Druid Profession in Dierde | World Anvil

Druid

Druid [–] Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest.
  Crouching out of sight on a high tree branch in the form of a leopard, a human peers out of the jungle at the strange construction of a temple of Evil Elemental Air, keeping a close eye on the cultists' activities.
  Swinging a blade formed of pure fire, a half-elf charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life.
  Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature's indomitable will.
  Power of Nature [–] Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.
  Druid spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.
  Preserve the Balance [–] For druids, nature exists in a precarious balance. The four elements that make up a world—air, earth, fire, and water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, druids oppose cults of Elemental Evil and others who promote one element to the exclusion of others.
  Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids' territory.
  Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature's balance or the lands they protect, druids take on a more active role in combating the threat, as adventurers.
  Creating a Druid [–] When making a druid, consider why your character has such a close bond with nature. Perhaps your character lives in a society where the Old Faith still thrives, or was raised by a druid after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a druid was part of your character's destiny.
  Have you always been an adventurer as part of your druidic calling, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.
  Quick Build [–] You can make a druid quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the hermit background.
  Sacred Plants and Wood [–] A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe.
  Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins.
  Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid of a desert region might value the yucca tree and cactus plants.
  Druids and the Gods [–] Some druids venerate the forces of nature themselves, but most druids are devoted to one of the many nature deities worshiped in the multiverse (the lists of gods in appendix B include many such deities). The worship of these deities is often considered a more ancient tradition than the faiths of clerics and urbanized peoples. In fact, in the world of Greyhawk, the druidic faith is called the Old Faith, and it claims many adherents among farmers, foresters, fishers, and others who live closely with nature. This tradition includes the worship of Nature as a primal force beyond personification, but also encompasses the worship of Beory, the Oerth Mother, as well as devotees of Obad-Hai, Ehlonna, and Ulaa.
  In the worlds of Greyhawk and the Forgotten Realms, druidic circles are not usually connected to the faith of a single nature deity. Any given circle in the Forgotten Realms, for example, might include druids who revere Silvanus, Mielikki, Eldath, Chauntea, or even the harsh Gods of Fury: Talos, Malar, Auril, and Umberlee. These nature gods are often called the First Circle, the first among the druids, and most druids count them all (even the violent ones) as worthy of veneration.
  The druids of Eberron hold animistic beliefs completely unconnected to the Sovereign Host, the Dark Six, or any of the other religions of the world. They believe that every living thing and every natural phenomenon—sun, moon, wind, fire, and the world itself—has a spirit. Their spells, then, are a means to communicate with and command these spirits. Different druidic sects, though, hold different philosophies about the proper relationship of these spirits to each other and to the forces of civilization. The Ashbound, for example, believe that arcane magic is an abomination against nature, the Children of Winter venerate the forces of death, and the Gatekeepers preserve ancient traditions meant to protect the world from the incursion of aberrations.
  The following information is from Xanathar’s Guide to Everything, page 21.
  “Even in death, each creature plays its part in maintaining the Great Balance. But now an imbalance grows, a force that seeks to hold sway over nature. This is the destructive behavior of the mortal races. The farther away from nature their actions take them, the more corrupting their influence becomes. As druids, we seek mainly to protect and educate, to preserve the Great Balance, but there are times when we must rise up against danger and eradicate it.”
  — Safhran, archdruid
  Druids are the caretakers of the natural world, and it is said that in time a druid becomes the voice of nature, speaking the truth that is too subtle for the general populace to hear. Many who become druids find that they naturally gravitate toward nature; its forces, cycles, and movements fill their minds and spirits with wonder and insight. Many sages and wise folk have studied nature, writing volumes about its mystery and power, but druids are a special kind of being: at some point, they begin to embody these natural forces, producing magical phenomena that link them to the spirit of nature and the flow of life. Because of their strange and mysterious power, druids are often revered, shunned, or considered dangerous by the people around them.
