Druid Unchained | A 2024 Druid Overhaul

by Smug Coffee Man

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Unchained Druid

Introduction

This document exists as one of several that is a way to completely overhault the way Dungeons & Dragons 2024 handles its progresssion and power level. The name comes from older editions of Dungeons & Dragons such as 3rd Edition and similar spinoff games, and aims to empower classes and make D&D 2024 a better feeling game to play for Players.

References to Other Documentation

The following abbreviations are used to reference official Dungeons & Dragons 5th Edition and 2024 expansion documents as well as other documents I have created.

  • AAG: Astral Adventurer's Guide
  • BMT: Book of Many Things
  • DMG14: Dungeon Master's Guide (2014)
  • DMG24: Dungeon Master's Guide 2024
  • EEPC: Elemental Evil Player's Companion
  • EFA: Eberron: Forge of the Artificer
  • EGW: Explorer's Guide to Wildemount
  • ERLW: Eberron: Rising From the Last War
  • FRHoF: Forgotten Realms: Heroes of Faerun
  • FTD: Fizzban's Treasury of Dragons
  • GGR: Guildmaster's Guide to Ravnica
  • IDRotF: Icewind Dale: Rime of the Frostmaiden
  • MCoC: Magniloth's Compendium of Changes
  • MOT: Mythic Odysseys of Theros
  • MPMM: Mordenkainen Presents: Monsters of the Multiverse
  • MM25: Monster Manual 2025
  • MTF: Mordenkainen's Tome of Foes
  • PHB14: Player's Handbook (2014)
  • PHB24: Player's Handbook 2024
  • SCAG: Sword Coast Adventurer's Guide
  • SCC: Strixhaven: A Curriculum of Chaos
  • SCoC: Smug's Compendium of Changes
  • SatO: Sigil and the Outlands
  • TCE: Tasha's Cauldron of Everything
  • TDSCR: Tal'Dorei Campaign Setting Reborn
  • UCR: Unchained Rules
  • VGM: Volo's Guide to Monsters
  • VRGR: Van Richten's Guide to Ravenloft
  • XGE: Xanathar's Guide to Everything
  • XUA25ApS: Unearthed Arcana 2025: Apocalyptic Subclasses
  • XUA25ArS: Unearthed Arcana 2025: Arcane Subclasses
  • XUA25P: Unearthed Arcana 2024: The Psion
  • XUA25PU: Unearthed Arcana 2025: The Psion Update
  • XUA25SU: Unearthed Arcana 2025: Subclasses Update

How to Use

To use this Document, simply use it in place of the normal Dungeons & Dragons 2024 Class this document is named after. Game Masters should increase the CR of all Encounters by +1 from the normal calculations to account for the greater power of these Classes.

Note that the Unchained Class documents do not include any of the Spells listed in their Spells appendix, should they have one. These are found in official documentation from Wizards of the Coast, their affliates, or within other Homebrew documents found on the References to Other Documentation list to the left. Purchase official products from Wizards of the Coast to gain access to that content if it is from an official source, or via other homebrew documents linked in that list.

If a document does not list an Unchained Class in the list of Classes or Subclasses that can learn or prepare that Spell, then the list found in the appropriate appendix in that Unchained Class's Document takes priority.

Unchained Druid

Unchained Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Unchained Druids heal, transform into animals, and wield elemental destruction.

Revering nature above all, individual Unchained Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Unchained Druids to perform rites that mark the passage of the seasons and other natural cycles.

Unchained Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Unchained Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger arises, Unchained Druids take a more active role as adventurers who combat the threat.

Power of Nature

Unchained Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many Unchained Druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.

Unchained Druid spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Unchained Druids also gain the ability to take on animal forms, and some Unchained Druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.

Preserve the Balance

For Unchained Druids, nature exists in a precarious balance. The four elements that make up a world—air, earth, fire, and water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, Unchained Druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.

Unchained Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Unchained Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Unchained Druids sometimes lead raids against such creatures, especially when the monsters encroach on the Unchained Druids' territory.

Unchained Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature's balance or the lands they protect, Unchained Druids take on a more active role in combating the threat, as adventurers.

Nature's Caretakers

Unchained Druids are the caretakers of the natural world, and it is said that in time an Unchained Druid becomes the voice of nature, speaking the truth that is too subtle for the general populace to hear. Many who become Unchained Druids find that they naturally gravitate toward nature; its forces, cycles, and movements fill their minds and spirits with wonder and insight. Many sages and wise folk have studied nature, writing volumes about its mystery and power, but Unchained Druids are a special kind of being: at some point, they begin to embody these natural forces, producing magical phenomena that link them to the spirit of nature and the flow of life. Because of their strange and mysterious power, Unchained Druids are often revered, shunned, or considered dangerous by the people of civilized lands.

Treasured Item

Some Unchained Druids carry one or more items that are sacred to them or have deep personal significance. Such items are not necessarily magical, but every one is an object whose meaning connects the Unchained Druid's mind and heart to a profound concept or spiritual outlook.

When you decide what your character's treasured item is, think about giving it an origin story: how did you come by the item, and why is it important to you?

d6 Treasured Item
1 A twig from the meeting tree that stands in the center of your village
2 A vial of water from the source of a sacred river
3 Special herbs tied together in a bundle
4 A small bronze bowl engraved with animal images
5 A rattle made from a dried gourd and holly berries
6 A miniature golden sickle handed down to you by your mentor

Guiding Aspects

Many Unchained Druids feel a strong link to a specific aspect of the natural world, such as a body of water, an animal, a type of tree, or some other sort of plant. You identify with your chosen aspect; by its behavior or its very nature, it sets an example that you seek to emulate.

d6 Guiding Aspects
1 Yew trees remind you of renewing your mind and spirit, letting the old die and the new spring forth.
2 Oak trees represent strength and vitality. Meditating under an oak fills your body and mind with resolve and fortitude.
3 The river's endless flow reminds you of the great span of the world. You seek to act with the long-term interests of nature in mind.
4 The sea is a constant, churning cauldron of power and chaos. It reminds you that accepting change is necessary to sustain yourself in the world.
5 The birds in the sky are evidence that even the smallest creatures can survive if they remain above the fray.
6 As demonstrated by the actions of the wolf, an individual's strength is nothing compared to the power of the pack.

Mentors

It's not unusual for would-be Unchained Druids to seek out (or be sought out by) instructors or elders who teach them the basics of their magical arts. Most Unchained Druids who learn from a mentor begin their training at a young age, and the mentor has a vital role in shaping a student's attitudes and beliefs.

If your character received training from someone else, who or what was that individual, and what was the nature of your relationship? Did your mentor imbue you with a particular outlook or otherwise influence your approach to achieving the goals of your chosen path?

d6 Mentors
1 Your mentor was a wise treant who taught you to think in terms of years and decades rather than days or months.
2 You were tutored by a dryad who watched over a slumbering portal to the Abyss. During your training, you were tasked with watching for hidden threats to the world.
3 Your tutor always interacted with you in the form of a falcon. You never saw the tutor's humanoid form.
4 You were one of several youngsters who were mentored by an old Unchained Druid, until one of your fellow pupils betrayed your group and killed your master.
5 Your mentor has appeared to you only in visions. You have yet to meet this person, and you are not sure such a person exists in mortal form.
6 Your mentor was a werebear who taught you to treat all living things with equal regard.
Wildshape Options

The Wild Shape feature lets you transform into a beast that you've seen. That rule gives you a tremendous amount of flexibility, making it easy to amass an array of beast form options for yourself, but you must abide by the limitations in the Beast Shapes table in this document.

