{"name":"Druid","overview":"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.","hit_dice":"1d8","hit_points_at_1st_level":"8 + Constitution modifier","hit_points_at_higher_levels":"1d8 (or 5) + your Constitution modifier per druid level after 1st","armor_proficiencies":"Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)","weapon_proficiencies":"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","starting_equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n[ul]\r\n[li](a) a wooden shield or (b) any simple weapon[\/li]\r\n[li](a) a scimitar or (b) any simple melee weapon[\/li]\r\n[li]Leather armor, an explorer's pack, and a druidic focus[\/li]\r\n[\/ul]\r\n","spellcasting":"Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.\r\n\r\n[b]Cantrips\r\n[br][\/b]\r\nAt 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.\r\n\r\n[b]Preparing and Casting Spells\r\n[br][\/b]\r\nThe 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.\r\n\r\nYou 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.\r\n\r\nFor 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.\r\nYou 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.\r\n\r\n[b]Spellcasting Ability\r\n[br][\/b]\r\nWisdom 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.\r\n\r\n[b]Spell save DC[\/b] = 8 + your proficiency bonus + your Wisdom modifier\r\n\r\n[b]Spell attack modifier[\/b] = your proficiency bonus + your Wisdom modifier\r\n\r\n[b]Ritual Casting\r\n[br][\/b]\r\nYou can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.\r\n\r\n[b]Spellcasting Focus\r\n[br][\/b]\r\nYou can use a druidic focus as a spellcasting focus for your druid spells.","class_features":"[b]Druidic\r\n[br][\/b]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.\r\n\r\n[b]Wild Shape\r\n[br][\/b]\r\nStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.\r\n\r\nYour druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1\/4 or lower that doesn't have a flying or swimming speed.\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Max. CR[\/th]\r\n[th]Limitations[\/th]\r\n[th]Example[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]1\/4[\/td]\r\n[td]No flying or swimming speed[\/td]\r\n[td]Wolf[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]1\/2[\/td]\r\n[td]No flying speed[\/td]\r\n[td]Crocodile[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]1[\/td]\r\n[td]-[\/td]\r\n[td]Giant eagle[\/td]\r\n[\/tr]\r\n[\/table]\r\nYou can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.\r\n[br]\r\nWhile you are transformed, the following rules apply:\r\n[ul]\r\n[li]Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus 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.[\/li]\r\n[li]When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any 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.[\/li]\r\n[li]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.[\/li]\r\n[li]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.[\/li]\r\n[li]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.[\/li]\r\n[\/ul]\r\n\r\n[b]Druid Circle\r\n[br][\/b]\r\nAt 2nd level, you choose to identify with a circle of druids. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.\r\n\r\n[b]Wild Companion (Optional)\r\n[br][\/b]\r\nAt 2nd 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 material components.\r\n\r\nWhen you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.\r\n\r\n[b]Ability Score Improvement\r\n[br][\/b]\r\nWhen 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.\r\n\r\n[b]Cantrip Versatility (Optional)\r\n[br][\/b]\r\nWhenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.\r\n\r\n[b]Timeless Body\r\n[br][\/b]\r\nStarting 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.\r\n\r\n[b]Beast Spells\r\n[br][\/b]\r\nBeginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.\r\n\r\n[b]Archdruid\r\n[br][\/b]\r\nAt 20th level, you can use your Wild Shape an unlimited number of times.\r\n[br]Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.\r\n[table]\r\n[tr]\r\n[th][\/th]\r\n[th][\/th]\r\n[\/tr]\r\n[tr]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td][\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[\/table]\r\n","subclass_options":"[h3]Circle of Dreams[\/h3]\r\nDruids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids\u2019 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.\r\n\r\n[b]Balm of the Summer Court\r\n[br][\/b]\r\nAt 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 your druid level.\r\n[br]As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.\r\n[br]You regain the expended dice when you finish a long rest.\r\n\r\n[b]Hearth of Moonlight and Shadow\r\n[br][\/b]\r\nAt 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.\r\n[br]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.\r\n[br]The sphere vanishes at the end of the rest or when you leave the sphere.\r\n\r\n[b]Hidden Paths\r\n[br][\/b]\r\nStarting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in a 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.\r\n[br]You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.\r\n\r\n[b]Walker in Dreams[\/b]\r\nAt 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.\r\n[br]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.\r\n[br]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.\r\n[br]Once you use this feature, you can't use it again until you finish a long rest.\r\n\r\n[h3]Circle of the Land[\/h3]\r\nThe 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.\r\n\r\n[b]Bonus Cantrip\r\n[br][\/b]\r\nWhen you choose this circle at 2nd level, you learn one additional druid cantrip of your choice. This cantrip doesn\u2019t count against the number of druid cantrips you know.\r\n\r\n[b]Natural Recovery\r\n[br][\/b]\r\nStarting 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.\r\n[br]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.\r\n\r\n[b]Circle Spells\r\n[br][\/b]\r\nYour mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land \u2013 arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark \u2013 and consult the associated list of spells.