Reference
- Modifiers
- Circle of the Moon
- Circle of the Land: Arctic
- Circle of the Land: Coast
- Circle of the Land: Desert
- Circle of the Land: Forest
- Circle of the Land: Grassland
- Circle of the Land: Mountain
- Circle of the Land: Swamp
- Circle of the Land: Underdark
- Circle of Spores
- Circle of Stars
- Circle of Wildfire
- Circle of the Moon
- Circle of the Land: Arctic
- Circle of the Land: Coast
- Circle of the Land: Desert
- Circle of the Land: Forest
- Circle of the Land: Grassland
- Circle of the Land: Mountain
- Circle of the Land: Swamp
- Circle of the Land: Underdark
- Circle of Spores
- Circle of Stars
- Circle of Wildfire
Druid
- 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.
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Wild Shape:
(Level 2)
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.
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.- (Level 2) Max CR: 1/4 - No flying or swimming speed
- (Level 4) Max CR: 1/2 - No flying speed
- (Level 8) Max CR: 1
- Archdruid: (Level 18) At 20th level, you can use your Wild Shape an unlimited number of times.
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Ability Score Improvement:
(Level 4)
When you reach 4th level you can gain a feat, 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.
- (Level 8) When you reach 8th level, get another Ability Score Improvement.
- (Level 12) When you reach 12th level, get another Ability Score Improvement.
- (Level 16) When you reach 16th level, get another Ability Score Improvement.
- (Level 19) When you reach 19th level, get another Ability Score Improvement.
- Timeless Body: (Level 18) 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 Shapes: (Level 18) 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.
- Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival.
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Wild Companion (optional):
(Level 2)
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. - Cantrip Versatility (optional): (Level 4) 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 cleric spell list.
Modifiers
- weapon_proficiency: 1
- weapon_proficiency: 2
- weapon_proficiency: 5
- weapon_proficiency: 7
- weapon_proficiency: 8
- weapon_proficiency: 27
- weapon_proficiency: 14
- weapon_proficiency: 10
- armor_proficiency: light
- armor_proficiency: medium-nonmetal
- armor_proficiency: shield-nonmetal
Sub Class
Circle of the Moon
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Combat Wild Shape:
(Level 2)
When you choose this circle at 2nd level, 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:
(Level 2)
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.
- (Level 6) 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.
- Primal Strike: (Level 6) 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: (Level 10) 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: (Level 14) 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 Land: Arctic
- Bonus Cantrip: (Level 2) When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
- Natural Recovery: (Level 2) 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.
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(Level 3)
Circle Spells
- (Level 3) Hold Person, Spike Growth
- (Level 5) Sleet Storm, Slow
- (Level 7) Freedom of Movement, Ice Storm
- (Level 9) Commune with Nature, Cone of Cold
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Land's Stride:
(Level 6)
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: (Level 10) When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.
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Nature's Sanctuary:
(Level 14)
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 Land: Coast
- Bonus Cantrip: (Level 2) When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
- Natural Recovery: (Level 2) 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.
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(Level 3)
Circle Spells
- (Level 3) Mirror Image, Misty Step
- (Level 5) Water Breathing, Water Walk
- (Level 7) Control Water, Freedom of Movement
- (Level 9) Conjure Elemental, Scrying
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Land's Stride:
(Level 6)
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: (Level 10) When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.
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Nature's Sanctuary:
(Level 14)
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 Land: Desert
- Bonus Cantrip: (Level 2) When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
- Natural Recovery: (Level 2) 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.
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(Level 3)
Circle Spells
- (Level 3) Blur, Silence
- (Level 5) Create Food and Water, Protection from Energy
- (Level 7) Blight, Hallucinatory Terrain
- (Level 9) Insect Plague, Wall of Stone
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Land's Stride:
(Level 6)
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: (Level 10) When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.
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Nature's Sanctuary:
(Level 14)
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 Land: Forest
- Bonus Cantrip: (Level 2) When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
- Natural Recovery: (Level 2) 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.
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(Level 3)
Circle Spells
- (Level 3) Barkskin, Spider Climb
- (Level 5) Call Lightning, Plant Growth
- (Level 7) Divination, Freedom of Movement
- (Level 9) Commune with Nature, Tree Stride
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Land's Stride:
(Level 6)
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: (Level 10) When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.