  Your druid character might be a true worshiper of nature, one who has always scorned civilization and found solace in the wild. Or your character could be a child of the city who now strives to bring the civilized world into harmony with the wilderness. You can use the sections that follow to flesh out your druid, regardless of how your character came to the profession.
  Treasured Item [–] Some druids carry one or more items that are sacred to them or have deep personal significance. Such items are not necessarily magical, but every one is an object whose meaning connects the druid's mind and heart to a profound concept or spiritual outlook.
  When you decide what your character's treasured item is, think about giving it an origin story: how did you come by the item, and why is it important to you?
  Treasured Item d6 Treasured Item 1 A twig from the meeting tree that stands in the center of your village 2 A vial of water from the source of a sacred river 3 Special herbs tied together in a bundle 4 A small bronze bowl engraved with animal images 5 A rattle made from a dried gourd and holly berries 6 A miniature golden sickle handed down to you by your mentor Guiding Aspects [–] Many druids feel a strong link to a specific aspect of the natural world, such as a body of water, an animal, a type of tree, or some other sort of plant. You identify with your chosen aspect; by its behavior or its very nature, it sets an example that you seek to emulate.
  Guiding Aspects d6 Guiding Aspects 1 Yew trees remind you of renewing your mind and spirit, letting the old die and the new spring forth. 2 Oak trees represent strength and vitality. Meditating under an oak fills your body and mind with resolve and fortitude. 3 The river's endless flow reminds you of the great span of the world. You seek to act with the long-term interests of nature in mind. 4 The sea is a constant, churning cauldron of power and chaos. It reminds you that accepting change is necessary to sustain yourself in the world. 5 The birds in the sky are evidence that even the smallest creatures can survive if they remain above the fray. 6 As demonstrated by the actions of the wolf, an individual's strength is nothing compared to the power of the pack. Mentors [–] It's not unusual for would-be druids to seek out (or be sought out by) instructors or elders who teach them the basics of their magical arts. Most druids who learn from a mentor begin their training at a young age, and the mentor has a vital role in shaping a student's attitudes and beliefs.
  If your character received training from someone else, who or what was that individual, and what was the nature of your relationship? Did your mentor imbue you with a particular outlook or otherwise influence your approach to achieving the goals of your chosen path?
  Mentors d6 Mentors 1 Your mentor was a wise treant who taught you to think in terms of years and decades rather than days or months. 2 You were tutored by a dryad who watched over a slumbering portal to the Abyss. During your training, you were tasked with watching for hidden threats to the world. 3 Your tutor always interacted with you in the form of a falcon. You never saw the tutor's humanoid form. 4 You were one of several youngsters who were mentored by an old druid, until one of your fellow pupils betrayed your group and killed your master. 5 Your mentor has appeared to you only in visions. You have yet to meet this person, and you are not sure such a person exists in mortal form. 6 Your mentor was a werebear who taught you to treat all living things with equal regard. Learning Beast Shapes [–] The Wild Shape feature in the player's handbook lets you transform into a beast that you've seen. That rule gives you a tremendous amount of flexibility, making it easy to amass an array of beast form options for yourself, but you must abide by the limitations in the Beast Shapes table in that book.
  When you gain Wild Shape as a 2nd-level druid, you might wonder which beasts you've already seen. The following tables organize beasts from the monster manual according to the beasts' most likely environments. Consider the environment your druid grew up in, then consult the appropriate table for a list of animals that your druid has probably seen by 2nd level.
  These tables can also help you and your DM determine which animals you might see on your travels. In addition, the tables include each beast's challenge rating and note whether a beast has a flying or swimming speed. This information will help you determine whether you qualify to assume that beast's form.
  The tables include all the individual beasts that are eligible for Wild Shape (up to a challenge rating of 1) or the Circle Forms feature of the Circle of the Moon (up to a challenge rating of 6).
