Druid Optional Features
| Level | New Optional Features |
|---|---|
| 2nd | Wildshift, Beastial Traits, New Circles |
| 5th | Multistrike (2) |
| 6th | Circle Feature |
| 8th | Dire Shift |
| 10th | Circle Feature |
| 11th | Multistrike (3) |
| 14th | Circle Feature |
| 17th | Multistrike (4) |
Optional Features
Instead of trying to remake druid entirely, I have elected to simply optional features for druids.
You gain class features in the Player’s Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a druid.
Unlike the features in the Player’s Handbook, you don’t gain the feature here automatically. Any features in the list that have a feature already, these replace that feature.
Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature’s description. These features can be selected separately from one another; you can use one, multiple, or none of them. The following subclasses in this require the base class optional feature, and made with them in mind.
Wildshift 2nd level
Replaces 2nd Level Wild Shape, any features that affect wild shape refers to this instead
You assume the shape of a beast of one of the statblocks below as a bonus action. It uses your Spell save DC and proficiency bonus. While transformed you retain your alignment, personality, hit points, all skill and saving throw proficiencies, and your INT, WIS, and CHA scores. You also determine its appearance.
You can transform into a Beast with the cost of a spell slot. You then can select a number of beastial traits to apply to that beast at the end of this section dependent on the level of the spell slot you used.
Temporary Hit Points. When you transform, you gain temporary hit points equal to 5 times your druid level and they last for the duration of your current transformation, and you revert to your normal form when they deplete.
Equipment. Any natural or unrefined equipment you are wearing or carrying, such as objects made of wood, animal parts, or other natural materials, can merge with your Wildshift form. Any metal or other highly processed equipment, such as metal weapons or armor, fall to the ground.
Features. You retain the benefits of all features from your class, player race, and other sources, and can still use them if the Beast is physically capable of doing so. However, you lose any special senses, unless the Beast also has that sense.
Casting Spells. You cannot cast spells in your Wildshift form. However, you can maintain concentration on spells or other abilities used before you transformed.
Duration & Uses. You can remain in Wildshift form for 1 hour. Your transformation ends early if you end it as a bonus action or if you are reduced to 0 hit points.
Shape of Hound
Medium, beast
- Armor Class 10 + WIS Mod + DEX Mod
- Speed 50ft
- Skills Dex Checks add WIS Mod
- Saving Throws All Match Druid's Wisdom Modifier
- Senses Matches Druid's + PB
- Languages Beast Speak
- Proficiency Bonus Matches Druid's
Keen Senses. You have advantage on perception checks to find creatures
Pack Tactics. If a target is next to an ally, you have advanatage on attack rolls.
Actions
Rend. Melee to hit: (Druid's Spell Attack), 5ft, one target. Hit: 1d8 + WIS Slashing
Shape of Rodent
Tiny, beast
- Armor Class 10 + WIS Mod + DEX Mod
- Speed 30ft
- Skills STR checks have -2, DEX Checks Add your WIS Mod
- Saving Throws All Match Druid's Wisdom Modifier except STR
- Languages Beast Speak
- Proficiency Bonus Matches Druid's
Sneaky. Stealth Checks are made at advantage
Amorphous. You can squeeze into tight spaces at least 1 inch wide.
Actions
Bite. Melee to hit: (Druid's Spell Attack), 5ft, one target. Hit: 1 Piercing
Shape of Sky
Small or Medium, beast
- Armor Class 10 + WIS Mod + DEX Mod
- Speed 15ft, Fly 60ft
- Skills STR checks have -2, DEX Checks Add your WIS Mod
- Saving Throws All Match Druid's Wisdom Modifier except STR
- Languages Beast Speak
- Proficiency Bonus Matches Druid's
Flyby. When flying, you do not provoke attacks of opportunity when leaving enemy reach
Actions
Peak. Melee to hit: (Druid's Spell Attack), 5ft, one target. Hit: 1d4 (1d6 if Medium)+ WIS Piercing
"Use a charge of Wildshape"
For any subclass or feature that lists "expend a use of wild shape" You can instead replace it with using a spell slot.
