Kassoon

Druid

Class List

Quick Start

  • 10 STR, 13 DEX, 16 CON, 12 INT, 16 WIS, 8 CHA.
  • Races: Hill Dwarf, Aarakocra, Ghostwise Halfling, Variant Human, Lizardfolk, Warforged, Pallid Elf, or Water GenasiHill Dwarf, Aarakocra, Ghostwise Halfling, Variant Human, Lizardfolk, Warforged, Pallid Elf, or Water Genasi
  • 11 HP, +8 HP per level. Armor: 14 AC, Leather Armor, Wooden Shield14 AC, Leather Armor, Wooden Shield. Extra Init: 0+1 Initiative. Saves: +3 Int, +5 Wis+3 Int, +5 Wis
  • Equipment: Club (Shillelagh, +5, 1d8+3), Explorer's Pack, Druidic FocusClub (Shillelagh, +5, 1d8+3), Explorer's Pack, Druidic Focus
  • Skills: +5 Perception, +5 Medicine
    Spells (1st): goodberry, healing word, ice knife, create or destroy water, (Cantrips): guidance, poison spray
    +5 Perception, +5 Medicine
    [b]Spells[/b] (1st): [spell]goodberry[/spell], [spell]healing word[/spell], [spell]ice knife[/spell], [spell]create or destroy water[/spell], (Cantrips): [spell]guidance[/spell], [spell]poison spray[/spell]
    .
  • Background: Folk Hero with +5 Animal Handling, +5 Survival
    Multiclass Options: Barbarian
    Folk Hero with +5 Animal Handling, +5 Survival
    [b]Multiclass Options:[/b] Barbarian
    .
2

Additional Rows: 1
Spell Slots Per Level
LevelProficiency BonusFeatures Cantrips Known 1st2nd3rd4th5th 1st2nd3rd4th5th6th7th8th9th
1st +2Druidic, Spellcasting 2 2
2nd +2Wild Shape, Druid Circle 2 2 3
3rd +2 2 3 42
4th +2Wild Shape Improvement, Ability Score Improvement 3 3 43
5th +3 3 42 432
6th +3Druid Circle Feature 3 42 433
7th +3 3 43 4331
8th +3Wild Shape Improvement, Ability Score Improvement 3 43 4332
9th +4 3 432 43331
10th +4Druid Circle Feature 4 432 43332
11th +4 4 433 433321
12th +4Ability Score Improvement 4 433 433321
13th +5 4 4331 4333211
14th +5Druid Circle Feature 4 4331 4333211
15th +5 4 4332 43332111
16th +5Ability Score Improvement 4 4332 43332111
17th +6 4 43331 433321111
18th +6Timeless Body, Beast Spells 4 43331 433331111
19th +6Ability Score Improvement 4 43332 433332111
20th +6Archdruid 4 43332 433332211

Class Features

As a Druid, you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) a wooden shield or (b) any simple weapon
(a) a scimitar or (b) any simple melee weapon
Leather armor, an explorer’s pack, and a druidic focus
  • You can create a dice macro by putting square brackets [] around it. [+4] will make a clickable link to roll d20+4. [2d6+3] will make a clickable link to roll 2d6+3.
  • [b]bold[/b] will bold text, [i]italics[/i] will italicize text, --- will add a horizontal line.
  • You can link a spell on the Spell list by using: [spell]gust[/spell], or a Monster by using [monster]goblin[/monster].
  • [*]Item 1 will create a list, [table]Column 1[td]Column 2[/table] creates a table
  • [title]Section 1[/title] or [big]Hello[/big] will create a bolded title that you can link to with [#section 1]link[/#].

1st

Druidic

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

Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

Cantrips

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

Preparing and Casting Spells

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

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

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

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

Spellcasting Ability

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

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

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

Spellcasting Focus

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

[title]Druidic[/title]

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.

[title]Spellcasting[/title]

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.

[b]Cantrips[/b]

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

[b]Preparing and Casting Spells[/b]

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

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

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

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

[b]Spellcasting Ability[/b]

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

[b]Spell save DC[/b] = 8 + your proficiency bonus + your Wisdom modifier

[b]Spell attack modifier[/b] = your proficiency bonus + your Wisdom modifier

[b]Ritual Casting[/b]

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

[b]Spellcasting Focus[/b]

You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.

