Druid
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, but see themselves as extensions of nature's indomitable will.
You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.
Druid Spell Slots per Level
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Druidic, Spellcasting | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Wildshape | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Druidic Circle | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Feat, Wildshape improvement | 4 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Druid Circle feature | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 4 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Feat, Wildshape improvement | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Druidic Vitality | 5 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Druid Circle feature | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Feat, Wildshape improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | |
14th | +5 | Druid Circle feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Feat | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | |
17th | +5 | — | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Beast Spells, Timeless Body | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
19th | +6 | Feat | 5 | 4 | 3 | 3 | 3 | 2 | 2 | 1 | 1 | 1 |
20th | +6 | Archdruid | 5 | 4 | 3 | 3 | 3 | 2 | 2 | 2 | 1 | 1 |
Class Features
As a druid, you gain the following class features
Hit Points
- Hit Dice: 1d8 per druid level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per druid level after 1st
Proficiencies
- Armor: Light armor, medium armor, buckler shields, kite shields (druids will not wear armor or use shields made of metal)
- Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
- Tools: Herbalism kit
- Saving Throws: Intelligence, Wisdom
- Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a wooden kite 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
Druidic
At 1st level, you know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check, but can't decipher it without magic.
Spellcasting
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
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 +Spell attack 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.
Druidic
Also at 1st levelm you know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
Wildshape
Starting at 2nd level, you can use your action to magically assume the shape of animals. You can use this feature twice, regaining all expended uses when you finish a short or long rest.
Your druid level and your Druidic Circle determines the animals you can transform into, as shown in the Wildshape Forms table. You can transform into any Wildshape Form for your level or lower. At 2nd level, for example, you can transform into a badger, cat, spider, or wolf, and at 8th level you can also transform into a giant eagle, giant wasp, and owlbear. You can find the statblocks for your wildshape forms here.
Wildshape Forms
Level | Forms |
---|---|
2nd | Badger, Cat, Elk, Giant Rat, Giant Spider, Hare, Mastiff, Mouse, Tarantula, Wolf |
4th | Crocodile, Giant Constrictor Snake, Giant Octopus, Panther |
8th | Giant Eagle, Giant Wasp, Owlbear, Owl |
12th | Elephant, Giant Ape, Giant Lightning Eel, Giant Shark |
You can stay in an animal shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- Your game statistics are replaced by the statistics of the creature, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus 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 creature's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal 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 new 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.
Druid Circle
At 3rd level, you choose to identify with a circle of druids. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.
Feat
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you gain a Feat.
Druidic Vitality
By 9th level, your attunement with nature gives you heightened endurance against natural diseases and poisons. You have advantage on saving throws against being Poisoned or gaining a Disease.
Beast Spells
Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wildshape. You can perform the somatic and verbal components of a druid spell while in the shape of a Beast, but you aren't able to provide material components.
Timeless Body
Also at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
Archdruid
At 20th level, you can use your Wildshape a number of times equal to 2 + your Wisdom modifier (minimum of 2) between rests.
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 any Beast shape from Wildshape.
Circle: Arctic Frost
After too much time experiencing the civilized world, some druids come to a cold cynicism. These druids often seek the oldest and purest of nature they can find, leading to many discovering the primordial cold of the arctic. The eternal cold comes for all things eventually- it douses flames of wild destruction, erodes the sculpted land, and slows the march of civilization.
Arctic Wildshapes
As an Arctic Druid, you learn the following additional Wildshape Forms after you reach particular levels in this class, as shown in the Arctic Wildshapes table
Level | Forms |
---|---|
3rd | Penguin, Seal |
8th | Polar Bear, Krill, Walrus |
14th | Ice Worm, Mammoth |
20th | Young White Dragon |
Arctic Circle Spells
Inspired by the deadly cold of the frozen tundra, you learn certain additional spells. You gain access to spells as you gain levels in this class, as shown in the Arctic Circle 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.