  Arctic CR Beast Fly/Swim 0 Owl Fly 1/8 Blood hawk Fly 1/4 Giant owl Fly 1 Brown bear — 2 Polar bear Swim 2 Saber-toothed tiger — 6 Mammoth — Coast CR Beast Fly/Swim 0 Crab Swim 0 Eagle Fly 1/8 Blood hawk Fly 1/8 Giant crab Swim 1/8 Poisonous snake Swim 1/8 Stirge Fly 1/4 Giant lizard — 1/4 Giant wolf spider — 1/4 Pteranodon Fly 1 Giant eagle Fly 1 Giant toad Swim 2 Plesiosaurus Swim Desert CR Beast Fly/Swim 0 Cat — 0 Hyena — 0 Jackal — 0 Scorpion — 0 Vulture Fly 1/8 Camel — 1/8 Flying snake Fly 1/8 Mule — 1/8 Poisonous snake Swim 1/8 Stirge Fly 1/4 Constrictor snake Swim 1/4 Giant lizard — 1/4 Giant poisonous snake Swim 1/4 Giant wolf spider — 1 Giant hyena — 1 Giant spider — 1 Giant toad Swim 1 Giant vulture Fly 1 Lion — 2 Giant constrictor snake Swim 3 Giant scorpion — Forest CR Beast Fly/Swim 0 Baboon — 0 Badger — 0 Cat — 0 Deer — 0 Hyena — 0 Owl Fly 1/8 Blood hawk Fly 1/8 Flying snake Fly 1/8 Giant rat — 1/8 Giant weasel — 1/8 Poisonous snake Swim 1/8 Mastiff — 1/8 Stirge Fly 1/4 Boar — 1/4 Constrictor snake Swim 1/4 Elk — 1/4 Giant badger — 1/4 Giant bat Fly 1/4 Giant frog Swim 1/4 Giant lizard — 1/4 Giant owl Fly 1/4 Giant poisonous snake Swim 1/4 Giant wolf spider — 1/4 Panther — 1/4 Wolf — 1/2 Ape — 1/2 Black bear — 1/2 Giant wasp Fly 1 Brown bear — 1 Dire wolf — 1 Giant hyena — 1 Giant spider — 1 Giant toad Swim 1 Tiger — 2 Giant boar — 2 Giant constrictor snake Swim 2 Giant elk — Grassland CR Beast Fly/Swim 0 Cat — 0 Deer — 0 Eagle Fly 0 Goat — 0 Hyena — 0 Jackal — 0 Vulture Fly 1/8 Blood hawk Fly 1/8 Flying snake Fly 1/8 Giant weasel — 1/8 Poisonous snake Swim 1/8 Stirge Fly 1/4 Axe beak — 1/4 Boar — 1/4 Elk — 1/4 Giant poisonous snake Swim 1/4 Giant wolf spider — 1/4 Panther (leopard) — 1/4 Pteranodon Fly 1/4 Riding horse — 1/4 Wolf — 1/2 Giant goat — 1/2 Giant wasp Fly 1 Giant eagle Fly 1 Giant hyena — 1 Giant vulture Fly 1 Lion — 1 Tiger — 2 Allosaurus — 2 Giant boar — 2 Giant elk — 2 Rhinoceros — 3 Ankylosaurus — 4 Elephant — 5 Triceratops — Hill CR Beast Fly/Swim 0 Baboon — 0 Eagle Fly 0 Goat — 0 Hyena — 0 Raven Fly 0 Vulture Fly 1/8 Blood hawk Fly 1/8 Giant weasel — 1/8 Mastiff — 1/8 Mule — 1/8 Poisonous snake Swim 1/8 Stirge Fly 1/4 Axe beak — 1/4 Boar — 1/4 Elk — 1/4 Giant owl Fly 1/4 Giant wolf spider — 1/4 Panther (cougar) — 1/4 Wolf — 1/2 Giant goat — 1 Brown bear — 1 Dire wolf — 1 Giant eagle Fly 1 Giant hyena — 1 Lion — 2 Giant boar — 2 Giant elk — Mountain CR Beast Fly/Swim 0 Eagle Fly 0 Goat — 1/8 Blood hawk Fly 1/8 Stirge Fly 1/4 Pteranodon Fly 1/2 Giant goat — 1 Giant eagle Fly 1 Lion — 2 Giant elk — 2 Saber-toothed tiger — Swamp CR Beast Fly/Swim 0 Rat — 0 Raven Fly 1/8 Giant rat — 1/8 Poisonous snake Swim 1/8 Stirge Fly 1/4 Constrictor snake Swim 1/4 Giant frog Swim 1/4 Giant lizard — 1/4 Giant poisonous snake Swim 1/2 Crocodile Swim 1 Giant spider — 1 Giant toad Swim 2 Giant constrictor snake Swim 5 Giant crocodile Swim Underdark CR Beast Fly/Swim 0 Giant fire beetle — 1/8 Giant rat — 1/8 Stirge Fly 1/4 Giant bat Fly 1/4 Giant centipede — 1/4 Giant lizard — 1/4 Giant poisonous snake Swim 1 Giant spider — 1 Giant toad Swim 2 Giant constrictor snake Swim 2 Polar bear (cave bear) Swim Underwater CR Beast Fly/Swim 0 Quipper Swim 1/4 Constrictor snake Swim 1/2 Giant sea horse Swim 1/2 Reef shark Swim 1 Giant octopus Swim 2 Giant constrictor snake Swim 2 Hunter shark Swim 2 Plesiosaurus Swim 3 Killer whale Swim 5 Giant shark Swim Druidic PHB p64 [–] You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
