Unchained Druid

by Aussifer

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Unchained Druid

Druid

Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest.

Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists' activities.

Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life.

Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature's indomitable will.

Power of Nature

Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.

Druid spells are oriented toward nature and animal — the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.

Preserve the Balance

For druids, nature exists in a precarious balance. The four elements that make up a world — air, earth, fire, and water — must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.

Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids' territory.

Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature's balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers.

 

 

The Unchained Druid is an unofficial homebrew publication created by /u/Ozzifer.


Please consider supporting the author for additional updates and future content!

 

Creating a Druid

When making a druid, consider why your character has such a close bond with nature. Perhaps your character lives in a society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a druid was part of your character's destiny.

Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.

Learning Beast Shapes

The Wild Shape feature in the player's handbook lets you transform into a beast that you've seen. That rule gives you a tremendous amount of flexibility, making it easy to amass an array of beast form options for yourself, but you must abide by the limitations in the Beast Shapes table in that book.

When you gain Wild Shape as a 2nd-level druid, you might wonder which beasts you've already seen. The following tables organize beasts from the monster manual according to the beasts' most likely environments. Consider the environment your druid grew up in, then consult the Monster Manual in partnership with the DM to create a list of animals that your druid has probably seen by 2nd level.

The Druid
— Spell Slots per Spell Level —
Level Proficiency
Bonus
Features Cantrips
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting, Animal Form 2 2
2nd +2 Wild Shape, Druid Circle 2 3
3rd +2 Wild Companion 2 4 2
4th +2 Ability Score Improvement,
Wild Shape improvement
3 4 3
5th +3 3 4 3 2
6th +3 Druid Circle feature 3 4 3 3
7th +3 Land's Stride 3 4 3 3 1
8th +3 Ability Score Improvement,
Wild Shape improvement
3 4 3 3 2
9th +4 3 4 3 3 3 1
10th +4 Druid Circle feature 4 4 3 3 3 2
11th +4 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 4 3 3 3 2 1
13th +5 Thousand Faces 4 4 3 3 3 2 1 1
14th +5 Druid Circle feature 4 4 3 3 3 2 1 1
15th +5 Timeless Body 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement,
Wild Shape improvement
4 4 3 3 3 2 1 1 1
17th +6 4 4 3 3 3 2 1 1 1 1
18th +6 Beast Spells 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1

Quick Build

You can make a druid quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the hermit background.

Class Features

As a druid, you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: simple weapons, scimitars
Tools: Herbalism kit




Saving Throws: Intelligence, Wisdom
Skills: Choose two from Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, and Survival.

Starting Equipment

You start with the following items, plus anything provided by your background.

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

Alternatively, you may start with 2d4 × 10 gp to buy your own equipment.

Druidic

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

Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 of the PHB for the general rules of spellcasting, and "Druid Spells" at the end of the class description for the druid spell list.

Cantrips

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

Preparing and Casting Spells

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

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

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

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


Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier


Ritual Casting

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

Spellcasting Focus

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

Animal Form

You can use your bond with nature to take an animal form. Choose a beast that you have seen before that has a challenge rating of 0. The beast you choose may bear special significance to your druidic past, such as a guardian spirit or a beloved companion.

 

As an action on your turn, you can assume the shape of your chosen beast. You stay in this beast form until you fall unconscious, drop to 0 hit points, or die, or until you use a bonus action to revert to your normal form.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies and the languages you know, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

  • When you transform, you assume the beast's average hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in your beast form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.

  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.

  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Wild Shape

Starting at 2nd level, you can use your magic to transform into larger creatures. As an action, you can assume the shape of a beast of any size that you have seen before. You can use this feature twice, and you regain all expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into with your Wild Shape, as shown in the Beast Shapes table below. At 2nd level, for example, you can use this feature to transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.

Beast Shapes
Druid
Level
Max.
CR
Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 Giant eagle
16th 2 Rhinoceros

The transformation otherwise behaves exactly as per your Animal Form feature, except that you can stay in your beast shape only for a number of hours equal to half your druid level (rounded down); you then revert to your normal form, unless you expend another use of this feature.

Druid Circle

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

Wild Companion

At 3rd level, you gain the ability to summon a spirit that assumes an animal form. As an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without requiring material components.

When you cast the spell in this way, the familiar can be an elemental or a fey (your choice) instead of a beast. The familiar disappears after a number of hours equal to half your druid level, or when you expend a use of your Wild Shape again.

Ability Score Improvement

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

If your DM allows the use of feats, you may instead take a feat.

Additionally, whenever you reach a level in this class that grants this feature, you can do one of the following, representing a change in the nature of your druidic bonds:

  • Replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.
  • Replace the beast you chose for your Animal Form feature with a different beast that you can choose.