Consider the environment your Unchained Druid grew up in, then consult your GM for a list of animals that your Unchained Druid has probably seen by 2nd level.

The Unchained Druid
Level Proficiency Bonus Features Wild Shape Cantrips Prepared Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Primal Order, Spellcasting, Unchained Druid Subclass, Wild Shape 2 2 4 2 - - - - - - - -
2nd +2 Wild Companion 2 2 5 3 - - - - - - - -
3rd +2 - 2 2 6 4 2 - - - - - - -
4th +2 Ability Score Improvement 2 3 7 4 3 - - - - - - -
5th +3 Subclass Feature 3 3 8 4 3 1 - - - - - -
6th +3 Wild Resurgence 3 3 9 4 3 2 - - - - - -
7th +3 Elemental Fury 3 3 10 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 3 3 11 4 3 3 2 - - - - -
9th +4 Lesser Beast Form 3 4 12 4 3 3 3 1 - - - -
10th +4 Subclass Feature 4 4 13 4 3 3 3 2 - - - -
11th +4 Lesser Beast Spells, Longevity 4 4 14 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 4 5 15 4 3 3 3 2 1 - - -
13th +5 - 4 4 16 4 3 3 3 2 1 1 - -
14th +5 Improved Elemental Fury 4 4 17 4 3 3 3 2 1 1 - -
15th +5 Subclass Feature 5 4 18 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 5 4 19 4 3 3 3 2 1 1 1 -
17th +6 Greater Beast Spells 5 4 20 4 3 3 3 2 1 1 1 1
18th +6 Greater Beast Form, Nature's Bounty 5 4 21 4 3 3 3 3 1 1 1 1
19th +6 Epic Boon 5 4 22 4 3 3 3 3 2 1 1 1
20th +6 Archdruid, One With Nature 6 4 22 4 3 3 3 3 2 2 1 1
Multiclassing

Ability Score Minimum(s): Wisdom 13

Creating an Unchained Druid

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

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

Quick Build

You can make an Unchained Druid quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the hermit background.

Class Features

  • Hit dice: 1d8 per Unchained Druid level.
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Unchained Druid level after 1st.

Proficiencies

Armor: Light Armor, Shields
Weapons: simple weapons
Tools: Herbalism Kit
Saving Throws: Intelligence, Wisdom
Skills: Any two of your choice.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Leather Armor, a Sickle, a Quarterstaff, an Explorer's Pack, an Herbalism Kit, and 15 GP
  • (b) 50 GP

Druidic

At 1st level, you know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with 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.

Primal Order

At 1st level, you have dedicated yourself to one of the following sacred roles of your choice.

Sage

You know one extra cantrip from the Unchained Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana) and Constitution (Survival) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).

Shifter

You know one additional Beast Shape Form, and may replace one of your Known Forms when you finish a Short or Long Rest.

Spellcasting

At 1st level, You have learned to cast spells through studying the mystical forces of nature. See chapter 7 of the 2024 Player's Handbook for the rules on spellcasting. The information below details how you use those rules with Unchained Druid spells, which appear on page [page] of this document.

Cantrips. You know three cantrips of your choice from the Unchained Druid spell list. Elementalism, Guidance, Shillelagh, and Thorn Whip are recommended.

Whenever you gain an Unchained Druid level, you can replace one of your cantrips with another cantrip of your choice from the Unchained Druid spell list.

When you reach Unchained Druid levels 4 and 10, you learn another cantrip of your choice from the Unchained Druid spell list, as shown in the Cantrips column of the Revised Unchained Druid Features table.

Spell Slots. The Unchained Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Unchained Druid spell list. Animal Friendship, Cure Wounds, Goodberry, and Speak with Animals are recommended.

The number of spells on your list increases as you gain Unchained Druid levels, as shown in the Prepared Spells column of the Revised Unchained Druid Features Table. Whenever that number increases, choose additional spells from the Unchained 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 level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

Ritual Casting. You can cast an Unchained Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

If another Unchained Druid feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Unchained Druid spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Unchained Druid spells for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Unchained Druid spells.

Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Unchained Druid spells.

Unchained Druid Subclass

At 1st level, you gain an Unchained Druid subclass of your choice. A subclass is a specialization that grants you features at certain Unchained Druid levels. For the rest of your career, you gain each of your subclass's features that are of your Unchained Druid level or lower.

Wild Shape

At 1st level, the power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift 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 Unchained 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.

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 Unchained Druid levels, as shown in the Wild Shape column of the Unchained Druid Features table.

Known Forms. You know four Beast forms for this feature, chosen from among Beast stat blocks that have a maximum Challenge Rating equal to your Unchained Druid Level/4 (rounded down, minimum 1/2) and that lack a Fly Speed. The Rat, Riding Horse, Spider, and Wolf are recommended. Whenever you finish a Long Rest, you can replace one of your known forms with another eligible form.

When you reach certain Unchained Druid levels, your number of known forms increases, as shown in the Beast Shapes table. In addition, starting at Unchained Druid Level 8, you can adopt a form that has a Fly Speed.

When choosing known forms, you may look in the Monster Manual or elsewhere for eligible Beasts if the Dungeon Master permits you to do so.

Rules While Transformed. While in a form, you retain your personality, memories, and ability to speak, and the following rules apply:

Temporary Hit Points. When you assume a Wild Shape form, you gain a number of Temporary Hit Points equal to your Unchained Druid level.

Game Statistics. Your game statistics are replaced by the Beast's stat block, but you retain your creature type; Hit Points; Hit Point 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 the proficiencies of the creature. If a skill or saving throw modifier in the Beast's stat block is higher than yours, use the one in the stat block.

No Spellcasting. You can't cast spells, but shape-shifting doesn't break your Concentration or otherwise interfere with a spell 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 in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it's 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 the form. Equipment that merges with the form has no effect while you're in that form.

Beast Shapes Table
Unchained Druid Level Known Forms Max CR Fly Speed
1 4 1/2 No
2 4 1/2 No
3 4 1/2 No
4 6 1 No
5 6 1 No
6 6 1 No
7 6 1 No
8 8 2 Yes
9 8 2 Yes
10 8 2 Yes
11 8 2 Yes
12 8 3 Yes
13 8 3 Yes
14 8 3 Yes
15 8 3 Yes
16 8 4 Yes
17 8 4 Yes
18 8 4 Yes
19 8 4 Yes
20 8 5 Yes

Wild Companion

At 2nd level, 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 (MCoC) spell without Material components. When cast in this way, it counts as an Unchained Druid spell for you.

When you cast the spell in this way, the familiar is Fey and disappears when you finish a Long Rest.

Ability Score Improvement

When you reach Unchained Druid Level 4, and again at Unchained Druid Levels 8, 12, and 16, you gain the Ability Score Improvement Feat as well as one other feat of your choice for which you qualify.

Wild Resurgence

At 6th level, if you have no uses of your Wild Shape remaining, you may expend an Unchained Druid Spell Slot to regain a single use of your Wild Shape (no action required).