Druid Level | Spells |
---|---|
3rd | Hold Person, Ice Knife |
5th | Sleet Storm, Speak with Dead |
7th | Ice Storm, Phantasmal Killer |
9th | Cone of Cold, Hold Monster |
Arctic Sight
At 3rd level when you choose this circle, you are accustomed to seeing in blizzards. You can see normally in blizzard conditions, and you don't have disadvantage on Perception checks in them.
Additionally, you gain Darkvision out to a range of 60 feet. If you already have darkvision, it increases by that amount.
Blizzard Aura
Also at 3rd level, your advance is marked by a cold front, a miniature storm that follows your command. As an action, you can expend one use of your Wildshape feature to conjure a storm of ice and snow in a 10 foot sphere around you. The zone moves with you, and lasts for 1 minute, or until you dismiss it as a bonus action, you fall Unconscious, or you die. Creatures other than you that start their turn in this zone or enter it for the first time on a turn have disadvantage on perception checks that rely on sight, and must make a Constitution saving throw against your Spell Save DC. On a failed save, creatures take 3d6 Cold damage, and their movement speed is halved until they succeed this save or they leave the zone. On a successful save, creatures take half that damage and their speed isn't reduced.
Winterborn
By 6th level, you adapt to the biting cold of the arctic such that it has a lesser effect on you, but a greater effect on others. You have resistance to Cold damage.
Additionally, when you deal Cold damage to a creature, you deal an additional amount of Cold damage equal to your Wisdom modifier.
Freezing Cold
By 10th level, your personal blizzard becomes more dangerous. Creatures that fail their save against your Blizzard Aura have their speed reduced to 0.
Additionally, the radius of your Blizzard Aura increases to 20 feet.
Cold Soul
At 14th level, you have supreme control over your arctic power. You are immune to Cold damage.
Additionally, creatures of your choice within your Blizzard Aura are resistant to Cold damage.
Circle: Desert Flames
Druids that roam the dunes and badlands of the world come to understand that firey 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.
Desert Wildshapes
As a Desert Druid, you learn the following additional Wildshape Forms after you reach particular levels in this class, as shown in the Desert Wildshapes table
Level | Forms |
---|---|
3rd | Camel, Jackal |
8th | Ankheg, Dust Mephit |
14th | Desert Tunneler |
20th | Young Blue Dragon |
Desert Circle Spells
You have formed a bond with a wildfire spirit, a primal being of creation and destruction, through which you learn certain spells. You gain access to spells as you gain levels in this class, as shown in the Desert Circle 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.
Druid Level | Spells |
---|---|
3rd | Burning Hands, Cure Wounds |
5th | Flaming Sphere, Scorching Ray |
7th | Aura of Life, Fire Shield |
9th | Flame Strike, Mass Cure Wounds |
Summon Wildfire Spirit
At 3rd level, you can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wildshape feature to summon your wildfire spirit, rather than assuming an animal 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 use this feature to summon the spirit again, or until you die.
Wildfire Spirit
Medium Elemental, any alignment (same as yours)
- Armor Class 13 (natural armor)
- Hit Points 5 + five times your Druid level
- Speed 30ft., 30ft. fly
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
- Prof. Bonus equals your bonus
Actions
Flame Seed, your spell attack modifier to hit, range 60 ft., one target you can see. 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. Then 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
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
At 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 and thereby fall Unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.
Once you use this feature, you can't use it again until you finish a long rest.
Circle: Lively Forest
Druids of the forest 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, seeing 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.
Forest Wildshapes
As a Forest Druid, you learn the following additional Wildshape Forms after you reach particular levels in this class, as shown in the Forest Wildshapes table
Level | Forms |
---|---|
3rd | Boar, Deer, Sheep |
8th | Brown Bear, Mud Mephit |
14th | Treant |
20th | Young Green Dragon |
Speech of the Woods
At 3rd level, you gain the ability to converse with beasts and many fey. You learn to speak, read, and write Sylvan.
Additionally, Beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most Beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly Beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with Beasts, though you can combine this ability with gifts to curry favor with them as you would with any other character.