Land's Stride

Starting at 7th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Thousand Faces

At 13th level, you learn to use magic to alter your physical form in more subtle ways. As an action while you are in your normal form, you can expend a use of your Wild Shape feature to cast the alter self spell. When you cast the spell in this way, it doesn't require concentration, and it ends early if you fall unconscious or die or you expend a use of your Wild Shape again.

Timeless Body

Starting at 15th level, the primal magic that you wield sustains you so that you age more slowly. For every 10 years that pass, your body ages only 1 year. In addition, you no longer need food or water.

Beast Spells

Beginning at 18th level, you can cast many of your druid spells in any shape you assume using your animal transformations. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.

Archdruid

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

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

Druid Circles

Though their organization is invisible to most outsiders, druids are part of a society that spans the land, ignoring political borders. All druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and sisters; like creatures of the wilderness, however, druids sometimes compete with or even prey on each other.

 

At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid. Your choice of circle reflects the view you hold of yourself, the world, and your place within it. The options available for you to choose from are listed below.

  • The Circle of Dreams, with strong connections to the Feywild and hidden, dreamlike realms.
  • The Circle of the Land, which is comprised of mystic sages who guard the ancient knowledge of the old ways.
  • The Circle of the Moon, an order of fierce guardians who gather in the wilderness and revel in the hunt.
  • The Circle of Night, whose magic commands the balance between life and death.
  • The Circle of Roots, which harnesses the flow of life energy fueling the natural cycle of the world.
  • The Circle of the Shepherd, which communes with the nature spirits to protect beasts and fey that have trouble defending themselves from monstrous predators.
  • The Circle of Spores, which sees beauty in decay and has a complex relationship with the balance between life, death, and undeath.
  • The Circle of Stars, which draws upon the power of starlight and the wisdom of the constellations.
  • The Circle of Wildfire, which understands the role that fiery destruction plays in the natural cycle of creation and rebirth.

Circle of Dreams

Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids' guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.

Circle Spells

Starting when you join this circle at 2nd level, your deep affinity to the Feywild and its sister realms grants you access to some spells when you reach certain levels in this class, as shown in the Circle of Dreams 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 Dreams Spells
Druid Level Circle Spells
2nd dissonant whispers, sleep
3rd calm emotions, misty step
5th nondetection, summon fey
7th dimension door, hallucinatory terrain
9th dream, passwall

Balm of the Summer Court

At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to 1 + your druid level.

 

As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of the dice in your pool. Roll the dice you spend, add them together, and the target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

The maximum number of dice you can spend at once equals your proficiency bonus. You regain all expended dice when you finish a long rest.

Hearth of Moonlight and Shadow

At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.

The sphere vanishes at the end of the rest or when you leave the sphere.

Hidden Paths

Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.

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

Walker in Dreams

At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.

When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle.

This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.

Once you cast one of these spells using this feature, you can't cast that spell again in this way until you finish a long rest.

Circle of the Land

The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.

Bonus Cantrip

When you join this circle at 2nd level, you learn one additional druid cantrip of your choice. The cantrip you learn doesn't count against the number of druid cantrips you know.

Natural Recovery

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

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Circle Spells

Also starting at 2nd level, your mystical connection to the land grants you access to some spells when you reach certain levels in this class. These spells are connected to the land where you became a druid. Choose that land - arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark - and consult the associated table of 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.

Arctic
Druid Level Circle Spells
2nd armor of Agathys, fog cloud
3rd hold person, spike growth
5th sleet storm, slow
7th freedom of movement, ice storm
9th commune with nature, cone of cold
Coastal
Druid Level Circle Spells
2nd create or destroy water, fog cloud
3rd mirror image, misty step
5th water breathing, water walk
7th control water, freedom of movement
9th maelstromXGE, scrying
Desert
Druid Level Circle Spells
2nd earth tremorXGE, silent image
3rd dust devilXGE, silence
5th create food and water, wall of sandXGE
7th blight, hallucinatory terrain
9th insect plague, transmute rockXGE
Forest
Druid Level Circle Spells
2nd detect poison and disease, goodberry
3rd barkskin, spider climb
5th call lightning, plant growth
7th divination, guardian of natureXGE
9th commune with nature, tree stride
Grassland
Druid Level Circle Spells
2nd expeditious retreat, longstrider
3rd invisibility, pass with trace
5th daylight, haste
7th divination, freedom of movement
9th insect plague, wrath of natureXGE
Mountain
Druid Level Circle Spells
2nd earth tremorXGE, thunderwave
3rd Maximillian's earthen graspXGE, spike growth
5th lightning bolt, meld into stone
7th stone shape, stoneskin
9th transmute rockXGE, wall of stone
Swamp
Druid Level Circle Spells
2nd detect poison and disease, grease
3rd blindness/deafness, Melf's acid arrow
5th water walk, stinking cloud
7th locate creature, sickening radianceXGE
9th insect plague, seeming