Shape of Fearsome Beast
Large, beast
- Armor Class 10 + WIS Mod + DEX Mod
- Speed 30ft, Swim 15ft
- Skills STR checks Add your WIS Mod
- Saving Throws All Match Druid's Wisdom Modifier except DEX
- Languages Beast Speak
- Proficiency Bonus Matches Druid's
Relentless. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. At the end of your next turn, you revert back to your normal shape.
Actions
Claws. Melee to hit: (Druid's Spell Attack), 5ft, one target. Hit: 2d6 + WIS Slashing. When you hit, you can also grapple the target as a bonus action as long as they are your size or smaller. The target must contest the roll using the attack roll you used for the attack. The creature must make an action to beat the grapple check with that same roll you made.
Reactions
Interpose. If within 10ft of an ally and they suffer an attack or saving throw, you can rush to them, push them out of the way, and be the new target of the attack.
Shape of Shadows
Tiny or Small, beast
- Armor Class 10 + WIS Mod + DEX Mod
- Speed 30ft, Climb 30ft
- Skills STR checks have -2, DEX Checks Add your WIS Mod
- Saving Throws All Match Druid's Wisdom Modifier except STR
- Languages Beast Speak
- Proficiency Bonus Matches Druid's
Tiny. While Tiny, attacks on you have disadvantage. However, when you suffer a hit, you are automatically reverted to your normal form.
Sneaky. Stealth Checks are made at advantage
Amorphous. You can squeeze into tight spaces at least 1 inch wide.
Actions
Sting. Melee to hit: (Druid's Spell Attack), 5ft, one target. Hit: 1 Piercing.
Web. (Recharge 5-6)(Medium Size Only) *Ranged Weapon Attack * to hit, range 30/60ft., One creature. Hit: Target is restaained by the webbing. As an action, the restrained target can make a STR Save to your Spell Save DC to break out of the web. The web can also be attacked and targeted. (AC: 10, HP 5, Vulnerability to fire damage; Immunity to bludgeoning, poison and psychic damage.)
Beastial Traits 2nd level
In addition to your beast forms, you can further enhance them. You can select the number of traits for your form according to the level of the spell slot you used to wildshift.
Beast of The Sea
You can breath both air and water. Gain 60ft swim speed but reduce walking speed by half.
Beast of Burden
Requires: Medium Size or Larger
Your carrying capicity uses your WIS Mod while in this form then it is doubled.
Charge
If you move at least 20ft straight toward a target, it may immmediately make a attack against any creature if you moved through their space during the movement. On hit, it must make a STR Save against your spell save dc or be knocked prone.
Claws
You have a pair of vicious claws at the end of its limbs, giving it two claws.
Claw. Melee (Druid's Spell Attack) to hit, 5ft, one target. Hit: 1d6 + WIS Piercing. The crit chance of this attack is increased by 1. If it crits, it adds an extra die of damage.
Climber
You gain a climbing speed equal to its walking speed and can climb sheer surfaces and upside down on ceilings without needing to make a abilitiy check. You also have advantage on saving throws.
Magic Resistance
You have advantage on saving throws against magical effects.
Hardened Hide
You can reduce damage on you by your CON Mod (Min. of 1). You also gain a burrow speed to half your movement speed.
Horns
You grows a number of sharp horns on its head, giving it a horn attack from one head.
Horn. Melee (Druid's Spell Attack) to hit, 5ft, one target. Hit: 1d6 + WIS Piercing. If you moves at least 15 feet directly towards a creature on its turn, this attack is made with advantage when targeting that creature before the end of the turn.
Keen Senses
You have advantages on perception checks.
Leader of the Pack
Allies within 15ft of you have advantage against freightened and charmed saving throws
Pack Tactics
You have advanatage on all atack rolls against creatures if a ally is within 5ft of the target.
