0% found this document useful (0 votes)
308 views11 pages

Druid Circles - GM Binder

This document describes the Circle of the Ancients druid subclass. It gains abilities that allow it to take on dinosaur forms, including gaining primal magic and the ability to enhance its forms over time to become more powerful.

Uploaded by

Abner Tapia
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
308 views11 pages

Druid Circles - GM Binder

This document describes the Circle of the Ancients druid subclass. It gains abilities that allow it to take on dinosaur forms, including gaining primal magic and the ability to enhance its forms over time to become more powerful.

Uploaded by

Abner Tapia
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 11

Druid Circles

Druid Circle
At 2nd level, a druid gains chooses their Druid Circle. The
following additional options are available to a druid, along
with those presented in the Player’s Handbook: the Circles
of the Ancients, Depths, Guardian, Harvest, Scales, Sower,
Tides, and the Alternate Circle of the Land.
Circle of the Ancients
Deep in the unexplored jungles of the world, lizardfolk tribes
are led by a fearsome Circle of druids that worship ancient
reptiles known as Dinosaurs. Members of this Circle draw
upon the memory of these ancient beasts that flows within
their own blood to strike fear into the hearts of their foes.
Circle of the Ancients Features
Druid Level Feature
Circle Spells, Ancient Forms
2nd
Primitive Adaptation
6th Primal Strikes
10th Dreadful Wild Shape
14th Monstrous Form

Circle Spells
Your link with ancient dinosaurs grants you access to certain
spells. At 2nd level, you learn the primal savagery cantrip.
When you reach certain Druid levels, you gain access to
the spells below. These spells count as druid spells for you
and you always have them prepared, but they don't count
against the number of spells you prepare each day.
Druid Level Spells
2nd primal savagery
3rd alter self, enlarge/reduce
5th fear, haste
7th dominate beast, freedom of movement
9th commune with nature, insect plague
Primal Strikes
Ancient Forms Your unique Wild Shapes have grown in power. Starting at
When you adopt this Circle at 2nd level, your blood, whether 6th level, your attacks while in Wild Shape count as magical
by heritage or ceremony, now bears the memory of ancient for the sake of overcoming resistances and immunities.
dinosaurs. As a bonus action, you can expend a use of Wild
Shape to take the form of a reptilian beast or dinosaur with a Dreadful Wild Shape
CR as high as 1. You can ignore the max CR column of the Your connection with ancient dinosaurs increases. Starting at
Beast Shapes table, but must abide by all other limitations. 10th level, you can expend two uses of Wild Shape as a bonus
You don't need to have seen a dinosaur before to Wild action to transform into an Ancient Form with a CR equal to
Shape into it. However, you can are limited to Wild Shaping your druid level divided by 2, rounded down.
only into dinosaurs and their descendants: birds and reptiles.
Examples include velociraptors, crocodiles, and vultures. Monstrous Form
At 6th level, you can Wild Shape into an Ancient Form with Beginning at 14th level, you can enhance your Ancient Form
a CR as high as your druid level divided by 3, rounded down. with druidic power. While in Ancient Form, you can cast the
enlarge portion of enlarge/reduce, targeting only yourself,
Primitive Adaptation without expending a spell slot or material components.
You are enhanced by the ancient power in your blood. When You can cast enlarge/reduce in this way a number of times
you join this Circle at 2nd level, you gain a climbing speed equal to your Wisdom modifier (minimum of once), and you
and a swimming speed equal to your movement speed. regain all expended uses when you finish a long rest.
Circle of the Depths Spells
Druid Level Spells
2nd mind sliver
3rd crown of madness, mind whip
5th dark hunger, enemies abound
7th black tentacles, summon aberration
9th telekinesis, telepathic bond

