{"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 wil","hit_dice":"d8","hit_points_at_1st_level":"8+Con","hit_points_at_higher_levels":"1d8+con","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":"","spellcasting":"[b]Cantrips[\/b]\r\n\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[\/b]\r\n\r\nThe Druid table shows how many spell slots you have to cast your 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[\/b]\r\n\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[\/b]\r\n\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[\/b]\r\n\r\nYou can use a druidic focus as a spellcasting focus for your druid spells.","class_features":"[b]Druidic[\/b]\r\nYou 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\r\n[b]Wild Shape[\/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\r\n[table]\r\nLevelMax CRLimits21\/4No Flying or Swimming41\/2no Flying\r\n[tr]\r\n81\r\n[td]---[\/td][\/tr][\/table]\r\n\r\n\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\nWhile you are transformed, the following rules apply:\r\n\r\nYour 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.\r\nWhen 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.\r\nYou 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.\r\nYou 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.\r\nYou 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.\r\n\r\n\r\n\r\n[b]Druid Circle[\/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\r\n\r\n[b]Wild Companion[\/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\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\r\n\r\n[b]Timeless Body[\/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\r\n\r\n[b]Beast Spells[\/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\r\n\r\n[b]Archdruid[\/b]\r\nAt 20th level, you can use your Wild Shape an unlimited number of times.\r\n\r\nAdditionally, 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.","subclass_options":"[h1]Circle of Dreams[\/h1]\r\n\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\r\n[b]Balm of the Summer Court[\/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\r\nAs 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\r\nYou regain the expended dice when you finish a long rest.\r\n\r\n\r\n[b]Hearth of Moonlight and Shadow[\/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\r\nWhile 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\r\nThe sphere vanishes at the end of the rest or when you leave the sphere\r\n\r\n\r\n[b]Hidden Paths[\/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\r\nYou 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\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\r\nWhen 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\r\nThis 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\r\nOnce you use this feature, you can't use it again until you finish a long rest\r\n\r\n\r\n\r\n\r\n[b][h1]Circle of the Moon[\/h1]\r\n[\/b]\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\nChangeable 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\r\n[b]Combat Wild Shape[\/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\r\nAdditionally, 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\r\n[b]Circle Forms[\/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\r\nStarting 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\r\n[b]Primal Strike[\/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[\/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\r\n[b]Thousand Forms[\/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\r\n\r\n\r\n[b][h1]Circle of the Shepherd[\/h1]\r\n[\/b]\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\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\r\n[b]Speech of the Woods[\/b]\r\nAt 2nd level, you gain the ability to converse with beasts and many fey.\r\n\r\nYou 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\r\n[b]Spirit Totem[\/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\r\nAs 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\r\nThe 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\r\nThe effect of the spirit\u2019s aura depends on the type of spirit you summon from the options below.\r\n\r\n[i]Bear Spirit.[\/i] 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\r\n[i]Hawk Spirit.[\/i] 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\r\n[i]Unicorn Spirit.[\/i] 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\r\n[b]Mighty Summoner[\/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\r\nThe creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.\r\nThe damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.\r\n\r\n\r\n[b]Guardian Spirit[\/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\r\n[b]Faithful Summons[\/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\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest\r\n\r\n\r\n\r\n\r\n[b][h1]Circle of Spores[\/h1]\r\n[\/b]\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\nDruids 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\r\n[b]Circle Spells[\/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\r\nAt 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]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]chill Touch[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Blindness\/Deafness, Gentle Repose[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Animate Dead, Gaseous Form[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]Blight, Confusion[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Cloudkill, Contagion[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Halo of Spores[\/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\r\n[b]Symbiotic Entity[\/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\nWhen you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.\r\nYour melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit.