Druid Circles (5e)

## CIRCLE OF BEAUTY

Druids of the Circle of Beauty vow to protect all that is aesthetically pleasing in nature. These druids find delight in all things that are visually appealing; from the patterns of symmetry found in both plants and animals, to the seemingly endless colours in nature. Druids of this circle appreciate that all the visual quirks of nature, from the vivid patterns on flora and fauna used to aid in reproduction, to the matching shade of an animal's coat to blend in with its environment, are not simply a matter of form, but also function.

### Circle Spells

*2nd-level Circle of Beauty feature*

Your eye for all things visually harmonious grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Beauty 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.

**Circle of Beauty Spells**

### Natural Form

*2nd-level Circle of Beauty feature*

As an action, you can expend one use of your Wild Shape feature to draw upon the powers of nature, rather than assuming a beast form.

While in your natural form and wearing no armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), if you die, or if you use this feature again.

Whenever you assume your natural form, choose the manner of natural appearance your body transforms into; your choice gives you certain benefits while in the form:

* **Attractive.** A dazzling array of eye-catching patterns surround your body. When you activate this form, and as an action on your subsequent turns while it lasts, you can choose a creature you can see within 30 feet of you. That creature must succeed on a Wisdom saving throw against your spell save DC or be charmed by you until the start of your next turn. While charmed in this way, the creature is incapacitated and has a speed of 0. The effect ends early if the creature takes any damage or if someone else uses an action to shake the creature out of its stupor.
* **Camouflage.** You skin colour changes and your body covers itself with furs to match your surroundings. You can take the Hide action as a bonus action. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
* **Verdant.** Branches grow from your body, sprouting flora that show the vibrancy of life. Once on each of your turns, you can use 10 feet of your movement to step magically into one living plant or tree within 5 feet of you and emerge from a second living plant or tree within 60 feet of the first, appearing in an unoccupied space within 5 feet of the second. Both plants must be of at least one size larger than you. This feature fails if you don’t have at least 10 feet of movement on your turn.

### Blessing of Symmetry

*6th-level Circle of Beauty feature*

You strive to emulate the symmetry that occurs in nature. When you cast a spell with a casting time of 1 action and that deals damage to at least one target, you can forgo rolling damage dice and take the average number. If the spell has an ongoing effect that can deal damage after you cast the spell, this feature only applies to the initial instance of damage.

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

### Beautiful Plumage

*10th-level Circle of Beauty feature*

The transformation into your natural form is now even more stunning. Your forms gain extra benefits as detailed below:

* **Attractive.** When a creature is charmed by this feature and you are damaged by an attack or harmful spell, you can use your reaction to command the charmed creature to move up to its speed and make one weapon attack against the attacker. After the creature completes this command, it is no longer charmed by you.
* **Camouflage.** When you use the Hide action and are obscured by natural foliage or phenomena, you can also turn invisible until the start of your next turn.
* **Verdant.** You can communicate with beasts and plants as if you shared a language. The concepts a beast or plant creature is able to communicate is still limited by its intelligence.

Moreover, at the start of each of your turns while in your Natural Form, you can change the appearance of your form.

### Radiant Appearance

*14th-level Circle of Beauty feature*

Your body's aesthetically pleasing patterns and colours makes others hesitate harming you. When a creature makes an attack roll against you while in your Natural Form, you can use your reaction and force it to make a Wisdom saving throw against your spell save DC. On a failed save, the creature can’t attack you with an attack or harmful spell until the end of its current turn, and must choose a new target or lose the attack or spell (this doesn't protect you from area effects, such as the explosion of a fireball).

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

## CIRCLE OF CITIES

The city lives; it has a pulse. Its skin is of walls and towering stone structures, its breath is of chimneys and rivers. While the city exists, it lives in harmony with its people, a delicate balance mediated by the urban druids. These urban druids belong to the Circle of the City and are a direct antithesis to the conventional idea of a druid; whereas a normal druid lives among majestic forests or breathtaking mountains and dresses in the greenery of the forest, an urban druid wears unassuming clothes and wanders the back alleys of a well-trodden city. But their powers are not to be underestimated. Druids of this circle can channel their natural powers to twist the streets into knots, uproot towers, and animate the cobblestones. Their charge might be unorthodox, but their authority over the cityscape matches any other druid’s power over the forest.

### Urban Arcana

Beginning when you choose this circle at 2nd level, your druid spells lose the aesthetic trappings of nature and instead appear inspired by the jungles of buildings, columns, and cobblestones. For example, *entangle* and *spike growth* might cause growths of metal wires and twisting pipes. *Barkskin* might grant you the appearance of pitted iron or brick.

Additionally, you can wear armor and wield shields made of metal.

### Streettalk

At 2nd level, you have advantage on Intelligence (Investigation) checks to gather rumors or find a creature or location within an urban environment.

   Additionally, you learn thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

### City Shape

Starting at 2nd level, as an action, you can expend a use of your Wild Shape feature to warp the city around you. Choose one of the following effects:

   **Cobbleshift.** You magically manipulate the components of a constructed floor—bricks, cobblestones, planks, and similar objects—within 60 feet. Each component can move up to 1 foot, and doesn’t cause instabilities in their structures. When you use this effect, you can cause any sections of floor that you choose within the area to become difficult terrain, and can cause any creature standing in one of those sections to make a Dexterity save against your spell save DC or fall prone. You are unaffected by this difficult terrain.

    Additionally, you can use your action on each of your turns to raise up to three low walls from the floor, each each 2 and 1/2 feet high, 5 feet wide, and 1 foot deep. Such a wall can generally provide half cover for a Medium creature. These walls provide no instability in surrounding structures.

   This ability lasts for 1 minute. After this time, all components and walls magically revert to their original positions.

   **Passwall.** You cast the spell *passwall* without expending a spell slot or material components.

   **Wall Warp.** A wall that you can see within 30 feet magically shifts, grows, shrinks, or rotates. This wall must be a contiguous surface without corners, at most 1 foot thick, and must be made out of wood, plaster, stone, or must otherwise be not naturally-occurring. The wall must remain vertical, but you can move it into any position you choose within a 60 foot radius of its previous position which doesn’t occupy the same space as creatures or objects. If you cause the wall to grow or shrink, you can only change its dimensions vertically. These changes to the wall create no instability in their structures. After 1 minute, the wall reverts to its original size and position.

