Druid in The World Within Walls | World Anvil
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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.  

Druid Table


LvlProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st+2Druidic, Spellcasting22
2nd+2Wild Shape, Druid Circle23
3rd+2242
4th+2Wild Shape improvement, Ability Score Improvement343
5th+33432
6th+3Druid Circle Feature3433
7th+334331
8th+3Wild Shape improvement, Ability Score Improvement34332
9th+4343331
10th+4Druid Circle Feature443332
11th+44433321
12th+4Ability Score Improvement4433321
13th+544333211
14th+5Druid Circle Feature44333211
15th+5443332111
16th+5Ability Score Improvement443332111
17th+64433321111
18th+6Timeless Body, Beast Spells4433331111
19th+6Ability Score Improvement4433332111
20th+6Archdruid4433332211

Druid


Hit Points

Hit Dice: d8 per Druid level
Hit Points at first Level: 8 + Con Mod
Hit Points at Higher Levels: 1d8 (or 5) + your Con Mod

Proficiences

Armor: Light armor, medium armor, shields (druids will not use armor or shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaves, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Int, Wis
Skills: Choose two: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival

Class Features

Druidic

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.  

Wild Shape

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.
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.
 

Druid Circle

At 2nd level, you choose to identify with a circle of druids: the Circle of the Land detailed at the end of the class description or one from the Player's Handbook or other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.  

Wild Shape Improvement

At 4th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1/2 or lower that doesn't have a flying speed. You can use this feature twice. You regain expended uses when you finish a short or long rest.  

Ability Score Improvement

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.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Wild Shape Improvement

At 8th level, you can use your action to magically assume the shape of a beast that you have seen before of challenge rating 1 or lower. You can use this feature twice. You regain expended uses when you finish a short or long rest.  

Timeless Body

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

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.  

Archdruid

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.


Starting Equipment

  • (a) a wooden shield or (b) any simple weapon
  • (a) a scimitar or (b) any simple melee weapon
  • Leather armor, an explorer’s pack, and a druidic focus

 


Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.   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 may use a druidic focus as a spellcasting focus for your spells. Druidic foci include mistletoe, totem carvings, yew wands, or oaken staves.


Subclass Options


Druid Circles

Though their organization is invisible to most outsiders, druids are part of a society that spans the land, ignoring political borders. All druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and sisters. Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other.   At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid.  

Circle of Ash

From the natural world to the world of man, there comes a time where the world has become sick and unclean. Druids of the circle of ash believe in the cleansing properties of fire, and believe it to be the best thing to tear down what has gone rotten and allow the ashes to cultivate something new.

Circle of Blood Alchemy

You have passed the Sanguine King’s trial of becoming a shapeshifting druid, and now you’ve been rewarded with a portion of its talents. The servants have put you through a dark ritual that changed you forever. The nature around you decays as you feed off its blood, utilizing it for your gain.   The art of blood alchemy is considered a great taboo by those who know it but do not practice it, for it uses the life force of others. Many alchemists would even deny that it exists in order to discourage their students and colleagues from researching it, dismissing it as mere myths and rumors.   You walk the world, now forever changed by the Sanguine King’s rite, drawing life from everything around you. Whether you'll use these powers for the good or get twisted by your hunger for more influence, only time will tell. What you know already is that it would be best to hide your powers from the civilized world.

Circle of Constellations

Druids who are members of the Circle of Constellations live nocturnally. On star-speckled nights, when the skies are clear, druids of the circle tell tales of shapes in the stars, of the beasts that dance across the velvety sky, and of the magic woven by the twinkling specks of light that hang above.

Circle of Defile

The Circle of Defile is made up of druids that abdicate of their duties as guardians of nature. The defilers discover a way to drain the magical energy from nature, gaining druid powers by destroy the nature instead of protect it. Defilers meet within places with vivid woods with the only purpose of waste it, leaving just a glade full of dead plants and barren land behind. Since the defilers are entirely opposed to the druid teachings, they are hunted by druids, rangers, and other guardians of nature. They always meet secretly and never stay in the same place for a long time.

Circle of Dreams

Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.

