Base Class: Druid
The Circle of the Wyrm is an old order of druids steeped in rigid tradition. These honor-bound wardens of nature and draconic heritage are members of a secret society that have influenced governance, war, and culture across the world. High-standing members of this Circle have ties to royal bloodlines that date back generations, a connection that’s subtly showcased in royal family crests and insignia. Druids from this Circle know that dragons, and draconic magic, are as connected to the world as plants or beasts, and utilize that connection to transform into a unique and powerful draconic form all their own.
Level 3: Draconic Forms
You channel the might of dragons when using your Wild Shape feature, taking on a draconic form, to the exclusion of all others.
Known Forms. A Circle of the Wyrm druid has no known forms. Instead they can expend uses of their Wild Shape to assume one of the forms provided by this subclass. At 3rd level, a Circle of the Wyrm druid has access to the Draconic Form stat block. A Circle of the Wyrm druid gains access to additional forms at later levels, as noted in this subclass.
Temporary Hit Points. You gain a number of Temporary Hit Points equal to three times your Druid level.
DraConic Form
Medium, Small, or Tiny Dragon
Armor Class 10 + PB + WIS (natural armor)
Speed 30 ft., one of Fly 30 ft., Burrow 15 ft., or Swim 30 ft.
Senses blindsight 10 ft.,darkvision 60 ft.,
Actions
Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d8 + Wisdom modifier Piercing or Slashing damage.
Level 10: Draconic Presence
When using your Wild Shape feature, you gain the following benefits.
Superior Draconic Form. You gain access to the Superior Draconic Form stat block.
Elemental Esoterica. When you assume a Draconic Form, you can alternatively choose from the following damage types: Force, Necrotic, Psychic, Radiant, or Thunder.
Superior DraConic Form
Large Dragon
Armor Class 12 + PB + WIS (natural armor)
Speed 40 ft., one of Fly 60 ft., Burrow 40 ft., or Swim 40 ft.
Saving Throws Dex +1 plus PB
Damage Resistances determined by your Elemental Affinity choice.
Senses blindsight 30 ft.,darkvision 120 ft.,
Actions
Multiattack. You can make two Rend attacks.
Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 feet. Hit: 1d10 + Wisdom modifier Piercing or Slashing damage plus 1d6 Elemental Affinity damage.
Draconic Breath. Dexterity Saving Throw: DC equals your spell save DC, each creature in either a 30-foot Cone or a 60-foot-long, 5-foot-wide Line. Failure: Wisdom modifier d10 Elemental Affinity damage. Success: Half damage.
Frightful Presence. Wisdom Saving Throw: DC equals your spell save DC, each creature of your choice within 60 feet of you. Failure: frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns. Success: the creature is immune to your Frightful Presence for the next 24 hours.
Level 14: Might of the Ancients
When using your Wild Shape feature, you gain the following benefits.
Supreme Draconic Form. You gain access to the Supreme Draconic Form stat block.
Primal Arcanum. While in a Draconic Form you can cast spells, except for any spell that has a Material component with a cost specified or that consumes its Material component.
Supreme DraConic Form
Huge Dragon
Armor Class 13 + PB + WIS (natural armor)
Speed 40 ft., one of Fly 80 ft., Burrow 40 ft., or Swim 40 ft.
Saving Throws Dex +0 plus PB
Damage Immunities determined by your Elemental Affinity choice.
Senses blindsight 60 ft.,darkvision 120 ft.,
Actions
Multiattack. You can make three Rend attacks.
Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 feet. Hit: 1d10 + Wisdom modifier Piercing or Slashing damage plus 1d6 Elemental Affinity damage.
Draconic Breath. Dexterity Saving Throw: DC equals your spell save DC, each creature in either a 60-foot Cone or a 90-foot-long, 5-foot-wide Line. Failure: Wisdom modifier d12 Elemental Affinity damage. Success: Half damage.
Frightful Presence. Wisdom Saving Throw: DC equals your spell save DC, each creature of your choice within 120 feet of you. Failure: frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns. Success: the creature is immune to your Frightful Presence for the next 24 hours.
Level 6: Energy of the Dragons
When using your Wild Shape feature, you gain the following benefits.
Greater Draconic Form. You gain access to the Greater Draconic Form stat block.
Elemental Affinity. When you assume a Draconic Form, choose a damage type associated with dragons: Acid, Cold, Fire, Lightning, or Poison. Your choice affects certain aspects noted in your Draconic Form stat blocks.
greater DraConic Form
Medium Dragon
Armor Class 11 + PB + WIS (natural armor)
Speed 30 ft., one of Fly 45 ft., Burrow 30 ft., or Swim 30 ft.
Damage Resistances determined by your Elemental Affinity choice.
Senses blindsight 10 ft.,darkvision 60 ft.,
Actions
Multiattack. You can make two Rend attacks.
Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d8 + Wisdom modifier Piercing or Slashing damage plus 1d4 Elemental Affinity damage.
Draconic Breath. Dexterity Saving Throw: DC equals your spell save DC, each creature in either a 15-foot Cone or a 30-foot-long, 5-foot-wide Line. Failure: Wisdom modifier d8 Elemental Affinity damage. Success: Half damage.
Level 3: Circle of the Wyrm Spells
When you reach a Druid level specified in the Circle of the Wyrm Spells table, you thereafter always have the listed spells prepared.
| Druid Level | Prepared Spells |
|---|---|
| 3 | Command, Dragon's Breath, Sorcerous Burst |
| 5 | Fear |
| 7 | Arcane Eye |
| 9 | Legend Lore |
Level 3: Tongue of the Dragons
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
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