Druid

**Class Pages**
Artificer ● Barbarian ● Bard ● Blood Hunter ● Cleric ● **Druid** ● Fighter ● Knight ● Monk ● Mystic ● Paladin ● Plague Doctor ● Ranger ● Rogue ● Sorcerer ● Warlock ● Wizard

# Druid Features

### Hit Points

* **Hit Dice:** 1d8 per druid level
* **Hit Points at 1st Level:** 8 + your Constitution modifier
* **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per druid level after 1st

### Proficiencies

* **Armor**: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
* **Weapons**: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
* **Tools**: Herbalism kit
* **Saving** **Throws**: Intelligence, Wisdom
* **Skills**: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

### Equipment

* (a) a wooden shield or (b) any simple weapon
* (a) a scimitar or (b) any simple melee weapon
* Leather armor, an explorer's pack, and a druidic focus

Alternatively, you can ignore the equipment given by your class and background, and start with 2d4 x 10 gp.

### Multiclass Prerequisite

The prerequisite for multiclassing into Druid is 13 Wisdom.

# Druid Traits

## Druidic

You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

## Spellcasting

### Cantrips

At 1st level, you know two cantrips of your choice from the Druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

### Preparing and Casting Spells

The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can also change your list of prepared spells when you finish a long rest.

### Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

**Spell Save DC** = 8 + your proficiency bonus + your Wisdom modifier

**Spell attack modifier** = your proficiency bonus + your Wisdom modifier

### Ritual Casting

You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

### Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your druid spells.

## Wild Shape

Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table.

 4th
 8th

You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

* Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus is higher than yours, use the creature's bonus. If the creature has any legendary or lair actions, you can't use them.
* When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any extra damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
* You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell that you've already cast.
* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
* You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment. Your equipment doesn't change to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

## Druid Circle

At 2nd level, you choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

* Circle of Dominance
* Circle of Dreams
* Circle of Life
* Circle of the Bloodmoon
* Circle of the Grove
* Circle of the Land
* Circle of the Moon
* Circle of the Primeval
* Circle of the Shepherd
* Circle of Spores
* Circle of the Stars
* Circle of the Sword
* Circle of Twilight
* Circle of Wildfire

## Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

## Timeless Body

Starting at 18th level, for every 10 years that pass, your body ages only 1 year.

## Beast 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 a beast shape, but you aren't able to provide material components.

## Archdruid

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

Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.

# Druid Class Archetypes

At 2nd level, you choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

* Circle of Dominance
* Circle of Dreams
* Circle of Life
* Circle of the Bloodmoon
* Circle of the Grove
* Circle of the Land
* Circle of the Moon
* Circle of the Primeval
* Circle of the Shepherd
* Circle of Spores
* Circle of the Stars
* Circle of the Sword
* Circle of Twilight
* Circle of Wildfire

### Wild Warmonger

When you choose this circle at 2nd level, you gain proficiency with simple and martial weapons.

### Alpha Spirit

Starting at 2nd level, you may choose from one of the following alpha spirits:

* ***Hawk Alpha.*** You gain a +5 bonus Passive Perception and +10 movement speed. You can read lips if you understand the language being spoken.
* ***Bear Alpha.*** While you are wildshaped, you deal 3 additional damage whenever you deal damage with a physical attack.
* ***Hound Alpha.*** You may use your action to cast the command spell, based on Wisdom, on a beast you can see. It must make a Charisma saving throw to resist; beasts with 6 or less Charisma automatically fail this throw.
* ***Panther Alpha.*** You gain 1 AC and gain the parry reaction\*, but may only use it targeting attacks from beasts. While you are wildshaped, this increases to 2 AC, but the parry reaction is lost.
* ***Spider Alpha.*** You gain resistance to Poison damage and can't be Poisoned. While wildshaped, you have advantage to grapple (but not to maintain grapple).