  Spellcasting PHB p64 [–] Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.
  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 Ritual Casting [–] You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
  Spellcasting Focus [–] You can use a druidic focus as a spellcasting focus for your druid spells.
  Wild Shape PHB p64 [–] Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
  Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
  Beast Shapes Level Max. CR Limitations Example 2nd 1/4 No flying or swimming speed Wolf 4th 1/2 No flying speed Crocodile 8th 1 — Giant eagle You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
  While you are transformed, the following rules apply:
  Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. Wild Companion TCE p35 [–] 2nd-level druid optional feature
  You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature 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, and the familiar disappears after a number of hours equal to half your druid level.
  Druid Circle PHB p64 [–] At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
  Wild Shape Improvement PHB p64 [–] At 4th level, your Wild Shape improves as shown on the Beast Shapes table.
  Ability Score Improvement PHB p64 [–] When you reach 4th 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.
  If your DM allows the use of feats, you may instead take a feat.
  Cantrip Versatility TCE p35 [–] 4th-level druid optional feature
  Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the druid spell list.
  Druid Circle feature PHB p64 [–] At 6th level, you gain a feature granted by your Druid Circle.
  Wild Shape Improvement PHB p64 [–] At 8th level, your Wild Shape improves as shown on the Beast Shapes table.
  Ability Score Improvement PHB p64 [–] When you reach 8th 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.
  If your DM allows the use of feats, you may instead take a feat.
  Druid Circle feature PHB p64 [–] At 10th level, you gain a feature granted by your Druid Circle feature.
  Ability Score Improvement PHB p64 [–] When you reach 12th 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.
  If your DM allows the use of feats, you may instead take a feat.
  Druid Circle feature PHB p64 [–] At 14th level, you gain a feature granted by your Druid Circle feature.
  Ability Score Improvement PHB p64 [–] When you reach 16th 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.
  If your DM allows the use of feats, you may instead take a feat.
  Timeless Body PHB p64 [–] Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.
  Beast Spells PHB p64 [–] Beginning at 18th level, you can cast many of your druid spells in any shape you assume using Wild Shape. You can perform the somatic and verbal components of a druid spell while in a beast shape, but you aren't able to provide material components.
  Ability Score Improvement PHB p64 [–] When you reach 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.
  If your DM allows the use of feats, you may instead take a feat.
  Archdruid PHB p64 [–] At 20th level, you can use your Wild Shape an unlimited number of times.