Circle of Elemental Archers

Members of the Circle of Elemental Archers study a unique elven method of archery that weaves magic into attacks to produce supernatural effects. However, unlike the similar Arcane Archers that imbue their arrows with arcane magic, members of the Circle of Elemental Archers are druids who have taken up the bow and use it tandem with their elemental magics to protect their homelands.

Circle of Entomancy

Those who join the Circle of Entomancy have the ability to command bugs and tiny swarms of insects and arachnids. They often seek to protect the lower reaches of the forest and the Underdark, however, generally, those in the Underdark's variant of the Circle of Entomancy seek to use insectoids and arachnids to their whim rather than to protect them for the good of the ecosystem.

Circle of Flames

Druids of the Circle of Flames recognize fire’s integral role in the natural world—they see it not only as a force of destruction, but as a force of rebirth, and ultimately of life. Throughout many environments, wildfires are merely a tool of nature that allow plants and animals to thrive. These druids seek to control and manipulate wildfires, allowing them to run their course without encroaching on civilization. Their order gathers in the burnt out remnants of forest fires, where they discuss their dealings and sow the first seeds of new growth within the charred soils. These druids also devout much of their time to studying the most ancient forms of fire magic, created by creatures of primordial fire and those connected to the Elemental Plane of Fire. Through their study, they learn an array of fire-based magics, and gain the ability to infuse their wild shapes with the destructive power of fire. Members of this circle become adventurers in their search knowledge, as they travel far and wide in search of ancient tomes and primordial beings, so that they might gain a deeper understanding of fire magic and the beings that created it. They also might seek to punish those that abuse and misuse fire— pyromaniacs are not welcome among their kin, and cannot be allowed to bring unbalance to the natural world.

Circle of Heart

Druids of the Circle of Heart exhibit purity and positivity like no other. In the most dreadful of times, they are able to look on the bright side. They know that there is a strong link between the heart and the mind, and they wish to show that connection in a positive light to all living things. The strong will of their heart is all that is needed to subdue those that would wrong the world.

Circle of Horrors

A largely unappreciated discipline, the Circle of Horrors focuses its attention on carnivorous plants. Somewhere between plant and animal, these plants signify the union of the natural world into a single divine form which encapulates both the patient dignity of plant life and the hungry glory of the animal kingdom. Worlds of magic and might often hold many varieties of large and terrible plants which (if left untended) pose a danger not only to remote kingdoms but to civilisation itself. The Circle of Horrors treads where other druids will not, and seeks out these vast unknowable intelligences to better understand their needs and their nature.

Circle of Ichor

Druids of the Circle of Ichor focus on the transfer of life to death. Manipulating their own blood and the blood of their enemies to help preserve nature. Even evil creatures can be utilized in death as fertilizer for nature and fuel for primal magic.   These druids tend to focus on darker magics most choose to avoid. They know the value in this magic and can use it to the benefit of all uncorrupted creatures.

Circle of Midsummer

The Circle of Midsummer draws its power from the vibrant feywild. To these druids, nature is sacred not because we conserve it, but because we allow it to change. The cycle of day to night, of the seasons, of the year - it represents constant change, a change epitomised by the art of Wild Shaping. The Circle of Midsummer strives to bring this change to others, changing their forms so that they might better understand the world around them.

Circle of Redcaps

It takes a certain kind of druid to really appreciate the different kinds of blood in the world. Old blood. New blood. Blood tainted by alcohol. Druids who follow the circle of redcaps are united by their strange fascination with it, but more so by the revels in which they partake in its honor. Donning the distinctive red caps and of their nakesake fey creature, these druids can be found wherever the carnage is thickest and the sanguine delights most plentiful.

Circle of Sand

Druids of the Circle of Sand are nomads by nature, embracing the hardships of the desert to protect the fragility of its oases. They meet at these beacons of nature, or within the cool interiors of ancient tombs and forgotten cities. Their bond with the sands allows them to form a connection with the innumerable spirits of its dead, and every druid of the Circle of Sand finds a certain one to call friend. That bond is powerful, and many of these druids are happy to live as just a pair. Even when traveling in groups they often prefer the company of their spirit over others of their kind.   Your spirit typically remains a single form, occasionally changing when the mood takes them. You can choose this form yourself, with your DM, or by rolling on the table below.
Spirit Form Table
d6 Spirit Form
1 Camel
2 Vulture
3 Snake
4 Lizard
5 Coyote
6 Scorpion

Circle of Seasons

Druids of the Circle of Seasons learn early in their trials that all things are transient. All things that live must die, and those things that don't live are worn away by the wind and rain.   As a druid of the seasons, you embody nature’s invisible hand. Whether through famine or pestilence, flood or fire, you revere the world’s natural cycle of destruction and rebirth. Your connection to the natural cycles of life and death allows you to burn nature’s enemies and renew your allies.