\r\n[br]Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\r\n\r\n[b]Artic[\/b]\r\n[table]\r\n[tr]\r\n[th]Druid Level[\/th]\r\n[th]Circle Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Hold Person, Spike Growth[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Sleet Storm, Slow[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]Freedom of Movement, Ice Storm[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Commune with Nature, Cone of Cold[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Coast[\/b]\r\n[table]\r\n[tr]\r\n[th]Druid Level[\/th]\r\n[th]Circle Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Mirror Image, Misty Step[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Water Breathing, Water Walk[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]Control Water, Freedom of Movement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Conjure Elemental, Scrying[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Desert[\/b]\r\n[table]\r\n[tr]\r\n[th]Druid Level[\/th]\r\n[th]Circle Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Blur, Silence[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Create Food and Water, Protection from Energy[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]Blight, Hallucinatory Terrain[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Insect Plague, Wall of Stone[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Forest[\/b]\r\n[table]\r\n[tr]\r\n[th]Druid Level[\/th]\r\n[th]Circle Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Barkskin, Spider Climb[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Call Lightning, Plant Growth[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]Divination, Freedom of Movement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Commune with Nature, Tree Stride[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Grassland[\/b]\r\n[table]\r\n[tr]\r\n[th]Druid Level[\/th]\r\n[th]Circle Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Invisibility, Pass Without Trace[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Daylight, Haste[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]Divination, Freedom of Movement[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Dream, Insect Plague[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Mountain[\/b]\r\n[table]\r\n[tr]\r\n[th]Druid Level[\/th]\r\n[th]Circle Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Spider Climb, Spike Growth[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Lightning Bolt, Meld into Stone[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]Stone Shape, Stoneskin[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Passwall, Wall of Stone[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Swamp[\/b]\r\n[table]\r\n[tr]\r\n[th]Druid Level[\/th]\r\n[th]Circle Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Darkness, Melf's Acid Arrow[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Water Walk, Stinking Cloud[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]Freedom of Movement, Locate Creature[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Insect Plague, Scrying[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Underdark[\/b]\r\n[table]\r\n[tr]\r\n[th]Druid Level[\/th]\r\n[th]Circle Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Spider Climb, Web[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Gaseous Form, Stinking Cloud[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]Greater Invisibility, Stone Shape[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Cloudkill, Insect Plague[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Land's Stride\r\n[br][\/b]\r\nStarting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.\r\n[br]In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.\r\n\r\n[b]Nature's Ward\r\n[br][\/b]\r\nWhen you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.\r\n\r\n[b]Nature's Sanctuary\r\n[br][\/b]\r\nWhen you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.\r\n[br]The creature is aware of this effect before it makes its attack against you.\r\n\r\n[h3]Circle of the Moon[\/h3]\r\nDruids 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.\r\n[br]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.\r\n\r\n[b]Combat Wild Shape\r\n[br][\/b]\r\nWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.\r\n[br]Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.\r\n\r\n[b]Circle Forms\r\n[br][\/b]\r\nThe 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. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.\r\n[br]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.\r\n\r\n[b]Primal Strike\r\n[br][\/b]\r\nStarting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.\r\n\r\n\r\n[b]Elemental Wild Shape\r\n[br][\/b]\r\nAt 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.\r\n\r\n[b]Thousand Forms\r\n[br][\/b]\r\nBy 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.\r\n\r\n[h3]Circle of the Shepherd[\/h3]\r\nDruids 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.\r\n\r\nMany 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.\r\n\r\n[b]Speech of the Woods\r\n[br][\/b]\r\nAt 2nd level, you gain the ability to converse with beasts and many fey.\r\n[br]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\u2019t 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 nonplayer character.\r\n\r\n[b]Spirit Totem\r\n[br][\/b]\r\nStarting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you.\r\n[br]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.\r\n[br]The spirit persists for 1 minute. Once you use this feature, you can\u2019t use it again until you finish a short or long rest.\r\n[br]The effect of the spirit\u2019s aura depends on the type of spirit you summon from the options below.\r\n[br][b]Bear Spirit.[\/b] 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.\r\n[br][b]Hawk Spirit.[\/b] 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\u2019s 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.\r\n[br][b]Unicorn Spirit.[\/b] 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\u2019s 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.\r\n\r\n[b]Mighty Summoner\r\n[br][\/b]\r\nAt 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 two benefits:\r\n[ul]\r\n[li]The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.[\/li]\r\n[li]The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.[\/li]\r\n[\/ul]\r\n\r\n[b]Guardian Spirit\r\n[br][\/b]\r\nBeginning 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.\r\n\r\n[b]Faithful Summons\r\n[br][\/b]\r\nStarting 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 Conjure Animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required).\r\n[br]Once you use this feature, you can\u2019t use it again until you finish a long rest.\r\n\r\n[h3]Circle of Spores[\/h3]\r\nDruids 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 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.\r\n[br]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.\r\n\r\n[b]Circle Spells\r\n[br][\/b]\r\nYour symbiotic link to fungi and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the Chill Touch cantrip.\r\n[br]At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.\r\n[table]\r\n[tr]\r\n[th]Druid level[\/th]\r\n[th]Circle Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]Chill Touch[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Blindness\/Deafness, Gentle Repose[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Animate Dead, Gaseous Form[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]Blight, Confusion[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Cloudkill, Contagion[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Halo of Spores\r\n[br][\/b]\r\nStarting at 2nd 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 deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.\r\n\r\n[b]Symbiotic Entity\r\n[br][\/b]\r\nAlso at 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:\r\n\r\n[ul]\r\n[li]When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.