Alternatively, when you finish a Short Rest, you may expend Wild Shape uses to regain a Spell Slot (no action required). The Spell Slot regained is equal to the Wild Shape uses expended, but cannot be a Level 6+ spell slot.

You may use each of these options once, and regain the ability to do so when you finish a Long Rest.

Elemental Fury

At 7th level, the might of the elements flows through you. You gain one of the following options of your choice.

Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Unchained Druid cantrip.

Primal Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form's attack in Wild Shape, you can cause the target to take an extra 1d6 Cold, Fire, Lightning, or Thunder damage (choose when you hit).

Lesser Beast Form

At 9th level, you have learned to effortlessly change your form into that of lesser creatures. You do not need to expend a use of your Wild Shape to assume a form meets the following requirements, and such forms have no limit on how long you can remain in them.

  • It is Small or Medium in size.
  • It is CR 1/2 or lower.
  • It has 20 or fewer hit points.
  • It does not have a Fly Speed.

Lesser Beast Spells

At 11th level, you have learned how to harness some of your magics while transformed. If an Unchained Druid Spell meets the following requirements, you can cast it while in a beast form.

  • The Spell has a Casting Time of 1 Action.
  • The Spell has a Duration of Instantaneous.
  • The Spell has no Material components.
  • Your current Beast Form can perform the Somatic components if it has them.
  • Your current Beast Form is Small or larger.


You may cast a spell with this feature a number of times equal to your Wisdom Modifier and regain all expended uses when you finish a Long Rest.

Longevity

At 11th level, forgoing food and drink doesn't give you levels of Exhaustion, and you no longer age and cannot be aged by magic.

Improved Elemental Fury

At 14th level, the option you chose for Elemental Fury grows more powerful, as detailed below.

Potent Spellcasting. When you cast an Unchained Druid cantrip with a range of 10 feet or greater, the spell's range is doubled.

Primal Strike. The extra damage of your Primal Strike increases to 2d6.

Greater Beast Spells

At 17th level, your ability to cast spells while in beast form improves. The only restriction on spells you can cast while in beast form are the following.

  • The Spell has no Material components.
  • Your current Beast Form is Small or larger.


Additionally, you no longer have a limit on how many times you can cast a Spell while in beast form, though all spells you cast in beast form must be Unchained Druid Spells.

Greater Beast Form

At 18th level, the restrictions on your Lesser Beast Form feature become the following.

  • The beast form is Small or larger in size.
  • It is CR 1 or lower.
  • It does not have a Fly Speed.

Nature's Bounty

At 18th level, choose one Level 1 and one Level 2 Unchained Druid Spell. You always have those spells prepared, they do not count against your Unchained Druid Spells Prepared, and you can cast them without spending a Spell Slot.

Epic Boon

At 19th level, you gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.

Archdruid

At 20th level, the vitality of nature constantly blooms within you, granting you the following benefits.

Evergreen Wild Shape. Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it. When you take on a beast form by expending a use of your Wild Shape, it now only ends if you gain the incapacitated condition, die, or finish a Short or Long Rest.

Additionally, beast forms you take with your Greater Beast Form feature can now have a Fly speed, but retain all of their other restrictions.

Nature Magician. Choose one Level 3 Unchained Druid Spell. You always have that spell prepared, it does not count against your Unchained Druid Spells Prepared, and you can cast it without expending a Spell Slot.

One With Nature

At 20th level, you become fully attuned with nature. Your Wisdom score increases by 4, to a maximum of 26.

Circle of the Blighted

Whether through the subtle corruption of vile magics, the tainted presence of an ancient terror, or a terrible mistake unleashed by Unchained Druids themselves, a land can become cursed with magic that warps any Unchained Druid bound to that land. Twisted by their connection to an unhallowed territory, these guardians come to embody the defiled nature they serve, exalting the natural process of decay and using it to further their goals—or sometimes to seek a means to end the curse that plagues them.

Circle of the Blighted Spells

At 3rd level, when you reach an Unchained Druid level specified in the Circle of the Blighted Spells table, you thereafter always have the listed spells prepared.

Unchained Druid Level Spells
1st Bane, Ray of Sickness
3rd Ray of Enfeeblement, Wither and Bloom (SCC)
5th Bestow Curse, Stinking Cloud
7th Blight, Sickening Radiance (XGE)
9th Cloudkill, Insect Plague

Defile Ground

At 1st level, you can use a bonus action to corrupt a patch of land or an area of water in a 10-foot emenation centered on a point within 60 feet of you. This corruption lasts for 1 minute. The corrupted area is difficult terrain for creatures that are hostile to you. Additionally, when a creature in the area takes damage from an attack or spell for the first time on a turn, it takes an extra 1d4 necrotic damage. You can move this patch of corruption up to 30 feet as a bonus action. Flying creatures are unaffected by the corruption. At 10th level, the emenation of this feature becomes 20 feet and its damage becomes 1d6.

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

Blighted Shape

At 1st level, your physical form begins to show effects of the corruption you wield, tracing blackened veins across your skin, producing gnarled, bony protrusions, or other eerie phenomena. You gain proficiency in the Intimidation skill.

Additionally, while you are transformed by your Wild Shape feature, you gain a +1 bonus to AC as gnarled spines protrude from your body. Your beast form also gains darkvision with a radius of 30 feet, or an additional 30 feet of darkvision if it already has that sense.

Call of the Shadowseeds

At 5th level, you learn to summon the feral children of the forest from the life force of your enemies. When a creature that is not undead or a construct takes damage within the area of your Defile Ground feature, you can use your reaction to summon a blighted sapling in an unoccupied space within 5 feet of the creature. You can direct the sapling to make an attack against any creature within 5 feet of it as a part of this reaction. The sapling then acts on your initiative, obeying your verbal commands.

The blighted sapling remains in your service until it's reduced to 0 hit points, until the end of your next long rest, or until you summon another sapling, at which point it crumbles into foul-smelling mulch. You can use this feature equal to your Wisdom Modifier (minimum once), regaining all expended uses when you finish a long rest.

The sapling uses the statistics below. Its features scale based on your level and proficiency bonus (PB).

Foul Conjuration

At 10th level, the creatures you conjure are malformed and bloated with toxins. Any beast, fey, or plant (including your blighted sapling) summoned or created by your spells or class features gains the following traits:

Blighted Resilience. The creature has immunity to necrotic and poison damage and to the poisoned condition.

Toxic Demise. When the creature is reduced to 0 hit points, it explodes in a burst of toxic mulch or fetid viscera. Each creature within 5 feet of the exploding creature must succeed on a Constitution saving throw against your spell save DC or take necrotic damage based on the creature's challenge rating (see the table below). As an action, you can also cause a summoned creature to explode, immediately killing it.

Toxic Demise Table
Creature CR Damage
1/4 or lower 1d4 necrotic
1/2 1d6 necrotic
1 or higher A number of d8s of necrotic damage equal to the creature's Challenge Rating
No CR A number of d6s of necrotic damage equal to your Wisdom Modifier (minimum 1d6)

Incarnation of Corruption

At 15th level, your physical form begins to take on the tainted traits of the land you are bonded to. Your skin grows ashen, and your eyes darken or turn completely white. Spines and jagged spurs emerge from your body, granting you resistance to necrotic damage and a +1 bonus to AC.