\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\r\n[b]Fungal Infestation[\/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\r\nIn 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\r\nYou 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\r\n[b]Spreading Spores[\/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\r\nWhenever 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\r\nWhile the cube of spores persists, you can't use your Halo of Spores reaction.\r\n\r\n\r\n[b]Fungal Body[\/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\r\n\r\n\r\n[h1]Circle of Stars[\/h1]\r\n\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\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\r\n[b]Star Map[\/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\r\nWhile holding this map, you have these benefits:\r\n\r\nYou know the Guidance cantrip.\r\nYou 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.\r\nYou 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.\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\r\n\r\n[b]Starry Form[\/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\n\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\n\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\r\n[i]Archer[\/i]. 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\r\n[i]Chalice.[\/i] 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\r\n[i]Dragon.[\/i] 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\r\n[b]Cosmic Omen[\/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\r\n[i]Weal (even).[\/i] 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\r\n[i]Woe (odd). [\/i]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\r\nYou 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\r\n[b]Twinkling Constellations[\/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\r\nMoreover, 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[\/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\r\n\r\n\r\n[h1]Circle of Wildfire[\/h1]\r\n\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\r\n[b]Circle Spells[\/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\r\nOnce 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]2[\/td]\r\n[td]Burning Hands, Cure Wounds[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Flaming Sphere, Scorching Ray[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Plant Growth, Revivify[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]Aura of Life, Fire Shield[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]Flame Strike, Mass Cure Wounds[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Summon Wildfire Spirit[\/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\r\nThe 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\r\nThe 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\r\nIn 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\r\nThe 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\r\n\r\n[b]Enhanced Bond[\/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\r\nIn 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\r\n[b]Cauterizing Flames[\/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\r\nYou 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\r\n[b]Blazing Revival[\/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\n\r\nOnce you use this feature, you can't use it again until you finish a long rest.\r\n\r\n\r\n\r\n\r\n[h1]Circle Of The Forged[\/h1]\r\n\r\nWhat is truly natural? The warforged are living creatures, despite being constructed from wood and steel. Druids who embrace the Circle of the Forged explore the potential of the warforged form, blending animal shapes with warforged durability. This is a young path, pioneered by a handful of warforged who sought a greater understanding of their role in the world. Over the last few decades, a number of warforged have embraced the Circle of the Forged; however, it isn\u2019t limited to warforged; a Cannith heir or an aspiring artificer might pursue primal power as a way to transcend the limited flesh they were born with.\r\nOnly a handful of druids follow this Circle. Did you learn these techniques from a mentor? Are you driven by instinct, still learning what you\u2019re capable of? Or, if you\u2019re a warforged, were you designed with the potential to assume multiple forms \u2026 and if so, who created you, and why?\r\n\r\n\r\n[b]Circle Forms[\/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\r\nStarting 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\r\n[b]Skin of Steel[\/b]\r\nStarting at 2nd level, while you are transformed by Wild Shape, you gain the following benefits:\r\n\r\nYou gain a +2 bonus to Armor Class.\r\nYou have advantage on saving throws against being poisoned, and you have resistance to poison damage.\r\nYou don\u2019t need to eat, drink, or breathe.\r\nYou are immune to disease.\r\nYou don\u2019t need to sleep, and magic can\u2019t put you to sleep.\r\nWhile in beast form, your body is made from the same materials as a warforged; your muscles are rootlike tendrils protected by armored plates. It\u2019s obvious to an observer that you are not a normal animal.\r\n\r\n\r\n[b]Elemental Fury[\/b]\r\nStarting at 6th level, you gain the ability to imbue your attacks with elemental damage\u2014charging your claws with electricity or unleashing flames from your fangs. When you use Wild Shape, choose one of the following damage types: acid, cold, fire, or lightning. While in your beast form, the first time you hit a creature with a melee attack on your turn, you can expend one spell slot to deal extra damage of that type to the target, in addition to the normal damage of the attack. The extra damage is 1d6 per level of the spell slot expended, to a maximum of 5d6.