[\/li]\r\n[li]Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.[\/li]\r\n[\/ul]\r\n\r\nThese benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.\r\n\r\n[b]Fungal Infestation\r\n[br][\/b]\r\nAt 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.\r\n[br]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.\r\n[br]You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.\r\n\r\n[b]Spreading Spores\r\n[br][\/b]\r\nAt 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.\r\n[br]Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn.\r\n[br]While the cube of spores persists, you can't use your Halo of Spores reaction.\r\n\r\n[b]Fungal Body\r\n[br][\/b]\r\nAt 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.\r\n\r\n[h3]Circle of Stars[\/h3]\r\nThe Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.\r\n\r\nMany 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.\r\n\r\n[b]Star Map\r\n[br][\/b]\r\nAt 2nd 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.\r\n[br]While holding this map, you have these benefits:\r\n[ul]\r\n[li]You know the Guidance cantrip.[\/li]\r\n[li]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.[\/li]\r\n[li]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.[\/li]\r\n[\/ul]\r\nIf 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.\r\n[table]\r\n[tr]\r\n[th]d6[\/th]\r\n[th]Map Form[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1[\/td]\r\n[td]A scroll covered with depictions of constellations[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]A stone tablet with fine holes drilled through it[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]A speckled owlbear hide, tooled with raised marks[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4[\/td]\r\n[td]A collection of maps bound in an ebony cover[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]A crystal that projects starry patterns when placed before a light[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6[\/td]\r\n[td]Glass disks that depict constellations[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Starry Form\r\n[br][\/b]\r\nAt 2nd level, you gain the ability to harness constellations\u2019 power to alter your form. 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.\r\nWhile 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.\r\nWhenever 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:\r\n[br]\r\n[b]Archer.[\/b] 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.\r\n[br]\r\n[b]Chalice.[\/b] 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.\r\n[br]\r\n[b]Dragon.[\/b] 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.\r\n\r\n[b]Cosmic Omen\r\n[br][\/b]\r\nWhen you reach 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 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:\r\n[br][b]Weal (even).[\/b] 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.\r\n[br][b]Woe (odd).[\/b] 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.\r\n[br]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.\r\n\r\n[b]Twinkling Constellations\r\n[br][\/b]\r\nAt 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.\r\n[br]Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.\r\n\r\n\r\n[b]Full of Stars\r\n[br][\/b]\r\nAt 14th level, while in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.\r\n\r\n[h3]Circle of Wildfire[\/h3]\r\nDruids 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.\r\n\r\n[b]Circle Spells\r\n[br][\/b]\r\nWhen 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 on the Circle of Wildfire Spells table.\r\n[br]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.\r\n[table]\r\n[tr]\r\n[th]Druid Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]Burning Hands, Cure Wounds[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]Flaming Sphere, Scorching Ray[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]Plant Growth, Revivify[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]Aura of Life, Fire Shield[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]Flame Strike, Mass Cure Wounds[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Summon Wildfire Spirit\r\n[br][\/b]\r\nAt 2nd level, You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.\r\n[br]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.\r\n[br]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.\r\n[br]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.\r\n[br]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.\r\n[url:[block:1046451]][\/url]\r\n\r\n[b]Enhanced Bond[br][\/b]\r\nAt 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.\r\n[br]In addition, when you cast a spell with a range other than self, the spell can originate from you or your wildfire spirit.\r\n\r\n[b]Cauterizing Flames[br][\/b]\r\nAt 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.\r\n[br]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.\r\n\r\n[b]Blazing Revival[br][\/b]\r\nAt 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.\r\nOnce you use this feature, you can't use it again until you finish a long rest.\r\n\r\n[h3]Circle of the Brew[\/h3]\r\nCircle of the Brew druids respect nature like any druid should, but they do so in their own unique way. To them, nature is a giver of blessings, and it's the druid's duty to take those resources and transform them to suit their needs, a belief which makes them sort of the odd one out of the druid circles. They are also the most likely out of all druids to live close to or even in civilization, sharing their particular brand of magic with those who need them, some making quite a living for themselves in the process. A Circle of the Brew druid's main concern is not preserving nature in its purest, rawest state but adapting nature while respecting it, taking the raw materials nature generously offers and giving them new form. The form that Circle of the Brew druids choose just so happens to be brews.[br]\r\n\r\nWith the help of their trusty cauldron, a Brew Druid crates magical liquids to assist them and their friends in and out of battle. These liquids can take any form mysterious potions, hearty soups, fragrant soaps, or artisanal beers, to name a few - but they all have one thing in common: They are magical. The druid pours the power of nature itself into their brews, imbuing them with raw, natural magic that can be used by the druid themselves or any other person the druid gives their brews to.[br]\r\n\r\nThe Druid Circle of the Brew is a very unique circle focusing on prep work, buffs, and debuffs. Their signature ability is their capacity to make Brew, which can hold specific spells and be used not only by the druid but by whoever drinks the brew.[br]\r\nThis Brewing ability opens a world of possibilities. With their ability not only to use wild shape themselves but let other people Wild Shape, a frail wizard could become an emergency tank for the group without losing their mental capacities like someone under a polymorph spell does. There's just as many out-of-combat uses for their potion-brewing, making them extremely versatile as support, utility, and buffing and debuffing their allies and enemies. This subclass is highly technical and not suited for first time players. It's perfect for those players that enjoy planning and prepping before setting on adventures.