Additionally, whenever you start your turn within the radius of the corruption created by your Defile Ground feature, you can use a bonus action to gain temporary hit points equal to your proficiency bonus.


Blighted Sapling

Medium Plant, Unaligned


  • Armor Class 11 Plus your Wisdom modifier (natural armor)
  • Hit Points 6 Plus four times your Unchained Druid level (the companion has a number of Hit Dice [d6s] equal to your Unchained Druid level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 12 (+1) 4 (-3) 8 (-1) 3 (-4)

  • Damage Vulnurabilities fire
  • Damage Resistances necrotic, poison
  • Condition Immunities blinded, deafened, poisoned
  • Senses blightdight 60 ft. (blind beyond this radius), passive Perception 9
  • Languages understands the languages you know
  • Challenge -

Blighted Resilience (10th level or higher). The creature has immunity to necrotic and poison damage and the poisoned condition.

Toxic Demise (10th level or higher). When the creature is reduced to 0 hit points, it explodes in a burst of toxic mulch or fetid viscera. Each creature within 5 feet of the exploding creature must succeed on a Constitution saving throw against your spell save DC or take necrotic damage based on the creature's challenge rating (see the table below). As an action, you can also cause a summoned creature to explode, immediately killing it.

Actions

Multiattack. When you reach 15th level in this class, the blighted sapling makes two claw attacks.

Claws. Melee Weapon Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1d6 plus 2 plus your Wisdom modifier piercing damage.

Circle of Dew

Unchained Druids within the circle of Dew have learned to use ancient rites, sugarcane, and citrus fruits to craft a powerful concoction known as Mountain's Dew. Those who operate within this circle guard the secrets of the creation of this brew closely, but share the product of this recipe freely with those who thirst and those who tire. They understand that nature has bountiful gifts, and it is insulting to nature not to take advantage of those gifts - in moderation of course.

The brew these Unchained Druids concoct makes them faster, increases their reaction time and perception, and quenches their thirst in the most intense of situations. By sharing it with their allies and friends, they seek to quench thirst and urge those who receive this gift to use their newfound energy to help nature by giving back; planting trees, constructing preserves, or caring for injured wildlife.

Circle of Dew Spells

At 1st level, when you reach an Unchained Druid level specified in the Circle of Dew Spells table, you thereafter always have the listed spells prepared.

Unchained Druid Level Circle Spells
1st Create or Destroy Water, Tasha's Caustic Brew (TCE)
3rd Blur, Kinetic Jaunt (SCC)
5th Aura of Vitality, Create Food and Water
7th Aura of Life, Freedom of Movement
9th Greater Restoration, Far Step

Dew Brewer

At 1st level, you have mastered the art of crafting Mountain's Dew. You gain proficiency with Brewer's Supplies and Cook's Utensils.

Additionally, when you finish a Short or Long rest with Brewer's Supplies in your hand, you can craft a single bottle of Mountain's Dew. A creature can drink this bottle as a Bonus Action. If they do, they gain the following benefits for 1 minute.

  • Their thirst is quenched.
  • Their Speed increases by 10 feet.
  • Opportunity Attacks made against them are mad with Disadvantage.


A creature can only benefit from the effects of a bottle of Mountain's Dew once. Consuming a second before the effects of the first end inflicts one level of Exhaustion up on the creature.

Batch Production

At 5th level, when you finish a Long Rest, you can create six bottles of Mountain's Dew.

Mystical Punch

At 5th level, you learn to imbue your Mountain's Dew with the flavors of various fruits into your Mountain's Dew. Your Mountain's Dew now also grants the following effect when consumed.

  • The creature has Advantage on all Dexterity Saving Throws they make.

Voltage

At 10th level, your Mountain's Dew now also grants the following effect when consumed.

  • Once per Round, when the creature deals damage with a Melee Weapon or Unarmed Strike, they can deal an additional amount of lightning damage equal to half of your Unchained Druid level (minimum +1).

Voo-Dew

At 10th level, you can cast Commune with Nature as a Ritual, even if you don't have the spell prepared.

Do The Dew

At 15th level, if a creature within 30 feet of you is under the effects of your Mountain's Dew, you also gain the benefits.

Additionally, your Batch Production Feature now applies on a Short Rest.

Circle of Dreams

Unchained Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The Unchained Druids' guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These Unchained Druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.

Circle of Dreams Spells

At 1st level, when you reach an Unchained Druid level specified in the Circle of Dreams Spells table, you thereafter always have the listed spells prepared.

Unchained Druid Level Spells
1st Dissonant Whispers, Sleep
3rd Darkness, Invisibility
5th Catnap (XGE), Hypnotic Pattern
7th Hallucinatory Terrain, Phantasmal Killer
9th Awaken, Dream

Balm of the Summer Court

At 1st level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your Unchained Druid level.

As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your Unchained Druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. If the target is not missing any Hit Points, it instead gains Temporary Hit Points equal to half of the amount rolled.

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

Hearth of Moonlight and Shadow

At 5th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.

The sphere vanishes at the end of the rest or when you leave the sphere.

Hidden Paths

At 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

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

Walker in Dreams

At 15th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.

When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle.

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

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

Circle of Land

The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. These Unchained 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 their communities.

Circle of the Land Spells

At 1st level, and again 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 listed for your Unchained Druid level and lower prepared.

Arid Land
Unchained Druid Level Spells
1st Burning Hands, Fire Bolt, Fire Knife (MCoC)
3rd Aganazzar's Scorcher (XGE), Scorching Ray
5th Ashardalon's Stride (FTD), Fireball (MCoC)
7th Fire Shield (Warm only), Wall of Fire
9th Flame Strike, Immolation (XGE)
Polar Land
Unchained Druid Level Spells
1st Frost Fingers (MCoC), Ice Knife, Ray of Frost
3rd Freezing Ray (MCoC), Rime's Binding Ice (FTD)
5th Ice Ball (MCoC), Sleet Storm
7th Fire Shield (Chill only), Ice Storm
9th Cone of Cold, Hold Monster
Temperate Land
Unchained Druid Level Spells
1st Shocking Grasp, Shower of Sparks (MCoC), Witch Bolt
3rd Electrify (SCoC), Sparking Ray (MCoC)
5th Call Lightning, Lightning Bolt
7th Storm Shield (MCoC), Storm Sphere (XGE)
9th Cone of Sparks (MCoC), Electrocution (SCoC)
Tropical Land
Unchained Druid Level Spells
1st Cure Wounds, Rough Waves (SCoC), Water Whip (SCoC)
3rd Misty Step, Watery Surge (SCoC)
5th Shining Explosion (MCoC), Wall of Water (XGE)
7th Control Water, Watery Sphere (XGE)
9th Dawn (XGE), Greater Restoration

Land's Aid

At 1st level, 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 the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.

The damage and healing increase by 1d6 when you reach Unchained Druid levels 10 (3d6) and 14 (4d6).

Additionally, you gain proficiency in the Nature Skill. If you already have proficiency in the Nature Skill, you gain proficiency in another skill of your choice instead.

Natural Recovery

At 5th level, when you and a number of creatures within a 30-foot emanation of you equal to 1 plus your Wisdom Modifier (minimum 2 creatures) roll hit dice as part of a Short Rest to regain Hit Points, the first Hit Die rolled by each creature is treated as its maximum value instead.

