Druid | Class Features | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Druid


Hit Points

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

Proficiences

Tools: Herbalism
‌Languages: Druidic
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Overview & Creation

Druids are those who’m have sworn covenants an fealty to nature itself, and are rewarded with magic and an animal shape-changing ability called Wild Shape. The most powerful druids are also rewarded with extended life, but at a cost. Druids are barred from the use of heavily manufactured metal items. While a druid might use a chunk of ore, or slagged metal given willingly by the earth, proper steel and bronze industries are anathema to the druidic mindset. Druids will go to great efforts to find wooden and bone equivalents to items, some druids even find the touch of metal burning or sickly unpleasant.  


Class Features

Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. Your spells and abilities from from the Spirits of the Land and Nature.  

Spellcasting Focus

You can use a Druidic Spellcaster Foci as a focus for your druid spells.  

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  

Study Magic

You spend 10 minutes to prepare yourself to examine the pure magical energy of the Weave. For the next ten minutes after your preparations you can sense the faint aura of magic around visible creatures and objects within 30 feet of you. The aura tells you the spells school of magic and any noticeable source of magical energy. This ability can penetrate thin barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  

Ritual Casting

You can cast any rituals in the Druid Spell List, and ritual scrolls you transfer into your Holy Texts.  

Cantrip Versatility

You can replace a cantrip you know with another cantrip available to you on a long rest.  

Channel Nature

The magic of nature infuses you, and you gain the ability to channel that into various magical Effects. You start with two such effects, gaining a third from your Druidic Circle: Wild Shape, Wild Companion, and a third option granted by your Druidic Circle at 2nd level. When you use such an effect from this class, the DC equals your Druid spell save DC. You can use Channel Nature a number of times indicated by the Druid Class Table, regaining expended Channel Nature on a Long Rest.  

Wild Shape

You can use your action to magically assume the form of beasts native to your homeland, 'Shape of the Land' Wild Shape. You can stay in a beast shape for 30 minutes per druid level. You then revert to your normal form unless you expend another use Channel Nature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall Unconscious, are Incapacitated, drop to 0 hit points, or die.  

Wild Companion

You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Channel Nature to cast the Find Familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, the Familiar is cast at a level equal to your druid level divided by 4 (minimum 1), and the familiar disappears after your druid level x 30 minutes has ended.  

Druid Circle

You are raised up into the life of a druid, no small whim goes into your practices and training, coming from a particular Circle with it’s won traditions and abilities (Options are at the bottom of the page). Your choice also grants you Circle Spells (included at the bottom of the Druid Spell List), as well as features at 2nd, 3rd, 6th, 10th, and 14th level.  

Ability Score Improvement or Feat

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. Alternatively you can take a Feat from the Feats List.  

Might of the Land

At 5th level you gain access to a 40ft Climb speed for your Forms, as well as Multiattack for your  

Aquatic Wild Shapes

When you reach 7th level, your Wild Shapes can take on aquatic characteristics, allowing you to use the 'Shape of the Sea' Wild Shape.  

Aerial Wild Shapes

At 9th level, your Wild Shapes can take on flying characteristics, allowing you to use the 'Shape of the Sky' Wild Shape.  

Miniscule Wild Shapes

At 11th level, your Wild Shapes can take on tiny characteristics, allowing you to use the 'Shape of the Shadows' Wild Shape.  

Alternating Form

At 13th level, you have learned how to rapidly shift out of form and back into it again. If you’re in a Wild Shape form, you can switch to your normal form as a Bonus Action, and you can then switch back into that Wild Shape form within the next minute as a Bonus Action. Neither switch expends a use of Wild Shape if you retain your previous health.  

Wild Resurgence

Beginning at 15th level, when you use your Channel Nature, primal magic radiates from you, allowing you to use two of your Channel Nature options with a single charge of Channel Nature.  

Beast Spells

Beginning at 17th level, you can cast many of your Druid Spells in any shape you assume using Wild Shape. You can perform components of a spell, unless the spell requires a material component consumed by the spell. Also if you have spells or abilities that can be used in your armour or worn items, you can activate those abilities.  

Archdruid

At 18th level, whenever you roll initiative, you regain you regain one use of your Channel Nature. In addition, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.  

Epic Boon

You gain an Epic Boon Feat of your choice.