Aberrant Form
The strange power of your Circle allows you to adopt more
powerful beast 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 can ignore the Max CR column of the Beast
Shapes table, but must abide by the other limitations there.
In addition, when you use your Wild Shape feature you can
choose to transform into the Aberrant Form of a beast you
could normally take the shape of. When you do, you use the
normal statistics of the beast, but it gains sunlight sensitivity
trait, and a number of traits of your choice from this list
below equal to half your proficiency bonus, rounded up.
Sunlight Sensitivity. You have disadvantage on attack rolls
and Perception checks relying on sight when you, your target,
or whatever you are perceiving is in direct sunlight.
Amphibious Skin. The beast's skin becomes completely
translucent. The beast can breathe both air and water.
Arachnoid Grip. The beast sprouts multiple extra legs.
The beast gains a 30 foot climbing speed, and it can climb
difficult surfaces without needing to make an ability check.
Gnawing Hunger. The beast grows serrated mouths at the
end of each limb. When the beast deals damage with a melee
attack, it gains temporary hit points equal to half the damage.
Insectile Carapace. The beast grows a chitinous shell in
Circle of the Depths place of fur or scales. The beast gains a bonus to its Armor
Class equal to half your proficiency bonus, rounded up.
From the highest mountain peaks, to ancient forest groves, to Psionic Awakening. The beast appears emaciated and its
blistering deserts, Circles of Druids can be found in every eyes become milky and white. You can cast any of your Circle
environment. The strangest of these druidic Circles is found of the Depths Spells as normal while in this form.
in the darkest depths, where blind things gnaw at the roots of Quivering Flesh. The beast's flesh quivers as if it is made
the world. Druids of the Depths spend their lives monitoring of slime or viscous ooze. The beast can move through spaces
the strange ecosystems that exist in the deep, and wield the as narrow as 1 inch wide without needing to squeeze.
aberrant powers that develop in the never ending darkness.
Alien Strikes
Circle of the Depths Features Starting at 6th level, while you are in an Aberrant Form, your
Druid Level Feature attacks count as magical for the purpose of overcoming
2nd Circle Spells, Aberrant Form resistances and immunities to nonmagical attacks.
In addition, you can now Wild Shape into a beast with a
6th Alien Strikes CR as high as your druid level divided by 3, rounded down.
10th Abhorrent Wild Shape
Abhorrent Wild Shape
14th Aberrant Evolution You have forged a strange connection with the unnatural and
alien creatures of the darkness. Starting at 10th level, you can
Circle Spells expend two uses of Wild Shape at the same time to take the
Your time in the endless dark grants you access to certain form of an aberration with a CR of 5 or lower.
spells. At 2nd level, you learn the mind sliver cantrip.
When you reach certain Druid levels, you gain access to Aberrant Evolution
the Circle of the Depths Spells. They count as druid spells for You have adapted your Aberrant Forms to thrive in sunlight
you and you always have them prepared, but they don't count as well as darkness. Upon reaching 14th level, you no longer
against the total number of spells you prepare each day. gain the sunlight sensitivity trait in your Aberrant Forms
Circle of the Guardian
While all druids forge a relationship with the natural world,
those who join the Circle of the Guardian dedicate their lives
to protecting the elder and sacred places of the wild. Known
as Guardians, these druids draw their magic from the ancient
forests they protect. These elder groves are places of sources
of great druidic power, often with links to the plane of Fey.
Circle of the Guardian Features
Druid Level Feature
Circle Spells, Elder LImbs,
2nd
Guardian Form
6th Arboreal Strikes
10th Grasp of the Forest
14th Verdant Mastery

Circle Spells
Your link with your primal grove grants you access to certain
spells. At 2nd level, and again when you reach certain Druid
levels, you gain access to the spells listed in the table below.
These spells count as druid spells for you and you always
have them prepared, but they don't count against the total
number of druid spells you prepare each day.
Druid Level Spells
2nd compelled duel, ensnaring strike
3rd earthbind, warding bond
5th erupting earth, plant growth
7th aura of life, grasping vine
9th tree stride, wrath of nature

