Druid (Class)/Unearthed Arcana

*To view the official mechanics and statistics of this class, see Druid.*
The material in this article is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not refined by full game design and editing. They aren't officially part of the game and aren't permitted in D&D Adventurers League events. **Ask your Dungeon Master before using any material on this page.**

If Wizards of the Coast decides to make this material official, it will be refined based on your feedback, and then it will appear in a D&D book.

## 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 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.

Working alongside their companion spirit, most druids of the Circle of the Primeval spend their lives delving into long-forgotten places and preserving the remnants of bygone eras. As a druid’s power grows, so does their companion, the beast starting near equal in size to its druid partner before increasing in stature until it too towers over the land.

### Keeper of Old

When you choose this circle at 2nd level, your connection to the mighty primeval behemoths allows you new insight into the ancient world.

You gain proficiency in the History skill. When you make an Intelligence (History) check, you can roll a d4 and add the number rolled to the ability check.

### Primeval Companion

Starting when you choose this circle at 2nd 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 6th 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 savingthrow 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, The 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 14th 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.

## Using These Subclasses

Unlike regular subclasses, the options presented here are designed to be compatible with multiple classes. The classes that are compatible with each subclass option are specified in each subclass's entry.

### Choosing the Subclass

When you choose a subclass for your character (a bard's Bardic College, a wizard's Arcane Tradition, and so on), you can instead choose one of these subclass options, so long as the subclass is compatible with your character's class. You can choose the subclass only once, even if you multiclass into another class that is also compatible with the subclass.

How the subclass manifests in your character's story is up to you. Perhaps your sorcerer's innate spark of elemental magic has been determinedly honed by this schooling ever since they first showed arcane potential, or your warlock eschewed their patron's usual boons for learning these more esoteric manifestations of power. Maybe your druid chose to attend university instead of joining a druidic circle, or your wizard balked at a traditional apprenticeship in favor of newfangled numeromancy.

### At Higher Levels

Like regular subclasses, the subclass you choose here grants your character new abilities at higher levels. When your character would normally gain a new subclass feature (as noted in your character's class table), you gain a feature from this subclass instead. All the subclass features detailed here have a level prerequisite, as noted beneath their name, and you must meet the prerequisite to gain the feature. For example, to gain a feature noted as "Level 6+," your character must be 6th level or higher in the class for which the subclass was chosen. So if you're a wizard with the Mage of Prismari subclass, you must be a 6th-level wizard to gain the Favored Medium feature.

When you reach certain levels, you might be eligible to choose from among multiple features in the subclass. When you reach such a point, you select one of these features for your character to gain. Unless otherwise specified, you can gain no more than one subclass feature at a time. For example, if you are a bard with the Mage of Lorehold subclass, at 14th level you gain your choice of either the War Echoes feature or the History's Whims feature, but not both.

## Mage of Prismari

Mages of Prismari use surges of elemental energy to express who they are and how they see the world. To them, magic and motion are one and the same; both are exhibitions of raw creativity through which masterpieces are made. In their pursuit of the arts, some Prismari mages focus on perfecting the fine details of their technique, while others prefer to unleash their wild creative visions in dazzling spectacles of elemental power.

### Using This Subclass

Upon selecting the Mage of Prismari subclass, you gain two features: Creative Skills and Kinetic Artistry.

In this subclass's features, any reference to your class refers to the class from which you gained the subclass. If you're a druid, the College of Prismari counts as your circle; if you're a sorcerer, the magic of the college is the origin of your sorcery; and if you're a wizard, the college represents your arcane tradition.

When you subsequently reach a level in your class that gives you a subclass feature, you gain one feature of your choice from the options presented here. Each feature has a class level prerequisite, as noted beneath its name. You must meet that prerequisite to gain the feature.

### Creative Skills

*Level 1+ Mage of Prismari Feature*

You gain proficiency in two of the following skills of your choice: Acrobatics, Athletics, Nature, or Performance.

### Kinetic Artistry

*Level 1+ Mage of Prismari Feature*

You can Dash as a bonus action. When you take this bonus action, choose one of the following additional effects:

**Boreal Sweep.** Icy water swirls around you. Until the end of your turn, you can move across the surface of water as if it were harmless solid ground. Additionally, when you leave a space within 5 feet of a creature, you can force that creature to make a Strength saving throw against your spell save DC. On a failed save, the creature is knocked prone. A creature can be affected by the water only once each turn.

**Scorching Whirl.** Flames wreath your steps. Once before the end of your turn, you can force each creature within 5 feet of you to make a Dexterity saving throw against your spell save DC. On a failure, a creature takes fire damage equal to 1d4 + your spellcasting modifier.

**Thunderlight Jaunt.** You take on a nimble lightning form. Until the end of your turn, you can move through the space of other creatures, and you do not provoke opportunity attacks. If you end your turn inside a creature's space, you are pushed into the nearest unoccupied space.

You can use a bonus action in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Favored Medium

*Level 6+ Mage of Prismari Feature*

You have honed your forms of elemental expression to best suit your ideas. Choose one of the following damage types: cold, fire, or lightning. You gain resistance to that damage type.

Additionally, when you cast a spell using a spell slot that deals the chosen damage type, you emit a spectacular aura of artistry, which extends 5 feet from you in every direction (but not through total cover) and lasts until the end of your next turn. While the aura is active, each creature of your choice has resistance to your chosen damage type while within the aura, as you shape your favored elemental medium around them.

You can change your choice of damage type whenever you finish a long rest.