Starting Equipment

Roll 3d4 x10gp

  One of the lower staring gold amounts, mostly because druids take and create weapons and armour from the natural world. The majority of their costs go to tools and equipment that need great craftsmanship to make.


Subclass Options

Circle of Autumn

Autumn is a time for ending, a time for sleep, but also transformation and repurposing. Autumn Druids represent this Aspect of Nature, the change, and end. Taking rot and fungus and attacking the enemies of Nature directly, seeking to use those very foes as agents of Nature’s revenge. Vengeful doesn't even begin to describe reanimating an enemy to strike fear into their previous allies.   Carronite Build
Bone Collector (13 + Dex mod [max 2] AC): 30lb, 70gp and Heater Shield (+2 AC): 8lb, 20gp
Bone Morningstar (1d8 bludgeoning): 18lb, 35gp
3 Trident (1d6/d8 piercing, range 20/60ft): 4lb, 5gp
Divination Bones (5sp)
An Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
Soap & Perfume: (2gp)  

Circle Spells

Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. You learn the Chill Touch cantrip. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the Druid Spell List. The spell counts as a Druid Spell for you, but it doesn’t count against the number of Druid Spells you know. These spells can’t be replaced when you gain a level in this class.  

Channel Nature: Symbiotic Fungal Form

Starting at 2nd level, you gain an additional use of your Channel Nature. As a bonus action, you transform into a Fungal Form Version of yourself, a monstrous creature of fungus and flesh. This form has identical stats to you, and starts with as many hit points as your current hit point total. You can stay in Fungal Form for 1 minute per druid level. You then revert to your normal form unless you expend another use of Channel Nature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you drop to 0 hit points, or die. While in Fungal Form, you deal an additional 1d6 necrotic damage with melee weapon attacks, and when you cast an Abjuration Spell targeting self, you can make a melee weapon attack as a bonus action.  

Halo of Spores

Starting at 3rd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When an enemy you can see within 10ft of you is dealt damage, it also takes an additional 1d4 necrotic damage. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level. When in Fungal Form, double the dice used for Halo of Spores.  

Extra Attack

Beginning at 6th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.  

Fungal Infestation

At 10th level, your spores gain the ability to infest a humanoid corpse and animate it. If you kill a small or medium sized creature with one of your Autumn Druid Features, you can cast Summon Undead or Danse Macabre as a Reaction. Instead of Summoning an Undead Spirit, you create a Shape of Spores. For the purpose of Danse Macabre consider all the corpses a first level summons. In combat, the zombie’s turn is immediately after yours. Because it cannot make attacks on its own, it is exempted from the single summon rule, but it can use the Help action.  

Fungal Body

At 14th level, the fungal spores in your body alter you: you can’t be Blinded, Deafened, Frightened, or Poisoned, and any critical hit against you counts as a normal hit, unless you are Incapacitated. Your Spore Zombie and your own Halo of Spores increases to 30ft range.    

Circle of Mirage

Some Druids concern themselves with misdirection over direct action. A stray bird leading a child from the Deep Woods, a monstrous creature lurking need a Lumber Mill. Sometimes a light touch can be all that's needed to redirect the enemies of the natural world. The Mirage Druids Protect the Lands, redirecting incoming conflict as they would redirect waterflow.   Mythweaver Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Bone Rapier (1d8 piercing): 2lb, 25gp
Small Totem (1gp) and Herbalist Pouch (10gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.
Soap & Perfume: (2gp)  

Circle Spells

Your mystical link to the feywilds grants you access to certain spells steeped in illusion. You learn the Minor Illusion cantrip. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the Druid Spell List. The spell counts as a Druid Spell for you, but it doesn’t count against the number of Druid Spells you know. These spells can’t be replaced when you gain a level in this class.  

Channel Nature: Vapor Form

Starting at 2nd level, you gain an additional use of your Channel Nature. As an action you can transform into a Vapor Form. Vapor Form has a movement of 20ft hover, you have advantage on Dexterity checks and saving throws. You can enter or occupy the space of another creature. You can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces. You are considered lightly obscured for the purposes of hiding, and can attempt to hide even when only lightly obscured. You cannot manipulate objects, but you can speak softly. You can stay in a Vapor Form for 5 minutes per druid level. You then revert to your normal form unless you expend another use Channel Nature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall Unconscious, are Incapacitated, drop to 0 hit points, or die.  