Elder Limbs
When you adopt this Circle at 2nd level, your limbs become
tough and knotted like the eldest trees of the wood. When you Arboreal Strikes
hit a creature with an unarmed strike, they take bludgeoning At 6th level, the primordial grove you guard enhances your
damage equal to 1d8 + your Strength modifier. abilities. You can attack twice, instead of once, when you take
Also, when you hit a creature with an unarmed strike, you the Attack action on your turn. Moreover, you can cast one of
can expend a spell slot as part of that attack to cast ensnaring your druid cantrips in place of one of those attacks.
strike on your target, in addition to the damage of the attack. Also, your unarmed strikes count as magical for the sake of
overcoming resistance and immunity to nonmagical attacks.
Guardian Form
The primordial forests you protect can lend you their power. Grasp of the Forest
Beginning at 2nd level, you can use an action to expend a use Your very presence stimulates wild plant growth. Starting at
of your Wild Shape and take the form of a druidic Guardian. 10th level, you can expend a use of your Wild Shape as an
When you assume this Guardian form, you retain your game action to cast plant growth. When cast in this way, you can
statistics, but you take on tree-like appearance. While in your choose a number of creatures equal to your Wisdom modifier
Guardian form you gain the following benefits: (minimum of 1) who can ignore the difficult terrain effects of
the spell as the plants move aside to avoid hindering them.
Your skin becomes rough and bark-like in appearance,
and your Armor Class cannot be lower then 16. Verdant Mastery
As a bonus action, you can grant yourself temporary hit Your body is suffused with the druidic magic of the ageless
points equal to your Wisdom modifier (minimum of 1). trees that you defend. Beginning at 14th level, during each
The reach of your unarmed strikes increases by 5 feet. long rest, you automatically cast the 8 hour version of plant
You can use your Wisdom, in place of Strength, for the growth, unless you choose not to. When cast in this way, the
attack and damage rolls for your unarmed strikes. spell does not consume a spell slot or a use of Wild Shape.
Your Guardian form lasts for 10 minutes. It ends early if In addition, while you are in your Guardian form you are
you are reduced to 0 hit points, or you end it as an action. resistant to all bludgeoning, piercing, and slashing damage.
Circle of the Harvest Harvest Scythe
The cyclical nature of life is a central belief of every druid, no Starting at 2nd level, when you finish a short or long rest, you
matter their Circle. However, to members of the Circle of the can perform a short ritual to conjure a harvest scythe. This
Harvest this cycle of life is of the utmost importance. Known scythe is a magic weapon with both the finesse and versatile
as Avengers, these druids spent their lives enforcing this life properties, and it deals 1d8 (1d10) slashing damage on hit.
cycle. They are protectors of nature and wrathful warriors This scythe can be used as a spellcasting focus by you, and
who cut down any who abuse natural law. They are mortal you gain the following benefits while you wield it:
enemies of necromancers and undead of all kinds. Rigid in You know chill touch. It counts as a druid spell for you, but
their beliefs, Druidic Avengers ruthlessly hunt down and it doesn't count against your number of Cantrips Known.
destroy anything that violates the natural laws of the world. You always have inflict wounds prepared. It counts as a
druid spell for you, but it doesn't count against the total
Circle of the Harvest Features number of druid spells you can prepare each day.
Druid Level Feature You can cast inflict wounds at 1st-level spell, without
2nd Druidic Avenger, Harvest Scythe expending a spell slot a number of times equal to your
Wisdom modifier (minimum of once). You regain all
6th Extra Attack expended uses when you finish a long rest.
10th Mantle of Defense If you lose your harvest scythe, you can perform a 1-hour
14th Cull the Unnatural ritual to conjure another. This ritual can be performed during
a short or long rest, and the previous scythe turns to ash.
Druidic Avenger Extra Attack
Starting at 2nd level, you can assume the ancient mantle of Starting at 6th level, you can attack twice, instead of once,
an Avenger. As a bonus action, you can expend a use of your when you take the Attack action on your turn. Moreover, you
Wild Shape to take on your Avenger form. While in this form, can cast one of your cantrips in place of one of those attacks.
you retain your game statistics, but your body is covered in a
billowing cowl of darkness that obscures your features. While Mantle of Defense
in your Avenger form you gain the following benefits: You can use your druidic magic to absorb incoming blows
Your base movement speed increases by 10 feet. while in your Avenger form. Starting at 10th level, when you
So long as you are not wearing medium or heavy armor or take damage, you can use your reaction to expend a spell slot.
wielding a shield, you gain a bonus to your Armor Class The incoming damage is reduced by an amount equal to five
equal to your Wisdom modifier (minimum of +1). times the level of the spell slot you expended.
When you make a Constitution saving throw to maintain
concentration on a spell, you gain a bonus to your roll Cull the Unnatural
equal to your Wisdom modifier (minimum of +1). Upon reaching 14th level, your desire to destroy the enemies
Your Avenger form lasts for 1 minute. It ends early if you of nature empowers your attacks. You can add your Wisdom
are incapacitated or you choose to end it as a bonus action. modifier (minimum of +1) to the damage of any attacks you
make with your harvest scythe.
Gift of the Elder Dragon
When you join this Circle at 2nd level, you pledge yourself in
service to a great dragon. Choose the scale color of dragon
you serve from the table below. You gain resistance to the
damage type associated with your elder dragon's Element.
Color Element Color Element
Amethyst Force Gold Fire
Black Acid Green Poison
Blue Lightning Red Fire
Brass Fire Sapphire Thunder
Bronze Lightning Silver Cold
Copper Acid Steel Acid
Crystal Radiant Topaz Necrotic
Emerald Psychic White Cold

