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Druid Circles

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 Circle

Choose your druid circle from one of the following options:

  • Circle of the Land: You draw your power from the land itself to safeguard ancient knowledge and druidic rites.
  • Circle of the Beast: You are a gifted shapeshifter, and you switch between animal forms as easily as taking a breath.

Creating a Circle

To create your own Druid Circle (or to convert an existing tradition from other sources), follow these steps:

  1. Create 1st, 3rd, and 6th-level Features: Druid circles grant features at 1st, 3rd, and 6th-level.
  2. Create a 10th-level Capstone: At 10th-level, druid circles grant a unique capstone feature that is the pinnacle of your circle's theming.

And that's it, your circle is complete!

Circle of the Beast

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.

1Natural Shifter

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.

1Primal Traits

Add the following primal traits to your list of trait options.

Natural Armor

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.

Primal Fury

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.

Regenerate Wounds

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.

Sharp Claws

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.

Size Shifter

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.

3Beast Walker

You can learn the primal skin of Large beasts. Starting at 5th-level, this increases to Huge beasts.

6Primal Attack

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.

10Essence Master

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.

Circle of the Land

You draw magical strength from the land itself. With its power, you safeguard the ancient knowledge and mysterious rites of your druidic kin.

1Power of the Land

You learn one additional druid cantrip of your choice.

1Land Spells

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.

Arctic

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

Coastal

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

Desert

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

Forest

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

Grassland

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

Mountain

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

Swamp

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

3Land's Stride

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.

6Nature's Ward

You can’t be charmed or frightened by elementals or fey. In addition, you are immune to poison and disease.

10Nature's Sanctuary

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.

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