Druid Specializations (WoW 5E)

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Circle of Balance

Circle of Balance Features
Druid Level Features
2nd Bonus Cantrip, Moonkin Form
3rd Circle Spells
6th Cyclone
10th Innervate
14th Incarnation: Chosen of Elune

Bonus Cantrip

When you choose this circle at 2nd level, you learn the solar wrath cantrip

Moonkin Form

Starting at 2nd level, you learn how to shift into a Moonkin. Moonkin are sentient owlbears that are able to channel magic through their connection to the great mother, Elune. As a bonus action, you can expend a use of your Wild Shape to turn into a Moonkin. This form lasts for a number of hours equal to half your Druid level. While in this form, you gain a pool of Astral Power Dice. This pool starts with no dice.

Astral Power

While in this form, you have access to a special pool of dice called Astral Power dice. Whenever you deal damage with a spell of 1st level or higher, you gain a number of d10s equal to the spell's level. These dice last until you are no longer in Moonkin form and can be spent to power special abilities.

Starsurge. As an action, you can make a spell attack roll against a creature within 60 feet. On a hit, Starsurge deals 1d10 force damage for each Astral Power die you expended. You can expend a number of dice up to 2 + your proficiency bonus.

Starfall. As an action, choose a point within 60 feet. A circle, 20 feet in radius, centered on that point begins to rain astral starlight. Creatures of your choice within the area must make a Dexterity saving throw. On a failed save, a creature takes 1d10 force damage for each Astral Power die you expend, or half as much damage on a success. You can expend a number of dice up to your proficiency bonus.

Circle Spells

Your mystical connection to Elune infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to your affinity for both the arcane and natural forms of magic.

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.

Circle Spells
Druid Level Spell
3rd lunar strike*
5th catnap
7th solar beam*
9th wrath of nature

Cyclone

Beginning at 6th level, you can trap your enemies within a swirling vortex of wind. If an enemy creature ends its turn within 10 feet of you, you can use your reaction to summon a cyclone to trap them. The target must succeed on a Dexterity saving throw or become trapped by the cyclone. The wind holds them 1 foot off of the ground and leaves them incapacitated until the end of your next turn. While trapped in the cyclone, a creature is immune to all damage and magical effects.

Once you use this ability, you cannot use it again until you finish a short or long rest.

Innervate

Starting at 10th level, you have learned how to channel your magic into your allies to restore their power. As an action, you can grant a blessing to a friendly creature within 30 feet that you can see. The target recovers spell slots of their choosing. The spell slots can have a combined level that is equal to or less than your Proficiency bonus. Once you use this feature, you can’t use it again until you finish a long rest.

Incarnation: Chosen of Elune

Starting at 14th level, you can channel the fury of Elune into yourself. As a bonus action while you are in Moonkin form, you can shift into your Incarnation form. This form lasts for a number of rounds equal to your Wisdom modifier (minimum of one) and grants you the following benefits:

  • Your Astral Power dice become d12s.
  • When you deal damage with a spell of 1st level or higher, one creature that was damaged takes an additional 2d10 force damage.
  • If you are under the sun or in sunlight, you regain 10 hit points at the start of your turn.
  • If you are under the moon or in moonlight, creatures of your choosing within 10 feet of you take 2d6 force damage at the start of your turn.
  • You have advantage on Constitution saving throws made to maintain concentration on spells you cast.

Once you use this ability, you cannot use it again until you finish a long rest.

Circle of Restoration

Circle of Restoration Features
Druid Level Features
2nd Cenarion Ward, Harmony
3rd Circle Spells
6th Typhoon
10th Efflorescence
14th Tranquility

Cenarion Ward

Starting at 2nd level, you can place a blessing on a creature you can see within 30 feet of you as a bonus action. This blessing lasts for 1 minute. If the creature takes damage while the blessing is active, it is healed for an amount equal to 1 + your Wisdom modifier (minimum of one).

You can use this ability a number of times equal to your Proficiency bonus. You regain all expended uses of it when you complete a short or long rest.

Harmony

At 2nd level, you weave life through your spells. Whenever you cast a spell of 1st level or higher that restores hit points, you can restore hit points to a creature that you can see within 30 feet for an amount equal to 2 + the spells level.

Circle Spells

Your mystical connection to life infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to your affinity for restorative and protective magic.

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.