  Additionally, you can ignore the verbal and somatic components of your druid spells, as well as any material components that lack a cost and aren't consumed by a spell. You gain this benefit in both your normal shape and your beast shape from Wild Shape.
  Circle of Dreams XGE p22 [–] 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.
  Balm of the Summer Court XGE p22 [–] At 2nd level, 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, 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.
  Hearth of Moonlight and Shadow XGE p22 [–] At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
  While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.
  The sphere vanishes at the end of the rest or when you leave the sphere.
  Hidden Paths XGE p22 [–] Starting at 10th level, 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 can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch 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.
  Walker in Dreams XGE p22 [–] At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.
  When you finish a short 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 haven't taken a long rest on your current plane, the spell fails but isn't wasted.
  Once you use this feature, you can't use it again until you finish a long rest.
  Circle of Spores TCE p36 [–] 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 isn't 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.
  Circle Spells TCE p36 [–] Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table.
  Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
  Circle of Spores Spells Druid Level Circle Spells 3rd blindness/deafness, gentle repose 5th animate dead, gaseous form 7th blight, confusion 9th cloudkill, contagion Halo of Spores TCE p36 [–] Starting at 2nd level, 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 use your 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 to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
  Symbiotic Entity TCE p36 [–] At 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast 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:
  When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total. Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit. These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.
  Fungal Infestation TCE p36 [–] At 6th level, your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.
  In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
  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.
  Spreading Spores TCE p36 [–] At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away, where they swirl in a 10-foot cube for 1 minute. 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 moves into the cube 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. A creature can take this damage no more than once per turn.
  While the cube of spores persists, you can't use your Halo of Spores reaction.
  Fungal Body TCE p36 [–] 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 instead, unless you're incapacitated.
  Circle of Stars TCE p38 [–] The Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos.
  Many druids of this circle keep records of the constellations and the stars' effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples-any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm.
  Star Map TCE p38 [–] 2nd-level Circle of the Stars feature
  You've 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.
  Star Map d6 Map Form 1 A scroll covered with depictions of constellations 2 A stone tablet with fine holes drilled through it 3 A speckled owlbear hide, tooled with raised marks 4 A collection of maps bound in an ebony cover 5 A crystal that projects starry patterns when placed before a light 6 Glass disks that depict constellations While holding this map, you have these benefits:
  You know the guidance cantrip. You have the guiding bolt spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared. You can cast guiding bolt without expending a spell slot. You can do so a number of times equal to your proficiency bonus, 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.
  Starry Form TCE p38 [–] 2nd-level Circle of the Stars feature
  As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.
  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), are incapacitated, 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 + 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 + 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. Cosmic Omen TCE p38 [–] 6th-level Circle of the Stars feature
  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 you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and add the number rolled to the total.
  Woe (odd). Whenever a creature you can see within 30 feet of you is about to make an attack roll, a saving throw, or an ability check, you can use your reaction to roll a d6 and subtract the number rolled from the total.
  You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  Twinkling Constellations TCE p38 [–] 10th-level Circle of the Stars feature
  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 flying 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.
  Full of Stars TCE p38 [–] 14th-level Circle of the Stars feature
  While in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.
  Circle of the Cycle HHHVIII p111 [–] Druids of the Circle of the Cycle believe that death and life are merely part of the same cycle: not only is death a beautiful, natural event, but it is also essential for life to flourish. However, these druids take this concept a step further than simply consuming flesh or reusing bones to make tools. Instead, they take the body parts of slain creatures and incorporate them into their shapeshifting abilities to bolster their own powers. While even other druids see this as overly pragmatic, Druids of the Circle of the Cycle see it as a final honour to the dead, allowing them to walk the earthly plane one last time.
  These druids wander the land, ensuring the cycle is unbroken. They are just as adept at ending a suffering creature's life as they are at helping to birth a new one. They absolutely abhor the undead, who they see as being the ultimate perversion of the cycle; it is not uncommon for these druids to be spurred to great action if it means ending an undead presence in their land.