Pincers
You have a large crushing pincer or simply a powerful grip, giving it a pincer attack from one arm.
Pincer. Melee (Druid's Spell Attack) to hit, 5ft, one target. Hit: 1d6 + WIS Piercing. Target must make a DEX Save to your Spell Save or be grappled with the arm. While grappled, you cannot use this attack. Every time the target's turn starts, they make a DEX Save to escape.
Sting
You possess a long, barbed stinger at the end of its tail, or grows one if it didn't have one, granting it a sting attack, with the effect of poisoning.
Sting. Melee (Druid's Spell Attack) to hit, 5ft, one target. Hit: 1d6 + WIS Piercing. Target must make a CON Save to your Spell Save, or be Poisoned until the start of your next turn.
Thermal Vision
You are alwayus ware of the exact location of all warm-blooded creatures within 60ft of you.
Wing Buffet
Requires Flying Speed
With your wings or other method of flight, you learn a new attack trait
Wing Buffet. Ranged (Druid's Spell Attack) to hit, 15ft, AOE around Self. Hit: 2d6 + WIS Slashing. Targets must make a DEX Save to your Spell Save, or be knocked back 15ft.
Multiattack 5th level
You learn the technique of the beast. When in your wild shift forms and you attack, you can attack twice. At level 11, you make three attacks, at level 17, you make four attacks.
In addition, your beast's strikes are magical to overcome resistance.
Dire Shift 8th level
You learn to strengthen your shape into stronger versions, you can increase the creature size to one category to a max of large. While under this enhanced shape, you gain the following traits for your shapes.
- Tough Hide. The creature gains a +1 bonus to its Armor Class. The bonus increases to +2 at 9th level, +3 at 13th level, and +4 at 17th level.
- David & Golaith. When your form increases size, you can add 1 damage dice to your damage rolls for each time you increase in size.
At level 11, you can increase your beasts size to Huge. At level 17, you can increase it to Gargantuan.
Circle of Moon
Those under the circle of the moon are fierce guardians of the wilds. Born under the famous curse, they take form of the cursed beast, but with some control over the power, a rather weaker version of it, but a fierce form nontheless.
Lycanthropy Wildshift 2nd level
You have a lycanthropy form that merges with your normal form. You can call upon it at will.
Shape of Lycan
Medium, Beast
- Armor Class 10 + WIS Mod + DEX Mod
- Speed 40ft
- Damage Resistances Slashing, Piercing, and Bludgeoning from non-magical, non-silver weapons.
- Skills STR checks use your WIS Mod
- Saving Throws All Match Druid's Wisdom Modifier
- Languages Beast Speak
- Proficiency Bonus Matches Druid's
Relentless. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. At the end of your next turn, you revert back to your normal shape.
Actions
Claws. Melee to hit: (Druid's Spell Attack), 5ft, one target. Hit: 2d6 + WIS Slashing.
Reactions
Reckless. On a missed attack, you can reroll the roll and use the new one. All additional attacks on your turn are at advanatage, but all attacks on you until your next turn have advantage.
When you transform, you can take the form of one of the many Lycanthropy forms into your wildshifts. When you transform, select one of the following:
Rat. You can squeeze between tight spaces no smaller than 1 inch. You also can move +10ft speed
Boar. You have the Charge trait. But when it hits, you deal extra 2d6 bludgeoning.
Bear. If within 10ft of an ally and they suffer an attack or saving throw, you can rush to them, push them out of the way, and be the new target of the attack.
Tiger. You can use a bonus action to move up to half your speed toward a target without provoking opporunity attacks. At the end of the action, the Tiger can take the hide action as well.
Wolf. You gain the Pack Tactics trait. You can forgo advantage to all your rolls this turn to deal +5 additional damage if it hits.
Jackal. You can cause a creature to fall asleep by a hyponotic gaze. They must make a WIS save to your Spell Save DC or they fall unconscious. They awake if someone uses a action to shake them awake, they are hit by an attack, after being awake by this ability or on a successful save, they are immune to it for 24 hours.
