Druid

Subclasses:

A Nature Priest of Primal Power

Core Druid Traits

Primary Ability

Wisdom

Hit Point Die

D8 per Druid level

Saving Throw Proficiencies

Intelligence and Wisdom

Skill Proficiencies

Choose 2: Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival

Weapon Proficiencies

Simple weapons

Tool Proficiencies

Herbalism Kit

Armor Training

Light armor and Shields

Starting Equipment

Choose A or B: (A) Leather Armor, Shield, Sickle, Druidic Focus (Quarterstaff), Explorer's Pack, Herbalism Kit, and 9GP; or (B) 50GP

Druids belong to ancient orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction.

Revering nature above all, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles.

Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger arises, Druids take a more active role as adventurers who combat the threat.

Becoming a Druid ...

As a Level 1 Character

As a Multiclass Character

Druid
Level Proficiency Bonus Features Max Prepared Spells Cantrips Known Elemental Fury Wild Shape Uses --Spell Slots per Spell Level--
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 Spellcasting, Druidic 4 2 2 0 0 0 0 0 0 0 0
2 +2 Wild Companion, Wild Shape 5 2 2 3 0 0 0 0 0 0 0 0
3 +2 6 2 2 4 2 0 0 0 0 0 0 0
4 +2 Ability Score Improvement 7 3 2 4 3 0 0 0 0 0 0 0
5 +3 Wild Resurgence*, Aquatic Form, Might of the Land 9 3 2 4 3 2 0 0 0 0 0 0
6 +3 Trek Through Nature 10 3 3 4 3 3 0 0 0 0 0 0
7 +3 Elemental Fury 11 3 1d8 3 4 3 3 1 0 0 0 0 0
8 +3 Ability Score Improvement, Aerial Form 12 3 1d8 3 4 3 3 2 0 0 0 0 0
9 +4 14 3 1d8 3 4 3 3 3 1 0 0 0 0
10 +4 15 4 1d8 3 4 3 3 3 2 0 0 0 0
11 +4 16 4 1d8 3 4 3 3 3 2 1 0 0 0
12 +4 Ability Score Improvement 16 4 1d8 3 4 3 3 3 2 1 0 0 0
13 +5 Alternating Forms 17 4 1d8 3 4 3 3 3 2 1 1 0 0
14 +5 17 4 1d8 3 4 3 3 3 2 1 1 0 0
15 +5 Improved Elemental Fury* 18 4 2d8 3 4 3 3 3 2 1 1 1 0
16 +5 Ability Score Improvement, Wild Shape Swiftness 18 4 2d8 3 4 3 3 3 2 1 1 1 0
17 +6 19 4 2d8 4 4 3 3 3 2 1 1 1 1
18 +6 Beast Spells 20 4 2d8 4 4 3 3 3 3 1 1 1 1
19 +6 Ability Score Improvement 21 4 2d8 4 4 3 3 3 3 2 1 1 1
20 +6 Archdruid 22 4 2d8 4 4 3 3 3 3 2 2 1 1

Class Features

Level 1: Spellcasting

You have learned to cast spells through studying the mystical forces of nature. See the rules on spellcasting. The information below details how you use those rules with Druid spells, which appear on the Druid spell list.

Cantrips. You know two cantrips of your choice from the Druid spell list. Druidcraft and Produce Flame are recommended.

Whenever you gain a Druid level, you can replace one of your cantrips with another cantrip of your choice from the Druid spell list.

When you reach Druid levels 4 and 10, you learn another cantrip of your choice from the Druid spell list, as shown in the Cantrips column of the Druid Features table.

Spell Slots. The Druid Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose four level 1 spells from the Druid spell list. Animal Friendship, Cure Wounds, Faerie Fire, and Thunderwave are recommended.

The number of spells on your list increases as you gain Druid levels, as shown in the Prepared Spells column of the Druid Features table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Druid, your list of prepared spells can include six spells of levels 1 and 2 in any combination.

If another Druid feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Druid spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells with other Druid spells for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells.

Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.

Level 1: Druidic

You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of communicating with animals; you always have the Speak with Animals spell prepared.

You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message's presence with a successful DC 15 Intelligence (Investigation) check but can't decipher it without magic.

Level 2: Wild Companion

You gain the ability to summon a spirit that assumes an animal form: as a Magic action, you can expend a spell slot or a use of your Wild Shape feature to cast Find Familiar, without Material components.