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Nature's Sanctuary:
(Level 14)
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 Land: Grassland
- Bonus Cantrip: (Level 2) When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
- Natural Recovery: (Level 2) 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.
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(Level 3)
Circle Spells
- (Level 3) Invisibility, Pass Without Trace
- (Level 5) Daylight, Haste
- (Level 7) Divination, Freedom of Movement
- (Level 9) Dream, Insect Plague
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Land's Stride:
(Level 6)
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: (Level 10) When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.
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Nature's Sanctuary:
(Level 14)
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 Land: Mountain
- Bonus Cantrip: (Level 2) When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
- Natural Recovery: (Level 2) 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.
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(Level 3)
Circle Spells
- (Level 3) Spider Climb, Spike Growth
- (Level 5) Lightning Bolt, Meld into Stone
- (Level 7) Stone Shape, Stoneskin
- (Level 9) Passwall, Wall of Stone
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Land's Stride:
(Level 6)
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: (Level 10) When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.
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Nature's Sanctuary:
(Level 14)
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 Land: Swamp
- Bonus Cantrip: (Level 2) When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
- Natural Recovery: (Level 2) 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.
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(Level 3)
Circle Spells
- (Level 3) Darkness, Melf's Acid Arrow
- (Level 5) Water Walk, Stinking Cloud
- (Level 7) Freedom of Movement, Locate Creature
- (Level 9) Insect Plague, Scrying
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Land's Stride:
(Level 6)
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: (Level 10) When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.
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Nature's Sanctuary:
(Level 14)
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 Land: Underdark
- Bonus Cantrip: (Level 2) When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.
- Natural Recovery: (Level 2) 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.
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(Level 3)
Circle Spells
- (Level 3) Spider Climb, Web
- (Level 5) Gaseous Form, Stinking Cloud
- (Level 7) Greater Invisibility, Stone Shape
- (Level 9) Cloudkill, Insect Plague
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Land's Stride:
(Level 6)
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: (Level 10) When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.
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Nature's Sanctuary:
(Level 14)
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 Spores
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Circle Spells:
(Level 2)
Your symbiotic link to fungi 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.- (Level 2) Chill Touch
- (Level 3) Blindness/Deafness, Gentle Repose
- (Level 5) Animate Dead, Gaseous Form
- (Level 7) Blight, Confusion
- (Level 9) Cloudkill, Contagion
- Halo of Spores: (Level 2) 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.
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Symbiotic Entity:
(Level 2)
Also 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:
(Level 6)
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:
(Level 10)
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: (Level 14) 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
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Star Map:
(Level 2)
At 2nd level, 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.
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.- 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
- d6 | Map Form
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Starry Form:
(Level 2)
At 2nd level, you gain the ability to harness constellations’ power to alter your form. 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.
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Cosmic Omen:
(Level 6)
When you reach 6th level, you learn to use your star map to divine the will of the cosmos. 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:
(Level 10)
At 10th level, 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: (Level 14) At 14th level, while in your Starry Form, you become partially incorporeal, giving you resistance to bludgeoning, piercing, and slashing damage.
Circle of Wildfire
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Circle Spells:
(Level 2)
When you join this circle at 2nd level, 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.- (Level 2) Burning Hands, Cure Wounds
- (Level 3) Flaming Sphere, Scorching Ray
- (Level 5) Plant Growth, Revivify
- (Level 7) Aura of Life, Fire Shield
- (Level 9) Flame Strike, Mass Cure Wounds
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Summon Wildfire Spirit:
(Level 2)
At 2nd level, 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:
(Level 6)
At 6th level, 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:
(Level 10)
At 10th level, you gain the ability to turn death into magical flames that can heal or incinerate. When a Small or larger creature dies within 30 feet of you or your wildfire spirit, a harmless spectral flame springs forth in the dead creature's space and flickers there for 1 minute. When a creature you can see enters that space, you can use your reaction to extinguish the spectral flame there and either heal the creature or deal fire damage to it. The healing or damage equals 2d10 + your Wisdom modifier.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. -
Blazing Revival:
At 14th level, the bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.
Once you use this feature, you can't use it again until you finish a long rest.