Underdark
Druid Level Circle Spells
2nd false life, witch bolt
3rd spider climb, web
5th gaseous form, stinking cloud
7th greater invisibility, stone shape
9th cloudkill, contagion

Wild Growth

Starting at 6th level, your use of magic instils natural growth wherever you tread. Immediately after you cast a druid spell of 1st level or higher, you can use a bonus action to cause lush plant life to spontaneously grow in a 20-foot radius centered on you. These plants appear as vegetation native to the land of your circle (for example, a desert druid might cause flowering cactus shrubs to appear). Regardless of their appearance, the plants are magical, harmless, and turn their area into difficult terrain for creatures other than you. The plants remain until the end of your next turn, after which they abruptly wither and disappear.

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

Nature's Ward

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

Nature's Mirror

At 14th level, you can call on your connection to the land in order to intercept an attacker. When a creature you can see within 30 feet of you is hit by an attack, immediately before the creature takes damage, you can use your reaction to magically create a duplicate of the creature and interpose it between the attacker and the target. The duplicate bears a passing resemblance to the creature, and is composed of natural materials associated with the land of your circle (for example, an arctic druid's duplicate is made from snow and ice). The duplicate takes the attack instead of the original target, and then it vanishes.

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

Circle of the Moon

Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.

Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.

Combat Wild Shape

When you join 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. (You must still use your action to assume a beast shape with your Animal Form.)

 

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot and regain 1d8 hit points per level of the spell slot expended, plus an additional number of hit points equal to your Wisdom modifier (minimum of 1 hit point).

Circle Spells

Starting at 2nd level, your spiritual bond with natural creatures grants you access to some spells when you reach certain levels in this class, as shown in the Circle of the Moon 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 Moon Spells
Druid Level Circle Spells
2nd longstrider, speak with animals
3rd barkskin, beast sense
5th catnapXGE, water breathing
7th dominate beast, freedom of movement
9th commune with nature, mislead

Circle Forms

At 2nd level, the rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1/2 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there, as shown on the Circle of the Moon Beast Shapes table below).

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

Circle of the Moon Beast Shapes
Druid
Level
Max.
CR
Limitations
2nd 1/2 No flying or swimming speed
4th 1 No flying speed
6th 2 No flying speed
8th 2
9th 3
12th 4
15th 5
16th 5
18th 6

Primal Strike

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

Elemental Wild Shape

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

Reactive Transformation

By 14th level, you gain reflexive mastery of your beast shapes. Immediately before you take damage, you can use your reaction to assume a Wild Shape form. You expend uses of your Wild Shape as normal, and you then take the damage against you in the new form.

Circle of Night

The Circle of Night takes comfort in the role that the night plays in the natural cycle of time that rules over the cosmos. Druids of this philosophy possess magic that allows them to harness the complimentary forces of life and death, sending foes to their final rest while rescuing allies for whom such a fate tolls. As such, they are staunchly opposed to the forces of undeath, which breaks the natural cycle, and see it as an affront to the order of existence.

Night's Harvest

When you join this circle at 2nd level, you gain the power to augment your spells with life-stealing energy. This power of yours is represented by a pool of d8s, and the number of dice in your pool equals 1 + your druid level.

You can spend the dice in your pool when you deal damage to one or more creatures with a druid spell you cast of 1st level or higher. Roll the dice you spend, add them together, and deal extra necrotic damage to one of the spell's targets equal to the total + your Wisdom modifier (minimum of 1 damage), in addition to the spell's damage. If the target is an undead or a construct, it takes an additional 1d8 damage. If your spell augmented in this way reduces the target to 0 hit points, you gain temporary hit points equal to the spell's level + half your druid level.

The maximum number of dice you can spend at once equals your proficiency bonus. Your pool regains all expended dice when you finish a long rest.

Circle Spells

Starting at 2nd level, your link to the night grants you access to some spells when you reach certain levels in this class, as shown in the Circle of Night 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 Night Spells
Druid
Level
Circle Spells
2nd bane, protection from evil and good
3rd moonbeam, silence
5th speak with dead, spirit shroudTCE
7th aura of life, death ward
9th antilife shell, hold monster

Eyes of the Dark

Starting at 2nd level, you can see through the deepest gloom. You have darkvision out to a range of 120 feet. If you already have darkvision from your race, its range becomes 150 feet.