Circle of Slumber

Druids of the Circle of Slumber are many things, but chief among them, they're nappers. Unlike most sleeping things, they use their time asleep to explore the world around them, experiencing and observing all parts of the day and night cycles as dreaming ghosts.   Some members of the Circle of Slumber go beyond simple observation. Some use their spectral abilities to lead lost travelers astray, or give them cryptic guidance. More urbanized members may use their abilities for infiltration or supportive combat. Further still, some members use their sleep walking abilities to control and masquerade as other beings.

Circle of Sonority

The world is loud now. It didn’t use to be this way. The endless growth of mortal races has filled the world with sound, but there are those who remember how things were. There is a power in this dynamic, the shifting to and fro from loud to quiet, harsh to soft. Druids from the Circle of Sonority appreciate this relationship, using it to empower their spells and increase their understanding of all things that move.

Circle of Stars

Druids of the Circle of Stars do not heed to the call of nature and its beasts, but instead look up to the stars for guidance and answers, seeking enlighenment and strength from the stars above. Always moving and journeying as they follow the stars, those of this circle twist the powers of the universe to bend their own fate, and the fate of others.

Circle of Steel

Druids have a taboo against metal equipment, but not you. Your circle embraces metal as another form of nature, one tempered by the hand of sentient creatures. There is no such thing as “unnatural” to your order. Druids of the circle of steel will often preside over mines in the wilderness in order to make use of the precious metals within. Other druid circles may turn their nose up, but these Druids are just as devoted to nature as any other, and that is hard for anyone to deny.

Circle of Stone

Though druids care for nature, most only focus on flora and fauna. Members of the Circle of Stone, however, are aware that the very stone and earth upon which they walk are the true source of nature. These druids have a unique connection to stone and have been known to animate and even eat stones. Often called Stoneborn, these druids protect stone and earth from being over mined or sites of nature from being destroyed.
Restriction: Dwarves Only Only dwarves and duergar can become a member of the Circle of Stone. The teachings and rites needed to become a member of the Circle of Stone are held by the dwarves, who never let an outsider follow such powerful, ancient, and sacred traditions. Your DM may lift this restriction, as befits the campaign.

Circle of the Beasts

The Circle of the Beast is made up of hermits and shamans that focus on improves its contact and relationship with wild creatures. These druids called themselves Beast Lords and form small groups that meet within glades in the wildest and dangerous places of the wild. On such places, this druids find the most prosperous fauna and flora with which they commune and help on protection and growth of this fauna and flora. When the ecosystem is under threat, the beast lords can call its dwellers to help them against such threats. As your link with nature grows, the beast lords can forge bonds with more powerful wild beasts

Circle of the Blood Court

In order to protect nature, druids of the Circle of the Blood Court have learned to harness the powers of Blood Magic. Using the other creature’s blood as well as their own, in order to ensure that the nature’s balance is preserved. Most of the members of the Circle of the Blood Court are considered savages and they are isolated from members of other druidic circles. There are druids of this circle that would easily spill the blood of other creatures in order to achieve their goals, but many of the members of the circle consider this option as their last resort.

Circle of the Boundary

Nature never stops evolving. Members of this circle know they must do the same if they are to survive a world of fire and steel. They walk the line between nature and civilization and use the greatest weapons of both to preserve the fragile balance between the two.

Circle of the Cactus

In the deep reaches of the harsh deserts and moist jungles of the material plane lies a circle of druids who are quite mysterious. They find comfort in the lands and the plants like other druids yet they find themselves to be more of a protective type. Especially when it comes to their beloved flora of choice, the cactus.

