Druids

*There is no Circle of the Land and Circle of the Moon in Achaia as in the* Players Handbook*.*

**Primary Circles**

Circle of Verdant Unanimity (*Nature*)

Circle of Harmony (*Earth*)

Circle of Zephyr (*Air*)

Circle of Ember (*Fire*)

Circle of Torrent (*Water*)

**Para-Circles**

Circle of Inferno (*Magma*)

Circle of Nebula (*Smoke*)

Circle of Frost (*Ice/Cold*)

Circle of Slime (*Ooze*)

**Quasi-Circles**

Circle of Crystalline (*Minerals*)

Circle of Luminos (*Radiance*)

Circle of Vapor (*Steam/Rain*)

Circle of Tempest (*Lightning*)

Circle of Zephyrus (*Dust/Sand*)

Circle of Void (*Void/Vacuum*)

Circle of Emberscale (*Ash*)

Circle of Salinas (*Salt*)

**Class Description**: Druids are esteemed as the guardians and priests of the natural world and its elemental forces in the realm of Achaia. Their powers are derived from the intrinsic connection between nature and the close elements, allowing them to channel and manipulate these energies for various purposes. With their deep communion with the wilderness, they assume the roles of protectors, healers, and wise counselors, upholding the delicate equilibrium between civilization and the untamed realms. Druids possess a profound affinity with the living tapestry of nature. Some communicate with animals and comprehend their languages, and build a rapport with them. Additionally, they possess an uncanny perception that enables them to detect disturbances in the natural order, whether it's an impending danger or an area of significant power. The bond with nature empowers Druids to wield its magical essence. They can cast an array of spells that focus on nature in the Prime Material plane, commanding plants and animals, controlling weather phenomena, and safeguarding themselves and their allies. *Wisdom* serves as their spellcasting ability, allowing them to draw upon their profound connection with the natural order.

**Class Abilities**:

**Wild Shape**: Starting at 2nd level, Druids gain the ability to assume the forms of diverse animals and creatures, embracing their primal instincts. Through this transformative ability, they can take on the physical attributes and natural abilities of the creatures they become, allowing for enhanced mobility, stealth, or even defensive capabilities. As they advance, they unlock additional options, enabling them to embody more powerful and exotic creatures.

**Elemental Attunement**: At the heart of a Druid's power lies their attunement to the elemental forces shaping the world. At 2nd level by choosing one of the elements—earth, air, fire, or water, magma, smoke, ice/cold, ooze, minerals, radiance, steam/rain, lightning, dust/sand, void/vacuum, ash, or salt—as their attunement, they become members of a specific Druid Circle. This choice determines the unique abilities and features they gain as they progress in their druidic journey. A druid can choose to focus soley on nature, ignoring the elemental connections, if they choose. (See Below)

**Timeless Body**: Starting at 18th level, the primal magic you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

**Beast/Elemental Spells**: Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in beast/elemental form, but you aren't able to provide material components.

**Archdruid**: At 20th level, you can use your Wild Shape an unlimited number of times.

*Primary Circles*

**Circle of Verdant Unanimity** (*Nature*): Druids who embrace the Circle of Verdant Unanimity must be Lawful Neutral, True Neutral or Chaotic Neutral and dedicate themselves to the purest form of nature on the prime material plane, nurturing the balance and interconnectedness of all living things. These druids draw power from the vibrant energy of the natural world itself, embodying its resilience and growth.

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

*Nature's Blessing*: At 3rd Level, your connection to nature imbues you with an enhanced understanding of flora and fauna. You gain the ability to communicate in a basic form with plants. You can also heal plants, in a 5 ft cube, reviving wilted or damaged foliage, and even accelerate the growth of vegetation. You can do both of these once per day.

*Verdant Unanimity Circle Spells***:** Your mystical connection to the natural world infuses you with the ability to cast certain spells. At 3rd, 5th, 7th and 9th level you gain access to any circle spell set connected to the land. Your choice on page 68 of the Players Handbook. They do not have to be a particular region, but can be chosen of any biome in the world. All other details are the same in regard to this *Circle spell* ability.

*Swift Stride*: Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them if they have thorns, spines or a similar hazard. In addition you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the *entangle* spell.

*Nature's Ward*: When you reach 10th level, you can't be charmed or frightened by fey and you are immune to poison and disease. In addition you can camouflage yourself in any natural biome surroundings, making you nearly invisible. You can move through difficult terrain effortlessly and track creatures with exceptional precision.

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

*Natural Forms*: At 20th level, a druid can wild shape into a beast with a challenge rating as high as half your druid level, rounded down.

**NOTE**: All elemental circle druids, gain the following ability at 8th level. *Elemental Form*: Upon reaching 8th level, you gain the ability to use two wild shapes to form into an elemental of your circle type.

**Circle of Harmony** (*Earth*): Those who choose to attune themselves to the Earth element join the Circle of Harmony and must be Lawful Neutral. Earth Druids specialize in resilience, fortification, and the manipulation of stone and soil. They possess the ability to bolster defenses, create formidable walls and barriers, and enhance the resilience of their allies, making them exceptional protectors. These abilities for the Circle of Harmony (Earth) emphasize the druid's connection with the enduring strength and stability of the earth. By manipulating stone, increasing their resilience, creating seismic disturbances, and shaping the land, these druids become formidable protectors and masters of the earth element.

*Earth's Resilience*: At 2nd level, as a druid of the Circle of Harmony (Earth), you gain the ability to harness the endurance and stability of the earth itself. You gain resistance to bludgeoning damage and advantage on saving throws against being knocked prone.

*Stone Shape*: At 3rd level, your connection to the element of earth allows you to manipulate stone and soil. You gain the ability to cast the spell Stone Shape once per long rest without expending a spell slot. This ability allows you to reshape and mold stone or earth, creating simple structures or altering the environment to your advantage.