Primal Channel 6th level
When you hit an enemy while in Wild Shift, you may expend a spell slot to enhance an attack with 1d10 additinal for each level spell slot expended.
Beastal Resolve 10th level
While wildshifted, you gain advantage on effects that cause you to be Charmed or Frightened.
Chimaerathropy 14th level
Your connection expands to more forms of the curse. You can select two forms of the curse at once when you Wildshift.

Circle of Flora
Circle Spells 2nd level
| Druid Level | Circle Spells |
|---|---|
| 2nd | Compelled Duel, Ensnaring strike |
| 3rd | Earthbind, Spike Growth |
| 5th | Speak with Plants, Plant Growth |
| 7th | Aura of life, Grasping Vine |
| 9th | Tree Stride, Wrath of Nature |
Flora Wildshift 2nd level
Your Wildshift has changed dramatically. Instead of the usual animals, you have access to plants as well.
You can transform into the following Shape of Dryad
Shape of Dryad
Medium Plant
- Armor Class 10 + WIS Mod + DEX Mod
- Speed 30ft
- Saving Throws All Match Druid's Wisdom Modifier
- Damage Resistances force, poison, bludgeoning, piercing, and slashing from non magical attacks
- Condition Immunties Exhaustion, paralyzed, petrified, poioned
- Proficiency Bonus Matches Druid's
Ingrain. If you haven't moved at all this turn, you can reduce your speed to 0 for the turn to restore your Wildshift's Temporary Hit Points
False Appearance. While you remain motionless, it is indistinguishable from a normal, massive tree.
Siege Monster. The tree giant deals double damage to objects and structures.
Actions
Rend. Melee to hit: (Druid's Spell Attack), 10ft, one target. Hit: 1d8 + WIS piercing or bludgeoning. Once per turn, when you hit, you can either:
-- Push the target 10ft.
-- Grapple the target. When it is their turn at the end of their turn, they make a STR Save to your Spell Save.
Flora Traits 2nd level
In addition, for your other forms, they can take plant traits. You have access to the following traits.
Thorny Body
You wildshifts are thorny to the touch. When attacked by a melee attack or hitting with your Melee attacks, they are dealth back 1d8 piercing damage. They also inflict this damage if they are grappled. Creatures grappling you make their grapple checks at disadvanage.
False Appearance
While you remain motionless, you are indistinguishable from a normal tree
Rooted
You can root yourself. your movement is reduced 0ft, It gains +3 AC, gains a die in its damage rolls, and cannot be forced to move or knocked prone.
Thorn Whip 6th level
You have learned to control the plants around you at your command. You know the Thorn Whip cantrip. When you cast it and hit, instead of pulling the target, you have greater control over the plants, you can choose to do the following:
Restrain. Choose to trap the creature, it must suceed a save to your spell save DC or be restrained.
Hook. Choose to wrap the vine around a object or creature, you can choose to then pull yourself towards the target and swing to the location.
Cleave. Choose to swing your whip in a 15ft cone, roll to hit once and roll damage for those that meet or over the AC.
You can also use this cantrip while in Shape of Dryad. You can choose to use any of this options per times your profiency bonus that recharges on a long rest.
Ingrained Roots 10th level
Your pressense causes your magic to bloom. While in Shape of Dryad, you can cast your Druid spells. In addition, when you cast a spell that creates or manipluates plants, you can protect your allies from those effects.
Additionally, when you cast the spell, allies regain hit points equal to d4s, with a number of dice equal to your WIS mod.
Mother Nature's Wraith 14th level
Those who treatened mother nature will feel its wraith and you are its vessel. When creatures movement speed is hempered by your druid spells or by Shape of Dryad, they take bludgeoning damage equal to 2d8 + WIS at the start of their turn.