Wild Gloaming

Starting at 6th level, you can harness the gloam to destroy your foes. When you deal damage to a creature, you can choose to have that damage ignore all of the target's damage resistances.

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

Watcher at the Threshold

At 10th level, you exude a protective veil imbued with the wonder of the cosmos. You gain resistance to necrotic and radiant damage. In addition, while you aren't incapacitated, any ally within 30 feet of you has advantage on death saving throws.

Bountiful Harvest

Starting at 14th level, you use the stolen energy of your harvests to ward death from your allies. When you deal the extra necrotic damage of your Night's Harvest to a target, you can select a different creature you can see within 30 feet of you. The chosen creature regains hit points equal to half the extra necrotic damage dealt, provided it has at least 1 hit point. This ability can restore a creature to no more than half of its hit point maximum, and it has no effect on undead or constructs.

Circle of Roots

The balance of nature is founded upon the iron principle that life and death are but two sides of a single coin, intertwined and symbiotic. As trees wither and die, their remains seep down into the soil, where they become food and energy to fuel the roots of new life and growth. In this way, all plants and creatures are but cogs in a grand cycle that encompasses the entire world as one living, breathing organism, filled with boundless energy that flows back and forth between the living and the dead.

Druids of the Circle of Roots, also known as witherbloom druids, draw their magic from this cycle, rejoicing in both the creation of thriving life and its inevitable death. They tap and manipulate the transition of energy between these states, acting as guiding hands and physicians who tend to the health and well-being of the world. Some adherents focus on vital energies to nurture life and empower others, strengthening their ties to the world so that they may flourish. On the other hand, some members wantonly embrace the wilt and decay of death to sap and strike down their foes, pruning undesirable creatures from the tree of life.

Circle Spells

Starting when you join this circle at 2nd level, your connection to the world's energy grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Roots 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 Roots Spells
Druid Level Spells
2nd cure wounds, inflict wounds
3rd lesser restoration, ray of enfeeblement
5th revivify, vampiric touch
7th aura of life, blight
9th contagion, mass cure wounds

Bonus Cantrip

At 2nd level, you learn the spare the dying cantrip, which counts as a druid cantrip for you but doesn't count against the number of druid cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Essence Brews

Starting at 2nd level, you can tap into the world's life energy and use it to brew potent elixirs. When you finish a long rest, you can use your herbalism kit to create a number of magical brews, up to a number equal to your proficiency bonus, in an equal number of empty flasks you touch. The brews you create needn't be the same for every flask, but a flask can hold only one of your brews at a time.

You can create additional brews by expending a use of your Wild Shape for each one. When you do so, you use your action to create the brew in an empty flask you touch.

When you create a brew, you choose one of the effects listed below and infuse it into the brew. A brew retains its potency until used or until you finish a long rest, after which it vanishes from its flask.

A creature holding one of your brews can use an action to drink the brew or administer it to another creature within reach, producing the brew's effect.

 

Emboldening. A creature that consumes the brew gains the following benefit, which it can use once within the next 10 minutes: when the creature misses with an attack roll or fails an ability check or saving throw, it can reroll the d20 and must use the new roll. Once the creature uses this benefit, the brew's effect on it then ends.

Fortifying. When you create this brew, choose one of the following damage types: acid, cold, fire, necrotic, poison, or radiant. A creature that consumes the brew gains resistance to the chosen damage type for 10 minutes.

Quickening. A creature that consumes the brew regains 2d4 hit points, and one disease or condition afflicting the creature ends (the creature's choice when it consumes the brew). The condition can be charmed, frightened, paralyzed, poisoned, or stunned.

Toxifying. Instead of consuming the brew, a creature uses an action to apply the brew to a simple or martial weapon, which the weapon retains for 10 minutes. The next time a creature is hit with a weapon attack using the weapon, or a piece of ammunition fired from the weapon, the target takes an extra 2d8 poison damage and must succeed on a Constitution saving throw against your spell save DC or be poisoned for 1 minute.

Living Cradle

Starting at 6th level, you can transfer your own life force to others to stave off their demise. When a creature you can see within 60 feet of you makes a death saving throw, you can, as a reaction, spend one of your Hit Dice to grant the creature a +10 bonus to its roll. You use your reaction before the creature makes its roll, and if applying this bonus increases the total to 20 or higher, roll the spent Hit Die and add your Constitution modifier, and the creature regains hit points equal to the total (minimum of 1 hit point).

Once you grant this benefit to a creature, you can't grant it to that creature again until you finish a short or long rest.

Mortal Duality

At 10th level, your connection to the flow of life energy deepens. Necrotic damage you deal ignores resistance to that damage, and when you deal damage with a druid spell, you can change the spell's damage type to necrotic.