### Whispers of Walls

Beginning at 6th levels, the walls speak to you in a quiet tremor. You can use your action to touch a constructed part of a building, such as a wall, pillar, ceiling, or floor. You learn how many humanoid creatures are within that building, and how many are within each room. If there are more than fifty humanoids in a building, you only detect the closest fifty.

### Breath of Smog

Starting at 10th level, you can exhale a 10-foot radius sphere of toxic smoke, centered on yourself, as a reaction whenever you take damage. This area is heavily obscured. If a creature other than you is completely within the smog at the start of its turn, it must make a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn, as it coughs uncontrollably.

This smog dissipates after 1 minute. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Once you use this ability, you can’t use it again until you use your City Shape feature or you finish a short or long rest.

### Twisting Architecture

By 14th level, you command total mastery of the city’s architecture, warping to any shape you might imagine. You can expend two uses of your Wild Shape feature to activate any and all effects of your City Shape ability at one time.

   Additionally, when you use your City Shape feature, you can warp the gravity along any surfaces you choose within a 60-foot radius. For the next minute, creatures and objects within 15 feet of one of these surfaces fall toward it as if it were the ground. A creature can walk on this surface as if it were level ground, even if the surface is perpendicular to the ground or upside down. At the end of this duration, all creatures and objects fall from the affected surfaces.

## CIRCLE OF THE COMMUNE

Druids that are from the Circle of the Commune have a unique relationship with the spirits of the afterlife. These druids believe that the spirits of the departed have as much a right to protect what was once their home in the Material Plane as they did in life. As such, druids of this circle learn to communicate with undead, using their knowledge of the lands in order to help protect it.

### Circle Spells

*2nd-level Circle of the Commune feature*

You have learned spells that allow you to communicate with spirits of the dead. You gain additional spells when you reach certain levels in this class, as shown on the Circle of the Commune 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.

### Deathly Presence

*2nd-level Circle of the Commune feature*

Your proximity to undead creatures allows you to manifest some of its power. As a bonus action, you can expend a use of your Wild Shape feature and wreathe yourself in its deathly aura, rather than transforming into a beast form. When you first use this feature, each creature of your choice, that isn’t an undead, within 30 feet of you that can see you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.

While in this form, you have advantage on saving throws against being frightened. You can also move through other creatures and objects as if they were difficult terrain. If you end your turn inside an object, you are shunted to the nearest unoccupied space and take 1d10 force damage for every 5 feet traveled.

Additionally, undead have difficulty harming you while in this form. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of *fireball*). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours.

You can maintain this form for up to 10 minutes. It ends early if you dismiss it (no action required), you die, or use any feature that requires you to expend a use of your Wild Shape.

### Undead Servant

*6th-level Circle of the Commune feature*

You can call forth undead to serve you. You can expend a use of your Wild Shape feature to cast *summon undead* rather than transforming into a beast form, without expending a spell slot or material components. When you do, you cast the spell at your highest spell level, up to a maximum of 5th-level. Additionally, the spell lasts for up to 1 minute without requiring concentration. If you are incapacitated, the undead spirit can take any action of its choice. You can still cast this spell normally with spell slots.

When you first use this feature, each creature of your choice, that isn’t an undead, within 30 feet the undead spirit that can see it must succeed on a Wisdom saving throw or become frightened of it until the end of your next turn.

The undead spirit vanishes if you dismiss it (no action required), you die, it reaches 0 hit points, or use any feature that requires you to expend a use of your Wild Shape.

### Souls From Beyond

*10th-level Circle of the Commune feature*

You have become in-tune with the spirits of the undead. While you use your Deathly Presence, you gain resistance to necrotic damage and are immune to being frightened.

In addition, you can expend two uses of your Wild Shape to use both your Deathly Presence and Undead Servant feature at the same time. If the undead spirit is present when you use this feature, you can use a bonus action to siphon the undead spirit’s energy. You can subtract any number of hit points from it, causing you to regain the same number. You can’t go above your hit point maximum and if the undead spirit reaches 0 hit points in this way, it disappears.

### Whispers of the Grave

*14th-level Circle of the Commune feature*

You are always under the effects of the *speak with dead* spell.

## CIRCLE OF DEATH

Druids of the Circle of Death acknowledge and embrace death as a part of the natural cycle of life. These druids know that all mortal life must end eventually, and that attempting to prolong one’s life stifles the symbolic order of the Material Plane. Old life must always die in order to make way for the new to prevent stagnation and ensure all life can evolve and thrive.

### Circle Spells

*2nd-level Circle of Death feature*

Your status as a bringer of death has granted you the ability to cast certain spells. You learn the *chill touch* cantrip. You also gain access to additional spells when you reach certain levels in this class, as shown on the Circle of Death 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.

### Shape of Death

*2nd-level Circle of Death feature*

You draw upon your connection to death to manifest a new form. As an action, you can expend one use of your Wild Shape feature to take on this deathly persona, rather than assuming a beast form. While this feature is active, you gain the following benefits:

* As a bonus action, you can choose one creature you can see within 30 feet of you and curse it with the mark of death for up to 1 minute. While cursed, your attacks and spells deal an extra 1d6 necrotic damage to the target.
* When you roll necrotic damage, you can reroll any roll of 1 on the necrotic damage dice, but you must use the new roll.
* You can replace the damage type of your weapon attacks with necrotic damage.

These benefits last for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

### Decaying Deflection

*6th-level Circle of Death feature*

You can channel the energy taken from being harmed back at the attacker. When you are hit by an attack, you can use your reaction to make the attacker succeed on a Constitution saving throw against your spell save DC. On a failed save, the attacker takes necrotic damage equal to half the damage you were dealt.

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

### Power of Death

*10th-level Circle of Death feature*

Your proximity with death has given you a measure of protection from it. You have resistance to necrotic damage.

If you are transformed using your Shape of Death, you become immune to necrotic damage, you can add bonus damage to one damage roll of any necromancy spell you cast equal to your Wisdom modifier, and the curse gives a bonus 1d8 necrotic damage.