Misty Vigil

Starting at 3rd level, you magically summon a 20ft radius of light mist within 60ft of you for 1 minute. As a bonus action, you can move the area of affect up to 30 feet to a point you can see. You can cast Illusion spells while in Vapor Form as long as you target the area of mist. Any Illusions cast this way must remain in the mist, or be dismissed early. Additionally anyone under the affect of Vapor Form, Gaseous Form, or Wind Walk have their speed doubled while in the area of Mist Energy.  

Confounding Mist

At 6th level, you gain advantages from natural mist, as well as your Misty Vigil. Your speed in Vapor Form is doubled when not in direct sunlight, and your allies can take advantage of light obscurement from your Vapor form. Additionally, when targets are in your Misty Vigil, they have disadvantage on Wisdom or Intelligence Saving Throws against your Illusions.  

Vapor Clad

Beginning at 10th level, when you are in Vapor Form, you can use your bonus action to evelop a creature for 1 minute. While enveloped, all abilities that affect the target also affect you, you cannot stop their movement. You can choose to either give the creature the Blinded condition, or a +2 to their AC. If the creature is an ally, you grant it +2 to its AC. As your reaction, you can expend an additional use of this feature to give the creature advantage on any attack roll, saving throw, or ability check.   You may use this feature a number of times equal to your Wisdom modifier plus your proficiency bonus (minimum of 1), and regain all expended uses on a long rest. This feature has a maximum duration of 1 minute. If the creature falls unconscious, is reduced to 0 hit points, or dies, this effect ends early. Enveloping a creature counts as a spell for the purposes of Dispel Magic, and has a spell level equal to half your druid level, rounded down (maximum of 9th level spell).  

Misty Domain

Starting at 14th level, your Misty Vigil is now 40ft radius, and you can move the area of affect up to 60 feet to a point you can see. While in Vapor Form, you can cast Illusion and Enchantment spells in your Misty Vigil for a spell slot one level below the level of the spell. Cantrips can be cast as a bonus action if they would normally be cast as an action. 1st level spells can be cast as cantrips. Spells cast at 2nd level would consume a first level spell slot, and so on. This feature cannot apply to spells cast as rituals.    

Circle of the Moon

For druids where the thrill of being a beast is paramount. Their personalities and beliefs can be quite different, but these druids believe that at the end of the day their maws or claws should be the ones elbow deep into the problem. It that also includes entrails, fair enough.   Wildrunner Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Bone Sabre (1d8 slashing): 3lb, 25gp
Animal Tooth Necklace (3gp)
Shortbow (1d6, 80/320 range, Ammunition): 2lb, 25gp  

Channel Nature: Aegis Bloom

Starting at 2nd level, you gain an additional use of your Channel Nature. As an action, you channel protective energies that appears as thick brushland. Choose a point within 30 feet of yourself, and spectral hedges appear for a moment in a 10-foot-radius sphere centered on that point. Then roll a number of d4s equal to your Wisdom modifier (minimum of one die), and add the dice together. The total is the number of Temporary Hit Points you can distribute to creatures in that sphere. These Temporary Hit Points cannot be restored, or stack with other sources of Temporary Hit Points. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.  

Combat Wild Shape

At 3rd level, when you use Wild Shape, you can use the feature as a bonus action, or an action, but not both. While in Wild Shapes, you will not end the affect while Incapacitated or Unconscious. Additionally, you can make a Bestial Strike as a Bonus Action, and can cast Abjuration Druid Spells, provided the spell doesn't consume material components.  

Elemental Wild Shapes

Beginning at 6th level, you imbue your Wild Shape forms with power from the Elemental Planes. Whenever you assume a Wild Shape form, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. While in that form, you have Resistance to the chosen damage type, and the form’s Bestial Strike can deal damage of that type rather than its normal type—with you choosing between the types when you hit. Your form also displays signs of the chosen damage type. For example, if you choose Fire, your fur in Wild Shape might flicker with harmless flames. You choose the details.  

Elemental Strike

At 10th level, Elemental forces imbue your attacks. When you deal damage with your Bestial Strike, the target takes an extra 1d6 damage of the type you chose from Elemental Wild Shape. This extra damage increases to 2d6 when you reach 17th level in this class.  

Thousand Forms

By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.    