*Rockskin*: Upon reaching 6th level, your bond with the earth deepens, granting you increased protection. As a bonus action, you can spend a use of your Wild Shape feature to gain temporary hit points equal to your druid level plus your Wisdom modifier. Additionally, while you have these temporary hit points, your AC increases by 2.

*Earthquake*: Aura At 10th level, you gain the ability to channel the seismic energy of the earth, creating an aura of unstable ground around you. As an action, you can cause the ground in a 10-foot radius around you to shake violently. Creatures of your choice within the aura must succeed on a Dexterity saving throw or be knocked prone. The aura lasts for 1 minute, and you can use this ability once per long rest.

*Terraform*: Upon reaching 14th level, you gain the ability to reshape the land itself on a grand scale. Once per long rest, as an action, you can cause the terrain within a 30-foot radius centered on yourself to transform according to your will. You can create difficult terrain, raise or lower the ground, or create natural barriers like cliffs or trenches. The effects of this ability last for 1 hour.

**Circle of Zephyr** (*Air*): Druids who align themselves with the Air element become members of the Circle of Zephyr and must be Chaotic Neutral. Air Druids focus on speed, agility, and the mastery of wind and lightning. They possess the capability to manipulate air currents, summon storms and gales, traverse great distances with ease, and augment their reflexes, making them unparalleled in matters of swift movement and evasive tactics. These abilities for the Circle of Zephyr (Air) highlight the druid's affinity for the element of air, granting them enhanced mobility, control over wind, and the ability to manipulate air currents. By harnessing the power of gusts, slowing their descent, unleashing whirlwind strikes, and enveloping themselves in a protective wind aura, these druids become masters of aerial combat and versatile guardians of the skies.

*Zephyr's Grace*: At 2nd level, as a druid of the Circle of Zephyr (Air), you gain the ability to harness the agility and swiftness of the air itself. Your movement speed increases by 10 feet, and you have advantage on Dexterity saving throws against effects that would knock you prone or move you against your will.

*Gust*: At 3rd level, your connection to the element of air allows you to control the currents and forces of wind. You gain the ability to cast the spell *Gust of Wind* once per long rest without expending a spell slot. This ability allows you to create a strong gust of wind that affects the movement of creatures and objects in its path.

*Feather Fall*: Upon reaching 6th level, your bond with the air grants you the ability to slow your descent and land gracefully. You gain the ability to cast the spell *Feather Fall* at will without expending a spell slot. This ability allows you or a willing creature you touch to fall slowly and safely from great heights.

*Whirlwind Strike*: At 10th level, you gain the ability to channel the power of swirling winds into your attacks. Whenever you hit a creature with a melee weapon attack, you can use a bonus action to make the target make a Strength saving throw against your spell save DC. On a failed save, the target is pushed 10 feet away from you and knocked prone. You can use this ability a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

*Gale's Embrace*: Upon reaching 14th level, you gain the ability to surround yourself with a protective shield of swirling winds. As an action, you can create a 10-foot radius aura around yourself that lasts for 1 minute. The aura grants you and friendly creatures of your choice within it resistance to piercing, and slashing damage from non-magical attacks. In addition any ranged weapon used on the druid sufferes disadvantage. Once you use this ability, you can't use it again until you finish a long rest.

**Circle of Ember** (*Fire*): Selecting the Fire element as their attunement grants druids entry into the Circle of Ember. Fire Druids can only be True Neutral and wield the ferocious power of flames and intense heat. They have the capacity to conjure fireballs, ignite their weapons with fiery energy, resist the effects of extreme heat, and unleash devastating area-of-effect attacks, leaving their enemies scorched and vanquished. These abilities for the Circle of Ember (Fire) highlight the druid's affinity for the element of fire, granting them resilience against fire, the ability to ignite targets, and powerful area-of-effect fire damage. By radiating heat, unleashing fiery explosions, and summoning devastating pyroclasm, these druids become masters of fire manipulation, scorching their enemies and leaving a trail of destruction in their wake.

*Ember's Fury*: At 2nd level, as a druid of the Circle of Ember (Fire), you gain the ability to tap into the primal forces of fire. You have resistance to fire damage, and your spells and abilities that deal fire damage have their damage increased by your Wisdom modifier.

*Ignite*: At 3rd level, your connection to the element of fire allows you to ignite objects and creatures with your touch. You gain the ability to cast the spell *Produce Flame* at will without expending a spell slot. Additionally, when you hit a creature with a melee attack, you can use a bonus action to cause the target to catch fire, taking additional fire damage at the start of its turn for a number of rounds equal to your Wisdom modifier.

*Blazing Presence*: Upon reaching 6th level, your bond with fire grants you an aura of intense heat. As an action, you can activate your *Blazing Presence*, creating a 10-foot radius aura centered on yourself. Creatures that start their turn or enter the aura for the first time on a turn take fire damage equal to your druid level + your Wisdom modifier. You can use this ability once per short or long rest.

*Inferno Nova*: At 10th level, you gain the ability to unleash a devastating explosion of fire. Once per long rest, as an action, you can cause flames to erupt in a 20-foot radius sphere centered on yourself. Creatures within the area must make a Dexterity saving throw, taking fire damage equal to 4d6 + your druid level on a failed save, or half as much damage on a successful one.

*Pyroclasm*: Upon reaching 14th level, you gain the ability to summon a cataclysmic pyroclasm. Once per long rest, as an action, you can call forth a massive wave of fire and volcanic energy in a 30-foot cone originating from you. Creatures in the area must make a Dexterity saving throw, taking fire damage equal to 8d6 + your druid level on a failed save, or half as much damage on a successful one. In addition, the area becomes difficult terrain, and flammable objects are consumed by the flames.