A creature can only benefit from this feature once, and must finish a Long Rest to benefit from it again.

Nature's Ward

At 10th level, 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.

Nature's Ward
Land Type Resistance
Arid Fire
Polar Cold
Temperate Lightning
Tropical Poison

Nature's Sanctuary

At 15th level, 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 the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature's Ward.

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

Circle of the Moon

Unchained Druids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals.

Changeable as the moon, an Unchained Druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and then crash through undergrowth as a bear to drive off a trespassing monster. The wild is in the Unchained Druid's blood.

Circle of the Moon Spells

At 1st level, when you reach an Unchained 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're in a Wild Shape form without Somatic or Material components, except if the Spell has Material components that are consumed by the spell or that have a cost specified in the spell.

Unchained Druid Level Spells
1st Animal Friendship, Speak with Animals
3rd Alter Self, Animal Messenger
5th Conjure Animals, Tongues
7th Fount of Moonlight, Polymorph
9th Awaken, Reincarnate (MCoC)

Circle Forms

At 1st level, you can channel lunar magic when you assume a Wild Shape form, granting you the benefits below.

Challenge Rating. The maximum Challenge Rating for the form equals your Unchained Druid level divided by 2 (round down).

Armor Class. While not wearing armor, your Armor Class equals 10 plus your Wisdom and Dexterity modifiers. If you are in a beast form, you use that form's Armor Class if it is higher than this value.

Plant Forms. You can choose any creature with the Plant Creature Type that is of a CR you can normally Wild Shape into as a Beast Form. You must abide by all other restrictions for the Wild Shape Feature.

Improved Circle Forms

At 5th level, While in a Wild Shape form, you gain the following benefits.

Lunar Radiance. Each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make this choice each time you hit with those attacks.

Increased Toughness. You can add your Wisdom modifier to your Constitution saving throws.

Phases of the Moon

At 10th level, your Lesser Beast Form Class Feature is replaced with the following benefits.

  • The Creature is Small or Medium in size.
  • The Creature's CR is 2 or lower.
  • The Creature has 30 or fewer Hit Points.
  • The Creature's Type is Beast or Plant.
  • THe Creature does not have a Fly Speed.


At 18th level, your Greater Beast Form Class Feature is replaced with the following benefits.

  • The Creature is Small or larger in size.
  • The Creature is CR 3 or lower.
  • The Creature's Type is Beast or Plant.
  • The Creature does not have a Fly Speed.

Monstrous Wild Shape

At 10th level, you can now choose any creature with the Monstrosity Creature Type that is of a CR you can normally Wild Shape into as a Beast Form. You must abide by all other restrictions for the Wild Shape Feature however.

Apex Predator

At 15th level, you can now choose any creature with the Dragon Creature Type that is CR 3 or less with "Wyrmling" in its name as a Beast Form. You must abide by all other restrictions for the Wild Shape Feature however.

Thousand Forms

At 15th level, your form becomes like that of the moon, ever-changing. You gain the following benefits.

  • If you are targeted by a spell or effect that would alter your form, such as Polymorph, you can choose to treat yourself as immune to its effects.
  • You gain an addition use of your Wild Shape Class Feature.
  • A Beast of a CR that you can transform into with your Wild Shape Class Feature counts as a viable option for your Lesser Beast Form Class Feature, regardless of its Size, CR, or Hit Points, thought it cannot have a Fly Speed.
  • You can cast the Reincarnate spell without Material components. You can only cast Reincarnate in this way once, and regain the ability to do so when you finish a Long Rest.

Circle of Preservation

Unchained Druids of the Circle of Preservation work tirelessly to conserve natural resources and restore places once ruined by greed and exploitation. Through a combination of conservation and restorative magic, Unchained Druids of this order shield and spread life across the land. The most powerful members of this order can return vitality to barren fields, transforming wastelands into thriving wildernesses once more.

Circle of Preservation Spells

At 1st level, when you reach an Unchained Druid level specified in the Circle of Preservation Spells table, you thereafter always have the listed spells prepared.

Unchained Druid Level Spells
1st Bless, Sanctuary
3rd Lesser Restoration, Protection from Poison
5th Beacon of Hope, Plant Growth
7th Aura of Life, Aura of Purity
9th Greater Restoration, Hallow

Preserved Land

At 1st level, as a Bonus Action, you can expend a use of your Wild Shape to fill a 15-foot Cube originating from a point on the ground you can see within 120 feet of yourself with revitalizing energy. The effect lasts for 1 minute or until you have the Incapacitated condition, are more than 120 feet away from the Cube, or die.

Whenever a creature (including you) ends its turn in the Cube, you can grant the creature one of the following benefits:

Bolster. The creature gains Temporary Hit Points equal to 1d8 plus half of your Unchained Druid level.

Purify. You end one effect on the creature causing it to have the Frightened or Poisoned condition.

In addition, nonmagical vegetation native to the region sprouts on ground within the Cube. This vegetation disappears when the effect ends.

As a Bonus Action on subsequent turns, you can move the Cube up to 30 feet to another area on the ground within 120 feet of yourself.

Student of Preservation

At 1st level, your studies have improved your understanding of the order and resilience of nature, granting you the following benefits.

Frugal Casting. When you cast an Unchained Druid spell, you can cast it without Material components, except Material components that are consumed by the spell or that have a cost specified in the spell. Additionally, whenever you cast an Unchained Druid spell that requires a Material component that is consumed by the spell, roll 1d10; on a 10, the component isn't consumed as part of that casting.

Tool Proficiency. You gain proficiency with one type of Artisan's Tools of your choice.

Improved Preservation

At 5th level, your Preserved Land becomes more powerful in the following ways.

Fortify Protectors. While inside the Cube created by your Preserved Land, you and your allies gain a bonus to Constitution saving throws equal to your Wisdom modifier (minimum of +1).

Reject Desecrators. Whenever the Cube created by your Preserved Land enters an enemy's space and whenever an enemy enters the Cube or ends its turn there, that enemy makes a Wisdom saving throw against your spell save DC. On a failed save, the enemy takes 3d6 Radiant damage, and its Speed is halved until the end of its next turn as new growth rises to hinder it. On a successful save, the enemy takes half as much damage only. An enemy makes this save only once per turn.

Facilitated Restoration

At 10th level, you can cast Lesser Restoration or Greater Restoration without expending a spell slot or requiring spell components. You can use this feature to cast a spell in this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Sacrosanct Land

At 15th level, The size of the Cube created by your Preserved Land increases to a 30-foot Cube.

In addition, when a creature you can see in the area of your Preserved Land is hit by an attack roll, you can take a Reaction to halve that attack's damage against the creature. You can halve damage in this way a number of times equal to your Wisdom Modifier (minimum once), and regain all expended uses when you finish a Long Rest.

Circle of the Primeval

The Circle of the Primeval teaches that, though the land may change over time, it never truly forgets. By tapping into the timeworn memory of the earth, these Unchained Druids summon and bond with the spirit of a primeval behemoth—a hulking creature that once ruled the ancient world alongside the giants. The most well-known primeval behemoths are the dinosaurs, but spirits bonded with members of the Circle of the Primeval have also taken the form of ancient predecessors to today's common beasts and other fantastical titanic creatures.