### Fatal Casting

*14th-level Circle of Death feature*

When you cast a necromancy cantrip or spell of 1st through 5th-level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, you must provide them for each target.

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

## CIRCLE OF THE EMERALD KNIGHT

Members of this Druidic Circle may not be as much of a warrior as their Oath of the Ancients Paladin cousins, though many travel together and see eachother as kindred spirits. However, the Green Knights are more than capable of rushing into battle alongside them, and wield their superior spellcasting in tandem with martial prowess in order to defend the land from defilers.

These Druids may have a complex relationship with other Circles. As many Circles are strictly defenders of the land, Green Knights know that sometimes you must be willing to take the fight to your enemies. Some see them as ultimately, albeit unfortunately, a necessity. While others may be the proverbial shield, they are the sword.

Capable of drawing on their divine magic for strength, they are granted the ability to empower themselves with additional spells and martial prowess to aid them in battle.

### Circle Spells

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.

##### **Circle of the Emerald Knight Spells**

 5th
 7th
 9th

### Training for War

When you join this circle at second level, you gain proficiency with one type of one-handed melee weapon of your choice.

You also gain proficiency in the Perception skill if you don’t already have it.

### Emerald Calling

At 2nd level, you gain the ability to channel energy through your body, empowering you like a warrior primed for battle.

When you use your Wild Shape feature, you can awaken that energy, rather than transform. This is known as the Emerald Calling.

Starting at 2nd level, you can invoke Emerald Calling, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Emerald Calling, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Emerald Calling at any time you choose (no action required).

While your Emerald Calling is active, you gain the following benefits:

* You gain a bonus to your AC equal to your Wisdom modifier (minimum of +1).
* Your walking speed increases by 10 feet.
* You have advantage on Dexterity (Acrobatics) checks.
* You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Wisdom modifier (minimum of +1).

### Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Emerald Aegis

Beginning at 10th level, you can direct your magic to absorb damage while your Emerald Calling is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot’s level.

### Calling of the Victorious

Starting at 14th level, you deal additional damage equal to your Wisdom modifier (minimum of +1) to the damage of your melee weapon attacks while your Emerald Calling is active.

## CIRCLE OF EXTREMES

Druids of the Circle of Extremes believe that the limits of the natural world must always be tested. Members of this circle wield power that can decimate entire habitats and create unstable weather shifts. They believe that by upheaving the stability of an existing ecosystem, the flora and fauna that survive will be able to better adapt and grow stronger.

### Circle Spells

*2nd-level Circle of Extremes feature*

Through the teachings of your circle, you have learned spells that can devastate the balance of an ecosystem. You gain additional spells when you reach certain levels in this class, as shown on the Circle of Extremes 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.

### Wild Weather

*2nd-level Circle of Extremes feature*

You are able to drastically change the weather conditions around you. As an action, you can expend two uses of your Wild Shape feature to magically change the weather around you in a 30-foot-radius sphere for up to 10 minutes, instead of assuming a beast form.

You choose the weather condition from the Wild Weather table below. This area moves with you, centered on you, and you can dismiss the effect early as an action. Some weather conditions have additional effects that occur after the full duration of this feature. You are immune to any effects from this feature that require a saving throw. You can also exclude a number of creatures from these effects equal to your Wisdom modifier (minimum of one creature).

When you reach 14th level in this class, the area effect of this feature expands to a 60-foot-radius sphere centered on yourself.

### Climate Change

*6th-level Circle of Extremes feature*

You can create sudden shifts in weather patterns. While your Wild Weather is active, you can use an action to change the weather condition to another type on the Wild Weather table. Changing the weather in this way excludes any effects that would happen at the end of your Wild Weather’s full duration. You can change the weather in this way once per use of your Wild Weather feature

When you reach 14th level in this class, you can change the weather condition twice with each use of Wild Weather.

### Hostile Climate

*10th-level Circle of Extremes feature*

The weather patterns you create are more extreme. A creature that fails its saving throw to avoid taking damage when it enters your Wild Weather's area for the first time on a turn or if it starts its turn there now takes 1d6 damage of the type shown in the Wild Weather table.

In addition, while your Wild Weather is active, you can choose to cast a spell of 3rd-level or lower that deals the damage type shown in the Wild Weather table, and must not require concentration. You don't expend a spell slot or material components when casting in this way, and you can do so only once per use of Wild Weather.

### Atmokinesis

*14th-level Circle of Extremes feature*

Your mastery over the weather has given you resistance to the elements. While your Wild Weather is active, you and creatures that you choose to be immune to the saving throw effects of your Wild Weather gain resistance to the associated damage type indicated in the Wild Weather table.

At 15th level in this class, you always have the *control weather* spell prepared, and it doesn’t count toward the number of druid spells you can prepare each day.

##### Wild Weather

 Dense Fog (bludgeoning, piercing, slashing)
 Extreme Humidity (Fire)
 Gale Winds (bludgeoning, piercing, slashing)
 Hailstorm (Cold)
 Heatwave (Fire)
 Intense Radiance (Radiant)
 Smog (Poison)
 Thunderstorm (Lightning, Thunder)
 Torrential Rain (Cold)

## CIRCLE OF THE GREEN

Knights of the Green are called upon by the Parliament of Trees to bring balance to the primary forces of life in the world: The Green and The Red. All that is Green represents the slow moving, but utterly ruthless life of plants and vegetation. The Red represents animal creatures of all kind. It is the purpose of the chosen druids of the Circle of the Green to battle the Red and bring restraint to the Green, so that life everywhere may continue.

### Circle Spells

Beginning when you select this circle at 2nd level, your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected with the Green.

     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.

### Green Form

At 2nd level, your body is has been enveloped by a thick mass of leaves and vines, an embodiment of the Green, that moves with you as a second skin. Your Armor Class while unarmored is equal to 10 + your Dexterity modifier + your Wisdom modifier. Additionally, you have advantage on Dexterity (Stealth) checks made to hide among vegetation of any sort.

### Green Empathy

Starting at 6th level, you know any language necessary to communicate with plant creatures, and have advantage on Persuasion checks with them.

### Green Magic

At 10th level, when you cast a spell granted to you by your Circle Spells, you may cast it as a bonus action. After using this ability, you must complete a short or long rest before using it again.