When you cast the spell in this way, the familiar is Fey, it has a bonus to its AC, all D20 Tests, and any damage it deals equal to your current maximum number of Wild Shapes as shown in the Wild Shape column of the Druid features table, and the familiar disappears when you finish a Long Rest.

Foundry Note

This feature includes an activity Buff Familiar which provides an Active Effect that can be applied to the familiar once it is summoned that will apply the appropriate bonuses.

Level 2: Wild Shape

The power of nature allows you to assume the form of an animal. As a Bonus Action, you shape-shift into a Beast form that you have learned for this feature (see "Known Forms" below). You stay in that form for a number of hours equal to half your Druid level (currently @classes.druid.levels) or until you use Wild Shape again, have the Incapacitated condition, or die. You can also leave the form early as a Bonus Action.

Size. When you select the form choose Tiny, Small, Medium, or Large. You are this Size while you are in this form and you revert to your normal size when you leave this form. If you select Tiny, the damage dealt while in this form is halved.

Number of Uses. You can use Wild Shape twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

You gain additional uses when you reach certain Druid levels, as shown in the Wild Shape Uses column of the Druid Features table.

Current Number of Uses: @scale.druid.wild-shape-uses

Known Forms. You start knowing one form, Animal of the Land. You learn other forms as you progress in this class.

Wild Shape Forms
Druid LevelKnown Form
1Animal of the Land
5Animal of the Sea, Animal of the Land (5+)
8Animal of the Sky
11Animal of the Land (11+)
17Animal of the Land (17+), Animal of the Sea (17+), Animal of the Sky (17+)

Level 5: Wild Resurgence*

Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).

In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can't do so again until you finish a Long Rest. If your Primal Order is Magician, you can gain spell use this feature a number of times equal to your Proficiency Bonus per Long Rest.

Foundry Note

If you are a Magician, you will have to edit the Limited Uses of this feature to "@prof" instead of 1.

Level 5: Aquatic Form

You learn a new form for your Wild Shape: Animal of the Sea.

Level 5: Might of the Land

Your connection to the land deepens, empowering the Animal of the Land form of your Wild Shape; you unlock that form's Climbing Speed and Multiattack.

Animal of the Land, Lvl 5+

Level 6: Trek Through Nature

You gain the ability to move as if you were a creature of the wild. While in your species form you gain a Climb and Swim speed equal to your Speed.

Level 7: Elemental Fury

The might of the elements flows through you. You gain one of the following options of your choice.

Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Druid cantrip.

Primal Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon or a Wild Shape form attack, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).

Level 8: Aerial Form

You learn a new form for your Wild Shape: Animal of the Sky

Level 13: Alternating Forms

You blur the lines between your multiple forms and can now rapidly shift between a Wild Shape form and your species form.

As a Bonus Action you can switch from your Wild Shape form into your species form. Once in your species form, you may switch back to your Wild Shape as a Bonus Action for the next minute. If you switch back within this minute, it does not expend a use of your Wild Shape. Alternating in this way does not extend the duration of your Wild Shape.

Level 15: Improved Elemental Fury*

The option you chose for Elemental grows more powerful, as detailed below.

Potent Spellcasting. When you cast a Druid cantrip with a range of 10 feet or greater, the spell's range increases by 300 feet.

Primal Strike. The extra damage of your Primal Strike increases to 2d8.

Foundry Note

The damage for Primal Strike is automatically increased at this level. This feature does not automate the range changes.

Level 16: Wild Shape Swiftness

Your Wild Shape forms have their Speed increased.

Level 18: Beast Spells

While using Wild Shape, you can cast spells in Beast form, except for any spell that has a Material component with a cost specified or that consumes its Material component.

Level 20: Archdruid

The vitality of nature constantly blooms within you, granting you the following benefits:

Evergreen Wild Shape. Whenever you roll initiative and have no uses of Wild Shape left, you regain one use of it.

Nature Magician. You can expend uses of Wild Shape to give yourself spell slots (no action required). Choose a number of your unexpended Wild Shape uses and convert them into a single spell lot with each expended use contributing 2 levels to the slot. For example, if you convert two uses of Wild Shape, you gain a level 4 spell slot. Once you use this feature you cannot do so again until you finish a Long Rest.

Longevity. The primal magic that you wield causes you to age more slowly. For every ten years that pass, your body ages only one year.

Subclasses

Circle of Dreams

Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids' 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.