  Healing Through Change HHHVIII p111 [–] When you choose this circle at 2nd level, whenever you cause yourself or an ally to change into another form through magic (such as with your Wild Shape feature or through the polymorph spell), that creature recovers hit points equal to your Druid level plus your Wisdom modifier. These hit points are added to their original hit points instead of their new form.
  Accelerate the Cycle HHHVIII p111 [–] Starting at 6th level, whenever you succeed on an attack roll against a creature, you may choose to add two extra damage dice to your total damage dealt. If your target is undead or a creature that has less than half of its maximum hit points, you roll three extra dice instead.
  You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain one expended use whenever you kill a creature or whenever you expend a spell slot to cause a creature other than you to regain hit points. You also regain all expended uses when you finish a short or long rest.
  Death and Rebirth HHHVIII p111 [–] At 10th level, you learn how to harness the energy of the recently deceased to instantly cause new life to spring forth from the corpse. Whenever a creature you can see dies within 60 feet of you, you can use your reaction to conjure a beast of your choice that has a challenge rating of 2 or less in an unoccupied space within 5 feet of the deceased creature. You must have seen this beast before in order to conjure it in this way. When you reach 14th level in this class, you may conjure beasts that have up to a challenge rating of 4.
  The summoned beast is friendly to you and your companions. Roll initiative for the summoned beast, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The beast lasts for 1 hour, until it drops to 0 hit points, or if you dismiss it as an action, after which, the beast disappears into a cloud of energy that quickly dissipates.
  Once you use this feature once, you cannot use it again until you finish a short or long rest.
  Monstrous Wild Shape HHHVIII p111 [–] At 14th level, your mastery of the cycle allows you to transform into the monsters you have harvested. As an action, you may expend a use of your Wild Shape feature to cast the shapechange spell. When cast in this way, you may only assume the form of a creature with the beast, dragon, giant, humanoid, or monstrosity creature types, there is no challenge rating limit to what creature you can transform into, and you do not need any of the spell's normal components. Instead, the spell consumes a heart harvested by you from the creature you are transforming into. If you wish to change into another form during the duration of the spell, you must expend another heart using the same rules.
  Circle of the Hive [–] Druids of the Circle of the Hive share their body with a plethora of tiny arthropods—insects, arachnids, or even crustaceans. These symbiotes call such druids home, living within their skin, clothes, and hair. This habitation might manifest as a honeycomb-like hive, a silky subcutaneous trapdoor (below which lurks a spider), or butterfly chrysalids hanging from their hair.
  Druids of this circle relish creating a moving biosphere that sustains a variety of organisms, often seeking out new and exotic species as symbiotic lodgers. These creatures are a part of the druid, nourishing and protecting the druid as the druid nourishes and protects its tenants.
  Circle Spells [–] Your symbiotic link to arthropods and their versatility grants you access to certain spells. At 2nd level, you learn the swarm cantrip.
  At 3rd, 5th, 7th, and 9th level, you gain access to the spells listed for that level in the Circle of the Hive Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
  All these spells use arthropods in their manifestation; for example, arcane eye or mislead could be a swarm of flies you conjure and imbue with different properties.
  Circle of the Hive Spells Druid Level Spells 3rd blur, web 5th fly, hypnotic pattern 7th arcane eye, giant insect 9th insect plague, mislead Swarm Shape [–] When you use your Wild Shape feature, you can turn into a swarm of creatures, adhering to the normal limitations on CR and speed.
  Symbiotic Biosphere [–] The symbiotes that inhabit your body flit in and around you, harmless until threatened. As a bonus action, you can release pheromones, stimulating hyper-aggression in your symbiotes for the next minute. The first time you are hit by a melee attack by a creature within 15 feet of you on its turn, the swarm retaliates, forcing the attacker to make a Constitution saving throw against your druid spell save DC. On a failure, the attacker takes 1d4 poison damage. The poison damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
  After you activate this feature, you can't do so again until you finish a short or long rest.