Circle of the Crescent

Druids of the Circle of the Crescent attempt to be more subtle and creative with the ways they shape-shift. They pride themselves on making changes to their physical form that bridge the gap between humanoid and bestial, melding the best features of both.   A druid of this circle might adapt the claws of a mighty bear to tear into its foes, while maintaining its ability to communicate with its comrades. It may sprout the wings of a giant eagle but maintain its ability to grapple a foe in its arms. Creativity and ingenuity flourish among this circle.

Circle of the Depths

Water is as much a part of nature as the land it nourishes, and druids who belong to the Circle of the Depths use the power of water to protect the world's river, streams, lakes, seas, and oceans. They also use their magics to make traveling upon the world's waterways easier and less fraught with peril, and, thus, are favored guides for sailors and tradesmen alike.

Circle of the Downpour


Circle of the Dragon

These Druids revere draconic beings, powerful entities that ruled with a tight claw centuries ago, dominating the skies and the land. Merely Supplemented by nature, their magic comes from an ancient influence brought upon them by some event in their past. Maybe your character’s ancestors were rulers of an ancient draconic kingdom; or a White Dragon’s icy breath infected you rather than destroying you outright. Either way, these druids inspire awe and fear in their enemies, striking down with a forceful blow of magic and prowess.

Circle of the Eldritch Moon

Druids share a deep connection with the natural world, and for most of them this brings a profound serenity and reasurance in the natural order of things, but as druids of the circle of the eldritch moon know they have only scratched the surface of what trully lies at the heart of the world. Their understanding of nature is so deep that they have uncovered secrets about the origins of life so abhorrent that the more weak willed would be driven to insanity, but they have embraced the maddening truth of the cosmos and have been changed by it into something greater than our fragile shells, something alien and strange, yet deeply familiar.

Circle of the Fountain

Myths of a mystical fountain where anti-aging water flows have filled tomes for centuries. The Circle of the Fountain is rumored to have partaken in the waters which enhance their healing magic. No one but the Circle knows for sure, but Fountain druids use the rejuvenating properties of water to repair and enhance the body and nature itself.

Circle of the Fungus

Fungus is life and death combined. Some druids prosper in that circle and worship the fungi. They are considered evil by most people but in truth they just cherish both death and life. For them, "passing away" is not a sad event, but a case for celebration, since it is the cycle of life.

Circle of the Garden

Miles from the nearest settlement, the leaves seemed to part of their own accord. I stumbled into a clearing roofed above by a thick tangle of branches stretching from all of the trees on the boundary of this wondrous place. Atop the mangled stump of a long since dead tree in the center, the wilder wyvern watched me with acute intensity. To my side, a woman whose name I never seemed to remember to ask for approached me. She showed me to the wyvern's garden and told me of how it had heard of my coming and had given me permission to look upon its work. As a druid, she helped it tend to its plants, and what a magnificent job they had done. I did my best to mark the species I could identify, but there were so many. Even more entrancing was the number of species I didn't recognize at all. --Beros Nim, The Timber Tome, page 156
  The Circle of the Garden is one of peace, nurturing, and deep respect for plant life. These druids learn to grow the tallest trees, the sweetest flowers, and the most potent herbs. It's through this love of flora that they channel their powers, able to coax their green allies into forms to help and hinder. Bringing their gardens with them, a druid of this circle is always on the lookout for new additions and amazing herbal discoveries.

Circle of the Guardian

Druids of the Circle of the Guardian are not necessarily guardians themselves, at least, no more than all druids can be. Instead, they conjure forth an ally from nature itself, a creature bound to them that can protect them from harm, and destroy their enemies. These druids act as a single unit, fighting together with spell and fang in harmony. As a druid grows in power, so too does their guardian, until its ferocity is unmatched by almost all that can be found in the wild.

Circle of the Land

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.

Circle of the Mist

Druids of the Circle of the Mist are so deeply connected to the lands they protect that they become inseparable from the other defensive measures of nature. These druids seek to repel the oncoming tide of “civilization” and establish a firmer border between the wild and the tame. Their magic confuses, befuddles, and stupefies. At every step, they seek to turn back attackers or leave them defenseless and distraught. They weave illusions out of thin air and call upon the powers of mist to let them roam wherever they please.   Druids of the Circle of the Mist may manifest their powers in different ways. Some create a gentle fog that does nothing but turn ships away from their precious, untouched island paradise. Some choose to summon a choking, noxious smoke that burns the lungs and stings the eyes of any trespassers to their lands.