Circle Spells
Druid Level Spell
3rd regrowth*
5th lifebloom*
7th wild growth*
9th mass cure wounds

Typhoon

Beginning at 6th level, you are able to release a blast of wind to knock your enemies away from you. As an action, you can release a powerful blast of wind in a 15 foot cone in front of you. Large or smaller creatures of your choosing within the cone must succeed on a Strength saving throw or be pushed 15 feet away from you and have their speed reduced by half until the end of their next turn.

Once you use this ability, you cannot use it again until you finish a short or a long rest.

Efflorescence

At 10th level, you can sprout a ring of verdant flowers to heal your allies. As an action, choose a point you can see within 30 feet. Bright flowers begin to blossom in a 10 foot radius around the point, channeling healing magic from the Emerald Dream. If a friendly creature begins their turn within the circle, they regain an amount of hit points equal to your Wisdom modifier (minimum of one). The circle lasts until the end of your next turn.

While the circle is active, you can use a bonus action and sacrifice a spell slot to make the flowers release a burst of healing magic. Each friendly creature within the circle regains 1d8 hit points per level of the the spell slot sacrificed.

Once you use this ability, you cannot use it again until you complete a short or long rest.

Tranquility

At 14th level, you are able to channel the magic of the Emerald Dream to its full effect. As an action, you can begin channeling healing magic from the dream. Small flickers of soft light begin to float from the ground around you. You can channel Tranquility for a number of rounds equal to your Wisdom modifier (minimum of one). You have to use an action to continue channeling Tranquility on subsequent turns and you must maintain concentration in order to continue channeling.

When you begin channeling Tranquility and on subsequent turns when you use your action to continue channeling it, you can restore a number of hit points equal to 2d8 + your Druid level. Choose any creatures within 30 feet of you, and divide those hit points among them. Any creature healed by Tranquility is also healed for 1d4 at the start of their turn.

Once you use this ability, you cannot use it again until you complete a long rest.

Circle of the Guardian

Circle of the Guardian Features
Druid Level Features
2nd Guardian Form, Might of Ursoc
3rd Circle Spells
6th Ancient Claws, Imposing Presence
10th Thrash
14th Survival Instincts

Guardian Form

Starting at 2nd level, you learn how to shift into the favored form of the great guardian Ursoc. You may expend a use of your Wild Shape feature to enter a Guardian Form for a number of hours equal to half your Druid level or until you use Wild Shape again. You take on a bear like appearance and gain the following benefits:

  • Your maximum hit points are increased by an amount equal your Druid level while in this form.
  • If you are reduced to 0 hit points while in this form, you fall unconscious instead of reverting to your original form.
  • Your AC becomes equal to 10 + your Dexterity modifier + your Wisdom modifier.
  • You can use your Wisdom modifier in place of your Strength modifier for ability checks.
  • You gain proficiency in the Athletics skill if you did not already have it.
  • Your size becomes Large.
  • You gain access to the Maul and Mangle attacks.
  • Attacks with your natural weapons use your Strength or Wisdom modifier (your choice) to determine the attack and damage bonus.

Maul. Melee weapon attack. On a hit: 1d8 slashing damage.

You tear open a wound on the creature as long as it is not a construct. At the start of the creatures next turn, if it is still bleeding it takes 1d4 damage. The bleeding can be stopped using an action to perform a Medicine check with a DC equal to your spell save DC. Magical healing also stops the bleeding.


Mangle. Melee weapon attack. On a hit: 2d6 slashing damage.

Mangle deal an additional 1 damage against a bleeding target. This bonus increases to 2 at level 5, 3 at level 11, and 4 and level 17.

Might of Ursoc

At 2nd level, you learn how to channel your magic into your newly learned form. While you are in Guardian Form you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended, or gain 1d8 temporary hit points per level of the spell slot expended.

Circle Spells

Your mystical connection to the great guardian spirit infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells. You are able to cast these spells while in your Guardian Form.

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.

Circle Spells
Druid Level Spell
3rd vortex warp
5th fear
7th elemental bane
9th banishing smite

Ancient Claws

At 6th level, you begin to master your new form. While in Guardian Form, you can now make two attacks instead of one when taking the Attack action. Additionally, your attacks while in Guardian Form now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Imposing Presence

Additionally at 6th level, you have learned how to attract the attention of your enemies in order to protect your allies. As a bonus action while in Guardian Form, you can let out a fearsome roar. Hostile creatures within 15 feet of you must succeed on a Wisdom saving throw, or have disadvantage on attacks that do no target you until the end of your next turn.