Additionally, when you restore hit points to a creature using a spell or druid feature, the creature regains additional hit points equal to your Wisdom modifier (minimum of 1 hit point).

Withering Dispersal

Starting at 14th level, your magic can tip the scales of balance between one source of life energy and another. As an action, you conjure a wave of life-draining energy in a 30-foot cube originating from you, producing one of the following magical effects of your choice:

  • Feast of Roots. Every creature in the area, other than constructs or undead, must make a Constitution saving throw against your spell save DC. A creature takes 5d8 necrotic damage on a failed save, or half as much damage on a successful one. The life force of each affected creature is then siphoned into the cube's area, which immediately becomes overgrown with lush plant life. For 1 hour thereafter, a creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
  • Tap of Life. You drain the life force from all nonmagical plants in the area that aren't creatures, such as trees and shrubs, causing them to wither and die instantly. You also gain healing energy which restores up to a number of hit points equal to five times your druid level. You divide these hit points as you choose among any number of creatures of your choice, other than constructs or undead, within the cube.

Once you use this feature, you can't do so again until you finish a long rest, unless you expend a spell slot of 5th level or higher to use it again.

Circle of the Shepherd

Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves.

Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.

Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.

Speech of the Woods

When you join this circle at 2nd level, you gain the ability to converse with beasts and many fey. You learn to speak, read, and write Sylvan.

In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn't grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

Circle Spells

Starting at 2nd level, your spiritual bond with natural creatures grants you access to some spells when you reach certain levels in this class, as shown in the Circle of the Shepherd 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 Shepherd Spells
Druid Level Circle Spells
2nd animal friendship, beast bondXGE
3rd healing spiritXGE, summon beastTCE
5th create food and water, summon feyTCE
7th locate creature, polymorph
9th awaken, commune with nature

Spirit Totem

Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can expend a use of your Wild Shape to magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.

The spirit persists for 1 minute, until you're incapacitated, or until you use your Wild Shape again. As a bonus action on each of your turns while the spirit persists, you can move it up to 60 feet to a point you can see.

The effect of the spirit's aura depends on the type of spirit you summon from the options below.

Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.

Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.

Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

Mighty Summoner

Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:

  • The creature appears with more hit points than normal: 4 extra hit points per level of the spell cast to summon or create it.
  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Guardian Spirit

Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.

Faithful Summons

Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can immediately gain the benefits of the summon beast spell as if it were cast using a 9th-level spell slot. The conjured spirit appears within 20 feet of you. If it receives no commands from you, it protects you from harm and attacks your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).

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

Circle of Spores

Druids of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit strange, life.

These druids believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.

Druids of this circle have a complex relationship with the undead. Unlike most other druids, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these druids believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.

Circle Spells

Starting when you join this circle at 2nd level, your symbiotic link to fungus allows you to tap into the cycle of life and death. You learn the chill touch cantrip; for you, this cantrip counts as a druid cantrip. This link also grants you access to some spells when you reach certain levels in this class, as shown in the Circle of Spores Spells table.

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

Circle of Spores Spells
Druid Level Circle Spells
2nd false life, ray of sickness
3rd blindness/deafness, gentle repose
5th animate dead, gaseous form
7th blight, confusion
9th cloudkill, contagion

Halo of Spores

Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. As a bonus action, you can make a melee spell attack against a creature you can see within 10 feet of you. On a hit, the spores explode against the target, dealing 1d4 necrotic damage.

The damage die of your spores increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Symbiotic Entity

At 2nd level, you gain the ability to channel magic into your spores. When you hit a creature with a melee attack, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain temporary hit points equal to 4 times your druid level. While this feature is active, you gain the following benefits:

  • When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
  • Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.

These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.

Fungal Infestation

At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast, fey, giant, humanoid, monstrosity, or plant that is Small or larger dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual, except that it retains its size and has temporary hit points equal to 4 times your druid level. It remains animate for 1 hour, after which time it collapses and dies.

The zombie is under your control and obeys your mental commands. In combat, the zombie shares your initiative count, but it takes its turn immediately after yours, and the only action it can take is the Attack action. When the zombie hits a target with a melee weapon attack, it deals an extra 1d6 necrotic damage, due to the influence of your spores.

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

Spreading Spores

At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.

When a creature enters the cube's area for the first time on a turn or starts its turn there, it must succeed on a Constitution saving throw against your spell save DC or take the damage of your Halo of Spores.

While the cube of spores persists, you can't use your Halo of Spores bonus action.

Fungal Body

At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, frightened, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.