Circle of the Molten Heart

While most druids would eschew mining and metallurgy, those who belong to the Circle of the Molten Heart revel in it, for they see metal as the coalesced essence of the earth, and fire as the greatest expression of elemental power, the union of the two in the act of creation, to them, is the deepest form of worship and communion with nature, an act that is never performed without reverence and with great care for the earth's well being, for their connection to metal runs to their very core.

Circle of the Moon

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.

Circle of the Pack

Druids of the Circle of the Pack forsake much of the secrecy and tradition held sacred by other orders, and rarely gather with other druids. Instead, they form their circle, or pack, with companions they meet on their travels, ever eager to share their natural communion with others.   These druids thrive on communication and building relationships, but share their deepest bonds with the other members of their pack. At your option, you can pick from or roll on the Pack Quirks table.
Pack Quirks
d6 Quirk
1 Pack means family, and family means everything.
2 You speak to your pack with growls and chirps. Words don't have the same nuance.
3 You know each member of your pack by scent.
4 People don't make sense like beasts do. Your pack are the only ones you can truly be yourself with.
5 You only feel alive while running with your pack.
6 Your pack members occasionally display small animalistic habits and characteristics.

Circle of the Rainbow

The Circle of the Rainbow is made up of druids who worship and master the sun's radiance in its most beautiful form, that of the natural phenomena known as a rainbow. Glorious and mysterious in equal measure, these displays of light originated when the first of the alicorns - winged unicorns from the upper planes - took flight, and you typically find druids of this circle nearby, ready to draw strength from their power. The most powerful of druids can sometimes summon a fragment of these creatures to guide and protect them.

Circle of the Scorched Earth

The Circle of the Scorched Earth is a last resort used by druids. Whenever a powerful threat endangers the world, these druids consume the plant life in flames. This way, it can be reborn from the ashes once the threat has subsided.

Circle of The Seedling

Druids of the Circle of the Seedling delve more completely into the ancient rituals and hidden knowledge of plant magic. These druids meet together in their Plant Wild Shape, sharing their wisdom and arcane secrets with each other in Druidic, while appearing to just be a small bunch of shrubs and trees. As a member of this circle, your magic allows you to be one with your surroundings, gaining intricate control over the plants around you.

Circle of the Sepulchre

A secret tradition known to very few, the Circle of the Sepulchre walks the world to find places steeped in the memory of death. These places are sources of power, but must be carefully managed, lest the darkness spill forth and overwhelm the surrounding lands. The Circle of the Sepulchre takes on this grave responsibility, and in turn awakens secrets of the Shadowfell inherent to the cursed land on which they tread.

Circle of the Shepherd

Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize that all living things play a role in the natural world, yet they focus on protecting animals and fey creatures that have difficulty defending themselves. Shepherds, as they are known, see such creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds.   Members of this circle become adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with them.

Circle of the Sky

Members of the circle of sky prize knowledge, wisdom, foresight and freedom. Their ranks learn to communicate with birds, and share in their bodies and senses before eventually learning to become such creatures themselves. When they do, they can with supernatural grace, further and faster than even their assumed form might suggest.   The circle’s predilection for seeing things from high up and far away has left them with both a reputation for distant affect, but in some cultures, they are respected as soothsayers or even as cartographers.   Members of the circle of the sky usually have their enclave split between two locations, and make long migrations from one to the other in the spring and autumn, memorizing the lands between the two. Those that stray from the path become solitary travelers and wanderers, gathering lost secrets and knowledge, and eventually carrying it back to the circle.

Circle of the Silver Sands

It is said that only the luckiest of druids come across the silver sands in the beaches and deserts across the world. They never appear in the same place twice and some believe they hold the intelligence to choose those they wish to bond with and bestow their power upon. None know this for sure, but what is certain is that those who utilize the sands wield great and reverent power that is to be both feared and admired.