Spirit Totem
Also at 3rd level, you gain the ability to call forth nature spirits and use them to influence the world around you.
As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see. The 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.
The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.
Land's Stride
Starting at 6th level, you and any Beasts and Fey you summon by casting a spell can move through difficult terrain without costing extra movement, and 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.
Additionally, you and any Beasts and Fey you summon by casting a spell have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.
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.
Shepherd of Nature
At 14th level, creatures of the natural world sense your connection to nature spirits and become hesitant to attack you. When a Beast or Fey creature attacks you, that creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.
Circle: Marshland Spores
Poisonous bogs and murky swamps attract druids seeking a gloomier and quieter place than the pleasant forests that others would inhabit. They see within the mold and other fungi of murky swamps the ability to transform lifeless material into abundant, albeit somewhat 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. 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.
Marsh Wildshapes
As a Marsh Druid, you learn the following additional Wildshape Forms after you reach particular levels in this class, as shown in the Marshland Wildshapes table
Level | Forms |
---|---|
3rd | Stirge, Shroomling, Venomous Snake |
8th | Dire Alligator, Mud Mephit |
14th | Shambling Mound |
20th | Young Black Dragon |
Circle Spells
Your symbiotic link to fungi and your ability to tap into the cycle of life and death grants you access to certain spells. You gain access to spells as you gain levels in this class, as shown in the Marshland Circle 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.
Druid Level | Spells |
---|---|
3rd | Blindness/Deafness, Gentle Repose |
5th | Animate Dead, Speak with Dead |
7th | Blight, Confusion |
9th | Cloudkill, Contagion |
Halo of Spores
Starting at 3rd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to surround them with spores. The target must succeed a Constitution saving throw against your spell save DC or take 1d4 Necrotic damage. The Necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Symbiotic Entity
Also at 3rd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wildshape feature to awaken those spores, rather than transforming into an animal form. When you do so, you also gain 4 temporary hit points per your level in this class. While this feature is active, you gain the following benefits:
- When you deal damage with your Halo of Spores, 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 Wildshape again.
Fungal Infestation
At 6th level, your spores gain the ability to infest a corpse and animate it. If a Beast or a Humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.
In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), regaining all expended uses after 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.
Whenever a creature moves into the cube or starts its turn there, that creature must succeed a Constitution saving throw against your spell save DC or take damage from your Halo of Spores. A creature can take this damage no more than once per turn.
While the cube of spores persists, you can't use your Halo of Spores reaction.
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: Mountain Stone
The mountains attracts many druids seeking their strength and undying history, as though the land may change over time, it never truly forgets. By tapping into the timeworn memory of the earth, these druids can transform into powerful stone elementals, beings of primordial power from the birth of the world. Most druids of the Circle of the Mountain spend their lives delving into long-forgotten places and preserving the remnants of bygone eras.
Mountain Wildshapes
As a Mountain Druid, you learn the following additional Wildshape Forms after you reach particular levels in this class, as shown in the Mountain Wildshapes table
Level | Forms |
---|---|
3rd | Pebbling, Giant Earthworm |
8th | Earth Elemental |
14th | Rockwyrm |
20th | Young Red Dragon |
Armor of Stone
At 3rd level when you choose this circle, you have become one with the mountain's strength. While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.
Rock Puncher
Also at 3rd level, you can turn your fists into hardened blocks of stone. As a bonus action, you conjure hard rocks around your fists. This effect lasts for 1 minute, or until you dismiss it (no action required). While your hands are covered in stone, your unarmed strikes deal 1d6 Bludgeoning damage, instead of the Bludgeoning damage normal for an unarmed strike.
The damage of this feature increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Mountain Climber
By 6th level, your attunement to the mountains further strengthens your form. You gain a climbing speed equal to your walking speed.
Additionally, you can acclimate to high altitudes at half the normal time, even if you’ve never been to one. This includes elevations above 20,000 feet.
Bedrock Skin
At 10th level, your very skin turns as hard as stone. You have resistance to Bludgeoning, Piercing, and Slashing damage.