### Bonded Menagerie

Starting at 6th level, you may spend 1 hour with a beast of CR 1/2 or lower in an attempt to force it to your will. Make a Wisdom (Animal Handling) check contested by the beast's Charisma saving throw. If you win the contest, the beast becomes loyal to you; otherwise, you enter into combat with it. You can have three bonded beasts at one time. At level 14, the CR cap increases to 1.

### Natural Law

At 10th level, you learn the Geas spell and can target any creature with it. It is always prepared and the creature doesn't need to understand you.

### Dominant Wildshape

Starting at 14th level, you deal an additional damage die whenever you hit with a physical attack while wildshaped. Furthermore, your wildshaped forms begin with 1 additional AC and 3d12 additional hit point.

### Balm of the Summer Court

At 2nd level, 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 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 druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

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

### Hearth of Moonlight and Shadow

At 6th level, at the start of a 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

Starting at 10th level, 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 of once), and you regain all expended uses of it when you finish a long rest.

### Walker in Dreams

At 14th level, 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.

### Renewing Aura

At 2nd level, you gain a renewing aura that you can activate as a bonus action to heal yourself and allies within 20 feet. The below table indicates how many points your aura possesses, which determines how many times you may use it.

 6th
 10th
 14th
 24th

You may consume as many points as you wish when activating your Renewing Aura. The number of points you choose to use determines what dice you may roll to heal. The below table indicates how many aura points are required for each dice.

 2
 3
 4
 5
 6
 7
 8

You may use any combination of dice when activating your aura. For example, you may use 7 points to heal all allies for 1d6 + 1d10 hit points

You regain all expended aura points upon the completion of a long rest.

### Nature's Blessing

Starting at 6th level, you learn how to channel divine energies through nature. You may select two spells from the Cleric spell list to learn which do not count towards your total spells known or prepared spells. You may change which two spells from the Cleric spell list you know during any short or long rest.

### Bestial Brilliance

Whenever you have used your Wild Shape feature to transform into a creature, you exude a radiant aura that heals all targets within 10 feet of you for 1 hit point whenever you take an action. If your roll a natural 20, all targets are instead healed for 3 hit points and you immediately regain 1 aura point.

### Purification Aura

At 14th level, you can invoke the spirits of nature to ward off disease and debilitating conditions. You may now consume 1 aura point to remove all conditions and diseases from any target. For the next 24 hours, they become immune to all diseases and non-magical conditions.

## Circle of the Bloodmoon

### Beast Within

Starting at 2nd level while in wild shape whenever a living creature is killed you can consume the corpse over d6+1 turns and regain hit points equal to d8+ your druid level. This does not come without a cost though. If you do not consume a corpse during a day you have to make a dc 10 Wisdom saving throw which increases by 2 for everyday after that a corpse has not been consumed. On a failed save they attack the nearest living creature and attempt to kill and consume them.

### Circle Forms

Starting at 2nd level when taking this circle your wild shape are influenced by your bloodlust thus limiting you to carnivorous beasts for your wild shape but increasing the maximum Cr to 1 while still adhering to all other wild shape restrictions. Starting at 6th the maximum Cr for your wild shape is half your druid level rounded down.

### Rush of Blood

Starting at 6th level whenever you deal damage to an already damaged enemy you deal an extra d12 damage to that enemy. This increased to 2d12 at 12th level and 3d12 at 18 level.

### Embracing the Beast Within

Starting at 10th level you may use both your wild shapes to turn into a Lycanthrope using the player character as Lycanthrope found on page 207 of the Monster Manual.

### Unleash the Beast Within

Starting at 14th level when you start you turn with less then half your total hit points you enter a trance like state. While in this state your attacks deal double damage and any healing you would receive while in this state is cut in half. This state is ended after 10 minute, you are restored above half of your total hit points or you are knocked unconscious. This feature can not be used again until after you take a long rest.

## Circle of the Grove

### Conjure Woadling

Starting at the 2nd level, you have the ability to conjure a woadling to serve you. This woadling follows you, carrying out your every order, until it is destroyed. In combat, your woadling has its own initiative roll and takes its turn separate from you.