**Circle of Torrent** (*Water*): Those who attune themselves to the Water element must be True Neutral and become members of the Circle of Torrent. Water Druids excel in healing, adaptability, and the manipulation of water and ice. They possess the ability to mend wounds, freeze adversaries in their tracks, summon massive tidal waves, and even breathe underwater. Their mastery of water makes them indispensable healers and versatile combatants. These abilities for the Circle of Torrent (Water) highlight the druid's affinity for the element of water, granting them enhanced aquatic abilities, healing powers, and control over water-based attacks. By assuming aquatic forms, healing with restorative waters, summoning whirlpools, and unleashing devastating tsunamis, these druids become masters of water manipulation, able to protect and shape the flow of battle with their watery might.

*Aquatic Form*: At 2nd level, your connection to the element of water allows you to transform your body to better navigate aquatic environments. You gain the ability to cast the spell *Alter Self* once per long rest without expending a spell slot. This ability only works to allow you to assume aquatic forms, such as gaining gills to breathe underwater or growing fins to swim faster.

*Torrential Flow*: At 3rd level, as a druid of the Circle of Torrent (Water), you gain the ability to harness the power and fluidity of water. You have a swim speed equal to your normal speed, and you can breathe underwater. Additionally, you have advantage on Strength saving throws and ability checks made to resist being moved against your will.

*Healing Waters*: Upon reaching 6th level, your bond with water grants you the ability to heal and revitalize your allies. As an action, you can create a pool of healing waters in a 15-foot radius centered on yourself. Creatures of your choice within the area regain hit points equal to your druid level + your Wisdom modifier. You can use this ability once per short or long rest.

*Whirlpool Surge:* At 10th level, you gain the ability to summon a powerful whirlpool to control and manipulate your enemies. Once per long rest, as an action, you can create a 20-foot radius whirlpool at a point you can see within 60 feet of you. The druid must be able to see at least a 1 foot pool of water within 120ft of the caster. Creatures within the *whirlpool* area must make a *Strength* saving throw or be pulled 10 feet toward the center of the whirlpool. Additionally, they take bludgeoning damage equal to 3d6 + your druid level. The *whirlpool* lasts for 1 minute or until you lose concentration.

*Tsunami's Wrath*: Upon reaching 14th level, you gain the ability to unleash the fury of a mighty tsunami. Once per long rest, as an action, you can summon a colossal wave in a 60-foot cone originating from you. Creatures in the area must make a *Strength* saving throw, taking bludgeoning damage equal to 8d6 + your druid level on a failed save, or half as much damage on a successful one. The area becomes difficult terrain, and creatures that fail the save are knocked prone.

***Para-Elemental Circles***

**Circle of Inferno** (*Magma*): Druids who align themselves with the element of magma must be Lawful Neutral or True Neutral and join the Circle of Inferno. These fiery spellcasters harness the volatile forces of molten rock and intense heat. Circle of Inferno Druids can create eruptions, generate lava flows, surround themselves in an aura of searing heat, and summon elemental creatures born of fire and earth. These abilities for the Circle of Inferno (Magma) highlight the druid's affinity for the element of magma, granting them resilience against fire, the ability to transform into a molten state, and control over the destructive power of volcanic energy. By channeling the intense heat, creating volcanic surges, manipulating the terrain with flowing magma, and unleashing devastating eruptions, these druids become masters of fiery destruction, leaving a path of molten chaos in their wake.

*Infernal Resistance*: At 2nd level as a druid of the Circle of Inferno (Magma), you gain the ability to withstand the intense heat and molten power of magma. You have resistance to fire damage and effects of lava and magma, such as burning or being set on fire.

*Molten Form*: At 3rd level, your connection to the element of magma allows you to transform parts of your body into a molten state. You gain the ability to cast the spell *Heat Metal* once per long rest without expending a spell slot. Additionally, as a bonus action, you can temporarily transform parts of your body into molten rock, dealing fire damage to creatures that touch you or hit you with a melee attack. This ability lasts for 1 minute or until you end it as a bonus action.

*Volcanic Surge*: Upon reaching 6th level, your bond with magma grants you the ability to unleash volcanic energy in a surge of power. As an action, you can surround yourself with a 10-foot radius aura of searing heat. Creatures of your choice that start their turn or enter the aura for the first time on a turn must make a *Dexterity* saving throw, taking fire damage equal to your druid level + your Wisdom modifier on a failed save, or half as much damage on a successful one. You can use this ability once per short or long rest.

*Magma Flow*: At 10th level, you gain the ability to control the flow of molten rock and manipulate the terrain to your advantage. As an action, you can cause a 20-foot square area of the ground within 60 feet of you to become difficult terrain as the earth turns to searing magma. Creatures that start their turn in the area or enter it for the first time on a turn take fire damage equal to your druid level. This effect lasts for 1 minute or until you use this ability again.

*Inferno Eruption*: Upon reaching 14th level, you gain the ability to summon a devastating eruption of magma. Once per long rest, as an action, you can cause a 30-foot radius area centered on yourself to become a seething inferno. Creatures in the area must make a Dexterity saving throw, taking fire damage equal to 10d6 + your druid level on a failed save, or half as much damage on a successful one. The area becomes difficult terrain, and it remains hazardous for 1 minute.

**Circle of Nebula** (Smoke): Those who attune themselves to the element of smoke must be Chaotic Neutral or True Neutral and become members of the Circle of Nebula. These druids command the mysterious and ever-shifting powers of smoky vapors. Circle of Nebula Druids possess the ability to obscure vision, disorient foes with choking smoke, transform into insubstantial forms, and summon creatures composed of ethereal smoke. These abilities for the Circle of Nebula (Smoke) highlight the druid's affinity for the element of smoke, granting them enhanced stealth, control over obscuring effects, and the ability to suffocate their enemies. By assuming a smoke form, creating smoke screens, choking foes with noxious smoke, and unleashing the power of a celestial nebula, these druids become masters of deception and manipulation, shrouding their movements and overwhelming their adversaries with an otherworldly haze.