Circle of Fossils
Deep in ancient forests bereffed of society, the only motes of cilivations were the original circles that worship the ancient dinosaurs that used to rule until the dragons over took them.
Those of this circle remember their might and channel their strength through their forms.
Circle 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.
| Druid Level | Circle Spells |
|---|---|
| 2nd | Cause Fear, Compelled Duel |
| 3rd | Enlarge/Reduce, Enhance Ability |
| 5th | Erupting Earth, Feigh Death |
| 7th | Dominate beast, Locate Creature |
| 9th | Destruction Wave, Hold Monster |
Ancient Traits 2nd level
When you join this circle, the memory of the ancient dinosaurs can channel into your Wildshifts. You have access to the following traits:
Herd Tactics
You have advantage on an attack roll against a creature if at least one of your allies is within 5ft of the creature and the ally isn't incapacitated.
When you have advantage on an attack roll, it can forgo the advantage to make an additional attack with the same natural weapon, but that additional attack cannot have advantage.
Poison Spray
You have a vemonous glain to surprise enemies. You spit poison in a 30ft long line that is 5ft wide. Each creature in that line must make a DEX Save, taking 3d6 poison damage on a failed save, and half as much damage on a successful one. Those that fail this saving throw are also blinded until the end of their next turn
Serrated Jaw
You gain a jaw with serrated teeth.
Bite. Melee (Druid's Spell Attack) to hit, 5ft, one target. Hit: 1d10 + WIS Piercing. if the target is a Medium or smaller creature, it is grappled (escape DC Spell Save). Until this grapple ends, the target is restrained, and you can't bite another target. Each turn that the target starts their grappled by this, they take damage of your bite.
Shell Armor
Requires: Cannot have a Fly Speed
You have an armored shell that can protect against attacks. Your speed is reduced by 10ft. However, your AC is increased by +3.
In addition, if an attack misses on you, you can use your reaction to make an a counter attack.
Tail Club
Requires: Cannot have a Fly Speed
You gain a tail with a club that can break bone.
Tail Club. Melee (Druid's Spell Attack) to hit, 5ft, one target. Hit: 1d8 + WIS Bludgeoning. If you hit the target by over +5 of their AC, you slow the target by 10ft. If you hit the target +10 over their AC, they lose half their speed.
Reckless Strikes 6th level
When wildshifted with a Ancient Trait, as a reaction to a missed attack roll, you can reroll the attack and use the new roll and the rest of your attacks all have advantage.
However, until the start of your next turn, all attacks on you have advantage.
Life Finds a Way 10th level
When wildshifted with a Ancient Trait, you learn to toughen up to survive. When Bloodied, you gain resistance to slashing, piercing, and bludgeoning damage.
Frightful Size 14th level
You channel the greatest of beasts at thier peak. When you wildshift into a large or larger creature, all hostile creatures that witness your transformation must make a WIS Save to your Spell Save or be Frightful of you. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune this effectfor the next 24 hours.
Circle of Scales
Dragons are known to be the apex beings of the world. Those of the Circle of scales devote themselves to their natural balance. Many join this circle to obtain this draconic power for either to main the balance or gain absoutle power.
Circle 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.
| Druid Level | Circle Spells |
|---|---|
| 2nd | Cause Fear, Chromatic Orb |
| 3rd | Dragon's Breath, Rime's Binding Ice |
| 5th | Fear, Fireball |
| 7th | Dominate Beast, Elemental Bane |
| 9th | Dominate Person, Summon Draconic Spirit |
Dragon Lore 2nd level
You have formed a close bond with dragon kind, and you have learned to speak, read and write Draconic. Whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Draconic Wildshift 2nd level
Upon joining this circle, you have access to the iconic draconic form. Upon transforming, you select a damage type to be resistant to.
The selected damage type also factors into your breath weapon.