#### Woadling Attributes

*Tiny plant, neutral*

**Armor Class:** 15 (natural armor, shield)

**Hit Points:** 3d6+5

**Speed:** 30 ft.

**Strength:** 11 (+0)

**Dexterity:** 12 (+1)

**Constitution:** 16 (+3)

**Intelligence:** 8 (-1)

**Wisdom:** 13 (+1)

**Charisma:** 8 (-1)

**Skills:** Athletics +3, Perception +4, Stealth +4

**Damage Vulnerabilities:** Fire

**Damage Resistances:** Bludgeoning

**Condition Immunities:** Charmed, Frightened

**Senses:** Darkvision 60 ft., Passive Perception 14

**Languages:** Sylvan

#### Woadling Actions & Traits

***Plant Camouflage.*** The woadling has advantage on stealth checks it makes in any terrain with ample obscuring plant life.

***Regeneration.*** The woadling regains 1 hit point at the start of its turn if it is in contact with the ground. If the woadling takes fire damage, this trait does not funtion at the start of its next turn. If the woadling hits 0 hit points, it is destroyed and this trait does not function.

***Club.*** Melee Weapon Attack: +3 to hit, reach 5ft., one target you can see. Hit: 2d4+2 bludgeoning damage.

***Multiattack (Recharge 6).*** The woadling can make a second attack with its club.

### Photosynthesis Cocoon

Starting at the 6th level, as long as there is ample vegetation, you may magically encase yourself in a cocoon of vines and plant matter. While in this state, you gain hit points equal to 1 hit dice in combat if you take no action. You may remove yourself from your cocoon as a bonus action. In addition, you gain the benefits of a long rest from any short rest of 2 hours or more if you rest within your cocoon. You may only use your cocoon once between rests. If you choose to rest in your cocoon, you must complete a regular short or long rest before you may use it again.

### Friend of Nature

At 10th level, you gain the ability to sway the mind of fungal/plant based entities. As a bonus action, you may cast charm person against a fungal/plant based target. If your attempt to charm a target succeeds, you must finish a short rest before you may use this trait again. If your attempt to charm a target fails, you may use this trait again on your next turn.

### Conjure Giant Woad

At 14th level, you have the ability to conjure a giant wood woad to serve you. This giant woad follows you, carrying out your every order, until it is destroyed. In combat, your giant woad has its own initiative roll and takes its turn separate from you.

#### Giant Woad Attributes

*Large plant, neutral*

**Armor Class:** 16 (natural armor, shield)

**Hit Points:** 8d12+15

**Speed:** 30 ft.

**Strength:** 18 (+4)

**Dexterity:** 9 (-1)

**Constitution:** 17 (+3)

**Intelligence:** 10 (+0)

**Wisdom:** 13 (+1)

**Charisma:** 8 (-1)

**Skills:** Athletics +4, Perception +4

**Damage Vulnerabilities:** Fire

**Damage Resistances:** Bludgeoning, Piercing, Slashing

**Condition Immunities:** Charmed, Frightened

**Senses:** Darkvision 60 ft., Passive Perception 14

**Languages:** Sylvan

#### Giant Woad Actions & Traits

***Regeneration.*** The woadling regains 10 hit points at the start of its turn if it is in contact with the ground. If the woadling takes fire damage, this trait does not funtion at the start of its next turn. If the woadling hits 0 hit points, it is destroyed and this trait does not function.

***Tree Stride.*** Once on each of its turns, the giant woad can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it cna see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger.

***Club.*** Melee Weapon Attack: +3 to hit, reach 5ft., one target you can see. Hit: 2d8+7 bludgeoning damage.

***Trample.*** Melee Weapon Attack: +3 to hit, reach 5ft., one target you can see. Hit: 2d6+5 bludgeoning damage. Any target that is struck must then pass a DC 15 strength save or be pinned underneath the giant woad's foot. It is then considered to be grappled.

***Multiattack.*** The giant woad can make a second attack with its club.

## Circle of the Land

### Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

### Natural Recovery

Starting at 2nd level, 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.