Circle of the Primeval Spells

At 1st level, when you reach an Unchained Druid level specified in the Circle of the Primeval Spells table, you thereafter always have the listed spells prepared.

Unchained Druid Level Spells
1st Comprehend Languages, Earth Tremor (XGE)
3rd Enlarge/Reduce, Maximilian's Earthen Grasp (XGE)
5th Erupting Earth (XGE), Thunder Step (XGE)
7th Dominate Beast, Polymorph
9th Commune with Nature, Wrath of Nature (XGE)

Keeper of Old

At 1st level, your connection to the mighty primeval behemoths allows you new insight into the ancient world. You gain proficiency in the History skill if you don't already have it, and add your Wisdom Modifier (minimum +1) to all History checks you make.

Additionally, you learn how to speak, read, and write primordial.

Primeval Companion

At 1st level, you can call upon the primeval creature whose spirit is bound to you. As an action, you can expend one use of your Wild Shape feature to summon your primeval companion, rather than assuming a beast form. The companion appears in an unoccupied space of your choice within 30 feet of you.

The primeval companion is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Primeval Companion stat block, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic appearance of the companion; for example, your companion may evoke ancient predators like raptors or saber-toothed tigers, or it might be more inclined for defense, appearing as an armored ankylosaurus or a wooly rhino. These choices have no effect on the companion's game statistics.


In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge.
The companion remains until it is reduced to 0 hit points or until you die, at which point the companion vanishes. If you use this feature to summon the companion again and you already have a companion present, the first companion immediately vanishes. Anything the companion was wearing or carrying is left behind when the companion vanishes.

Prehistoric Conduit

At 5th level, you learn how to channel your magic through your primeval companion. When you cast a spell with a range other than self, the spell can originate from you or your primeval companion.

In addition, if the primeval companion is affected by a spell you cast that allows creatures to make a saving throw against its effects, the primeval companion has advantage on its saving throw. If the primeval companion would normally take half damage on a successful save against this spell, the companion instead takes no damage on a successful save and half damage with no additional effects on a failed save.

Titanic Bond

At 10th level, your primeval companion grows to Large size, and when you summon it, you can grant it either a climbing speed or a swimming speed equal to its walking speed.

In turn, the primeval companion lends you some of its terrifying might. Once per turn while your primeval companion is summoned, when you hit a creature with an attack or deal damage to a creature you can see with a spell you cast, you can force that creature to make a Wisdom saving throw against your spell save DC; on a failure, the creature is frightened of you until the end of your next turn.

Scourge of the Ancients

At 15th level, you have learned to fully harness the titanic legacy of your companion. As part of the bonus action you use to command your companion, you can expend a spell slot of any level to heighten your primeval companion's might, granting it the following benefits:

  • Hulking Behemoth. The companion becomes Huge and gains temporary hit points equal to 10 times the level of the spell slot expended. If there isn't enough room for the companion to become Huge, it attains the maximum possible size in the space available.

  • Mauler. On a hit, the companion's Strike deals additional damage equal to 1d8 plus the level of the spell slot expended.

  • Titanic Stride. The companion's walking speed increases by a number of feet equal to 5 times the level of the spell slot expended.


These benefits last for 1 hour, until the companion vanishes, or until you expend a spell slot for this feature again.


Primeval Companion

Medium Beast, Unaligned


  • Armor Class 13 Plus your Wisdom Modifier (natural armor)
  • Hit Points 10 Plus five times your Unchained Druid level (the companion has a number of Hit Dice [d10s] equal to your Unchained Druid level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 17 (+3) 6 (-2) 12 (+1) 8 (-1)

  • Saving Throws Dex +2+PB, Con +3+PB
  • Senses darkvision 60 ft., passive Perception 11
  • Languages understands the languages you speak
  • Challenge -

Actions

Strike. Melee Weapon Attack: +2 plus PB to hit, reach 5 ft., one target. Hit: 1d8 plus 2 plus your wisdom modifier bludgeoning, piercing, or slashing damage (your choice).

Reactions

Intercept Attack. When a creature the companion can see hits a target with an attack, and the target is within 5 feet of the companion, the target instead takes half the damage. The companion takes the remainder of the damage.

Circle of the Sea

Unchained Druids of the Circle of the Sea draw on the tempestuous forces of oceans and storms. Some view themselves as embodiments of nature's wrath, seeking vengeance against those who despoil nature. 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.

Circle of the Sea Spells

At 1st level, when you reach an Unchained Druid level specified in the Circle of the Sea Spells table, you thereafter always have the listed spells prepared.

Unchained Druid Level Spells
1st Shower of Sparks (MCoC), Thunderwave
3rd Shatter, Watery Surge (MCoC)
5th Lightning Bolt, Tidal Wave
7th Control Water, Watery Sphere
9th Cone of Sparks (MCoC), Maelstrom (XGE)

Wrath of the Sea

At 1st level, As a Bonus Action, you can expend a use of your Wild Shape to manifest a 5-foot Emanation that takes the form of ocean spray that surrounds you for 10 minutes. It ends early if you dismiss it (no action required), manifest it again, or have the Incapacitated condition.

When you manifest the Emanation and as a Bonus Action on your subsequent turns, you can choose another creature you can see in the Emanation. The target must succeed on a Constitution saving throw against your spell save DC or take Cold 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).

Aquatic Affinity

At 5th level, The size of the Emanation created by your Wrath of the Sea increases to 10 feet.

In addition, you gain a Swim Speed equal to your Speed.

Stormborn

At 10th level, Your Wrath of the Sea confers two more benefits while active, as detailed below.

Flight. You gain a Fly Speed equal to your Speed.

Resistance. You have Resistance to Cold, Lightning, and Thunder damage.

Oceanic Gift

At 15th level, instead of manifesting the Emanation of Wrath of the Sea around yourself, you can manifest it around one willing creature within 60 feet of yourself. That creature gains all the benefits of the Emanation and uses your spell save DC and Wisdom modifier for it.

In addition, you can manifest the Emanation around both the other creature and yourself if you expend two uses of your Wild Shape instead of one when manifesting it.

Circle of the Shepherd

Unchained Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These Unchained Druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these Unchained Druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.

Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these Unchained Druids go, the spirits of the wilderness are with them.

Circle of the Shepherd Spells

At 3rd level, when you reach an Unchained Druid level specified in the Circle of the Shepherd Spells table, you thereafter always have the listed spells prepared.

Unchained Druid Level Spells
1st Animal Friendship, Speak with Animals
3rd Animal Messenger, Summon Beast
5th Conjure Animals, Speak With Plants
7th Charm Monster, Conjure Woodland Beings
9th Awaken, Commune with Nature

Speech of the Woods

At 1st level, you gain the ability to converse with beasts and many fey.

You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

Spirit Totem

At 1st level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.

As a bonus action, you can move the spirit up to 60 feet to a point you can see.

The spirit persists for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest.

The effect of the spirit's aura depends on the type of spirit you summon from the options below.

Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 Plus your Unchained Druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your Unchained Druid level.

Mighty Summoner

At 5th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:

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

Guardian Spirit

Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your Unchained Druid level.

Faithful Summons

Starting at 15th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

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

Circle of Spores

Unchained Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life.

These Unchained Druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.

Unchained Druids of this circle have a complex relationship with the undead. Unlike most other Unchained Druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these Unchained Druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.