Shape of Dragon
Medium Dragon
- Armor Class 10 + WIS Mod + DEX Mod
- Speed 30ft
- Saving Throws All Match Druid's Wisdom Modifier
- Damage Resistances (Choose one of:) Fire, Cold, Lightning, Thunder, Acid, Poison, Force, Psychic, Radiant, Necrotic
- Condition Immunties frightened
- Proficiency Bonus Matches Druid's
Actions
Rend. Melee to hit: (Druid's Spell Attack), 10ft, one target. Hit: 1d8 + WIS slashing.
Breath Weapon. You exhale destructive energy either in a 30ft cone or 60ft line. Each creature must make a DEX Save to your Spell Save or take 2d6 damage + 1d6 of each level of spell slot used wildshifting into this form of the selected damage type. Full damage on a failure or half on a success.
Draconic Wings 6th level
Your Shape of Dragon finally grows their wings. Shape of Dragon gains a 60ft fly speed while wildshifted into it.
At 14th level, you can sprout a lesser version of these wings on your normal form as a bonus action, however, those wings give you a fly speed of 30ft.
Vessels of Magic 10th level
Dragons are just as infused with magic as all casters. When Wildshifted into your Shape of Dragon, you are able to cast your Druid Spells as normal.
In addition, while wildshifted, your attacks count as magical.
Frightful Pressense 14th level
You channel the fearful power of dragons. When you wildshift into the Shape of Dragon and it is large size or large, all hostile creatures that witness your transformation must make a WIS Save to your Spell Save or be Frightful of you. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune this effectfor the next 24 hours.
Circle of Storms
Climate and weather is a central part of nature that many do not think of when it comes to druid circles. Those of this circle believe in the winds of change. That weather is mother natures infulence. They maintain the effects of storms and such to ensure it doesn't go out of control.
Circle Spells
| Druid Level | Circle Spells |
|---|---|
| 2nd | Absorb Elements, Chromatic Orb |
| 3rd | Earthbind, Skywrite |
| 5th | Call Lightning, Wind Wall |
| 7th | Control Water, Ice Storm |
| 9th | Cloudkill, Control Winds |
Elemental Wild Shift 2nd level
When you Wild Shift, you can transform into the form of a elemental, representing firestorms, earthquakes, Tsunamis, snowstorms or Hurriances. Upon transforming, select between Fire, Earth, Air, Water, Cold, or Lightning. You gain certain effects when you select one.
Shape of Elemental
Medium, Elemental
- Armor Class 10 + WIS Mod + DEX Mod
- Speed 40ft, burrow 40ft (earth only), fly 40ft (hover)(air only), Swim 40ft (Water Only)
- Saving Throws All Match Druid's Wisdom Modifier except STRz
- Damage Resistances acid (water only);lightning & thunder (air only); bludgeoning, piercing, and slashing from non magical attacks
- Damage Immunities Fire (fire only), Cold (Cold only)
- Condition Immunties Exhaustion, paralyzed, petrified, poions,
- Languages Beast Speak
- Proficiency Bonus Matches Druid's
Amorphous (Air, Fire, and Water Only). You can move through a space as narrow as 1 inch wide without squeezing
Burrow (Earth Only). You can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through.
Actions
Rend. Melee to hit: (Druid's Spell Attack), 5ft, one target. Hit: 1d10 + WIS Slashing or Lightning or Thunder (Air) or Cold (Water/Cold), Bludegoning (Earth) or Fire (Fire).
Shelter 2nd level
Finally, you have experience with other weather effects. When undergoing weather effects when traveling, you gain advantage involving checks or saving throws when trying to resist their effects. Your druid effects also resist these extreme weather effects.
The Storm Approaching 6th level
When you Wildshift into Shape of Elemental, you call upon its weather effects to start eminating from you as a aura. In addition, you can also cast druid spells as a Shape of Elemental as long as they deal damage equal to the type you selected.
Fire: Wildfire. You can cast Druid spells that deal fire damage. Creatures that end their turn within 10ft of you also take 1d10 fire damage.