### Guardian Form

Beginning at 14th level, you can Wild Shape into a treant for 1 minute. After using this ability, you must complete a long rest before using it again.

## CIRCLE OF HARVEST

Druids of the Circle of the Harvest stand as the dichotomy of life and death. These druids understand that life and death is a continuous cycle, and that the end of one life means the beginning of another.

A harvest can symbolize life from the crops that are to be picked to provide for a community. At the same time, a harvest symbolizes death in that life must be taken in order to provide. Just as one is able to grow and feed from the bounty of the earth, so too does that life eventually return to it so that the earth may continue to grow.

### Circle Spells

*2nd-level Circle of the Harvest feature*

Through the teachings of your circle, you have learned spells that continue the cycle of life and death. You gain additional spells when you reach certain levels in this class, as shown on the Circle of the Harvest 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.

**Circle of the Harvest Spells**

### Harvest Scythe

*2nd-level Circle of the Harvest feature*

You bestow and take away life using a special weapon called a harvest scythe. As an action, you can touch any simple or martial melee weapon not made of metal, transforming it into a harvest scythe. The harvest scythe is a martial melee weapon you’re proficient in, which has the versatile property and deals 1d8 necrotic damage on a hit, or 1d10 necrotic damage when held in two hands. When you reduce a creature’s hit points to 0 with an attack from this weapon, you can choose another creature you can see within 30 feet of you (including yourself). That creature regains a number of hit points equal to half the damage dealt.

You can use this weapon as a spellcasting focus for your Circle Spells and any druid spell you know in the necromancy school. The scythe lasts until the end of your next long rest or until you use this feature again.

### Extra Attack

*6th-level Circle of the Harvest feature*

You can attack twice, rather than once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

### Harvest Call

*10th-level Circle of the Harvest feature*

You call upon both the living and the dead to aid you. While you’re wielding your harvest scythe, you can expend one use of your Wild Shape to cast either the *summon fey* or *summon undead* spell, without expending a spell slot or material components, and without requiring concentration, rather than assuming a beast form. A spell cast in this way ends after 1 minute or if you use this feature again.

### Bountiful Harvest

*14th-level Circle of the Harvest feature*

You reap what is sown. When you reduce a creature’s hit points to 0 with your harvest scythe, you can now choose two creatures within 30 feet of you to recover hit points.

## CIRCLE OF THE HORIZON

Druids of the Circle of the Horizon are the frontline guardians of life on the Material Plane, protecting them from otherworldly threats. These druids show fond closeness to the good-aligned inhabitants of the Feywild, with cooperation between them being a regular occurrence.

### Warrior of Nature

*2nd-level Circle of the Horizon feature*

Your training grants you proficiency in martial weapons and heavy armour, and you ignore limitations for using armour or shields made of metal. You also learn to speak, read, and write Sylvan.

### Fey Transformation

*2nd-level Circle of the Horizon feature*

Your time spent on the border between planes has granted you the ability to change your humanoid form. As a bonus action, you can expend a use of your Wild Shape to transform into a fey, rather than transforming into a beast.

While in this form, your creature type becomes Fey, you are immune to being charmed, and you can use your Wisdom modifier for your attack and damage rolls with weapons you’re proficient in. This form lasts for 10 minutes. It ends early if you dismiss it (no action required), you die, or use this feature again.

Whenever you transform into a fey, you can choose a fey form; your choice grants you certain benefits while in the form.

* **Pixie.** Your adopt a pixie's tricksy tendencies. As an action, you can magically turn invisible for up to 1 minute (as if you were concentrating on a spell). The effect ends early if you make an attack or cast a spell, or you change your form.
* **Quickling.** Your quickling form allows you to take to high speeds. You can take the Dash action as a bonus action. You can also add a bonus to your ability checks that use Dexterity equal to your Wisdom modifier (minimum of +1).
* **Satyr.** You draw on a satyr's revelry. As an action, you can force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target is charmed by you for 1 minute. The effect ends early if the target takes any damage, if it witnesses you attacking or damaging any of its allies. or if you change your form. Additionally, you gain proficiency in the Performance and Persuasion skills.

### Martial Magic

*6th-level Circle of the Horizon feature*

You fight using a blend of both might and magic. You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

When you reach 17th level, you can make one weapon attack as a bonus action after using an action to cast a spell.

### Fey Embrace

*10th-level Circle of the Horizon feature*

Your affinity with your fey forms have grown stronger. While transformed, your weapon attacks can deal radiant damage. Your transformations also gain extra benefits, as shown below:

* **Pixie.** Your invisibility no longer ends if you make an attack or cast a spell. You must still concentrate to maintain the effect.
* **Quickling.** When you take the Attack action on your turn, you can make an additional weapon attack as part of the same action.
* **Satyr.** You have advantage on saving throws against spells, and magic can't put you to sleep.

Moreover, at the start of each of your turns while you're transformed, you can change your form's transformation.

### Nature's Sanctuary

*14th-level Circle of the Horizon feature*

You can turn a lush environment into an imposing fortress. You always have the *druid grove* spell prepared. You can cast this spell once without expending a spell slot, and you must finish a long rest before you can cast the spell in this way again (you can still cast this spell using spell slots you have of the appropriate level).

## CIRCLE OF MUTATION

Druids of the Circle of Mutation embrace change and seek strength through adaptation. This affinity is shown through their ability to selectively transform parts of their body to better suit their current habitat. Druids of this circle use their abilities to better understand how wildlife should evolve in order to survive.

### Adaptive Shape

*2nd-level Circle of Mutation feature*

You are able to adapt to any environment or situation. As a bonus action, you can expend a use of your Wild Shape feature to modify certain parts of your body, rather than assuming a beast form. When you do, you can choose two animal adaptations which are listed under “Adaptations” below. If an adaptation requires an attack roll, it uses your Strength modifier for the attack and damage rolls. If an adaptation requires a saving throw, it uses your spell save DC.

You also gain a number of temporary hit points equal to five times your druid level, which disappear when you leave this form or use this feature again. These adaptations last for 10 minutes. It ends early if you dismiss it (no action required), you fall unconscious, drop to 0 hit points, or use this feature again.

You can choose an additional adaptation when you reach 6th and 10th level in this class.