Circle of Spring

The Druids of the Spring are keenly aware they are part of a rich tapestry of allies and fellow agents of nature. Every squirrel, wolf or bird is a potential ally and fighter for your cause. Spring Druids concern themselves with an ever increasing menagerie of beasts and fey to grow the Natural World's bounty.   Summoner Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp and Heater Shield (+2 AC): 8lb, 20gp
Spear (1d6/d8 piercing, range 20/60ft): 3lb, 1gp
Oni/Hannya Mask (9gp) and Herbalist Pouch (10gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Circle Spells

Your mystical connection to beasts of the land infuses you with the ability to cast certain Spells. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the Druid Spell List. The spell counts as a Druid Spell for you, but it doesn’t count against the number of Druid Spells you know. These spells can’t be replaced when you gain a level in this class.  

Speech of the Woods

When you take this Circle, you gain the ability to converse with beasts and many fey. You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.  

Channel Nature: Animal Companion

Beginning at 2nd level, you can expend a use of your Channel Nature to summon an Animal Companion. Choose a Shape of Land, Water or Sky. the Animal Companion treated your Druid levels as equal Ranger levels for the purposes of this feature. the Animal Companion is only summoned for a number of minutes equal to your Wisdom modifier.  

Spring’s Influence

Starting at 3rd level, you learn to focus the pure creative energies of spring into the world around you. As a bonus action, you can magically summon a 30ft radius of Spring Energy within 60ft of you for 1 minute. As a bonus action, you can move the area of affect up to 60 feet to a point you can see. You and all of your allies have advantage to all ability checks made within the area, and you can use your reaction to give an ally advantage on an attack roll. If you cast a spell that grants temporary hit points or restores hit points to any creature outside the aura, each creature of your choice in the aura also gains temporary hit points or regains hit points equal to your druid level. Once you use this feature, you can’t use it again for ten minutes.  

Elemental Summoner

At 6th level, beasts and fey that you conjure gain additional forms. Whenever you use a Conjuration spell, your Summon will gain 2 additional hit points for every level of Druid you have. Additionally, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. The summoned creature has resistance to the chosen damage type, and the form’s Attacks can deal damage using one of the forms resistances—with you choosing between the types when you hit. The summon also displays signs of the chosen damage type. For example, if you choose Fire, their fur may flicker with harmless flames. You choose the details.  

Elemental Wild Shapes

Beginning at 6th level, you imbue your Wild Shape forms with power from the Elemental Planes. Whenever you assume a Wild Shape form, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. While in that form, you have Resistance to the chosen damage type, and the form’s Bestial Strike can deal damage of that type rather than its normal type—with you choosing between the types when you hit. Your form also displays signs of the chosen damage type. For example, if you choose Fire, your fur in Wild Shape might flicker with harmless flames. You choose the details.  

Guardian Spirit

Beginning at 10th level, your Spring’s Influence safeguards the beasts and fey that you call forth with your magic. When a beast or fey that you summoned or created with a spell ends its turn in your Influence’s Aura, that creature regains a number of hit points equal to half your druid level.  

Faithful Summons

Starting at 14th level, the nature spirits you commune with protect you when you are the most defenseless. If you are reduced to 0 hit points or are Incapacitated against your will, you can immediately gain the benefits of Find Steed as if it were cast with a 9th-level spell slot. The conjured beast appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it (no action required). Once you use this feature, you can’t use it again until you finish a long rest.    

Circle of Stars

Druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of 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.   Astronomer Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Druidic Staff (1d6/d8 bludgeoning): 4lb, 5gp
Longbow (1d8 piercing): 2lb, 50gp
Holy Rites of the Earth (50gp) and Astronomy Equipment (35gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Circle Spells

Your mystical connection to the heavens infuses you with the ability to cast certain Spells. You gain proficiency in Astrology, and Longbows. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the Druid Spell List. The spell counts as a Druid Spell for you, but it doesn’t count against the number of Druid Spells you know. These spells can’t be replaced when you gain a level in this class.  