\r\n\r\n[b]Circle Spells[[\/b]br]\r\nNature's gift are plentiful, and your skills and spells are perfectly suited to harnessing and sharping those skills to suit your needs. At 3rd, 5th, 7th, and 9th level you gain access to circle spells prefect for imbuing brews with. These are the only spells you can make brews out of.[br]\r\nOnce you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell list, the spell is nonetheless a druid spell for you.\r\n[table][tr][th]Druid Level[\/th]\r\n[th]Spells[\/th][\/tr]\r\n[tr][td]3rd[\/td]\r\n[td]Invisibility, Enlarge Reduce[\/td][\/tr]\r\n[tr][td]5th[\/td]\r\n[td]Bestow curse, Haste[\/td][\/tr]\r\n[tr][td]7th[\/td]\r\n[td]Polymorph, Stoneskin[\/td][\/tr]\r\n[tr][td]9th[\/td]\r\n[td]Hold monster, Anti-life shell[\/td][\/tr][\/table]\r\n\r\n\r\n[b]Collapsible Cauldron[\/b][br]\r\nWhen you choose this circle at 2nd level, you gain the ability to take a cauldron with you wherever you go by reducing it to the size pf a thimble. As an action you can collapse or expand you cauldron from its thimble size to its full size or vice versa. It takes a minute for the cauldron to complete the collapsing or expanding process. The cauldron's weight when collapsed in its thimble form is negligible, and in its expanded form it weighs 70 lbs. You can make any cauldron worth at least 20 gold pieces become a collapsible cauldron by concentrating on it for 1 hour. Once a new cauldron becomes collapsible the old one loses its collapsible property and reverts to its full size if it was in thimble form\r\n[b]\r\nBrew of Wild Shape[\/b][br]\r\nWhen you choose this circle at 2nd level, you can bottle your Wild Shape ability into a brew of Wild Shape. [br]\r\nMaking a brew of Wild Shape in you collapsible cauldron takes 10 minutes and spends one use of your Wild Shape ability. As an action you or any willing creature can consume the brew of Wild Shape. The creature that has consumed the brew of Wild Shape immediately uses the Wild Shape ability as if they were a druid; they are limited by the same rules and enjoy the same advantages as a druid assuming the form of a beast. If the creatures consuming the brew if Wild Shape is not a druid, they can only maintain their beast form for half the time you would be able to maintain it. When this time is over, they make a constitution saving throw against your Spell DC or are stunned for one round. If a creature consumes your brew of Wild Shape unknowingly or unwillingly, the brew of Wild Shape has no effect.[br]\r\nWhen a brew of Wild Shape is make, you can't regain that use of Wild Shape until the brew is ingested, destroyed, or until you take a long rest. At the end of a long rest, you regain all your uses of the Wild Shape ability, including those used to make brews of Wild Shape. Any brews of Wild Shape prepared but not consumed lose their magical effect.\r\n\r\n[b]Magical Brew[\/b][br]\r\nStarting at 3rd level as you acquire your first two circle spells, you can infuse a brew with any of your circle spells. Making a magical brew takes 10 minutes and uses a spell slot from one level lower than the spell slot level of the spell (minimum of 1). For instance, making a brew of Invisibility uses a level 1 spell slot instead of the level 2 spell slot it takes to cast the Invisibility spell. You cannot make a potion of a spell at a higher level than the case spell. Only spells from the Circle of the Brew spell list can be used to make magical brews. If a spell has a material component, it must still be used even when brewing a magical brew.[br]\r\nA magical brew's magic still takes even if the creature that consumed it did so unwillingly or unknowingly. If a creature that has consumed a magical brew needs to make a saving throw to avoid the effect of the crew, like with the Bestow Cure brew, the Polymorph brew, or the Hold Monster brew, they do so with disadvantage. you choose the beast a creature transforms to when brewing the Polymorph brew when you brew it. The choice of creatures is subject to the same limits that the spell dictates. [br]Once you finish a long rest, you regain all spell slots, including those used while making magical brews. Any magical brew you prepared but not consumed lose their magical effect. You can have a number of magical brew equal to your wisdom modifier active at all times. Brews of Wild Shape do not count towards the total number of magical brews you can have active at a time.\r\n\r\n[b]Refined Brew of Wild Shape[\/b][br]\r\nStarting at 6th level, you have become an expert at crafting your brew of Wild Shape. Any creature that consumes it even if they do so unknowingly or unwillingly, is turned into a beast. When an unknowing or unwilling creature consumes your brew of wild shape, you choose the beast form they assume from the array of forms you yourself can assume when creating the potion. Additionally, creatures that consume your brew of Wild Shape no longer need to make a Constitution saving throw against your spell DC once the Wild Shape ability ends, and therefore are not stunned when they turn back into their original form.\r\n\r\n[b]Expert Ritualist[\/b][br]\r\nWhen you reach 10th level, you have become an expert at ritual casting. When you cast a spell as a ritual, the casting time and cost of any material components is reduced by half, rounding down\r\n\r\n[b]Master Brewer[\/b][br]\r\nWhen you reach 14th level, brewing holds no more secrets for you. When you prepare your spells after a long rest, choose one spell from the druid spell list that you know and that can only affect one creature. You can make magic brews of that spell so ling as you have it prepared, even if it's not on your circle spell list. you can change the spell you make magical brews with at the end of a long rest.\r\n\r\n[h3]Circle of the Flora[\/h3]\r\nThose who walk the land and are rooted in nature\r\nand its seasons walk the path of the Circle of the\r\nFlora. Strongly tied to all things growing and\r\ndecaying, they gain their strength from deep roots.\r\nThese druids meet in fields of blooming flowers to\r\ncelebrate life and the turning of nature. They are\r\noften sought out in times of drought and blight for\r\nhelp with the harvest. It is their choice to share\r\ntheir knowledge of growth with all willing to learn.\r\n\r\nCircle of the Flora Spells\r\n[table][tr][th]Druid Level[\/th]\r\n[th]Spells[\/th][\/tr]\r\n[tr][td]3rd[\/td]\r\n[td]healing spirit, misty step[\/td][\/tr]\r\n[tr][td]5th[\/td]\r\n[td]create food and water, nondetection[\/td][\/tr]\r\n[tr][td]7th[\/td]\r\n[td]aura of purity, divination[\/td][\/tr]\r\n[tr][td]9th[\/td]\r\n[td]circle of power, creation[\/td][\/tr][\/table]\r\n\r\n[b]Safe Space[br][\/b]\r\nWhen you choose this circle at 2nd level, your\r\nconnection to the plants around you allows you to\r\nkeep your campsite safe. As an action, you can\r\ntransform the ground in a 30 foot radius centered\r\non you into difficult terrain for unwanted creatures.