\r\n\r\nWhen you use this ability on a creature, your attack has an additional effect, determined by which damage type you selected when you used Wild Shape. If a creature is affected by this ability again in subsequent rounds, the effects do not stack, and the new duration replaces the old.\r\n\r\n[i]Acid.[\/i] The target must make a Constitution saving throw against your druid spell save DC. On a failed save, its AC is reduced for one minute by an amount equal to half your Wisdom modifier (minimum of 1). At the start of each of its turns for the next minute, the target can make another Constitution saving throw. On a successful save, the effect ends.\r\n\r\n[i]Cold.[\/i] At the start of each of its turns for 1 minute, the target must make a Constitution saving throw against your druid spell save DC. On a failed save, their movement speed is reduced to 0 and they have disadvantage on Strength and Dexterity checks. On a successful save, the effect ends.\r\n\r\n[i]Fire.[\/i] At the start of each of its turns for 1 minute, the target must make a Constitution saving throw against your druid spell save DC. On a failed save, it takes fire damage equal to your Wisdom modifier. On a successful save, the fire goes out. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.\r\n\r\n[i]Lightning.[\/i] At the start of each of its turns for 1 minute, the target must make a Constitution saving throw against your druid spell save DC. On a failed save, it loses its reaction until the start of its next turn and the first attack that it makes on its turn is made at disadvantage. On a successful save, the effect ends.\r\n\r\n\r\n[b]Adamantine Hide[\/b]\r\nStarting at 10th level, while you are transformed by Wild Shape, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, you gain the ability to use Wild Shape as a reaction when you take damage, and the damage from that attack is applied to the hit points of your beast form.\r\n\r\n\r\n[b]Constructed Perfection[\/b]\r\nStarting at 14th level, while you are transformed by Wild Shape, you can\u2019t be charmed, frightened, paralyzed, petrified, or poisoned. In addition, you are immune to poison damage.\r\n\r\n\r\n\r\n\r\n[h1]Circle of Coral[\/h1]\r\nDruids of the Circle of Coral take inspiration of the ocean and its\r\nvibrant reef systems, protecting and safeguarding the creatures of\r\nthe wild wherever they find them, both within the ocean and\r\nwithout. All life originated from the sea; as such, it is the duty of\r\ndruids of the circle to protect life wherever they see it, channeling\r\nprimal magics to bring the power of coral reefs wherever nature\r\nhas need of it.\r\n\r\n\r\n\r\n\r\n[b]Coral Calling[\/b]\r\nAt 2nd level, you can conjure a coral reef around you to harm\r\nfoes and protect allies. As an action, you can expend a use of your\r\nWild Shape feature to conjure a coral reef, rather than\r\ntransforming into a beast form. The reef grows in 10-foot radius\r\naround you, moves with you, and its area is lightly obscured and\r\ndifficult terrain. When you conjure the reef, you can designate\r\nany number of creatures you can see to be unaffected by the reef.\r\nA designated creature also has half cover from effects that\r\noriginate outside the reef while it is within the reef.\r\nWhen a creature affected by the difficult terrain enters the reef\r\nfor the first time on a turn or starts its turn there, it takes 2d4\r\npiercing damage. The reef lasts for 10 minutes, after which it\r\ncrumbles into dust. Also, it ends early if you dismiss it as a bonus\r\naction, fall unconscious, or use your Wild Shape again.\r\nAt 10th level, the reef\u2019s radius increases to 20 feet, and the\r\npiercing damage increases to 3d4. At 18th level, the reef\u2019s radius\r\nincreases to 30 feet, and the piercing damage increases to 4d4.\r\n\r\n\r\n[b]Reef Denizen[\/b]\r\nAt 6th level, when you conjure a reef with your Coral Calling\r\nfeature, you can expend an additional use of your Wild Shape to\r\nconjure a creature of the reef to populate it. The creature can be\r\nany beast with a swim speed that you can transform into using\r\nyour Wild Shape, such as a reef shark, giant crab, or giant sea\r\nhorse. The creature appears in an unoccupied space within the\r\nreef, and remains there until the reef crumbles or it is reduced to 0\r\nhit points, after which it disappears. It also disappears if it ends its\r\nturn outside of the reef.\r\nA creature you conjure in this way can breathe both air and\r\nwater, has a flying speed equal to its swimming speed, and\r\nappears with temporary hit points equal to twice your druid level.\r\nThe creature obeys your telepathic commands (no action\r\nrequired by you), and shares your initiative in combat, but takes\r\nits turn immediately after yours. It can use your spell attack\r\nmodifier in place of its own modifier for weapon attacks, and its\r\nnatural weapons count as magical for the purpose of overcoming\r\nresistance and immunity to nonmagical attacks and damage.\r\nAt 14th level, you can conjure two creatures instead of one\r\nwhen you use this feature. The beasts you summon can be the\r\nsame type of creature, or two different ones.\r\n\r\n\r\n[b]Breath of the Sea[\/b]\r\nAt 10th level, like a coral reef sifting through the ocean currents,\r\nyou can filter harmful magic into healing energy. As a reaction\r\nwhen you see a creature within 30 feet of you casting a spell, you\r\ncan make an ability check using your Wisdom to attempt to\r\ncounteract the spell. The DC of this check equals 10 + the spell\u2019s\r\nlevel. On a success, the spell fails and has no effect, and up to\r\nthree creatures of your choice within 30 feet of you regain hit\r\npoints equal to twice the spell\u2019s level.\r\nOnce you use this feature, you can\u2019t use it again until you\r\nfinish a short or long rest.\r\n\r\n\r\n[b]Ageless Reef[\/b]\r\nAt 14th level, your reefs stand as ageless as the ocean itself.