Channel Nature: Starry Form

Starting at 2nd level, you gain an additional use of your Channel Nature. As a bonus action, you transform into a Starry Form Version of yourself, your body becoming a luminous void of stars; your joints glimmer like stars, and glowing lines connect them as on a star chart. This form has identical stats to you, and starts with as many hit points as your current hit point total. You can stay in Starry Form for 1 minute per druid level. You then revert to your normal form unless you expend another use of Channel Nature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you drop to 0 hit points, or die. While in Starry Form, you shed bright light for 10ft radius, and dim light for a further 10ft. Also, you deal an additional 1d6 radiant damage with ranged attacks, and if you cast an Evocation spell on your turn, you can make a ranged spell attack as a bonus action. This attack deals 1d8 + your Wisdom modifier radiant damage.  

Halo of Stars

Starting at 3rd level, you are surrounded by motes of starlight, flickering around you until you unleash them on a creature nearby. When an enemy more than 60ft away from you is dealt radiant damage, you can deal it an additional 1d4 radiant damage. The radiant damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level. When in Starry Form, double the dice used for Halo of Stars.  

Extra Attack

Beginning at 6th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.  

Cosmic Omen

Starting at 10th level, you learn to use your star map to divine the will of the cosmos. When a creature you can see within 30ft of you makes an attack roll, saving throw, or ability check, you can use your reaction to roll a d6 and add or subtract the number rolled to the total.  

Full of Stars

Beginning at 14th level, while your Starry Form feature is active, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage; as well as a Hover speed of 30ft.    

Circle of Summer

A circle for druids for whom the magics of nature is paramount. More potent than summoning or transforming into creatures, or taking up Arms or Destruction. Symbolised by the height of nature’s bounty in the Summertime, they share the healing energies to grow and sustain Nature, and it's allies.   Healer Build
Druidic Staff (1d6/d8 bludgeoning): 4lb, 5gp
Holy Rites of the Earth (50gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Summer’s Bounty

When you choose this circle, you learn two additional cantrips of your choice from the Cleric or Druid Cantrip Lists. Additionally, whenever you use a spell of 1st Level or higher to Restore Hit Points to a creature, the creature regains additional Hit Points equal to 1d8 + your Wisdom modifier (This ability does not stack with other class features that boost healing magic).  

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain Spells. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the Druid Spell List. The spell counts as a Druid Spell for you, but it doesn’t count against the number of Druid Spells you know. These spells can’t be replaced when you gain a level in this class.  

Channel Nature: Healing Blossoms

Starting at 2nd level, you gain an additional use of your Channel Nature. As an action, you channel healing energy that appears as blooming flowers. Choose a point within 30 feet of yourself, and spectral flowers appear for a moment in a 10-foot-radius sphere centered on that point. Then roll a number of d4s equal to your Wisdom modifier (minimum of one die), and add the dice together. The total is the number of Hit Points you can distribute to creatures in that sphere. You decide the number of Hit Points that are restored to each of those creatures, deducting the healing from the total. You and your allies gain advantage on all ability checks made to detect creatures in the sphere.  

Natural Recovery

Starting at 3rd Level, you can regain some of your magical energy by sitting in meditation and communing with Nature. Taking ten minutes, 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.  

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 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. If you deal damage the creature is also immune to this affect.    

Circle of the Sun

Not all druids are about protecting the wild, as even Nature requires transformation and renewal. Sun Druids focus on the destructive aspects of nature and rebirth, focusing on corrupted Nature more than Civilsation. These druids form mystical links with Primal Fire Spirits, summon and control fire. As they grow more powerful they can even revitalise themselves by consuming flame itself or lean on the vitality of their fire spirit companion.   Pyrophile Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp and Heater Shield (+2 AC): 8lb, 20gp
Spear (1d6/d8 piercing, range 20/60ft): 3lb, 1gp
Oni/Hannya Mask (9gp) and Herbalist Pouch (10gp)
Priest’s Pack (6 gp) containing a backpack, blanket, candles, a tinderbox, incense & censer, religious vestments.  

Circle Spells

Your mystical connection to the heart of fire infuses you with the ability to cast certain Spells. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the Druid Spell List. The spell counts as a Druid Spell for you, but it doesn’t count against the number of Druid Spells you know. These spells can’t be replaced when you gain a level in this class.  

Channel Nature: Aspect of the Sun

Starting at 2nd level, you gain an additional use of your Channel Nature. As a bonus action, you can summon an Animal Companion with the ‘Shape of the Sun’ form within 30ft 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 2d6 fire damage. Additionally, as an action, you can see through the Animal Companion’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your Animal Companion. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.  