\r\nAny creature who enters without permission sets off\r\nan alarm in your head and must make a Dexterity\r\nsaving throw against your druid spell save DC or be\r\nrestrained. Each creature can make subsequent\r\nattempts to escape using a Strength (Athletics)\r\ncheck against your druid spell save DC. On a\r\nsuccess, they are no longer restrained. The plants\r\nmay attempt to entangle them again at the top of\r\nthe round. This effect remains for 10 hours before\r\nfading.\r\n\r\n[b]Healing Brew[br][\/b]\r\nAt 6th level, you have become extremely tied to\r\nplants and nature. During downtime, you can\r\nsearch the area for plants with healing properties to\r\ncreate healing potions. You spend two hours to\r\nproduce one potion at one-third the normal cost. All\r\nother crafting rules apply at the DM\u2019s discretion.\r\nIn addition, you gain the ability to cast speak\r\nwith plants a number of times equal to your\r\nWisdom modifier. You regain all uses after finishing\r\na long rest.\r\n\r\n[b]Vine Network[br][\/b]\r\nAt 10th level, your connection with nature allows\r\nyou to use plants as an information network. You\r\ncan send 25-word messages through them to up to\r\n3 people simultaneously a number of times equal to\r\nyour Wisdom modifier. You regain all uses after a\r\nlong rest.[br]\r\nIn addition, you can meld your senses with the\r\nplants around you. When doing so, you can see and\r\nhear things around them up to 200 feet away from\r\nyour physical body but are considered deafened and\r\nblind for the duration.\r\n\r\n[b]No Longer Rooted[br][\/b]\r\nAt 14th level, you can create tiny awakened plants\r\nthat act on your orders. They are considered\r\nproficient in Stealth, Sleight of Hand, and\r\nPerception. Each awakened plant is extremely loyal\r\nto you and is considered always connected to you\r\nfor use of the Vine Network feature no matter the\r\ndistance. You can give them an order that they will\r\nattempt to carry out until told otherwise. If gifted to\r\nsomeone for safekeeping, they report to you on what\r\nis going on and act as a messenger between you. It\r\ntakes a full day and 250 GP to create one, during\r\nwhich you cast awaken on a tiny plant using the\r\nequivalent spell slot. You can control up to the\r\nnumber of plant helpers equal to your Wisdom\r\nModifier (minimum 1). If you create more then you\r\ncan control the oldest helper becomes free of your\r\ncontrol and is now considered an NPC under the\r\nDMs control.\r\n\r\n[h3]Circle of the City[\/h3]\r\nThe city lives; it has a pulse. Its skin is of walls and\r\ntowering stone structures, its breath is of chimneys\r\nand rivers. While the city exists, it lives in harmony\r\nwith its people, a delicate balance mediated by the\r\nurban druids. These urban druids belong to the\r\nCircle of the City and are a direct antithesis to the\r\nconventional idea of a druid; whereas a normal\r\ndruid lives among majestic forests or breathtaking\r\nmountains and dresses in the greenery of the forest,\r\nan urban druid wears unassuming clothes and\r\nwanders the back alleys of a well-trodden city. But\r\ntheir powers are not to be underestimated. Druids of\r\nthis circle can channel their natural powers to twist\r\nthe streets into knots, uproot towers, and animate the\r\ncobblestones. Their charge might be unorthodox, but \r\ntheir authority over the cityscape matches any other\r\ndruid\u2019s power over the forest.\r\n\r\n[b]URBAN ARCANA[br][\/b]\r\nBeginning when you choose this circle at 2nd level,\r\nyour druid spells lose the aesthetic trappings of\r\nnature and instead appear inspired by the jungles of\r\nbuildings, columns, and cobblestones. For example,\r\nentangle and spike growth might cause growths of\r\nmetal wires and twisting pipes. Barkskin might grant\r\nyou the appearance of pitted iron or brick.\r\nAdditionally, you can wear armor and wield\r\nshields made of metal.\r\n\r\n[b]STREETTALK[br][\/b]\r\nAt 2nd level, you have advantage on Intelligence\r\n(Investigation) checks to gather rumors or find a\r\ncreature or location within an urban environment.\r\nAdditionally, you learn thieves\u2019 cant, a secret\r\nmix of dialect, jargon, and code that allows you to\r\nhide messages in seemingly normal conversation.\r\nOnly another creature that knows thieves\u2019 cant\r\nunderstands such messages. It takes four times\r\nlonger to convey such a message than it does to\r\nspeak the same idea plainly.\r\n\r\n[b]CITY SHAPE[br][\/b]\r\nStarting at 2nd level, as an action, you can expend\r\na use of your Wild Shape feature to warp the city\r\naround you. Choose one of the following effects:[br]\r\n[b]Cobbleshift.[\/b] You magically manipulate\r\nthe components of a constructed floor\u2014bricks,\r\ncobblestones, planks, and similar objects\u2014within\r\n60 feet. Each component can move up to 1 foot, and\r\ndoesn\u2019t cause instabilities in their structures. When\r\nyou use this effect, you can cause any sections of\r\nfloor that you choose within the area to become\r\ndifficult terrain, and can cause any creature standing\r\nin one of those sections to make a Dexterity save\r\nagainst your spell save DC or fall prone. You are\r\nunaffected by this difficult terrain. \r\nAdditionally, you can use your action on each\r\nof your turns to raise up to three low walls from the\r\nfloor, each 2 and 1\/2 feet high, 5 feet wide, and 1 foot\r\ndeep. Such a wall can generally provide half cover for\r\na Medium creature. These walls provide no instability\r\nin surrounding structures.\r\nThis ability lasts for 1 minute. After this time,\r\nall components and walls magically revert to their\r\noriginal positions.[br]\r\n[b]Passwall.[\/b] You cast the spell passwall without\r\nexpending a spell slot or material components.[br]\r\n[b]Wall Warp.[\/b] A wall that you can see within 30\r\nfeet magically shifts, grows, shrinks, or rotates. This\r\nwall must be a contiguous surface without corners,\r\nat most 1 foot thick, and must be made out of wood,\r\nplaster, stone, or must otherwise not be naturally occurring. \r\nThe wall must remain vertical, but you\r\ncan move it into any position you choose within\r\na 60-foot radius of its previous position. Its new\r\nposition can't include spaces occupied by creatures\r\nor objects. If you cause the wall to grow or shrink,\r\nyou can only change its dimensions vertically. These\r\nchanges to the wall create no instability in their\r\nstructures. After 1 minute, the wall reverts to its\r\noriginal size and position.\r\n\r\n[b]WHISPERS OF WALLS[br][\/b]\r\nBeginning at 6th levels, the walls speak to you in\r\na quiet tremor. You can use your action to touch a\r\nconstructed part of a building, such as a wall, pillar,\r\nceiling, or floor. You learn how many humanoid\r\ncreatures are within that building and how many\r\nare within each room. If there are more than fifty\r\nhumanoids in a building, you only detect the closest\r\nfifty.