2nd

Wild Shape

Starting 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.

Your 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.

Beast Shapes
  • Level 2, 1/4 max CR, No flying or swimming speed, ex. Wolf
  • Level 4, 1/2 max CR, No flying, ex. Crocodile

You 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.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
  • When you transform, you assume the 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.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Druid Circle

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

  • Dreams (XGtE pg 22) [Support]
  • Moon (PHB pg 69) [Tank]
  • Land (PHB pg 68) [Spell Utility]
  • Shepherd (XGtE pg 23) [Support]
  • Spores (GGtR pg 26) [Damage]
  • Twilight (UA) [Utility]
[title]Wild Shape[/title]

Starting 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.

Your 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.

[b]Beast Shapes[/b]
[list][*]Level 2, 1/4 max CR, No flying or swimming speed, ex. [monster]Wolf[/monster]
[*]Level 4, 1/2 max CR, No flying, ex. [monster]Crocodile[/monster]
[*]Level 8, 1 max CR, ex. [monster]Giant eagle[/monster][/list]

You 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.

While you are transformed, the following rules apply:

[list][*]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.
[*]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.
[*]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 [spell]call lightning[/spell], that you’ve already cast.
[*]You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
[*]You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.[/list]

[title]Druid Circle[/title]

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

[list][*]Dreams (XGtE pg 22) [Support]
[*]Moon (PHB pg 69) [Tank]
[*][#Circle of the Land]Land[/#] (PHB pg 68) [Spell Utility]
[*]Shepherd (XGtE pg 23) [Support]
[*]Spores (GGtR pg 26) [Damage]
[*][#Circle of the Stars]Stars[/#] (UA) [Support]
[*]Twilight (UA) [Utility]
[*][#Circle of Wildfire]Wildfire[/#] (UA) [Damage][/list]

3rd

4th

Wild Shape Improvement

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Ability Score Improvement

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

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

[title]Wild Shape Improvement[/title]

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.

[title]Ability Score Improvement[/title]

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

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

5th

6th

Druid Circle Feature

Druid Circle Feature

[title]Druid Circle Feature[/title]

[#Druid Circle]Druid Circle Feature[/#]

7th

8th

Wild Shape Improvement

At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Ability Score Improvement

Ability Score Improvement

[title]Wild Shape Improvement[/title]

At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.

[title]Ability Score Improvement[/title]

[#Ability Score Improvement]Ability Score Improvement[/#]

9th

10th

Druid Circle Feature

Druid Circle Feature

[title]Druid Circle Feature[/title]

[#Druid Circle]Druid Circle Feature[/#]

11th

12th

Ability Score Improvement

Ability Score Improvement

[title]Ability Score Improvement[/title]

[#Ability Score Improvement]Ability Score Improvement[/#]

13th

14th

Druid Circle Feature

Druid Circle Feature

[title]Druid Circle Feature[/title]

[#Druid Circle]Druid Circle Feature[/#]

15th

16th

Ability Score Improvement

Ability Score Improvement

[title]Ability Score Improvement[/title]

[#Ability Score Improvement]Ability Score Improvement[/#]

17th

18th

Timeless Body

Starting 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.

Beast Spells

Beginning 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.

[title]Timeless Body[/title]

Starting 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.

[title]Beast Spells[/title]

Beginning 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.

19th

Ability Score Improvement

Ability Score Improvement

[title]Ability Score Improvement[/title]

[#Ability Score Improvement]Ability Score Improvement[/#]

20th

Archdruid

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

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

[title]Archdruid[/title]

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

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

Class Paths

Circle of the Land

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

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

Natural Recovery

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

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

Circle Spells

Your 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 — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells.

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.

Arctic

Coast

Desert

Forest

Grassland

Mountain

Swamp

Underdark

Land's Stride

Starting 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.

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

Nature's Ward

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

Nature's Sanctuary

When 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.

The creature is aware of this effect before it makes its attack against you.