Level Features
3 Balm of the Summer Court, Circle Spells and Boons
6 Hearth of Moonlight and Shadow
10 Hidden Paths
14 Walker in Dreams

Level 3: Balm of the Summer Court

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.

As a Bonus Action (which is considered a Magic action), you can choose one creature 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.

You regain all expended dice when you finish a Long Rest.

At Druid level 9, when you roll Initiative, you can choose to regain a number of expended d6s equal to your Wisdom modifier (minimum of 1). Once you use this feature, you cannot use it again until you complete a Long Rest.

Level 3: Circle Spells and Boons

When you reach a Druid level specified in the Circle of Dreams Spells table, you thereafter always have the listed spells prepared. Additionally, you gain the following benefit based on your Primal Order:

Magician. The healing of your Balm of the Summer Counrt is increased by an amount equal to your current maximum number of Wild Shapes as shown in the Wild Shape column of the Druid Features table per dice expended

Warden. While a creature has Temporary Hit Points from Balm of the Summer Court, they also have Resistance to all damage.

Circle of Dreams Spells
Druid LevelPrepared Spells

3rd

Arcane Lock, Minor Illusion, Silent Image, Sleep, Zone of Truth

5th

Create Food and Water, Magic Circle

7th

Dimension Door, Guardian of Faith (Guardian of the Hearth)

9th

Mislead, Seeming

Level 6: Hearth of Moonlight and Shadow

Home can be wherever you are. During a Short or Long Rest, you can invoke the shadowy power of the Dreamcatcher to help guard your respite. At the start of the rest, you touch a point in space and after 1 minute you cast a modified Tiny Hut without expending a spell slot.

The immobile dome has a 30-foot-radius instead of 10-foot, 30 creatures of Medium size or smaller can fit inside the dome with you. Large creatures take up the same space as 4 medium creatures, and Huge creatures take up the same space as 8 medium creatures. The dome fails if its area includes a creature larger than Huge or more than 30 Medium (or equivalent creatures) are in the space. Any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.

Your Wild is summoned along with the dome without expending a Wild Shape as part of the casting.

The magic of the dome is intended for rest, and if combat occurs within its space the dome vanishes.

The dome vanishes at the end of the rest or when you leave the sphere.

Level 10: Hidden Paths

You can use the hidden, magical pathways that some Fey use to traverse space in the blink of an eye. As a Bonus Action on your turn, you and your Wild can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use a Magic action to teleport one willing creature you touch or your Wild Companion touches up to 30 feet to an unoccupied space you can see.

You 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.

Level 14: Walker in Dreams

The magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.

When you finish a Short or Long 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.

This 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 have not taken a Long Rest on your current plane, the spell fails but is not wasted.

Once you use this feature, you cannot use it again until you finish a Short or Long Rest.

Circle of Spores

Druids 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 is not the end of life, but instead a change of state that sees life shift into a new form.

Druids of this circle have a complex relationship with the undead. Unlike most other druids, 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.

Level Features Halo of Spores
3 Circle Spells and Boons, Halo of Spores, Symbiotic Entity d4
6 Fungal Infestation d6
10 Spreading Spores d8
14 Fungal Body d10

Level 3: Circle Spells and Boons

When you reach a Druid level specified in the Circle of Spores Spells table, you thereafter always have the listed spells prepared. Additionally, you gain the following benefit based on your Primal Order:

Magician. The creatures hit by your Spectral Hands also take your Halo of Spores damage.

Warden. The extra Necrotic damage from Mycelic Strikes restores the same amount of Temporary Hit Points.

Circle of Spores Spells
Druid LevelSpells
3rdSpectral Hand, Bane, Blindness/Deafness, Ensnaring Strike, Gentle Repose
5thAnimate Dead, Gaseous Form
7thBlight, Confusion
9thCloudkill, Contagion

Level 3: Halo of Spores

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 tale a 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 at Druid levels 6 (1d6), 10 (1d8), 14 (1d10), and 18 (1d12).

Level 3: Symbiotic Entity

You gain the ability to channel magic into your spores. As a Bonus Action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a Wild Shape 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:

Angry Spores. When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.

Mycelic Strikes. Your melee weapon attacks and Unarmed Strikes deal an extra 1d6 Necrotic damage to any target they hit.

Useful Decomposition. When a hostile creature is reduced to 0 Hit Points before the start of your next turn after it takes damage from your Halo of Spores, you restore Temporary Hit Points equal to your Wisdom modifier plus half your Druid level (minimum of 1).

