You are a druid, a guardian of the wild world. With primal power, you defend flora and fauna against those who would supplant them with metal and machines.
But where do you draw your primal power from? Do you call on the land to fuel your spells? Do you draw power from beasts and take on powerful animal forms? Or do you call on the natural elements to defend and destroy?
Choose a Druid Circle to help grow a deep, druidic connection to the natural world.
Choose your druid circle from one of the following options:
To create your own Druid Circle (or to convert an existing tradition from other sources), follow these steps:
And that's it, your circle is complete!
You are a fierce guardian of the wilds, changeable as the moon. You prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth as a bear to drive off a trespassing monster. The wild is in your blood.
You are able to use Wild Shape on your turn as a bonus action, rather than as an action. In addition, you gain three additional primal traits of your choice.
At 3rd, 6th, and 10-level, you gain two additional primal traits of your choice.
Add the following primal traits to your list of trait options.
As you are shapeshifting, you can spend one 1st or 2nd-level spell slot to increase your AC by +1. This bonus increases to +2 if you spend a 3rd or 4th-level spell slot, and +3 if you spend a 5th-level spell slot.
This effect ends when you end your wild shape.
While you are shapeshifted, you can spend spell slots to deal harm to creatures that you attack.
Once per turn, when you hit a creature with an unarmed strike, you can spend a spell slot to deal an additional 1d8 damage per level of the spell slot expended.
While you are shapeshifted, you can spend a bonus action to spend one spell slot and regain 1d8 hit points per level of the spell slot expended.
As you are shapeshifting, you can spend one 1st or 2nd-level spell slot to increase your unarmed damage by +1. This bonus increases to +2 if you spend a 3rd or 4th-level spell slot, and +3 if you spend a 5th-level spell slot.
This effect ends when you end your wild shape.
As you are shapeshifting, you may spend 1 primal power to alter the natural size category of your primal skin by one step larger or smaller.
This effect ends when you end your wild shape.
You can learn the primal skin of Large beasts. Starting at 5th-level, this increases to Huge beasts.
While you are shapeshifted, you can attack twice instead of once whenever you take the Attack action on your turn.
In addition, your unarmed attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
When you take on a wild shape, you can spend 1 additional primal power and choose two essences instead of one. You gain the benefits of both essences. To calculate the base AC and speed of your shapeshifted form, take the average of both essences.
You draw magical strength from the land itself. With its power, you safeguard the ancient knowledge and mysterious rites of your druidic kin.
You learn one additional druid cantrip of your choice.
Choose one type of land—arctic, coastal, desert, forest, grassland, mountain, or swamp. At 1st, 3rd, 5th, 7th, and 9th-level, you gain access to two unique spells connected to that land.
Once you gain a land 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.
Druid Level | Spells |
---|---|
1st | Fog Cloud, Detect Evil and Good |
3rd | Hold Person, Spike Growth |
5th | Sleet Storm, Slow |
7th | Freedom of Movement, Ice Storm |
9th | Commune with Nature, Cone of Cold |
Druid Level | Spells |
---|---|
1st | Fog Cloud, Purify Food and Drink |
3rd | Mirror Image, Misty Step |
5th | Water Breathing, Water Walk |
7th | Control Water, Freedom of Movement |
9th | Conjure Elemental, Scrying |
Druid Level | Spells |
---|---|
1st | Burning Hands, Create or Destroy Water |
3rd | Blur, Silence |
5th | Create Food and Water, Protection from Energy |
7th | Blight, Hallucinatory Terrain |
9th | Insect Plague, Wall of Stone |
Druid Level | Spells |
---|---|
1st | Faerie Fire, Entangle |
3rd | Barkskin, Spider Climb |
5th | Call Lightning, Plant Growth |
7th | Divination, Freedom of Movement |
9th | Commune with Nature, Tree Stride |
Druid Level | Spells |
---|---|
1st | Expeditious Retreat, Animal Friendship |
3rd | Invisibility, Pass Without Trace |
5th | Daylight, Haste |
7th | Divination, Freedom of Movement |
9th | Dream, Insect Plague |
Druid Level | Spells |
---|---|
1st | Jump, Thunderwave |
3rd | Spider Climb, Spike Growth |
5th | Lightning Bolt, Meld into Stone |
7th | Stone Shape, Stoneskin |
9th | Passwall, Wall of Stone |
Druid Level | Spells |
---|---|
1st | Detect Poison or Disease, Entangle |
3rd | Acid Arrow, Darkness |
5th | Water Walk, Stinking Cloud |
7th | Freedom of Movement, Locate Creature |
9th | Insect Plague, Scrying |
You can move through nonmagical difficult terrain without spending 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.
You can’t be charmed or frightened by elementals or fey. In addition, you are immune to poison and disease.
When a beast or plant creature attacks you, you can spend 1 primal power to have that creature 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.