Draconic Wild Shape


The draconic power you have been gifted allows you to adopt
more powerful beast 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 can ignore the Max CR column of the
Beast Shapes table, but must abide by the other limitations.
Also, when you Wild Shape you can expend a druid spell
slot of 1st-level or higher to empower your beast form with
draconic magic, granting you the following benefits:
Circle of Scales
The beast is covered in a thin sheen of draconic scales
While most druids protect places of natural power or wield that resemble those of the dragon you serve. Your beast
the forces of nature, some form their Druidic Circles in the form's Armor Class is equal to 13 + its Dexterity modifier.
service of powerful dragons. In an effort to defend their lair, The beast gains resistance to the damage type associated
elder dragons will bestow some of their power upon druids with the Element of the elder dragon you serve.
who maintain the surrounding environment. The older the The beast gains temporary hit points equal to five times
dragon, the greater its influence, and the larger its Circle. the level of the spell slot you used to empower this form.
Circle of Scales Features
As a bonus action, you can expend a druid spell slot to
grant your beast form temporary hit points equal to five
Druid Level Feature times the level of the spell slot you expend.
Circle Spells, Gift of the Elder Dragon,
2nd
Draconic Wild Shape Infused Strikes
Beginning at 6th level, when you empower your beast form
6th Infused Strikes with draconic magic, you can choose for its natural weapon
10th Terrifying Wild Shape attacks to deal the damage type of your dragon's Element.
In addition, you can now Wild Shape into a beast with a
14th Elder Power CR as high as your druid level divided by 3, rounded down.
Circle Spells Terrifying Wild Shape
Your elder dragon grants you access to certain spells. At 2nd Your body has been suffused with draconic magic, allowing
level, and again when you reach certain Druid levels, you gain you to take on the forms of true dragon. Starting at 10th level,
access to the spells in the table below. They count as druid you can expend two uses of Wild Shape at the same time to
spells for you and you always have them prepared, but they take the form of a dragon with a CR of 5 or lower.
don't count against the number of spells you can prepare. If you Wild Shape into a dragon with a breath weapon, you
Druid Level Spells can choose for its breath weapon to deal the damage type of
your elder dragon's Element in place of the normal damage.
2nd thaumaturgy
3rd dragon's breath Elder Power
You have become valued as one of your elder dragon's most
5th fear loyal servants and are given increased power. Beginning at
7th elemental bane 14th level, when you empower your beast form with draconic
magic, the beast sprouts a leathery pair of draconic wings
9th dominate person and gains a 40 foot flying or swimming speed (your choice).
Circle of the Sower
The Druid Circle that is most revered by civilized peoples is
that of the Sowers. Folktales tell of an ancient druidic sage
that guided mortals to the discovery of agriculture. Drawing
on their mystical knowledge of the natural world, this druid
led ancient peoples to establish the first farms and towns.
Those who join the Circle of the Sower follow the example
of that ancient sage. They wander the countryside and offer
magical aid to farmers, gardeners, and all who till the soil.
Circle of Sower Features
Druid Level Feature
Circle Spells, Mystic Fruit,
2nd
Wandering Sage
6th Wild Growth
10th Abundant Harvest
14th Verdant Grasp