These benefits last for 10 minutes, until you lose all these Temporary Hit Points, or until you use your Wild Shape again. Having the Incapacitated condition by any means besides being Unonscious does not end this form.

At Druid level 6, you can attack twice, instead of once, whenever you take the Attack action on your turn while your spores are awakened.

Level 6: Fungal Infestation

Your spores gain the ability to infest a corpse and animate it. If a Beast or a Humanoid (or other creature at your DM's discretion) that is Small or Medium dies within 10 feet of you, you can take a Reaction to animate it as a Fungal Thrall, causing it to stand up immediately without provoking Opportunity Attacks. See its game statistics in the accompanying Fungal Thrall stat block, which uses your Proficiency Bonus (PB) in several places. When the thrall rises, it gains Temporary Hit Points equal to the amount gained from your Symbiotic Entity. In combat, the thrall acts during your turn. It obeys your mental commands, and if you have the Incapacitated condition, the thrall can take any action of its choice.

You 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.

Level 10: Spreading Spores

You gain the ability to seed an area with choking spores. As a Bonus Action while your Symbiotic feature is active, you can hurl spores up to 30 feet away, where they swirl in a cube up to 5 times your Wisdom modifier (minimum of 1) feet per side. You decide the size of the cube on each use. 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.

Whenever a creature other than you or your Fungal Thrall moves into the area 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. If a creature takes damage from these spores they can barely speak and are unable to complete the Verbal component of spells or use abilities that require others to hear them. A creature can take this damage no more than once per turn.

While the cube of spores persists, you cannot take your Halo of Spores Reaction.

Level 14: Fungal Body

The fungal spores in your body alter you: you cannot be Blinded, Deafened, Frightened, Poisoned, Possessed, or Weakened, and any Critical Hit against you counts as a normal hit instead, unless you have the incapacitated condition.

Circle of Stars

Harness Secrets Hidden in Constellations

The Circle of the Stars has tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By understanding these secrets, the Druids of this circle seek to harness the powers of the cosmos.

Level Features
3 Star Map, Starry Form, Circle Spells and Boons
6 Cosmic Omen
10 Twinkling Constellations*
14 Full of Stars*

Level 3: Star Map

You have 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.

While holding this map, you can cast Guiding Bolt at level 1 without expending a spell slot. When cast in this way it deals bonus damage equal to half your Druid level. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

If 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.

Star Map
d6Map Form
1A scroll bearing depictions of constellations
2A stone tablet with fine holes drilled through it
3An owlbear hide tooled with stellar symbols
4A collection of maps bound in an ebony cover
5A crystal engraved with starry patterns
6A glass disk etched with constellations

Foundry Note

The Guiding Bolt activity grants you the appropriate number of free castings of the spell at 1st level.

Level 3: Starry Form

As a Bonus Action, you can expend a use of your Wild Shape feature to take on a Starry Form, rather than shape-shifting.

While 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), have the Incapacitated condition, die, or use this feature again.

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:

Archer. 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 plus your Wisdom modifier.

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 plus your Wisdom modifier.

Dragon. 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.

Level 3: Circle Spells and Boons

When you reach a Druid level specified in the Circle of Stars Spells table, you thereafter always have the listed spells prepared.

Additionally, you gain the following benefit based on your Primal Order:

Magician. Your Guilding Bolt gains a Bonus to Attack Rolls equal to your current maximum number of Wild Shapes as shown in the Wild Shape column of the Druid Features table.

Warden. Being within 5 feet of an enemy does not impose Disadvantage on your Attack Rolls with your Guiding Bolt.

Circle of Stars Spells
Druid LevelSpells
3rdBless, Calm Emotions, Guidance, Guiding Bolt, Identify, Levitate
5thBlink, Sending
7thBanishment, Dimenson Door
9thCommune, Destructive Wave

Level 6: Cosmic Omen

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:

Weal (even). Whenever a creature makes a D20 Test, you can take a Reaction to roll a d6 and add a number rolled from the total. You can wait until after it rolls the d20, but you must decide before the DM says whether the roll succeeds or fails.

Woe (odd). Whenever a creature makes a D20 Test, you can use take a Reaction to roll a d6 and subtract a number rolled from the total. You can wait until after it rolls the d20, but you must decide before the DM says whether the roll succeeds or fails.

You can take this Reaction a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Level 10: Twinkling Constellations*

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 Fly Speed of 20 feet and can hover.

Moreover, at the start of each of your turns while in your Starry Form, you can change which constellation glimmers on your body.

