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Druid Circles

The document outlines the Druid class and its various circles, including the Circle of Root & Branch and the Circle of the Spirit, detailing their abilities and features. Druids are part of a broader society that values nature and balance, with specific skills related to plants and spirits. Each circle offers unique powers, such as the ability to cultivate mandragoras or commune with ethereal beings, enhancing the druid's connection to the natural and spiritual worlds.

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0% found this document useful (0 votes)
7 views4 pages

Druid Circles

The document outlines the Druid class and its various circles, including the Circle of Root & Branch and the Circle of the Spirit, detailing their abilities and features. Druids are part of a broader society that values nature and balance, with specific skills related to plants and spirits. Each circle offers unique powers, such as the ability to cultivate mandragoras or commune with ethereal beings, enhancing the druid's connection to the natural and spiritual worlds.

Uploaded by

quintenarnone
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
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Druid Circles points regained and you regain a spell slot of a level

equivalent to the number of hit dice you spent.


Though their organization is invisible to most outsiders,
druids are part of a society that spans the land, ignoring Royal Blossom
political borders. All druids are nominally members Starting at 14th level, your blooming mandragora grows
of this druidic society, though some individuals are so into a royal mandragora. When you use the Root and
isolated that they have never seen any high-ranking Stem ritual feature you cultivate a royal mandragora
members of the society or participated in druidic instead of a blooming mandragora.
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 Root & Branch


Druids who practice the Circle of Root & Branch have
a close relationship with the green things of the world.
Early on in their devotion they learn to resist toxins,
emulate flora as easily as they do fauna, and even how
to create a living plant companion. These druids are
rarely seen without a mandragora at their side, a kind of
living plant that varies based on the land it was born in.
While not always fanatical about the defense of natural
territory, druids of the Circle of Root & Branch always
exhibit respect for the natural world and expect the
same of others.

Green Thumb
Starting at 2nd level, you gain resistance to poison
damage.

Leaf and Branch


Starting at 2nd level, you can also use your Wild Shape
feature to take on the shape of plants. These plant
shapes have the same maximum CR and limitations as
beast shapes. Inanimate plants are considered CR 0.

Root and Stem


Starting at 2nd level, you learn a ritual to grow a Mandragora
mandragora. The ritual takes an hour to complete and
at its conclusion a mandragora seedling digs itself out
of the ground before you. The seedling functions as your
familiar as if by the find familiar spell.
As a bonus action you can assert control over
your mandragora familiar so long as you maintain
concentration. While you maintain concentration you
can mentally control the mandragora’s actions on its
turn and the mandragora adds your proficiency bonus to
its AC, attack rolls, and saving throws. While you have
control over your mandragoras actions you can compel
it to attack and take other actions familiars normally
cannot. If your mandragora can cast a spell it uses your
spell attack and spell save DC.
As a bonus action on your turn you can expend a spell
slot to heal your mandragora 1d10 for each slot level.

Bud and Bloom


Starting at 6th level, your mandragora seedling grows
into a blooming mandragora. When you use the ritual
you learned with the root and stem feature you cultivate
a blooming mandragora instead of a mandragora
seedling.

Green Heart
Starting at 10th level, you are immune to poison
damage and the poison condition. When you take a
short rest in direct sunlight you may add your Wisdom
modifier to each hit die you expend to determine hit
Classes | Druid
1
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
Regional Variants
Arctic
Seedling. This creature gains resistance to cold Blooming. This creature is medium and has an
damage. additional 5 hit points. This creature can cast entangle.
Blooming. This creature gains immunity to cold It must complete a long rest before it can use this spell
damage. This creature can create a layer of frost nearby again.
mimicking the spell grease. It can use this feature again Royal. This creature is large and has an additional 10
when it completes a long rest. hit points.
Royal. This creature can cast sleet storm. It must
complete a long rest before it can cast this spell again. Grassland
Seedling. This creature gains +10 feet to its walking
Coast speed.
Seedling. This creature has a swim speed of 30 ft., Blooming. This creature can use its action when in
can breathe air and water and can cast the spell create direct sunlight to regain 1d4+2 hit points.
or destroy water. It must complete a short rest before it Royal. This creature can use its action when in direct
can cast this spell again. sunlight to gain 2d4 temporary hit points.
Blooming. This creature gains resistance to acid
damage. This creature can cast the spell water Mountain
breathing or water walk. This creature must complete a Seedling. This creature gains a burrow speed of 10
long rest before it can cast one of these spells again. feet and tremorsense of 15 feet.
Royal. This creature gains immunity to acid damage. Blooming. This creature’s AC improves by 2.
This creature can cast the spell watery sphere. It must Royal. This creature has resistance to bludgeoning,
complete a long rest before it can cast this spell again. piercing, and slashing damage from non-magical
weapons.
Desert
Seedling. This creature gains resistance to fire Settlement
damage. Seedling. This creature can understand and speak
Blooming. This creature gains immunity to fire one language spoken in the settlement it was created in.
damage. This creature can cast the spell burning hands. Blooming. This creature has advantage against
It can use this spell again when it completes a long rest. charmed and frightened effects. This creature’s
Royal. This creature can cast fireball. It must Intelligence score increases by 2.
complete a long rest before it can cast this spell again. Royal. This creature can cast the spell charm person
as a 3rd-level spell or fear. This creature must complete
Forest a long rest before it can cast one of these spells again.
Seedling. This creature can cast animal friendship or
speak with animals. This creature must complete a long Swamp
rest before it can cast one of these spells again. Seedling. This creature’s vine lash attack has a reach
of 30 ft.
Classes | Druid
2
Blooming. This creature’s vine lash grapple save DC Circle of Root & Branch by
is increased by 2. /u/ coolgamertagbro
Royal. This creature ignores difficult terrain caused by http://sterlingvermin.com/
foliage. This creature has an aura of 5 feet, all creatures
passing through the aura consider it difficult terrain due Art Credits in Order of Appearance
to overgrown foliage. “Second Druid” by Cerulean Raven
“Plant Creature” by Guild Wars 2
Undedark
Seedling. When this creature uses vine lash he can
replace the normal damage type with poison.
Blooming. This creature can cast the spell darkness
or invisibility (targeting itself only). It can cast one of
these spells again after it completes a long rest.
Royal. When this creature makes a vine lash attack
it can choose to not grapple. If it does, the target of the
attack must make a Constitution saving throw against
the poisoned condition with the same DC as the grapple
check. If the target creature fails this saving throw it is
poisoned for one minute. It can make a Constitution
saving throw at the end of each of its turns to end this
effect.