  In addition, you can communicate with arthropods using pheromones, conveying basic emotions and ideas.
  Protect the Monarch [–] Your connection to the arthropods you host becomes deeper; they regard you as a worker bee would its queen, and they gladly sacrifice themselves to protect you. As a reaction when you take damage from a source you can see, you can command your insect symbiotes to swarm in front of you, deflecting some of the incoming energy. You gain a number of temporary hit points equal to your druid level, which take as much of the triggering damage as possible.
  You lose any remaining temporary hit points at the end of the current turn. You can use this feature a number of times equal to your Wisdom modifier (minimum once) regaining all expended uses when you finish a short or long rest.
  Additionally, the poison damage of Symbiotic Biosphere increases to 1d6.
  Honeydrenaline [–] You have attracted a species of flying arthropod that produces a mixture of sugar and adrenaline with amazing, stimulating properties. As a bonus action, you can send these creatures to invigorate a willing creature you can see within 30 feet of you. The creature regains hit points equal to your druid level and can immediately use its reaction to move up to its speed. This movement doesn't provoke opportunity attacks.
  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.
  Additionally, the poison damage of Symbiotic Biosphere increases to 1d8
  Swarmsense [–] Hosting such a variety of tiny beings has permanently altered your personal biosphere. You gain the following benefits:
  Blindsight and tremorsense out to a range of 10 feet. Resistance to poison damage. Immunity to the poisoned condition. Advantage on initiative rolls. Additionally, the poison damage of Symbiotic Biosphere increases to 1d10
  Circle of the Land PHB p68 [–] The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. 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 communities that hold to the Old Faith and serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.
  Bonus Cantrip PHB p68 [–] You learn one additional druid cantrip of your choice. This cantrip doesn't count against the number of druid cantrips you know.
  Natural Recovery PHB p68 [–] Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, 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.
  Circle Spells PHB p68 [–] Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land—arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark—and consult the associated list of spells.
  Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
  Arctic Druid Level Circle Spells 3rd hold person, spike growth 5th sleet storm, slow 7th freedom of movement, ice storm 9th commune with nature, cone of cold Coast Druid Level Circle Spells 3rd mirror image, misty step 5th water breathing, water walk 7th control water, freedom of movement 9th conjure elemental, scrying Desert Druid Level Circle Spells 3rd blur, silence 5th create food and water, protection from energy 7th blight, hallucinatory terrain 9th insect plague, wall of stone Forest Druid Level Circle Spells 3rd barkskin, spider climb 5th call lightning, plant growth 7th divination, freedom of movement 9th commune with nature, tree stride Grassland Druid Level Circle Spells 3rd invisibility, pass without trace 5th daylight, haste 7th divination, freedom of movement 9th dream, insect plague Mountain Druid Level Circle Spells 3rd spider climb, spike growth 5th lightning bolt, meld into stone 7th stone shape, stoneskin 9th passwall, wall of stone Swamp Druid Level Circle Spells 3rd darkness, Melf's acid arrow 5th water walk, stinking cloud 7th freedom of movement, locate creature 9th insect plague, scrying Underdark Druid Level Circle Spells 3rd spider climb, web 5th gaseous form, stinking cloud 7th greater invisibility, stone shape 9th cloudkill, insect plague Land's Stride PHB p68 [–] 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 as those created by the entangle spell.
  Nature's Ward PHB p68 [–] 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 PHB p68 [–] When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant 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.
  Circle of the Moon PHB p69 [–] Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid.
  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 crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.
  Combat Wild Shape PHB p69 [–] You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.
  Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
  Circle Forms PHB p69 [–] The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).
  Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.
  Circle of the Moon Beast Shapes Level Max. CR Limitations 2nd 1 No flying or swimming speed 4th 1 No flying speed 6th 2 No flying speed 8th 2 — 9th 3 — 12th 4 — 15th 5 — 18th 6 — Primal Strike PHB p69 [–] Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  Elemental Wild Shape PHB p69 [–] At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.