Level 14: Full of Stars*

The duration of your Starry Form increases to 1 hour and while in this form, you become partially incorporeal, giving you Resistance to Bludgeoning, Piercing, and Slashing damage.

Circle of the Land

Celebrate Connection to the Natural World

The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites. 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 their communities.

Level Features Lands Aid Damage
3 Circle Spells and Boons, Land's Aid, Will of the Land 2d6
6 Natural Recovery 2d6
10 Nature's Ward 3d6
14 Nature's Sanctuary 4d6

Level 3: Circle Spells and Boons

Whenever you finish a Long Rest, choose one type of land: Arid, Polar, Temperate, or Tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.

Additionally, you gain the following benefit based on your Primal Order:

Magician. You can cast Druid spells as though you were in the space of a plant you created with a spell such as Entangle or Grasping Vine, but you must use your own sense.

Warden. You can move plants via your Living Greenery as a Magic action or Bonus Action.

Arid Land
Druid LevelCircle Spells
3Blur, Burning Hands, Fire Bolt, Hellish Rebuke, Invisibility
5Fireball, Haste
7Blight, Hallucinatory Terrain
9Seeming, Wall of Stone
Polar Land
Druid LevelCircle Spells
3Armor of Agathys, Crown of Madness, Fog Cloud, Hold Person, Ray of Frost
5Sleet Storm, Slow
7Freedom of Movement, Ice Storm
9Cone of Cold, Passwall
Temperate Land
Druid LevelCircle Spells
3Mirror Image, Misty Step, Shocking Grasp, Silent Image, Sleep
5Lightning Bolt, Water Breating
7Divination, Freedom of Movement
9Destructive Wave, Tree Stride
Tropical Land
Druid LevelCircle Spells
3Acid Splash, Bane, Ray of Sickness, Spider Climb, Web
5Gaseous Form, Stinking Cloud
7Greater Invisibility, Polymorph
9Insect Plague, Mislead

Level 3: Land's Aid

The magic of your Druid spells infuses with the surrounding environment. When you cast a level 1+ Druid spell that affects an area the following effects apply for the duration of the spell or until the end of your next turn if the spell has no duration:
Ease of Passage. Creatures of your choice ignore Difficult Terrain in the area.
Hinder the Unwelcome. Creatures of your choice consider the area as Difficult Terrain.
Living Greenery. If the spell has a duration of 1 minute or longer that requires your Concentration and creates plants, such as Entangle and Grasping Vine, you can use a Magic Action to move plants created by the spell up to 30 feet along a surface (at your DM's discretion) in a direction of your choice to an area that you can see as long as you concentrate on the spell.

Level 3: Will of the Land

You embody the will of the environment around you. Your checks made to maintain Concentration on your Druid spells that create plants, such as Entangle and Grasping Vine, and your Circle of the Land spells gain a bonus equal to your current maximum number of Wild Shapes as shown in the Wild Shape column of the Druid Features table.

Level 6: Natural Recovery

You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a slot, and you must finish a Long Rest before you do so again.

In addition, when you finish a Short Rest, you can 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 (round up, currently @classes.druid.levels), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can't do so again until you finish a Long Rest.

Foundry Note

The Cast Spell activity can be used to track its single free use.

The Recover Spell Slot activity does not automate the restoration of spell slots but can be used for tracking its own single use.

Level 10: Nature's Ward

You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle Spells feature, as shown in the Nature's Ward table.

Nature's Ward
Land TypeResistance
AridFire, Radiant
PolarCold, Necrotic
TemperateLightning, Thunder
TropicalPoison, Psychic

Level 14: Nature's Sanctuary

As a Magic action, you can expend a use of your Wild Shape and cause spectral trees and vines appear in a 15-foot Cube on the ground within 120 feet of yourself. They last there for 1 minute or until you have the Incapacitated condition or die. You and your allies have Half Cover while in that area, and your allies gain the current Resistance of your Nature's Ward while there.

As a Bonus Action, you can move the Cube up to 60 feet to ground within 120 feet of yourself.

Foundry Note

This feature includes Active Effects for each Nature's Ward land type and adds the Half Cover status effect which automatically applies the relevant bonuses. Apply the relevant effect to your allies.

These Active Effects are not automatically added/removed to/from Actors in the designated area however.

It also includes an activity which can be used for tracking your Bonus Action usage when moving the spectral trees and vines.

Circle of the Moon

Adopt Animal Forms to Guard the Wilds

Druids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals.