Circle of the Stars

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

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

Star Map

At 2nd level, You've created a star map as part of your study of the heavens. The map is a Tiny object and can serve as a spellcasting focus for your druid spells. You decide what form the object takes, or you can determine what it is by rolling on the Star Map table.

Star Map (d6)

  • 1: A scroll of living wood that aligns with heavenly bodies
  • 2: A stone tablet with fine holes drilled through it
  • 3: A speckled owlbear hide, tooled with raised marks
  • 4: A collection of maps bound in an ebony cover
  • 5: A crystal that projects starry patterns when placed before a light
  • 6: Tempered glass disks that align to depict constellations

If you lose your 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.

You can cast the augury and guiding bolt spells without expending a spell slot and without preparing the spell, provided you use the star map as the spellcasting focus. You can cast a spell from the map in this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Starry Form

At 2nd level, You gain the ability to harness constellations’ power to alter your form. As an action, you can expend a use of your Wild Shape feature to take on a starry form rather than transforming into a beast.

While in your starry form, you retain your game statistics, but your body takes on a luminous, starlike quality; 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 or until you’re incapacitated.

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

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

Archer. A constellation of an archer appears on you. You gain a bonus action that you can use to make a ranged spell attack, hurling a luminous arrow that targets a creature you can see within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.

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

Cosmic Omen

At 6th level, You learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your star map for omens. When you do so, roll a d6. You gain one of the following possible omens based on whether you rolled an even number or an odd number on the d6:

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

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

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

Full of Stars

At 10th level, While your Starry Form feature is active, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.

Star Flare

At 14th level, Your connection to the cosmos allows you to conjure brilliant starlight. As an action, you conjure a burst of light in a 30-foot-radius sphere centered on a point you can see within 120 feet of you. You can immediately teleport each willing creature in the sphere to an unoccupied space within 30 feet of it. Each creature remaining in the sphere must succeed on a Constitution saving throw against your spell save DC or take 4d10 radiant damage and be blinded until the end of your next turn.

Once you have used this action, you can’t use it again until you finish a long rest or until you expend a spell slot of 5th level or higher to use it again.


Circle of Wildfire

Druids who are members of the Circle of Wildfire understand the necessity of destruction, such as how a forest fire promotes growth. These druids bond with a primal spirit that harbors destructive tendencies, allowing the druids to use their power to create controlled flames that help flora and fauna reproduce and grow.

Circle Spells

At 2nd level, You have formed a mystical bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to certain spells. At 2nd level, you learn the fire bolt cantrip.

When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of Wildfire Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Summon Wildfire

At 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.

The spirit appears in an unoccupied space of your choice 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 2d10 fire damage.

The wildfire spirit is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the wildfire spirit stat block. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.

In combat, the wildfire 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 one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action.

The wildfire spirit manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again.

Enhanced Bond

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

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

Flames of Life

At 10th level, You gain the ability to turn death into flames of vitality. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 2d10 + your Wisdom modifier. The flames vanish after a creature has touched them or after 1 minute.

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

Blazing Endurance

At 14th level, The bond with your wildfire spirit is exceptionally strong, even fatal blows only fuel your defiance. If you drop to 0 hit points and don’t die outright, you drop to 1 hit point instead and gain temporary hit points equal to five times your druid level, and each creature of your choice within 30 feet of you that you can see takes fire damage equal to 2d10 + your druid level.

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

[title]Circle of the Land[/title]

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

[title]Bonus Cantrip[/title]

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

[title]Natural Recovery[/title]

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

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

[title]Circle Spells[/title]

Your 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 — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — and consult the associated list of spells.

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.

