Base Class: Druid
Druids that belong to the Circle of Mana have a deep appreciation and understanding of the fact that magic is a living being, indistinguishable from the natural world. These druids harness the power of mana, channeling and giving it form in order to protect the wondrous magical locations in the wild.
Circle Spells
When you join this circle at 2nd level, the mana has blessed you with knowledge of arcane magic. This blessing grants you access to some spells when you reach certain levels in this class, as shown on the table below.
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 that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
| Druid Level | Spells |
| 2nd | detect magic, magic missile |
| 3rd | mirror image, arcanists magic aura |
| 5th | sending, magic circle |
| 7th | arcane eye, dimension door |
| 9th | arcane hand, teleportation circle |
Arcane Form
Starting at 3rd level, you can attune to the lingering mana around you. As a bonus action, you can expend a use of your Wild Shape feature to assume an arcane form, choosing from the options below and gaining the benefits of the option as long as you remain in your arcane form, rather than assuming a beast form.
- Abjuration Form. The mana protects you from harm. You gain a + 1 bonus to AC and temporary hit points equal to half your druid level + your Wisdom modifier.
- Conjuration Form. The mana allows you to meld into it, teleporting swiftly. As a bonus action on your turn, you can teleport to an unoccupied space you can see within 10 ft.
- Divination Form. The mana allows you to read the flow of magic in the near future. You gain a +1 bonus to saving throws against spells and other magical effects.
- Enchantment Form. The mana amplifies your physical charm. You have advantage on Charisma (Persuasion) and Charisma (Deception) checks.
- Evocation Form. The mana empowers your magic. When you cast an evocation spell of 1st level or higher that deals damage, you can add your Wisdom modifier to one damage roll of that spell.
- Illusion Form. The mana takes shape as an illusory duplicate of yourself that shelters you from harm. When a creature makes a melee attack against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself, causing the creature to have disadvantage on the attack roll.
- Necromancy Form. The mana empowers your healing powers. Whenever you use a spell of 1st level or higher to restore hit points to a creature other than you, a surge of the healing energy courses through you and you regain hit points equal to the level of the spell.
- Transmutation Form. The mana allows you to alter your physical characteristic in order to adapt to different situations. After taking bludgeoning, piercing, or slashing damage, you can use your reaction to gain resistance to the triggering damage type until the start of your next turn.
Summon Living Mana Spirit
Starting at 6th level, you learn how to give physical form to mana. As an action, you can expend one spell slot to summon a living mana spirit.
The spirit appears in an unoccupied space of your choice that you can see within 30 ft of you. It is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Living Mana Spirit stat block, which uses the level of the spell slot (SL) expended to summon the spirit in several places. You determine the spirit's appearance. Some spirits take the form of a humanoid figure made of pure arcane energy, while others look like beasts wreathed in violent magics.
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 minute, until it is reduced to 0 hit points, until you use this feature to summon a spirit again, or until you die.
One with the Mana
At 10th level you learn how to share your own power with the mana. If you assume an arcane form with your Arcane Form feature, any living mana spirit you summon also gains the chosen forms' benefits, using your druid level whenever necessary.
Favored by the Mana
By 14th level, your connection with the mana grows strong enough that magic is unwilling to cause you harm. When you take damage from a spell, you can use your reaction to reduce the damage by an amount equal to your druid level.
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