*Nebulous Veil*: At 2nd level as a druid of the Circle of Nebula (Smoke), you gain the ability to harness the mysterious and ephemeral nature of smoke. You have resistance to poison damage and advantage on saving throws against poison effects. Additionally, you have advantage on Stealth checks while in an area of dim light or darkness.

*Smoke Form*: At 3rd level, your connection to the element of smoke allows you the ability to hold your breath indefinitely, and you can assume a form composed of swirling mist and shadows. You gain the ability to cast the spell *Fog Cloud* once per long rest without expending a spell slot. Additionally, as a bonus action, you can transform into a gaseous form, gaining resistance to non-magical damage and the ability to move through small cracks and openings. This form lasts for 1 minute or until you end it as a bonus action.

*Smoke Screen*: Upon reaching 6th level, your bond with smoke grants you the ability to create a dense screen of obscuring smoke. As an action, you can create a 20-foot radius sphere of smoke centered on yourself. The area becomes heavily obscured, and creatures within it have disadvantage on Wisdom (Perception) checks that rely on sight. You can use this ability once per short or long rest.

*Choking Embrace:* At 10th level, you gain the ability to suffocate your enemies with a smothering embrace of smoke. Once per long rest, as an action, you can create a 15-foot cone of choking smoke originating from yourself. Creatures in the area must make a *Constitution* saving throw or be poisoned and unable to speak for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.

*Nebula's Wrath*: Upon reaching 14th level, you gain the ability to unleash the fury of a celestial nebula. Once per long rest, as an action, you create a 30-foot radius sphere of swirling elemental poisonous smoke energy centered on yourself. Creatures within the area must make a *Dexterity* saving throw, taking poison damage equal to 10d6 + your druid level on a failed save, or half as much damage on a successful one. The area becomes heavily obscured, and creatures that fail the save are blinded until the end of their next turn.

**Circle of Frost** (*Ice/Cold*): Druids who choose the element of ice/cold must be Chaotic Neutral or True Neutral and are welcomed into the Circle of Frost. These masters of frigid temperatures and icy landscapes wield powers that can freeze and immobilize their enemies. Circle of Frost Druids can create blizzards, summon icy constructs, encase foes in ice, and enhance their own resilience against cold-based attacks. These abilities for the Circle of Frost (Ice/Cold) highlight the druid's affinity for the element of ice and cold, granting them resilience against cold, enhanced melee attacks, and control over frigid powers. By imbuing their attacks with icy touch, radiating a glacial aura, unleashing frost novas, and summoning blizzards, these druids become masters of icy devastation, freezing their enemies in their tracks and enveloping the battlefield in a wintry embrace.

*Frost Resistance*: At 2nd level as a druid of the Circle of Frost (Ice/Cold), you gain the ability to endure the frigid cold and harness the power of ice. You have resistance to cold damage, and you are acclimated to cold environments, allowing you to ignore any penalties or disadvantages caused by extreme cold weather.

*Icy Touch:* At 3rd level, your connection to the element of ice grants you the ability to imbue your attacks with freezing cold. Whenever you hit a creature with a melee weapon attack, you can expend a spell slot to deal additional cold damage equal to the level of the spell slot expended.

*Glacial Aura*: Upon reaching 6th level, your bond with ice and cold allows you to emanate a chilling aura. As a bonus action, you can activate your Glacial Aura, creating a 10-foot radius aura of intense cold centered on yourself. Creatures that start their turn or enter the aura for the first time on a turn must make a *Constitution* saving throw or take cold damage equal to your druid level + your Wisdom modifier. You can use this ability once per short or long rest.

*Frost Nova*: At 10th level, you gain the ability to unleash a powerful frost nova. Once per long rest, as an action, you can release a burst of icy energy in a 20-foot radius sphere centered on yourself. Creatures within the area must make a *Dexterity* saving throw, taking cold damage equal to 4d6 + your druid level on a failed save, or half as much damage on a successful one. Additionally, creatures that fail the saving throw have their movement speed reduced by half until the end of their next turn.

*Winter's Embrace*: Upon reaching 14th level, you gain the ability to channel the full force of winter. Once per long rest, as an action, you can summon a blizzard in a 30-foot cone originating from you. Creatures in the area must make a *Constitution* saving throw, taking cold damage equal to 8d6 + your druid level on a failed save, or half as much damage on a successful one. Additionally, the area becomes difficult terrain, and creatures that fail the saving throw have their speed reduced to 0 until the start of your next turn.

**Circle of Slime** (*Ooze*): Druids attuned to the element of ooze must be Lawful Neutral or True Neutral and are initiated into the Circle of Slime. These druids tap into the strange and transformative properties of primordial ooze. Circle of Slime Druids can conjure acidic attacks, manipulate the viscosity of fluids, transform into ooze-like forms, and summon bizarre ooze creatures to do their bidding. These abilities for the Circle of Slime (Ooze) highlight the druid's affinity for the element of ooze, granting them resilience against acid, the ability to transform into an ooze-like form, and control over acidic powers. By transforming into an ooze-like state, unleashing bursts of acid, summoning oozes as allies, and becoming a primordial ooze, these druids become masters of ooze manipulation, dissolving obstacles and enemies with their corrosive abilities, and harnessing the primordial power of the ooze.

*Ooze Resistance*: At 2nd level as a druid of the Circle of Slime (Ooze), you gain the ability to withstand the corrosive nature of oozes and slimes. You have resistance to acid damage, and you have advantage on saving throws against being grappled or restrained.