Circle of Spores Spells

At 3rd level, when you reach an Unchained Druid level specified in the Circle of Spores Spells table, you thereafter always have the listed spells prepared.

Unchained Druid Level Spells
1st False Life, Inflict Wounds
3rd Blindness/Deafness, Gentle Repose
5th Gaseous Form, Vampiric Touch
7th Blight, Confusion
9th Cloudkill, Contagion

Halo of Spores

At 1st level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d6 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 2d6 at 5th level, 3d6 at 10th level, and 4d6 at 15th level.

Symbiotic Entity

At 1st level, you gain the ability to channel magic into your spores. As a bonus action, you can awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

  • When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
  • Your Wild Shape's attacks deal an extra 1d6 necrotic damage to any target they hit.

These benefits last for 10 minutes, until you lose all these temporary hit points, or you gain the incapacitated condition. You can use this feature a number of times equal to your Wisdom Modifier (minimum once), and regain all expended uses of it when you finish a Long Rest.

Fungal Infestation

At 5th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the 2025 Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.

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

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

Spreading Spores

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

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

While the cube of spores persists, you can't use your Halo of Spores reaction.

Fungal Body

At 15th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.

Circle of Stars

The Circle of the Stars has tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By understanding these secrets, the Unchained Druids of this circle seek to harness the powers of the cosmos.

Circle of the Stars Spells

At 1st level, when you reach an Unchained Druid level specified in the Circle of the Stars Spells table, you thereafter always have the listed spells prepared.

Unchained Druid Level Spells
1st Faerie Fire, Sleep
3rd Darkness, Moonbeam
5th Clairvoyance, Melf's Minute Meteors (XGE)
7th Divination, Fount of Moonlight
9th Contact Other Plane, Dream

Star Map

At 1st level, You've created a star chart as part of your heavenly studies. It is a Tiny object, and you can use it as a Spellcasting Focus for your Unchained Druid spells. You determine its form by rolling on the Star Map table or by choosing one.

While holding the map, you have the Guidance and Guiding Bolt spells prepared, and you can cast Guiding Bolt without expending a spell slot. You can cast it in that way a number of times equal to your Wisdom modifier (minimum of once), 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 bearing depictions of constellations
2 A stone tablet with fine holes drilled through it
3 An owlbear hide tooled with stellar symbols
4 A collection of maps bound in an ebony cover
5 A crystal engraved with starry patterns
6 A glass disk etched with constellations

Starry Form

At 1st level, as a Bonus Action, you can expend a use of your Wild Shape feature to take on a starry form rather than shape-shifting.

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), have the Incapacitated condition, 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 yourself. On a hit, the attack deals Radiant damage equal to 1d8 plus 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 plus 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, you can treat a roll of 9 or lower on the d20 as a 10.

Cosmic Omen

At 5th level, Whenever you finish a Long Rest, you can consult your Star Map for omens and 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 a D20 Test, you can take a Reaction to roll 1d6 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 a D20 Test, you can take a Reaction to roll 1d6 and subtract the number rolled from the total.

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

Twinkling Constellations

At 10th level, 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 Fly 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.

Full of Stars

At 15th level, while in your Starry Form, you become partially incorporeal, giving you Resistance to Bludgeoning, Piercing, and Slashing damage.

Circle of Twilight

The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate.

These Unchained Druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life.

Circle of Twilight Spells

At 1st level, when you reach an Unchained Druid level specified in the Circle of Twilight Spells table, you thereafter always have the listed spells prepared.

Unchained Druid Level Spells
1st Detect Evil and Good, Sanctuary
3rd Gentle Repose, Lesser Restoration
5th Remove Curse, Revivify
7th Banishment, Death Ward
9th Hallow, Raise Dead

Harvest's Scythe

At 1st level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d6s equal to your Unchained Druid level.

When you roll damage for an Unchained Druid Spell of Level 1+, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to your proficiency bonus or less. Roll the spent dice and add them to the damage as necrotic damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell's damage, or 5 hit points per die if at least one of the slain creatures was undead.

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

Speech Beyond the Grave

At 5th level, you gain the ability to reach beyond death's veil in search of knowledge. You learn the spell Speak With Dead. It counts an Unchained Druid Spell for you, does not count against the number of Unchained Druid Spells you have prepared, and you may cast it without material components. You understand what the target of this casting says even if it does not speak a language you know, and it can understand your questions, even if you don't share a language or it is not intelligent enough to speak.

Watcher at the Threshold

At 10th level, you gain resistance to necrotic and radiant damage. In addition, while you aren't incapacitated, any ally within 30 feet of you has advantage on death saving throws.

Paths of the Dead

At 15th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. You learn the Etherealness spell. It counts an Unchained Druid Spell for you and it does not count against the number of Unchained Druid Spells you have prepared.

Additionally, you have advantage on any saving throws made against a spell or other effect used by an undead creature.

Circle of Wildfire

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

Circle of Wildfire Spells

At 1st level, when you reach an Unchained Druid level specified in the Circle of Wildfire Spells table, you thereafter always have the listed spells prepared.

d6 Circle Spells
1st Burning Hands, Healing Word
3rd Aganazzar's Scorcher (XGE), Scorcing Ray
5th Fireball (MCoC), Plant Growth
7th Aura of Life, Fire Shield
9th Flame Strike, Mass Cure Wounds

Summon Wildfire Spirit

At 1st level, you can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.

The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 5 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.

The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.

In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

The spirit manifests for 10 minutes, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.

Enhanced Bond

At 5th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.

In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.

Cauterizing Flames

At 10th level, you gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 Plus your Wisdom modifier.

You can use this reaction equal to your Wisdom Modifier (minimum once), and you regain all expended uses when you finish a long rest.

Blazing Revival

At 15th level, the bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.

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


Wildfire Spirit

Small Elemental, Unaligned


  • Armor Class 10 plus your Wisdom Modifier (natural armor)
  • Hit Points 5 Plus four times your Unchained Druid level (the Wildfire Spirit has a number of hit dice [d6s] equal to your Unchained Druid Level.)
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
10 (0) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 11 (0)

  • Damage Immunities fire
  • Condition Immunities charmed, frightened, grappled, prone, restrained
  • Senses darkvision 60 ft., passive perception 12
  • Languages understands the languages you speak
  • Challenge -
  • Proficiency Bonus equals your bonus

Actions

Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 plus your Wisdom Modifier fire damage.

Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 plus your Wisdom Modifier fire damage.

Appendix A: Unchained Druid Spell List


Note: These Spells are found in the 2024 Player's Handbook or other documents, denoted by shorthand in parenthesis which have their full names listed earlier in this document.

