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Druid Circles

1. Circle of the Land


a. 2nd Level: Bonus Cantrip – Gain a bonus cantrip of your choice
b. 2nd Level: Natural Recovery – During a short rest, you can regain
expended spell slots of up to half of your druid level. This works on
spells up to 6th level. After you use this feature, you must complete a
long rest to use this feature again.
c. 3rd Level: Circle Spells – you gain access to new spells based on the
land you came from. These lands are Arctic, Coast, Desert, Forest,
Grassland, Mountain, Swamp, and Underdark.
d. 6th Level: Land’s Stride – Moving through non-magical difficult terrain
does not hinder your movement speed and you do not take damage
from them. You also have advantage on saving throws versus plants
that are magically enhanced to impede movement.
e. 10th Level: Nature’s Ward – you can’t be charmed of frightened by
elementals or fey. You are also immune to poison and disease.
f. 14th Level: Nature’s Sanctuary – Beasts and plants that attempt to
attack you must succeed at a Wisdom Save against your spell save DC.
If they fail, they must choose a different creature to attack or the
attack misses. If it makes the save, it is immune to this effect for 24
hours.
2. Circle of the Moon
a. 2nd Level: Combat Wild Shape – You can wild shape as a bonus action.
You can also expend a spell slot to regain 1d8 HP per level of spell slot
expended.
b. 2nd Level: Circle Forms – You can transform into creatures up to CR 1
while still observing restrictions from the Wild Shape movements.
This ability changes at 6th level to allow a CR as high as your druid
level divided by 3 rounded down.
c. 6th Level: Primal Strike – Your attacks in beast form count as magical
for the purpose of overcoming resistance and immunity to non-
magical attacks and damage.
d. 10th Level: Elemental Wild Shape – You can expend 2 uses of Wild
Shape to transform into an elemental (air, earth, fire, water)
e. 14th Level: Thousand Forms – You can cast the spell Alter Self at will.
3. Circle of Dreams (Xanathar’s)
a. 2nd Level: Balm of the Summer Court – You have a pool of Fey Energy
represented by D6’s. As a bonus action, you can select one creature
you can see within 120’ and spend a number of the dice up to half
your druid level. They heal for the amount rolled + 1 temporary HP
per die spent. You regain all die once you complete a long rest.
b. 6th Level: Hearth of Moonlight and Shadow – You create a 30’ radius
sphere of magic centered where you select. While you and your allies
are inside, you gain a +5 bonus to Stealth and Perception checks. Any
light from open flames within the sphere isn’t visible outside of it. The
sphere vanishes at the end of your rest or once you leave it.
c. 10th Level: Hidden Paths – As a bonus action, you can teleport up to
60’ to an unoccupied space you can see. You can instead use this to
teleport a willing creature you touch up to 30’ to an unoccupied space
you can see. You can use this a number of times equal to your Wisdom
Modifier and regain all uses once you complete a long rest.
d. 14th Level: Walker in Dreams – When you finish a short rest, you can
cast one of the following spells, without using a spell slot or using
material components: Dream, Scrying, or Teleportation Circle. The
Teleportation Circle returns you to the location where you last
completed a long rest. Once this feature is used, you must complete a
long rest to use it again.
4. Circle of the Shepherd (Xanathar’s)
a. 2nd Level – Speech of the Woods – you learn to speak, read, and write
Sylvan. Additionally, beasts can understand your speech and you gain
the ability to decipher their noises and motions.
b. 2nd Level: Spirit Totem – You can summon a spirit within 60’ of
yourself. It creates a 30’ radius around that point. As a bonus action
you can move it up to 60’ to a point you can see.
i. Bear Spirit – When in its aura, creatures of your choice gain
temporary HP of 5+Druid Level and gain advantage on STR
checks and saving throws
ii. Hawk Spirit – When a creature in the aura makes an attack, the
druid can use its reaction to grant the attacker advantage on
the attack. Additionally, all allies have advantage on Perception
checks while in the aura.
iii. Unicorn Spirit – You and all allies gain advantage to detect
creatures within the spirit’s radius. Additionally, if you cast a
spell that heals a creature inside or outside of the aura, each
creature of your choice in the aura also regains HP equal to
your druid level.
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c. 6 Level: Mighty Summoner – Each beast or fey that you summon
gains 2 more HP per hit die it has and their natural weapons count as
magical for overcoming resistances.
d. 10th Level: Guardian Spirit – When a beast or fey ends its turn in your
Spirit Totem’s aura, it regains HP equal to half your druid level.
e. 14th Level: Faithful Summons – If you fall to 0 HP or are incapacitated
against your will, you immediately gain the benefits of the spell
Conjure Animals at 9th Level. It summons 4 beasts of your choice that
are CR 2 or lower. They appear within 20’ of you. If you cannot
command them, they automatically work to protect you and attack
your foes. The spell lasts for 1 hour and requires no concentration.
Once used you must complete a long rest to use it again.
5. The Circle of Swords (SCAG)
a. Purely a flavor text entry that requires you to use a different Circle’s
ability set
6. The Elemental Enclave (SCAG)
a. Purely a flavor text entry that requires you to use a different Circle’s
ability set
7. The Moonshea Circles
a. Purely a flavor text entry that requires you to use a different Circle’s
ability set
8. Circle of Spores (GGtR)
a. 2nd Level: Circle Spells – gain new spells added to your list: Chill
Touch, Blindness/Deafness, Gentle Repose, Animate Dead, Gaseous
Form, Blight, Confusion, Cloudkill, Contangion
b. 2nd Level: Halo of Spores – When a creature you can see moves into a
space within 10’ of you or starts its turn there, you can use your
reaction to deal 1d4 necrotic damage to it unless it succeeds on a CON
Save against your spell save DC. The damage increases to 1d6 at 6 th,
1d8 at 10th, and 1d10 at 14th.
c. 2nd Level: Symbiotic Entity – You can expend a use of your Wild Shape
to awaken your spores. You gain 4 temporary HP for each druid level
you possess. While active you gain the following benefits:
i. your Halo of Spores damage rolls the damage die twice and add
the results together.
ii. Your melee weapon attacks deal an extra 1d6 poison damage
to any target you hit
iii. These benefits last for 10 minutes, until you lose all the
temporary HP, or you use your Wild Shape again
d. 6th Level: Fungal Infestation – Your spores can infest a humanoid
corpse and animate it. If a beast or humanoid that is small or medium
dies within 10’ of you, you can use your reaction to animate it, causing
it to stand up immediately with 1 HP. It uses the zombie statistics. It
remains animate for 1 hour after which, it collapses and dies. Its turn
is immediately after yours. It obeys your mental commands and the
only action it can take is the attack action, making 1 melee attack. You
can use this ability a number of times equal to you Wisdom Modifier
and regain all uses once you complete a long rest.
e. 10th Level: Spreading Spores – As a bonus action, while your Symbiotic
Entity feature is active, you can hurl spores up to 30’ away, where
they swirl in a 10’ cube for 1 minute. They disappear immediately
after you use this again, if you dismiss them as a bonus action, or if
your Symbiotic Entity feature is no longer active. Whenever a creature
moves into the cube or starts its turn there, that creature takes your
Halo of Spores feature damage, unless it succeeds on a CON saving
throw versus your spell save DC. They can only take this damage once
per turn. While the cube persists, you can’t use your Halo of Spores
reaction.
f. 14th Level: Fungal Body – You can’t be blinded, deafened, frightened,
or poisoned, and any critical hit against you counts as a normal hit,
unless you are incapacitated.

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