### Circle Spells

At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

#### Arctic

 5th
 7th
 9th

#### Coast

 5th
 7th
 9th

#### Desert

 5th
 7th
 9th

#### Forest

 5th
 7th
 9th

#### Grassland

 5th
 7th
 9th

#### Mountain

 5th
 7th
 9th

#### Swamp

 5th
 7th
 9th

#### Underdark

 5th
 7th
 9th

### Land's 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 and without taking damage from 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 those created by the entangle spell.

### Nature's Ward

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

### Nature's Sanctuary

When you reach 14th level, when a beast or plant creature attacks you, that creature must make a Wisdom saving throw 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 24 hours. The creature is aware of this effect before it makes its attack against you.

## Circle of the Moon

### Combat Wild Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

### Circle Forms

Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1, but must abide by the other limitations there.

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

### Primal Strike

Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

### Elemental Wild Shape

At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

### Thousand Forms

By 14th level, you can cast the Alter Self spell at will.

### Keeper of Old

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, 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 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

Beginning 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.

### Speech of the Woods

At 2nd level, 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 any special friendship with beasts, though you can combine this ability with gifts to curry favor.

### Spirit Totem

Starting at 2nd level, 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:** Each creature of your choice in the aura when the spirit appears each gain temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
* **Hawk Spirit:** 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:** 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 with a spell slot that restores hit points to anyone inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

### Mighty Summoner

At 6th level, any beast or fey summoned or created by your spells gains the following benefits:

* Its hit point maximum increases by 2 per Hit Die.
* 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, 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 druid level.

### Faithful Summons

Starting at 14th level, 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 with 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 Spells

At 2nd level, you learn the Chill Touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

 5th
 7th
 9th

### Halo of Spores

Starting at 2nd level, you can launch toxic spores at other creatures. 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 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

### Symbiotic Entity

At 2nd level, when you use your Wild Shape feature, you can awaken your spores, rather than transforming. When you do so, you gain 4 temporary hit points per level you have in this class, the damage of your Halo of Spores feature doubles, and your melee weapon attacks deal an extra 1d6 poison damage to any target they hit. These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.

### Fungal Infestation

At 6th level, 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 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 a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

### Spreading Spores

At 10th level, as a bonus action, you hurl fungal spores up to 30 feet away, where they swirl around 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. While the cube of spores persists, you can't use your Halo of Spores feature, but any creature that starts its turn in the cube 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.

### Fungal Body

At 14th level, you can't be blinded, deafened, frightened, or poisoned, and if an attack is a critical hit against you, it doesn't deal its extra damage to you, unless you are incapacitated.

## Circle of the Stars

An ancient lineage, the Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.

Many druids of this circle keep detailed records of the stars and their effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples—any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.

### Star Map

At 2nd level, you've created a star map as part of your study
of the heavens. The map is a Tiny object and can
serve as a spellcasting focus for your druid
spells. You decide what form the object takes, or
you can determine what it is by rolling on the
Star Map table.

 2
 3
 4
 5
 6

If you lose your 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.

You can cast the augury and guiding bolt spells without expending a spell slot and without preparing the spell, provided you use the star map as the spellcasting focus. You can cast a spell from the map 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.

### Starry Form

At 2nd level, you gain the ability to harness constellations’ power to alter your form. As an action, you can expend a use of your Wild Shape feature to take on a starry form rather than transforming into a beast.

While in your starry form, you retain your game statistics, but your body takes on a luminous, starlike quality; 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 or until you’re incapacitated.

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:

**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 + half your level in this class.

**Archer.** A constellation of an archer appears on you. You gain a bonus action that you can use to make a ranged spell attack, hurling a luminous arrow that targets a creature you can see within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.

**Dragon.** A constellation of a wise, ancient dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.

### Cosmic Omen

At 6th level, you learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your star map for omens. When you do so, roll a d6. You gain one of the following possible omens based on whether you rolled an even number or an odd number on the d6:

**Weal (even).** Whenever a creature you can see within 30 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.

**Woe (odd).** Whenever a creature you can see within 30 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.

You can use this reaction a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.

