Druid
Base Class: Druid

🌿 Level 3 – Memory of the Lost Trail

You gain the following features when you choose this Circle:

🌀 Path Echo

When you finish a long rest, choose one of the following terrain types: Forest, Mountain, Desert, Swamp, Coast, or Underdark.

  • While in any terrain, you are treated as if you are in your chosen terrain for the purpose of movement, foraging, hiding, and Druid spellcasting.
  • Additionally, while in your chosen terrain, you ignore nonmagical difficult terrain and have advantage on Wisdom (Survival) checks to track or avoid being tracked.

🐾 Echoform: Vestige of the Beast

When you use your Wild Shape, you may instead transform into an Echoform—a translucent, memory-touched beast made of shifting light, ash, petals, or mist.

  • Echoform creatures resemble extinct or planar-twisted beasts (DM’s discretion or player flavor).
  • When in Echoform, your attacks deal force or radiant damage (your choice), and you gain advantage on saving throws against being grappled or restrained.
  • You may use Echoform a number of times equal to your Wisdom modifier (minimum 1) per long rest.

🌿 Level 6 – Wildpath Ward

Your connection to broken wildpaths allows you to bend reality to shield others.

  • As a reaction when you or a creature you can see within 30 feet is hit by an attack or fails a saving throw, you may shift them 5 feet in any direction to an unoccupied space and grant them resistance to all damage from that source until the start of their next turn.
  • You can use this feature a number of times equal to your proficiency bonus and regain all uses on a long rest.

Additionally, creatures you summon with Conjure Animals or Summon Beast appear with faint planar markings or sigils and count as both fey and elemental.

🌿 Level 10 – Anchor the Forgotten

You can mark unstable spaces and call forth strength from erased thresholds.

  • As an action, choose a 10-foot radius area within 60 feet. That area becomes an Anchored Zone for 1 minute.
  • While anchored:
    • You and allies within gain +1 AC and advantage on saving throws against being teleported or banished.
    • Enemies entering the zone must succeed on a Wisdom saving throw or be slowed (as the Slow spell, until the end of their next turn).
  • You may use this feature once per long rest, or again by expending a 4th-level or higher spell slot.

🌿 Level 14 – Trail Beyond the World

Your command of lost ley lines allows you to step through places that no longer exist.

  • You can cast Teleport, Plane Shift, or Transport via Plants once per long rest without material components, but only to locations you have previously visited or seen in dreams, memories, or visions.
  • You and up to 6 willing creatures travel through a dreamlike root-path, echo trail, or shattered gate.
  • If the destination no longer exists (e.g., destroyed or closed), you instead arrive at the closest safe area that once connected to it—a trail’s ghost.

Additionally, while in Echoform, you gain a flying speed of 30 feet (hover) and resistance to force and psychic damage.

Summary

Level

Feature

3

Memory of the Lost Trail, Echoform

6

Wildpath Ward, Planar-Summoned Beasts

10

Anchor the Forgotten

14

Trail Beyond the World

 

Path Echo

When you finish a long rest, choose one of the following terrain types: Forest, Mountain, Desert, Swamp, Coast, or Underdark.

  • While in any terrain, you are treated as if you are in your chosen terrain for the purpose of movement, foraging, hiding, and Druid spellcasting.
  • Additionally, while in your chosen terrain, you ignore nonmagical difficult terrain and have advantage on Wisdom (Survival) checks to track or avoid being tracked.

Echoform: Vestige of the Beast

When you use your Wild Shape, you may instead transform into an Echoform—a translucent, memory-touched beast made of shifting light, ash, petals, or mist.

  • Echoform creatures resemble extinct or planar-twisted beasts (DM’s discretion or player flavor).
  • When in Echoform, your attacks deal force or radiant damage (your choice), and you gain advantage on saving throws against being grappled or restrained.
  • You may use Echoform a number of times equal to your Wisdom modifier (minimum 1) per long rest.

Wildpath Ward

Your connection to broken wildpaths allows you to bend reality to shield others.

  • As a reaction when you or a creature you can see within 30 feet is hit by an attack or fails a saving throw, you may shift them 5 feet in any direction to an unoccupied space and grant them resistance to all damage from that source until the start of their next turn.
  • You can use this feature a number of times equal to your proficiency bonus and regain all uses on a long rest.

Additionally, creatures you summon with Conjure Animals or Summon Beast appear with faint planar markings or sigils and count as both fey and elemental.

Anchor the Forgotten

You can mark unstable spaces and call forth strength from erased thresholds.

  • As an action, choose a 10-foot radius area within 60 feet. That area becomes an Anchored Zone for 1 minute.
  • While anchored:
    • You and allies within gain +1 AC and advantage on saving throws against being teleported or banished.
    • Enemies entering the zone must succeed on a Wisdom saving throw or be slowed (as the Slow spell, until the end of their next turn).
  • You may use this feature once per long rest, or again by expending a 4th-level or higher spell slot.

Trail Beyond the World

Your command of lost ley lines allows you to step through places that no longer exist.

  • You can cast Teleport, Plane Shift, or Transport via Plants once per long rest without material components, but only to locations you have previously visited or seen in dreams, memories, or visions.
  • You and up to 6 willing creatures travel through a dreamlike root-path, echo trail, or shattered gate.
  • If the destination no longer exists (e.g., destroyed or closed), you instead arrive at the closest safe area that once connected to it—a trail’s ghost.

Additionally, while in Echoform, you gain a flying speed of 30 feet (hover) and resistance to force and psychic damage.

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