Earth: Landslide. You can cast Druid Spells that effect the earth, with "earth" in their name, or deal bludgeoning damage. The area within 10ft around you is difficult terrian as the earth cracks.
Air Tornado. Wind rages around you. You can cast Druid spells that effect the wind. Such as Gust, or Control Winds. Each creature within 10ft of you has disadvantage on weapon attacks. Ranged weapon attacks that enter your aura also are made at disadvantage.
Lightning Thunderstorm. The storm rages, you can cast Druid Spells that deal Lightning or Thunder Damage. When you deal lightning or thunder damage, you can use your Bonus Action to deal your Spell Casting Modifier into the damage and deal that additional damage to all targets within 10ft the starting creature.
Cold Blizzard. When you cast a druid spell that creates wind or deals cold damage, you can choose to have it leave ice on the ground to leave difficult terrian. Only one instance of this difficult terrian can be active at once.
Water Tsunami. You have the raging waves. You can cast Druid Spells that affect water or create water. When you do deal damage, you can push affected creatures 15ft away from you.
Storm Surge 10th level
You call upon the forces of nature to channel other aspects of nature. You can use a Bonus action to switch the Shape of Elemental into a different element.
Dark Clouds in Isolation 14th level
When you Wildshift into Shape of Elemental or use Storm Surge you can cast a spell from your Circle Spells list as well if you have the spell slot required to do so.
Circle of Shadows
Circle 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.
| Druid Level | Circle Spells |
|---|---|
| 2nd | Arms of Hadar, Bane |
| 3rd | Darkness, Misty Step |
| 5th | Fear, Hunger of Hadar |
| 7th | Evard's Black Tentacles. Shadow of Moil |
| 9th | Far Step, Negative Energy Flood |
Shadow Traits 2nd level
When you join this circle, you gain the following:
- You have 60ft of darkvision if you didn't have it already and can see through magical darkness.
- Your wildshift forms gain resistance to necrotic damage.
In addition, your Wildshifts can gain access to additional Beastial Traits.
Fear the Night
You have advantage on frightened creatures.
Incorporeal Movement
You can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you ends your turn inside an object.
Shadow Stealth
While in dim light or darkness, you can take the Hide action as a bonus action.
Shadow Step
When you shift between for your forms, you can teleport 15ft.
From Shadows 2nd level
When you are in darkness, you are considered to be Hidden.
While hidden, druid spells you cast do not require verbal components, and can cast druid spells as wildshifted.
Corner of the Eye 6th level
While hidden in darkness, you can use a bonus action or when you Wildshift, you can cause fear in the bravest souls. You can cause creatures within 15ft to make a WIS Save to your spell save or be friegthened of you. They can repeat the save at the end of their turn, and if they save, they are immune to it for 24 hours.
Cloak of Shadows 10th level
When you fire a necrotic spell of 1st level or higher, the impact location can grow a darkness cloud in a 20ft radius. You can only have one instance of this darkness cloud out at once.
Two Places 14th level
When you use Wildshift, you can teleport up to 15ft away and in your place leave behind a copy of yourself of your new form. This copy has your AC and half your Hit Points.
You can use your Bonus Action to swap places with your copy or make an attack from the copy's position. On your turn, the copy can move without any action.
Credits
Cover Art: Glowspore Shaman by Lars Grant-west
Page 3 - Wildshape by Sam Guay
Page 5 - Circle of Moon Druid by Nicholas Elias
Page 6 - Dionus, Elvish Archdruid by BODAX
Page 7 - Circle of Dreams Druid by Sam Guay
Page 8 - Gishath, Sun's Avatar by Zack Stella
Page 9 - Atzocan Seer by Joseph Meehan
Page 10 - Dragonsguard Elite by David Rapoza
Page 11 - Liden Dragon by Robson Michel
Page 12 - Stormbringer - the order of X by Nate Hallinan
Page 13 - Character art by Artem Grigoryan
Page 14 - Druid Circle of Shadows from Shard Tabletop