You can use this ability a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a short or a long rest.

Thrash

At 10th level, you learn how to claw out in a wide arc to tear open wounds in your enemies. As an action while you are in Guardian Form, you can make a melee weapon attack against all hostile creatures within 5 feet of you. On a hit, those creatures take 2d6 + 5 slashing damage and must succeed on a Constitution saving throw or become infected with a stack of Vicious Wounds.

A creature can have no more than 3 stacks of Vicious Wounds. At the start of a creatures turn, they take 1d4 damage per stack of Vicious Wounds they have. A creatures wounds are removed if they receive magical healing, or a creature uses an action to make a Medicine check against your spell save DC.

Survival Instincts

At 14th level, you have become a master of your new form. While you are in Guardian Form, you gain an additional +2 bonus to your AC. Additionally, you gain resistance to bludgeoning, piercing, and slashing damage.

Circle of the Predator

Circle of the Predator Features
Druid Level Features
2nd Predator Form, Scent of Blood
3rd Circle Spells
6th Predatory Swiftness
10th Omen of Clarity
14th Soul of the Forest

Predator Form

Beginning at 2nd level, you learn how to channel your shapeshifting ability to enter a predatory form. You may expend a use of your Wild Shape feature to enter a Predator Form for a number of hours equal to half your Druid level or until you use Wild Shape again. You take on a cat like appearance and gain the following benefits:

  • If you are reduced to 0 hit points while in this form, you fall unconscious instead of reverting to your original form.
  • Your AC is equal to 12 + your Dexterity modifier.
  • Your attacks with your natural weapons have the finesse property.
  • You are Medium sized.
  • You gain a speed of 40 feet.
  • You gain proficiency in the Stealth skill.
  • You gain access to the Rake and Bite attacks. When you make a Bite attack with your Attack action, you can make a Rake attack as a bonus action.
  • You gain access to the Shred ability.

Rake. Melee weapon attack. Reach 5 ft. On a hit: 1d6 slashing damage. The target then gains a Jagged Wound that lasts until the end of your next turn. At the start of a creatures turn, they take 1d4 damage if they have a Jaggad Wound. A creature can only have one Jagged Wound.

Bite. Melee weapon attack. Reach 5 ft. On a hit: 1d10 piercing damage.

Shred. When you hit a creature with an attack using your claws, you can infuse your strike with ancient magics. You can expend one spell slot to deal additional damage to the target. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

Scent of Blood

At 2nd level, while in your Predator Form you are able to deliver devastating blows to creatures you have wounded already. When you attack a creature who is bleeding from one of your abilities or attacks, you score a critical hit on a roll of 19 or 20. Additionally, creatures who are bleeding from one of your abilities or attacks cannot benefit from invisibility against you.

Circle Spells

Your mystical connection to the spirit of the hunt infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells. You are able to cast these spells while in your Predator Form.

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.

Circle Spells
Druid Level Spell
3rd pass without trace
5th blinding smite
7th freedom of movement
9th steel wind strike

Predatory Swiftness

At 6th level, you are able to strike harder and faster. While in Predator Form, you can now make two attacks instead of one when taking the Attack action. Additionally, your attacks while in Predator Form now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Omen of Clarity

At 10th level, you can harness magic from the dream to enhance yourself or your allies. You count as having regrowth prepared. You always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

Whenever you attack a creature and roll above a 15 on the D20, you gain a stack of Clearcasting. When you have 3 stacks of Clearcasting, you can expend them to cast regrowth as a bonus action with a range of 15 feet. Clearcasting this spell does not expend a spell slot and can only cast the spell at its base level.

Soul of the Forest

At 14th level, you become a master stalker. As a bonus action, you can channel magics from the dream to enhance your form. For 1 minute, you gain the following benefits:

  • You can now apply up to 2 Jagged Wounds to a creature, who takes 1d4 damage per stack of Jagged Wounds.
  • You score a critical hit against a bleeding target on a roll of 18, 19, or 20 on the d20.
  • You can make one additional Rake attack when you take the Attack action on your turn.
  • When you heal a creature with regrowth, the next attack you make before the end of your next turn deals an additional 2d8 damage.