### Full of Stars

Starting at 10th level, while your Starry Form feature is active, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.

### Star Flare

Starting at 14th level, Your connection to the cosmos allows you to conjure brilliant starlight. As an action, you conjure a burst of light in a 30-foot-radius sphere centered on a point you can see within 120 feet of you. You can immediately teleport each willing creature in the sphere to an unoccupied space within 30 feet of it. Each creature remaining in the sphere must succeed on a Constitution saving throw against your spell save DC or take 4d10 radiant damage and be blinded until the end of your next turn.

Once you have used this action, you can’t use it again until you finish a long rest or until you expend a spell slot of 5th level or higher to use it again.

## Circle of the Sword

Druids who align themselves with this circle are very unusual, actually being very similar to paladins in that they swear an oath to protect the wild, with extreme punishments dealt to those who break this sacred promise. Most druids of the sword who break their oath and turn their back on the natural world are rejected and join one of the many groups of outcasts. The tenets of the Oath of the Circle of the Sword are as follows:

* **Perception.** Always be ready to see the signs shown by the world. Nature will punish those who reject the fundamental truths.
* **Protection.** The helpless creatures of the wild must be preserved, even when no one else will. Every defenseless beast slain for the advance of civilization is a tragic loss to be punished.
* **Retribution.** The cruel destroyers of the wilds must themselves be destroyed for their misdeeds. If no remorse is given, then there should in return be no mercy.

### Circle Spells

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the spells table below.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

 5th
 7th
 9th

### Protect your Companions

Starting at 2nd level, you can use a bonus action to give yourself and up to 3 other creatures within 30 feet of you that you can see temporary hit points equal to your double druid level + your Wisdom modifier. Beasts, Fey, Plants, and Elementals gain an extra 5 temporary hit points. These temporary hit points disappear after 3 hours, or until you take a rest. Once you use this feature, you cannot do so again until you finish a short or long rest.

### Bonus Proficiencies

When you choose this circle at 2nd level, you gain proficiency with all martial weapons and Investigation skill.

### Smite the Corrupted

At 6th level, you gain the ability to bond yourself with one weapon. At the end of a short or long rest, you must touch a melee weapon with which you have proficiency. This weapon becomes magically bound to you. It cannot be forcefully taken from you, and you can make it appear in your hand or within 10 feet of you as a bonus action. You can use your Wisdom score to determine the attack and damage bonuses for the weapon you are bound to.

Also beginning at this level, you can spend a use of your Wild Shape to deal an additional 1d8 damage to a target that you hit with a melee attack. This damage increases to 1d10 at 12th level. At 15th level, when you use this feature, the attack ignores damage resistance.

### Give no Quarter

Beginning at 10th level, you can magically augment your bound weapon. You gain a +1 bonus to attack and damage rolls made with it, and it counts as magical for the purpose of overcoming damage resistances and immunities to non-magical damage. In addition, you can use it as a spellcasting focus for your druid spells.

Also at this level, you can attack twice instead of once when you take the Attack action with your bound weapon.

### Guard the Wild

Starting at 14th level, you become a spirit of retribution and a primordial guardian of the wilds. You gain resistance to one damage type of your choice. You can change this damage type every time you finish a long rest. In addition, you can choose a creature type. You can expend two uses of your Wild Shape to grant yourself advantage on attack rolls against creatures with that type for 1 minute. When you finish a long rest, you can change that creature type.

### Harvest's Scythe

Starting at 2nd level, 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 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, 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.

## Circle of Wildfire

Druids who are members of the Circle of Wildfire
understand the necessity of destruction, such as
how a forest fire promotes growth. These druids
bond with a primal spirit that harbors
destructive tendencies, allowing the druids to
use their power to create controlled flames that
help flora and fauna reproduce and grow.

### Circle Spells

You have formed a mystical bond with a wildfire
spirit, a primal being of creation and destruction.
Your link with this spirit grants you access to
certain spells. At 2nd level, you learn the fire bolt
cantrip.