\r\nWhen a reef you create with the Coral Calling feature would\r\ncrumble, you can choose to have it remain in place instead,\r\ncentered on the space you currently occupy. If you do this\r\nwhile you already have an ageless reef, the older one is\r\ndestroyed. An ageless reef also crumbles if struck by a\r\ndisintegrate spell.\r\nAn ageless reef otherwise functions identically to a\r\nnormal reef you create, and a reef denizen you\r\nconjure remains until it is reduced to 0 hit points or\r\nthe reef is destroyed. Additionally, whenever a\r\ncreature finishes a long rest in an ageless reef, it\r\ngains temporary hit points equal to your druid level.\r\n\r\n\r\n\r\n\r\n\r\n[h1]Circle of Twilight[\/h1]\r\nThe Circle of Twilight is an ancient sect of druids, long estranged\r\nfrom other druidic circles due to their differing outlooks on the\r\nnatural world. The Circle of Twilight believes that the spirits of\r\nnature need regular sacrifices of beasts, natural and unnatural, and\r\neven the occasional human sacrifice. These druids meet in old,\r\ndying forests to perform secret blood rituals - rituals which they\r\nhope will appease the cruelest gods of the Old Faith. As a member\r\nof this circle, you realize nature\u2019s will is not of kindness and\r\nspirituality - it is of cruelty and sacrifice.\r\n\r\n\r\n[b]Ritual Sacrifice[\/b]\r\nWhen you choose this circle at 2nd level, you learn how to\r\nperform rituals using the blood sacrifices of powerful foes. By\r\nusing the body of a creature that has died within the last 8 hours\r\nas one of your spell components, you can cast any spell with the\r\nritual tag from any class spell list without needing to prepare it.\r\nThe gentle repose spell cast on a body that\u2019s been dead for less\r\nthan 8 hours extends the duration that body may be used. You still\r\nneed to use the other components of the ritual as normal.\r\nIn order to cast a ritual in this manner, you need the body of a\r\ncreature of a CR greater than or equal to the spell level of the\r\nritual to be cast, and the spell must be of a level you have spell\r\nslots for. The creature used cannot be a construct, an undead, or\r\nan elemental. Once you complete the ritual, that creature cannot\r\nbe used in any other rituals.\r\n\r\n\r\n\r\n[b]Life from Death[\/b]\r\nAlso at 2nd level, you can grasp the last breath of life energy from\r\na falling creature, and use it to restore life to another. When a\r\ncreature within 60 feet of you is reduced to 0 hit points, you can\r\nuse your reaction and expend a spell slot to restore 1d8 hit points\r\nper level of the spell slot expended, adding your Wisdom modifier\r\nto the total, to yourself or another creature you can see within 60\r\nfeet. You cannot target the creature you reacted to.\r\n\r\n\r\n\r\n[b]Eyes of Twilight[\/b]\r\nStarting at 6th level, you gain darkvision with a radius of 60 feet,\r\nor you increase the radius of your darkvision by 30 feet if you\r\nalready have it. Additionally, you can see through magical\r\ndarkness for the radius of your darkvision.\r\n\r\n\r\n\r\n[b]Soulseeing[\/b]\r\nAt 10th level, you gain the ability to see the souls of living\r\ncreatures. As an action on your turn, you hone your senses to\r\nallow you to see the outline of any living creature or creature that\r\nhas died within the last 8 hours. This allows you to see any\r\ncreature within the radius of your darkvision, including invisible\r\ncreatures, as well as creatures that are obscured in some manner,\r\nsuch as being behind a wall or in murky water. This sight can\r\npenetrate most barriers, but it is blocked by 1 foot of stone, 1 inch\r\nof common metal, a thin sheet of lead, or 3 feet of wood or dirt.\r\nThis sight can be maintained for up to 10 minutes by using your\r\naction each turn. If your turn ends and you haven\u2019t used your\r\naction to maintain this feature, it ends early.\r\nYou can use this feature twice. You regain expended uses when\r\nyou finish a short or long rest.\r\n\r\n\r\n\r\n[b]Ritualist[\/b]\r\nWhen you reach 14th level, you become a master at performing\r\nrituals. Casting a spell as a ritual now only adds 1 minute to the\r\ncast time.\r\nAdditionally, you can use your ritual sacrifice feature to cast\r\nspells that aren\u2019t rituals as if they were rituals. The spell chosen\r\nmust be of 2nd level or lower, and must have a duration of 10\r\nminutes or longer. The casting otherwise follows the rules\r\noutlined in the ritual sacrifice feature.\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Circle of the Bough[\/h1]\r\nThere are druids who seek to bond not with beasts, but with\r\nthe timeless sentinels that blanket the land: the ancient,\r\ngnarled trees whose wisdom is beyond compare. These\r\ndruids\u2014druids of the Bough\u2014learn to shapeshift into the\r\nvery trees that they revere.\r\n\r\n\r\n\r\n[b]Bonus Cantrip[\/b]\r\n2nd-level Circle of the Bough feature\r\nBeginning at 2nd level, when you choose this druid circle,\r\nyou learn the shillelagh cantrip. If you already know\r\nthis cantrip, you learn a different cantrip from the druid\r\nspell list. It does not count against the number of druid\r\ncantrips you know.\r\n\r\n\r\n\r\n[b]Treant Form[\/b]\r\n2nd-level Circle of the Bough feature\r\nStarting at 2nd level, you can harden your skin into bark\r\nand become a treant-like creature. As an action, you can\r\nexpend a use of your Wild Shape to gain tree-like traits,\r\nrather than transforming into a beast form. While this\r\nfeature is active, you gain the following benefits:\r\n\u2022 You gain 4 temporary hit points for each level you have in\r\nthis class.\r\n\u2022 Your Armor Class is equal to 14 + your Wisdom modifier.\r\nYou can use a shield and still gain this benefit.