*Ooze Form*: At 3rd level, your connection to the element of ooze allows you to transform your body into a semi-liquid state. You gain the ability to cast the spell *Spider Climb* once per long rest without expending a spell slot. Additionally, as a bonus action, you can transform into an ooze-like form, granting you advantage on *Dexterity* (Acrobatics) checks and the ability to move through tight spaces as if you were a Small creature. This form lasts for 1 minute or until you end it as a bonus action.

*Acidic Burst:* Upon reaching 6th level, your bond with ooze grants you the ability to unleash bursts of corrosive acid. As an action, you can spew a 15-foot cone of acid from your mouth. Creatures in the area must make a *Dexterity* saving throw, taking acid damage equal to your druid level + your Wisdom modifier on a failed save, or half as much damage on a successful one. You can use this ability once per short or long rest.

*Ooze Manipulation:* At 10th level, you gain the ability to manipulate and control oozes and slimes. As an action, you can summon an ooze or slime creature to fight alongside you. The creature appears in an unoccupied space within 60 feet of you, and its size can be no larger than Large. The summoned creature obeys your verbal commands and acts on its own initiative count. It remains for 1 hour or until reduced to 0 hit points.

*Primordial Ooze:* Upon reaching 14th level, you gain the ability to tap into the primal essence of ooze. Once per long rest, as an action, you transform into a massive, amorphous ooze-like creature. While in this form, you have resistance to all damage except psychic damage, and you can move through other creatures and objects as if they were difficult terrain. You can make a melee attack against a creature you move through, dealing acid damage equal to your druid level + your Wisdom modifier. This form lasts for 1 minute or until you use an action to revert to your normal form.

**Quasi-Elemental Circles**

**Circle of Crystalline** (*Minerals*): Druids who draw their power from the quasi-elemental plane of minerals must be Lawful Good and join the Circle of Crystalline. These druids possess an affinity for the raw energy and structures found within gemstones and precious minerals. Circle of Crystalline Druids can shape minerals, reinforce their bodies with diamond-hard skin, project shards of crystal, and summon powerful earth elementals. These abilities for the Circle of Crystalline (Minerals) highlight the druid's affinity for the element of minerals, granting them enhanced durability, defensive abilities, and the ability to strike with the sharpness of crystals. By encasing themselves in protective crystal, striking foes with crystal shards, creating a crystalline shield, and unleashing a wave of shattering crystals, these druids become masters of defense and offense, utilizing the strength and resilience of minerals to overcome their enemies.

*Mineral Resilience*: At 2nd level as a druid of the Circle of Crystalline (Minerals), you gain an inherent connection to the raw power and beauty of minerals. You have resistance to piercing/slashing damage and advantage on saving throws against petrification effects. Additionally, you have proficiency with Smith's tools and the ability to identify the properties and potential uses of minerals and gemstones.

*Crystal Shaping*: At 3rd level, your connection to the element of minerals allows you to shape and manipulate crystals. You gain the ability to cast the spell *Magic Stone* once per long rest without expending a spell slot. Additionally, as a bonus action, you can shape crystals into a weapon, granting you a +1 bonus to attack and damage rolls with that weapon. This effect lasts for 1 minute or until you end it as a bonus action.

*Gemstone Veil*: Upon reaching 6th level, your bond with minerals allows you to cloak yourself in a shimmering veil of gemstones. As a bonus action, you can activate your Gemstone Veil, gaining a +2 bonus to AC and resistance to all damage except force damage. This effect lasts for 1 minute or until you end it as a bonus action. You can use this ability once per short or long rest.

*Crystal Shard Barrage*: At 10th level, you gain the ability to unleash a barrage of crystal shards. Once per long rest, as an action, you can create a 20-foot cone of crystal shards originating from yourself. Creatures in the area must make a *Dexterity* saving throw, taking piercing damage equal to your druid level + your Wisdom modifier on a failed save, or half as much damage on a successful one. Additionally, the area becomes difficult terrain until the start of your next turn.

*Crystalline Ascendance*: Upon reaching 14th level, you gain the ability to ascend into a powerful crystalline form. Once per long rest, as an action, you transform into a majestic, crystalline being. While in this form, your AC increases by 2, and you have resistance to all damage except force damage. You can also expend a bonus action to project a radiant energy field, dealing force damage equal to your druid level + your Wisdom modifier to all creatures within 10 feet of you. This form lasts for 1 minute or until you use an action to revert to your normal form.

**Circle of Luminos** (*Radiance*): Those who attune themselves to the quasi-elemental plane of radiance must be Neutral Good and become members of the Circle of Luminos. These druids command the radiant energies that illuminate the cosmos and bring forth dazzling light. Circle of Luminos Druids can emit radiant bursts, purify darkness, heal with restorative light, and radiate an aura of blinding brilliance. These abilities for the Circle of Luminos (Radiance) highlight the druid's affinity for the element of radiance, granting them resilience against radiant damage, the ability to infuse spells with radiant energy, and control over the power of illumination. By infusing spells with radiant energy, radiating an illuminating presence, unleashing celestial bursts, and ascending into a radiant form, these druids become masters of radiant power, harnessing the brilliance of light to blind foes and unleash devastating radiant attacks.

*Radiant Resilience:* At 2nd level as a druid of the Circle of Luminos (Radiance), you gain an affinity for radiant energy and the brilliance of light. You have resistance to radiant damage and advantage on saving throws against being blinded. Additionally, you can use your action to emit bright light in a 10-foot radius and dim light for an additional 10 feet.

*Radiant Infusion*: At 3rd level, your connection to the element of radiance allows you to infuse your spells with radiant energy. When you cast a spell that deals damage of a type other than radiant, you can change the damage type to radiant. Additionally, you can use your action to imbue a weapon with radiant energy, granting it a +1 bonus to attack and damage rolls with radiant damage for 1 minute or until you end it as a bonus action.