Once you use this ability, you cannot use it again until you finish a long rest.

Druid Spells

Solar Wrath

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You hurl a mote of sunlight at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 radiant damage. If you critically hit with this spell, you gain 1 Astral Power die.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Moonfire

1st-level evocation


  • Casting Time: 1 Bonus Action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute (c)

You call down a beam of astral moonlight at a creature within range. The creature becomes effected by the spell when you cast it. At the start of the targets turn, they take 1d4 force damage. At the end of the targets turn, it can make a Dexterity saving throw. The spell ends on a successful save.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature per spell level above 1st.

Lunar Strike

2nd-level evocation


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You call down a pillar of astral moonlight to pummel a creature within range. The target must make a Dexterity saving throw, taking 3d10 force damage on a failed save, or half as much damage on a successful one. Creatures within 5 feet of the target take force damage equal to your spellcasting ability modifier.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d10 for each slot level above 2nd, and the splash damage increases by 1.

Sunfire

2nd-level evocation


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 Minute (c)

You summon a brief column of sunlight that burns creatures in a 10 foot wide space within range. Creatures within the space must make a Dexterity saving throw, taking 1d10 radiant damage on a failed save, or half as much damage on a successful one. A creature that fails their saving throw continues to burn with radiant fire for the spells duration. If a creature is still effected by the spell, they take 1d4 radiant damage at the start of their turn. At the end of that creatures turn, it can make a Dexterity saving throw, ending the spells effect on them on a success.

While concentrating on this spell, you are also able to maintain concentration on Moonfire if it was cast at a lower level than this spell.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d10 for each slot level above 2nd.

Solar Beam

4th-level abjuration


  • Casting Time: 1 reaction
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 round

You summon a beam of solar energy around a creature that you can see casting a spell. The solar beam extends in a 5 foot radius around the creature. If the creature is casting a spell of 4th level or lower, its spell fails and has no effect. If it is casting a spell of 5th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

Additionally, any creatures within the beam must succeed on a Constitution saving throw or become silenced until the start of your next turn as long as they remain within the beam.

At higher levels. When you cast this spell using a spell slot of 5th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Rejuvenation

1st-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Special*

A creature of your choice that you can see within range regains 2 hit points as rejuvenating flowers sprout around them. Rejuvenation lasts on a target for a number of rounds equal to your spellcasting ability modifier. At the start of the targets turn, it regains 1d4 hit points.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the initial healing increases by 2 for each slot level above 1st and the healing a creature receives at the start of its turn increases by 1d4.

Swiftmend

1st-level evocation


  • Casting Time: 1 Bonus Action
  • Range: 30 Feet
  • Components: V, S
  • Duration: Instantaneous

You release a quick burst of healing at a creature you can see within range. The target regains hit points equal to 1d8 + your spellcasting ability modifier. To cast this spell, the target must be effected by a spell or ability from you.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Regrowth

2nd-level evocation


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: 1 Round

You send a rush of magic from the dream to wash over a creature within range. The target regains hit points equal to 1d10 + your spellcasting ability modifier. At the start of the targets next turn, they regain hit points equal to your spellcasting ability modifier.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the initial healing increases by 1d10 for each slot level above 2nd.

Lifebloom

3rd-level evocation


  • Casting Time: 1 Action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 Minute (c)

You call forth a revitalizing rush of magic and plant it within a creature within range. The creature regains hit points equal to 1d8 + your spellcasting ability modifier at the start of its turns for the duration of the spell. When this spell ends, if you were concentrating on it for at least a number of rounds equal to your spellcasting ability modifier, the target regains hit points equal to 3d8 + your spellcasting ability modifier.

At higher levels. When you cast this spell using a spell slot of 4th level or higher, the initial healing increases by 1d8 for each slot level above 3rd.

If this spell is cast using a spell slot of 5th level or higher, the healing when the spell ends effects creatures of your choice within 10 feet of the target.

Wild Growth

4th-level evocation


  • Casting Time: 1 Action
  • Range: Self (30 foot radius)
  • Components: V, S
  • Duration: 1 Round

You release a wave of resplendent lotus petals that are able to heal your allies. Choose up to 5 creatures within 30 feet of you that you can see. Each creature regains hit points equal to 1d8 + your spellcasting ability modifier. A creature who is targeted by this spell recovers an additional 1d8 hit points at the start of their next turn.