\r\n\u2022 As a reaction when you take bludgeoning, slashing or\r\npiercing damage, you can halve the attack\u2019s damage\r\nagainst you.\r\n\u2022 Your unarmed strikes are under the effects of a shillelagh\r\nspell.\r\nThese benefits last for 10 minutes, until you lose all\r\nthese temporary hit points, or until you use your Wild\r\nShape again.\r\n\r\n\r\n\r\n[b]Wild Growth[\/b]\r\n6th-level Circle of the Bough feature\r\nWhen you enter your Treant Shape, you can cause rootlets\r\nto sprout out of the ground in a 10 foot radius around you.\r\nThis ground becomes difficult terrain for all creatures but\r\nyourself. If you move, the circle moves with you.\r\nAdditionally, while in your Treant Shape, you can increase\r\nyour size to Large as a bonus action. When you transform\r\nin this way, your unarmed strikes deal an additional 1d8\r\nbludgeoning damage.\r\n\r\n\r\n\r\n[b]Take Root[\/b]\r\n10th-level Circle of the Bough feature\r\nWhen you enter your Treant Shape, you can ground\r\nyourself, growing roots that cling to the surface beneath\r\nyou. While rooted in this way, you have the following traits:\r\n\u2022 You have tremor sense out to a range of 60 feet.\r\n\u2022 You can telepathically converse with trees within 1 mile of\r\nyou, as if by a speak with plants spell.\r\n\u2022 You cannot be knocked prone or moved against your will.\r\n\u2022 You have advantage on saving throws made to maintain\r\nyour concentration on spells.\r\n\r\n\r\n\r\n[b]March of the Treants[\/b]\r\n14th-level Circle of the Bough feature\r\nStarting at 14th level, when you\u2019re in your Treant Form,\r\nyou can use an action to temporarily animate nearby trees.\r\nChoose up to two Medium or larger trees you can see\r\nwithin 30 feet of you. They become awakened trees that\r\nare friendly to you and your companions. They act on your\r\ninitiative count, but take their turn immediately after you.\r\nThe trees return to mundanity after 1 minute or when they\r\nare reduced to 0 hit points. The Dungeon Master has the\r\nstatistics for these creatures.\r\nOnce you use this feature, you cannot use it again until\r\nyou finish a long rest.\r\n\r\n\r\n\r\n\r\n\r\n[h1]Circle of the Faerie Circle[\/h1]\r\nThough all druids are deeply entwined with nature on a\r\nphysical and spiritual level, those who spend their time near\r\nfey bridges come to know an even deeper connection. Like\r\nthe fey, druids who align themselves with the liminal in-\r\nbetween spaces that are fey bridges can twist their natural\r\nmagic for trickery and guile. These Faerie Circles (so\r\nnamed for the ring of mushrooms often found at fey\r\nbridges) are practically invisible to the outside world, even\r\nto other druids, for they can vanish in a moment's notice or\r\nshapeshift in the blink of an eye.\r\n\r\n\r\n\r\n[b]Bonus Proficiencies[\/b]\r\nWhen you join this circle at 2nd level, you gain proficiency\r\nin the Deception and Stealth skills.\r\n\r\n\r\n\r\n[b]Fey Inheritance[\/b]\r\nAt 2nd level, you have advantage on saving throws against\r\nbeing charmed, and magic can\u2019t put you to sleep. This\r\nfeature counts as the Fey Ancestry feature for prerequisite\r\npurposes.\r\n\r\n\r\n\r\n[b]Sly Spellcasting[\/b]\r\nYour mystical connection to the Plane of Faerie infuses you\r\nwith the ability to cast certain Spells. At 3rd, 5th, 7th, and\r\n9th level you gain access to the spells listed on the\r\nfollowing table.\r\nOnce you gain access to a spell, you always have it\r\nprepared, and it doesn\u2019t count against the number of spells\r\nyou can prepare each day. If you gain access to a spell that\r\ndoesn\u2019t appear on the druid spell list, the spell is\r\nnonetheless 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]3[\/td]\r\n[td]invisibility, misty step[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]major image, nondetection[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]confusion, greater invisibility[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]mislead, tree stride[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]Reflexive Wildshape[\/b]\r\nStarting at 6th level, you can assume a diminutive animal\r\nform instantly, confounding others. As a reaction at the\r\nbeginning of another creature's turn, you can use your Wild\r\nShape to transform into a Small or smaller beast, move up\r\nto its movement speed, and take the Hide action. A creature\r\nthat did not see you transform and does not see your beast\r\nform might simply think that you have vanished or turned\r\ninvisible, and must make a Wisdom (Survival) check\r\nagainst your spell save DC to determine that you are in an\r\nanimal form.\r\n\r\n\r\n\r\n[b]Faerie Form[\/b]\r\nAt 10th level, you can expend one use of your Wild Shape\r\nto transform into any fey creature you have seen in the past,\r\nup to a maximum CR of 4. While transformed, you can cast\r\nany spell available in the fey\u2019s Innate Spellcasting trait,\r\nexpending spell slots as if the spell was cast using the\r\nlowest possible slot.\r\n\r\n\r\n\r\n[b]Slippery Spells[\/b]\r\nBy 14th level, your closeness to the realm of faerie makes\r\nyour spells exceptionally hard for other mages to\r\ncounteract. Any spell you cast counts as being cast from a\r\n9th level spell slot for the purposes of counterspell and\r\ndispel magic, and whenever a creature uses a spell (such as\r\nlesser restoration or remove curse) to remove a condition\r\nor curse caused by one of your spells, they must make an\r\nability check with their spellcasting ability against your\r\nspell save DC. On a failure, the condition or curse is not\r\nremoved, and the curative spell is wasted.\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]CIRCLE OF OAKS[\/h1]\r\nEach ancient forest of Midgard is a sentient entity, always\r\naware of what transpires under its canopy. Although\r\nsome have developed potent defenses, especially in\r\ntheir Hearts, they have tolerated alliances with those\r\ncommitted to their protection and restoration. Chief\r\namong these alliances are the Circle of Oaks druids.