### Adaptive Outlook

*2nd-level Circle of Mutation feature*

The nature of your very circle allows you to be versatile in many situations. Whenever you finish a long rest, you can choose one skill or tool proficiency that you lack and gain it. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

### Natural Predator

*6th-level Circle of Mutation feature*

Your body has evolved to become stronger. You can attack twice, rather than once, whenever you take the Attack action on your turn.

In addition, the weapons from your Adaptive Shape now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

### Permanent Mutation

*10th-level Circle of Mutation feature*

Your constant transformations have permanently altered your body. Choose one adaptation from your Adaptive Shape feature. You now possess this adaptation when you are in and out of your Adaptive Shape.

### Survival Instinct

*14th-level Circle of Mutation feature*

Your mutations have made you a hardy predator. While in your Adaptive Shape, you gain proficiency in Dexterity or Constitution saving throws (your choice).

### Rapid Evolution

*14th-level Circle of Mutation feature*

Your body quickly adapts to protect yourself and increase your longevity. When you take damage, you can use your reaction to give yourself resistance to that damage type (including the triggering instance of damage). This resistance lasts until the end of your next long rest or until you use this feature again.

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

#### Adaptations

* **Adrenal Gland (10th level only).** You can better regulate your flight or fight response. When you are reduced to half your current hit points or less, you can use your reaction to immediately take an extra turn, interrupting the current turn. When you do so, you can’t cast spells other than cantrips until the end of your next normal turn. You can use this feature once per use of Adaptive Shape.
* **Amphibious Form.** You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
* **Bear Claws (6th level only).** Each of your hands grows large claws, which you can use as a weapon if the hand is empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
* **Bioluminescent Shock.** You are able to illuminate yourself. As a bonus action, you can emit bright light in a 15-foot radius and dim light for an additional 15 feet. While you are emitting this light and a creature you can see within 5 feet of you hits you with an attack, you can immediately deal 1d4 lightning damage to the creature.
* **Bloodhound (6th level only).** You have the senses of a ruthless predator. When you hit a creature with a natural weapon from your adaptation, you can choose to mark that creature. Once on your turn, while a creature is marked in this way, you have advantage on your first weapon attack you make against it, provided the weapon is from one of your adaptations. The creature also can’t hide from you and can't benefit from being invisible. You can only have one creature marked at a time. If you mark a new creature, the previous creature is no longer marked.
* **Chameleon Skin (6th level only).** You can change your skin’s pigmentation to blend into your surroundings. When you are damaged by an attack or spell, you can use your reaction to turn invisible until the end of your next turn, or until you make an attack or cast a spell.
* **Condor Wings (10th level only).** You grow large wings from your back that can support your weight. You gain a flying speed equal to your walking speed. To use this speed, you can't be wearing medium or heavy armour.
* **Feline Movement.** You gain agile reflexes that allow you to move quickly. You gain a climbing speed equal to your walking speed, and you can move up to 10 feet without provoking opportunity attacks as a reaction when a creature ends its turn within 5 feet of you.
* **Giant Horns.** You grow giant horns on your head which you can use as weapons. It deals 1d8 bludgeoning damage on a hit. While you have these horns, you can use the Shove action as a bonus action.
* **Goat Hooves.** Your legs change to a digitrade structure and your feet turn into hooves. Your walking speed increases by 10 feet and you have advantage on Strength and Dexterity saving throws made against effects that would knock you prone. In addition, your hooves can be used as weapons. It deals 1d6 bludgeoning damage on a hit. If you move at least 20 feet straight toward a creature and hit it with this weapon on the same turn, that target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone. If the target is prone, you can make another attack with your hooves against it as a bonus action.
* **Hawk Eyes.** Your eyes can absorb more light and discern greater detail. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
* **Intimidating Pattern.** You grow markings or appendages that can frighten other creatures. As an action, you can show off this pattern. If you're able to make multiple attacks with the Attack action, this ability replaces one of them. Each creature of your choice within 30 feet of you that can see you must make a Wisdom saving throw. On a failed save, the creature becomes frightened for 1 minute. It can repeat this saving throw at the end of each of its turns, ending the effect on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Intimidating Pattern for the next 24 hours.
* **Owl Sight.** You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
* **Pack Leader.** Your gait is that of an alpha in a hunting pack, and other creatures are emboldened by your presence. Creatures of your choice within 5 feet of you have advantage on the first attack roll they make on their turn if you aren't incapacitated.
* **Resin Carapace (6th level only).** You develop thick skin that can’t be easily penetrated. You gain a +1 bonus to AC. Additionally, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.
* **Serpentine Senses (10th level only).** You possess the beneficial traits of a snake. You gain blindsense out to a range of 30 feet. You can also move through the space of any creature that is of your size or larger.
* **Spiky Tail.** You grow a lashing, spiny tail, which you can use as a weapon. It deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
* **Strong Jaw (6th level only).** You grow a snout to accommodate your enlarged jaw, giving yourself immense biting power and the ability to use it as a weapon. It deals 2d6 piercing damage on a hit and if the creature is of your size or smaller, you can attempt to grapple it using your jaws. While a creature is grappled in this way, you can use an action to try and restrain it by making another grapple check. If you succeed, the creature is restrained until the grapple ends.
* **Sure-Limbed.** Your limbs are able to gain extra purchase for better footing. 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 terrain effects that are magically created or manipulated to impede movement, such those created by the *entangle* spell.
* **Toxic Quills (6th level only).** You grow chitin spikes around your body that you can use as weapons. These spikes have the thrown (range 30/90 ft.) and finesse properties, and deal 1d6 piercing damage on a hit. The first time you hit a creature on your turn with this weapon, you can force it to succeed on a Constitution saving throw or have it be stunned until the end of its next turn.
* **Venom Sac.** You grow a venomous gland underneath your throat that you can use to spew corrosive liquid. As an action, you can shoot venom from yourself in a 30-foot line that is 5 feet wide. Each creature in that area must make a Dexterity saving throw. On a failed save, the creature takes 1d8 acid damage and is poisoned until the end of its next turn. On a successful save, it takes half as much damage and isn't poisoned. This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) in this class.