[b]Arctic[/b]
[list][*]3rd level: [spell]hold person[/spell], [spell]spike growth[/spell]
[*]5th level: [spell]sleet storm[/spell], [spell]slow[/spell]
[*]7th level: [spell]freedom of movement[/spell], [spell]ice storm[/spell]
[*]9th level: [spell]commune with nature[/spell], [spell]cone of cold[/spell]
[/list]

[b]Coast[/b]
[list][*]3rd level: [spell]mirror image[/spell], [spell]misty step[/spell]
[*]5th level: [spell]water breathing[/spell], [spell]water walk[/spell]
[*]7th level: [spell]control water[/spell], [spell]freedom of movement[/spell]
[*]9th level: [spell]conjure elemental[/spell], [spell]scrying[/spell]
[/list]

[b]Desert[/b]
[list][*]3rd level: [spell]blur[/spell], [spell]silence[/spell]
[*]5th level: [spell]create food and water[/spell], [spell]protection from energy[/spell]
[*]7th level: [spell]blight[/spell], [spell]hallucinatory terrain[/spell]
[*]9th level: [spell]insect plague[/spell], [spell]wall of stone[/spell]
[/list]

[b]Forest[/b]
[list][*]3rd level: [spell]barkskin[/spell], [spell]spider climb[/spell]
[*]5th level: [spell]call lightning[/spell], [spell]plant growth[/spell]
[*]7th level: [spell]divination[/spell], [spell]freedom of movement[/spell]
[*]9th level: [spell]commune with nature[/spell], [spell]tree stride[/spell]
[/list]

[b]Grassland[/b]
[list][*]3rd level: [spell]invisibility[/spell], [spell]pass without trace[/spell]
[*]5th level: [spell]daylight[/spell], [spell]haste[/spell]
[*]7th level: [spell]divination[/spell], [spell]freedom of movement[/spell]
[*]9th level: [spell]dream[/spell], [spell]insect plague[/spell]
[/list]

[b]Mountain[/b]
[list][*]3rd level: [spell]spider climb[/spell], [spell]spike growth[/spell]
[*]5th level: [spell]lightning bolt[/spell], [spell]meld into stone[/spell]
[*]7th level: [spell]stone shape[/spell], [spell]stoneskin[/spell]
[*]9th level: [spell]passwall[/spell], [spell]wall of stone[/spell]
[/list]

[b]Swamp[/b]
[list][*]3rd level: [spell]darkness[/spell], [spell]acid arrow[/spell]
[*]5th level: [spell]water walk[/spell], [spell]stinking cloud[/spell]
[*]7th level: [spell]freedom of movement[/spell], [spell]locate creature[/spell]
[*]9th level: [spell]insect plague[/spell], [spell]scrying[/spell]
[/list]

[b]Underdark[/b]
[list][*]3rd level: [spell]spider climb[/spell], [spell]web[/spell]
[*]5th level: [spell]gaseous form[/spell], [spell]stinking cloud[/spell]
[*]7th level: [spell]greater invisibility[/spell], [spell]stone shape[/spell]
[*]9th level: [spell]cloudkill[/spell], [spell]insect plague[/spell]
[/list]

[title]Land's Stride[/title]

Starting 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.

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

[title]Nature's Ward[/title]

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

[title]Nature's Sanctuary[/title]

When 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.

The creature is aware of this effect before it makes its attack against you.


[title]Circle of the Stars[/title]

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

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

[title]Star Map[/title]

At 2nd level, You've created a star map as part of your study of the heavens. The map is a Tiny object and can serve as a spellcasting focus for your druid spells. You decide what form the object takes, or you can determine what it is by rolling on the Star Map table.

[b]Star Map (d6)[/b]

[list][*] 1: A scroll of living wood that aligns with heavenly bodies
[*] 2: A stone tablet with fine holes drilled through it
[*] 3: A speckled owlbear hide, tooled with raised marks
[*] 4: A collection of maps bound in an ebony cover
[*] 5: A crystal that projects starry patterns when placed before a light
[*] 6: Tempered glass disks that align to depict constellations[/list]

If you lose your 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.

You can cast the [spell]augury[/spell] and [spell]guiding bolt[/spell] spells without expending a spell slot and without preparing the spell, provided you use the star map as the spellcasting focus. You can cast a spell from the map in this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

[title]Starry Form[/title]

At 2nd level, You gain the ability to harness constellations’ power to alter your form. As an action, you can expend a use of your Wild Shape feature to take on a starry form rather than transforming into a beast.