*Illuminating Presence*: Upon reaching 6th level, your bond with radiance grants you an illuminating presence. As a bonus action, you can emit a radiant aura in a 30-foot radius centered on yourself. The area becomes brightly lit, and any hostile creature that starts its turn within the aura or enters it for the first time on a turn must make a *Wisdom* saving throw or be blinded until the start of its next turn. You can use this ability once per short or long rest.

*Celestial Burst:* At 10th level, you gain the ability to unleash a burst of celestial energy. Once per long rest, as an action, you create a 20-foot radius sphere of radiant energy centered on yourself. Creatures within the area must make a *Dexterity* saving throw, taking radiant damage equal to your druid level + your Wisdom modifier on a failed save, or half as much damage on a successful one. Additionally, any undead or fiend creature that fails the saving throw is also blinded for 2d4 rounds.

*Radiant Ascendance*: Upon reaching 14th level, you gain the ability to ascend into a radiant being of immense power. Once per long rest, as an action, you transform into a radiant form. While in this form, your AC increases by 2, and you have resistance to all damage except necrotic damage. You can also expend a bonus action to unleash a radiant burst, dealing radiant damage equal to your druid level + your Wisdom modifier to all creatures within 10 feet of you. This form lasts for 1 minute or until you use an action to revert to your normal form.

**Circle of Vapor** (*Steam/Rain*): Druids connected to the quasi-elemental plane of steam/rain must be Neutral Good and join the Circle of Vapor. These druids harness the power of water in its gaseous and liquid forms, commanding steam, mist, and rain. Circle of Vapor Druids can create fog banks, summon torrential downpours, manipulate moisture in the air, and transform into watery vapors. These abilities for the Circle of Vapor (Steam/Rain) highlight the druid's affinity for the element of steam and rain, granting them resilience against fire damage, the ability to teleport through mist, and control over the power of rainfall. By teleporting through mist, blessing allies with healing rains, summoning storms, and unleashing a torrential surge, these druids become masters of moisture and precipitation, manipulating weather patterns to aid their allies and hinder their foes with the power of steam and rain.

*Steam Affinity*: At 2nd level as a druid of the Circle of Vapor (Steam/Rain), you have a deep connection to the element of steam and rain. You have resistance to fire damage and advantage on saving throws against effects that would charm or hypnotize you. Additionally, once per short rest, you can use your action to create a small cloud of mist or steam that provides light obscurement in a 10-foot radius.

*Misty Step*: At 3rd level, your connection to the element of steam allows you to teleport through mists. You gain the *Misty Step* spell, which you can cast once per long rest without expending a spell slot. Additionally, as a bonus action, you can envelop yourself in a shroud of mist, granting you advantage on Dexterity (Stealth) checks until the start of your next turn or until you end it as a bonus action.

*Rainfall Blessing*: Upon reaching 6th level, your bond with rain allows you to bless your allies with rejuvenating showers. As an action, you can summon a gentle rain within a 30-foot radius centered on yourself. Creatures of your choice within the area regain hit points equal to your druid level + your Wisdom modifier. Additionally, this rain extinguishes non-magical flames and grants advantage on saving throws against effects that require concentration for creatures within the area. You can use this ability once per short or long rest.

*Storm's Embrace*: At 10th level, you gain the ability to summon a storm around you. Once per long rest, as an action, you create a 30-foot radius sphere of stormy weather centered on yourself. The area becomes difficult terrain, and creatures other than you have disadvantage on ranged attack rolls within it. Additionally, any creature that starts its turn within the area takes lightning damage equal to your druid level + your Wisdom modifier.

*Torrential Surge*: Upon reaching 14th level, you gain the ability to unleash a torrential surge of water. Once per long rest, as an action, you create a 30-foot cone of rushing water originating from yourself. Creatures in the area must make a *Strength* saving throw or be pushed back 30 feet and knocked prone. Additionally, creatures that fail the saving throw take bludgeoning damage equal to your druid level + your Wisdom modifier and are restrained until the end of their next turn.

**Circle of Tempest** (*Lightning*): Druids aligned with the quasi-elemental plane of lightning must be Chaotic Good and become members of the Circle of Tempest. These druids are conduits of electrical power, wielding the crackling energy of lightning storms. Circle of Tempest Druids can call forth lightning bolts, electrify their attacks, channel lightning for healing, and summon storm elementals and thunderbirds. These abilities for the Circle of Tempest (Lightning) highlight the druid's affinity for the element of lightning, granting them resistance to lightning damage, the ability to enhance their speed and mobility, and control over the power of thunderstorms. By channeling the fury of lightning into their attacks, summoning a protective Lightning Shield, and unleashing a devastating storm of lightning, these druids become masters of electrical energy, delivering shocking blows to their enemies and harnessing the raw power of storms to wreak havoc on the battlefield.

*Lightning Affinity*: At 2nd level as a druid of the Circle of Tempest (Lightning), you possess a deep connection to the element of lightning. You have resistance to lightning damage and advantage on saving throws against effects that would paralyze or stun you. Additionally, you can use your action to create a small crackling ball of lightning that sheds bright light in a 10-foot radius.

*Thunderous Step*: At 3rd level, your connection to the element of lightning grants you enhanced speed and agility. You gain the ability to cast the spell *Thunder Step* once per long rest without expending a spell slot. Additionally, as a bonus action, you can enhance your movement speed, gaining a +10 feet bonus to your speed until the start of your next turn or until you end it as a bonus action.

*Storm's Fury*: Upon reaching 6th level, your bond with storms allows you to channel the fury of lightning into your attacks. When you hit a creature with a melee weapon attack, you can choose to deal extra lightning damage equal to your druid level. Additionally, you have resistance to thunder damage.

*Lightning Shield*: At 10th level, you gain the ability to summon a crackling shield of lightning. Once per long rest, as a reaction when you are hit by an attack, you can activate your Lightning Shield. The attacker takes lightning damage equal to your druid level, and you have resistance to all damage until the start of your next turn. Additionally, any creature that hits you with a melee attack while your Lightning Shield is active takes lightning damage equal to your druid level.