## CIRCLE OF STONES

Age-old monuments crafted in forgotten times attest to a simple truth: there is power in stones. Druids who join the ancient Circle of Stones carry on the tradition of raising stone henges in places of great power, where leylines intersect and magic strengthens. Such locations are marked as nexuses of power, where the Old Magic of the Old Gods is still heeded -- but such things are known only to a few druids today. All others see the looming stone monuments as enigmatic circles, and a grim reminder of the enormity of time.

### Raise Henge

When you select this Circle at 2nd level, you learn to create patterns of stones which strengthen magic. While in a natural environment, you can expend a use of your Wild Shape as an action to create a henge around a point you can see within 60 feet. A henge is a set of six stones, each 5 feet high, 3 feet wide, and 1 foot deep, arranged evenly in a 10-foot radius circle. Such a stone can generally grant three-quarters cover from ranged attacks for a Medium creature.

     While within your henge, you gain temporary hit points equal to your druid level at the beginning of each of your turns. Additionally, you can use a bonus action to grant each willing creature you choose within the henge temporary hit points equal to your Wisdom modifier. A creature loses these temporary hit points if they leave the henge’s area. After 24 hours, your henge loses this property, and can no longer grant temporary hit points.

     As you gain higher levels in this class, you can raise larger henges. At 10th-level, you can raise a 15-foot radius henge consisting of 10 stones, and at 14th-level, you can raise a 20-foot radius henge consisting of 20 stones.

### Warding Stones

At 6th level, your henges can hold great threats at bay. While within a henge, you can cast the *magic circle* spell, centered on the henge, without expending a spell slot or material components. Once you cast this spell, you can’t cast it again in this way until you finish a long rest.

### Hengiform Monument

Also at 6th level, you can create a more temporary henge, using any group of alike, free-standing objects you choose. When you do so, these objects rearrange themselves into a circle matching the size of your henge, and gain the properties of a henge.

### Ley Passage

By 10th level, you can use your henges to travel through the leylines that connect the world. By spending 1 minute concentrating while within a henge, you can create a magical link between that henge and another henge on the same plane of existence, as per the spell *teleportation circle*. You must have seen or touched the destination henge at least once before. For the next minute, any creature can use an action to step into the target henge and exit from the destination henge.

### Great Henge

At 14th level, while within your henge, you can cast the spell *entangle*, *faerie fire*, *fog cloud*, or *spike growth*, targeting the entire area of your henge, without using a spell slot or spell components.

## CIRCLE OF THE UNSPEAKABLE

Druids of an Unspeakable Circle are abominations to the natural world. Whereas normal druids venerate nature and assume the shape of beasts, Unspeakable druids can transform into creatures originating from terrifying remote regions of time and space. As they grow in power and influence, the other form further mutates from comprehensible physical bodies and becomes more deadly and bizarre. The Masters of this circle transform into hideous monstrosities, unrecognizable as creatures from our own reality.

### Aberration Form

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, however, you lose the ability to assume the shape of a beast. Instead you may use it to take an Aberration Form with a number of additional traits.

Additionally, animals are instinctively wary of you, giving disadvantage on Handle Animal checks.

### Lesser Traits

At 2nd level, when you assume your Aberration Form, you can choose one of the following traits:

> **Bestial Hide**. Your skin is thicker, scalier, or furrier than normal. Your armor class equals 15. At 6th level, your armor class equals to 17.
>
>

> **Inhuman Vision**. Your eyes are numerously scattered about your body, or are segmented an extremely sensitive to movement. You gain the effects of see invisibility at all times. Also, you gain darkvision, the ability to see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
>
>

> **Poison Breath**. On you turn, you can create a *poison spray* effect from your mouth as an action.
>
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> **Unnaturally Quick**. In spite of your size, you can move inexplicably fast, due in part to two extra legs. Your speed increases by 15 feet. In addition, you also have advantage on Dexterity checks.
>
>

### Moderate Traits

At 6th level, when you assume your Aberration Form, you can choose one of the following traits:

> **Additional Limbs**. You grow and extra set of appendages, which are ambiguously neither arms nor legs. When you take the attack action on your turn, you can use these to attack twice, instead of once.
>
>

> **Durable Form**. Your maximum hit points increase by an amount equal to your Druid level times two. In addition, you also have advantage on Constitution checks.
>
>

> **Inhuman Reach**. Your arms elongate, allowing you to touch the floor with your hands. In addition, you can bend them in strange and unnatural ways. Your reach increases by 5 feet. Your elongated arms also give you advantage on Strength (Athletics) checks made to climb.
>
>

> **Razor Claws**. Your claws are incredibly deadly, indicative of a hunter not native to this world. Your claws deal 1d12 slashing damage and are considered magical weapons.
>
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### Intermediate Traits

At 10th level, when you assume your Aberration Form, you can choose one of the following traits:

> **Acid Blood**. When a creature adjacent to you deals damage to you with a melee attack, your acidic blood sprays on them, dealing 2d6 acid damage.
>
>

> **Colossal Form**. Your form is that of a strange, primordial titan. Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category—from Medium to Large, for example. You also have advantage on Strength checks. While you are enlarged, your melee attacks deal 1d4 extra damage.
>
>

> **Invisibility**. You can phase in and out of the visible spectrum, as if light is a strange afterthought this form has never experienced before. You can cast *invisibility* without using a spell slot. After using this ability, you cannot use it again for 1d4 + 1 rounds.
>
>

> **Tentacles**. You have long, whipping tendrils that sprout grotesquely from your form. These tendrils automatically attack hostile creatures adjacent to you, each of which must make a Dexterity saving throw at the beginning of your turn. On a failed save, the creature takes 4d6 bludgeoning damage, or half as much on a successful one.
>
>

### Greater Traits

At 14th level, when you assume your Aberration Form, you can choose one of the following traits:

> **Antimagic Eye**. You have a single colossal extra eye, which you can open and close as a bonus action. While the eye is open, it requires your concentration, you may cast no spells, and the eye creates an area of antimagic, as per the antimagic field spell, in a 15-foot cone. At the start of each of your turns, you may decide which way the cone faces. Your eye closes if you lose concentration on the effect.
>
>

> **Extract Brain**. You can remove and consume the brain of a helpless victim. As an action, make an attack against one humanoid that is grappled by you. On a hit, the target takes 6d10 piercing damage. If this damage reduces the target to 0 hit points, you kill the target by extracting and devouring its brain. This ability has no effect on creatures without nervous systems, such as oozes, elementals, and constructs.
>
>

> **Hideous Appearance**. Your appearance is profoundly disturbing, even moreso up close. Creatures adjacent to you have disadvantage on melee attacks against you.
>
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> **Membranous Wings**. You sprout pronounced, slimy wings and gain a fly speed equal to your movement speed.
>
>

### **Aberration Form**

Medium aberration, neutral evil

Armor Class 13

Hit Points 15 + 5 \* your druid level

Speed 30ft.