Cantrips (Level 0 Unchained Druid Spells)

Air Burst (SCoC)
Control Flames (XGE)
Create Bonfire (XGE)
Dancing Lights
Druidcraft
Elementalism
Fire Bolt
Frostbite (XGE)
Guidance
Gust (XGE)
Infestation (XGE)
Lightning Lure (TCE)
Magic Stone (XGE)
Mending
Message
Mold Earth (XGE)
Poison Spray
Primal Savagery (XGE)
Produce Flame
Ray of Frost
Resistance
Shape Water (XGE)
Shillelagh
Shocking Grasp
Spare the Dying
Spider's Bite (SCoC)
Starry Wisp
Thorn Whip
Thunderclap
Tyrant's Tail (SCoC)
Water Whip (SCoC)

Level 1 Unchained Druid Spells

Absorb Elements (XGE)
Animal Friendship
Armor of Agathys
Beast Bond (XGE)
Burning Hands
Chilling Rebuke (MCoC)
Comprehend Languages
Create or Destroy Water
Cure Wounds
Deafening Rebuke (MCoC)
Detect Magic
Detect Poison and Disease
Earth Tremor (XGE)
Entangle
Farie Fire
Feather Fall
Fire Knife (MCoC)
Fog Cloud
Frost Fingers (MCoC)
Goodberry
Healing Word
Ice Knife
Jump
Lightning Knife (MCoC)
Longstrider
Magnify Gravity (EGW)
Protection from Evil and Good
Purify Food and Drink
Ray of Sickness
Sanctuary
Shocking Rebuke (MCoC)
Shower of Sparks (MCoC)
Snare (XGE)
Sonic Boom (MCoC)
Sonic Shard (MCoC)
Speak with Animals
Thunderwave
Toxic Knife (MCoC)
Toxic Rebuke (MCoC)
Toxic Surge (MCoC)

Level 2 Unchained Druid Spells

Aganazzar's Scorcher (XGE)
Aid
Air Bubble (AAG)
Animal Messenger
Augury
Barkskin
Beast Sense
Borrowed Knowledge (SCC)
Countinual Flame
Darkvision
Dragon's Breath
Dust Devil (XGE)
Earthbind (XGE)
Enhance Ability
Electrify (SCoC)
Enlarge/Reduce
Find Traps
Flame Blade
Flaming Sphere
Freezing Ray (MCoC)
Frozen Blade (MCoC)
Gentle Repose
Gust of Wind
Heat Metal
Hold Person
Lesser Restoration
Locate Animals or Plants
Locate Object
Maximilian's Earthen Grasp (XGE)
Moonbeam
Nathair's Mischeif (FTD)
Pass without Trace
Protection from Poison
Ray of Enfeeblement
Rime's Binding Ice (FTD)
Scorching Ray
Shatter
Skywrite (XGE)
Snilloc's Snowball Storm (XGE)
Sonic Blade (MCoC)
Sonic Ray (MCoC)
Sparking Blade (MCoC)
Sparking Ray (MCoC)
Spider Climb
Spike Growth
Summon Beast
Toxic Blade (MCoC)
Toxic Ray (MCoC)
Watery Surge (SCoC)
Warding Wind (XGE)
Web
Wither and Bloom (SCC)

Level 3 Unchained Druid Spells

Ashardalon's Stride (FTD)
Aura of Vitality
Bestow Curse
Call Lightning
Catnap (XGE)
Clairvoyance
Conjure Animals
Create Food and Water
Daylight
Dispel Magic
Elemental Weapon
Erupting Earth (XGE)
Feign Death
Fireball (MCoC)
Fly
Ice Ball (MCoC)
Leomund's Tiny Hut
Lightning Bolt
Lightning Sphere (MCoC)
Meld into Stone
Plant Growth
Protection from Energy
Remove Curse
Revivify
Syluné's Viper (FRHoF)
Sleet Storm
Sonic Explosion (MCoC)
Speak with Plants
Sudden Chill (SCoC)
Summon Fey
Thunder Step (XGE)
Tidal Wave (XGE)
Tongues
Toxic Sphere (MCoC)
Water Breathing
Wall of Sand (XGE)
Wall of Water (XGE)
Water Walk
Wind Wall

Level 4 Unchained Druid Spells

Aura of Life
Aura of Purity
Blight
Confusion
Conjure Minor Elementals
Conjure Woodland Beings
Control Water
Divination
Dominate Beast
Doomtide (FRHoF)
Elemental Bane (XGE)
Fire Shield
Fount of Moonlight
Freedom of Movement
Giant Insect
Grasping Vine
Guardian of Nature (XGE)
Hallucinatory Terrain
Ice Storm
Locate Creature
Mordenkainen's Faithful Hound
Polymorph
Stone Shape
Stoneskin
Storm Shield (MCoC)
Storm Sphere (XGE)
Summon Elemental
Thunder Shield (MCoC)
Toxic Shield (MCoC)
Venomous Stinger (SCoC)
Wall of Fire
Watery Sphere (XGE)

Level 5 Unchained Druid Spells

Alustriel's Mooncloak (FRHoF)
Antilife Shell
Awaken
Commune with Nature
Circle of Power
Cone of Cold
Cone of Flames (MCoC)
Cone of Sparks (MCoC)
Cone of Toxins (MCoC)
Conjure Elemental
Contagion
Control Winds (XGE)
Dawn (XGE)
Dispel Evil and Good
Dream
Electrocution (SCoC)
Geas
Greater Restoration
Hallow
Hold Monster
Immolation (XGE)
Insect Plague
Mass Cure Wounds
Maelstrom (XGE)
Passwall
Planar Binding
Reincarnate (MCoC)
Scrying
Songal's Elemental Suffusion (FRHoF)
Summon Dragon
Transmute Rock (XGE)
Tree Stride
Wall of Stone
Wrath of Nature (XGE)

Level 6 Unchained Druid Spells

Arcane Gate
Bones of the Earth (XGE)
Chain Lightning
Conjure Fey
Unchained Druid Grove (XGE)
Find the Path
Flesh to Stone
Forbiddance
Heal
Heroes' Feast
Investiture of Flame (XGE)
Investiture of Ice (XGE)
Investiture of Stone (XGE)
Investiture of Wind (XGE)
Move Earth
Primordial Ward (XGE)
Scatter (XGE)
Sunbeam
Tasha's Bubbling Cauldron
Transport via Plants
Wall of Ice
Wall of Thorns
Wind Walk

Level 7 Unchained Druid Spells

Delayed Blast Fireball
Delayed Blast Ice Ball (MCoC)
Delayed Blast Lightning Sphere (MCoC)
Delayed Blast Sonic Explosion (MCoC)
Delayed Blast Toxic Sphere (MCoC)
Draconic Transformation (FTD)
Dream of the Blue Veil (TCE)
Fire Storm
Mirage Arcane
Plane Shift
Power Word Fortify
Regenerate
Reverse Gravity
Sequester
Symbol
Whirlwind (XGE)

Level 8 Unchained Druid Spells

Abi-Dalzim's Horrid Wilting (XUA25PU)
Animal Shapes
Antimagic Field
Antipathy/Sympathy
Befuddlement
Control Weather
Dominate Monster
Earthquake
Freezing Cloud (MCoC)
Glibness
Illusory Dragon (XGE)
Incendiary Cloud
Maze
Reverberating Cloud (MCoC)
Static Cloud (MCoC)
Sunburst
Toxic Cloud (MCoC)
Tsunami

Level 9 Unchained Druid Spells

Astral Projection
Foresight
Gate
Mass Polymorph (XGE)
Power Word Heal
Shapechange
Storm of Vengeance
True Polymorph
True Resurrection
Weird

Credits

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Changes: Me, SmugCoffeeMan

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This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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Changelog

1.0

  • Created the document.

1.1

  • Updated source list.
  • Added Abi-Dalzim's Horried Wilting (XUA25PU) to the spell list.

1.2

  • Added some spells from FRHoF.