Changeable 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 then crash through undergrowth as a bear to drive off a trespassing monster. The wild is in the Druid's blood.

Level Features
3 Circle Spells and Boons, Circle Forms, Moonstruck
6 Improved Circle Forms
10 Moonlight Step
14 Lunar Form

Level 3: Circle Spells and Boons

When you reach a Druid level specified in the Circle of the Moon Spells table, you thereafter always have the listed spells prepared. You can cast the spells from this feature while you're in a Wild Shape form.

Additionally, you gain the following benefit based on your Primal Order:

Magician. When you are in your Wild Shape form, any healing received that would go beyond your maximum Hit Points grants Temporary Hit Points up to your Wild Shape's maximum Hit Points.

Warden. When you are in your Wild Shape form, your Warden Mastery can instead apply the Cleave or Graze property to any Bestial Strike attack as long as you are not Tiny in size.

Circle of the Moon Spells
Druid LevelPrepared Spells
3Starry Wisp, Compelled Duel, Cure Wounds, Moonbeam, See Invisibility
5Conjure Animals, Fear
7Faithful Guard, Fount of Moonlight
9Mass Cure Wounds, Steel Wind Strike

Level 3: Circle Forms

You can channel lunar magic when you assume a Wild Shape for, granting you the benefits below.

Bonus Attack. You can make a Bestial Strike as a Bonus Action while in Wild Shape form as long as you are not Tiny in size.

Pale Cascade. You gain a bonus to your Initiative equal to your current maximum number of Wild Shapes as shown in the Wild Shape column of the Druid Features table.

Temporary Hit Points. You gain a number of Temporary Hit Points equal to three times your Druid level

Level 3: Moonstruck

Becoming Incapacitated by any means besides becoming Unconcsious does not end your Wild Shape, unless you want it to (no action required).

Level 6: Improved Circle Forms

While in Wild Shape form, you gain the following benefits.

Lunar Radiance. Each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make this choice each time you hit with those attacks.

Increased Toughness. You can add your Wisdom modifier to your Consitituion saving throws.

Level 10: Moonlight Step

You magically transport yourself, reappearing amid a burst of moonlight. As a Bonus Action, you can teleport up to 30 feet to an unoccupied space you can see, and you have Advantage on the next attack roll you make before the end of this turn.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You can also regain uses by expending a level 2+ spell slot for each use you want to restore (no action required).

Foundry Note

This feature includes an activity with an Active Effect for tracking when you have Advantage but it does not automate the Advantage.

It also includes a Recharge with Spell Slot activity which can be used to conver spell slots into uses of this feature. You can select higher level slots by increasing the scale.

Level 14: Lunar Form

The power of the moon suffuses you, granting you the following benefits.

Crescent Strikes. Your Bestial Strikes have their Critical Hit threshold expanded by one.

Full Moon. When you use your Wild Shape, you can now choose to be Huge in size if you are in a big enough space. While in a Huge Wild Shape form, your Bestial Strikes and the damage from your Elemental Wild Shape each deal an additional damage die.

Huge Temporary Hit Points. The Temporary Hit Points you get from Wild Shape when you choose to be Huge size is equal to five times your Druid level.

Improved Lunar Radiance. Once per turn, you can deal an extra 2d10 Radiant damage to a target you hit with a Wild Shape form's attack. This increases to 2d12 Radiant if your size is Huge.

Shared Moonlight. Whenever you use Moonlight Step, you can also teleport one willing creature. That creature must be within 10 feet of you, and you teleport it to an unoccupied space you can see within 10 feet of your destination space.

Circle of the Sea

Become One with Tides and Storms

Druids of the Circle of the Sea draw on the tempestuous forces of oceans and storms. Some view themselves as embodiments of nature's wrath, seeking vengeance against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the inscrutable whispers and roars of the winds.

Level Features Wrath of the Sea Range
3 Circle Spells and Boons, Wrath of the Sea, Pelagic Core 5
6 Aquatic Affinity 10
10 Stormborn 10
14 Oceanic Gift 10

Level 3: Circle Spells and Boons

When you reach a Druid level specified in the Circle of the Sea Spells table, you thereafter always have the listed spells prepared.

Additionally, you gain the following benefit based on your Primal Order:

Magician. Becoming Incapacitated by any means other than becoming Unconscious does not end your Wrath of the Sea.

Warden. Creatures of your choice (including you) have Half Cover while within your Wrath of the Sea emanation.