Circle of Stars

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

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

Circle Spells

Starting at 2nd level, your attunement to the cosmos grants you access to some spells when you reach certain levels in this class, as shown in the Circle of Stars 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 Stars Spells
Druid Level Circle Spells
2nd detect magic, guiding bolt
3rd augury, moonbeam
5th nondetection, sending
7th dimension door, divination
9th scrying, seeming

Star Map

When you join this circle at 2nd level, you create a star chart as part of your heavenly studies. It is a Tiny object and can serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one.

Star Map
d6 Map Form
1 A scroll covered with depictions of constellations.
2 A stone tablet with fine holes drilled through it.
3 A speckled owlbear hide, tooled with raised marks.
4 A collection of maps bound in an ebony cover.
5 A crystal that projects starry patterns when placed before a light.
6 Glass disks that depict constellations.

While you are holding or carrying this map, you gain the following benefits:

  • You know the guidance cantrip, and it doesn't count against the number of druid cantrips you know.
  • You can cast one of your 1st-level circle spells without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

If you lose the map, you can perform a 1-hour ceremony to magically create a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous map.

Starry Form

Starting at 2nd level, you can channel starlight into your body. As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.

While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.

Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:

Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.

 

Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.

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

Cosmic Omen

At 6th level, you learn to read your star chart as a harbinger for imminent events. Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:

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

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

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

Twinkling Constellations

At 10th level, the constellations of your Starry Form improve. The 1d8 of the Archer and the Chalice becomes 2d8, and while the Dragon is active, you have a flying speed of 20 feet and can hover.

Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.

Full of Stars

At 14th level, the stars make your body partially incorporeal. While in your Starry Form, you have resistance to bludgeoning, piercing, and slashing damage.

Circle of Wildfire

Druids within the Circle of Wildfire understand that destruction is sometimes the precursor of creation, such as when a forest fire promotes later growth. These druids bond with a primal spirit that harbors both destructive and creative power, allowing the druids to create controlled flames that burn away one thing but give life to another.

Circle Spells

Starting when you join this circle at 2nd level, you have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown in the Circle of Wildfire Spells table.

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

Circle of Wildfire Spells
Druid Level Circle Spells
2nd burning hands, cure wounds
3rd healing spiritXGE, scorching ray
5th fireball, plant growth
7th aura of life, fire shield
9th immolationXGE, mass cure wounds

Summon Wildfire Spirit

At 2nd level, you learn how to summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.

The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.

The spirit is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Wildfire Spirit stat block, which uses your proficiency bonus (PB) in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.

    In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you summon the spirit again, or until you die.


Wildfire Spirit

Small elemental, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 5 + five times your druid level
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 11 (-0)

  • Damage Immunities fire
  • Condition Immunities charmed, frightened, grappled, prone, restrained
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus

Actions

Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit. Hit: 1d6 + PB fire damage.

Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.

Enhanced Bond

Starting at 6th level, the bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus equal to the number rolled to one damage or healing roll of the spell.

In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.

Cauterizing Flames

At 10th level, you gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.

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

Blazing Revival

From 14th level, the bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points but not killed outright, you can dismiss the spirit and have its power return to you. You then regain half your hit points and immediately rise to your feet amid a whirl of flames, and each creature of your choice within 10 feet of you takes fire damage equal to your druid level.

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

Druid Spells

The list of druid spells below is presented in alphabetical order, sorted by spell level. The spell list notes which druid spells are rituals, and spells which were not originally included in the druid spell list are written in bolded italics.

Each spell is in the Player's Handbook, unless it has one asterisk (a spell in Xanathar's Guide to Everything) or two asterisks (a spell in Tasha's Cauldron of Everything).

