Druid
Base Class: Druid

The will of the water is your will, you harness it's power for your own and can be either a powerful monster or a healer of all ailments.

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

Circle Spells

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. Choose that land — arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark — 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.

Water
DRUID LEVEL SPELLS

3rd

Shape Water, Create or Destroy Water

5th

Purify Food and Drink, Misty Step

7th

Water Breathing, Control Water

9th

Ice Storm, Greater Invisibility

Arctic
DRUID LEVEL SPELLS

3rd

hold person, spike growth

5th

sleet storm, slow

7th

freedom of movement, ice storm

9th

commune with nature, cone of cold 

Coast
DRUID LEVEL SPELLS

3rd

mirror image, misty step

5th

water breathing, water walk

7th

control water, freedom of movement

9th

conjure elemental, scrying

Desert
DRUID LEVEL SPELLS

3rd

blur, silence

5th

create food and water, protection from energy

7th

blight, hallucinatory terrain

9th

insect plague, wall of stone

Forest
DRUID LEVEL SPELLS

3rd

barkskin, spider climb

5th

call lightning, plant growth

7th

divination, freedom of movement

9th

commune with nature, tree stride

Grassland
DRUID LEVEL SPELLS

3rd

invisibility, pass without trace

5th

daylight, haste

7th

divination, freedom of movement

9th

dream, insect plague

Mountain
DRUID LEVEL SPELLS

3rd

spider climb, spike growth

5th

lightning bolt, meld into stone

7th

stone shape, stoneskin

9th

passwall, wall of stone

Swamp
DRUID LEVEL SPELLS

3rd

darkness, acid arrow

5th

water walk, stinking cloud

7th

freedom of movement, locate creature

9th

insect plague, scrying

Underdark
DRUID LEVEL SPELLS

3rd

spider climb, web

5th

gaseous form, stinking cloud

7th

greater invisibility, stone shape

9th

cloudkill, insect plague

Natural recovery

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.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Land's Stride

Starting at 6th level, moving through water terrain has the same speed as your walking speed without any speed modifying items. You can also disrupt any spells on the water within sight such as the shape water spell.

Nature's Ward

When you reach 10th level, you are immune to poison and disease. You also now choose your water specialty

Water Druid of Health

You use the powers of water to heal and help those in need.

Water Druid of the Razor

You become a full damage dealing monster capable of summoning powerful allies or destroying enemies by your self.

Nature's Sanctuary

You can create water from thin air and summon an elemental ally.

Previous Versions

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