\r\n\r\n[b]BREATH OF SMOG[br][\/b]\r\nStarting at 10th level, you can exhale a 10-foot\r\nradius sphere of toxic smoke, centered on yourself,\r\nas a reaction whenever you take damage. This area\r\nis heavily obscured. If a creature other than you is\r\ncompletely within the smog at the start of its turn, it\r\nmust make a Constitution saving throw against your\r\nspell save DC or be poisoned until the start of its\r\nnext turn, as it coughs uncontrollably.\r\nThis smog dissipates after 1 minute. A moderate\r\nwind (at least 10 miles per hour) disperses the cloud\r\nafter 4 rounds. A strong wind (at least 20 miles per\r\nhour) disperses it after 1 round.\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you use your City Shape feature or you finish a\r\nshort or long rest.\r\n\r\n[b]TWISTING ARCHITECTURE[br][\/b]\r\nBy 14th level, you command total mastery of the\r\ncity\u2019s architecture, warping to any shape you might\r\nimagine. You can expend two uses of your Wild\r\nShape feature to activate any and all effects of your\r\nCity Shape ability at one time.\r\nAdditionally, when you use your City Shape\r\nfeature, you can warp the gravity along any surfaces\r\nyou choose within a 60-foot radius. For the next\r\nminute, creatures and objects within 15 feet of one of\r\nthese surfaces fall toward it as if it were the ground.\r\nA creature can walk on this surface as if it were level\r\nground, even if the surface is perpendicular to the\r\nground or upside down. At the end of this duration,\r\nall creatures and objects fall from the affected\r\nsurfaces.\r\n\r\n[h3]Circle of the Deep[\/h3]\r\nThe druids that maintain and protect the land are\r\ndeluded to think that they keep dominion over the\r\nnatural world, for they stand guard over only a small\r\nfraction of it; far greater, and far wilder, is the deep.\r\nDruids of the Deep are fewer in number, but greater\r\nin task, vowing to stand guard over the world's\r\noceans, seas, lakes, and rivers, and safeguard their\r\ninhabitants from the fools that walk the surface.\r\nThe crushing depths have hardened these\r\ndruids, and taught them to battle with every weapon\r\nunderneath the waves. After all, the ocean is an\r\nunforgiving place; you can't survive by just talking to\r\nfish.\r\n\r\n[b]BONUS PROFICIENCIES[br][\/b]\r\nTo join the Circle of the Deep, you must learn the\r\nweapons of underwater combat. When you choose\r\nthis circle at 2nd level, you gain proficiency in the use\r\nof fishhooks, harpoons, nets, spears, and tridents.\r\nIn addition, while druids of the deep will not use\r\nweapons made of metal, they will use coral weapons,\r\njust as merfolk do. Coral weapons function as regular\r\nweapons, but cost twice as much if purchased on\r\nland.\r\n\r\n[b]AQUATIC[br][\/b]\r\nBy 2nd level, you are permanently adapted to life\r\nunderwater. You can breathe water as well as air and\r\nhave a swim speed equal to your base movement\r\nspeed. These benefits also apply while you're\r\ntransformed using Wild Shape: if you transform into\r\na creature that does not have a swim speed, your\r\nform gains a swim speed equal to the form's base\r\nmovement speed.\r\n\r\n[b]VORTEX ATTACK[br][\/b]\r\nAt 6th level, you've mastered the omnidirectional\r\nfighting style of deep sea creatures. You can attack\r\ntwice, instead of once, whenever you take the Attack\r\naction on your turn with a weapon you are holding.\r\nIf you are in water or have fewer than half your\r\nmaximum hit points, you can use your action to\r\nmake a melee attack against any number of creatures\r\nwithin 5 feet of you, with a separate attack roll for\r\neach target.\r\n\r\n[b]OCEAN'S ALLY[br][\/b]\r\nBeginning at 10th level, the beasts of the deep mark\r\nyou as one of their own. You can speak to fish and\r\nother aquatic creatures at will, as per the speak with\r\nanimals spell.\r\nAdditionally, if you are underwater, you can use\r\nyour action to call an aquatic beast of CR 3 or lower\r\nfrom the environment to your aid, which arrives\r\nat the beginning of your next turn. The beast rolls\r\nits own initiative and acts on its own turn, but is\r\nfriendly to you and your companions and follows\r\nyour commands. After 1 hour passes, or if you or one\r\nof your companions harms the beast, the effect ends\r\nand the beast returns to the wild.\r\nOnce you use this ability to call an aquatic beast,\r\nyou can\u2019t do so again until you finish a short or long\r\nrest.\r\n\r\n[b]DAVY JONES' LOCKER[br][\/b]\r\nAt 14th level, you consign your enemies to a watery\r\ngrave. When you hit a creature with a melee weapon\r\nattack, you can deal an additional 1d8 damage to the\r\ntarget. Additionally, your attacks ignore resistance\r\nto nonmagical bludgeoning, piercing, and slashing\r\ndamage, ignore the damage threshold of ships, and\r\ndeal double damage to ships.\r\n\r\n[h3]Circle of the Fist[\/h3]\r\nThe defenders of the forests and champions of the\r\ntrees, druids who join the Circle of the Fist take their\r\ncharge as natural protectors seriously. Traditionally,\r\nall druid circles strive to protect the natural realm\r\nand maintain the world\u2019s balance, but only druids of\r\nthis circle guard the woodlands with the vigilance\r\nand fervor of a territorial beast. Fists of the Forest,\r\nas they are called, lay low intruders to their realms\r\nwith flurries of bare-fisted strikes, empowered by the\r\nnatural world, before disappearing into the treetops.\r\nAt the height of their expertise, these druids fight\r\nmore like beasts of the forests than men, and are\r\ntwice as deadly.\r\nOften, this druidic order safeguards sacred\r\ngroves and permanent fey bridges, but sometimes,\r\nits members adopt quests of vengeance for misdeeds\r\ndone to the forest, or quests of intervention, to\r\nensure that a prophesied disaster does not come to\r\npass.\r\n\r\n[b]UNTAMED FURY[br][\/b]\r\nAt 2nd level, you fight with the might of a feral beast.\r\nWhile you are unarmed and you aren\u2019t wearing\r\narmor or wielding a shield, you gain the following\r\nbenefits:\r\n[ul]\r\n[li]Your AC equals 10 + your Dexterity modifier + your Wisdom modifier.[\/li]\r\n[li]You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.[\/li]\r\n[li]You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain druid levels, as shown in the Untamed Strike table below. If the weapon die of your beast form is less than your Untamed Strike die, you can use this die instead while in your beast form.[\/li]\r\n[li]When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action. If you also expend a spell slot of 1st level or higher, you can make 2 unarmed strikes as a bonus action. If you expend a spell slot of 5th level or higher, you make 3 unarmed strikes.[\/li]\r\n[\/ul]\r\nStarting at 6th level, your unarmed strikes count as\r\nmagical for the purpose of overcoming resistance\r\nand immunity to nonmagical attacks and damage.