STR 16 (+3), DEX 16 (+3), CON 16 (+3), INT 13 (+1), WIS 10 (+0), CHA 8 (-1)

Senses passive Perception 12

Languages –

All Around Vision. You add double your proficiency bonus on Perception checks involving sight in this form.

ACTIONS

Claw. *Melee Weapon Attack*: your spell attack bonus to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) slashing damage.

## CIRCLE OF VERMIN

Druids of the Circle of Vermin, sometimes known as Vermin Lords, find their source of power in the lowliest of creatures: insects, rats, spiders, and other pests. Unmistakably, your coming is signaled by the scrambling of little claws and the cawing of the crows. You hold legions of these creatures at your command, ready to swarm, bite, and claw, and you can become one of them, to walk among your innumerable children.

### Lord of the Low

Starting when you choose this circle at 2nd level, you can expend a use of your Wild Shape feature as an action to magically summon a swarm of rats in your space. The swarm vanishes after a number of hours equal to half your druid level (rounded down), if it drops to 0 hit points, or if you use this ability to summon a new swarm.

The summoned swarm is friendly to you and your companions. Roll initiative for the summoned swarm, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions.

While the swarm is in your space, you have a +2 bonus to AC and, when you take damage, you can choose for the swarm to take damage instead of you.

Starting at 6th level, you can summon a swarm of bats, swarm of insects, or swarm of ravens, and starting at 14th level, you can summon a swarm of poisonous snakes.

### Infested

At 2nd level, insects and rodents inhabit every nook and cranny of your clothes and gear. Whenever a creature within 5 feet of you hits you with an attack, these vermin retaliate, dealing 1d6 piercing damage to the attacker. Additionally, on each subsequent attack the creature makes before the end of its turn, it must roll a d4 and subtract the number rolled from the attack roll.

### Tremorsense

By 6th level, vibrations in the ground echo through its ants and earthworms, and by extension, you can sense them. You gain tremorsense, the ability to detect and pinpoint vibrations, with a range of 10 feet times your wisdom modifier. To use this sense, you and the source of the vibrations must be in contact with the same ground or substance. This sense can’t be used to detect flying or incorporeal creatures.

### Plague Carrier

Beginning at 10th level, your constant close proximity to disease-carrying creatures has not only inoculated you to their diseases, but allowed you to act as a vector of plague. You are immune to diseases and being poisoned. Whenever you would normally make a Constitution saving throw to resist contracting a disease or being poisoned, you can instead become a carrier of that disease or poison. You can only be a carrier of one disease or poison at a time, and you can only carry it for up to seven days.

As a reaction when you take damage from a creature you can see within 5 feet of you, you can transfer a disease or poison you are carrying to that creature, which must make a Constitution saving throw against your spell save DC. On a failure, the creature contracts the disease or poison, and you are no longer a carrier of it.

### Swarm Master

Starting at 14th level, whenever you use your Lord of the Low feature to summon a swarm, you can summon two swarms instead of one.

## CIRCLE OF WITHCRAFT

### Witch's Talisman

At 2nd level, you choose a witch talisman. Your witch talisman counts as an arcane focus for the purpose of casting spells. your talisman is a highly personal item that you imbued with a part of your soul, acting as a channel to the ambient magical energies of the universe.

Talismans, regardless of type, have hit points equal half your max HP and an AC equal to your spell save DC. It can only be hit if targeted specifically and cannot be included in areas of effect. If your talisman is destroyed, you lose the ability to cast spells and any ongoing spells you are concentrating on immediately end. You also immediately take damage equal to half your maximum HP. You can create a new talisman or restore your own talisman to full hit points over the course of a long rest. When you die, your talisman is destroyed in a spectacular display of magical power. It cracks, streams of light pouring from it until it shatters and explodes in a cloud of glittering dust, elemental energy, shrapnel and arcane force. One piece of it always remains: the burned husk of a witch’s broom, the blackened crystal from a gorgeous necklace, the broken hilt of a cruel knife.

Your choice of talisman also gives you a special ability associated with it, based on its type as listed below. This choice cannot be changed.

**Amulet**

Your talisman is a magical amulet with a design unique and iconic to you. (Examples: A lucky coin, a shiny button that replaces a button on anything you wear, a scarab beetle necklace, a silver belt buckle, a four leaf clover that never wilts, a bone pentacle.)

While you wear it you gain a +2 bonus to your AC.

**Athame**

Your talisman is an ornate or rustic magical weapon. This weapon takes the form of a dagger, short sword or any other one-handed melee weapon.(Examples: A black glass dagger, a silver longsword, a stone handaxe, a bone spear, a gleaming glove that produces a deadly blade, a barbed scourge.)

You are proficient with your athame, and you can add your Wisdom modifier to attack and damage rolls made with your athame. Over the course of a long rest, you can choose to change your athame into a different weapon.

**Focus**

Your talisman is a magic wand, broom, staff, crystal, tome or rod with a design unique to you. (Examples: A carved wand of bone, a twined ivy bracelet, a crystal ball that floats above your hand, a tome of fairy tales and poems, a staff made from a single ancient oak branch, a gnarled broom, or a giant pestle.)

While you wield it, you receive a +2 bonus to you spell attack and spell save DC.

**Headpiece**

Your talisman is a hat, pendant, barrette, hairband, headband or head piece of some sort with a design unique to yourself, generally with a jewel or bone centerpiece.(Examples: A pointed, conical hat, a gem that hangs from a chain on the center of the forehead, a butterfly barrette, or a beautiful sapphire pin.)

While you wear it, you gain proficiency in any 2 skills of your choice.