\r\nAs an accident of history, perhaps, some races seem\r\nmore likely to be members of the Circle of Oaks in\r\ncertain forests. For example, Circle of Oaks druids\r\ntend to be river elves in the Arbonesse and Tomierran\r\nForests, purifier bearfolk or winterfolk halflings in\r\nthe great northern and boreal forests, and gnomes in\r\nthe mysterious and forbidding Wormwood. Some are\r\nsurprised to find druids of this circle in the eastern\r\nplains and deserts, but indeed they tend the small groves\r\nand oases found there with gnolls often filling the role.\r\nThough they can be found anywhere, Circle of Oaks\r\ndruids tend to stay in their forested homelands, binding\r\nwith particular forests.\r\n\r\n\r\n\r\n[b]BONUS CANTRIP[\/b]\r\nWhen you choose the Circle of Oaks at 2nd level, you\r\nlearn the tree heal (see page 49) druid cantrip. Members\r\nof your circle often touch each tree they pass as they\r\nstroll through a wooded area, just in case the tree may\r\nbe in need of assistance.\r\n\r\n\r\n\r\n[b]FOREST BINDING[\/b]\r\nStarting at 2nd level, you can request to be bound to\r\na specific forest, gaining access to certain spells. This\r\nbinding is conditional upon the good will of the forest\r\nand is never given automatically. Typically, the forest\r\nrequires a service of you before binding you to it.\r\nSuch service might include replanting trees in an area\r\ndestroyed by war or fire, eliminating a great pestilence\r\nwithin the forest, removing certain contaminants from\r\nthe forest\u2019s borders, or opposing an enemy of the forest.\r\nYou can be bound to only one forest at a time. If you\r\nlater bind yourself to another forest, you lose your\r\nconnection to the previous one. Most forests will not\r\npermit gearforged, dwarves, kobolds, or dragonborn to\r\nbind with them; however, exceptions have been made if\r\nthe candidate performed a great service for the forest.\r\n\r\n\r\n\r\n[b]TREE WALKING[\/b]\r\nStarting at 6th level, once per turn, you can use half of\r\nyour movement to step magically into one living tree\r\nwithin your reach and emerge from a second living\r\ntree within 60 feet of the first tree, appearing in an\r\nunoccupied space within 5 feet of the second tree. Both\r\ntrees must be Large or bigger. Any worn or carried\r\npossessions travel with you, but you can\u2019t bring other\r\ncreatures with you. At 14th level, the second tree can be\r\nup to 100 feet away from the first.\r\n\r\n\r\n\r\n[b]TREE MERGING[\/b]\r\nStarting at 10th level, you can merge your spirit with\r\nthat of a tree within 5 feet of you as an action. While\r\nmerged, your body resides in the Shadow Realm,\r\npetrified and invisible, while your spirit is aware of\r\nhappenings in the vicinity of the tree. If you spend 6\r\nhours merged with a tree in your bound forest, you\r\ngain the benefits of finishing a long rest. You can\u2019t\r\ncommunicate with anyone outside of the tree unless\r\na creature casts tree speak (see page 49) or speak\r\nwith plants. You can leave the tree as an action and\r\nyour body reappears in an unoccupied space within\r\n5 feet of the tree. If you have been merged with the\r\ntree for more than 24 hours, you must succeed on a\r\nDC 5 Constitution saving throw to exit the tree. If\r\nyou have been merged with the tree for more than\r\n48 hours, you have disadvantage on this saving throw.\r\nEach month you stay merged with the tree increases\r\nthis DC by 1. If you fail this saving throw, you must\r\nwait 24 hours before you can attempt to exit the tree\r\nagain. If you fail this saving throw each day for 1 week,\r\nyou become permanently merged with the tree and can\r\nonly exit it through powerful magic such as a wish spell\r\nor if the tree is destroyed or dies. As they approach the\r\nends of their lives, many Circle of Oaks druids choose\r\nto permanently merge with their favorite trees to\r\nforever be part of their forest.\r\n\r\n\r\n\r\nFOREST RESTORATION\r\nStarting at 14th level, you can engage in a ritual\r\nrestoration of a forest that has been destroyed or seed\r\na new forest in an area without one. You must spend\r\nat least 8 hours each day for 3 months performing the\r\nrites and chants of this ritual, imbuing the land within\r\na half-mile radius with your power. At the end of the\r\nfirst month, you successfully remove any barriers\r\nto regrowth such as soil toxins or latent poisonous\r\nmagic. At the end of the second month, your power\r\nreseeds the area with vegetation native to the location.\r\nBy the end of the third month, the seeds sprout into\r\nsaplings. As long as new toxins aren\u2019t introduced and\r\nthe saplings aren\u2019t destroyed, the half-mile radius of\r\nsaplings grow into a one-mile radius forest after 1 year.\r\n\r\n\r\n\r\n\r\n\r\n\r\n[b]CIRCLE OF OWLS[\/b]\r\nThe Court of Owls once served as a pilgrimage site for\r\nthe ancient elves, but it secretly was also the hub of a\r\nnetwork of spies. When the library of the court was\r\nburned to prevent its knowledge from falling into the\r\nwrong hands, some volumes escaped destruction.\r\nDruids of the Circle of Owls maintain their tradition\r\nof spying and gathering knowledge and, occasionally,\r\nof permanently silencing those who would misuse\r\nknowledge. The Circle of Owls druids draw on the\r\npower of their namesakes, moving about the world\r\nunnoticed as they see and hear what others try\r\ndesperately to hide.