Circle Spells
Your understanding of the natural world grants you access to
certain spells. At 2nd level, and again when you reach certain
Druid levels, you gain access to the spells listed in the table
below. These spells count as druid spells for you and you
always have them prepared, but they don't count against the
total number of druid spells you prepare each day.
Druid Level Spells
2nd entangle, goodberry
3rd lesser restoration, spike growth
5th create food and water, plant growth
7th aura of life, grasping vine Wild Growth
9th greater restoration, tree stride Beginning at 6th level, you cause plants to blossom and grow
wherever you set foot. When you take a short or long rest, the
effects of the 8 hour casting of plant growth immediately take
Mystic Fruit effect in the area around you, unless you withhold them.
When you join this Circle at 2nd level, you learn to use your Your connection with plant life also grants you immunity to
druidic magic to produce wondrous fruits. As a bonus action, poison damage, the poisoned condition, and natural poisons.
you can expend a use of Wild Shape to produce a mystical
fruit from the list below in your empty hand. The fruit can be Abundant Harvest
eaten as an action. Any uneaten fruit spoils after 1 minute. Starting at 10th level, you can use your Wild Shape to grow
Invigorating Fruit. The creature regains hit points equal more potent produce. When you produce a Mystic Fruit you
to your Wisdom modifier + your druid level. Any hit points can choose from the following additional options:
over their hit point maximum become temporary hit points. Emboldening Fruit. If the d20 roll for the first attack roll,
Mystical Fruit. The creature regains one expended spell ability check, or saving throw the creature makes after eating
slot of a level equal to your proficiency bonus or lower. this fruit is lower then your Wisdom score, the creature can
Revitalizing Fruit. The creature is immediately cured of choose to substitute their d20 roll with your Wisdom score.
one of the following conditions: blinded, deafened, paralyzed, Primal Fruit. The creature is resistant to all bludgeoning,
petrified, poisoned, a reduction to an ability score or their hit piercing, and slashing damage for the next minute.
point maximum, or their exhaustion level is reduced by 1.
Verdant Grasp
Wandering Sage Starting when you reach 14th level, you can cast grasping
At 2nd level, you gain a mystical understanding of the natural vine without expending a spell slot a number of times equal
cycles of life and growth. You gain proficiency in the Nature to your Wisdom modifier (minimum of once), and you regain
skill, and whenever you make an Intelligence (Nature) check all expended uses when you finish a long rest.
related to agriculture, animal husbandry, the weather, or the When you cast grasping vine, you can conjure two vines at
growing and harvesting of plants you gain a bonus to your roll once in separate locations within range of the spell. You can
equal to your Wisdom modifier (minimum of +1). direct both vines at once with the same bonus action.
Circle Spells
Your connection with the primal waters grants you access to
certain spells. At 2nd level, you learn the shape water cantrip.
When you reach certain Druid levels, you gain access to the
spells in the table below. They count as druid spells for you
and you always have them prepared, but they don't count
against the total number of spells you prepare each day.
Druid Level Spells
2nd fog cloud, healing word
3rd misty step, prayer of healing
5th mass healing word, tidal wave
7th control water, watery sphere
9th maelstrom, raise dead