Additionally, when you take Bludgeoning, Piercing, or Slashing damage, you can use your reaction to roll 1d10 + your Strength modifier, reducing the damage by that total. Once you use this feature, you must complete a short or long rest to do so again.
Mountain Soul
At 14th level, you become an avatar of the mountains, gaining the following benefits:
- You are immune to being Petrified against your will.
- You can't be shoved or launched by a creature, spell, or other magical effect.
- You gain a burrowing speed equal to your walking speed. You can move through nonmagical terrain without disturbing the material. If you end your turn inside of any material, you take 20 Force are shoved out.
Circle: Shifting Seas
Rivers and ocean currents inspire some druids with their ever changing nature. They are seen by these druids as the personification of uncaring progress and life. Water erodes the traditional landscape, forges a new, better path for itself, and gives life to the creatures that depend on it. Some of these druids view themselves as embodiments of nature’s wrath, seeking vengeance against those who despoil the natural world, while others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides. In either case, druids of the sea often take on appearances and characteristics of sea life as they attune themselves to its power.
Sea Wildshapes
As an Ocean Druid, you learn the following additional Wildshape Forms after you reach particular levels in this class, as shown in the Sea Wildshapes table
Level | Forms |
---|---|
3rd | Quipper, Sea Crab |
8th | Giant Snapping Turtle, Water Elemental |
14th | Leviathan Serpent |
20th | Young Dragon Turtle |
Circle Spells
Your connection to the ever changing waves of rivers and the sea grants you access to certain spells. You gain access to spells as you gain levels in this class, as shown in the Sea Circle 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.
Druid Level | Spells |
---|---|
3rd | Create or Destroy Water, Lesser Restoration |
5th | Mass Healing Word, Water Breathing |
7th | Aura of Purity, Control Water |
9th | Destructive Wave, Mass Cure Wounds |
Aquatic Affinity
Beginning at 3rd level when you choose this circle, you are greatly attuned with the water, and can traverse it as if you'd lived there your whole life. You gain a swimming speed equal to your walking speed, and can breathe underwater.
Wrath of the Sea
Also at 3rd level, you learn to call the sea around you in a wrathful vortex. As a bonus action, you can expend a use of your Wildshape to manifest a 10 foot aura of ocean spray around you. This aura lasts for 10 minutes, or until you dismiss it (no action required). It ends early if you become Incapacitated, you die, or you use this feature again.
This aura moves with you, and any nonmagical flames within its range are extinguished.
Additionally, as a bonus action on your turns, you can choose one creature you can see within this aura other than you. The target must succeed on a Constitution saving throw against your Spell Save DC. On a failed save, creatures take 2d6 Thunder damage and, if it is Large or smaller, is pushed up to 15 feet away from you. On a successful save, creatures take half that damage and aren't moved.
Vortex Step
At 6th level, you gain the supernatural ability to traverse through water vortexes. While you are standing in at least 1 cubic foot of water or a puddle of water 10 feet wide, you can teleport to an unoccupied space you can see within 60 feet, provided you appear in at least 1 cubic foot of water or a puddle of water 10 feet wide.
Personal Malestrom
By 10th level, the wrath of your storm intensifies into a malestrom. While your Wrath of the Sea is active, you gain the following additional benefits:
- The damage of your Wrath of the Sea increases to 4d6 damage. Additionally, when you deal damage to a creature with it, you can choose to deal either Thunder or Lightning damage.
- You have resistance to Cold, Lighting, and Thunder damage.
Twin Storm
At 14th level, the power of your storm extends beyond you. When you activate your Wrath of the Sea, you can choose to surround a willing creature of your choice that you can see within 60 feet of you with your aura, instead of yourself. The creature gains all the benefits of the aura and uses your Spell Save DC for it.
Alternatively, you can choose to manifest the storm around both you and the other creature if you expend 2 uses of your Wildshape.