Cinderground

Starting at 3rd Level, you learn to focus the destructive forces of the sun into the land around you. As a bonus action, you can magically summon a 20ft radius of Elemental Energy within 60ft of you for 1 minute. As a bonus action, you can move the area of affect up to 60 feet to a point you can see. The area is difficult terrain for creatures hostile to you. Additionally, when a creature in the area takes damage from an attack or spell for the first time on a turn, it takes an extra 1d4 fire damage. Flying creatures are unaffected by this aura. Starting at 10th level, the extra damage dealt increases to 1d6, and 1d8 at 14th level. You can use this feature a number of times equal to your Wisdom modifier, regaining expended uses on a Long Rest.  

Elemental Supremacy

At 6th level, your connection to the Elemental Planes is enhanced. When you are in Wild Shape, your form has aspects of Fire, like flames flickering from your fur. Additionally, you can cast Evocation spells through your Aspect of the Sun while in Wild Shape. When you cast spells through, replace the damage type with fire damage, and you can add 1d8 to the total damage.  

Cauterizing Flames

Beginning at 10th level, 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 use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier. 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.  

Blazing Revival

Starting at 14th level, 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 drop to 0 hit points. You then regain half your hit points and immediately rise to your feet. Once you use this feature, you can't use it again until you finish a long rest.    

Circle of Winter

For these druids, the protection of Life is above even protecting Nature, druids who fight against the perversion of death and the foul incursion of the Shadowfell on our own reality. They guard in this world of in that world and manipulate the boundary between life and death to send their foes to their final rest while keeping their allies from that same fate.   Bonecarver Build
Bone Collector (13 + Dex mod [max 2] AC): 30lb, 70gp and Heater Shield (+2 AC): 8lb, 20gp
Bone War Sickle (1d8 piercing): 2lb, 10gp
Oni/Hannya Mask (9gp) and Herbalist Pouch (10gp)
Priest’s Pack (6 gp) containing a backpack, blanket, candles, a tinderbox, incense & censer, religious vestments.  

Circle Spells

Your mission to deny undeath and the touch of the Shadowfell grants you access to certain spells steeped in charm. You learn additional spells when you reach certain levels in this class, as shown at the bottom of the Druid Spell List. The spell counts as a Druid Spell for you, but it doesn’t count against the number of Druid Spells you know. These spells can’t be replaced when you gain a level in this class.  

Channel Nature: Winter’s Bane

Starting at 2nd level, you gain an additional use of your Channel Nature. As an action, you channel protective energies that appears as gently falling snow. Choose a point within 30 feet of yourself, and ethereal snow will fall for a moment in a 10-foot-radius sphere centered on that point. All undead creatures in that sphere must make a Wisdom saving throw. If the creature fails its saving throw, it suffers the Frightened condition even if it was otherwise immune to these affects, for 1 minute, treating you as the Source of that fear. Additionally, at 10th level, roll a number of d8s equal to your Wisdom modifier (minimum of one die), and add the dice together. You can deal that much radiant or cold damage amongst those affected within the sphere.  

Harvest’s Scythe

Starting at 3rd level, you learn to unravel and harvest the life energy of other creatures. You can augment your spells to drain the life force from creatures. You have a pool of energy represented by a number of d6s equal to your druid level. When you roll damage for a spell, you can increase that damage by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and add them to one dice of damage as extra cold or radiant damage. If you kill one or more hostile creatures with a spell augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent to increase the spell’s damage, or 5 hit points per die if at least one of the slain creatures was undead. You regain the expended dice when you finish a long rest.  

Speech Beyond the Grave

At 6th level, you gain the ability to reach beyond death’s veil in search of knowledge. Using this feature, you can cast Speak with Dead without material components, and you understand what the target of this casting says. It can understand your questions, even if you don’t share a language or it is not intelligent enough to speak (for example, an animal or beast). Once you use this feature, you can’t use it again for ten minutes.  

Watcher at the Threshold

At 10th level, you gain resistance to cold, necrotic and radiant damage. In addition, while you aren’t Incapacitated, any ally within 30 feet of you has advantage on death saving throws.  

Paths of the Dead

At 14th level, your mastery of death allows you to tread the paths used by ghosts and other spirits. Using this feature, you can cast Etherealness.
 


Created by

Falme.

Statblock Type

Class Features

Link/Embed