Tidal Aura
At 2nd level, you learn to channel the mystical power of the
Tides, even when you are away from bodies of water. As a
bonus action, you can expend a use of Wild Shape to exude a
mystical watery force in a 15-foot radius. Creatures of your
choice within your Tidal Aura treat it as difficult terrain. If a
creature has a swimming speed it can ignore this effect.
Your Tidal Aura also enhances your healing powers. When
you cast a spell of 1st-level or higher that restores hit points
to a creature within your Tidal Aura, one target of the spell
within your Tidal Aura regains additional hit points equal to
your Wisdom modifier (minimum of 1 additional hit point).
Your Tidal Aura lasts for 1 minute. The effects end early if
you end it as a bonus action, or if you are incapacitated.
Undertow
Your Tidal magic has grown in power. Starting at 6th level,
when you cast a spell of 1st-level or higher that forces a
creature in your Tidal Aura to make a Strength, Dexterity, or
Constitution saving throw, you can choose to empower the
Circle of the Tides spell. Any creature within your Tidal Aura makes their initial
Few natural forces exert as much influence over mortals as saving throw against the empowered spell at disadvantage.
the waters of the world. Rain for crops, raging storms, and You can empower a spell in this way a number of times
winding rivers all influence mortal folk throughout their lives. equal to your Wisdom modifier (minimum of once), and you
Tidal druids monitor the relationship between civilization and regain all expended uses when you finish a long rest.
the waters of oceans, rivers, and lakes. They are often found Waters of Life
using the innate magic of the waters to heal the sick, provide
rest to the weary, and nurture the crops of common folk. Upon reaching 10th level, you can wield the magic of primal
water to rejuvenate your allies as you hinder your foes. When
Circle of the Tides Features you activate your Tidal Aura you gain a pool of temporary hit
Druid Level Feature points equal to your druid level + your Wisdom modifier.
While that Tidal Aura is active, you can use a bonus action to
2nd
Disciple of the Sea, distribute any amount of temporary hit points from that pool
Circle Spells, Tidal Aura to any creature that is within your Tidal Aura, including you.
6th Undertow When your Tidal Aura ends, any unused temporary hit
10th Waters of Life
points from your pool immediately disappear.
14th Master of the Waves Master of the Waves
Your bond with the mystical waters of the world has reached
Disciple of the Sea its apex. Starting at 14th level, you can cast control water at
Your dedication and service to the life giving primal waters will, without expending a spell slot, so long as you can target
has changed you. When you join this Circle at 2nd level, you a body of water of sufficient size for you to manipulate.
gain the ability to breathe both air and water, and you gain a Also, the radius of your Tidal Aura increases to 30 feet, and
swimming speed equal to your movement speed. creatures of your choice treat the area of your Tidal Aura as
difficult terrain even if they have a swimming speed.
Alternate Druid Circles
Detailed below are alternate versions of officially published
Druid Circles. If your DM allows, you can select the version
below in place of the official version.
Alternate Circle of the Land
Druids of the Circle of the Land are the most common sort of
druid, if druids can be considered common at all. These sages Natural Recovery
of the natural world are able to attune themselves to almost Starting at 2nd level, you can regain some of your druidic
any environment, giving them an increased ability to draw out magic by communing with nature. During a short rest, you
the natural magic of the flora and fauna that surround them. choose expended spell slots to recover. The spell slots can
Alternate Circle of the Land Features have a combined level that is equal to or less than half your
druid level (rounded up), and none can be 6th-level or higher.
Druid Level Feature You can't use this feature again until you finish a long rest.