While in your starry form, you retain your game statistics, but your body takes on a luminous, starlike quality; 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 or until you’re incapacitated.
Whenever you assume your starry form, choose which of the following constellations glimmers on your body; your choice gives you certain benefits while in the form:

[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 + half your level in this class.

[b]Archer.[/b] A constellation of an archer appears on you. You gain a bonus action that you can use to make a ranged spell attack, hurling a luminous arrow that targets a creature you can see within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.

[b]Dragon.[/b] A constellation of a wise, ancient 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.

[title]Cosmic Omen[/title]

At 6th level, You learn to use your star map to divine the will of the cosmos. Whenever you finish a long rest, you can consult your star map for omens. When you do so, roll a d6. You gain one of the following possible omens based on whether you rolled an even number or an odd number on the d6:

[b]Weal (even).[/b] Whenever a creature you can see within 30 feet of you makes 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.

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

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

[title]Full of Stars[/title]

At 10th level, While your Starry Form feature is active, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.

[title]Star Flare[/title]

At 14th level, Your connection to the cosmos allows you to conjure brilliant starlight. As an action, you conjure a burst of light in a 30-foot-radius sphere centered on a point you can see within 120 feet of you. You can immediately teleport each willing creature in the sphere to an unoccupied space within 30 feet of it. Each creature remaining in the sphere must succeed on a Constitution saving throw against your spell save DC or take 4d10 radiant damage and be blinded until the end of your next turn.

Once you have used this action, you can’t use it again until you finish a long rest or until you expend a spell slot of 5th level or higher to use it again.


[title]Circle of Wildfire[/title]

Druids who are members of the Circle of Wildfire understand the necessity of destruction, such as how a forest fire promotes growth. These druids bond with a primal spirit that harbors destructive tendencies, allowing the druids to use their power to create controlled flames that help flora and fauna reproduce and grow.

[title]Circle Spells[/title]

At 2nd level, You have formed a mystical bond with a [monster]wildfire spirit[/monster], a primal being of creation and destruction. Your link with this spirit grants you access to certain spells. At 2nd level, you learn the fire bolt cantrip.

When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of Wildfire Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

[list][*]3rd level: [spell]locate animals or plants[/spell], [spell]scorching ray[/spell]
[*]5th level: [spell]fireball[/spell], [spell]plant growth[/spell]
[*]7th level: [spell]aura of life[/spell], [spell]fire shield[/spell]
[*]9th level: [spell]flame strike[/spell], [spell]raise dead[/spell]
[/list]

[title]Summon Wildfire[/title]

At 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 [monster]wildfire spirit[/monster], rather than assuming a beast form.

The spirit appears in an unoccupied space of your choice 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 2d10 fire damage.

The [monster]wildfire spirit[/monster] is friendly to you and your companions and obeys your commands. See this creature’s game statistics in the [monster]wildfire spirit[/monster] stat block. You determine the spirit’s appearance. Some spirits take the form of a humanoid figure made of gnarled branches covered in flame, while others look like beasts wreathed in fire.

In combat, the [monster]wildfire spirit[/monster] 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 one of the actions in its stat block or to take the Dash, Disengage, Help, or Hide action.

The [monster]wildfire spirit[/monster] manifests for 1 hour, until it is reduced to 0 hit points, or until you use your Wild Shape again.

[title]Enhanced Bond[/title]

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

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

[title]Flames of Life[/title]

At 10th level, You gain the ability to turn death into flames of vitality. When a Small or larger creature that you can see dies within 30 feet of you or your wildfire spirit, you can use your reaction to cause primal flames to spring from the body. When a creature you can see touches these flames, the creature regains hit points or takes fire damage (your choice) equal to 2d10 + your Wisdom modifier. The flames vanish after a creature has touched them or after 1 minute.

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

[title]Blazing Endurance[/title]

At 14th level, The bond with your wildfire spirit is exceptionally strong, even fatal blows only fuel your defiance. If you drop to 0 hit points and don’t die outright, you drop to 1 hit point instead and gain temporary hit points equal to five times your druid level, and each creature of your choice within 30 feet of you that you can see takes fire damage equal to 2d10 + your druid level.

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

 

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