\r\n\r\n[b]Untamed Strike[\/b]\r\n[b][table][tr][th]Druid level[\/th]\r\n[th]Damage[\/th][\/tr]\r\n[tr][td]2nd[\/td]\r\n[td]1d4[\/td][\/tr]\r\n[tr][td]5th[\/td]\r\n[td]1d6[\/td][\/tr]\r\n[tr][td]11th[\/td]\r\n[td]1d8[\/td][\/tr][\/table]\r\n[\/b]\r\n[b]PRIMAL INFUSION[br][\/b]\r\nAlso at 2nd level, you can use your bonus action\r\nand expend a use of your Wild Shape feature to\r\ndraw the raw power of nature into your body. You\r\ngain temporary hit points equal to 4 \u00d7 your druid\r\nlevel + your Wisdom modifier. While you have\r\nthese temporary hit points, your movement speed\r\nincreases by 10 feet.\r\n\r\n[b]EXTRA ATTACK[br][\/b]\r\nBeginning at 6th level, you can attack twice, instead\r\nof once, whenever you take the Attack action on your\r\nturn with an unarmed strike.\r\n\r\n[b]SAVAGE INSTINCT[br][\/b]\r\nStarting at 10th level, you can muster the power of\r\nnature in an instant. Whenever you roll initiative,\r\nyou can choose to immediately expend a use of your\r\nWild Shape feature to use your Primal Infusion\r\nability. If you do so, you also gain one of the\r\nfollowing benefits of your choice for up to 1 minute,\r\nwhile the hit points from your Primal Infusion ability\r\nremain:[br]\r\n[b]Feral Agility.[\/b] Whenever you hit a creature with\r\nan unarmed strike, you can move 10 feet without\r\nprovoking opportunity attacks.[br][b]Mountain\u2019s Might.[\/b] You have advantage on\r\nStrength checks and saving throws, and you have\r\nadvantage on attack rolls against a creature you are\r\ngrappling.[br]\r\n[b]Trees\u2019 Resilience.[\/b] When an attacker that\r\nyou can see hits you with an attack, you can use\r\nyour reaction to reduce the damage taken by your\r\nWisdom modifier.\r\n\r\n[b]NATURE'S WRATH[br][\/b]\r\nBy 14th level, you can use your reaction when you\r\nlose all your temporary hit points from your Primal\r\nInfusion feature to either make two unarmed strikes\r\nagainst a creature you can see within your reach, or\r\nexpend a use of your Wild Shape feature to use your\r\nPrimal Infusion ability again.\r\n\r\n[h3]Circle of Stones[\/h3]\r\nAge-old monuments crafted in forgotten times\r\nattest to a simple truth: there is power in stones.\r\nDruids who join the ancient Circle of Stones carry\r\non the tradition of raising stone henges in places\r\nof great power, where leylines intersect and magic\r\nstrengthens. Such locations are marked as nexuses\r\nof power, where the Forgotten Laws of the Old Gods\r\nare still heeded\u2014but such things are known only to\r\na few druids today. All others see the looming stone\r\nmonuments as enigmatic circles, grim reminders of\r\nthe enormity of time.\r\n\r\n[b]RAISE HENGE[br][\/b]\r\nWhen you select this circle at 2nd level, you learn\r\nto create patterns of stones which strengthen magic.\r\nYou can expend a use of your Wild Shape as an\r\naction to magically create a henge, a set of standing\r\nstones, around a point you can see within 60 feet.\r\nA henge is composed of six stones, each 5 feet high,\r\n3 feet wide, and 1 foot deep, arranged evenly in a\r\n10-foot radius circle. Such a stone can generally\r\ngrant three-quarters cover from ranged attacks for a\r\nMedium creature. You can only create a henge in a\r\nlocation which can support the stones\u2019 weight.\r\nWhen you begin your turn in your henge, you\r\ngain temporary hit points equal to half your druid\r\nlevel + your Wisdom modifier. Additionally, you can\r\nchoose any number of allies to also be affected by\r\nthe henge. A creature you choose gains temporary\r\nhit points equal to your Wisdom modifier when\r\nit begins its turn within the henge. Temporary hit\r\npoints granted by the henge last only while the\r\ncreature is within the henge. \r\nYour henge maintains its magical properties for\r\n8 hours. After this duration, you can expend another\r\nuse of your Wild Shape ability to render the stones\r\npermanent, though they no longer grant temporary\r\nhit points; otherwise, they vanish.\r\nAs you gain higher levels in this class, you can\r\nraise larger henges. At 10th-level, you can create a\r\n15-foot radius henge consisting of 10 stones, and\r\nat 14th-level, you can create a 20-foot radius henge\r\nconsisting of 20 stones. You choose the henge\u2019s radius\r\nwhen you create it.\r\n\r\n[b]WARDING STONES[br][\/b]\r\nAt 6th level, your henges can hold great threats at\r\nbay. While within a henge, you can cast the magic\r\ncircle spell as an action, without expending a spell\r\nslot or material components. The spell is centered on\r\nthe henge and its radius and height matches that of\r\nthe henge. Once you cast this spell in this way, you\r\ncan\u2019t do so again until you finish a long rest.\r\n\r\n[b]LEY PASSAGE[br][\/b]\r\nBy 10th level, you can use your henges to travel\r\nthrough the leylines that connect the world. By\r\nspending 1 minute concentrating while within a\r\nhenge, you can create a magical link between that\r\nhenge and another henge on the same plane of\r\nexistence, as per the spell teleportation circle. You\r\nmust have seen or touched the destination henge at\r\nleast once before. For the next minute, any creature\r\ncan use an action to step into the target henge and\r\nexit from the destination henge.\r\n\r\n[b]GREAT HENGE[br][\/b]\r\nBeginning at 14th level, when you cast a druid spell\r\nthat requires concentration while you are within a\r\nhenge, you can transfer the spell to the henge, which\r\nmanifests as a series of burning runes on the stones.\r\nYou can only use this ability on a spell of 5th level\r\nor lower whose effect is entirely contained within\r\nthe henge. If the spell\u2019s area of effect would be larger\r\nthan the area of the henge, you can limit the spell\u2019s\r\narea to the henge\u2019s boundary. The henge maintains\r\nconcentration on the spell instead of you for the\r\nspell\u2019s duration, allowing you to maintain two spells\r\nwhich require concentration at once. The spell ends\r\nearly if any part of its effect leaves the area of the\r\nhenge. \r\n\r\n[h3]Circle of Vermin[\/h3]\r\nDruids of the Circle of Vermin, sometimes known\r\nas Vermin Lords, find their source of power in the\r\nlowliest of creatures: insects, rats, spiders, and other\r\npests. Unmistakably, your coming is signaled by\r\nthe scrambling of little claws and the cawing of the\r\ncrows. You hold legions of these creatures at your\r\ncommand, ready to swarm, bite, and claw, and\r\nyou can become one of them, to walk among your\r\ninnumerable children.\r\n\r\n[b]LORD OF THE LOW[br][\/b]\r\nStarting when you choose this circle at 2nd level,\r\nyou can expend a use of your Wild Shape feature as\r\nan action to magically summon a swarm of rats in\r\nyour space. The swarm vanishes after a number of\r\nhours equal to half your druid level (rounded down),\r\nif it drops to 0 hit points, or if you use this ability to\r\nsummon a new swarm.[br]\r\nThe summoned swarm is friendly to you and\r\nyour companions. Roll initiative for the summoned\r\nswarm, which has its own turns. It obeys any verbal\r\ncommands that you issue to it (no action required\r\nby you). If you don't issue any commands to it, it\r\ndefends itself from hostile creatures, but otherwise\r\ntakes no actions.