*Storm's Wrath*: Upon reaching 14th level, you gain the ability to unleash a devastating storm of lightning. Once per long rest, as an action, you create a 30-foot radius storm cloud centered on yourself. Creatures within the area must make a *Dexterity* saving throw, taking lightning damage equal to your druid level + your Wisdom modifier on a failed save, or half as much damage on a successful one. Additionally, any creature that starts its turn within the area takes lightning damage equal to your druid level.

**Circle of Zephyrus** (*Dust/Sand*): Those who attune themselves to the quasi-elemental plane of dust/sand must be Lawful Evil and join the Circle of Zephyrus. These druids harness the power of swirling dust storms and shifting sand dunes. Circle of Zephyrus Druids can create sandstorms, blind enemies with dust clouds, shape sand into protective barriers, and transform into a whirling tornado of sand. These abilities for the Circle of Zephyrus (Dust/Sand) highlight the druid's affinity for the element of dust and sand, granting them resistance to acid damage, the ability to traverse difficult terrain, and control over the power of sandstorms. By summoning sandstorms, conjuring a protective sandstorm cloak, summoning a dust devil companion, and creating a devastating sandstorm vortex, these druids become masters of dusty winds and swirling sands, manipulating their surroundings and wreaking havoc on their foes with the power of dust and sand.

*Sand Affinity*: At 2nd level as a druid of the Circle of Zephyrus (Dust/Sand), you possess a deep connection to the element of dust and sand. You have resistance to acid damage and advantage on saving throws against effects that would blind or deafen you. Additionally, once per short rest, you can use your action to conjure a swirling cloud of sand or dust that lightly obscures the area within a 10-foot radius.

*Sandstep*: At 3rd level, your connection to the element of dust and sand allows you to traverse difficult terrain with ease. You gain the ability to cast the spell *Pass without Trace* once per long rest without expending a spell slot. Additionally, as a bonus action, you can walk on air currents along the ground, gaining the ability to move across difficult terrain made of sand, dust, or loose earth without penalty until the start of your next turn or until you end it as a bonus action.

*Sandstorm Cloak:* Upon reaching 6th level, your bond with sandstorms allows you to conjure a protective sandstorm cloak. As a bonus action, you can summon a swirling sandstorm around yourself, granting you half cover (+2 bonus to AC) until the start of your next turn or until you end it as a bonus action. Additionally, any creature that starts its turn within 5 feet of you takes slashing damage equal to your druid level.

*Dust Devil*: At 10th level, you gain the ability to summon a powerful dust devil to aid you in combat. Once per long rest, as an action, you can conjure a Large-sized dust devil in an unoccupied space within 60 feet of you. The dust devil acts on your turn and follows your verbal commands to the best of its ability. It lasts for 1 minute or until its hit points are reduced to 0. The dust devil has its own initiative and shares your proficiency bonus to its attack rolls and damage rolls.

*Sandstorm Vortex*: Upon reaching 14th level, you gain the ability to create a massive sandstorm vortex. Once per long rest, as an action, you create a swirling vortex of sand and dust in a 30-foot radius centered on yourself. Creatures within the area must make a *Strength* saving throw or take bludgeoning damage equal to your druid level + your Wisdom modifier and be restrained until the end of their next turn. Additionally, the area becomes heavily obscured, and any creature that starts its turn within the area takes slashing damage equal to your druid level.

**Circle of Void** (*Void/Vacuum*): Druids connected to the quasi-elemental plane of void/vacuum must be Chaotic Evil and become members of the Circle of Void. These druids have a unique bond with the emptiness and absence of matter. Circle of Void Druids can create areas of silence, nullify magic, walk through walls, and temporarily suspend the laws of physics within their vicinity. These abilities for the Circle of Void (Void/Vacuum) highlight the druid's affinity for the emptiness of the void and vacuum, granting them resistance to force damage, the ability to phase through reality, and control over the power of suction and pressure. By manipulating the void, conjuring a Dark Matter Shield, creating localized vacuums, and manifesting powerful void tendrils, these druids become masters of the void, using its power to disrupt and control their surroundings, pulling foes towards them and protecting themselves with the impenetrable darkness of the void.

*Void Affinity*: At 2nd level as a druid of the Circle of Void (Void/Vacuum), you possess a deep connection to the emptiness of the void and vacuum. You have resistance to force damage and advantage on saving throws against effects that would frighten or charm you. Additionally, once per short rest, you can use your action to create a small area of darkness in a 10-foot radius, extinguishing non-magical light sources and heavily obscuring the area.

*Void Step*: At 3rd level, your connection to the void allows you to step through the fabric of reality. You gain the ability to cast the spell *Misty Step* once per long rest without expending a spell slot. Additionally, as a bonus action, you can phase out of reality, becoming incorporeal until the start of your next turn or until you end it as a bonus action. While incorporeal, you have resistance to all damage except force and pyschic damage.

*Vacuum's Grasp*: Upon reaching 6th level, your bond with the vacuum allows you the ability to hold your breath indefinitely you to manipulate the forces of suction and pressure. As an action, you can create a localized vacuum in a 30-foot cone originating from yourself. Creatures within the area must make a *Strength* saving throw or be pulled 15 feet toward you and knocked prone. Additionally, you have advantage on saving throws against being grappled or restrained.

*Dark Matter Shield*: At 10th level, you gain the ability to conjure a protective shield of dark matter. Once per long rest, as a reaction when you are hit by an attack, you can activate your Dark Matter Shield. The attacker takes force damage equal to your druid level, and you have resistance to all damage until the start of your next turn. Additionally, any creature that hits you with a melee attack while your Dark Matter Shield is active takes force damage equal to your druid level.