Classes | Druid
3
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
Circle of the Spirit Invisible World Attunement
Starting at 6th level, choose a permanent blessing from
Druids of the Circle of the Spirit are the shamans the totemic spirit you have the closest relationship with.
and spirit-talkers of the Old Faith. While others turn Chieftain. You can use a bonus action issuing a
their focus to the emulation of the natural world or command to a friendly creature. That creature can
beasts, shamans learn to commune with the spirits and spend their reaction to make a weapon attack or cast a
ethereal beings that remain hidden from mortal senses. cantrip.
Beyond just learning to commune with the invisible Warrior. When you cast a cantrip or use the Attack
beings, shamans learn to call these spirits into them, action you can use your bonus action to make a weapon
empowering their efforts with the spiritual might of attack.
those beings. Trickster. You can use your bonus action to hinder
an opponent within 10 feet of you. The next roll that
Shamanic Vision creature makes has disadvantage.
Starting at 2nd level, you can spend an action to attune
yourself to the invisible world. When you do so, you gain Ethereal Body
shamanic vision out to a range of 30 feet. You maintain Starting at 10th level, you can cast the spell
this altered state so long as you continue concentration. etherealness without expending a spell slot. You can use
Within range of your shamanic vision you can see in this feature again when you complete a long rest.
darkness and see into the Ethereal Plane. Starting at
14th level, your shamanic vision’s range increases to 60 Spirit Walks With You
feet and allows you to perceive invisible creatures and Starting at 14th level, you can cast the spell unseen
the original form of a shapechanger or creature that servant at will.
is transformed by magic.

Spirit Door
Starting at 2nd level, while you are concentrating
on your shamanic vision you can use an action
and expend a use of your Wild Shape to compel
a totemic spirit to possess you. While you
are possessed, you remain in full control of
your character but the spirit enhances your
abilities depending on the spirit chosen. While
possessed you gain advantage on saving throws
to maintain concentration. This effect ends
when you lose concentration or a number of
hours have passed equal to half your druid
level. You can cast spells that do not require
concentration while possessed.
Chieftain. You gain advantage on
Wisdom saving throws and are proficient
in Persuasion, Insight, and History for
the duration. As a bonus action you can
expend a spell slot to gain a number of d6
Chieftain dice equal to the level of the spell
slot expended. When you or a friendly
creature within range of your shamanic
vision makes a saving throw or ability
check you can expend a Chieftain die to
roll it and add that result to the saving throw or ability
check.
Warrior. You gain advantage on Constitution saving
throws and are proficient in Athletics, Acrobatics, and
Intimidation for the duration. As a bonus action you can
expend a spell slot to gain a number of d6 Warrior dice
equal to the level of the spell slot expended. When you
or a friendly creature within range of your shamanic
vision makes a weapon attack or a damage roll you can
expend a Chieftain die to roll it and add that result to
the weapon attack or damage roll.
Trickster. You gain advantage on Charisma saving
throws and are proficient in Deception, Sleight of Hand,
and Stealth for the duration. As a bonus action you can
expend a spell slot to gain a number of d6 Trickster dice
equal to the level of the spell slot expended. When a
creature within range of your shamanic vision makes an
attack roll or saving throw you can expend a Trickster Circle of the Spirit by
die to roll it and subtract that result from the attack roll /u/ coolgamertagbro
or saving throw. Art Credits in Order of Appearance
“Shaman Render” by Dragons of Elanthia

Classes | Druid
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