\r\nThese druids maintain closer relationships with the\r\nshadow fey than most. They find this relationship\r\nadvantageous, though often tense, in their pursuit of\r\nsecrets. Along with access to shadow fey agents and\r\ninformation, Circle of Owls druids regularly make\r\nbargains with strange owl-like creatures known as\r\nstryx (Tome of Beasts, p. 369). The stryx are natives of\r\nthe Shadow Realm and find the Circle of Owls druids\r\nto their liking. Some stryx even serve Circle of Owls\r\ndruids as familiars, at the GM\u2019s discretion.\r\n\r\n\r\n\r\n[b]CIRCLE SPELLS[\/b]\r\nThe ever present eyes and ears of the natural world\r\nimpart magical knowledge to you. At 2nd level, you\r\nlearn the message cantrip. At 3rd, 5th, 7th, and 9th level\r\nyou gain access to the spells listed for that level in the\r\nCircle of Owls Spells table.\r\nOnce you gain access to a circle spell, you always have\r\nit prepared, and it doesn\u2019t count against the number of\r\nspells you can prepare each day. If you gain access to a\r\nspell that doesn\u2019t appear on the druid spell list, the spell\r\nis 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]3[\/td]\r\n[td]detect thoughts, invisibility[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]nondetection, sending[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]arcane eye, private sanctum[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]modify memory, scrying[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]BONUS PROFICIENCY[\/b]\r\nWhen you choose this circle at 2nd level, you gain\r\nproficiency in either the Deception or Stealth skill.\r\n\r\n\r\n\r\n[b]ON SILENT WINGS[\/b]\r\nAt 2nd level, you learn to magically slip beneath the\r\nnotice of even those who watch you. You can take the\r\nHide action even when a creature can see you or when\r\nyou have nothing to obscure you from the sight of a\r\ncreature that can see you. You remain hidden in this\r\nway until the end of your next turn.\r\nIf at that time you haven\u2019t found\r\nsomething to obscure you, you are\r\nno longer hidden.\r\nYou can use this feature a\r\nnumber of times equal to your\r\nWisdom modifier (a minimum\r\nof once). You regain all expended\r\nuses when you finish a long rest.\r\n\r\n\r\n\r\n[b]OWL\u2019S EYES[\/b]\r\nAt 6th level, you can cast\r\nclairvoyance once. When you cast\r\nthe spell in this way, you don\u2019t\r\nrequire components, and the casting\r\ntime is 1 action. You can choose for\r\nthe invisible sensor to instead be visible\r\nas an owl.\r\nOnce you use this feature you can\u2019t use\r\nit again until you finish a long rest.\r\n\r\n\r\n\r\n[b]SHADOW FLIGHT[\/b]\r\nAt 10th level, you can slip partially into shadow for a\r\nshort time. As an action, you can cast the etherealness\r\nspell. When you cast the spell in this way, its duration is\r\nconcentration, up to 1 minute.\r\nOnce you use this feature, you can\u2019t use it again until\r\nyou finish a short or long rest.\r\n\r\n\r\n\r\n[b]PARLIAMENT OF OWLS[\/b]\r\nWhen you reach 14th level, you can disperse your form\r\ninto a great swirling storm of owls. As an action, you\r\ncan use your Wild Shape to become a swarm of owls\r\n\r\n\r\n\r\n\r\n\r\n\r\n[b]CIRCLE OF ROSES[\/b]\r\nThe Court of Roses was once a place of song, poetry,\r\nand revelry about which the remaining few elves who\r\nstill remember it tell whispered stories with a faraway\r\nlook in their eyes. Though the court itself is long\r\ndestroyed and haunted by ghosts and plant creatures,\r\nsome of the Roses\u2019 teachings survive.\r\nDruids of the Circle of Roses bend the power of\r\nnature to influence the minds and hearts of those\r\naround them, soothing sorrow, crushing with terror,\r\nand ensnaring hearts in equal measure. They create\r\nsweet and bitter perfumes that carry their power to any\r\nwho inhale the scent.\r\n\r\n\r\n\r\n[b]CIRCLE SPELLS[\/b]\r\nYour deep bond with the ebb and flow of nature grants\r\nyou knowledge of certain spells. At 2nd level, you learn\r\nthe friends cantrip. At 3rd, 5th, 7th, and 9th level you\r\ngain access to the spells listed for that level in the Circle\r\nof Roses Spells table.\r\nOnce you gain access to a circle spell, you always have\r\nit prepared, and it doesn\u2019t count against the\r\nnumber of spells you can prepare each day. If\r\nyou gain access to a spell that doesn\u2019t appear\r\non the druid spell list, the spell is nonetheless\r\na 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]3[\/td]\r\n[td]calm emotions, suggestion[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]hypnotic pattern, tongues[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]confusion, phantasmal killer[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]dominate person, geas[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]BONUS PROFICIENCY[\/b]\r\nWhen you choose this circle at 2nd level, you gain\r\nproficiency in one skill chosen from the following:\r\nDeception, Intimidation, or Persuasion.\r\n\r\n\r\n\r\n[b]BITTERSWEET PERFUME[\/b]\r\nStarting at 2nd level, you can expend one use of Wild\r\nShape as an action to create a floral perfume that\r\nmanipulates the minds of those who breathe it, rather\r\nthan transforming into a beast form. One creature\r\nof your choice within 10 feet of you must make a\r\nCharisma saving throw against your spell save DC. On\r\neach of your turns while the perfume lasts, you can use\r\nan action to choose a different creature to affect with\r\nyour perfume.\r\nOn a failure, the creature is charmed or frightened\r\nby you (your choice) for as long as it remains in your\r\nperfume and for 1 minute after it leaves the area.\r\nIf it ends its turn outside the area, the creature can\r\nrepeat the saving throw, ending the effect on itself\r\non a success. If you or your allies attack or harm the\r\ncharmed creature, it is no longer charmed.\r\nIf the creature\u2019s saving throw is successful or if the\r\neffect ends for it, it is immune to your perfume for the\r\nnext 24 hours. A creature that doesn\u2019t breathe or that is\r\nimmune to poison is immune to your perfume.