### Focused Expression

*Level 10+ Mage of Prismari Feature*

Honing your talents, you skillfully infuse your motions with even more potent expressions of elemental might. Once per turn when you deal damage to at least one target, you gain an additional effect determined by the damage type chosen for your Favored Medium feature:

**Cold.** One of the targets of your choice takes an additional 1d6 cold damage and must make a Constitution saving throw against your spell save DC. On a failed save, the target's speed is reduced by 10 feet until the end of its next turn, as ice mires it. A target can be affected by the ice only once per round.

**Fire.** One of the targets of your choice takes an additional 1d6 fire damage. Fortifying flames then dance around one creature of your choice within 30 feet of you. The chosen creature gains 1d6 temporary hit points.

**Lightning.** One of the targets of your choice takes an additional 1d6 lightning damage and must make a Dexterity saving throw against your spell save DC. On a failed save, the target is unable to take reactions until the end of its next turn, as residual lightning shocks its form.

### Impeccable Physicality

*Level 14+ Mage of Prismari Feature*

Your relentless dedication and training have instilled an outstanding sense of precision and grace in your art. You gain proficiency in Dexterity saving throws if you do not already have it. Additionally, when you make a Dexterity saving throw, you can treat a d20 roll of a 9 or lower as a 10.

## Mage of Witherbloom

Mages of Witherbloom draw their magic from the energy that endlessly flows from life to death, and back again. They see the duality of thriving life and inevitable death in all things, tapping and manipulating the transition of energy between these states. Some Witherbloom adherents focus on vital energies to nurture life and empower others, while others embrace the drain of vitality into decay to sap and strike down their foes.

### Using This Subclass

Upon selecting the Mage of Witherbloom subclass, you gain two features: Witherbloom Spells and Essence Tap.

In this subclass's features, any reference to your class refers to the class from which you gained the subclass. If you're a druid, the College of Witherbloom counts as your circle, and if you're a warlock, the college counts as your patron.

When you subsequently reach a level in your class that gives you a subclass feature, you gain one feature of your choice from the options presented here. Each feature has a class level prerequisite, as noted beneath its name. You must meet that prerequisite to gain the feature.

### Witherbloom Spells

*Level 1+ Mage of Witherbloom Feature*

You learn the cantrip Spare the Dying and the 1st-level spells Cure Wounds and Inflict Wounds. You learn additional spells when you reach certain levels in this class, as shown on the Witherbloom Spells table.

Each of these spells count as a class spell for you, but it doesn't count against the number of spells you know. If you are a druid, you always have the spells prepared, and they don't count against the number of spells you can prepare each day.

### Essence Tap

*Level 1+ Mage of Witherbloom Feature*

As a bonus action, you can draw on a reservoir of life essence to empower yourself for 1 minute, or until you use this feature again. For the duration, you gain one of the following benefits of your choice:

**Overgrowth.** When you choose this benefit, and as a bonus action on subsequent turns while the benefit lasts, you can expend and roll one Hit Die. You regain a number of hit points equal to the number rolled plus your spellcasting ability modifier.

**Withering Strike.** When you deal damage, you can change the damage type to necrotic, and you ignore resistance to necrotic damage.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

### Witherbloom Brew

*Level 6+ Mage of Witherbloom Feature*

You gain proficiency with herbalism kits if you don't already have it.

When you finish a long rest, you can use an herbalism kit and a pot or cauldron to create magical brews. You create a number of brews equal to your proficiency bonus. Each brew requires its own flask. A brew retains its magical potency for 24 hours or until it is used. For each brew, choose one of the following effects:

**Fortifying.** When you create this brew, choose a damage type from the following list: cold, fire, necrotic, poison, or radiant. A creature can drink this brew or administer it to another creature as an action. The recipient gains resistance to the chosen damage type for 1 hour.

**Quickening.** A creature can drink this brew or administer it to another creature as an action. The recipient regains 2d6 hit points, and one disease or condition from the following list affecting the recipient ends (brew user's choice): charmed, frightened, paralyzed, poisoned, stunned.

**Toxifying.** As an action, a creature can apply this brew to a simple or martial weapon. The next time the weapon or a piece of ammunition fired by it hits a creature within 1 hour, the target takes 2d6 poison damage and must succeed on a Constitution saving throw against your spell save DC or be poisoned for 1 minute.

### Witherbloom Adept

*Level 10+ Mage of Witherbloom Feature*

Your connection to the flow of life force deepens. Once per turn when you deal necrotic damage or restore hit points using a spell, one target of the spell takes additional damage or regains additional hit points equal to your proficiency bonus.

### Withering Vortex

*Level 14+ Mage of Witherbloom Feature*

When you cast a spell using a spell slot that deals necrotic damage to any number of creatures that aren't Undead or Constructs, choose one of the creatures that took damage. You drain an amount of life energy equal to half the damage dealt to the chosen creature. One creature other than yourself that you can see within 30 feet of you regains a number of hit points equal to the life energy drained.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

# Druid Circles and Wild Shape

([Unearthed Arcana: Druid Circles and Wild Shape])

## 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 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.

### Harvest's Scythe

Starting at 2nd 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 d10s equal to your druid level.

When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level 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 6th level, you gain the ability to reach beyond death's veil in search of knowledge. Using this feature, you can cast Speak With Dead without material components, and you understand what the target of this casting says. It can understand your questions, even if you don't share a language or it is not intelligent enough to speak.

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

### 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 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast Etherealness. Once the spell ends, you can't cast it with this feature again until you finish a short or long rest.