**Ring**

Your talisman is a ring of power with a unique design. It could be chased metal, fine wire with a jewel or bone setting, a thick band, a wedding ring, a cage ring, a claw ring or any other finger adornment. While you wear your ring, you can speak, read, and write Abyssal, Draconic, Infernal, Primordial, and Sylvan.

### Witchcraft Spells

Your knowledge of the old magics allows you access to certain spells at 3rd, 5th, 7th, and 9th level.

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.

##### Witchcraft Spells

 5th
 7th
 9th

### Witches Familiar

Starting at 6th level, you gain enough power to enact a special ritual to create your own magical familiar. You learn the find familiar spell and can cast it with the following changes:

* When you cast this spell, you can select a beast from your wild shape list instead of the normal list provided by the spell to become your familiar. You must be able to wild shape into the beast to choose it as your familiar.
* Your familiar shares your Intelligence, Wisdom, and Charisma scores, as well as your saving throw proficiencies.
* Your familiar adds your Wisdom modifier to it's AC.
* As an action, you can spend 1 use of your wild shape to imbue your familiar with feral might. For a number of rounds equal to your Wisdom modifier, your familiar can take the Attack action on its turns.

Your familiar is created with a fraction of your soul, similar to your talisman, and follows the same rules as your talisman. If your familiar is reduced to 0 hit points, you immediately take damage equal to half your maximum hit points.

### Witch's Hex

Starting at 6th level, you can put a shapechanging hex on allies and enemies. As an action, you can spend 1 use of your Wild Shape feature and choose a creature within 30 feet of you. If the creature is friendly to you and willing, you can transform the creature into any beast you have access to via your Wild Shape feature. If the creature is hostile to you, they must make a Wisdom saving throw against you spell save DC. If the creature succeeds on the save, you cannot target that creature with this feature again for 24 hours. A creature transformed by this feature follows the same rules as your Wild Shape, except you now concentrate on it as if concentrating on a spell. While a creature is transformed in this way, you cannot use your Wild Shape feature.

A creature transformed by this feature is incapable of reverting back into their normal form unless you spend a bonus action to end the effect, their beast form is reduced to 0 hit points, you lose concentration, or the time they spend transformed exceeds the max duration of your Wild Shape.

### Witch's Conveyance

Starting at 10th level, you can spend 7 days to create a magical item that, as long as you are mounted on it, gives you a flying speed of 40 feet. This item could be a broom, a giant mortar, a cauldron, a pony-sized swan made out of ivory, a fey stallion, a giant bat or any other mount or conveyance. The conveyance works only for you and can carry a single passenger. If you are within 1 mile of your conveyance you can call it to your side at its flying speed. Your conveyance can shrink down to the size of a 6 inch figurine to fit in a pack or belt pouch. Your conveyance has limited animation when away from you, even if it is in the form of a living creature. It can take no actions unless it is within 60 feet of you, in which case it can only move its flying speed or interact with objects. Your conveyance cannot take the attack action or any other combat action.

The item is made of your own magic, has a piece of your soul imbibed to it, and follows the same rules as your talisman. Your conveyance has hit points equal to half of your max hit points and an AC of 20. If your conveyance is reduced to 0 hit points, it is destroyed and you take damage equal to half your max HP.

### Witch's House

Starting at 14th level, you can create a magical home in 7 days time. It can be no less than 30 feet long and 10 feet tall on each side on the outside, but is no more than 80 feet long and 40 feet tall on each side. It could be a fine wooden house, a tower of stone, a hut standing on chicken legs, a ramshackle mansion of clockwork and magic, a garden enclosed in a fence of black thorns or any other domicile. This class feature otherwise works as the spell magnificent mansion except it has an unlimited duration and a physical presence in the real world. The home’s banquet of food regenerates once every 24 hours and never spoils. The home can be moved once per week in a ritual that takes one hour to a location within 10 miles. Each time it is moved the outer dimensions of the house can be altered to fit the new location, but the inner dimensions remain as the spell magnificent mansion

## CIRCLE OF WITHERING

To outsiders, druids of the circle of withering seem to directly go against the ideas of a druid; they are based on the draining of life and nature. However, these druids wither this life away to harbor the coming of something new.

### **Bonus Cantrip**

When you join this circle, at 2nd level, you learn the *sapping sting* cantrip, which counts as a druid cantrip for you but not towards your number of cantrips known.

### **Life Drain**

Beginning at 2nd level, you can rip the life out of the ground and creatures. When you use your Wild Shape feature, you can instead choose to drain the life of either a creature within 30 feet of yourself, or of the land within 30 feet of yourself.

If you drain the life of a creature, it must succeed on a Constitution saving throw or take an amount of necrotic damage equal to your Wisdom modifier + a number of d6s equal to half of your druid level (rounded up).

If you drain the life of the land around yourself, all Tiny plants within 30 feet of yourself instantly wither and die. At 9th, 13th, and 17th levels, the maximum size category of plants that instantly die increases by 1.

After you drain the life of either a creature or of the land, you gain temporary hit points equal to three times your druid level, which last for 10 minutes or until you use your Wild Shape feature again.

### **Create Life**

Starting at 6th level, when you drain life, you can raise it as well. When you use your Life Drain feature, you can also cast the *animate dead* spell at its lowest level as part of the same action, without a spell slot or material components. Instead of reanimating a nearby corpse or bones, you cause ancient corpses or bones to immediately rise from the ground, as zombies or skeletons (your choice). After casting *animate dead* in this way, you must take a long rest before doing so, again.

When you reach 10th level, you cast *animate dead* at 4th level, and later, at 14th level, you cast it at 5th level.

### **Withering Spells**

By 10th level, your power to harm life increases. Whenever you deal damage to a creature with a druid spell, it takes additional necrotic damage equal to your Wisdom modifier (a minimum of 1). A creature can only take this additional damage once per turn.

### **Dust to Dust**

At 14th level, you can reduce life to dust. You can cast *disintegrate* at 7th level, without a spell slot or material components. If you target an object with *disintegrate* cast by this that would only have a 10-foot cube of itself disintegrated, you disintegrate a 20-foot cube, instead. After casting *disintegrate* in this way, you must take a long rest before doing so, again.