 6 |
| 8th | 7 |
| 9th | 8 |
When you join this Circle at 3rd level, you learn two Beast Shapes of your choice of CR 1 or lower, you must have seen a live specimen of these Beast to select them with this feature.
Lunar Fortitude. When you Shift into a Beast Shape, you also gain temporary hit points equal to twice your Druid level, which last for the duration of this transformation.
Lunar Warrior. While in a Beast Shape, unless the Beast's innate bonus is higher, you use your Spell attack modifier for your Natural Weapon attacks, and your Spell save DC for any
saving throws you force other creatures to make.
Wild Empathy
3rd-level Circle of the Moon feature
The ancient magicks of your Circle bond you with the wilds. While speaking Druidic, you can verbally communicate with and understand Beasts. When communicating with a Beast, its awareness and knowledge is limited by its Intelligence.
Mystical Forms
6th-level Circle of the Moon feature
While you are in Beast Shape, your Natural Weapon attacks count as magical for the sake of overcoming resistances and immunities to non-magical attacks.
You also learn the primal savagery ll Cantrip, and you can cast it while you are in Beast Shape.
Elder Wild Shape
10th-level Circle of the Moon feature
The elder rites of your Circle empower your transformations. When you use Lunar Wild Shape to empower a Beast Shape transformation, you also have resistance to all bludgeoning, piercing, and slashing damage for the duration.
Damage from silvered weapons bypasses this resistance.
Beast Spells
18th-level Circle of the Moon feature
You have become one with your Beast Shapes, and they are as much your true self as your original body is. You can cast Druid spells as normal while you are in your Beast Shapes, so long as the spell does not have a material component.
Wild Shape & Beasts in 5e
The Circle of the Moon included with the Alternate Druid class is intended to be used with laserllama's Compendium of Beasts, which includes reworked & new Beasts from Challenge Ratings 0 through 8.



Circle of the Tides
Few forces exert as much influence on mortals as the waters. Nourishing rain for crops, raging storms, and winding rivers can bring life or death. Tidal Druids monitor the relationship between the world and the great waters. They use the magic of water to heal the sick, provide rest, and nurture growth.
Disciple of the Waters
3rd-level Circle of the Tides feature
Upon joining this Circle, you are bonded with the primordial power of the great waters. You gain a swimming speed equal to your walking speed, and you can breathe air and water.
You also learn the shape water ll Cantrip. It does not count against your total Cantrips Known, and it cannot be replaced.
Tidal Aura
3rd-level Circle of the Tides feature
You can conjure the magic of the great waters wherever you go. As a bonus action, you can spend a Primal Surge to exude a mystic watery force within a 15-foot radius of yourself. This effect lasts for 1 minute, but it ends if you are Incapacitated. This Tidal Aura grants you the following benefits:
Rip Tide. Creatures of your choice within this Aura treat it as difficult terrain, unless they have a swimming speed.
Tidal Restoration. Tidal magic enhances your restorative power. When you cast a Druid spell that restores hit points to a creature, one target within your Tidal Aura regains bonus hit points equal to your Wisdom modifier (minimum of 1).
Tidal Spells
3rd-level Circle of the Tides feature
You always have certain spells prepared at the Druid levels in the table below. The spells count as Druid spells for you, but they do not count against the spells you prepare each day:
| Druid Level | Spells |
|---|---|
| 3rd | healing word, torrent ll misty step, prayer of healing |
| 5th | mass healing word, tidal wave * |
| 7th | control water, watery sphere * |
| 9th | maelstrom *, raise dead |
Undertow
6th-level Circle of the Tides feature
Your Tidal magicks have grown in power. While Tidal Aura is active, you can use an action to force creatures of your choice in your Aura to make a Strength saving throw or be knocked Prone. Creatures larger than you have advantage on their roll.
Also, if you target a creature within your Tidal Aura with a Tidal Spell, it has disadvantage on its initial saving throw.
Waters of Life
10th-level Circle of the Tides feature
You can channel the elder magic of water to rejuvenate allies. When you activate a Tidal Aura, you gain a pool of temporary hit points equal to your Druid level + your Wisdom modifier that you instantly distribute amongst yourself and creatures of your choice within your Tidal Aura.
When your Tidal Aura ends, any remaining temporary hit points from this feature are also dispelled.
Master of the Waves
18th-level Circle of the Tides feature
You are a master of the elder magic of water, and channel it as an extension of yourself. You gain the following benefits:
- You can cast control water at will, without expending a spell slot. You must concentrate on the spell as normal.
- The radius of your Tidal Aura increases to 30 feet.
- If a creature fails its saving throw against Undertow, it is knocked back 15 feet away from you, then falls Prone.
- You always have the tsunami spell prepared. Once per long rest, you can cast tsunami without spending a spell slot if you are in a body of water large enough to generate such a massive wave (such as an ocean or lake).






Alternate Druid
Become the master of Primal Magic you were meant to be with this alternate take on the Druid for 5e! Includes four revised Druidic Circles.
Version 1.1.0 - Created by /u/laserllama
Last Updated: September 27, 2025
Artist Credits:
Covers - A. Mokhov - Radagast the Brown
Page 1 - Zara Alfonso - Lukamina, Moon Druid
Page 3 - A. Mokhov - Tadeas, Juniper Ascendant
Page 4 - Daniel Correia - Forest
Page 5 - Nicholas Elias - Fauna Shaman
Page 6 -Alexandr Leskinen - Citanul Stalwart
Page 7 - Bram Sels - Golgari Findbroker
Page 8 - Will Gist - Return Triumphant
Page 9, Top - Alayna - Forest M19
Page 9, Bottom - J. Joon Wen - Caves of Kolios
Page 10 - Alix Branwyn - Golden Ratio
Page 11 - Viktor Titov - Coralhelm Guide
Additional Laserllama Homebrew content, including classes, subclasses, and player races, can be found for free on GM Binder.
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