\r\nThe perfume lasts for 10 minutes or until you use\r\nyour Wild Shape again.\r\n\r\n\r\n\r\n[b]OVERPOWERING REMEDY[\/b]\r\nAt 6th level, your perfume can affect one creature of\r\nyour choice within 20 feet of you, and you can use\r\nthe scent of your perfume to unravel harmful effects.\r\nWhen you use your Bittersweet Perfume, you can\r\nchoose to end one disease or one condition affecting\r\na creature in your perfume instead of charming or\r\nfrightening it. The condition removed can be charmed,\r\nfrightened, or poisoned.\r\n\r\n\r\n\r\n[b]ROSE\u2019S THORNS[\/b]\r\nAt 10th level, you can stab thorns at the minds of those\r\nwho dare raise their hand against you. When a creature\r\nwithin 20 feet of you hits you with an attack, you\r\ncan use your reaction to force the creature to make a\r\nWisdom saving throw against your spell save DC. On a\r\nfailed save, the creature takes 1d10 psychic damage.\r\n\r\n\r\n\r\n[b]LINGERING PERFUME[\/b]\r\nWhen you reach 14th level, a whiff of your perfume\r\nsurrounds you at all times and lingers in your wake.\r\nYou are immune to harmful gasses and vapors, you\r\nhave advantage on saving throws against be charmed or\r\nfrightened, and your Bittersweet Perfume now lasts for\r\n1 hour or until you use your Wild Shape again.\r\nIn addition, you can intensify the power of your\r\nperfume. When a creature becomes charmed or\r\nfrightened by your Bittersweet Perfume, you can use a\r\nbonus action to wrap some of your perfume around it.\r\nThat creature is considered to be within your perfume,\r\nno matter how far it moves away from you, for 1 hour or\r\nuntil you use your Wild Shape again. Once you use this\r\nfeature, you can\u2019t use it again until you finish a long rest.\r\n\r\n\r\n\r\n\r\n\r\n\r\n[h1]Circle of Moonshine[\/h1]\r\nDruids of all kinds view the natural world as a source of\r\nbountiful power and nourishment: the earth provides for\r\nthem and they, in turn, do what they can to protect it from\r\nharm. By extension, the Circle of Moonshine believes\r\nthat the purest manifestation of mother nature\u2019s magic\r\nis realized when the spirits of plants are purified and\r\nconcentrated into spirits of alcohol.\r\n\r\n\r\n\r\n[b]Backwoods Distillery[\/b]\r\nWhen you join this circle at 2nd level, you gain\r\nproficiency with brewer\u2019s supplies, and can build a\r\nworking still from found materials in any location with 10\r\nminutes of work.\r\n\r\n\r\n\r\n[b]Fortified by Liquor[\/b]\r\nAlso at 2nd level, your ability to feel pain is suppressed\r\nwhen you have 1 or more levels of drunkenness.\r\nWhenever you take damage, the amount of damage is\r\nreduced by the number of levels of drunkenness you\r\npossess.\r\n\r\n\r\n\r\n[b]Booze Hound[\/b]\r\nBy 6th level, you have formed a magical bond with a\r\npowerful creature known as a booze hound. The booze\r\nhound uses the same statistics as a mastiff, except that\r\nit is invisible to everyone except you, can speak and\r\nunderstand Common (though only you can hear it),\r\nand only appears when you have 1 or more levels of\r\ndrunkenness.\r\nThe booze hound rolls initiative for itself in combat\r\nand takes its own turns. If you do not command it to take\r\nany action, it automatically seeks out and consumes any\r\nalcohol it can reach.\r\nYou can use a bonus action on your turn to command\r\nthe booze hound; it obeys you to the best of its abilities.\r\nIf the booze hound is reduced to 0 hit points, it vanishes\r\nfrom existence, but rematerializes with full health the next\r\ntime you go from being sober to having 1 or more levels\r\nof drunkenness.\r\n\r\n\r\n\r\n[b]Moonshine Runner[\/b]\r\nAt 10th level, your base movement speed increases by\r\n10 feet as long as you are carrying at least one bottle of\r\nliquor.\r\n\r\n\r\n\r\n[b]Contaminated Spells[\/b]\r\nFrom 14th level onwards, your moonshine never causes\r\nblindness, because you have learned to siphon toxic\r\ncontaminants into your druid spells. Whenever you cast\r\na spell of 1st level or higher that requires a saving throw,\r\nyou can use this ability to cause one creature affected\r\nby the spell to become blinded for 1 minute on a failed\r\nsave, in addition to the spell\u2019s usual effects. If the spell\u2019s\r\nduration was not instantaneous, the blinded condition\r\nends when the spell ends. The target can repeat the saving\r\nthrow at the end of each of its turns, ending the blindness\r\neffect early on a success. Only one creature can be blinded\r\nby this feature at a time.","table_data":"Level|Prof Bonus|Features|Cantrips Known|!st|2nd|3rd|4th|5th|6th|7th|8th|9th\r\n1|+2|Druidic, Spellcasting|2|2|---|---|---|---|---|---|---|---\r\n2|+2|Wild Shape, Wild Companion, Druid Circle|2|3|---|---|---|---|---|---|---|---\r\n3|+2|---|2|4|2|---|---|---|---|---|---|---\r\n4|+2|Wild Shape Improvement, Ability Score Improvement|3|4|3|---|---|---|---|---|---|---\r\n5|+3|---|3|4|3|2|---|---|---|---|---|---\r\n6|+3|Circle Feature|3|4|3|3|---|---|---|---|---|---\r\n7|+3|---|3|4|3|3|1|---|---|---|---|---\r\n8|+3|Wild Shape Improvement, Ability Score Improvement|3|4|3|3|2|---|---|---|---|---\r\n9|+4|---|3|4|3|3|3|1|---|---|---|---\r\n10|+4|Circle Feature|4|4|3|3|3|2|---|---|---|---\r\n11|+4|---|4|4|3|3|3|3|1|---|---|---\r\n12|+4|Ability Score Improvement|4|4|3|3|3|3|1|---|---|---\r\n13|+5|---|4|4|3|3|3|3|1|1|---|---\r\n14|+5|Circle Feature|4|4|3|3|3|2|1|1|---|---\r\n15|+5|---|4|4|3|3|3|2|1|1|1|---\r\n16|+5|Ability Score Improvement|4|4|3|3|3|2|1|1|1|---\r\n17|+6|---|4|4|3|3|3|2|1|1|1|1\r\n18|+6|Timeless Body, Beast Spell|4|4|3|3|3|3|1|1|1|1\r\n19|+6|Ability Score Improvement|4|4|3|3|3|3|2|1|1|1\r\n20|+6|Archdruid|4|4|3|3|3|3|2|2|1|1","source":"","jsondata":"","tags":"","isShared":"on","templateId":"5460","blockId":"876118","world":"aea0a961-6183-4cbe-aec0-8b8977315376","folder":"11217"}