Base Class: Druid
Circle of Assimilation
Assimilated Magic
Starting at 2nd level, you choose an Assimilation which grants you an additional cantrip associated with your chosen Assimilation:
Aberrations. Mind Sliver
Celestials. Word of Radiance
Dragons. Gust
Elementals. Resistance
Fey. Prestidigitation
Fiends. Fire Bolt
Giants. Magic Stone
Monstrosities. Primal Savagery
Oozes. Shape Water
Plants. Druidcraft
Circle Spells
Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. See your chosen Assimilation — Aberration, Celestial, Dragon, Elemental, Fey, Fiend, Giant, Monstrosity, Ooze, or Plant — and consult the associated list of spells.
Once you gain access to a circle spell, 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.
Aberration
| Druid Level | Spells |
|---|---|
|
3rd |
Enthrall, Mind Spike |
|
5th |
Enemies Abound, Tongues |
|
7th |
Compulsion, Confusion |
|
9th |
Modify Memory, Telepathic Bond |
Celestial
| Druid Level | Spells |
|---|---|
|
3rd |
Branding Smite, Spiritual Weapon |
|
5th |
Crusader's Mantle, Revivify |
|
7th |
Banishment, Sickening Radiance |
|
9th |
Holy Weapon, Wall of Light |
Dragon
| Druid Level | Spells |
|---|---|
|
3rd |
Dragon's Breath, Enhance Ability |
|
5th |
Elemental Weapon, Wind Wall |
|
7th |
Elemental Bane, Polymorph |
|
9th |
Control Winds, Destructive Wave |
Elemental
| Druid Level | Spells |
|---|---|
|
3rd |
Scorching Ray, Warding Wind |
|
5th |
Wall of Sand, Wall of Water |
|
7th |
Fire Shield, Storm Sphere |
|
9th |
Maelstrom, Wall of Stone |
Fey
| Druid Level | Spells |
|---|---|
|
3rd |
Find Steed, Healing Spirit |
|
5th |
Conjure Animals, Spirit Guardians |
|
7th |
Conjure Woodland Beings, Find Greater Steed |
|
9th |
Insect Plague, Tree Stride |
Fiend
| Druid Level | Spells |
|---|---|
|
3rd |
Crown of Madness, Dust Devil |
|
5th |
Summon Lesser Demon, Vampiric Touch |
|
7th |
Shadow of Moil, Summon Greater Demon |
|
9th |
Infernal Calling, Negative Energy Flood |
Giant
| Druid Level | Spells |
|---|---|
|
3rd |
Enhance Ability, Enlarge/Reduce |
|
5th |
Elemental Weapon, Meld into Stone |
|
7th |
Elemental Bane, Stone Shape |
|
9th |
Reincarnate, Skill Empowerment |
Monstrosity
| Druid Level | Spells |
|---|---|
|
3rd |
Alter Self, Enlarge/Reduce |
|
5th |
Fly, Water Breathing |
|
7th |
Freedom of Movement, Polymorph |
|
9th |
Contagion, Reincarnate |
Ooze
| Druid Level | Spells |
|---|---|
|
3rd |
Acid Arrow, Web |
|
5th |
Feign Death, Hunger of Hadar |
|
7th |
Black Tentacles, Vitriolic Sphere |
|
9th |
Raise Dead, Wall of Force |
Plant
| Druid Level | Spells |
|---|---|
|
3rd |
Barkskin, Spike Growth |
|
5th |
Plant Growth, Speak with Plants |
|
7th |
Grasping Vine, Guardian of Nature |
|
9th |
Awaken, Tree Stride |
Assimilated Mind
Starting at 6th level, you have advantage on ability checks pertaining to your chosen Assimilation: you have advantage on Intelligence, Wisdom and Charisma skill checks relating to creatures of your chosen Assimilation.
Assimilated Familiar
When you reach 10th level, you cannot be charmed or frightened by creatures of your chosen Assimilation. In addition you gain a familiar from your chosen Assimilation, this familiar follows the same rules as the Find Familiar spell except for:
- The familiar's maximum CR is 3 or lower.
- If the familiar is reduced to 0 hit points it vanishes and can be re summoned over a long rest by using a vial of your blood for spell components.
- If you directly attack your familiar it will become hostile to you.
- The familiar cannot teleport unless it already possesses this ability.
- The familiar can attack upon your command.
Assimilated Shape
When you reach 14th level, your chosen Assimilation grants you a new category of creature to transform into with your wild shapes. The CR limitations of the creatures you are able to wild shape is equal to your proficiency bonus.
Aberrations
You can now wild shape into Aberrations once you have observed them sufficiently.
Additional Wild Shape Requirements. Ingest at least 50 grams of the creature's grey matter.
Celestials
You can now wild shape into Celestials once you have observed them sufficiently.
Additional Wild Shape Requirements. At least 3 strands of the creature's hair.
Dragons
You can now wild shape into Dragons once you have observed them sufficiently.
Additional Wild Shape Requirements. Receive damage from the creature's breath weapon.
Elementals
You can now wild shape into Elementals once you have observed them sufficiently.
Additional Wild Shape Requirements. Received damage from the creature.
Fey
You can now wild shape into Fey once you have observed them sufficiently.
Additional Wild Shape Requirements. You must be able speak and understand Sylvan.
Fiends
You can now wild shape into Fiends once you have observed them sufficiently.
Additional Wild Shape Requirements. You must consume the flesh of your own kin.
Giants
You can now wild shape into Giants once you have observed them sufficiently.
Additional Wild Shape Requirements. You must possess bone of the creature.
Monstrosites
You can now wild shape into Monstrosities once you have observed them sufficiently.
Additional Wild Shape Requirements. You must observe the creature kill another creature.
Ooze
You can now wild shape into Oozes once you have observed them sufficiently.
Additional Wild Shape Requirements. Ingest at least 50 grams of the creature's ooze.
Plants
You can now wild shape into Plants once you have observed them sufficiently.
Additional Wild Shape Requirements. Ingest at least 25 grams of the creature's plant matter and 25 grams of dirt.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/31/2020 1:58:13 PM
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