Bonus Cantrip, Environmental Attunement,
2nd Land's Stride
Natural Recovery
Starting at 6th level, you move effortlessly through the native
6th Land's Stride obstacles of your attuned environment. You ignore the effects
10th Nature's Ward of natural difficult terrain in your attuned environment.
14th Nature's Sanctuary
In addition, you have advantage on saving throws to resist
the harmful effects of your attuned environment. Examples
include resisting extreme temperatures, magically created or
Bonus Cantrip manipulated plants, or other magical environmental effects.
At 2nd level you learn one additional cantrip of your choice
from the druid spell list. This cantrip doesn't count against Nature's Ward
your total number of Cantrips Known. You are able to adapt to the hostile effects of nearly any wild
place. Beginning at 10th level, when you finish a short or long
Environmental Attunement rest, choose one of the following damage types: acid, cold,
Your connection to the natural world grants you increased fire, lightning, poison, or thunder. You gain resistance to that
druidic power. At 2nd level, you are infused with the ability to type of damage until the end of your next short or long rest.
cast certain spells based on your environment. These spells
are listed in the Environment Spells table below. When you Nature's Sanctuary
finish a long rest, you can attune to the environment around When you reach 14th level, creatures of the natural world
you, choosing from one of the following options: arctic, cave, sense your connection to nature and become hesitant to
coast, desert, forest, grassland, mountain, or swamp. attack you. When a beast or plant attacks you, you can force
While you are attuned to that environment you gain access the creature to make a Wisdom saving throw. On a failed
to the spells in the corresponding column of the Environment save, the attack automatically misses. On a successful save,
Spells table below. They count as druid spells for you and you the creature is immune to this effect for 24 hours.
always have them prepared, but they don't count against the Beasts and plants with a Wisdom of 4 or higher are aware
total number of druid spells you can prepare each day. of this effect before they make their attack against you.
Environment Spells
Level Arctic Cave Coast Desert
2nd armor of ice, ice knife cause fear, faerie fire cure wounds, fog cloud silent image, sleep
3rd hold person, spike growth darkvision, web gust of wind, misty step blur, dust devil
5th slow fear tidal wave daylight
7th ice storm giant insect watery sphere hallucinatory terrain
9th cone of cold passwall maelstrom seeming
Level Forest Grassland Mountain Swamp
2nd entangle, goodberry jump, longstrider earth tremmor, feather fall caustic brew, ray of sickness
3rd barkskin, spider climb pass without trace, sleep earthen grasp, spike growth acid arrow, spider climb
5th plant growth haste call lightning stinking cloud
7th guardian of nature freedom of movement stone shape blight
9th tree stride far step wall of stone insect plague
Druid Circles
Channel the awesome power of nature and
defend the balance of the natural world with
eight new Druid Circles for the Druid class!

Circle of the Ancients - Circle of the Depths


Circle of the Guardian - Circle of the Harvest
Circle of the Scales - Circle of the Sower
Circle of the Tides - Alternate Circle of the Land

Version 2.0.0
Created by /u/laserllama

Artist Credits:
Covers - Kimonas Theodossiou - Devoted Druid
Page 1 - Johann Bodin - Ghalta, Primal Hunger
Page 2 - Clint Cearly - Fathom Feeder
Page 3 - Victor Titov - Verdant Force
Page 4 - Sidharth Chaturvedi - Midnight Reaper
Page 5 - Greg Rutkowski - Sarkhan, Fireblood
Page 6 - Chase Stone - Karametra's Acolyte
Page 7 - Dan Scott - Fathom Mage

Additional Laserllama Homebrew content,


including classes, subclasses, and player races,
can be found for free on GM Binder.

Like what you see? Support me on Patreon!


This document was lovingly created
using GM Binder.

If you would like to support the GM Binder developers,


WWW.GMBINDER.COM consider joining our Patreon community.

You might also like