When you reach certain levels in this class, you
gain access to the spells listed for that level in
the Circle of Wildfire Spells table. Once you gain
access to one of these spells, you always have it
prepared, and it doesn’t count against the
number of spells you can prepare each day. If
you gain access to a spell that doesn’t appear on
the druid spell list, the spell is nonetheless a
druid spell for you.

 5th
 7th
 9th

### Summon Wildfire

At 2nd 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 you can see within 30 feet of you.
Each creature within 10 feet of the spirit (other
than you) when it appears must succeed on a
Dexterity saving throw against your spell save
DC or take 2d10 fire damage.

The wildfire spirit is friendly to you and your
companions and obeys your commands. See this
creature’s game statistics in the wildfire spirit
stat block. 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 wildfire 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 one of the
actions in its stat block or to take the Dash,
Disengage, Help, or Hide action.

The wildfire spirit manifests for 1 hour, until it
is reduced to 0 hit points, or until you use your
Wild Shape again.

#### Wildfire Spirit

*Small elemental, any chaotic alignment*

Armor Class: 13 (natural armor)

Hit Points: equal to the wildfire spirit’s Constitution modifier + your Wisdom modifier + five times your level in this class

Speed: 20 ft., fly 30 ft. (hover)

Strength: 10 (+0)

Dexterity: 14 (+2)

Constitution: 14 (+2)

Intelligence: 13 (+1)

Wisdom: 15 (+2)

Charisma: 11 (+0)

Saving Throws: Dex +4, Con +4, Wis +4

Skills: Nature +4

Damage Immunities: fire

Condition Immunities: charmed, frightened, grappled, prone, restrained

Senses: darkvision 60 ft., passive Perception 12

Languages: understands the languages you speak

***Soul Bond.*** The following numbers increase by 1 when
your proficiency bonus increases by 1: the spirit’s skill
and saving throw bonuses above, the bonuses to hit and
damage of its Flame Seed, and the bonus to damage of
its Fiery Teleportation.

***Flame Seed.*** Ranged Weapon Attack: +4 to hit, range 30
ft., one target you can see. Hit: 1d6 + 2 fire damage.

***Fiery Teleportation (Recharges after a Short or Long***
Rest). ***The spirit and each willing creature of your choice***
within 5 feet of it teleport up to 30 feet to unoccupied
spaces you can see. Each creature within 10 feet of the
space that the spirit left must succeed on a Dexterity
saving throw against your spell save DC or take 1d6 + 2
fire damage.

### Enhanced Bond

At 6th 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 to
one roll of the spell equal to the number rolled.
In addition, when you cast a spell with a range
other than self, the spell can originate from you
or your wildfire spirit.

### Flames of Life

At 10th level, you gain the ability to turn death into flames of
vitality. When a Small or larger creature that you
can see dies within 30 feet of you or your
wildfire spirit, you can use your reaction to
cause primal flames to spring from the body.

When a creature you can see touches these
flames, the creature regains hit points or takes
fire damage (your choice) equal to 2d10 + your
Wisdom modifier. The flames vanish after a
creature has touched them or after 1 minute.
You can use this feature a number of times
equal to your Wisdom modifier (minimum of
once). You regain all expended uses when you
finish a long rest.

### Blazing Endurance

At 14th level, the bond with your wildfire spirit is
exceptionally strong, even fatal blows only fuel
your defiance. If you drop to 0 hit points and
don’t die outright, you drop to 1 hit point instead
and gain temporary hit points equal to five times
your druid level, and each creature of your
choice within 30 feet of you that you can see
takes fire damage equal to 2d10 + your druid
level.

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

   **Class Pages**
Artificer ● Barbarian ● Bard ● Blood Hunter ● Cleric ● **Druid** ● Fighter ● Knight ● Monk ● Mystic ● Paladin ● Plague Doctor ● Ranger ● Rogue ● Sorcerer ● Warlock ● Wizard