Circle of the Sea Spells
Druid LevelPrepared Spells
3Fog Cloud, Gust of Wind, Ray of Frost, Shatter, Thunderwave
5Lightning Bolt, Water Breathing
7Control Water, Ice Storm
9Hold Monster, Maelstrom

Level 3: Wrath of the Sea

As a Bonus Action (which is considered a Magic Action), you can expend a use of your Wild Shape to manifest a 5-foot Emanation that takes the form of ocean spray that surrounds you for 10 minutes. It ends early if you dismiss it (no action required), manifest it again, or have the Incapacitated condition.

When you manifest the Emanation and as a Bonus Action on your subsequent turns, you can choose another creature you can see in the Emanation. The target must succeed on a Constitution savingt hrow against your spell save DC or take Cold, Lightning, or Thunder damage, and if the creature is Large or smaller, be pushed up to 15 feet away from you. To determine this damage, roll a number of d6s equal to your Wisdom modifier (minimum of one die).

Level 3: Pelagic Core

You are able to Wild Shape into the Animal of the Sea form, granting you the benefits below:

Pelagic Defense. Your Marine Defense feature is always active, regardless of if you are in water or not.

Swift Swim. While in this form or while your Wrath of the Sea is active, you can use a Bonus Action to Dash, Disengage, or Dodge while swimming.

Level 6: Aquatic Affinity

The size of the Emanation created by your Wrath of the Sea increases to 10 feet.

In addition, when you activate your Wrath of the Sea, you gain a number of Temporary Hit Points equal to your Druid level.

Level 10: Stormborn

Your Wrath of the Sea confers two more benefits while active, as detailed below.

Flight. You gain a Fly Speed equal to your Speed.

Resistance. You have Resistance to Cold, Lightning, and Thunder damage.

Foundry Note

You can use this feature in place of Wrath of the Sea. It includes an Active Effect which will automate the addition of the Resistances. It does not add the Fly Speed though.

Level 14: Oceanic Gift

Instead of manifesting the Emanation of Wrath of the Sea around yourself, you can manifest it around one willing creature within 60 feet of yourself. That creature gains all the benefits of the Emanation and uses your spell save DC and Wisdom modifier for it.

In addition, you can manifest the Emanation around both the other creature and yourself if you expend two uses of your Wild Shape instead of one when manifesting it.

Foundry Note

You can use this feature in place of Wrath of the Sea and Stormborn. It includes an activity for a single emanation or a double manifestation. It also includes the Active Effect from Stormborn which can be applied to both characters when manifesting a second emanation.

Circle of the Shepherd

Druids 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. Many 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.

Level Features
3 Speech of the Woods, Spirit Totem, Circle Spells and Boons
6 Mighty Summoner
10 Guardian Spirit
14 Shepherd of the Many

Level 3: Speech of the Woods

You gain the ability to converse with plants. You always have the Speak with Plants spell prepared. You can this spell or Speak With Animals without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Level 3: Spirit Totem

You can call forth nature spirits to influence the world around you. As a Bonus Action (which is considered a Magic Action), you can spend a use of your Wild Shape to magically summon an incorporeal spirit to an unoccupied space you can see within 60 feet of you. The spirit emits a 30-foot Emanation around itself. The spirit persists for 1 minute or until you have the incapacitated condition.

As a Bonus Action, you can move the spirit up to 60 feet to a point you can see.

The effect of the spirit's Emanation depends on the type of spirit you summon from the options below.

Guiding Spirit. The spirit aids you and your allies with its keen sight. When a creature makes an attack roll against a target within its Emanation, you can take a Reaction to perform the Help action for this attack. In addition, creatures of your choice within the Emanation can take the Search and Study actions as Bonus Actions.

Stubborn Spirit. The spirit grants you and your allies its might and endurance. Each creature of your choice in the Emanation when the spirit is summoned gains Temporary Hit Points equal to five plus your Druid level. In addition, you and your allies gain Advantage on Strength ability checks and saving throws while in the Emanation.

Whimsical Spirit. The spirit lends its playful nature to protection to those nearby. When you cast a level 1+ spell that restores Hit Points to a creature within the Emanation, each creature of your choice within the Emanation can expend one Hit Die to restore their Hit Points, with a minimum amount of healing equal to your Druid level.

Level 3: Circle Spells and Boons

When you reach a Druid level specified in the Circle of the Shepherd Spells table, you thereafter always have the listed spells prepared.

