Base Class: Druid
The Druids living in proximity of this nature's magical marvel of a river that is Sevilna will inevitably learn to grow an affinity for its waters and positive influence to its environment.
Voices cry out from the wilderness, unheard by many but not by you. You know that animals play a vital role in the natural world and you defend them against the forces that might destroy them. But you do not stand alone in this duty. You share a magical connection, a kinship with the spirits of the beasts and the fey that watch over them. Aided by their gifts, you defend these creatures and their homes and turn hunters into the hunted.
Combat Wild Shape
When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
Spirit Totem
Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you.
As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see.
The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.
The effect of the spirit’s aura depends on the type of spirit you summon from the options below.
Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
Tiger Spirit. The tiger spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
Frog Spirit. The frog spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.
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.
Arctic
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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|
9th |
Coast
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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|
9th |
Desert
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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|
9th |
Forest
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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|
7th |
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|
9th |
Grassland
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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|
9th |
Mountain
| Druid Level | Spells |
|---|---|
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3rd |
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5th |
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7th |
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|
9th |
Swamp
| Druid Level | Spells |
|---|---|
|
3rd |
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5th |
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7th |
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|
9th |
Underdark
| Druid Level | Spells |
|---|---|
|
3rd |
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5th |
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7th |
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|
9th |
Primal Beast
Starting at 6th level, your attacks in beast form change for more options:
- Leap at a target to bite it, dealing 2d8
Bludgeoning, and knock it
Prone.
- Expend a spell slot to cause a Rupture on the earth, causing debris to tear through nearby objects and creatures dealing 3d8
Bludgeoning damage.
- Give in to your inner beast's base instincts to increase your Wisdom by 2 for the remaining of the Wild Shape and possibly make nearby creatures fearful of you. (Each creature must make a wisdom saving throw)
Hidden Paths
Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Thousand Forms
By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.
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