*Void Tendril*: Upon reaching 14th level, you gain the ability to manifest a powerful void tendril. Once per long rest, as an action, you create a 30-foot long tendril of pure void energy. You can make a melee spell attack against a creature within reach of the tendril. On a hit, the target takes force damage equal to your druid level + your Wisdom modifier and is pulled 15 feet towards you. Additionally, the target is restrained until the end of its next turn.

**Circle of Emberscale** (*Ash*): Druids who draw their power from the quasi-elemental plane of ash must be Neutral Evil and join the Circle of Emberscale. These druids manipulate the remnants of burned and decaying matter, harnessing the transformative properties of ash. Circle of Emberscale Druids can conjure ash storms, breathe forth choking smoke, transform into a living inferno, and command fiery ash elementals. These abilities for the Circle of Emberscale (Ash) highlight the druid's affinity for the element of ash, granting them resistance to fire damage, the ability to assume an ashen form, and control over the power of cinders. By creating explosive bursts, emanating an ashen aura, and unleashing a devastating pyroclasm, these druids become masters of fiery ash, harnessing its destructive power to engulf their enemies and protect themselves with a cloak of burning embers.

*Ash Affinity*: At 2nd level as a druid of the Circle of Emberscale (Ash), you possess a deep connection to the element of ash. You have resistance to fire damage and advantage on saving throws against effects that would poison or disease you. Additionally, Once per short rest, you can use your action to create a small cloud of swirling ash in a 10-foot radius, lightly obscuring the area and granting you advantage on Dexterity (Stealth) checks while within it.

*Ashen Form*: At 4th level, your connection to the element of ash allows you to transform into an ashen form. Once per long rest as a bonus action, you can assume an ashen form until the start of your next turn or until you end it as a bonus action. While in this form, you gain resistance to non-magical slashing, piercing, and bludgeoning damage. Additionally, when you are hit by a melee attack, the attacker takes fire damage equal to your druid level.

*Cinder Burst*: Upon reaching 6th level, your bond with cinders allows you to create explosive bursts. Once per long rest as an action, you can create a burst of cinders in a 30-foot cone originating from yourself. Creatures within the area must make a *Dexterity* saving throw, taking fire damage equal to your druid level + your Wisdom modifier on a failed save, or half as much damage on a successful one. Additionally, flammable objects within the area ignite.

*Ashen Aura*: At 10th level, you gain the ability to emanate an aura of swirling ash. Once per long rest, as a bonus action, you can activate your Ashen Aura, which extends 10 feet around you. The aura sheds dim light and grants you and friendly creatures within it resistance to fire damage. Additionally, any creature that hits you with a melee attack while your Ashen Aura is active takes fire damage equal to your druid level.

*Pyroclasm*: Upon reaching 14th level, you gain the ability to unleash a devastating pyroclasm. Once per long rest, as an action, you create a 30-foot radius sphere of fiery ash centered on yourself. Creatures within the area must make a *Dexterity* saving throw, taking fire damage equal to your druid level + your Wisdom modifier on a failed save, or half as much damage on a successful one. Additionally, the area becomes difficult terrain, and creatures that start their turn within it take fire damage equal to your druid level.

**Circle of Salinas** (*Salt*): Those who attune themselves to the quasi-elemental plane of salt must be Neutral Evil and become members of the Circle of Salinas. These druids have a deep connection to the crystalline structures and preserving qualities of salt. Circle of Salinas Druids can desiccate foes with salt blasts, summon saline mists for healing and protection, corrode materials with corrosive salt, and control briny water. These abilities for the Circle of Salinas (Salt) highlight the druid's affinity for the element of salt, granting them resistance to acid damage, the ability to traverse difficult terrain, and control over the power of salt. By creating protective salt armor, conjuring a salt sanctuary, and unleashing a devastating saltstorm, these druids become masters of salt and acid, manipulating their surroundings and defending themselves with a shield of corrosive power.

*Salt Affinity*: At 2nd level as a druid of the Circle of Salinas (Salt), you possess a deep connection to the element of salt. You have resistance to acid damage and advantage on saving throws against effects that would petrify or restrain you. Additionally, once per short rest, you can use your action to create a small cloud of salt crystals in a 10-foot radius, lightly obscuring the area and granting you advantage on Constitution saving throws while within it.

Saltstep: At 3rd level, your connection to the element of salt allows you to traverse difficult terrain with ease. You gain the ability to cast the spell *Spider Climb* once per long rest without expending a spell slot. Additionally, once per short rest, as a bonus action, you can coat your feet with a layer of salt, allowing you to ignore difficult terrain made of non-magical substances until the start of your next turn or until you end it as a bonus action.

*Salt Armor*: Upon reaching 6th level, your bond with salt allows you to create protective salt armor. As a bonus action, you can coat yourself in a layer of salt, granting you a +2 bonus to your AC until the start of your next turn or until you end it as a bonus action. Additionally, any creature that hits you with a melee attack while your Salt Armor is active takes acid damage equal to your druid level.

*Salt Sanctuary*: At 10th level, you gain the ability to create a protective sanctuary of salt. Once per long rest, as an action, you create a 30-foot radius circle of salt centered on yourself. The area is considered difficult terrain for enemies, and they have disadvantage on attack rolls against you while you are within it. Additionally, any enemy that starts its turn within the area takes acid damage equal to your druid level.

*Saltstorm*: Upon reaching 14th level, you gain the ability to conjure a powerful saltstorm. Once per long rest, as an action, you create a swirling saltstorm in a 30-foot radius centered on a point within 120 feet of you. Creatures within the area must make a *Dexterity* saving throw, taking acid damage equal to your druid level + your Wisdom modifier on a failed save, or half as much damage on a successful one. Additionally, the area becomes heavily obscured, and any creature that starts its turn within the area takes acid damage equal to your druid level.

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