List of Spells

Cantrips (0 Level)
  • Control Flames *
  • Create Bonfire *
  • Druidcraft
  • Frostbite *
  • Guidance
  • Gust *
  • Infestation *
  • Magic Stone *
  • Mending
  • Mold Earth *
  • Poison Spray
  • Primal Savagery *
  • Produce Flame
  • Resistance
  • Shape Water *
  • Shillelagh
  • Thorn Whip
  • Thunderclap *
1st Level
  • Absorb Elements *
  • Animal Friendship
  • Beast Bond*
  • Charm Person
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic (ritual)
  • Detect Poison and Disease (ritual)
  • Earth Tremor *
  • Entangle
  • Faerie Fire
  • Fog Cloud
  • Goodberry
  • Healing Word
  • Ice Knife *
  • Jump
  • Longstrider
  • Protection from Evil and Good
  • Purify Food and Drink (ritual)
  • Sleep
  • Snare*
  • Speak with Animals (ritual)
  • Thunderwave
2nd Level
  • Alter Self
  • Animal Messenger (ritual)
  • Augury (ritual)
  • Barkskin
  • Beast Sense (ritual)
  • Continual Flame
  • Darkvision
  • Dust Devil *
  • Earthbind *
  • Enhance Ability
  • Enlarge/Reduce
  • Find Traps
  • Flame Blade
  • Flaming Sphere
  • Gust of Wind
  • Healing Spirit *
  • Heat Metal
  • Hold Person
  • Lesser Restoration
  • Locate Animals or Plants (ritual)
  • Locate Object
  • Moonbeam
  • Pass without Trace
  • Protection from Poison
  • Skywrite * (ritual)
  • Spike Growth
  • Summon Beast **
  • Warding Wind *
3rd Level
  • Aura of Vitality
  • Call Lightning
  • Conjure Animals
  • Daylight
  • Dispel Magic
  • Elemental Weapon
  • Erupting Earth *
  • Feign Death (ritual)
  • Flame Arrows *
  • Meld into Stone (ritual)
  • Plant Growth
  • Protection from Energy
  • Revivify
  • Sending
  • Sleet Storm
  • Speak with Plants
  • Summon Fey **
  • Tidal Wave *
  • Wall of Sand *
  • Wall of Water *
  • Water Breathing (ritual)
  • Water Walk (ritual)
  • Wind Wall
4th Level
  • Blight
  • Charm Monster *
  • Confusion
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Control Water
  • Divination (ritual)
  • Dominate Beast
  • Elemental Bane *
  • Fire Shield
  • Freedom of Movement
  • Giant Insect
  • Grasping Vine
  • Guardian of Nature *
  • Hallucinatory Terrain
  • Ice Storm
  • Locate Creature
  • Polymorph
  • Stone Shape
  • Stoneskin
  • Storm Sphere*
  • Summon Elemental **
  • Wall of Fire
  • Watery Sphere *
5th Level
  • Antilife Shell
  • Awaken
  • Commune with Nature (ritual)
  • Cone of Cold
  • Conjure Elemental
  • Contagion
  • Control Winds *
  • Geas
  • Greater Restoration
  • Insect Plague
  • Maelstrom *
  • Mass Cure Wounds
  • Planar Binding
  • Reincarnate
  • Scrying
  • Transmute Rock *
  • Tree Stride
  • Wall of Stone
  • Wrath of Nature *
6th Level
  • Bones of the Earth *
  • Conjure Fey
  • Druid Grove *
  • Find the Path
  • Flesh to Stone
  • Heal
  • Heroes' Feast
  • Investiture of Flame *
  • Investiture of Ice *
  • Investiture of Stone *
  • Investiture of Wind *
  • Move Earth
  • Primordial Ward *
  • Sunbeam
  • Transport via Plants
  • Wall of Ice
  • Wall of Thorns
  • Wind Walk
7th Level
  • Fire Storm
  • Mirage Arcane
  • Plane Shift
  • Project Image
  • Regenerate
  • Reverse Gravity
  • Symbol
  • Whirlwind *
8th Level
  • Animal Shapes
  • Antipathy/Sympathy
  • Control Weather
  • Earthquake
  • Feeblemind
  • Incendiary Cloud
  • Sunburst
  • Tsunami
9th Level
  • Foresight
  • Shapechange
  • Storm of Vengeance
  • True Resurrection

Class Changes

The changes to the druid class presented in this document are designed to reflect the depth of the druid's relationship with nature. They are also intended to provide a more natural progression of class features, by ensuring that the class receives meaningful additional benefits at each level.

Animal Form. This is a new feature, which introduces the concept of beast shapes and transformations to the druid at 1st level, rather than via the Wild Shape feature at 2nd level.

Wild Shape. This feature now also improves at 16th level.

Druid Circle. Druid Circles which provide access to additional spells as part of the Circle Spells feature now also provide access to 1st-level spells at 2nd level, in order to bring the features in line with the subclass-based spellcasting features of the paladin and ranger (which also receive additional spells at levels other than the level their Spellcasting feature grants them new spell slots).

In addition, two new circles, the Circle of Night and Circle of Roots, have been added.

Wild Companion. The druid gains this feature at 3rd level, instead of 2nd level. The familiar summoned by this feature disappears early when the druid expends a use of their Wild Shape again.

Land's Stride. The druid gains this feature, formerly the 6th-level Circle of the Land feature, at 7th level, regardless of the circle they choose.

Thousand Faces. The druid gains this feature, formerly the 14th-level Circle of the Moon feature, at 13th level, regardless of the circle they choose. The feature now also expends a use of the druid's Wild Shape.

Circle of Dreams

The changes to the Circle of Dreams are listed below.

Balm of the Summer Court. The number of dice in this feature's pool equals 1 + the druid's class level (previously equal to the druid's class level). In exchange, the maximum number of dice that can be spent at once equals the druid's proficiency bonus, instead of half their druid level. This brings the feature more in line with similar features from other classes.