Circle: Underdark Shadow
While many find it to be too dangerous to travel, some Druids find the strange deep caves of the Underdark to be a source of inspiration, intrigued by their unorthodox creatures and plants. The ecology of this land is fascinating to them, especially how both creatures and plants alike hide and suddenly strike from the darkness.
Underdark Wildshapes
As a Underdark Druid, you learn the following additional Wildshape Forms after you reach particular levels in this class, as shown in the Underdark Wildshapes table
Level | Forms |
---|---|
3rd | Cave Slime, Giant Earthworm, Shroomling |
8th | Cave Bat, Hook Horror |
14th | Gelatinous Cube |
20th | Young Purple Dragon |
Circle Spells
Your connection to the shadows of the Underdark grants you access to certain spells. You gain access to spells as you gain levels in this class, as shown in the Underdark Circle 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.
Druid Level | Spells |
---|---|
3rd | Darkness, Pass Without Trace |
5th | Clairvoyance, Nondetection |
7th | Confusion, Stoneskin |
9th | Cloudkill, Enervation |
Deepsight
At 3rd level when you choose this circle, you have a supernatural knack for seeing in the dark, which you use to aid yourself and your allies. You have 300 feet of darkvision. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
Additionally, as a bonus action, you can grant another creature you can touch 300 feet of darkvision, rather than transforming into an animal form. This benefit lasts until the target completes a long rest or it dies.
Once you grant a creature darkvision in this way, you must complete a long rest to do so again.
Shadow Form
Also at 3rd level, as an action while in dim light or darkness, you can expend a use of your Wildshape feature to enter a state of semi-incorporeality known as your shadow form, rather than transforming into an animal. You and your equipment remain in this form for 1 minute, or until you fall Unconscious, or you die.
If you enter an area of bright light while your shadow form is active, the effects of your shadow form are suppressed until you reenter an area of dim light or darkness.
While in your shadow form, you gain the following traits:
- You have advantage on Dexterity (Stealth) checks.
- You are resistant to Bludgeoning, Piercing, and Slashing damage from nonmagical attacks.
- You can move through bars, grates, meshes, wire, and other partially hollow barriers.
- You have advantage on ability checks you make to escape a grapple.
- Your melee attacks deal Necrotic damage, instead of their normal damage.
Umbral Wrath
Beginning at 6th level, your shadow form becomes violent, radiating hostile shadows that attack your enemies. While in your Shadow Form, creatures of your choice that start their turn within 10 feet of you must succeed a Constitution saving throw against your Spell Save DC or take 2d6 Necrotic damage.
At 18th level, the radius of this ability increases to 20 feet.
Shadow Stride
At 10th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness.
Shadow Collective
At 14th level, the shadows that surround you extend to your allies. While in your shadow form, creatures of your choice within 10 feet of you gain the benefits of your shadow form, provided you are both in an area of dim light or darkness, and the other creature isn't Unconscious.
Circle: Wildspace Stars
The Circle of Wildspace duids draw on the power of starlight. They have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.
Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples; any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.
Off world, druids of this circle often assist in navigation and mapping of the cosmos itself, directly interacting with the stars they study.
Wildspace Wildshapes
As a Wildspace Druid, you learn the following additional Wildshape Forms after you reach particular levels in this class, as shown in the Wildspace Wildshapes table
Level | Forms |
---|---|
3rd | Space Hampster, Star Cell |
8th | Astral Butterfly, Void Shark |
14th | Asteroid Spider, Stargazer |
20th | Stardust Wyrm |
Star Map
At 3rd level, you've created 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.
While holding this map, you have these benefits:
- You know the Guidance cantrip.
- You have the Guiding Bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared.
- You can cast Guiding Bolt 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
Also at 3rd level, you gain the ability to harness constellations' power to alter your form. As a bonus action, you can expend a use of your Wildshape feature to take on a starry form, rather than transforming into an animal.
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 your Wildshape 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
Beginning at 6th level, you learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a d6. 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, while in your Starry Form, you become partially incorporeal, giving you resistance to Bludgeoning, Piercing, and Slashing damage.