Additionally, you gain the following benefit based on your Primal Order:

Magician. When you summon your Wild Companion through a use of your Wild Shape feature, you cast Find Familiar at the level of your highest spell slot.

Warden. Creatures of your choice (including you) within the Emanation of your Spirit Totem can apply any of the mastery properties you have through your Warden feature to their attacks instead.

Circle of the Shepherd Spells
Druid LevelSpells
3rdDetect Evil and Good, Friends, Arcanist's Magic Aura, Find Steed, Sanctuary
5thConjure Animals, Magic Circle
7thCompulsion, Conjure Woodland Beings
9thCircle of Power, Hold Monster

Level 6: Mighty Summoner

That which you conjure are more resilient than normal. Any Beast, Fey or Plant summoned or created by a spell that you cast gains the following benefits.

Empowered Strikes. It can deal your choice of Force damage or its normal damage type.

More Hit Points. The creature appears with more Hit Points and maximum Hit Points. The amount is equal to your current maximum number of Wild Shapes as shown in the Wild Shape column of the Druid Features table.

Twinned Nature. You can summon an additional Beast, Fey, or Plant that is available to you. The additional summon does not have to be the same as the initial summoned creature. If you are required to maintain your Concentration on the initial summoning, then this Concentration can be used to maintain the additional summon simultaneously as well.

Level 10: Guardian Spirit

Your Spirit Totem safeguards the Beasts, Fey and Plants that you call forth with your magic. When a Beast, Fey or Plant that you summoned or created with a spell ends its turn within the Emanation of your Spirit Totem, that creature regains a number of Hit Points equal to half your Druid level.

Level 14: Shepherd of the Many

At the start of your turn when you have a spirit summoned by your Spirit Totem, as a Bonus Action you can call one of the other spirit options to appear in its place.

In addition, your Spirit Totem Emanation is 60 feet if you expend two uses of your Wild Shape instead of one when manifesting it.

Circle of Wildfire

Druids 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.

Level Features
3 Circle Spells and Boons, Summon Wildfire Spirit, Emberborne
6 Enhanced Bond
10 Cauterizing Flames
14 Blazing Revival

Level 3: Circle Spells and Boons

When you reach a Druid level specified in the Circle of Spores Spells table, you thereafter always have the listed spells prepared.

Additionally, you gain the following benefit based on your Primal Order:

Magician. The damage dealt when you summon your Wildfire Spirit and any damage dealt by your Wildfire Spirit is increased by an amount equal to your current maximum number of Wild Shapes as shown in the Wild Shape column of the Druid Features table.

Warden. Your Wildfire Spirit gains the Burning Rake action.

Circle of Wildfire Spells
Druid LevelSpells
3rdFire Bolt, Burning Hands, Cure Wounds, Flaming Sphere, Scorching Ray
5thPlant Growth, Revivify
7thAura of Life, Fire Shield
9thFlame Strike, Mass Cure Wounds

Level 3: Summon Wildfire Spirit

You can summon the primal spirit bound to your soul. As a Magic 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 that you can see within 30 feet of you. Each creature of your choice within 10 feet of the spirit when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage. The fire damage increases at Druid levels 6 (3d6), 10 (4d6), 14 (5d6), and 18 (6d6).

The 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.

In combat, the beast acts during your turn. 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 have the Incapacitated condition, the spirit can take any action of its choice, not just Dodge.

The 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.

Level 3: Emberborne

You Wildfire Spirit gains a bonus to its AC and Saving Throws equal to an amount equal to your current maximum number of Wild Shapes as shown in the Wild Shape column of the Druid Features table.

Foundry Note

The Bolster Spirit activity can be used to apply this bonus to your Wildfire Spirit once it has been summoned.

Level 6: Enhanced Bond

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.

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

Level 10: Cauterizing Flames

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 take a Reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals is based on the size of the dead creature with a bonus equal to your Wisdom modifier (minimum of 1). The number of d8s is shown in the table below.

Cauterizing Flames Damage Dice
Creature SizeNumber of d8s
Small2
Medium2
Large3
Huge4
Gargantuan+5

You can take this Reaction a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Level 14: Blazing Revival

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 take damage equal to its current Hit Points (no action required). You then immediately regain Hit Points equal to twice the damage your Wildfire Spirit takes, you end the Prone condition, standing without provoking Opportunity Attacks, and both your and your Wildfire Spirit unleash fiery energy as when you summon it.

Once you use this feature, you cannot use it again until you finish a Long Rest.