Circle of the Land

The changes to the Circle of the Land are listed below.

Circle Spells. In addition to the new spells granted to the druid at 2nd level, there are changes to the list of circle spells for several land types.

The Coast grants access to the spell maelstrom at 9th level, instead of conjure elemental.

The Desert grants dust devil at 3rd level, instead of blur; wall of sand at 5th level, instead of protection from energy; and transmute rock at 9th level, instead of wall of stone.

The Forest grants guardian of nature at 7th level, instead of freedom of movement.

The Grassland grants wrath of nature at 9th level, instead of dream.

The Mountain grants Maximillian's earthen grasp at 3rd level, instead of spider climb; and transmute rock at 9th level, instead of passwall.

The Swamp grants blindness/deafness at 3rd level, instead of darkness; sickening radiance at 7th level, instead of freedom of movement; and seeming at 9th level, instead of scrying.

The Underdark grants contagion at 9th level, instead of insect plague.

 

Wild Growth. This is a new feature, which replaces the former 6th-level feature Land's Stride (now a base class feature).

Nature's Mirror. This is a new feature, which replaces Nature's Sanctuary, a feature largely considered underwhelming for its narrow field of use.

Circle of the Moon

The changes to the Circle of the Moon are listed below.

Combat Wild Shape. When the druid expends a spell slot to regain hit points while in a Wild Shape form, they regain additional hit points equal to their Wisdom modifier (minimum of 1 additional hit point).

Circle Spells. This is a new feature, and grants the druid additional spells in order to standardize the subclasses.

Circle Forms. At 2nd and 3rd levels, the maximum CR of the druid's beast form now equals 1/2, instead of 1.

Reactive Transformation. This is a new feature, which replaces the former 14th-level feature Thousand Faces (now a base class feature).

Circle of Night

While it draws inspiration from the Circle of Twilight (a playtest-exclusive druid circle that was never officially published), the Circle of Night is a new circle included to give druids a different choice of subclass. As such, there are no changes to official material to be detailed here.

Circle of the Shepherd

The changes to the Circle of the Shepherd are listed below.

Circle Spells. This is a new feature, and grants the druid additional spells in order to standardize the subclasses.

Spirit Totem. This feature is now tied to the druid's use of Wild Shape.

Mighty Summoner. The extra hit points granted to eligible creatures have been changed, in order to accommodate the introduction of spells such as summon beast and summon fey.

Faithful Summons. The spell effect triggered by this feature is now summon beast, instead of conjure animals. This change is intended to reduce clutter and clerical upkeep, and also to prevent unnecessary slowing of gameplay during combat.

Circle of Spores

The changes to the Circle of Spores are listed below.

Halo of Spores. Instead of forcing a target to make a saving throw as a reaction, the druid can use this feature as a bonus action to make a melee spell attack.

Symbiotic Entity. The druid can activate this feature when they hit with a melee attack, rather than using an action. This change is intended to allow the druid to function more effectively in melee combat.

Fungal Infestation. The zombie animated with this feature's effect gains temporary hit points and a bonus to its melee weapon damage; these benefits are intended to mirror the bonuses to the druid from Symbiotic Entity.

Circle of Stars

The changes to the Circle of Stars are listed below.

Circle Spells. This is a new feature, and grants the druid additional spells in order to standardize the subclasses.

Star Map. This feature has been rewritten to accommodate the addition of circle spells, but its overall effect is largely unchanged.

Circle of Wildfire

The changes to the Circle of Wildfire are listed below.

Circle Spells. In addition to the new spells granted to the druid at 2nd level, there are other changes to the list of circle spells. At 3rd level, the druid gains access to the spell healing spirit, instead of flaming sphere. At 5th level, they gain access to fireball, instead of revivify. At 9th level, they gain access to immolation, instead of flame strike.

Blazing Revival. When the druid regains hit points, they can cause fire damage equal to their druid level to creatures they choose within 10 feet of them.

Art Credits

The artists below are credited in alphabetical order. Where possible, an art credit includes the website where the artist's work can be found, and the pages on which their illustrations appear.

  • Alejandro Pacheco (ArtStation; pg 5)
  • Castaguer (DeviantArt; pg 17)
  • Cristi Balanescu (ArtStation; pg 10)
  • Ivan Sevic (ArtStation; cover)
  • Wizards of the Coast (© Wizards; pg 2, 7, 12, 14)

Thank You ...

... for taking the time to read this reimagining of the Cleric class! If you have any feedback or suggestions, please contact the author ─ /u/Ozzifer on Reddit ─ or consider joining their Patreon.

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      System Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

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