At higher levels. When you cast this spell using a spell slot of 5th level or higher, the initial healing increases by 1d8 for each slot level above 4th.

Talents

Beginning at 5th level, you gain a talent from the following list. You gain additional talents at 10th and 15th level. You must meet the prerequisite for a talent to learn it.

Blessing of the Wild

Prerequisite: 5th level
When you use your Wild Shape feature, you gain temporary hit points equal to 1d10 + your Wisdom modifier and you can move up to your speed towards a creature that you can see.

Shooting Stars

Prerequisite: 5th level, Circle of Balance
When you use your Starsurge or Starfall abilities, one creature you can see within 30 feet of you takes force damage equal to the amount of Astral Power dice you expended.

Verdant Growth

Prerequisite: 5th level, Circle of Restoration
When you use your Cenarion Ward feature, you can target one additional creature within range and both creatures also gain 1d4 temporary hit points.

Ironfur

Prerequisite: 5th level, Circle of the Guardian
When you use your Might of Ursoc feature to recover hit points, until the start of your next turn you also reduce the damage you take from attacks by an amount equal to the level of the spell slot you expended for the Might of Ursoc feature.

Leader of the Pack

Prerequisite: 5th level, Circle of the Predator
Friendly creatures within 5 feet of you also benefit from your Scent of Blood feature.

Ursol's Vortex

Prerequisite: 10th level
You are able to conjure powerful winds in order to keep creatures in place. As an action, you can summon a swirling ring of heavy winds in a 10-Foot radius circle originating from a point you can see within 30 feet. The area is considered difficult terrain (but not for you) and creatures within the area must succeed on a Strength saving throw or be pulled 10 feet towards the center of the circle and take bludgeoning damage equal to your druid level.

Renewal

Prerequisite: 10th level, Circle of Balance
When you use your Innnervate feature, you can can also recover a spell slot of your choosing. The spell slot can be no higher than half of your Proficiency bonus (rounded up).

Ironbark

Prerequisite: 10th level, Circle of Restoration
When a creature you can see within 30 feet of you takes damage from an attack, you can use your reaction reduce the damage by an amount equal to your Wisdom modifier. You can expend a use of your Wild Shape feature when you use this reaction to instead negate the triggering damage entirely.

Infected Wounds

Prerequisite: 10th level, Circle of the Guardian
You take 1d4 less damage from a creature for each stack of Vicious Wounds they have.

Unrelenting

Prerequisite: 10th level, Circle of the Predator
Bleed effects from your attacks and abilities now last for 1 additional turn and when they deal damage, their damage dice become d6s.

Stampeding Roar

Prerequisite: 15th level
You release a powerful roar to inspire your allies and batter down your foes. As an action, you make a awe inspiring roar. You and creatures of your choice within 20 feet of you gain the following benefits until the end of your next turn:

  • Your speed is doubled.
  • You can take the Dash action as a bonus action.
  • Any Large or smaller hostile creature that you move within 5 feet of must succeed on a Strength saving throw against your spellsave DC or be knocked prone and take bludgeoning damage equal to your Wisdom modifier.

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

Starweaver

Prerequisite: 15th level, Circle of Balance
Whenever you spend Astral Dice, you gain temporary hit points equal to the roll of one of your Astral Power dice and the next time you deal damage with a spell of 1st level or higher, it does additional force damage equal to the same amount.

Overgrowth

Prerequisite: 15th level, Circle of Restoration
Once per turn, when a spell you cast or feature you use restores hit points to a creature when it is not your turn, creatures within 10 feet of the target regain half as many hit points.

Unnerving Presence

Prerequisite: 15th level, Circle of the Guardian
Whenever a creature that is within 5 feet of you attempts to cast a spell, if they are suffering from a Vicious Wound or are bleeding from your Maul ability, they must succeed on a Wisdom saving throw or not be able to focus enough to cast the spell. A creature who is immune to the frightened condition ignores this effect.

If they manage to cast a spell, you have advantage on any saving throw it requires and resistance to damage caused by it.

Rip and Tear

Prerequisite: 15th level, Circle of the Predator
When you deal damage to a creature with your Shred ability, all creatures who are bleeding from one of your abilities or attacks within 5 feet of the target take the same damage.

 

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