  Thousand Forms PHB p69 [–] 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 the Shepherd XGE p23 [–] 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.
  Speech of the Woods XGE p23 [–] At 2nd level, 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 friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
  Spirit Totem XGE p23 [–] Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.
  As a bonus action, you can move the spirit up to 60 feet to a point you can see.
  The spirit persists for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest.
  The effect of the spirit's aura depends on the type of spirit you summon from the options below.
  Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura. Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit's aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura. Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level. Mighty Summoner XGE p23 [–] Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:
  The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has. The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage. Guardian Spirit XGE p23 [–] Beginning at 10th level, your Spirit Totem 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 Spirit Totem aura, that creature regains a number of hit points equal to half your druid level.
  Faithful Summons XGE p23 [–] 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 conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts 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 Wildfire TCE p39 [–] 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.
  Circle Spells TCE p39 [–] 2nd-level Circle of Wildfire feature
  You have formed a bond with a wildfire spirit, a primal being of creation and destruction. Your link with this spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Wildfire Spells table.
  Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
  Circle of Wildfire Spells Druid Level Circle Spells 2nd burning hands, cure wounds 3rd flaming sphere, scorching ray 5th plant growth, revivify 7th aura of life, fire shield 9th flame strike, mass cure wounds Summon Wildfire Spirit TCE p39 [–] 2nd-level Circle of Wildfire feature
  You can summon the primal spirit bound to your soul. As an 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 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.
  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 spirit shares your initiative count, but it takes its turn immediately after yours. 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 are incapacitated, 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.
  Enhanced Bond TCE p39 [–] 6th-level Circle of Wildfire feature
  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.
  Cauterizing Flames TCE p39 [–] 10th-level Circle of Wildfire feature
  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 proficiency bonus, and you regain all expended uses when you finish a long rest.
  Blazing Revival TCE p39 [–] 14th-level Circle of Wildfire feature
  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.
  The Unbroken Circle TGS1 p159 [–] The Unbroken Circle is an order of druids who have abandoned the patient teachings of their predecessors, deciding instead to take up arms in defense of the wilderness. These combative druids form militias and harness the fury of nature itself to forcefully remove any encroaching evil that threatens their sacred lands.
  While the chaotic bend of nature is found within these druids, their bodies and impulses are tamed through training and discipline. Originally from the unforgiving Festerwood, this circle's teachings are as rigorous as the forest, blending a mixture of offense and defense to stand up to all of the world's challenges.
  Improved Shillelagh TGS1 p159 [–] When you choose this circle at 2nd level, you gain proficiency with martial weapons. In addition, you learn the shillelagh cantrip. If you already know this cantrip, you learn a different druid cantrip of your choice. The cantrip doesn't count against your number of cantrips known.
  When you cast shillelagh, you can use it to imbue any melee weapon you're holding with nature's power. If you're holding a weapon under the effects of shillelagh, you can use it as a spellcasting focus for your druid spells.
  Wild Recovery TGS1 p159 [–] At 2nd level, you gain the ability to recover using the wild, bestial magic that courses through you. As a bonus action, you can expend a use of your Wild Shape to regain a number of hit points equal to 1d10 + your Wisdom modifier (minimum of 1). When you reach 10th level in this class, you regain 2d10 + your Wisdom modifier instead.
  Shillelagh Mastery TGS1 p159 [–] Starting at 6th level, when you cast shillelagh, the weapon's damage die becomes a d10, instead of a d8. When you reach 14th level in this class, the damage die becomes a d12.
  In addition, while you're wielding a weapon under the effects of shillelagh, you can attack twice, instead of once, whenever you take the Attack action on your turn using that weapon.
  War Druid TGS1 p159 [–] At 10th level, when you use your action to cast a druid cantrip, you can make one weapon attack as a bonus action.
  Nature Armor TGS1 p159 [–] By 14th level, your connection to nature helps to shield you from harm. At the start of each of your turns, you gain a number of temporary hit points equal to half your druid level.