[br]\r\nWhile the swarm is in your space, you have a +2\r\nbonus to AC and, when you take damage, you can\r\nchoose for the swarm to take damage instead of you.\r\nStarting at 6th level, you can summon a swarm\r\nof bats, swarm of insects, or swarm of ravens, and\r\nstarting at 14th level, you can summon a swarm of\r\npoisonous snakes.\r\n\r\n[b]INFESTED[br][\/b]\r\nAt 2nd level, insects and rodents inhabit every nook\r\nand cranny of your clothes and gear. Whenever a\r\ncreature within 5 feet of you hits you with an attack,\r\nthese vermin retaliate, dealing 1d4 piercing damage\r\nto the attacker. Additionally, the creature subtracts\r\nthe piercing damage dealt from the next attack roll it\r\nmakes before the end of its turn.\r\n\r\n[b]TREMORSENSE[br][\/b]\r\nBy 6th level, vibrations in the ground echo\r\nthrough its ants and earthworms, and by\r\nextension, you can sense them. You gain\r\ntremorsense, the ability to detect and pinpoint\r\nvibrations, with a range of 10 feet. To use this sense,\r\nyou and the source of the vibrations must be in\r\ncontact with the same ground or substance. This\r\nsense can\u2019t be used to detect flying or incorporeal\r\ncreatures.\r\n\r\n[b]PLAGUE CARRIER[br][\/b]\r\nBeginning at 10th level, your constant close\r\nproximity to disease-carrying creatures has not only\r\ninoculated you to their diseases, but also allowed\r\nyou to act as a vector of plague. You are immune to\r\ndiseases and being poisoned. Whenever you would\r\nnormally make a Constitution saving throw to resist\r\ncontracting a disease or being poisoned, you can\r\ninstead become a carrier of that disease or poison.\r\nYou can only be a carrier of one disease or poison at a\r\ntime, and you can only carry it for up to seven days.\r\nAs a reaction when you take damage from a\r\ncreature you can see within 5 feet of you, you can\r\ntransfer a disease or poison you are carrying to that\r\ncreature, which must make a Constitution saving\r\nthrow against your spell save DC. On a failure, the\r\ncreature contracts the disease or poison, and you are\r\nno longer a carrier of it.\r\n\r\n[b]SWARM MASTER[br][\/b]\r\nStarting at 14th level, whenever you use your Lord\r\nof the Low feature to summon a swarm, you can\r\nsummon two swarms instead of one.\r\n\r\n[h3]Circle of the Wyrm[\/h3]\r\nDruids who join the Circle of the Wyrm hold\r\ndragons in higher esteem than all other works of\r\ncreation. These druids believe, as many dragons do,\r\nthat wyrms are perfect creatures, the pinnacle of all\r\nlife brought into existence by the antediluvian gods.\r\nLikewise, these druids aspire to perfect wyrmhood,\r\nand gradually become like dragonkind.\r\n\r\n[b]DRAGONKIN[br][\/b]\r\nStarting when you choose this circle at 2nd level, you\r\nlearn Draconic. Additionally, you have advantage\r\non saving throws against the spells and effects of\r\ndragons.\r\n\r\n[b]DRACONIC WILD SHAPE[br][\/b]\r\nAt 2nd level, you gain the ability to use Wild Shape\r\non your turn as a bonus action, instead of as an\r\naction. Furthermore, your beast shapes resemble\r\ndragon hybrids, replete with scales and fangs, and\r\ngain the following traits while you are transformed:[br]\r\n[b]Breath Weapon.[\/b] You can use your action and\r\nexpend one spell slot to exhale draconic energy from\r\nyour mouth. Choose a damage type: acid, cold, fire,\r\nlightning, or poison. Each creature in a 30-foot cone\r\nmust make a Dexterity saving throw. On a\r\nfailed save, a creature takes 2d10 damage\r\nof the chosen type, plus 1d10 for each spell\r\nlevel higher than 1st. On a successful save, a\r\ncreature takes half as much damage.\r\nResistance. You have resistance to bludgeoning,\r\npiercing, and slashing damage from nonmagical\r\nweapons.\r\n\r\n[b]FANGS AND FLIGHT[br][\/b]\r\nStarting at 6th level, your beast form sprouts scaled\r\nwings, and its attacks carry the energetic fury of a\r\ndragon\u2019s swipes. You gain the following traits while\r\ntransformed:[br]\r\n[b]Dragon Wings.[\/b] You have a flying speed equal\r\nto your base movement speed, if you don\u2019t already\r\nhave a flying speed that would be higher.[br]\r\n[b]Infused Strikes.[\/b] When you transform using\r\nyour Wild Shape, choose a damage type: acid, cold,\r\nfire, lightning, or poison. On a hit, you deal an\r\nadditional 1d6 damage of the chosen type.\r\n\r\n[b]PRIMORDIAL AURA[br][\/b]\r\nAt 10th level, you can use your bonus action to create\r\na 30-foot aura of elemental magic. Choose a damage\r\ntype: acid, cold, fire, lightning, or poison. For the\r\nnext minute, you and each creature you choose\r\nwithin the aura have resistance against the chosen\r\ndamage type. Additionally, once on each of your\r\nturns for the duration, when you deal damage of the\r\nchosen type to a hostile creature, you can choose a\r\ncreature within the aura to regain hit points equal to\r\n1d10 plus your Wisdom modifier.\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n[b]WYRM PERFECTION[br][\/b]\r\nBy 14th level, you have achieved the majesty of a\r\ndragon. Even when not transformed, you gain the\r\nBreath Weapon and Dragon Wings traits. ","table_data":"Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th\r\n1st | +2 | Druidic, Spellcasting | 2 | 2 | - | - | - | - | - | - | - | -\r\n2nd | +2 | Wild Shape, Druid Circle, Wild Companion (Optional) | 2 | 3 | - | - | - | - | - | - | - | -\r\n3rd | +2 | - | 2 | 4 | 2 | - | - | - | - | - | - | -\r\n4th | +2 | Wild Shape improvement, Ability Score Improvement, Cantrip Versatility (Optional) | 3 | 4 | 3 | - | - | - | - | - | - | -\r\n5th | +3 | - | 3 | 4 | 3 | 2 | - | - | - | - | - | -\r\n6th | +3 | Druid Circle feature | 3 | 4 | 3 | 3 | - | - | - | - | - | -\r\n7th | +3 | - | 3 | 4 | 3 | 3 | 1 | - | - | - | - | -\r\n8th | +3 | Wild Shape improvement, Ability Score Improvement, Cantrip Versatility (Optional) | 3 | 4 | 3 | 3 | 2 | - | - | - | - | -\r\n9th | +4 | - | 3 | 4 | 3 | 3 | 3 | 1 | - | - | - | -\r\n10th | +4 | Druid Circle feature | 4 | 4 | 3 | 3 | 3 | 2 | - | - | - | -\r\n11th | +4 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | -\r\n12th | +4 | Ability Score Improvement, Cantrip Versatility (Optional) | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | -\r\n13th | +5 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | -\r\n14th | +5 | Druid Circle feature | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | -\r\n15th | +5 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -\r\n16th | +5 | Ability Score Improvement, Cantrip Versatility (Optional) | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | -\r\n17th | +6 | - | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1\r\n18th | +6 | Timeless Body, Beast Spells | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1\r\n19th | +6 | Ability Score Improvement, Cantrip Versatility (Optional) | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1\r\n20th | +6 | Archdruid | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1","source":"","jsondata":"","tags":"","templateId":"5460","blockId":"1046454","world":"d194c924-ea68-4f59-94f7-49b4fbf38da0","folder":"15334","isShared":"on"}