Circle of The Spiritlords

Ages ago, nature priests with a greater connection to the spirit realm believed the world itself to be formed from a group of elemental and primordial spirits, each specifically charged to harness one of the major elements of creation. This band of tribal druids developed a set of ritual practices that allowed them to summon these spirits, whose essence now resides in every rock, tree, and breath of air, controlling the ebb and flow of nature not only in their homeland, but in all lands beyond. This order of priests were known as spiritlords.   Spiritlords begin their journey with the rites handed down by those before them, specifically, the ritual to create a special mask from an ironwood tree. This mask allows the spiritlord to play host to the spirit-elementals roaming this world.   As the spiritlord grows in power and gains a heightened level of attunement to the spirit world, their mask transforms along with them, being altered with new carvings, ritual paints, and brands that symbolize the bond between the druid and the spirits they carry within.

Circle of the Sun

Druids connected with the Circle of the Sun hail from regions that have strong ties to the celestial planes, like Mount Celestia or Elysium. These druids form connections with celestial spirits and the radiant energy of the upper planes, granting them exceptional magical capabilities, and the ability to summon celestial spirits to aid them. Their order gathers yearly, when the sun reaches its highest point in the sky on the summer solstice. Their meetings often take place upon the highest mountains, where they can feel closer to the heavens, and they are usually attended by a number of low-ranking celestials in addition to their ranks of druids. In their meetings these druids share news about the forces of evil, and coordinate with their celestial comrades in their plans to root out and destroy these evils. Members of this circle often consider themselves the opposite of the circle of the moon. Rather than secluding themselves in darkness and secrecy, sun druids do their work in the open, and often come in direct contact with other humanoids—whether to hunt them down or protect them from the forces of evil. Aided by their celestial spirits, these druids watch over the lands and protect the good in the world from encroaching darkness.

Circle of the Unknown

Druids of the Circle of the Unknown see nature from a different perspective than other druids. They realize that every world, no matter how alien to Earth, and every creature, no matter how weird, is but a mere extension of mother Nature.   The members of this circle always yearn to learn more about the weird forms in which life can manifest and their secrets; often forgetting about the life near their home.

Circle of the Vibrant Ocean

The sea is teeming with life, filled with plants and animals both seen and unseen. Stormy waves and crashing tides give way to beautiful coral and sandy beaches. Your circle is dedicated to the preservation of the sea, but that does not always mean the protection of life. Death is an ever-present danger when dealing with the ocean as fearsome predators and deadly creatures lurk in the depths. You learn to call upon all aspects of this enigmatic place, discovering its secrets in your quest for understanding. Your journeys will take you far across the sea and even beyond it as you search for the salvation of the place you call home. Rise with the tide, and wander with the waves.

Circle of the Vine

Druids of the Circle of the Vine are all about liberation of ones self. The followers of this circle are about drinking wine, finding the joy in music, and ecstatic dancing, preferably by a raging bonfire. These druids feel free from self-consciousness and the restraints of society.

Circle of Thorns

Druids who take up the circle of thorns follow a difficult path. They act as the tireless defenders of nature's territory, fighting countless losing battles at the boundary between natural life and those who wish to destroy it. These druidic warriors are reviled by almost all civilizations, as their indomitable defense of their territory puts them directly at odds with most societies. Paradoxically, their militancy and ferocity cause most other druids to frown upon druids of thorns. As thus, these warriors often live solitary lives at the fringes of natural territory, far from any other factions, thanklessly fighting against the threat of outsiders.

Circle of Totem Spirits

The ancient practices of the Circle of Totem Spirits shape one's mind and body. Druids of this circle momentarily merge with the totem spirits around them, changing their capabilities on a whim, however they see fit.

Circle of Twilight

The Circle of Twilight is an ancient sect of druids, long estranged from other druidic circles due to their differing outlooks on the natural world. The Circle of Twilight believes that the spirits of nature need regular sacrifices of beasts, natural and unnatural, and even the occasional human sacrifice. These druids meet in old, dying forests to perform secret blood rituals - rituals which they hope will appease the cruelest gods of the Old Faith. As a member of this circle, you realize nature’s will is not of kindness and spirituality - it is of cruelty and sacrifice.

Circle of Winter

The Circle of Winter draws power from the season itself. These druids embody the conditions of snow, harsh and unforgiving, but also cleansing and calming. They tend to be nomadic travelers spreading winter snow wherever they go. Their snowstorms can ravish an area, but will always leave it with less corruption and ready for new life.


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